Carnymancy

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'''Carnymancy''' is one of the three disciplines of the [[Magic]] class [[Stagemancy]]; it is aligned with the axis of [[Fate]] and composed of all three [[Magic_Elements|element]]s of [[Life]], [[Motion]] and [[Matter]].{{erf|1|038a|Parson's Klog #2}}
=Proposed Canon=
=Proposed Canon=
-
==Information==
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Carnymancy is described as a magic to fight Fate and succeed, or - in the words of [[Parson]] validated by [[Jeftichew]] - "the magic of rigging the game."{{ref|[[LIAB 63]]}} Carnymancy does not seem to directly affect unit specials or other stats. Instead it affects the actual rules upon which Erfworld operates.
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Carnymancy is one of the three disciplines of the [[Magic]] class [[Stagemancy]]; it is aligned with the axis of [[Fate]] and composed of all three [[Magic_Elements|element]]s of [[Life]], [[Motion]] and [[Matter]].{{erf|1|038a|Parson's Klog #2}}
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 +
Perhaps even more so than [[Croakamancy]], Carnymancy is one of the most widely hated disciplines and is almost always considered bad news. Within the [[Magic Kingdom]] the Carnymancers have their own area called the [[Carnyvale]].
==Abilities==
==Abilities==
-
Carnymancy is described as a magic to fight Fate and succeed, or in the words of [[Parson]] validated by [[Jeftichew]], a carnymancer, "the magic of rigging the game." [http://www.erfworld.com/2011/06/book-2-%e2%80%93-page-63/]
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* Rule Breaking
-
*Can be used to manipulate [[Fate]] so as to railroad [[Erfworld]] into going down a specific path like a cheating [http://en.wikipedia.org/wiki/Gamemaster game master]. The [[Titan]]s are the most prominent users of this ability, but Carnymancers frequently try to impose their own will on Fate as well. This allows Carnymancers to cheat [[Fate]], in a struggle to railroad ''against'' the Titans themselves. For example, when Parson tried to determine the odds of casting a Carnymancy [[scroll]], the Titans' Carnymancy made his [[Mathamancy Bracer]] say [[zero]] to dissuade him from trying, but Charlie's Carnymancy allowed it to show the true odds for a flash.
+
The most common Carnymancy spells "break one rule, for one turn, for one unit." The stronger the Carnymancer, the more rules can be broken, like: Making a unit unable to be hit by any ranged attacks; Keeping an incapacitated unit alive when it would normally croak (breaking the rule that incapacitated units croak at the end of the turn). This is known to have unnatural side effects, and it can only delay a [[fated]] death.
-
*Can rig rules in a unit's favor.  It appears that the Carnymancer makes a 'deal' to do this, at least for some of these events, though the exact nature of this bargain is unclear. It is also possible that the unit affected by the deal may then owe a debt to Fate (or whomever), which may have to be paid back in some fashion.  It would however seem that Carnymancy spells, rather than modifying unit specials or other stats, might affect the actual rules upon which Erfworld operates.
+
-
*Can be used to dispel the [[Summon Perfect Warlord Spell]].
+
-
What is clear is that the effects of Carnymancy must somehow be distinct from the effects of Luckamancy, as they each occupy a separate magical axis, and Luckamancy so far seems less permanent than Carnymancy (one 'borrows' to produce its effects, the other makes a 'deal'; one operates within the 'rules', the other changes them).  However, they both may involve some form of cosmic 'debt' that will be paid back in some fashion.  Luckamancy pays back good luck (numbers) with an opposing force of bad luck for the unit's side or good luck for the enemy.  Carnymancy pays back good Karma (fate) by rigging the rules in one unit's favor while rigging the rules to another unit's detriment (possibly trading one units fate for that of another).
+
* Dispelling the Perfect Warlord Spell
 +
Dispelling the [[Summon Perfect Warlord Spell]] (or possibly killing Parson outright, according to [[Isaac]]).
 +
* Counter-Fate Intuition
 +
Able to loophole, or stall, [[Predictions]] and [[Fate]]. This does not always require actual spells, but Carnymancers are the best at it because of their mindset. For example, if a city is Fated to come under massive air attack, Fate could be satisfied by simply having the owning side attack itself.
-
As indicated by the [[Predictamancer]] [[Marie Lavraie]], like a carnival carny it may be that carnymancers take non-carnies as stooges or suckers to be played. It is possible that carnymancers lie to these suckers as required to manipulate or alter Fate.  After all, who but a master cheat would claim to be able to cheat Fate itself?
+
* Cooking Books
-
*Similarly, Carnymancers may also be related to modern day con artists for their tendency to trick 'marks' into participating in their scams.
+
[http://en.wikipedia.org/wiki/Creative_accounting Cooking books] well enough to fool an allied side's [[Moneymancer]]. When [[Dove]] was hired by [[Homekey]], her first task was to hide mercenary expenses from their parent side [[Delkey]] during an audit.
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*Alternatively, Carnymancers may adhere to a 'trickster' archetype, where their actions are not exclusively meant to harm or inconvenience an individual, but may also help or instruct.  At times, however, the two might be difficult to tell apart.
+
-
*Both above considerations would fit in with the 'rule-altering' nature of Carnymancy, as it could serve to alter the 'rules' (or morals) which a unit 'plays' by. To keep this distinct from Hippiemancy (which alters a target's ''perception'' and might 'suggest' a course of action a unit would already be open to under a given circumstance), Carnymancy might instead ''influence'' that unit, to change what they consider to be an acceptable course of action in a given situation. As it is a form of Stagemancy, along this line of thinking it would also not be unreasonable for Carnymancy to be used to 'teach' a unit a new 'trick' (e.g., 'teach' them a new Special such as Archery).
+
==Known Carnymancers==
==Known Carnymancers==
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[[Charlie]], the [[ruler]] of [[Charlescomm]]
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* [[Charlie]], the [[ruler]] of [[Charlescomm]]
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* [[Jeftichew]], aka Jojo, formerly in service to [[Unaroyal]], now residing in the [[Magic Kingdom]]. {{ref|1 [[First Intermission 43]]}}
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[[Jeftichew]], aka Jojo, formerly in service to [[Unaroyal]], now residing in the [[Magic Kingdom]]. {{ref|1 [[First Intermission 43]]}}
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* [[Sean Mattox]], a Carnymancer that is part of the group of Carnymancers that oppose [[Parson|Parson's]] passage through the [[Spacerock]] portal. Apparently resides in the [[Magic Kingdom]].
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* [[Dove_Barstool|Lady Dove Barstool]], a [[barbarian]] mercenary and another member of Jojo's gang in the MK.  Met [[DigDoug]] and was hired by [[Posbrake]].
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[[Sean]], a Carnymancer that is part of the group of Carnymancers that oppose [[Parson|Parson's]] passage through the [[Spacerock]] portal. Apparently resides in the [[Magic Kingdom]].
+
* [[Abner Washboard]] a barbarian Carnymancer that is part of the group of Carnymancers that oppose [[Parson|Parson's]] passage through the [[Spacerock]] portal. Resides in the [[Magic Kingdom]].
 +
* [[Jefferson Carver]] a barbarian Carnymancer that resides in the Magic Kingdom.
 +
* [[Bugs Lifer]] a barbarian Carnymancer that resides in the Magic Kingdom.
 +
* [[Monica Sobriquet]] a barbarian Carnymancer that resides in the Magic Kingdom.
=Speculation=
=Speculation=
 +
*Can be used to manipulate [[Fate]] so as to railroad [[Erfworld]] into going down a specific path like a cheating [http://en.wikipedia.org/wiki/Gamemaster game master]. The [[Titan]]s are the most prominent users of this ability, but Carnymancers frequently try to impose their own will on Fate as well. This allows Carnymancers to cheat [[Fate]], in a struggle to railroad ''against'' the Titans themselves. For example, when Parson tried to determine the odds of casting a Carnymancy [[scroll]], the Titans' Carnymancy made his [[Mathamancy Bracer]] say [[zero]], but Charlie's Carnymancy allowed it to show the "true odds" for a fraction of a second. When Parson attempted to use the scroll, an event conspired to prevent him from casting it.
 +
**It is worth noting that from what we see, most Carnymancy involves making the Fate technically come true, but in a very different way; Jojo averts Lady Sylvia's fate of croaking in a fire, but she still croaks in fires (twice), just much later in life, and at the Battles for Goblin Knob and Spacerock instead of wherever she was first caught in a fire.
*Possibly the [[Fate]] magic behind the [[Arkenhammer]].
*Possibly the [[Fate]] magic behind the [[Arkenhammer]].
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*May reduce enemy abilities, similar to how carnival games are 'fixed' to be disproportionately difficult.
+
*May reduce enemy abilities or make them irrelevant, similar to how carnival games are 'fixed' to be disproportionately difficult.
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*May have minor abilities of other schools, which would explain why the Arkenhammer has so many different and wild abilities.
+
*May be able to emulate the abilities of other magic schools (more than normal, since many schools of magic can emulate other schools). This would explain why the Arkenhammer has so many different and wild abilities.
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*May involve taming of wild units, which would correspond to the [[Arkenhammer]], like in a circus carnival.
+
*May involve taming of wild units, which would correspond to the [[Arkenhammer]], like in a circus carnival. This may also have something to do with Charlie's affinity for natural allies.
*May involve mesmerizing the enemy with flashy production values, if Carnymancy was the extra element in the [[Vanna]] "Wheel of Fortune" linked [[Turnamancy]] spell. Since carnivals involve fooling the "townies", are there links to [[Foolamancy]]?
*May involve mesmerizing the enemy with flashy production values, if Carnymancy was the extra element in the [[Vanna]] "Wheel of Fortune" linked [[Turnamancy]] spell. Since carnivals involve fooling the "townies", are there links to [[Foolamancy]]?
*Being in the [[Fate]] axis, could involve the alteration of cause and effect, totally redefining the show.
*Being in the [[Fate]] axis, could involve the alteration of cause and effect, totally redefining the show.
-
*As it is said to alter rules, Carnymancy might be capable of such feats as modifying archery attacks so that they could hit targets across hexes off-turn instead of hanging in midair, or preventing a specific unit from being injured or incapacitated by falls, and so on.
+
*Because it breaks game rules, Carnymancy might be capable of such feats as modifying archery attacks so that they could hit targets across hexes off-turn instead of hanging in midair, or preventing a specific unit from being injured or incapacitated by falls, and so on.
*It may provide a means to dispel or cancel other magic, as Jojo claims that he has a spell that can send [[Parson]] (who was summoned by magic) back to [[Stupidworld]].
*It may provide a means to dispel or cancel other magic, as Jojo claims that he has a spell that can send [[Parson]] (who was summoned by magic) back to [[Stupidworld]].
*Alternately, its effects might operate further outside the rules, as [[Sylvia]] suspects that, when they both served Unaroyal, Jojo might have made a deal that would prevent her from ever being permanently croaked.
*Alternately, its effects might operate further outside the rules, as [[Sylvia]] suspects that, when they both served Unaroyal, Jojo might have made a deal that would prevent her from ever being permanently croaked.
 +
* Carnymancy might serve to alter the 'rules' (or morals) which a unit 'plays' by. To keep this distinct from Hippiemancy (which alters a target's ''perception'' and might 'suggest' a course of action a unit would already be open to under a given circumstance), Carnymancy might instead ''influence'' that unit, to change what they consider to be an acceptable course of action in a given situation. As it is a form of Stagemancy, along this line of thinking it would also not be unreasonable for Carnymancy to be used to 'teach' a unit a new 'trick' (e.g., 'teach' them a new Special such as Archery).
 +
* As indicated by the [[Predictamancer]] [[Marie Lavraie]], like a carnival carny it may be that carnymancers take non-carnies as stooges or suckers to be played. It is possible that carnymancers lie to these suckers as required to manipulate or alter Fate.  After all, who but a master cheat would claim to be able to cheat Fate itself?
 +
* Charlie's [[Archon]]s are fanatically [[Loyal]] to him to a degree seen in no other [[side]]. Even the [[decrypt]]ed Archons find it hard to think badly of him. Also notable is the fact that Charlie can [[pop]] them faster than any other side, and he only bothers to pop them in his capital, where he has a direct presence. It is possible that Carnymancy can influence the [[natural magic|natural]] [[Fate]] magic responsible for designing [[unit]]s in [[production]] according to the Carnymancer's desires. However, this may simply be a [[loyalty]] bonus from the [[Arkendish]].
 +
*It has been said that Love cannot be directly influenced by any spells, aside from a handful of minor effects from [[Hippiemancy]] (which can prevent violence or cause intoxication, but cannot create true love). Wanda and Jack speculate that even the [[Titan]]s cannot control it, and Love is said to mess up the [[Luckamancy|dice]]. It may be that Love forms a bridge between natural [[Thinkamancy]] and Carnymancy.
 +
* Carnymancers might be able to change a unit's fate entirely, or transfer one unit's fate to another. It appears that the Carnymancer makes a 'deal' with [[Fate]], at least when the Carnymancer is trying to cheat a unit's Fate. The exact nature of this bargain is unclear. It is also possible that the unit affected by the deal may then owe a debt to Fate (or whomever), which may have to be paid back in some fashion.
 +
* The effects of Carnymancy must somehow be distinct from the effects of Luckamancy, as they each occupy a separate magical axis, and Luckamancy so far seems less permanent than Carnymancy (one 'borrows' to produce its effects, the other makes a 'deal'; one operates within the 'rules', the other changes them).  However, they both may involve some form of cosmic 'debt' that will be paid back in some fashion.  Luckamancy pays back good luck (numbers) with an opposing force of bad luck for the unit's side or good luck for the enemy.  Carnymancy pays back good Karma (fate) by rigging the rules in one unit's favor while rigging the rules to another unit's detriment (possibly trading one units fate for that of another).
 +
* Based on Jojo's statement in LIAB 90, that the Carnymancers should work their specialties, "stir up trouble" and "Get 'em in a real lather," Carnymancers can likely cause both negative emotions and conflict between two or more units.
 +
* This manipulation likely puts it at odds with [[Flower Power]], which seeks to end conflict and promote peace, and [[Thinkamancy]] which uses intellectual over emotional manipulation.
 +
* This is also fitting with [[Charlie]]'s work style.  As a ruler and Carnymancer, his Rules encourage his units to cause problems so that he can be hired to solve them.
 +
* Similarly, Carnymancers may also be related to modern day con artists for their tendency to trick 'marks' into participating in their scams.
 +
* Alternatively, Carnymancers may adhere to a 'trickster' archetype, where their actions are not exclusively meant to harm or inconvenience an individual, but may also help or instruct.  At times, however, the two might be difficult to tell apart.
 +
* In Digdoug 13 Dove helps Digdoug make a lightning trap on Homekey's tower, something that normally requires a storm in the same hex. What exactly happened is not enumerated, but we can surmise that Carnymancy can partially extend across hex boundaries.
[[Category:Speculation]]
[[Category:Speculation]]
[[Category:Magic]][[Category:Proposed Canon]]
[[Category:Magic]][[Category:Proposed Canon]]

Latest revision as of 00:03, 20 June 2014

{{{6}}}

Contents

[edit] Canon

Class\Axis Erf Fate Numbers
Stagemancy Hat Magic Carnymancy Rhyme-o-mancy

Carnymancy is one of the three disciplines of the Magic class Stagemancy; it is aligned with the axis of Fate and composed of all three elements of Life, Motion and Matter.Erf-b1-p038aSame-site.PNG

[edit] Proposed Canon

Carnymancy is described as a magic to fight Fate and succeed, or - in the words of Parson validated by Jeftichew - "the magic of rigging the game."LIAB 63 Carnymancy does not seem to directly affect unit specials or other stats. Instead it affects the actual rules upon which Erfworld operates.

Perhaps even more so than Croakamancy, Carnymancy is one of the most widely hated disciplines and is almost always considered bad news. Within the Magic Kingdom the Carnymancers have their own area called the Carnyvale.

[edit] Abilities

  • Rule Breaking

The most common Carnymancy spells "break one rule, for one turn, for one unit." The stronger the Carnymancer, the more rules can be broken, like: Making a unit unable to be hit by any ranged attacks; Keeping an incapacitated unit alive when it would normally croak (breaking the rule that incapacitated units croak at the end of the turn). This is known to have unnatural side effects, and it can only delay a fated death.

  • Dispelling the Perfect Warlord Spell

Dispelling the Summon Perfect Warlord Spell (or possibly killing Parson outright, according to Isaac).

  • Counter-Fate Intuition

Able to loophole, or stall, Predictions and Fate. This does not always require actual spells, but Carnymancers are the best at it because of their mindset. For example, if a city is Fated to come under massive air attack, Fate could be satisfied by simply having the owning side attack itself.

  • Cooking Books

Cooking books well enough to fool an allied side's Moneymancer. When Dove was hired by Homekey, her first task was to hide mercenary expenses from their parent side Delkey during an audit.

[edit] Known Carnymancers

[edit] Speculation

  • Can be used to manipulate Fate so as to railroad Erfworld into going down a specific path like a cheating game master. The Titans are the most prominent users of this ability, but Carnymancers frequently try to impose their own will on Fate as well. This allows Carnymancers to cheat Fate, in a struggle to railroad against the Titans themselves. For example, when Parson tried to determine the odds of casting a Carnymancy scroll, the Titans' Carnymancy made his Mathamancy Bracer say zero, but Charlie's Carnymancy allowed it to show the "true odds" for a fraction of a second. When Parson attempted to use the scroll, an event conspired to prevent him from casting it.
    • It is worth noting that from what we see, most Carnymancy involves making the Fate technically come true, but in a very different way; Jojo averts Lady Sylvia's fate of croaking in a fire, but she still croaks in fires (twice), just much later in life, and at the Battles for Goblin Knob and Spacerock instead of wherever she was first caught in a fire.
  • Possibly the Fate magic behind the Arkenhammer.
  • May reduce enemy abilities or make them irrelevant, similar to how carnival games are 'fixed' to be disproportionately difficult.
  • May be able to emulate the abilities of other magic schools (more than normal, since many schools of magic can emulate other schools). This would explain why the Arkenhammer has so many different and wild abilities.
  • May involve taming of wild units, which would correspond to the Arkenhammer, like in a circus carnival. This may also have something to do with Charlie's affinity for natural allies.
  • May involve mesmerizing the enemy with flashy production values, if Carnymancy was the extra element in the Vanna "Wheel of Fortune" linked Turnamancy spell. Since carnivals involve fooling the "townies", are there links to Foolamancy?
  • Being in the Fate axis, could involve the alteration of cause and effect, totally redefining the show.
  • Because it breaks game rules, Carnymancy might be capable of such feats as modifying archery attacks so that they could hit targets across hexes off-turn instead of hanging in midair, or preventing a specific unit from being injured or incapacitated by falls, and so on.
  • It may provide a means to dispel or cancel other magic, as Jojo claims that he has a spell that can send Parson (who was summoned by magic) back to Stupidworld.
  • Alternately, its effects might operate further outside the rules, as Sylvia suspects that, when they both served Unaroyal, Jojo might have made a deal that would prevent her from ever being permanently croaked.
  • Carnymancy might serve to alter the 'rules' (or morals) which a unit 'plays' by. To keep this distinct from Hippiemancy (which alters a target's perception and might 'suggest' a course of action a unit would already be open to under a given circumstance), Carnymancy might instead influence that unit, to change what they consider to be an acceptable course of action in a given situation. As it is a form of Stagemancy, along this line of thinking it would also not be unreasonable for Carnymancy to be used to 'teach' a unit a new 'trick' (e.g., 'teach' them a new Special such as Archery).
  • As indicated by the Predictamancer Marie Lavraie, like a carnival carny it may be that carnymancers take non-carnies as stooges or suckers to be played. It is possible that carnymancers lie to these suckers as required to manipulate or alter Fate. After all, who but a master cheat would claim to be able to cheat Fate itself?
  • Charlie's Archons are fanatically Loyal to him to a degree seen in no other side. Even the decrypted Archons find it hard to think badly of him. Also notable is the fact that Charlie can pop them faster than any other side, and he only bothers to pop them in his capital, where he has a direct presence. It is possible that Carnymancy can influence the natural Fate magic responsible for designing units in production according to the Carnymancer's desires. However, this may simply be a loyalty bonus from the Arkendish.
  • It has been said that Love cannot be directly influenced by any spells, aside from a handful of minor effects from Hippiemancy (which can prevent violence or cause intoxication, but cannot create true love). Wanda and Jack speculate that even the Titans cannot control it, and Love is said to mess up the dice. It may be that Love forms a bridge between natural Thinkamancy and Carnymancy.
  • Carnymancers might be able to change a unit's fate entirely, or transfer one unit's fate to another. It appears that the Carnymancer makes a 'deal' with Fate, at least when the Carnymancer is trying to cheat a unit's Fate. The exact nature of this bargain is unclear. It is also possible that the unit affected by the deal may then owe a debt to Fate (or whomever), which may have to be paid back in some fashion.
  • The effects of Carnymancy must somehow be distinct from the effects of Luckamancy, as they each occupy a separate magical axis, and Luckamancy so far seems less permanent than Carnymancy (one 'borrows' to produce its effects, the other makes a 'deal'; one operates within the 'rules', the other changes them). However, they both may involve some form of cosmic 'debt' that will be paid back in some fashion. Luckamancy pays back good luck (numbers) with an opposing force of bad luck for the unit's side or good luck for the enemy. Carnymancy pays back good Karma (fate) by rigging the rules in one unit's favor while rigging the rules to another unit's detriment (possibly trading one units fate for that of another).
  • Based on Jojo's statement in LIAB 90, that the Carnymancers should work their specialties, "stir up trouble" and "Get 'em in a real lather," Carnymancers can likely cause both negative emotions and conflict between two or more units.
  • This manipulation likely puts it at odds with Flower Power, which seeks to end conflict and promote peace, and Thinkamancy which uses intellectual over emotional manipulation.
  • This is also fitting with Charlie's work style. As a ruler and Carnymancer, his Rules encourage his units to cause problems so that he can be hired to solve them.
  • Similarly, Carnymancers may also be related to modern day con artists for their tendency to trick 'marks' into participating in their scams.
  • Alternatively, Carnymancers may adhere to a 'trickster' archetype, where their actions are not exclusively meant to harm or inconvenience an individual, but may also help or instruct. At times, however, the two might be difficult to tell apart.
  • In Digdoug 13 Dove helps Digdoug make a lightning trap on Homekey's tower, something that normally requires a storm in the same hex. What exactly happened is not enumerated, but we can surmise that Carnymancy can partially extend across hex boundaries.
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