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Ask the Sky

Stories for exploring other worlds

Fate

wagering, and living with it

A skyglider runs along the flank of a storm; ahead of it a wall of cloud rises, pale at the center and black at the edges.

“Nera, be careful, you are crossing a band of turbulence…”

The radio crackles, then goes quiet: contact with Kamalia is lost.

And all at once, the calm. Too calm. My skyglider is struggling to hold — not a breath left to carry it.

I know this moment. It is the one that comes before the storm.

I straighten up, I start the emergency controls: I fold the wings back, I ready the stern sail. The first squalls are already arriving, the sky is turning black. I can feel it. I am going to have to fight to live.

There comes a moment when a Major Arcanum tempts you at the Opening (the)the gesture that begins every scene: three cards, you keep one, you give up the other two. The only draw where choosing costs, and the only door of fate.part 3, and you take it. It brings fate in, and fate resolves like nothing else in the game: no card cuts it, and it is the Cointhe oracle of closed questions: heads the first pole, tails the second. It is what resolves an action (part 5) and fate (part 6).part 1 that says what it carries off. It is there, and only there, that your character can truly change.

Fate sets the world alight, and whoever crosses it with the world. It does not ask for nuance, it asks for the spectacular: the major taken, you give yourself a constraint — to make of this Scenethe unit of play: you open it, you play it, you close it.part 3 a moment that changes the story deeply. That is why one takes a major: because the scene that follows will resemble no other.

Nothing ever obliges you, and that is precisely what makes it tempting. But taking the card commits you: you do not withdraw along the way.

Open a major kept
Play the card tightens the scene
Wager two clauses, at the height of the scene
Toss the coin it cuts
Close the mark on the Standing pagethe page that keeps what is pending: living actors, waits, stakes, desires under way, fate’s marks. There is only one, and it replaces the previous one.part 8

A hooded hermit lifts a small light at the end of his staff; behind him, a pale planet fills the whole sky.

A major kept at the opening brings an Actora presence that wants: someone who will come back and weigh, where the Backdrop is forgotten. You anchor him on the standing page in one line.part 7 (part 7) into the scene: someone who was already there and whom you raise, or someone the card brings in. It does not say his name, it says what he carries — and what varies is the relation between him and you. Four, most often:

  • The actor becomes a threat. What his major names turns around and bears down on you. Strength: a military barque bears down on your skyglider. The Chariot: someone come from far off is hunting you.
  • The actor is good, and you are badly placed. The major is beautiful, and that is exactly the problem. The Sun: a child-king adored by his people bars your way; he is genuinely loved, and there is the obstacle. The Empress: you are received with such generosity that you can no longer leave without wounding. Temperance: somebody steps in to calm you, when the anger is precisely what is keeping you standing.
  • The actor stays good, and he is in danger. What is worth saving is what threatens to be lost. The Star: the mentor who always believed in you has disappeared. The Empress: the house that fed you will not last the winter.
  • An actor already dark is read as he is. The Devil, The Tower: no need to look for the shadow in them, it is there. Softening it would be gentler, and fate does not soften. Take it as it comes.

Fate does not have to fall in the first lines. Open, frame, play as you always do — but keep the major in mind: it colors what is said, and it tightens the scene toward its height. That is where it strikes.

◆ Nera at Heartshadow, the card that climbs

Section titled “◆ Nera at Heartshadow, the card that climbs”

Fate came in at the opening, and nothing has moved yet. You play, and you tighten toward it.

I open: three cards. The Six of Cups (what one comes back for), the Five of Pentacles (the cold outside), and Death — the end, and the departure it opens. I take the major, I let the other two go.

Six of Cupswhat one comes back for
Five of Pentaclesthe cold outside
Deathkept
The opening at Heartshadow — Death, the end and the departure.

I begin simply.

I walk the streets of Heartshadow, I look around me. I end up finding a tavern, and I go in. Another skyfarer is drinking there, Aphtaï, a clan mother. She seems welcoming.

The major has not colored the scene yet, and I can feel that I have to tighten toward it. I decide that Aphtaï is the one who carries it.

Aphtaï knows who I am. She has heard of the trouble I left behind me, in the lower city. Her tone changes as the conversation goes on: she is markedly less friendly.

Death is ready to take something. Is she after my friends? My standing? Everything is still possible.

Moored to a quay suspended in the clouds, an enormous barque opens its gangways; at the edge of the platform a man in a long coat has stopped, cane in hand, watching the figure who waits for him by the gate.

At the height of the scene, name what is being played, in two clauses:

  • one says what fate takes;
  • the other says what happens if it does not take it: sometimes nothing more than getting past the cape, sometimes a door that opens and did not exist, sometimes the wiping out of a mark left by an older fate (see below).

What you wager must be large. The wager can bear on you — a friendship, an object that counts, your body; on someone close — he is disowned, he turns against you, he falls; or on what surrounds you — everything catches fire, a war breaks out, the city closes.

One test only, without judgment: does the effect fade by the next scene, or does it change the story for good? What is forgotten by the next scene is no wager of fate.

An Actionwhat you play when an attempt is uncertain: two poles stretched, the coin cuts, and a card may explain it afterward. It is played once.part 5 stretches two Poles (the two)the two worlds you set down yourself before tossing the coin: never a yes and empty air. It is by them, too, that an action is resolved.parts 1, 5 for a single move (part 5); fate wagers, and what it takes comes back only through it. The same coin; not the same price.

Death is acting now. Aphtaï has to finish something in me; that is how I read her. I imagine what comes next: she is going to repair my mistakes by taking from me what I hold dearest.

I lay down the two clauses:

  • fate takes — Aphtaï confiscates my skyglider and banishes me from the sisterhood;
  • fate lets it pass — Aphtaï forces me into her clan, and under her orders, until my mistakes are repaired.

The first makes me a fallen skyfarer; the second leaves me standing, and free of nothing.

The wager laid down, toss the coin. It compares nothing and rewards nobody: it cuts. Heads, fate lets it pass; tails, it takes. Then you write what arrives.

You are not being subjected to anything for all that. The two worlds are yours, you wrote them. You only chose not to decide which one arrives.

The wager is made, I toss the coin.

HeadsHeadsI join Aphtaï’s clan
TailsTailsthe folded skyglider, and the sisterhood lost
The wager under Death — fate takes.

Aphtaï points out a folded skyglider with a movement of her knee. “That one is yours.” She goes on: “They called me in to calm what you stirred up. My method is simple, and it is always the same: you will never fly again.”

On the standing page: Struck off the sisterhood, skyglider confiscated — closed by fate.

In an alley, two women face each other; one opens a disc of light before her, the other, seen from behind, already holds her blade.

What fate closes, only fate can open. Taken prisoner under fate, you will not be freed and cleared in the next scene. The thing is not damaged: it closes, and fate alone holds the key.

This is fate’s mark. Note it on the standing page (part 8), one line, or nothing will say it is there. To wipe it out, it will take a major taken at the opening, and a wager that names its undoing.

That does not mean nothing moves in the meantime. A prisoner, you may well escape in the very next scene — but the mark stands, and stands otherwise: they hunt you now, and the standing page says so. In the same way, if fate has put an end to a friendship, you may be reconciled; the mark soaks into that reconciliation, and leaves a bitterness between you.

You know how to play a scene of fate. One nuance is left: it does not change the resolution, it changes what you write. Look at what you have just laid down, and ask the one question that divides: can your character do something that changes the outcome?

  • If he can, you face it. Regiord watches the barque cast off: he can shout, run, cut through the crowd. It may not be enough, but there is something he can do, and that is all we ask.

  • If he cannot, you endure it. Nera is sitting across from a clan mother who has already decided, already negotiated, already arranged everything. Nothing she says will change what is about to fall.

The coin cuts the same way in both cases; it is the wager that does not take the same form. When you face, the two clauses are played on what your act obtains or misses. When you endure, they stretch two worlds that nothing in you can bend. Facing puts you on your feet, enduring leaves you seated.

Armored barques cross a sea of clouds; the nearest passes so close that its gangways can be seen.

One and the same card, two forms. You watch what the scene lets you do before you know what you are wagering.

Nera is in flight. At the opening, The Sun: vitality, clarity, pride. I take it, and I read it as an actor: the Dead Sun, flagship barque of the western empire, the one that hunts pirates and makes the pride of the decks.

The Sun
The Sun, read as an actor — the Dead Sun.

She comes out of the white, straight into my line, and she has me.

What follows I no longer choose: I read it in what I have just written.

If I can act. My hands are still on the controls.

The belly turrets swing around, without a word on the radio. I am a threat, and nothing else. I have three seconds left and a skyglider that turns better than an armored barque.

If I cannot. My hands are already empty.

Fighters draw level with me and order me to put in. They bring me down. On the deck, two men are taking my skyglider apart while I am led to General Armand, who has my name in front of him and has not looked up.

The evening a major tempts you at the opening, and you take it, you are there. Decide whom it brings in, and play your scene letting it climb. At the height of the scene, look for the act: if there is one, you face it; if there is none, you endure it. In both cases, name your wager in two clauses, large enough for the story to remember it, then toss the coin. One line on the standing page for the mark fate has left. It is here, and nowhere else, that your character risks becoming other.