This series of posts starts here.
Chapter 3.
This is so important and so applicable to play that I am going to have to break the chapter down into relevant chunks. Also, although I hate the distinction theoretically, practically speaking it is sometimes useful to distinction between "fluff" and "crunch." Most of what Lewis is doing here in the DI is more applicable to campaign "fluff." But I believe some of it may affect mechanical decisions or even provide clever accounts of mechanics that already exist in the game. This is true, I believe, especially with regards to "influence" and D&D "Vancian" magic.
A. The Parts of the
Universe
"Thus while every
falling body for us illustrates the 'law' of gravitation, for them it
illustrated the 'kindly inclining' of terrestrial bodies to their 'kindly
stede' the Earth, the centre of the Mundus." p. 92. Lewis does a lot of
work to help us to get the feel of the difference between a natural philosophy
based upon a theory of influence as opposed to our modern "empirical"
natural philosophy based upon law. And he gives a really great
"touche" (very Lewis-like) when he shows how our modern talk of
"law" is just as metaphorical about inanimate objects as
"influence," if not more so. But the medieval human being lived and
moved in a world absolutely brimming with overlapping confluences of influence.
All the stars and their signs, the seven planets including the various phases
of the moon, the four elements, all overlapped and flowed in and out of each
other, creating new situations every moment, day, season, etc.
This is so great
because it is just as cool if not cooler than 1e's crazy cosmology but it
actually corresponds to what we used to believe! So, a cosmography for a
campaign world:
Earth at the center,
water on top, air on top of that, fire as an invisible barrier right at the
orbit of the moon. Really, fire distinguishes the super from the sub lunar realms.
Very cool. These would be the "locations" from which the elementals
are called forth. And above the moon all is bathed in the quintessence, aether.
Perhaps we would need to invent another elemental that only the highest level
MUs could call forth: the Aether Elemental! (Please, someone imagine this and
stat it out for me!)
The four contraries:
hot/cold / / dry/moist: combine together to make the four sub-lunar elements:
fire = hot + dry; air = hot + moist; water = cold + moist; earth = cold + dry.
Again, this would be great for campaign flavor, but as someone dedicated to
rules-light play, I cannot see this affecting game mechanics for players in any
way. Perhaps for the ref for a table for discerning MU elements, etc.?
Thoughts?
Now we actually have
something for the spell "Contact Higher Planes" to correspond to!
Terrestrial or perhaps
Ethereal, or perhaps Elemental (guiding spirit: Fortuna (see later chapters))
Lunar
Mercurial
Cytherian (Venus)
Solar
Martian
Jovial
Saturnine
Stellar (Astral)
Prime (Primal)
Then he launches into
a great exposition of the different "feel" of the cosmos b/w us and
the medievals. "The Medieval Model is vertiginous." (98). So
"space," for us, is this vast endless sea of vacuum. The "cosmos"
for them was full of light and music but, imaginatively speaking, equally vast.
But with a clear "up / down" so that we get vertigo when we look up
at night! I love that.
More to come when I comment on the next section,
but I can see all this really helping to make sense of D&D's magic
"system." The "influences" could be part of an account of
what a MU "knows." Their knowledge is more intuitive than theoretical
(sage's knowledge is the reverse, more theoretical than intuitive -- thus they
do not (or rarely) cast spells and never adventure!). They "feel" the
influences of planets, spheres and lay-lines. Thus they know how to move their
hands and which words of power to shout in order to "cast" the spell
they are "holding" in their "memory" into the terrestrial
plane at the moment they need it. They may not even be able to explain what
they just did. But due to powerful initiations into mysteries and to their own
on-going experience of the use of such intuition they more and more just
"get the feel" for casting a spell. Spell casting becomes a kind of
intuitive channeling and shaping of comic influences all around. No sorcery.
Very natural. They know how to run the martial plane through a
"sluice" and gain power and pressure on that influence like a miner
knows how to use a pick and a carpenter knows how to sink a nail.
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