Difference between revisions of "Natural Thinkamancy"

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A Pledge is a solemn vow given by a Unit to do or refuse to do some specified actions. A Pledge is much harder to break than a simple promise.
A Pledge is a solemn vow given by a Unit to do or refuse to do some specified actions. A Pledge is much harder to break than a simple promise.{{blog|2009|10|summer-updates-043}}

Revision as of 05:47, 13 October 2009

Proposed Canon

Thinkamancy is the magic of the mind -- the effects of this Discipline affect thoughts and attitudes. Natural Thinkamancy is Thinkamancy that is performed without the casting of a spell. There are two basic types of Natural Thinkamancy.

The first type of Natural Thinkamancy is a variety of Natural Ability. Natural Abilities that affect the mind are considered Natural Thinkamancies. The ability of Vinny's doombats to show him what they are seeingErf-b1-p049Same-site.PNG is an example of this type of natural Thinkamancy.

The second type of Natural Thinkamancy is a group of magical effects that are inherent to Units in the Erfworld universe. These Natural Thinkamancies are not spells, but instead are constantly-active effects.Erf-b1-p084aSame-site.PNG The more pervasive type of Natural Thinkamancy, common to all units, is a set of compulsions that ensure the people of Erfworld perform their duties without disrupting the world with too much overt backstabbing. These compulsions are Obedience, Loyalty, and Duty. The effects can often be very subtle. A Unit influenced by a Natural Thinkamancy will think that all its thoughts are its own, since they are presented to the Unit with ideas behind them. There are many more Natural Thinkamancies besides these three.


Obedience forces Units to obey orders. Disobeying orders is possible under limited circumstances. The disobedient unit must believe the order goes against higher orders, or the Ruler's best interest.


Loyalty is a hidden stat -- no Warlord can see it. Loyalty determines whether a Unit desires to serve the current Ruler. This determines how likely a Unit is to defect or switch Sides, or betray the Ruler. Captured Units have notoriously low Loyalty to their new Side, and so are often compelled via Thinkamancy Spells to become loyal to the new Ruler.

There are one known and one suspected case of betrayal by Units. In the known case, Wanda betrayed Faq to Stanley the Plaid, although she believed that Stanley would lose. In the suspected case, Stanley may have betrayed King Saline IV by instigating a Gobwin attack while Stanley was away with all the side's casters and at least some of its dwagons. In both cases, an Arkentool was involved in some way. Wanda believed that she would gain the Arkenhammer as a result of her action (in which case her "betrayal" might have been a net benefit to her side). Stanley had attuned to the Arkenhammer well before his betrayal.


Duty affects only Units with the Leadership or Caster Natural Abilities. Duty forces these Units to act in favor of the Ruler without specific orders on what the Ruler wants done. For instance, a Warlord that discovered a Stack slacking off would be compelled to force the Units back to work.


The fact that the Arkentools have involvement with betrayal suggests that the "higher power" referenced in Obedience may include other than worldly creatures. Stanley, for instance, belives he has a destiny forged by the Titans, and the belief that he is being guided by the Titans permitted Stanley to become disobedient. Wanda believes that she is being manipulated by Fate, and so was permitted to betray her Ruler, since she felt that Fate was a higher power than her Ruler.


A Pledge is a solemn vow given by a Unit to do or refuse to do some specified actions. A Pledge is much harder to break than a simple promise.Erf-b1.5-p043Same-site.PNG