Difference between revisions of "Arkenhammer"

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  |special= <br /> Attuned to: [[Stanley the Tool]] <br />
  |special= <br /> Attuned to: [[Stanley the Tool]] <br />
     Associated Discipline: <br /> Multiple
     Associated Discipline: Multiple ([[Shockmancy]], [[Rhyme-o-mancy]], [[Carnymancy]], [[Changemancy]], possibly [[Date-a-mancy]])

Revision as of 10:37, 24 March 2011

TBFGK 31.jpg
Race: Artifact
Class: Arkentool
Attuned to: Stanley the Tool
Associated Discipline: Multiple (Shockmancy, Rhyme-o-mancy, Carnymancy, Changemancy, possibly Date-a-mancy)

Proposed Canon


Strengths: Taming Dwagons, Heaving Lightning, Rocking Out, Cracking Things

Weaknesses: Inconspicuousness, Clarity of Purpose, Personal Taste in Friends

One of the Arkentools. It is currently attuned to Stanley the Tool. It has played a key part in his rise to power.Erf-b1-p079Same-site.PNG

Known properties include:


It should be noted that some of the pigeons thus created turn back into walnuts after being croaked (or once cooked, or perhaps simply contain walnuts somewhere inside).Erf-b1-p037Same-site.PNG The exact effects of this tool striking living things are mostly unknown. So far in the comic, one Orly has been struck with the Arkenhammer in combat; it turned into a walnut.Erf-b1-p114Same-site.PNG

The hammer may have opened up the ability to pop dwagons at Gobwin Knob; thus far, the only city whose poppable units have been made clear have been Gobwin Knob and Gobwin Knob clones (made by razing and rebuilding conquered cities). Normal cities may have no new unit poppable at level 3.

Associated Discipline Debate

This section describes an aspect of Erfworld that is under debate. Please be considerate when posting here, and check the edit history to ensure you are not trampling on someone else's opinions.

It currently appears that the Arkendish provides "unmatched" Thinkamancy and the Arkenpliers provide unequalled Croakamancy; thus, many readers feel that there is an associated magic Discipline for the Arkenhammer.

Stanley, a Warlord who cannot cast spells, uses an electrical effect to take down a Chief Warlord (Caesar Borgata) and his entire stack, emerging entirely unscathed from the engagement. This effect appears to be powerful enough to compare to the associated Disciplines of the other two Arkentools. The question, then, is which Discipline does this effect belong to?

Since Thinkamancy and Croakamancy are Fate Axis Disciplines-aligned, some readers feel that all associated Disciplines should be Fate aligned. Fate magic being the determining factor in attunement reinforces this belief.

The case for Shockmancy

Sizemore unleashes a Shockmancy scrollErf-b1-p126Same-site.PNG which strike down enemies with yellow bolts. This fits one definition of shock, "a sudden and violent blow or impact".

The first case for Shockmancy compares the electrical effect's resultsErf-b1-p113Same-site.PNG to that of the known Shockmancy resultErf-b1-p126Same-site.PNG. The two results are similar, suggesting they come from the same Discipline.

The second case relies on an undefined part of Shockmancy, that an electrically shocking effect is Shockmancy.

The third case is the fact that the 'hammer can be used to render unconscious and thus "pacify" dwagons, which might fit "shockmancy" if it's defined in relation to the idea of "mental" shocks, electro-shock treatment, or neurological effects (synaptic relays).

The case against: Shockmancy is Erf-aligned, not Fate-aligned. Some readers feel that the visual, magic word, & thematic elements of the Scroll spell and the Van Der Graff hammer effect are different enough that they are different Disciplines. The other powers of the 'hammer would indicate the 'hammer is not exclusive to Shockmancy, even if it is dominated by it. (This would contrast with the seeming uniformity of the other tools' powers - unless the Arkendish covers Foolamancy as well as Thinkamancy.)

The case for Carnymancy

Carnymancy has not yet been defined, but is aligned with fate and is probably defined by either the term "Carny" or "Carnival".

The first case suggests that since electrical shows have been included in carnivals, an electrical effect is Carnymancy.

The second case looks at the Arkenhammer itself. The 'hammer has the appearance of a squeaky toy hammer, which can be a prize given by Carny's at a carnival. Hammers are also featured prominently in the form of the carnival game that tests one strength by striking a mallet to make a bell ring.

If Carnymancy also covers circuses, taming dwagons could be a Carnymancy effect (among other possible disciplines of natural magic e.g. Thinkamancy or Foolamancy) - like taming lions.

The 'flight' attributed to the hammer seems to be levitation - having only been used to raise straight up, both in actual use and in foolamancy cover - sideshow magicians would often create the illusion of levitation.

Changing pigeons to walnuts is reminiscent of making things appear, disappear, and trade places - classic small-scale magic. Pigeons were often used in such tricks, and walnuts are sometimes used in "shell games," another simple deception. It may be worth noting that "pigeon" is a term for a victim of a carny-style con like the "shell game."

It is worth noting that Stanley, the hammer's attuned user, thinks of the hammer's abilites in terms of being 'tricks,' and asks Wanda if her Tool can also do tricks. If there is one Discipline that would cover "tricks" (as in novelty abilities done for a show), it's Carnymancy.

When Stanley demonstrates the Hammer's ability to Rock Out, it creates a light show that Parson describes as making Stanley's office look like a "stage" at a concert.Erf-b1.5-p035Same-site.PNG

The case against: choosing a Discipline based on the appearance of the hammer itself is inconsistent with the association by effect of the 'pliers, though arguably the 'dish's form could be related to the communication aspects of Thinkamancy. Further, some believe this creates too broad a definition for Carnymancy, encompassing powers belonging to numerous other magical disciplines. It should be noted, however, that Stagemancy does cover all three axes (Life, Motion and Matter) so having smaller, limited mixtures of other disciplines' abilities would make some sense.

The case for Changemancy

Changemancy has not yet been defined, but is aligned with fate and is probably defined by an effect of changing one thing into another.

Since the Arkenhammer changes birds into walnuts and vice versa, it does have an effect that associates with Changemancy.

The Arkenhammer may change dwagons from untamable to tamed. It may also change Gobwin Knob to allow for the popping of new dwagons.

The flight affect of the 'hammer may be from a change of the Type of the wielder to Flying.

The case against: the effect is not on par with the 'dish and 'pliers. The other powers would either have to all be attributed to Changemancy, or the hammer would not be exclusive to one discipline.

Other Cases

In the Magic Kingdom, speculation exists that the Arkenpliers extend Croakamancy to the Life Axis. If the Arkendish also extends Thinkamancy to the Matter axis then the Arkenhammer might extend Signamancy to the Motion axis (thus, all three tools would extend a two-axis form of fate magic to all three axes -- though it is unclear what role carnymancy, the standard three-axis fate magic, would play in this scheme). If Signamancy is about the meanings, symbols and conventions attached to an underlying reality then this is consistent with Stanley's campaign to radically change Erfworld, proclaim royalty obsolete, and have a world ruled by only one side. This might have implications for Parson as an alleged hippiemancer.

A case can be made for the Arkenhammer to of the Weirdomancy magic branch. That Stanley's attunment means the hammer is granting him levitation, taming, rocking out, and shockomancy abilities.

Real World References

It was pointed out that a company named Stanley manufactures hand tools.

Thor, the god of storms (could create thunder and lightning) from Norse mythology, owned a hammer named Mjolnir[1].

Some editions of the (Advanced) Dungeons and Dragons game have included a magical hammer known as the Maul of the Titans ... its powers have been known to change between editions.