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The story takes place in a universe where telepathic, amphibious, and pyrogenic beings known as Septans grapple with socio-political turmoil, authoritarianism, and the discovery of alien technology. They inhabit a world created by the Divine Being named Sphear. Zan, an agent of the Pallen Intelligence Agency, is the protagonist of the story. He worries about global conflict and the erosion of Septan freedom under the Republic of Shin. Zan is tasked with averting war, but soon faces a mystery as an unidentified structure appears at the North Pole. He sets out to investigate the origins of this structure along with a junior officer. Meanwhile, his personal life ties into the Spiritous faith, an ancient belief comprising five testaments, the last of which has not been revealed and is expected to define Septan destiny. Faith, authoritarianism, alien contact, and time travel shape Sphear's fate. It is a story of faith under fire, freedom under threat, and civilisations on the edge of revelation. |
Nich, a brilliant researcher at Wisdom AI, is haunted by loss but finds new hope when he meets Lou, a philosophy student whose curiosity matches his own. Their connection—sparked by online games and deep conversations—quickly grows into a partnership that will test the limits of their intellect, courage, and hearts. Together, they navigate a society transformed by advanced technology, where artificial general intelligences manage daily life, telepathy is commonplace, and the very nature of reality is up for debate. As Nich and Lou’s relationship deepens, so do their philosophical explorations. They debate the relationship between logic and consciousness, the existence of souls, and the possibility of a divine intelligence guiding the universe. Their journey is both intimate and cosmic, as they seek meaning in a world where the boundaries between science and spirituality offers a glimpse of reality. It’s an unforgettable adventure across time, space, and the depths of the septan spirit. |
Click here to purchase 'The Septan Sage' on Amazon as an eBook or Paperback. |
Click here to purchase 'The Septan Soul' on Amazon as an eBook or Paperback. |
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About the author: Philip J. Ashton |
Born into a middle-class family in South Africa, he is the youngest of three, having two older sisters. His father was an English chartered accountant. He is a UK resident whose work blends science, philosophy, and spirituality into rich speculative fiction. With a scientific background and a fascination for consciousness and metaphysics, Ashton creates worlds where scientific and spiritual forces converge. His writing challenges readers to question the boundaries between logic and faith, matter and mind. Science can explain the how but not the why things are the way they are. His writing is partly a personal journey to square that circle. A university graduate with an Honours Bachelor of Science degree in Maths with Computing, his hobbies include designing items to 3D print and using watercolours. |
| 1.) Teleport rule: Can teleport from the hot squares (H) to any vacant square (Cannot chain teleport & must start turn on H to teleport). If only 3 total pieces remain per side, teleport is disabled. |
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| 2.) Constraint rule: Occupying both command nodes (N) acquires the node control token, which restrains your opponent to only moving their Initiate pieces one square, and they lose capture ability. The control node's control expires after 2 turns unless refreshed. | |
| 3.) Mobility rule: Initiate pieces can upgrade to a guardian, ballistic, or aerial piece when they occupy the central square (X) if it survives one full opponent turn on X, but there can only be two of each. | |
| 4.) Gambit rule: Can swap the Quantium with a guardian, ballistic, or aerial piece by trading in their token (only two tokens per player). |
| Piece | Legal moves: | |
|---|---|---|
| The Quantium (One piece) moves two squares in any direction (Estimated tactical power 55- combat only) | |
| The Equilar (One piece) moves any number of squares in any direction and can only be captured by a Guardian or a Sentinel, or by two simultaneous threats. (estimated tactical power 100?) | |
| The Guardian (One piece) moves any number of squares in any direction (estimated tactical power 95?) | |
| The Ballistic (Two pieces) can jump over up to four squares. Must capture if it lands on an enemy piece, but cannot land on the opponent's back row. (estimated tactical power 75?) | |
| The Aerial (Two pieces) Flies over up to two squares (estimated tactical power 65?) | |
| The Sentinel (Two pieces) moves any number of squares along rows or columns only (Estimated tactical power 80?) | |
| The Initiate (Nine pieces) moves up to two squares forward or sideways, cannot move backwards and can only capture diagonally. (Estimated tactical power 30?) |