In an essay "Of Cannibals," Montaigne gives an account of a primitive tribe of South American Indians; while treating their life style in toto, he pays special attention to their choice of leaders, their mode of warfare, and their treatment of captives. This work is a notable contribution to the vogue of fictionalized travel literature, which includes, in addition to More's Utopia, such works as Robinson Crusoe and Gulliver's Travels and a host of major and minor later documents. Montaigne's philosophical approach to his subject is revealed in his repeated pointing of contrasts between those simple Indians and "civilized" Europeans with their mechanical progress, their gunpowder, and their Christianity. In almost every instance, civilization comes off second best in matters of rational behavior and especially where man's humanity to man is concerned.
Unlike many games, where different songs have different themes for each character or area, Wintory chose to base all of the pieces on one theme which stood for the player and their journey, with cello solos especially representing the player. Wintory describes the music as "like a big cello concerto where you are the soloist and all the rest of the instruments represent the world around you", though he describes it as not necessarily orchestral due to the inclusion of electronic aspects.[28][31] The cello begins the game as "immersed in a sea of electronic sound", before first emerging on its own and then merging into a full orchestra, mirroring the player's journey to the mountain.[32] While the game's art style is based on several different cultures, Wintory tried to remove any overt cultural influences from the music to make it "as universal and culture-less as possible".[28] Tina Guo features as the cellist for the soundtrack. She is a close friend of Wintory and has since performed "Woven Variations" with him, an eight-minute orchestral variation on the Journey soundtrack.[31] All of the non-electronic instruments in the soundtrack were recorded with a live orchestra.[29]
Slavery is a feature of Utopian life and it is reported that every household has two slaves. The slaves are either from other countries or are the Utopian criminals. These criminals are weighed down with chains made out of gold. The gold is part of the community wealth of the country, and fettering criminals with it or using it for shameful things like chamber pots gives the citizens a healthy dislike of it. It also makes it difficult to steal as it is in plain view. The wealth, though, is of little importance and is only good for buying commodities from foreign nations or bribing these nations to fight each other. Slaves are periodically released for good behaviour. Jewels are worn by children, who finally give them up as they mature.
The game is intended to make the player feel "small" and to give them a sense of awe about their surroundings.[11] The basic idea for the game, as designed by Chen, was to create a game that moved beyond the "typical defeat/kill/win mentality" of most video games.[12] The team initially created a prototype named Dragon that involved players trying to draw away a large monster from other players but eventually discarded it after finding it was too easy for players to ignore each other in favor of their own objectives.[12]
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The Medieval document most frequently cited in historical surveys of the utopian theme is Dante's Latin treatise on government, De Monarchia (1308?). Here again the differences between that work and More's are greater than the resemblances, and it is not suggested that More was acquainted with Monarchia. Dante, living in the period when the rivalry between popes and emperors for secular supremacy was splitting nations, cities, and even families, wrote his book to maintain the right of the emperor to independent authority over Europe in temporal matters, refuting the claims of the papacy that the emperor owed his title to the pope as God's vicar and was the pope's subject in matters temporal as well as spiritual. Dante does present his practical concept of an ideal commonwealth, the Holy Roman Empire. What this meant to him was a United Europe under the rule of a man of authority, an emperor elected — not by the populace but by the designated electors.

(Kobe) The second and third stops on our itinerary bring us to another Pacific archipelago, and the ports of Yokohama and Kobe, Japan. With its blend of modern industry amidst preserved ancient culture, Japan presents a variety of options for experiential learning. Students often enjoy getting a glimpse into traditional Geisha culture, taking a train to Tokyo, or exploring the many options for top-notch Japanese cuisine in Yokohama’s Minato Marai 21 neighborhood or the Harborland district in Kobe.

The history of utopian literature is extensive, even if we take the term in the strict sense of a detailed description of a nation or commonwealth ordered according to a system which the author proposes as a better way of life than any known to exist, a system that could be instituted if the present one could be cancelled and people could start over. Before More's 1516 Utopia, the number of elaborately designed utopian commonwealths is small. Most of the writings along these lines are brief and many are misty, nostalgic, backward glances at an imagined primitive life in the "Golden Age." There is, of course, no lack of earlier literature criticizing the status quo. The great outpouring of utopian literature, however, came after More; and it cannot be doubted that his work gave great impetus to the movement.
An early evidence of the impact of Utopia in Europe appeared in Rabelais's first book of Pantagruel (1532) in which a section is entitled "The Expedition to Utopia." Actually the narrative in no way resembles Utopia, but there are incidental parallels. Details of the voyage from France to Utopia are in a general way reminiscent of More's account of the travels of Hythloday. And it is noteworthy that Rabelais called the inhabitants of Utopia the Amaurotes, a word derived from More's name for the capital city of Utopia.
There are several religions on the island: moon-worshipers, sun-worshipers, planet-worshipers, ancestor-worshipers and monotheists, but each is tolerant of the others. Only atheists are despised (but allowed) in Utopia, as they are seen as representing a danger to the state: since they do not believe in any punishment or reward after this life, they have no reason to share the communistic life of Utopia, and will break the laws for their own gain. They are not banished, but are encouraged to talk out their erroneous beliefs with the priests until they are convinced of their error. Raphael says that through his teachings Christianity was beginning to take hold in Utopia. The toleration of all other religious ideas is enshrined in a universal prayer all the Utopians recite.
Yet, the puzzle is that some of the practices and institutions of the Utopians, such as the ease of divorce, euthanasia and both married priests and female priests, seem to be polar opposites of More's beliefs and the teachings of the Catholic Church of which he was a devout member. Another often cited apparent contradiction is that of the religious tolerance of Utopia contrasted with his persecution of Protestants as Lord Chancellor. Similarly, the criticism of lawyers comes from a writer who, as Lord Chancellor, was arguably the most influential lawyer in England. It can be answered, however, that as a pagan society Utopians had the best ethics that could be reached through reason alone, or that More changed from his early life to his later when he was Lord Chancellor.[8]
The robed figure wears a trailing magical scarf which allows the player to briefly fly; doing so uses up the scarf's magical charge, represented visually by glowing runes on the scarf. The scarf's runes are recharged by walking, or a variety of other means.[4] Touching glowing symbols scattered throughout the levels lengthens the initially vestigial scarf, allowing the player to remain airborne longer. Larger strips of cloth are present in the levels and can be transformed from a stiff, dull gray to vibrant red by singing near them. Doing so may have effects on the world such as releasing bits of cloth, forming bridges, or levitating the player. This, in turn, allows the player to progress in the level by opening doors or allowing them to reach previously inaccessible areas. The robed figure does not have visible arms to manipulate the game world directly.[3] Along the way, the player encounters flying creatures made of cloth, some of which help the player along. In later levels, the player also encounters hostile creatures made of stone, which upon spotting the player rip off parts of the figure's scarf.[2]
In December 2014, Gorman received her Master of Arts in History from the University of New Mexico. She is the daughter of the late Dr. Carl Gorman; artist, teacher and one of the original "first twenty-nine" Navajo Code Talkers who devised the initial Navajo code. She is also the youngest sister to the legendary and renowned Navajo artist, the late R.C. Gorman. In 1989, Gorman embarked on a journey to discover that her father had been a Code Talker. With a love of history, her journey has led her through 15 years of in-depth research and interviews. Gorman shares a touching story of young teenage boys seeking adventure and escape. The Code Talker story is the ultimate paradox – a shining achievement for Native America.
beliefs of the Roman Catholic Church. More had several children by his first wife. His daughter Margaret was considered to be the smartest woman in England being proficient in Latin, Greek and the classics. All of his children loved him. More indulged in scatological jokes; had countless pets and viewed life as a grand drama with him as an actor upon the stage of affairs.
Another surprising feature is the attitude toward machinery. Several centuries earlier, the Erewhonians had attained a remarkable stage of sophistication in the development of machinery, but through the teachings of a prophet they had been persuaded that machines might some day become masters over men, with the result that they destroyed all of the machinery having any degree of complexity and outlawed any further experimentation in the field. They retained only the simplest kinds of implements — spades and scythes — and horses and wagons.
There is a kind of state religion in Utopia which includes high priests and public worship. "They invoke God by no other name than Mythras, a name they all apply to the one divine nature, whatever it may be. No prayers are devised which everyone cannot say without offending his own denomination." (126) "When the priest [...] comes out of the sacristy, everyone immediately prostrates himself on the ground out of reverence; on all sides the silence is so profound that the spectacle itself inspires a certain fear, as if in the presence of some divinity." (128) Priests are held in such high esteem that "even if they commit a crime they are not subject to a public tribunal but are left to God and their own consciences. [...] For it is unlikely that someone who is the cream of the crop and is elevated to a position of such dignity only because of his virtue should degenerate into corruption and vice." (124)
Samuel Butler, Erewhon. This hugely inventive 1872 satire by the author of the anti-Victorian novel The Way of All Flesh is perhaps more accurately described as ‘anti-utopian’, though it follows the utopian narrative structure. The fictional land of Erewhon – almost ‘nowhere’ backwards – is the setting for this novel. Among the things satirised by Butler in this book is the rise of the machines, which Butler argues will evolve at an ever-faster rate – along the lines of Darwinian evolution – until the machines eventually overtake humans.