From Erfwiki
Revision as of 12:54, 31 January 2010 by (Talk) (Speculation: Duncan Scone's Magic Headband)

Jump to: navigation, search


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

Proposed Canon

Among other things, Hippiemancy is the magic of relationships: detecting and altering the forces of opposition and attraction which bind people or units. Date-a-mancy is the oddest branch of Hippiemancy, in that it follows the Numbers which underlie all action. Date-a-mancy tries to quantify the intangible, things like leadership and compatibility and morale and Loyalty and Duty and even love, by means of match-ups. This can be very useful in warfare and logistics, but tends to wreak havoc among personal and political relationships. Sides tend not to keep their Date-a-mancers very long, because knowing the cold truth behind our interpersonal relationships only causes grief.


Date-a-mancy is one of the three disciplines of the Magic class Hippiemancy; it is aligned with the axis of Numbers.Erf-b1-p038aSame-site.PNG


  • As of yet Unknown.

Known Date-a-mancers

As of yet, no known Date-a-mancer has been introduced.


Magical disciplines on Erfworld often include a variety of different applications, each of which is based on a different interpretation of the discipline's name. For example, Turnamancy grants power over both the number of turns it takes to pop a unit, and the turning of prisoners.

1) The term "Date-a-mancy" suggests a particularly interesting potential combination of abilities. First, since this magic is aligned with Numbers and with Hippiemancy, "date" may have a meaning similar to a calendrical date, making date-a-mancy an analog of numerology or astrology in some form or fashion. Another option playing on this relationship is interpreting the name as its homophone "datamancy" - the processing of information, like Mathamancy but with less numeric sorts of information. Date-a-mancy may also refer to "date" in the sense of a romantic pairing, i.e. "going on a date", and therefore be involved with love spells. This would be consistent with Hippiemancy ("Free Love").

2) Perhaps the best evidence into the nature of Date-a-mancy is where it falls within, and thus its connotations with Hippiemancy and a date-a-mancy influenced artifact owned by Duncan Scone, chief warlord of Faq. With their confluence of Life and Matter and their absence of Motion Classes, it may be that within Hippiemancy Flower Power (Erf) might influence the environment/nature (space), Signamancy (Fate) might influence perspective/insight (vision), and Date-a-mancy (Numbers) might influence synchronicity [1]. Synchronicity may be best understood as "time in meaningful events", or put more clearly from the typical perspective, "the inverse of meaningful events in time".

In this way, Date-a-Mancy may detect or impact meaningful events across dates and time. For example, Dittomancy (also of Matter and Numbers like Date-a-Mancy) appears to create causal replicas (Numbers) of stuff that already exists currently (no control over Time.) [2] Foolamancy (also of Life and Numbers like Date-a-Mancy) appears to manipulate the appearance (Numbers) of existing beings including making non-empty space appear empty (again no control over Time.) In this way, coupled with the apparently experiential nature of Hippiemancy, Date-a-Mancy (Matter, Life, and Numbers), may allow a Date-a-Mancer to perceive, create, or replicate meaningful experiential connections (Life) of events (Stuff) acausally [3] that is to say with control over Time or in other words with the ability to manipulate meaningful experiential connections across, between, or irrespective of different dates and times.

So what's the practical meaning of this? It could manifest in multitude of ways, but here are some examples 1) if Date-a-Mancy can give perception it might manifest as a Date-a-Mancer having the facility for accurate assumptions, as every wild guess made turns out to be true, 2) if Date-a-Mancy can create it might manifest as a Date-a-Mancer having the ability to cause "the most unpredictable yet possible" coincidence to occur which would be likely unknowable in advance to the Date-a-Mancer or anyone else, yet be literally reasonably explained post event, 3) if a Date-a-Mancer can replicate it might manifest as the experience of Déjà vu [4] or the experience of classically defined synchronicity [5].

Finally, the descriptions (above) now have evidence in the date-a-mancy influenced artifact owned by Duncan Scone, chief warlord of Faq. The magic headband allows Duncan to do match up scenarios of two units (or perhaps stacks) in a battle and see who is most likely the victor. In this way, he can pick optimal matchups and not waste stronger units overpowering weaker (overkill) or the reverse despite unit appearances. This power in addition to predicting the future also has the pun of not being unlike a 'date' between two battling units.