Promise in Sunnydale
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"I can explain the metaphors in more detail if you like," says Castle.

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"By all means," says Tea.

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"Yes please. And a summary of the underlying rules of this game."

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"Sure," says Castle. "To start off with - Royal, could you deploy one of the spare sets to show Promise the game setup?"

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"Sure," says Royal. She gets up and fetches a chess set.

The pieces of this one are a dark red wood on one side and a pale brown-beige wood on the other, and the case unfolds into a chessboard in the same theme. She sets up the pieces as though to start a game. Rook, knight, bishop, queen, king, bishop, knight, rook, then a row of pawns, then the same thing on the opposite side.

"Each side gets to move one piece one valid move per turn, then it's the other side's turn. Pawns can move a single step ahead, or two steps if it's that pawn's first move of the game," she explains, demonstrating these capacities on the board. "They capture other pieces with a single diagonal step, like this," and she has one side's advance pawn capture the other's.

"Rooks can move in orthogonal straight lines, any number of steps." She demonstrates the motion of a rook. "Bishops do diagonal straight lines, any number of steps." A bishop sneaks out of its enclosure and darts across the board. "Knights jump, like this." The knight hops around the board. "Always in the same pattern, a combination of two orthogonal steps along one axis and one orthogonal step along the other. Then the queen can move any number of steps in any straight line." She demonstrates the movement of the queen.

"And the king can move a single step at a time in any direction. Except for the pawn, all other pieces capture the same way they move. The objective of the game is to capture the other side's king, but by convention the game is declared over as soon as it's observably impossible for the losing side's king to escape capture, or if the board gets into a state where neither side can effectively win. The actual king-capturing move is never carried out."
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"Okay. Why is there a system of magic based around this game?"

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"Because I invented one," says Castle.

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"...Why?"

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"Can you be more specific?"

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"Why did you choose this game to design a magic system around instead of something else."

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"I like the aesthetic. It has a nice balance of structure and flexibility that lets me compose useful spells without having to completely freeform it. It works well with geometric spell construction," she gestures indicatively at the layout of chess pieces and masking tape on the floor, "which I've always found a very intuitive medium to work with. And it worked the first time I tried it and has been working reliably since, which is more than I can say for some of my experiments with more freeform stuff."

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"Fair enough."

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"Okay, so what about the metaphors?" says Vampire Two. "What's my weird chess horoscope, what does 'knight-as-cloak' actually mean?"

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"Knight-as-cloak... I haven't seen it before, but it's interesting," she says. "Surprisingly, hmm, passive for a knight metaphor. And the secondary association with the wings is interesting too. If I ever wanted to design a spell to let someone actually fly, I might call you up and ask you to stand in. That's another thing I like about chess magic, actually - it lets people stand as part of the spell without having to actively do any magic themselves, and they still contribute."

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"How freely can you design arbitrary new spells?"

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"Pretty freely. The limits are hard to quantify because they're so dependent on how creatively I can combine metaphors into a workable narrative. Having more possible spell participants available is a big help. If you have a spell you want designed and cast, I'd be happy to work on it as long as Royal doesn't think it would be bad idea."

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"I don't have a specific idea off the top of my head... Can you affect other magic this way?"

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"What do you mean by other magic?"

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"Non-chess-magic. I'm specifically wondering if you could let me break the rules of my own sort of magic in some way, but presumably you haven't interacted with sorcery in particular; but if you can't even affect other people's... interpretations of the tangle that is mortal magic... then that would be a clue."

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"My specialty is protection and my niece is the Slayer. I have cast wards that held up against the hostile application of other people's non-chess-based magic. But I'm not sure if that's the kind of 'affecting' you mean...?"

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"Things like... could you make a gate settle instantly. Could you affect harmonics."

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"I don't know enough about either phenomenon to say."

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"What would you need to know to perform the experiment or make a guess?"

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"Well, if a gate is anything along the lines of a portal, and settling is a thing they naturally do, I can think of a few ways I might try to speed one up about it but I'd have to test them on an actual gate to find out whether they worked. Confirming my guesses about what they are and what you want me to do with them would help me be more precise. As for harmonics, I don't even know enough to know what questions I should be asking."

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"Harmonics are an invisible feature of locations which affect how sorcery is done. I can map them by watching them affect something simple," Promise makes a fairylight, "and in Fairyland I can typically cast reasonably well without doing that, but here the harmonics are thoroughly bizarre for some reason and I have to map an entire space grid by grid to be sure I can get a more complicated spell to go right." Pause. "It would also be interesting, if potentially disastrously complicated, if you turned out to be able to affect fairy orders, but those are not sorcery."

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