Interpellation erodes natural law; not over night but over generations; meaning infiltrates dumb matter, whether stream, hill or bone, redrawing the borders that separate what has a voice and what lacks one. Elementalism & diablerie, poetry & necromancy are fruits growing on the same reality-twisting tree. On Earth, the over-saturation with meaning is just starting. On the Red Planet, it has reached its terminal stage: a dying world chorus of improbable voices slowly fading away.
Interpellation and its discontents
The great
naturalists that ushered in the Age of Excess proceeded from a simple
fact: Not every stone is a gnome. From this, they drew out the
differentia specifica that
distinguished dead object from personality, and elaborated it into an elementary theory of interpellation.
The
proposition was the following: Where nature was treated like
matter, worked on in silence – there nature remained dumb. But
where mortals turned to it with prayers, curses, exhortations &
admonitions – it became a moment in the moral economy and, in time,
spoke back.
Taking
advantage of the stream, the cliff, the wind became a matter of
cultivating meaning. The sciences of Rhetoric and Law found new
practical applications. A golden age, in many ways. Like Phobos above the Red
Planet, Man's sovereignty over the elements seemed a foregone
conclusion. But the
continuous sophistication of nature soon meant that Fire refused to
stay at its hearth, that the Wind refused its yoke. And thus started
an era of strife between mortals and the forces of nature, and a
struggle sometimes waged in the open, as civil war, and sometimes through
intrigue and bargains.
Nature was bound through a thousand treaties, formulated
with all the sophistication that History's greatest lawyers
could muster. Over time, this patchwork of servitutes and pacts grew
into a bureaucratic jungle. Dying nobles gave freedom to a favourite
among its djinni, juridical archives were lost in fires. A class of
free elementals were slowly formed. Shaped in the image of Man they
formed their own clubs and courts, salons and guilds. And what nature
had once given freely and in abundance, it now refused to give at all
or gave only in exchange for treasures fit for queens. Through
personal adress, all the major forces of nature have gotten other
interests than acting as ground water for their former masters. Why
waste your life raining, heating, cooling, eroding, blowing when you
could dance, travel the Ether, feud with your neighbors?
At the end of history
To
the degree that the elements still perform those functions necessary
for the preservation of life, they do so because they are bound by
ancient, shrewdly formulated contracts – or because they gain
something otherwise beyond their grasp. Some play at being local deities, content by the adoration and sacrifices of their flock. Quid
pro quo is
the only natural legislation.
The
remnants of human civilization that huddle around the Canals thus owe
their continuing existence to brittle documents, whose opaque
formulations few understand the true meaning of. The great legal
schools of the past have degenerated into scholastic,
pseudo-religious doctrines. Documents and catalogues of archaic turns-of-phrase are
traded or stolen, memorized but seldom understood. One can imagine the bitterness of those waves
and winds who remain in thrall to the mere shadows of former
tyrants.
On Natural Law & Those Who Wield It
I like the idea of a class of itinerant natural lawyers,
brokering deals with ancient volcanoes, finding loopholes when the
10,000 year long lease on breathable air is running out for a Canal
principality, and the Weather in question is dead set on leaving the
quite frankly depressing surface of the Red Planet. I'm not sure how to
implement such a class (or if it should be one?), but I guess reading Elric! or the different iterations of the warlock class might give me some ideas. Or the auction mechanic in Whitehack.
Or a version of the 2d6 reaction table, with the rolls modified by the
strength of the elemental, the terms of the contract, etc. Perhaps
something like this:
Getting the
elemental to the bargaining table might be tricky. Perhaps you have to
defeat it, perhaps you can trick or flatter it. Perhaps you present a
suitably lavish gift (rare firewoods for the salamander, a custom made
map for the road elemental).
Finalizing the Contract (2d6)
- 1-2: Provoked to attack or leave (if defeated: dissipates into dumb nature)
- 3-4: Won't sign anything (if defeated: dissipates into dumb nature)
- 5-7: Temporary bound (1d4 uses), but missed something in the fine print
- 8-9: Temporary bound (1d4 uses), with significant price
- 10-11: Bound, with moderate price
- 12+: Bound, with trivial price
Modifications might be things such as:
- Anyone lacking legal training: -3
[Anyone can of course attempt to strike up a conversation with
elementals, but perhaps the natural lawyer class gains bonuses through
unearthed fragments of ancient natural law?)
- Cha 13+: +1
- The power has been defeated: +2
- The power has received a lavish gift: +1
- You have compromising gossip about the power: +1-6
- A determined number of uses <4: -1
- HD of the power is 1-4: -1
- 5-8: -2
- 9-11: -3
- 12+: -4
Without sample pacts this is all very abstract. But lets say we have a
ROAD ELEMENTAL (HD 6)
Prerequisite: Being on a paved road
Pact 1: The Scenic Route. Decrease the travel speed of a pursuer with HD miles per use.
Pact 2: Downhill All the Way: Increase the travel speed of the party with HD miles per use.
Pact 3: Charm Caravan: The road elemental lures a caravan in this direction. Arrives in 1d6 hours, willing to sell basic supplies.
Prices: Trivial: A new milestone per use. Clean a significant portion of weeds. Moderate: Write a detailed travelogue/biography of the road. A formal apology from rival route. Significant: The road wants to stretch onward, to the city of Palimpspolis.
...the range of prices would have to differ significantly between a HD1 breeze and the HD12 Weather of Jokk, of course.
Three considerations:
Most
importantly: 99 times out of a hundred, a pebble is just a pebble.
Spontaneous interpellation works like erosion: It takes a very long
time, and the final form is generally not very useful. A whisper in the wind, a pattern in granite. I don't want the Red Planet to
turn into a swords & sorcery reskin of Pokemon.
Also: It is not magic, per se.
Not any more than rhetoric or gravitational theory is magic: More like
engineering on a world were natural forces might engage you in
conversation.
Finally: This is probably
all too convoluted, and should be a whole lot more streamlined. 1, 2, 3,
a thousand pacts, sure. But not as many fiddly mechanical bits.