Signamancy

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Contents

Canon

Class\Axis Erf Fate Numbers
Hippiemancy Flower Power Signamancy Date-a-mancy

Proposed Canon

Information

Signamancy is one of the three disciplines of the Magic class Hippiemancy; it is aligned with the axis of Fate.Erf-b1-p038aSame-site.PNG

Abilities

  • As of yet Unknown

Known Signamancers

As of yet, no known Signamancer has been introduced, but apparently Transylvito has some.

Speculation

While no actual Signamancers or Signamancy has appeared in Erfworld canon yet, we can infer some things about the discipline's nature from indirect comments on it. Rob Balder has said about Signamancy, "Signamancy. Like the Peace sign, man. Like the protest sign, man. Signs, signs, everywhere a sign. Far out." The precise meaning of this is unclear; however, he is drawing a direct link between a visible symbol or word and a desired result. This is further strengthened by the nature of Signamantic philosophy - that all physical appearances are simply symbolic manifestations of the underlying "truth" of Erfworld.summer-updates-037 External.png Based on these, it seems that Signamancy is in some way concerned with the relationship between "real" things and the symbols that represent them - the relationship between the map and the territory, so to speak. Signamancy is also a Hippiemancy, which may indicate certain things about the flavor and details of the discipline, but since no other Hippiemancy is adequately described as of now, it is hard to draw concrete conclusions from this connection.

It has been speculated that Parson Gotti (AKA Lord Hamster) is a Signamancer (based on Signamancy being Fate-aligned and Janis's claim that he is a Hippiemancer of some sort), however, there appears to be far more evidence that this is true. It is possible that Janis's claim is based on Parson's true nature, that is he is a gamer as opposed to and in addition to a playing piece in a game. Paradoxically as both an outsider and an expert, the significance of many aspects of Erfworld are quite clear to Parson in that he naturally looks to what everything in Erfworld signifies not what they "are". Parson conducts many signamancy experiments. These are countless, but examples are fun: When intoxicated, he decides to take a short flight across Gobwin Knob's quad. As a powerful signamancer, he is deciding to risk his life in a signamancy experiment to see what happens when a flying unit that is mountable, a dwagon, is ridden by a non-flying garrison unit with zero move. He has conducted and continues to conduct many such signamancy experiments, such as what happens when you leave a hex with zero move, attempt ranged attacks with no unit special ranged attack (bracer scenario), blowing up Gobwin Knob, etc. With each experiment, he has proven his understanding of Signamancy, aka game rules, are real and can be taken advantage of, for example he setup chains of ranged fliers to cross hundred of hexes 'pony express style' in a single turn, defeated an entire army by uncroaking a volcano, and even disobeying a direct order from Stanley without disbanding (this last one is very special for reasons we won't go into here). And in case you missed the italics (above), it is also important to note that like archons and all such special units, Parson's power appears to be natural [[1]], that is he appears to be a natural signamancer. As such, Janis's claim that he is a "Hippiemancer of some sort" seems sound and more to the point, he appears to be an extremely powerful natural signamancer. This is perhaps often missed by fans of Erfworld for perhaps two reasons. First, because Erfworld fans share Parson's powerful natural signamancy with regard to how they interpret Erfworld. Because after all, signamancy is all about interpretation of signals to seeing the reality that underlies what is taken for granted by others, much like Enlightenment [2] in our reality. (This also might explain why its called Hippiemancy for obvious allusions.) Second, because Signamancy mechanics do not appear to change Erfworld the way other magics operate, for example Croakamancy directly makes croaked units into uncroaked units, rather Signamancy appears to give insights (see the signals) into how the the existing Erfworld works that can then be exploited by "non-magical" means (again like Enlightenment).

For example, it has been noted by fans that Parson has created in Gobwin Knob a set of street signs based on characters from the Simpsons and his favorite foods and if Parson is a Signamancer, then (the thought goes) that these signs may begin to affect the streets on which they are located. (In a strange turn of pun, this type of mechanic is actually known as magical thinking [3]). In terms of Erfworld mechanics, it will interesting to see if signamancy magic works to directly change the content of Erworld's reality like other magics (as the assumption above implies), or like Enlightenment, it simply impacts Parson's view of reality which then allows him to take extremely powerful "non-magical" actions that no one else would suspect possible because of what they've taken for granted as insignificant. (So far the mechanic appears to be the latter case.)

Real World References

The Signamancy is highly reminiscent of Plato's philosophy, espoused in the Allegory of the Cave, in which Plato explained how perceived reality is nothing more than the shadows of the true reality. Also, of the Enlightenment/Awakening in general [4].

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