Short Fiction Friday: A Treatise on Chronomancy

[More short fiction. Dabbling in a bit of worldbuilding here. Enjoy!]

 

Excerpted from The Four Forbidden Magicks, Vol 2. Restricted to licensed Adept-grade mages of the Third Circle or higher.

The manipulation of anything has rules that need to be followed. What appears to the layperson as magic is simply an application of rules that aren’t universally known and understood. This is true of any form of magic, from the simplest apprentice’s bonfire to the manipulation of the very fabric of reality itself.

One of the earliest tests of an apprentice mage is to have them force their favored element to work in ways counter to its nature. Extinguishing fire without water, causing water to flow uphill, rendering air motionless… all of these force the element to work against what it naturally does, and will cause the apprentice to experience what’s known variously as “feedback”, “mana-burn”, or “metafriction”. The sensation is unpleasant, a mildly painful reminder that elements have rules that need to be respected, if not necessarily followed. Extinguishing a candle by manipulating fire may sting, or cause a young mage to tense in pain. Attempting to extinguish a burning building in the same way may very well leave a mage catatonic from shock, or kill them outright. Scale is important. However, guiding a fire to burn particular things, or ensuring that it stays controlled runs far less counter to the nature of fire, and while it may cost energy or otherwise drain a mage, the amount of feedback is much lower; the fire “resists” this manipulation less.

Chronomancy follows much the same rules, but on a larger scale. Time seeks to flow in a particular direction, at a particular speed, and more importantly it creates a tapestry of chronology that it maintains. To manipulate this natural tendency is the purview of the time mage, but the flow of time is no apprentice’s candle. As one of the Firmament Elements that shapes and defines reality, Time is much more resistant to manipulation, and it can quickly destroy an thoughtless wielder. Manipulations of time need not necessarily be subtle, but they do need to be well-considered and carefully in keeping with the nature of the element.

Those unfamiliar with chronomancy often ask first about “time travel”. The ability to move between the past, present, and future is the beginning and end of what most people consider when they think of a time mage’s inclination. This is further muddied by the occasional knowledge that time travel has, indeed, been attempted with success. The reality is somewhat more complicated. One must consider the natural inclinations of time. Traveling to the future is easy, and is the “successful” time travel often heard about on the lips of laymen and apprentices. Traveling to the future is largely a form of stasis; the traveling mage is merely removed from the flow of time, and assuming they are left unbothered for the duration of the spell (fairly unlikely), will find themselves in the future once the requisite time has passed, the intervening hours or years seemingly instantaneous. While possible and effective, this use of chronomancy has been highly regulated against, partly because of the desire to avoid maintaining a collection of mages in stasis and reintegrating them after their time skip; early experiences with mages traveling to the future via chronomancy have resulted in a high cost incurred with helping them “catch up” to the modern day. As a result, this use of chronomancy is highly restricted, and unapproved uses are subject to counterspelling and other such methods to prematurely cancel the effect.

Once travel to the future is explained, the question of traveling to the past comes up. For as technically easy as it is to travel to the future, travel to the past is starkly different. Time seeks to maintain the integrity of its tapestry, and inserting oneself into the existing weave is a significant disruption. The further back in time one attempts to travel, the larger the disruption is. This form of chronomancy runs perhaps the most counter to the natural behavior of the element as possible. The longest any mage has managed to successfully travel back in time and survive the process has been nine minutes and fifteen seconds, and the price was extremely high. As a pyromancer inexpertly wielding flame may find themselves with burns, the inexpert chronomancer may find themselves aging prematurely. In the case of the nine-minute time traveler, she had apparently aged decades almost instantaneously, and the resulting shock and trauma to her system left her in terminal condition; while she survives the process, it was not for long. Some evidence exists to support the theory that the occasional appearance of dust or ashes in unexpected quantities is the result of attempted chronomancy, and that the dust is the hyper-aged remains of the hapless mage.

With time travel being alternately easy-but-forbidden or functionally impossible, the question remains regarding the usefulness of chronomancy. As far as Forbidden Magic goes, it lacks the raw destructive power of a bolt of Void, or the flexibility of bending the rules of magic itself through Mana, yet it is as difficult and taxing to manipulate as Balance, with as many dangers. Time is a more subtle magic, though no less powerful than its contemporaries. Much of this power relies upon understanding what can and cannot be manipulated, and there are two major approaches to this.

The first approach is to manipulate the flow of time itself. Slowing down the flow of time is nearly impossible, but speeding up one’s perception of it and ability to act within it is much easier. With plenty of opportunity to consider an incoming projectile, or develop a counterspell, or prepare a response of any kind, a chronomancer can react with seemingly impossible speed, with precision and accuracy. While it is illegal to transport oneself into the future, the use of chronomancy in food services has ensured naturally fresh food to anywhere in the world, and valuable documents and artifacts can be protected from decay, while injured or sick people can be transported in near-perfect safety to treatment without deteriorating further.

The second approach is to leverage the inherent uncertainty of the future, explore its possibilities, and choose an optimal outcome. While attempting to do so on a large scale is difficult and potentially dangerous (looking into the future is confusing at best, insanity-causing at worst), it’s much easier to do this on a smaller, more immediate level. If I take a swing with a sword at an enemy, there are myriad ways in which I could strike, and the precise path of the blade is not known until it actually occurs. With chronomancy, I can lean on this uncertainty, swinging in a variety of ways all at once until one swing resolves into a “real” swing. This is often casually referred to as “bending the probability curve”, and while it is a significant use of energy, the results are undeniable. A chronomancer can be an expert swordsman or peerless marksman simply by bending the probability curve to make every swing or shot an ideal hit. It is, of course, limited by one’s own physical ability and knowledge, but the potential is very high.

Of the four Forbidden Magics, chronomancy is the most widely used, and the easiest to be licensed for. The potential of the discipline is much higher than the simple manipulations most commonly used, but very few practitioners explore the element, either through fear instilled by their instructors or a lack of creativity. As a result, it is a largely underrated form of magic, and a savvy time mage can perform feats that can stymie even expert practitioners favoring other elements.

This document is protected by Academic Defenses, LLC. Any attempt to unlawfully copy or record the contents will trigger defensive arcana and this warning serves as a severance of liability under Clause 171.4a of the London Magical Regulation Agreement.

Long Live Fabian Strategy

Where is Xur

Long Live Fabian Strategy

For the last month or so I have not really been that heavily engaged in Destiny.  In fact I have flat out missed the opportunity to pick up a few decent items from Xur and Armsday as a result.  In fact there was a Suros Pulse Rifle a few weeks back with Full Auto that I am really wishing I had managed to get in on while it was available.  As a result the last few weeks I have started at least logging into the WhereIsXur.com website to at least  see what he is still Friday mornings.  This week I noticed he was selling the Monte Carlo, a year one juggernaut of a weapon… and I believe it was a PlayStation Exclusive until year two.  I have heard so many other auto rifles compared to this one, that I have always wanted to use it… if for no reason other than having a proper frame of reference.  The challenge however is that I only had 8 strange coins…  and purchasing any weapon is 23 strange coins.  This meant that at some point this weekend I would have to do some grinding.

So last night I set out to grind a little on my Titan and my Hunter for the hopes of getting there without a ton of issue.  One awesome thing however when I logged in is that apparently if you are signed up for the destiny email letter you get an in game package of strange coins for every character.  Or at least I got three separate allotments of three strange coins, which immediately greatly helped out my  mission.  Also while grinding I got the amazing ship that you see above.  I am not sure why but collecting emblems and ships makes me happy, especially now that with the kiosk you can give them to any of your characters without much issue.  I am not sure about the paint job, but I have wanted a ship of this style for awhile.  I’ve been relatively lucky so far with picking up ships from the Dreadnaught chests, and I believe this is like my fourth one.  After a bit of grinding and doing quests… and not managing to get any strange coins I went with a different avenue.  I noticed that both the Hunter and the Titan were not too terribly far off from the next rank of their faction… so I spent some motes of light to get a package with guaranteed 4 strange coins each.

The Monte Carlo

Long Live Fabian Strategy

I ended up transferring all of the coins over to my hunter and giving him the Monte Carlo.  It might seem odd, but I felt kinda bad about robbing the “good” Zarinaea-D Auto Rifle from that character earlier, and still had not found another Auto Rifle that really made me happy for that character.  I am attributing feelings… to the characters I am playing… which is strange as hell but whatever… it is I guess a me thing.  I spent a bit roaming around the Dreadnaught shooting things, and I have to say… I love this style of Auto Rifle.  It reminds me about a lot of the things I liked about that Zarinaea-D, high rate of fire and good stability… and not amazing impact but not nearly as low as some of the other high rate of fire weapons.  I’ve not really had time to finish leveling this weapon, but the whole dealing damage reduces melee cooldown thing is nice especially in a closer quarters fight.  The increased hip fire accuracy thing is largely useful for me… because there is rarely a situation where I am not aiming down the sights…  even if for just doing some quick sighting.  Other than that…  probably going Send It to increase range and accuracy, and then Aggressive Ballistics.

I am really liking this weapon because it feels good, and significantly different from most of the Auto Rifles that I have been using.  Especially since Auto Rifles have improved in the recent patch…  I am really thinking this is going to end up being the trademark weapon for my hunter.  I would absolutely steal it for my Titan main…  but I have a new main crush as far as weapons go for him that I will get into shortly.   So if you have the coins laying around… or even if you don’t and you think you can get the coins together before Xur disappearing late tonight I would highly suggest picking it up.  It is a solid weapon all around, and seems like it would be a work horse for both PVP and PVE content.  The main difference is I am highly likely to go High Caliber rounds at some point, because I really love it when a weapon can stagger.  I have a bad habit of wanting to run up on a target rather than running away… and this play style absolutely fits the titan… but does not at all really fit the hunter other than if you plan on knifing them.

Fabian Strategy

Long Live Fabian Strategy

I have honestly liked the Fabian Strategy since the moment I first used it.  This is the Titan exclusive exotic weapon that you get from the Gunsmith quests at I believe Rank 3.  From the start it felt like a Titan weapon, with its strange battering ram/shield thing on the front, and as I have said before…  a lot of my enjoyment of games is the way they feel moment to moment.  The problem with the weapon as a whole is however, that as every guide will tell you…  this weapon was a casualty of the early balancing changes in the game.  The thing that sets the Fabian Strategy apart from just a decent legendary auto rifle… is the Front Lines perk which states that “the weapon has increased handling, stability and rate of fire when enemies are close”.  This was such a negligible change that most people simply thought the weapon was broken.  Instead it is much more likely that they just thought the weapon was overpowered and nerfed it into oblivion in Taken King testing.  This gun in the hands of a pre-nerf Sunbreaker, would have essentially meant that they would be unstoppable killing machines.  But it turns out… that the sunbreaker on its own… did a pretty good job of being that anyway.

Long Live Fabian Strategy

With the latest patch, they finally “fixed” this gun and I have to say I am freaking in love with it.  This gun plays to all of my bad habits… and rewards me for them.  Crowd Control… kills with this weapon grant bonus damage for a short time, combined with Life Support…  mean that by picking off smaller mobs while engaged you can increase your survival quite a bit.  What this feels like in practice is more like a life drain ability in say a MOBA… where you can take out little minions to help increase your sustain.  This allows me to do stupid things and charge the enemy….  which procs Front Lines.  It is hard to describe quite what the difference is, but when the perk kicks in it literally feels like you just doubled your rate of fire.  I am sure that is not quite what is happening, but in any case… the difference is noticeable and the weapon becomes this machine gun of doom while the proc is happening.  Combine this with the fact that the weapon has always done a decent job of staggering mobs…  earlier when taking these screenshots I staggered an Ogre with it.  It finally feels like the archetypal “Titan” weapon that it is supposed to be.  This thing is going to be fun in strikes, which I hope to be able to do a little later today.  I am extremely happy with this patch so far, especially since I have spent a lot more time playing a defender titan than I have a sunbreaker lately.

 

Valor and Bribery

Valor in Name Only

Valor and Bribery

One of the big struggles I have had coming back is wrapping my head around the current state of Valor currency.  There are many times in playing World of Warcraft where actually having a large volume of ancestral knowledge about the game…  makes it a severe detriment.  One of the big things that interested me in WoW was the fact that they were supposedly resurrecting the concept of Valor points earned from doing things.  In the past this was important because ultimately you were able to purchase raid quality gear, and they served as a sort of “bad luck token” as my friend Rylacus and I thought of them.  While they always sort of half assed the implementation, it did provide you with a bit of a way to offset your bad loot roll luck, by purchasing much needed tokens from saving up valor for several weeks.  Granted it could have been a better system all along had they just offered all of the drops from raid bosses, on a vendor somewhere for varying prices to denote the importance of the drop.  There were expansions where this token was done extremely well, and others where all you could purchase were a sequence of frustrating “offbrand” items that were never quite as good as the ones that came from the raid.

However as a raider… I always appreciated the fact that there was generally some upgrade path that I could take without relying purely on my luck.  It never bothered me that those “damned dirty casuals” were able to get the same gear I could from out of the raid.  In fact I liked the fact that there were many paths to end game viability, and I always thought this was one of the things that World of Warcraft struggled with.  Apexis was supposed to be the solution to all of our gearing problems, or at least it seemed like that was intended to be the case.  The problem is that the items purchaseable from Apexis crystals were significantly worse in every possible way for certain specs.  Maybe this was just something that I experienced in playing Gladiator, one of the Warlords expansions special snowflake classes… but none of the gear from the Apexis vendor was in any way viable.  As a result I simply ignored most of it and stockpiled my tokens hoping that at some point they would be useful.  Now we zoom ahead to this patch cycle, and I am raiding on both my Alliance and Horde characters…  so I kept thinking that surely I would be swimming in Valor by now.

Currency of Bribery

It turns out that is absolutely not the case, and the new version of Valor while similar in some fashions… has some fairly stark differences.  In the past the best method of Valor acquisition was simply doing the raid every week.  Each boss downed gave you a bit of Valor which added up quickly… and often times capped you without much effort.  Now however the priority is massively different, and it feels like they are doing something that Square Enix is the master of.  Bribing players to do community focused content.  I finally looked up what actually awards Valor and it was a surprisingly small list of things.

  • 100 Valor of the first Heroic of the day.
  • 300 Valor for per mythic dungeon each week.
  • 500 Valor for completing the weekly bonus quest.
  • 150 Valor for completing each wing of Hellfire Citadel on LFR.
  • 75 Valor for completing each wing of Highmaul and Blackrock on LFR.

So essentially this is no longer the currency of raiding and has instead become the currency to bribe players to participate in group content through the party finder.  I am not sore about this or anything, because it makes sense.  If you want to fix the queues… you need to get people into the system and what better way to do that then dangling something over their heads.

The only slight problem I have with it is that in theory they should have just introduced a brand new currency.  Valor has a very specific meaning to me, as being the highest tier of raid currency.  Justice points similarly has a very specific meaning to me… with them being the lower tier of activity currency.  For me at least there has been a significant amount of cognitive dissonance in trying to adjust to Valor simply being this upgrade only currency.  There is no gear purchasable with Valor, and instead everything you can purchase still relies on Apexis crystals… a currency that I am pretty certain will ONLY exist while we are on Draenor since lore wise they simply would not make sense anywhere else in the setting.  What makes this doubly confusing is that we still have two different PVP currencies, being Honor and Conquest… and they still function in the same roles as Justice and Valor once did.  Honor being the generic activity currency, and Conquest being the rationed and limited… and therefor more powerful currency.  It just feels like they uprooted Justice and Valor for no reason… especially if they are going to further confuse things by introducing it in a completely watered down version later.

Late to the Party

I realize I am bringing this up a month late, and as such my discussion loses a lot of its validity in the eyes of many people.  When patch 6.2.3 initially was released… I was fighting the desire to come back to the game.  Then upon returning, it took me awhile to get adjusted to everything that happened in 6.2 let along the new patch content.  So as often I am lagging behind.  Largely I am not really that frustrated, but mostly pointing out my thoughts on the matter.   As always I get to this point where I feel like a tweak here or a tweak there would greatly improve the game play experience.  Where I am standing now however is that I feel like even though I really have no more upgrades available, in order to be the best player I can be… I really need to be running LFR every single week on every character that is available.  If I do this however I am absolutely certain to burn out and be discarding this game into the waste bin once again.  As awesome as I think Hellfire Citadel is as an actual and genuine raid… it is equally horrible in the LFR experience.  So I am at this wall of… do I just accept that I won’t be progressing as quickly as I could be… or do I keep throwing myself against some content that I am not enjoying that much.  I have to say…  I am actually finding myself missing daily quests that I could do for Valor points.

Rant: High-Fidelity Nonsense

Poor communication is not a substitute for depth. If an idea cannot be adequately communicated such that it can be understood without ambiguity, it’s either not a good idea or it’s not being expressed well. In a similar vein, not telling half of a story and implying that there’s ever so much more to be told, but not paying that off is BAD STORYTELLING.

Rant: High-Fidelity Nonsense

It’s worth noting that there’s a difference between “telling half a story” and “leaving details to the imagination”. Star Wars is an incredible example of the latter– it presents a complete story in a setting, but there are details that hint at a larger universe but aren’t laid out explicitly. These details are entirely unrelated to the story, but they enrich the setting and leave room for the imagination to play, without compromising the storytelling.

A great example of the former is a game I recently finished: Cradle. It presents an incredibly compelling world, and a mystery of identity. What is this world? Who are you? What’s going on here? It’s presented as a compelling mystery, with you collecting scraps in order to put it all together. It builds and builds, answering questions with new questions and hinting at ever larger pieces of an overall story. Then, it ends, paying off none of its questions and only leaving more unanswered ones in its wake. The best you can hope for is to piece together some semblance of a story or an ending from bits and pieces, until you’re satisfied that whatever you came up with is acceptable. Essentially, you can write the rest of the story for yourself, doing the creator’s work, to complete the job left unfinished.

Rant: High-Fidelity Nonsense

This kind of writing tends to attract a cult following, that will describe it as “genius” because it is incomprehensible, and “intelligent” because it “forces the audience to think”. The hardest part of a story to write, especially one that’s a mystery, is the ending. Skipping that part robs the audience of the payoff the rest of the story is trying to set up. It’s the difference between a sudden plot twist that makes perfect sense in retrospect and a breakout of deus ex machina, where suddenly things change or get resolved out of nowhere. If the culprit in the mystery is some random character that doesn’t appear in the story until the “big reveal”, it’s a pretty lame mystery. If the last part of the mystery is “I know exactly who did it! I’ll tell you when we get there,” and then you roll credits, that’s also a pretty lame mystery.

Hiding something from the reader until the very end is hard to do. It’s not easy to set up all of the little hints and details that don’t quite form a complete picture until the end, but it’s vital to selling any kind of big reveal, and you actually have to let on what the big reveal ACTUALLY IS, or you’re just being a poor storyteller. If you don’t know what the reveal is, and build up to… something… without a clear idea of what you’re building to, you can’t simply never say what the build-up is for and take credit for some kind of hidden depth.

Rant: High-Fidelity Nonsense

Ambiguity is a powerful tool in storytelling, and leaving certain parts to the imagination is vital, but these things can’t compromise the actual narrative. It should be clear that whatever actually happened, whatever events and decisions led up to the big finish, are actually explainable. Sudden changes or resolutions with no build-up are, frankly, nonsense. If a giant, hollow framework has been built up around a payoff that never comes, that’s just high-fidelity nonsense. Rendering lavish detail on something with no substance doesn’t magically give it substance.

It frustrates me to see this kind of writing, because it’s blatantly disrespectful of both the audience and their time. It often seems to be very good up until the point where it abruptly stops being coherent, at which point it hopes that the audience is invested enough to gin up the rest of the storytelling from whole cloth, or piece together what scraps are available into something resembling a finished product. That isn’t cleverness, or depth, or hidden genius.

Rant: High-Fidelity Nonsense

One of the best storytelling reveals I’ve seen is in the original Bioshock, where tiny, easily missed details are laced throughout the entire narrative leading up to the big reveal. One of the worst is in There Came an Echo, where suddenly, out of left field, everything you thought you knew turns out to be wrong. The former is good because in a second playthrough, you can catch all of the little things that hinted at the reveal. The latter is bad because the reveal has no buildup, no hints, no suggestion of its existence until suddenly it happens. Similarly, a great mystery that builds and builds until the final narrative closure is Gone Home, which tells a complete story without letting on what actually happened until the very end. A terrible mystery is Cradle, which hints at a complete story and lays a lot of compelling groundwork and then never pays off, providing little more than vague hints of what MIGHT have happened, maybe.

To writers: it’s better to have your audience figure out your ending before it comes than it is to ensure they can’t possibly figure it out, up to and after when it actually comes. Finish your damn stories, don’t make your readers do it.