Things the Valkyrie Core are no longer allowed to do:
42 - Owning, being in possession of, trading with/for , creating or attempting to create a MLP-001 (AKA Horsey Friend) specimen is now forbidden by UN Command.
42.1 - Even if you put in the proper requisition forms.
42.2 - Unless you have the proper clearance and certifications you cannot have one "for experimental purposes".
42.3 - Thanks to Incident ULK15, even if you do have the proper clearance and certifications you cannot have one "for experimental purposes".
 
43 - Attempting to induce the phenomenon known as a "heartsong" is now a court-martialable offense.
43.1 - Especially if you do it with the intent of having the Antagonists join in.
43.2 - Even if it works.
 
42.4 - UN Command would like to remind all of you that anything illegal for a Valkyrie is doubly so for a civilian. Stop asking for one "for a civie friend". Looking at you Private Hue.

44 - Attempts to engage an Antagonist in verbal debate is prohibited. This should be obvious people.
44.1 - Even if it worked once before.
44.2 - Especially if it involved for Private Hebert.
44.3 - After many arguments this rule is now void. Any further attempts will be their own punishment.
 
45: Valkyries are to cease creating and joining mock cults worshipping AVC-Symbie and/or Cadet Hebert. It has long since passed from mildly amusing and into uncomfortable harassment. Stalking is not acceptable behavior.
45.1: This rule also includes sincere cults. While we are fairly confident that was just an excuse, it was a poorly chosen one.
45.2: Any preexisting cults should be dissolved within a month of this announcement.
45.3: "Bribe Hebert with fresh-baked cookies to get her temporary approval" is a pointless plan. Hebert is not making these rules.
45.4: While UNOMI appreciates the thought, giving them similar bribes will not change the outcome.
45.5: No, daily bribes will not weaken our resolve.
45.6: UNOMI agents are to be reminded that we are professionals. You should not look the other way even if the actions seem harmless. Because of the negligence of certain individuals, Cadet <REDACTED> is likely to be in the infirmary for no less than forty-eight hours.
 
Last edited:
Haha, having flashbacks of Dr. Bright from SCP with these list.
 
Last edited:
All this comments about the cult reminded me Celestia origin story from good mlp fic from Russian Fandom 'Steel wings' where Celestia share about it. . And it suspiciously similar to what we have here in this story - there was nuclear war, alien invasion, Russians made some nanomachines to counter aliens and that's how Celestia was created. So 5 thousands years later she could say to SI something along the lines 'Nanomachines, son. There is no magic.'

(Edited)
 
Last edited:
Clearly, the solution to the cult ban is to turn the worship into a publicly accepted religion and defend your religious rights.
 
Last edited:
I don't suppose this has an English translation somewhere? It sounds quite amusing to read, I think.

My own headcanon is that they are either eldritch beings who forgot their nature and became civilized, or it's the end result of a Shard infestation where they were more-or-less good. I say more or less because something has to explain the fact that they do still live on a deathworld. I have a whole set of notes on it, actually. :p

...Should anyone want to write something similar, please let me know (so I can offer suggestions*, or just to read it). There aren't many stories that combine the two settings, and that's really a shame...

* I do really overanalyze magic, so Manton limits will be properly applied or else we'll know the reason why! Stuff like life-drain (as a completely random example, but a common one in magic tropes or comics/cultivator novels) where it actually makes someone older or die young is quite the stupid power, and, based on how aging actually works, very obviously an intentional and quite mean side-effect than a power source. Tirek could be more that he drains energy from the incarnated powers, but he and the Changelings are already outliers and we have to deal with how canon added things that are hard to explain by any means.

You know, this comment might actually be relevant. Let's hope that either the crafting club or Taylor manage to have their unicorn go horribly right... :D
 
Stuff like life-drain (as a completely random example, but a common one in magic tropes or comics/cultivator novels) where it actually makes someone older or die young is quite the stupid power, and, based on how aging actually works, very obviously an intentional and quite mean side-effect than a power source.
You're making assumptions about underlying mechanics in a world with magic in it. Aging doesn't work like that in real life, but life-drain is also an impossible thing in real life, unless you count live blood and organ donation. Maybe in that setting where it does exist, the base of life is in fact some kind of energy, and aging and death happens as it naturally runs out. Natural healing occurs because someone has a surplus of life, and as they age they don't have as much and cease to be able to recover from minor wear and tear.

(I first had this idea pointed out to me via this post over on Giant in the Playground, which Welknair got from this thread on RPNation. I am astounded that I remembered enough to find it, nearly a decade on, and amused that it's coming up now in such a similar situation as the original, that being differences-from-reality in specifically how aging works.)
 
Generally speaking, magic obeys thematic rules instead of physical ones. Physically, life drain causing aging makes no sense, but thematically it makes perfect sense.

Obviously this isn't always the case; every author and every myth has their own take on magic and how it does or does not work, but usually there is some kind of thematic element that ties everything together.

Sometimes this is even justified by saying that magic is psychoreactive and thus does what people think it should do. But this is fairly rare, usually the explanation is 'because magic, duh' and most of the time that is okay.


Because magic is magic and the whole point of magic is that no-one really knows how it works.

If you know how it works, it's not magic, it's physics. Weird physics perhaps, but physics none the less.
 
Last edited:
* I do really overanalyze magic, so Manton limits will be properly applied or else we'll know the reason why! Stuff like life-drain (as a completely random example, but a common one in magic tropes or comics/cultivator novels) where it actually makes someone older or die young is quite the stupid power, and, based on how aging actually works, very obviously an intentional and quite mean side-effect than a power source. Tirek could be more that he drains energy from the incarnated powers, but he and the Changelings are already outliers and we have to deal with how canon added things that are hard to explain by any means.
True in a setting where magic is actually nanomachines and hidden scientific devices, but not in a setting like canon MLP where everything runs on magic, including the weather and the sun and the moon. And the sun and moon themselves don't work like the real world ones, for example the moon is part of the night sky and never out during the day and if both are in the sky at once you get a sky that's half day and half night instead of the sun drowning out the stars. It's pretty obvious you have to throw out a lot of your assumptions about physics and even biology in that kind of setting.
 
Generally speaking, magic obeys thematic rules instead of physical ones. Physically, life drain causing aging makes no sense, but thematically it makes perfect sense.

Because magic is magic and the whole point of magic is that no-one really knows how it works.

If you know how it works, it's not magic, it's physics. Weird physics perhaps, but physics none the less.
Even that is a bit far – "physically" it only makes no sense if we take for granted that aging, and life, work the same way as they do IRL, cell division gradually failing over time for reasons caused by accumulated damage rather than something drainable. Maybe in one setting, aging does work like that, but life-draining causes premature aging anyway for thematic reasons, as you say.

In another setting, maybe cells don't exist. Every soul has a predetermined maximum lifespan which can only be known when it runs out. Life-drain magic winds your clock forward to turn someone else's back, stealing sand from Death's hourglass to prolong or shorten life regardless of the state of the body that a soul is in – that makes for interesting story things, a person who's doomed to die when they're young and healthy, another who's decrepit or injured but can't actually die for years to come. Perhaps you get body-horror that way, or perhaps you just get zombies and ghosts. Would ghosts seek out zombies, to have a body again even if it's not "theirs"? What happens when one succeeds at that?

In another setting, perhaps life is a conserved quantity, from plants to animals to rot and back to plants, aging is caused by the accumulated losses through various waste products and/or blood loss from injury. There, life-drain is vampirism, and perhaps some people will be unwilling to kill others yet sufficiently afraid of death to take extreme measures such as collecting and drinking as much as possible of whatever blood they spill in their own injuries – hey, now you've got a creepy-to-the-reader religion, perhaps.

Or it's little intangible imps latching onto and cursing people who get their attention, and life-drain isn't actually taking something from someone else, it's convincing the imps on you to go curse someone else for a while. Now there's an agent involved, and people can start trying to work out how it thinks (no two imps have quite the same interest), and there can be philosophies and/or self-help scams focused on trying to avoid imp-interesting activities (varyingly effective but usually not much; someone so afraid of death that they never do anything interesting is thereby made interesting by their obsession and uniquely extreme dullness), and the imp-transfer magic requires a lot of consideration of your own mortality to know what your imps are looking for, and of your target to be sure your imps would like them, and now you've got a personal relationship with the person whose life you're stealing as well as with the being you're trying to get rid of.

Magic can be defined, and fundamental to the world at a low level, and yet not readily science-able. It works on a scale or through a medium that cannot be directly observed, or it closely involves the decisions of myriad spirits and thus turns into a variant of psychology. Maybe it can be known but is not; people have found ways to see the soul but every soul is so individual that nobody's yet figured out how to tell how much time someone has left. The fantasy doesn't go away, and neither does the story, and yet you're not getting into a Sanderson-like hard-fantasy thing with rules the reader can be expected to use to anticipate events before the story gets there.
 
"Things Mr. Welch Is Not Allowed to Do in an RPG" is probably the earliest offender example of such lists and definitely predates both of those.
(TVTropes link warning: reader discretion is advised.)
I believe Mr. Welch is indeed the originator of the 'Things X Is Not Allowed To Do' lists, at least on the internet.

I wouldn't be surprised if similar jokes existed in meatspace prior, but if so none of them made the transition to the intertubular webs that I know of.

Even that is a bit far – "physically" it only makes no sense if we take for granted that aging, and life, work the same way as they do IRL, cell division gradually failing over time for reasons caused by accumulated damage rather than something drainable. Maybe in one setting, aging does work like that, but life-draining causes premature aging anyway for thematic reasons, as you say.

In another setting, maybe cells don't exist. Every soul has a predetermined maximum lifespan which can only be known when it runs out. Life-drain magic winds your clock forward to turn someone else's back, stealing sand from Death's hourglass to prolong or shorten life regardless of the state of the body that a soul is in – that makes for interesting story things, a person who's doomed to die when they're young and healthy, another who's decrepit or injured but can't actually die for years to come. Perhaps you get body-horror that way, or perhaps you just get zombies and ghosts. Would ghosts seek out zombies, to have a body again even if it's not "theirs"? What happens when one succeeds at that?

In another setting, perhaps life is a conserved quantity, from plants to animals to rot and back to plants, aging is caused by the accumulated losses through various waste products and/or blood loss from injury. There, life-drain is vampirism, and perhaps some people will be unwilling to kill others yet sufficiently afraid of death to take extreme measures such as collecting and drinking as much as possible of whatever blood they spill in their own injuries – hey, now you've got a creepy-to-the-reader religion, perhaps.

Or it's little intangible imps latching onto and cursing people who get their attention, and life-drain isn't actually taking something from someone else, it's convincing the imps on you to go curse someone else for a while. Now there's an agent involved, and people can start trying to work out how it thinks (no two imps have quite the same interest), and there can be philosophies and/or self-help scams focused on trying to avoid imp-interesting activities (varyingly effective but usually not much; someone so afraid of death that they never do anything interesting is thereby made interesting by their obsession and uniquely extreme dullness), and the imp-transfer magic requires a lot of consideration of your own mortality to know what your imps are looking for, and of your target to be sure your imps would like them, and now you've got a personal relationship with the person whose life you're stealing as well as with the being you're trying to get rid of.

Magic can be defined, and fundamental to the world at a low level, and yet not readily science-able. It works on a scale or through a medium that cannot be directly observed, or it closely involves the decisions of myriad spirits and thus turns into a variant of psychology. Maybe it can be known but is not; people have found ways to see the soul but every soul is so individual that nobody's yet figured out how to tell how much time someone has left. The fantasy doesn't go away, and neither does the story, and yet you're not getting into a Sanderson-like hard-fantasy thing with rules the reader can be expected to use to anticipate events before the story gets there.
I'll be honest; I have no idea what you are trying to get at here as a response to my post.

Physics is 'the knowledge of nature', aka 'how reality works'. If you live in a reality where magic exists, then magic is part of reality and thus understanding how magic works is, at a basic level, physics.

Other disciplines might be involved, like the psychology example you gave, but those are on top of the physics of the magic.

Magic being explained in-setting also doesn't make 'the fantasy go away', it just gives the reader a framework for the story, which can be good or bad for immersion depending on execution.



Ultimately however, most of the times you see 'magic' in fiction, it's not actually magic. 'Magic' is a code-word that means 'I don't understand how it works' or 'I'm not going to tell you how it works'. If it is understood and\or explained, then it's technically not really magic anymore. Because magic is, at it's core, a mystery.

Ancient humans pointed at all the things they saw happening and did not understand and called those things magic, because it sounded less embarrassing than admitting they hadn't the faintest fucking clue what was going on. And that is why modern humans point to things like computers and call them magic in a semi-joking manner, because to many people, they are magic: A thing that happens\works and they do not understand why or how.

Generally speaking, in fiction, 'magic' is instead used as a codeword for 'the ability to alter reality', often by thinking really hard at it and requiring some kind of metaphysical 'mana' energy. This is, strictly speaking, not magic; it is imaginary physics. But magic gets the point across easily and is a much neater term than 'reality warping', so popular culture agrees to use magic for that sort of thing, because why not.
 
Last edited:
Back
Top