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#in no small part because I was relying more on my own historical knowledge than usual so I had to double check myself constantly
bowtiepastabitch · 5 months
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Historical Analysis: class and injustice in 'The Ressurrectionists' minisode
Alternate title: why we're tempted to be upset with Aziraphale and why that's only halfway fair
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Okay so first off huge thanks to @makewayforbigcrossducks for asking the question (and follow-up questions lol) that brought me to put these thoughts all together into a little history nerd ramble. That question being, Why is Aziraphale so clueless? Obviously, from a plot perspective, we know we need to learn some lessons about human moral dilemmas and injustices. But from a character perspective? A lot of this minisode is about Aziraphale being forced to confront the flaws of heavenly logic. This whole idea that "poverty is ineffable" basically boils down to 'yeah some people are poor, but their souls can be saved just as if not more easily that way, so it's not our problem and they probably deserve it anyway for not working hard enough,' a perspective that persists in many modern religious circles. Aziraphale isn't looking at the human factor here, he's pretty much purely concerned about the dichotomy of good and wicked human behavior and the spiritual consequences thereof, because that's what he's been told to believe. His whole goal is to "show her the error of her ways." He believes, quite wholeheartedly, that he's helping her in the long run.
"the lower you start, the more opportunities you have"
So here's what we're asking ourselves: Why did it take him so bloody long to realize how stupid that is? Sure, he's willing to excuse all kinds of things in the name of ineffability, but if someone in the year of our lord 2023 told me he was just now realizing that homelessness was bad after experiencing the past two centuries, I'd be resisting the urge to get violent even if he WAS played by Michael Sheen.
Historical context: a new type of poverty
Prior to the 19th century (1800s), poverty was a very different animal from what we deal with now. The lowest classes went through a dynamic change leading up to the industrial revolution, with proto-industrialization already moving people into more manufacture-focused tasks and rapid urbanization as a result of increasingly unlivable conditions for rural peasantry. The enclosure of common lands and tennancies by wealthy landowners for the more profitable sheep raising displaced lots of families, and in combination with poor harvests and rising rents, many people were driven to cities to seek out new ways of eeking out a living.
Before this, your ability to eat largely would have depended on the harvest in your local area. This can, for our purposes, be read as: you're really only a miracle away from being able to survive the winter. Juxtapose this, then, with the relatively new conundrum of an unhoused urban poor population. Now if you want to eat, you need money itself, no exceptions, unless you want to steal food. Charity at the time was often just as much harm as good, nearly always tied deeply up in religious attitudes and a stronger desire to proselytize than improve quality of lie. As a young woman, finding work in a city is going to be incredibly difficult, especially if you're not clean and proper enough to present as a housemaid or other service laborer. As such, Elspeth turns to body snatching to try to make a better life for herself and Wee Morag. She's out of options and she knows it.
You know who doesn't know that? Aziraphale.
The rise of capitalism
The biggest piece of the puzzle which Aziraphale is missing here is that he hasn't quite caught onto the concept of capitalism yet. To him, human professions are just silly little tasks, and she should be able to support herself if she just tried. Bookselling, weaving, farming, these are all just things humans do, in his mind. He suggests these things as options because it hasn't occurred to him yet that Elspeth is doing this out of desperation, but he also just doesn't grasp the concept of capital. Crowley does, he thinks it's hilarious, but Aziraphale is just confused as to why these occupations aren't genuine options. Farming in particular, as briefly touched on above, was formerly carried out largely on common land, tennancies, or on family plots, and land-as-capital is an emerging concept in this period of time (previously, landowners acted more like local lords than modern landlords). Aziraphale just isn't picking up on the fact that money itself is the root issue.
Even when he realizes that he fucked up by soup-ifying the corpse, he doesn't offer to give them money but rather to help dig up another body. He still isn't processing the systemic issues at play (poverty) merely what's been immediately presented to him (corpses), and this is, from my perspective, half a result of his tunnel-vision on morality and half of his inability to process this new mode of human suffering.
Half a conclusion and other thoughts
So we bring ourselves back around to the question of Aziraphale's cluelessness. Aziraphale is, as an individual, consistently behind on the times. He likes doing things a certain way and rarely changes his methodology unless someone forces his hand. Even with the best intentions, his ability to help in this minisode is hindered by two points: 1)his continued adherance to heavenly dogma 2)his inability to process the changing nature of human society. His strongest desire at any point is to ensure that good is carried out, an objective good as defined by heavenly values, and while I think it's one of his biggest character hangups, I also can't totally blame him for clinging to the only identity given to him or for worrying about something that is, as an ethereal being, a very real concern. Unfortunately, he also lacks an understanding of the actual human needs that present themselves. Where Elspeth knows that what she needs is money, Aziraphale doesn't seem to process that money is the only solution to the immediate problem. This is in part probably because a century prior the needs of the poor were much simpler, and thus miraculous assistance would never have interfered with 'the virtues of poverty'. (You can make someone's crops grow, and they'll eat well, but giving someone money actually changes their economic status.) Thus, his actions in this episode illustrate the intersection of heavenly guidelines with a weak understanding of modern structures.
This especially makes sense with his response to being told to give her money. Our angel is many things, but I would never peg him as having any attachment to his money. He's not hesitant because he doesn't want to part with it, he's hesitant because he's still scared it's the wrong thing to do in this scenario. He really is trying to be good and helpful. So yes, we're justifiably pretty miffed to see him so blatantly unaware and damaging. He definitely holds a lot of responsibility for the genuine tragedy of this minisode, and I think Crowley pointing out that it's 'different when you knew them' is an extremely important moment for Aziraphale's relationship with humanity. Up until now, he's done a pretty good job insulating himself from the capacity of humans for nastiness, his seeming naivity at the Bastille being case in point.
In the end, I think Aziraphale's role in this minisode is incredibly complex, especially within its historical context. He's obstinate and clueless but also deeply concerned with spiritual wellbeing (which is, to Aziraphale, simply wellbeing) and doing the right thing to be helpful. While it's easy to allow tiny Crowley (my beloved) to eclipse the tragic nature and moral complexity of this minisode, I think in the end it's just as important to long-term character development as 'A Companion to Owls'. We saw him make the right choice with Job's children, and now we see him make the wrong choice. And that's a thing people do sometimes, a thing humans do.
~~~
also tagging @ineffabildaddy, @kimberellaroo, and @raining-stars-somewhere-else whose comments on the original post were invaluable in helping me organize my thoughts and feelings about this topic. They also provided great insight that, in my opinion, is worth going and reading for yourself, even if it didn't factor into my final analysis/judgement.
If I missed anything or you have additional thoughts, please please share!!! <3
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samwisethewitch · 4 years
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Divination Basics
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From the Roman priest reading auguries to interpret the will of the gods to the modern fortune teller reading with a deck of playing cards, divination has been a part of human spirituality for thousands of years. Today, divination is an important part of many witches’ practices, and can be an important tool for self-reflection and analysis.
Merriam-Webster defines divination as, “the art or practice that seeks to foresee or foretell future events or discover hidden knowledge usually by the interpretation of omens or by the aid of supernatural powers.” Divination can be used for many things, not just to predict the future. It can be used to understand the past, identify patterns at work in your present, or as a tool for working through trauma.
In the book You Are Magical, author Tess Whitehurst describes divination as, “a way of bypassing your linear, thinking mind and accessing the current of divine wisdom and your own inner knowing.” As I’ve discussed in a previous post, all of us are receiving psychic information all the time, though many of us don’t realize it. Divination tools like tarot cards or rune stones act as triggers to help kickstart our natural psychic gifts.
Divination relies on the use of our intuition. Intuition is defined my Merriam-Webster as, “the power or faculty of attaining to direct knowledge or cognition without evident rational thought and inference.” These are the things you know without needing to be told. Another way of thinking of it is this: your intuition is the way you interpret the information you receive through your psychic senses.
The most important thing to remember when doing divination is that the tool you are using isn’t giving you information — it’s simply helping you to access information you already know. The revelations come from you, not from the cards or whatever other tool you may be using.
When using divination to foresee the future, it’s important to remember that the future is never set in stone. These tools can only show you the most likely outcome based on your current direction.
 Beginner-Friendly Divination Tools
These are the divination methods I would recommend for beginners. For one thing, most of these systems are fairly easy to learn and use. For another, these are some of the most popular divination methods among modern witches, so it’s easy to find information about them and/or talk to other practitioners about their experience.
As you’ll see, each divination method has its own strengths and weaknesses, so you may choose to learn several methods that you can combine to get stronger readings. Or you may find that you can get all the information you need from a single method, which is also okay.
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Tarot. This is my personal favorite divination method, but it’s also the one with the most misconceptions surrounding it. Tarot cards do not open a portal to the spirit world, and they probably didn’t originate in Ancient Egypt. In fact, evidence suggests that the tarot comes from a medieval Italian card game called Tarocchi, although the modern tarot deck as we know it didn’t come around until the 20th century. Tarot cards are not any more or less supernatural than ordinary playing cards. (Which, incidentally, can also be used for divination.)
Tarot makes use of archetypes, and many readers interpret the cards as a map of an archetypal spiritual journey. For this reason, tarot cards are especially useful for identifying the underlying patterns and hidden influences in any given situation.
Most tarot decks follow the same set of basic symbolism. Unfortunately, this does mean that new readers will need to study the accepted meanings. This isn’t to say that your readings will always match up 100% with the standard meanings of the cards — you may receive intuitive messages that deviate from tradition. Still, it’s helpful to know a little of the history and traditional symbolism behind this powerful divination tool. The good news is that, since most decks use similar symbolism, once you learn the traditional meanings you can successfully read with almost any tarot deck.
I’m planning to post a more in-depth introduction to tarot very soon, but in the meantime, if you want to learn this divination method I recommend starting with the book Tarot For Beginners by Lisa Chamberlain and/or with the website Biddy Tarot.
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Oracle Cards. Oracle cards have been rapidly gaining popularity in the witchcraft and New Age communities in the last few years, and it’s easy to see why. One major appeal of oracle cards is how diverse they are — there are countless different oracle decks out there, each with its own theme and symbolism. Another big plus is how beginner-friendly they are; Oracle cards are usually read intuitively, so most decks won’t require you to learn a complex system of symbolism. (Of course, the fact that every oracle deck uses different symbolism can be frustrating for some readers, because they have to learn a new set of symbols for every deck.)
Some readers (myself included) also find that oracle cards usually give more surface level information. Tess Whitehurst says that, “While oracle cards can help us answer the questions ‘What direction should I take?’ and ‘What is the lesson here?’ tarot cards are more suited to helping us answer the questions ‘What is going on?’ and ‘What is the underlying pattern at work here?'” For this reason, many readers choose to use tarot and oracle cards together to get a more well-rounded look at the situation.
Another common complaint about oracle cards is that many decks are overwhelmingly positive and shy away from dark themes or imagery, which creates an imbalanced reading experience. I think this is best summed up by one Amazon review for the Work Your Light Oracle, which says: “Basically, this is very much a deck for Nice White Ladies(TM) who like crystals and candles but aren’t ‘super into all that witchy stuff.'”
There ARE oracle decks out there that address darker themes, but many of the most popular decks on the market are overwhelmingly positive. That’s not necessarily a bad thing. Sometimes a little positive encouragement is more helpful than brutal honesty. However, too much focus on the positive can lead you to ignore your problems, which only makes things worse in the long run. For this reason, finding balanced decks is important — if you’re going to use a very shiny happy deck, my advice would be to alternate it with more grounded decks, or with a deck specifically designed for shadow work.
That being said, oracle cards are a great divination tool if you can find a good deck, especially for beginners who are intimidated by more structured systems like tarot and the runes. If you’re interested in working with oracle cards, the best way to start is to find a deck that 1.) you feel a strong attraction to, and 2.) has a good guidebook. (My favorite oracle deck is the Halloween Oracle by Stacey Demarco, which I use for readings all year.)
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Runes. The Elder Futhark alphabet is a runic alphabet that originated in ancient Scandinavia around 200 AD. While this was an actual writing system, it also had magical and mythological associations in the cultures that originally used it. While using the runes for divination is a modern practice, it is based on the historical sense of magic surrounding these symbols.
Like tarot, the runes have a traditional set of meanings. However, because there are only twenty-four runes, there aren’t as many meanings to learn as there are with tarot. Some rune sets also contain a blank stone, which has its own special meaning. I have personally found the runes to be a great source of wisdom and insight, although they do tend towards “big picture” messages rather than small details.
However, there is one major stain on the runes’ history; they were studied and used by Nazi occultists before and during World War II. Like many symbols associated with historical Germanic paganism, the runes were appropriated as part of Nazi propaganda — for example, the Sowilo rune was incorporated into the SS logo. This isn’t to say that you can’t reclaim the Elder Futhark alphabet, but I do think it’s important to know the history going in. Because of their association with Nazism, it’s best to avoid wearing or publicly displaying the runes.
There are other ancient alphabets that are used for divination, like the Anglo-Saxon runes or the Irish Ogham, but the Elder Futhark is the most popular.
If you’re interested in learning divination with runes, I recommend the book Pagan Portals: Runes by Kylie Holmes.
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Pendulums. Pendulums are interesting because, unlike tarot, oracle cards, and runes, they can be used to answer yes or no questions. For this reason, many readers use pendulums to get clarification on readings they’ve done with other divination methods, but you can also use pendulums on their own.
A pendulum is any small, weighted object hanging from a chain or string. You can buy a pendulum made specifically for divination from a metaphysical shop or an Etsy seller, but you can just as easily use something you already have: a necklace, your housekey, or a small rock or crystal tied to a string.
Pendulums may be the easiest divination method to learn. The only thing you need to do to learn how to interpret a pendulum is ask it what its “yes” and “no” motions look like. To do this, simply hold your pendulum in your hands and focus on your connection to it. Then, let the pendulum hang from its chain or string so it can swing freely. Say or think, “Show me ‘yes’.” Allow the pendulum to swing, and pay attention to its movements. “Yes” is often a forwards-and-backwards swing or a clockwise circle, but your “yes” may look different. (Some witches even notice that different pendulums in their collection have different “yes” and “no” movements!) Once you’ve gotten the pendulum to show you its “yes,” ask it to show you its “no.” For many readers, “no” is a side-to-side swing or a counterclockwise circle, but again, yours may be different.
The biggest downside to pendulums is that because they typically only answer “yes” or “no,” you have to be very specific with your questions. Pendulums aren’t the best tool for general energy readings or open-ended advice. However, that specificity makes them great for validating your gut feelings, interpreting your dreams, identifying a deity or spirit that you think may be reaching out to you, or any other situation that requires a little clarification.
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endcant · 3 years
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Making My Own Post™️ because im not indigenous, and because the post that spurred this on was about Palestine as well, so i don’t want to derail it. that said, it does have me very emotional because i grew up in the central valley of california, and i do my best to pay attention to the land i’m on and the people who know it best. i think that anybody who really cares about the land that america encompasses and learning about what it was like before it was devastated by the arrival of white people would be able to understand my frustration.
i love the valley now, even in its dry and wounded state, because it is where i grew up, but it is obvious that the land was far, far healthier when it was in the care of the indigenous people of the area. that is because the ecosystem was maintained by and for those people.
i’m not indigenous, so i don’t presume to have any better knowledge than what was shared in the other post (which you really should check out before reading on), but what @omusa-inola and @dojense shared was the same as what i learned in my own personal research. the valley used to be home to black oak forests, which were maintained by the indigenous people that live there. black oaks are huge trees which provide essential shade from the intense central valley sun. black oaks also build a root network that nourishes other plants that the indigenous people of the area (including the miwoks, but also other tribes) relied on prior to the destruction of the oaks.
there is a very small black oak grove near where i used to live (that is now being threatened by kudzu, sadly) and standing underneath the cathedral-like shelter of a black oak’s sprawling branches and seeing what grows in their shadow really contextualizes the struggle of the valley. it’s obvious if you open your eyes and look. things grow easily under the black oaks. they don’t elsewhere. meanwhile, white people struggle to grow non-native crops under the direct sun, in huge monocultural fields, by dousing them with water daily. white people act like the valley is dry and barren by nature now, but it doesn’t have to be. it wasn’t before.
if you read that other post, you might be finding it clear that genocidal action and ecological disaster absolutely go hand in hand. both play into each other. california is just one example of that. the healthy, abundant ecosystem that worked for the valley, that was maintained by and for the indigenous people, was destroyed. the oaklands were chopped down, taking the livelihood of the indigenous people with them— all in order to make way for the white way of life. even now, surviving native plant and wildlife continues to die off every day as farms till to prepare for another season of stripping the soil of water and nutrients for profit, and even as farms are torn up and replaced by houses and apartments for the ever-increasing number of those who want to strike it rich in the golden state. public schools in CA continue to refuse to teach the truth about the indigenous people of the region, denying their importance and existence. sacred & historic sites are torn up because they’re worth so much more to capitalism if they’re replaced by a shitty apartment building or whatever.
the disturbed land of the valley is not only home to crops and densely-packed little houses, but it is also home to viciously invasive and highly flammable grasses that literally didnt exist in california before white people brought them over in bags of grain and crop seeds. the native plants that do manage to sprout up between the strawberries and almond trees are destroyed by tilling, but the tilling literally perpetuates the life cycle of these invasive grasses which choke out other life, suck the nutrients and water out of the soil, and then die on top of it in a dry, flammable heap. those invasive grasses also dominate the yellow, barren cow pastures between the orchards, and the black-burnt shoulders of the highways.
it’s confusing and mind-numbing to try to understand how California keeps making ecologically devastating decisions while maintaining the reputation of a Good, Liberal State. at least it was that way for me, until one of my visits to the black oak grove during that period of my life where i was struggling to grow my own food to eat. i saw how easily life springs up under the shadows of the trees even in the heat of a valley summer, and remembered that white people tore all of those life-giving trees down to plant rows of crops to sell off and to build labyrinths of identical houses. the answer is that the state of california is just another part of the capitalist colonial government that exists to perpetuate itself and kill everything and everyone that stands in its way, even until there is no california to rule over, burnt to the ground and then swallowed by the pacific.
no one has cared for the land better than the indigenous people who colonizers set out to erase. dont forget the damage that is done, because colonizer governments with no attachment to the land will never fix the ecological disasters they benefit from, even if that government is california, which brands itself as the most climate-conscious and progressive state. i encourage other americans to research the land you live on to learn what it was and who took care of it before it became built cookie-cutter houses, lawns, and factory farms. listen to the voices of indigenous people around you. it will be frustrating and saddening to learn what has been destroyed, but we have to learn.
anyway. #landback
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acaiis · 3 years
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The Existence of Capitalism in Skyword Sword and How it Makes No Sense Contextually
First off, before I begin, I would like to make it clear that this is not meant to be a a post to bring politics into Zelda; it is my analysis of the information we are given about Skyloft and subsequent questioning of a lot of different canonical aspects. This also won't contain any major spoilers for Skyward Sword, as this is viewed almost entirely from a world-building perspective. Continued beneath the cut (because this is a monstrous post)
The Canon Economy In game, the citizens of Skyloft rely on a monetary system of trade, i.e. using money to purchase goods. This in and of itself works fine for the game, but I'll get into later why it's not very well founded later on. We see that the Skyloftians have to pay for necessities such as food in game. Seeing as this isn't something that carries much weight story-wise, it's hard to find lots of information, but it can be asssumed that Skyloft operates on a typical "use money to purchase goods" system. Furthermore, the only large source of food we see in game (pumpkin island), appears to be owned privately. Patrons must pay to consume pumpkin soup. This indicates that other islands with the means for producing food may also be owned privately, though these theoretical islands do not exist canonically. Most of this will become relevant as this post goes on; for now it offers contextual knowledge. The Money Problem
Across the Zelda franchise, Rupees act as the main currency. It is not stated anywhere how or where Rupees are created, so there's a few potential routes.
1.) Rupees are mined from the earth.
In the very first installation of the franchise, rupees are referred to as Rubies by the game manual. Rubies being used to refer to them implies that they may share similar properties -- so from here we can assume that rupees are some sort of gemstone that are mined from the earth and made into money. If you're thinking, "but money is made out of paper, why would they use gemstones?", then I will direct you to the historical use of silver and gold as currency. 2.) Rupees are created magically.
In game, rupees can be obtained in an eclectic variety of methods. Killing monsters, cutting grass, and so on and so forth. This could imply that they are generated by some outside force at seemingly random. This particular theory is the weakest of the three.
3.) Rupees are formed via living organisms.
Hear me out. Seeing as a potential drop of enemies is rupees, the creation of rupees is not explicitly stated, and they're not so common that they're essentially worthless, one could assume that, similar to pearls, rupees are created by living organisms. This would explain why they are dropped sometimes by enemies, and even why you find them in the grass (outside of the minish) -- if a monster dies, the rupee(s) could be left behind in the grass and so forth. When taken in the context of Skyloft, the theoretical origin of rupees that makes the most sense at a first glance is the second one -- there are few monsters on Skyloft, which rules out no. 3, and seeing as they have very limited ground to work with, mining is out of the question. However, when we look at the option of magical origins, it starts to break down -- they can't exactly disperse any excess money, as they are extremely limited in who they can trade with, and if money just keeps showing up out of nowhere the economy will inevitably undergo inflation, which wouldn't be good for anyone. So, this leaves us with a limited supply of rupees on Skyloft, following either theory 1 or 3.
The problem here is that they live on a floating island, and frequently travel between multiple of these islands. If, say, one was to drop something off the edge, we know that it would be as good as lost canonically -- they cannot reach the surface, and therefore have no method of retrieving any objects lost in this manner.
In my initial ramble about this, the example I used was this: Young children clearly exist on Skyloft, and typically children enjoy playing with things and imitating their parents. I'm sure most people have had an experience in which a young child has either destroyed or lost money. If there's one toddler that has the idea to start chucking money over the edge, they could potentially even wreck the economy depending on the current finite amount of rupees available on Skyloft and the amount of which is being thrown off. Basically, the economy of Skyloft could be wrecked by a child.
They could potentially use something other than rupees as money, but options here are pretty much nonexistent -- what would they use? The amount of resources they'd have to use to produce money simply wouldn't make sense, seeing as they have limited resources -- which brings us to our next section.
Limited Resources
To add to the dubious monetary system of Skyloft, we have the very clearly limited resources. They live on floating islands. In the sky. With no access to the greater world below. They have very limited room for production. Even with the small canonical population of Skyloft (we're strongly going to assume that the npcs present in SkSw are not the extent of the sky's population, however, because otherwise they'd be competing with the lines of the european royalty), managing food would be a large and very important undertaking. In order to keep myself going a rant worthy of its own post, I won't be going too into depth on how they would make use of the land for survival. All that is needed to know is that food is very much limited and also, obviously, essential for survival.
When looking at an isolated community like this, food would likely be the most important part of life on Skyloft. If food isn't available, you die. Given that it is so important to have food in this situation, it would be a reasonable assumption to have a community in which everyone works to ensure the production of food. With these circumstances, the private ownership (for profit) of gardens is both unrealistic and extremely unethical. Farmers could charge a premium for food, making themselves extremely wealthy, and everyone else would be forced to pay these rates in order to survive.
Summary of Canonical Issues
Basically, we have this community in which resources are vastly limited, obtaining replacements for lost money is more-or-less out of the question, and the community would likely be all working together for the collective benefit of said community. In this context, having both money and capitalism make very little sense, and capitalism on its own is horribly unethical.
Potential Solutions
The full scope of world-building solutions to the "look at it wrong and it crumbles" situation of Skyloft gets into far more than the economy, and this post particularly was spawned from a conversation about Skyloftian food production. This will be pretty much a summary, but if I get around to making a separate post for the food and resources of Skyloft, I'll link it here and reblog this with a link as well. Anyways.
The conclusion I eventually came to falls into socialism. There's not really a central government on Skyloft, so production would be in the hands of the community at large. They would all be working for the benefit of one another and continued survival of their civilization, and seeing how essential food is, wages wouldn't really be a factor either -- you garden, or you die. This eliminates the need for money, as essential goods can be obtained via working for them and contributing to the community. Outside of essentials, any luxury items could be obtained through the trade of items or skill, which would make sense. Someone who is, for example, a woodcarver, could want silk from a weaver. Instead of paying in money, which wouldn't serve any purpose outside of luxury items, they could instead carve something for the weaver. This continues to promote the learning and use of specialized skillsets while avoiding the money conundrum. Plus, seeing as Skyloft would likely be tightly knit as a community, it fits far nicer than charging your neighbor ridiculous prices.
Also, as a bonus thought, Rupees would probably just be seen as gemstones on Skyloft. They could be used by craftsman or as decoration. I'm at a loss as to how to end this post, because I pretty much summed up the bulk of everything I could without going on wild tangents, so I leave you with this:
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aricazorel · 3 years
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OC Questionnaire
I was tagged by @enasallavellan Thank You! This was really fun!
Answering for my Dragon Age: Inquisition OC from my ongoing fanfic series on AO3.
(This got a little long so more below the cut)
THE BASICS:
Character’s name:
Anyssa McBride
Role in story:
Inquisition Historian from Earth (MGIT story; Anchor series on AO3)
Physical description:
5ft 6in, wavy honey blonde hair that currently reaches midway down her back (on Earth it was roughly shoulder length, ice blue eyes
Age:
She is 26 when she arrives in Thedas and currently is 29 in my story. (She will be 30 shortly after the events set in Trespasser)
MBTI/Enneagram Personality Type:
I took two different tests when I created Anyssa and both labeled her as ‘ENFJ’—the giver or mentor. (I would argue that while she tested as an extrovert she does appreciate introvertedness and the current situation dictates which she chooses to be)
INTERNAL LIFE:
What is their greatest fear?
Being used and taken for granted
Inner motivation:
To help others and support them, hoping to see them happy
Kryptonite:
Having her self-doubts realized
What is their misbelief about the world?
Anyssa believes that everyone wants help and they just do not know how to ask for it. Unfortunately she has found out that some people just don’t want help no matter how sincere you are.
Lesson they need to learn:
She needs to learn to trust herself. Those around her know of her past on Earth and have made efforts to help her learn that. But no matter what, she still struggles with it, sometimes to the point of questioning whether she deserves the life she now has.
What is the best thing in their life?
A group of people who love and care for her. In other words, Friends
What is the worst thing in their life?
A history on Earth of those that were supposed to care for her, using her instead…and abuse. After her parents died in a car crash during her junior in high school, she went to live with her aunt and uncle who proceeded to steal the money her parents had left her for college. Later she entered into a relationship with a seemingly charming man named Bryan who turned out to be emotionally and physically abusive towards her. After two years she worked up the courage to attempt to leave. After multiple tries, she finally succeeded only to end up in Thedas.
What do they most often look down on people for?
Taking advantage of others, being cruel/mean to others, judging other without taking into consideration what they have been through
What makes his/her/their heart feel alive?
Writing stories based on those around her, sharing her knowledge with people who appreciate it, learning about the cultures and people around her, horseback riding, rock climbing, exploring the tunnels under Skyhold
What makes them feel loved, and who was the last person to make them feel that way?
The people she had come to know as friends in Thedas. They have become her ‘found’ family—something she thought to never have again. The last person to make her feel that way is Cullen. He always knows the right thing to say or the right thing to do to let her know she is loved.
Top three things they value most in life?
Acceptance by others, support of others, friendship
EXTERNAL LIFE:
Is there an object they can’t bear to part with and why?
No personal items from Earth made it through the rift to Thedas with Anyssa. What she has come to cherish most is the small items her friends have given her in an effort to make she feel at home. Most notably is the Cullen’s coin she wears around her neck and a stuffed dragon named Puff he gave her before they ever began their relationship.
Describe a typical outfit for them from top to bottom.
For her normal duties as historian, she wears simple dresses common to Ferelden fashion as well as blouses and skirts. For more formal affaires she wears one the many dresses Vivienne had made for her that incorporates Orlesian, Fereldan, and Free Marcher styles. For when she explores the caverns below Skyhold or travels away from the keep, she prefers typical traveling clothes and pants over skirts.
Most of her clothes are shades of light blue which Cullen said matches her eyes. She also wears purple in various shades being as it is her favorite color.
What names or nicknames have they been called throughout their life?
Nyssa and Nys. Most of her friends have called her Nyssa at some point in her life. Nys is only used by Cullen. He has also been known to use the endearment “sweetling” after they began their relationship.
What is their method of manipulation?
Anyssa isn’t known for manipulating anyone out right. Most of the time, she will rephrase an argument point to make the other party believe they are making a choice freely. This is not something she employs with people she is friends with or allied with. It a trick she holds in reserve when dealing with unreasonable nobles, especially when she has been called on to aid Josephine.
However, she is not above manipulating Cullen to either ensure he does not take on too much or because she would like some private time with him. A bright smile and repeatedly saying ‘please’ usually works. The first time Cullen realized he could not say no to her was when she asked to see a real dragon. In the end, he gifted her a stuffed dragon she named Puff and then took her to Crestwood to see the dragon there (from a safe distance of course.)
Describe their daily routine.
Anyssa’s routine various from day to day depending on the work load and what other duties she’s been tasked with. Normally, she holds any meetings in the morning and she makes time to watch the sparring ring from the battlements (especially if Cullen is participating). After that she may conduct any research she can on historical items the Inquisition has acquired and writes any correspondence to allies that might have knowledge she does not. She frequently checks in with Dagna in the Undercroft and reports the archanist’s progress to those interested. (Most people tend to shy away from Dagna but Anyssa finds her fascinating and funny.) She often finds Cullen for lunch and reminds him to eat. Her afternoons might involve cataloging artfifacts and tomes recovered in the hopes of returning them to their proper owners. If time allows, she can be found exploring and mapping the caverns and tunnels below Skyhold much to Cullen’s dismay. Throughout her day though, Anyssa has learned to work in time for her friends as well as for herself (though it has been a struggle in learning to do so)
Their go-to cure for a bad day?
There a several different answers to this. One is Sera. Both Anyssa and the Red Jenny enjoy pranks. Frequently Anyssa may provide the idea or inspiration while Sera carries out the actual pranks itself.
Horseback riding alone or with Cullen.
Playing Wicked Grace with Varric and/or Bull, Blackwall, and the Chargers. (Drinking and storytelling maybe involved.)
Reading a book with Cullen.
GOALS:
How are they dissatisfied with their life?
Overall, Anyssa is exceedingly happy with her life in Thedas. It is something she never thought to have again after her parents death and the abusive relationship with her ex-boyfriend. She had friends, a family, a career, someone to love her (whom she loves with all her heart), and a new purpose in life. If there was one thing that she would be dissatisfied with, it would be the knowledge that despite all the good the Inquisition did there will still be people who still cling to the old ways. In other words, she wishes that everyone could find the acceptance and support she has found but knows that the old ways are easier for some to hold onto instead of embracing change.
What would bring them true happiness or contentment?
Finally realizing that she did nothing wrong and it was not her fault that anyone left her or treated her poorly. Those were decisions made by others and she is not responsible for that. Cullen has aided her greatly in making progress with this but it is a struggle she will always have. But then again she has found a support network and love, so in the end she is already happy/content.
What definitive step could they take to turn their dream into a reality?
This is something Anyssa initially struggled with. Cullen was the first to admit he loved her and it took seven months before she could say it back. After that, they talked circles around making concrete plans about their future. Finally, they decided to just make the plans as they went (making a list of things they wanted.) When Cullen decided to start a Templar sanctuary after retirement, that solidified things. Now all that remains to be done is see the Inquisition through to the end and then begin their future.
How has their fear kept them from taking this action already?
Her past relationship colored how she reacted to Cullen’s affections and made her question whether she could trust his words. (she learned to trust his actions first and then his words)
Haven and Skyhold were the places she first felt welcomed in Thedas, like she had a real home again.
She questioned whether she could be lead historian in a world she knew nothing of, questioning even the skills she had learned on Earth.
How do they feel they can accomplish their goal while still steering clear of the thing they are afraid of?
Anyssa has decided to focus on what she can do in the present and prepare for the future she wants. She has begun making plans for how to transfer her skills to a slightly different career path aft her the conclusion of the Inquisition and has told Cullen she will support his dream of a Templar sanctuary while pursuing her own path. To ensure that happens, she will more than likely rely on Cullen for reminders to believe in herself and trust that she knows what she is doing. In the end, it all comes down to trust for Anyssa and her Commander is the one she trusts the most.
Tagging @commanderadorkable, @shadoedseptmber, @raflesia65, @noire-pandora and anyone else who would like to play! No pressure, just fun!
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blackjack-15 · 3 years
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Avenge My Twistery Depth — Thoughts on: Trail of the Twister (TOT)
Previous Metas: SCK/SCK2, STFD, MHM, TRT, FIN, SSH, DOG, CAR, DDI, SHA, CUR, CLK, TRN, DAN, CRE, ICE, CRY, VEN, HAU, RAN, WAC
Hello and welcome to a Nancy Drew meta series! 30 metas, 30 Nancy Drew Games that I’m comfortable with doing meta about. Hot takes, cold takes, and just Takes will abound, but one thing’s for sure: they’ll all be longer than I mean them to be.
Each meta will have different distinct sections: an Introduction, an exploration of the Title, an explanation of the Mystery, a run-through of the Suspects. Then, I’ll tackle some of my favorite and least favorite things about the game, and finish it off with ideas on how to improve it.
If any game requires an extra section or two, they’ll be listed in the paragraph above, along with links to previous metas.
These metas are not spoiler free, though I’ll list any games/media that they might spoil here: TOT, WAC, mentions of GTH.
The Intro:
Let’s talk about Trail of the Twister, shall we? No clever intro, no pun, no sassy statement on the quality (whether lacking or overflowing) of the game…let’s just Talk.
Like I said at the beginning of my WAC meta, TOT is one of two games that doesn’t really fit into a category besides it and WAC demonstrating HER’s growing pains. The world opens (kinda), the characters get a little deeper (kinda) and a few new things are tried with plots and character (to varying degrees of success). Both WAC and TOT — but especially TOT — represent a shift in the tone of the games and their approach. You can ascribe this to a lot of reasons — an aging fanbase, technology marching on, a new writer in the mix — but you really can’t ignore it, no matter if you’re a Classic Games Elitist or a Newer Games Snob (or neither one).
To paraphrase a fabulous song, there’s something there that wasn’t there before.
This is not me saying in any way that TOT is a fabulous — or even moderately successful — game. In fact, it whiffs a lot where WAC hit solidly, which makes playing them one after the other a sort of chore; WAC is weighed down by the knowledge of what comes next (after such a brief respite from games like ICE, HAU, and RAN), and TOT’s repetitive chore list seems even bleaker after the snack shop and secret societies of WAC.
Which is truly unfortunate, because hiding behind the rat traps and the car chases (or drives, if you drive like a normal person in this game) and the endless moon chunk offerings is one heck of a story. Unfinished and beleaguered and (to my suspicions) censored as it is, there is a definite, multilayered, morally ambiguous, honest-to-moon-chunk story in TOT.
Like I said, something there that wasn’t there before.
Playing through the games in order, it seems like the reason WAC is so solid is, in part, because the games before it have so little cohesive story as to be laughable. Playing them out of order will show you that though WAC does come off a little better than it actually is due to the games that came before it, it’s also actually a step-up from a lot of games in the complexity of its plot and characters. At this point in the series that’s about to happen a lot, but WAC is the first real instance where you get it. Like I said, these two games mark a tonal and approach-based shift in the games.
So let’s turn our attention to TOT.
There are a lot of things that bog down this game — it feels sometimes as if you’re simply going through Farmville-esque tasks to get from Point A to Point B — but its plot and characters (save in one large instance) aren’t actually the culprits. Surprisingly enough, we have a mystery here with enough twists, turns, small crimes, and red herrings to make for a perfectly serviceable plot with relatively well-developed (for the length of the game) characters (whom I’ll go into more below).
A huge difference from a lot of the games is that we have a prominent unseen character who isn’t the one who hired Nancy or who is part of the historical background. Brooke’s actions actively move the plot along no matter what Nancy does, and I do like that the world of TOT goes on spinning (as it were) without Nancy driving everything.
You get the sense that Nancy truly was just dropped into the middle of this without having any control over the situation, and that she spends the entire game (or most of it) playing catch-up, rather than being on the scene for the crime(s) or arriving shortly thereafter.
In TOT, this sabotage has been going on for a while — the competition is nearly over, in fact — and Nancy has to actually do some detective work to even get caught up, let alone to try to step a few feet in front of the guilty party.
One interesting thing is what TOT and WAC share: they both feature casts who are only a few years off of Nancy’s age; in WAC, they’re a tiny bit younger, while in TOT, they’re a tiny bit older. Nancy, being Nancy, is much more in her element with the ages of her suspects in TOT than she is with high schoolers — with how much time Nancy spends around people significantly older than her, I’d be shocked if she got along well with high schoolers when she was in high school herself.
As a side note, I know it’s sort of a fandom thing that Nancy gets along well with children, but honestly outside of Lucas, it’s not something we really see (no, I’m not counting pelting Freddie with snow 10 times sans mercy as getting along with children) — and honestly Lucas is just charming, so I see no reason why Nancy wouldn’t get along with him. Generally speaking, kids who grow up the way Nancy has [especially as an only child] are far more comfortable with ‘adults’ — well established, 35/40+ adults, who make up the majority of her suspect pools — than they are with peers or children.
There’s also a great deal of care taken with making all the suspects (mostly) equally likely for a large portion of the game; it’s not until past the halfway point that a suspect (Chase) is cleared due to his confession of a different crime, and even then, he doesn’t really become Nancy’s helper, as is the usual case with cleared suspects. This is actually one of the few games where Nancy doesn’t really have a helper; she relies on herself, the Hardy Boys, and (questionably) P. G. Krolmeister to get the job done.
And speaking of the Hardy Boys…you knew an intro wouldn’t be complete without my mentioning them, hush.
The Hardy Boys are arguably the set piece that benefit most from Nik’s writing (and yes, I’m going to ascribe it to him; he’s the most prominent variable). Don’t get me wrong, the Hardy Boys were great before, but the Nik games are where they start attaining a place of more prominence and solidify their distinct personalities other than “focused killjoy and playful scamp”. In this game, you get more of Frank’s protectiveness (directed towards Nancy) and Joe’s actual sleuthing abilities — not the least of which because this game coincides with that DS Masterpiece “Treasure on the Tracks”.
Oh yeah, we’re going there. It’s relevant.
Treasure on the Tracks, as mentioned, was a game for the Nintendo DS (and the only one, mind you) focusing on the Hardy Boys. In the game (as in TOT), they’re tracking down the Romanov treasure with the help of a surprising ally — Samantha Quick herself. Samantha is under orders (from who, she never says, but a future game makes it obvious) to help the boys find the treasure aboard the royal train that the Romanovs used to own.
And yes, I would have loved that to be a joint Nancy Drew/Hardy Boys PC game, but I’ll push the bitterness aside for the facts. Which are that this game has a rad premise and would have been a very cool addition to the ND series…but I digress. Regardless, that’s what the boys are doing during TOT, so we get little hints to their investigation as well as having them help Nancy out.
I love that the Hardy Boys have an actual mystery that they’re investigating, as beginning with this game we see a lot more of their ‘agent’ side being brought out. It’s nice to feel that Nancy isn’t alone out there fighting against the forces of evil, and gives excuses to have the Hardy Boys in the games more, so I’m a big fan in general. It also helps build them up as investigators; while they offer hints to Nancy a lot, we don’t get to see them doing a lot of spy/detective work, and it’s lovely to be able to see it here.
And I love their sibling banter. It’s obvious that JVS and Rob Jones have a lot of fun with their roles, and it really lightens and enhances any Nancy Drew game that they’re in.
The last interesting thing that I’ll point out before diving into the game itself is what TOT does for the world of Nancy Drew. Beginning with this game, we start the tradition of each game leading directly into the next one; for her help in TOT, Krolmeister sends her to his favorite ryokan in Japan, which leads to her being hired for CAP; her absence and fight with Ned in CAP lead her back home for the Clues Challenge in ASH, and so on and so forth.
It really makes the world feel solid and cohesive, and lets our characters grow and shift and change without making it feel episodic or sudden. The Nancy of SPY is quite different from the Nancy of TOT in how she behaves and tackles mysteries, but her character growth throughout the games in between make it feel right and natural — like actual character growth.
The Title:
As a title, “Trail of the Twister” isn’t bad — it’s got that alliteration that ND books tend to like doing, and makes it feel a little classic. It also gets a play with words in there — you’re tracing the actual trail of the actual twister, and you’re also walking through the evidence left behind (aka a trail) of a twisting plot. Solid, if not exceptional, with its only real detriment being the hilarious acronym (TOT).
The book it’s (loosely) based off of is called “The Mystery of Tornado Alley” which, obvious to anyone with eyes, is a much worse title while telling us the same thing. It also doesn’t apply to the game as much – you’re not figuring out a mystery as much as unwinding the tangled threads of character motivations — and is supremely clunky to boot.
The Mystery:
Called in by P.G. Krolmeister to go undercover, Nancy joins a team of storm-chasers bent on winning a grant for their research — and beating the opposing team that wants the same thing. Nancy begins the mystery by finding a tin box full of cash (payment for an as-of-yet unspecified action) and it spirals from there, putting the not-so-amateur teen sleuth through her paces learning about tornados and storms, taking pictures, and trying her best to keep everyone happy and working towards the money.
It’s not as easy as it sounds, however. There are competing forces at work outside (and sometimes within) the two teams, and the personalities of the storm-chasers that Nancy must investigate mean that no one trusts anyone else. Things continue to go wrong and Nancy chases down the clues until the mother of all tornados hits town, and our culprit takes advantage of the distraction…
I mentioned above some censorship that I suspect went on in this game, and I’ll talk about it here. Given the darker themes of this game and the mentions of death and serious injury (more than most other games in the series at this point), I would say part of the reason why our story is a little more…displeasing, especially by the end, is that HER was really intent on the 10 part of the 10+ rating.
There’s lots to explore — the Ma storyline that goes nowhere, the collateral damage of these tornadoes, the fact that our cast is filled with genuinely unpleasant criminals — and yet it gets glanced over while feeling like the game is building up to it. Like CRE and ICE where I postulated a lot of the attention went to the new engine, I’m going to postulate here that the reason why we have hanging plot threads and injustice at the end (which I’ll talk about later) is that the game was censored by the HER bigwigs to ensure it still fit in a 10+ rating.
As a mystery, like I said above, there’s absolutely nothing wrong here. We’ve got plenty of means/motive/opportunity spread out in our cast (and in the periphery cast, just to keep things interesting), the threads and smaller crimes/wrongdoings/etc. are realistic in scope and in motive to keep them hidden, and it’s the personalities of the suspects that give us our conflict and tension, rather than random “interferences” by the writers. And speaking of our suspects, let’s go to the other area that TOT does (almost) nothing wrong.
The Suspects:
First off is Chase Releford, a junior who took Scott’s class for a science credit who got super interested in the actual work. The team’s handyman, Chase has noticed (and fixed, and fixed again) the equipment acting up, and is being stretched pretty thin in order to keep it all shipshape and in working order.
He’s also one of Nancy’s sources of Pa Pennies, if you wanna spend hours doing circuit boards.
As a culprit, Chase is a great option (which is a sentiment you’ll hear repeated for all of our suspects, never fear). He’s secretly spending his time looking for oil with Pa’s divining rods, which puts two crimes on his conscience (stealing the rods and not working on company time) and helps the team fall even further behind. It’s important to note that for a large chunk of this game, the likelihood of the suspect also hinges on how much they want Scott to fail, and Chase is pretty much the only one without any real anger towards Scott.
The owner of the local general store, Pa Ochs might be a surprising option to put ahead of Chase in order of culprit likelihood/suitability, but I stand by it. Having lost his wife (Betsy “Ma” Ochs) to a tornado (the warning sirens, which were Scott’s responsibility, didn’t go off), Pa alone mans the counter, helping Nancy find everything she needs — for a price, of course.
The price being annoyingly hard to get Pa Pennies. Unless you exploit a glitch.
Here’s where we start with the culprit possibilities that have an actual grudge against Scott. Though not as angry as he could be, Pa is deeply hurt by the loss of his wife Betsy, and has grounds for an axe to grind with Scott. As much as I would have loved to have the ‘friendly general store owner’ be the culprit, it would have been like a mix of DOG’s Emily and FIN’s Joseph (minus the Crazy), and it’s (sadly) best to leave that ground alone without re-treading it.
Frosty Harlow is next up; a second-year grad student in digital media, Frosty got his nickname (his real name is Tobias) from his storm photography and is, well, trying to re-capture that lightning in a bottle.
He also screams like a little girl. So that’s fun.
Like Chase and Pa, Frosty is a wonderful option for a culprit. His crime is selling university property (the video of the storm he and Nancy shot) to an aspiring photographer (who happens to be on the rival team) to help them get a toehold into the business, along with working with Debbie to try to stress Scott into quitting.
What really makes Frosty stand out is that, unlike Chase, Frosty doesn’t feel bad about what he did at all. He also holds far more animosity towards Scott than Pa does, and has a little more…innate anger as a person.
If you haven’t noticed by now, we’re going in order of “worst” culprit option to “best” (and then the actual culprit), and it really says something about how fleshed out these characters already are that we start with people who are solid options to begin with.
Though only appearing vocally and for a few minutes total of the game’s runtime, I’m going to list Brooke Tavanah as our next most likely culprit — in part because, well, she kind of is our culprit. The leader of the rival storm-chasing team, Brooke offered Scott money to sabotage his own team to let her team win the grant — an offer that he takes her up on.
Of course, Brooke isn’t the only one sleeping with the enemy (so to speak) to ensure her team’s victory; her videographer, Erin, is apparently so talentless as to need to buy footage from Scott’s team as well.
Things don’t exactly look great for the Kingston University team — as they can’t really get ahead even through sabotage and skullduggery, and one does wonder if they’d even be able to put the grant to good use. That, of course, is not the point; Brooke wants her team to win, come hell or high…wind…and a little thing like scientific ability isn’t going to stop her.
(Interestingly enough, this is the first of three times we’ll see Kingston University pop up; we meet their alumni again in TMB and DED).
I love that Brooke is guilty, because so often in Nancy Drew games the tendency is to implicate an unseen character and then to have that implication be a poorly done red herring. Instead, Brooke isn’t a distraction, nor a smoke screen — she’s just another piece of the puzzle.
Our last non-Culprit (by the games’ common definition) suspect is Debbie Kircum, a recent PhD graduate who is on her fifth time working with Scott in chase season, and who has gotten a lucrative offer to teach at a university in New York.
Worrying that Scott would let his resentment towards the college hurt their chances in the competition, Debbie leads the conspiracy to stress him out so much that he just quits. I’ll talk more about this later, but it is both one of my favorite and least favorite things about this game. For now, I’ll say that her plan works…but not the way that she planned; for her and lots of other suspects in this and upcoming games, the quote “the price for getting what you want is getting what you once wanted” works perfectly to describe their arcs.
As a culprit, (as Debbie fully qualifies as a culprit), Debbie certainly has the shortsightedness and nastiness that Nancy Drew culprits tend to have. She’s extremely good at getting what she wants…but see the quote in the previous paragraph.
She also over-contours her cheeks so much that it looks like someone slapped her with an open compact of bronzer.
That takes us to our final culprit and character, Scott Varnell, genius professor of meteorology and the leader of the Canute team. Scott is my personal favorite character not just because he’s the most interesting, but because he’s a tragic figure who isn’t historical/dead, and those are a bit of a rarity in Nancy Drew games, especially at this point.
Being an expert on tornadoes yet denied tenure based on his personality, rather than his academic prowess (a gripe I share as it applies to jobs/academia), Scott holds a grudge against those who don’t recognize his contributions to meteorology and to the study of tornadoes specifically. Unbeknownst to him, two members of his four-man team have been conspiring to stress him out so badly that he’ll just quit, as they think he’ll be a hindrance (again, due to his personality) in winning the competition.
Scott is in some ways the obvious option, and yet the game never turns into a howdunnit. Throughout the mystery he tends to be the prime suspect, but is also the prime victim — a dichotomy we’ve never seen before in the Nancy Drew Games. I’ll talk more about Scott below (a sentence increasingly common in this meta), but I both love and hate him as the culprit, and that’s something new (and interesting) that TOT brings as well.
The Favorite:
Don’t worry, we’ll get into TOT’s myriad flaws soon enough, but for now I want to focus on what it does right.
The first thing the game nails is the Hardy Boys. Their inclusion, their plot, their characterization, the voice acting — all of it is nigh-flawless, and is by far the most enjoyable part of the game. Don’t get me wrong, the Hardy Boys are usually quite far up there on the list of things I love about a game with them in it, but they really start to shine more in TOT, gaining some character development, plot relevance, and just overall depth.
Oddly (or perhaps not oddly at all) I don’t have a favorite moment nor a favorite puzzle in this game; barring that, I’ll talk about some of the great threads to the game, rather than any particular moment/puzzle that stands out.
I love that we get new and interesting layers to our story and characters. As I mentioned briefly above, there’s a real sense of the world existing before Nancy’s arrival, which works wonders for the world of the games, and our characters here are more layered, more distinct, and more ‘realistic’ (for the value of ‘realism’ in stories) than they ever have been before.
This is a game unafraid to deal with the topics of death and mistakes, and that accounts for part of the depth to the game as well. No, not the whole “Where’s Ma” thing — which I fully believe to just be a script that didn’t fire/didn’t stop firing in the game’s code after finding the newspaper that says exactly what happened to Ma — I’m talking about Scott’s mistake in the tornado warning system, Debbie and Frosty’s mistakes in dealing with Scott (which I’ll talk more about), and even Brooke’s miscalculations that lead to the ending of the game. Everyone here deals with the fallout of their mistakes, and it’s how they handle it that forms the basis for our plot.
It’s a seemingly small thing, but I love the sheer level of detail in this game. You can click on everything, read everything, explore everywhere — there’s a lot of information crammed into the game that sometimes you won’t get until the second or third replay (that is, if you have the stomach to play through this game repeatedly).
The use of our tertiary NPCs (Brooke, Krolmeister, Erin) is also inspired; they help the world feel whole and varied rather than existing simply for the benefit of the game, and show that Nancy doesn’t have control over everything when she’s investigating — and that she can be wrong in her focus of investigating (whether because she pays too much or not enough attention to the ‘minor’ characters).
Speaking of characters, I also love that our characters in this game – our suspects — are able to be fully formed without (on purpose, I feel) being particularly likable. It’s always fun to get a cast of characters that are hostile to Nancy, but TOT’s characters are slightly different from that: they just don’t care about her. She’s another intern to them, nigh-invisible except when they need a chore done. Nancy also doesn’t really try to befriend anyone because of it, and I like that too. Sometimes, a game should just be 1 vs 4, with some backup in the wings courtesy of phone friends.
The last facet of the game that I love is Scott himself as a character. Sure he’s cantankerous, blunt, egotistical, and a thousand other things, but the game is very clear that these ‘faults’ don’t make him anything other than what he is — a brilliant meteorologist and the foremost mind when it comes to tornadoes and tornadogenesis. The university undervalues him, but the team really can’t function without him, sabotage or no sabotage.
His motive for the sabotage isn’t the money nor fame — it’s simple tit-for-tat. For such a complex game (note, I’m still not saying it’s a fun or good game), our ultimate motive is deceptively simple: do unto others what they have done unto you. Tired of being devalued and having his worth judged on his personality rather than his work, he decides that if the university doesn’t care enough to keep him around (and for his worth as a professor, look at how accomplished and passionate his team of former students is), then they don’t care to keep up their program either.
It’s hard not to sympathize with that, especially if you’re the kind of person who’s been valued based on any defects in your personality — rather than your ability to do a job and do it well — and been found wanting. Whether you’re too serious (or not serious enough), too flighty (or too inflexible), or any other stupid “personality defect” that the workforce loves to throw around, we’ve all heard it before. Scott’s thrown into an unfair situation and — wrongly or not — decides that his troubles are going to have trouble with him.
The last thing I’ll add on the topic of Scott for this section is that I do love that Debbie and Frosty create their own villain. In figuring that Scott’s personality is going to prevent them from getting the grant (never mind the 4 other years that Debbie’s been on this team with him where it hasn’t been a problem), they decide to screw him over presumptively — and thus create a Scott who actually does want to prevent them from getting the grant. It’s usually a mark of a solid story (and solid writing in general) where the villain is created not from some problem inherent in them, but because they’re perceived to be a problem in the future — and thus live down to the expectation.
The Un-Favorite:
The problem with everything TOT does right — and that’s nearly a thousand words about what it does right above — is that it never combines to make a game that’s enjoyable to play. Before I go into the specifics, I do want to make that clear; TOT is a fascinating game to think and write about, but it’s honestly nigh-unplayable. The puzzles and chores are laborious (and repeated ad nauseum), pieces of the plot don’t make sense, and the ending is the bleakest in the series until GTH’s multiple endings took the cake.
A game should be well-written, complex, and interesting, but it just has to be fun to play as well. It has to. And that seems to have been forgotten during the course of making TOT. My least favorite moment is the ending of the game (more on that below), but I don’t have a least favorite puzzle — on the basis that most of the puzzles are equally bad. There’s no real standout…but that’s not a good thing.
Now let’s get into some of the bits and parts of the game that I really despise.
The handling of Scott is one of my favorite parts of the game, but it’s also my least favorite part of the game as well. They’ve set up a character who firmly believes that everything ends poorly, that he’ll never profit no matter what, and that, ultimately, no matter how hard he tries, nothing will go the way it should. And then the game confirms that worldview to the end. There’s no other option; no matter what Scott does or doesn’t do, no matter if he tries his best or blows it off, the end result is the same, and that’s a tragedy. Sure, you can argue it’s his actions that led him to a bad ending, but he only took those actions because he was heading to a bad ending anyway.
The feeling you get at the end of the game isn’t a feeling of justice served, nor success — it’s pity in a way that’s never been cultivated for any criminal up to this point in the series. And it’s not cathartic — it’s just more misery.
The other huge thing that I hate about this game ties into it — there really is no justice. The supposed ‘happy ending’ is Debbie getting people from both teams to ‘win’ the grant (where does it ultimately go — Canute or Kingston? Can it count as winning if there’s only one team? HER certainly didn’t bother to think about these things)…but Debbie’s hands are just as filthy — and I think more so — than Scott’s are.
Debbie leads Frosty in conspiring to make Scott quit and actually created their own monster — does she even know Scott at all? He’s lead a team through at least the last 4 years, probably more, and not had a problem; why now? Power? Greed? Pride? Whichever way you spin it, she and Frosty are guilty.
Frosty and Erin (of the Kingston Team) are also guilty on a separate charge; Erin for buying the footage and Frosty for selling it. If Brooke and Scott are kicked off, Frosty and Erin (at least) should also go for the same conspiracy charge. Everyone on the team (excepting possibly Chase) knowingly sabotaged their team; why is Scott the only one punished? Why does Debbie (and Frosty, and Erin) get off scot-free (pun intended) to win the prize, despite everything?
When I say that there’s no justice nor success here, this is what I mean. The whole thing stinks from top to bottom, and any way you look at it, a culprit walks.
Honestly, the ending should have just been “Chase, guilty only of petty theft, led the team (of himself and Pa) and was given the grant, which they donated to a charity for tornado victims”. Kingston actively cheated and Canute doesn’t deserve it either. In a game where everyone deserves to lose, declaring a winner just leaves a bad taste in my mouth — and a black mark on the game.
The Fix:
So how would I fix Trail of the Twister?
My feeling is that if you’re going to go with a downer ending — which TOT is — then go for a full one. Have Nancy discover everyone’s crimes — and I do mean everyone’s — and report to Krolmeister, asking what he wants her to do. Don’t forget, Nancy’s got an actual client in this game, and can’t go off half-cocked like she tends to in her more informal mysteries.
In the end, as nearly everyone would be disqualified, the competition should go to a third party — a storm chasing team that’s not Kingston nor Canute — and create chances for less corrupt institutions to study tornadoes at a level they haven’t been able to before. Sure, our suspects would lose, but, honestly, outside Chase…does anyone deserve to win?
I’d also be a fan of Scott getting a second chance due to outside sabotage (directed solely at him) with a job opportunity to consult for storm chasers. It’d be an arena where he’d be seen as the expert he is, without having to deal with the namby-pamby bureaucracy that infects universities (and that he hates anyway). He’d get the name recognition and the ability to actually do work in his field that he needs without being put in situations where he can’t help but fail. Honestly, I’d prefer that P. G. Krolmeister offered it (while saying he’s going to be keeping an eye on him), but really anything would do.
Exposing the crimes of everyone – and focusing on more than just Scott’s — would be the quickest way to improve the story of the game. The puzzles, on the other hand, need to be completely redone; a mix of ostensibly tornado-related intern-type chores (like the circuit boards) and more detective-type puzzles (fingerprinting suspects for a match on the tin bribe box, tracking everyone’s movements, solving codes used for communication) would be a big help in making TOT not just feel like a list of chores with a bad ending.
Oh, and fix the broken code leading Nancy to ask about a man’s dead wife over and over again. She lacks tact as it is.
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pocketmouse18 · 3 years
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Thank you so much to @herosofmarvelanddc @cloudypaws and @mtab2260 for the tag! This was so much fun to think about :)
(fair warning, I wrote too much for many of these...)
1. How many works do you have on AO3?
Just 2 :)
2. What's your total AO3 word count?
450,577 if I did my math right!
3. How many fandoms have you written for and what are they?
Officially? Just 1 - Agents of Shield (two, I guess, if you count MCU as separate, since I use characters from both...). Off the record, many more than that! I have lots of bits and bobs from other fandoms that I tinkered with when I was younger, still getting the hang of writing, not brave enough to post things, etc. etc. Some of those include X-Men, Harry Potter, Percy Jackson, the Fosters, Star Wars, the Hunger Games, the 39 Clues, and a few others I can’t remember. None of those will likely see the light of day, mostly because they’re unfinished, not very good, and just not reflective of who I am as a writer anymore, but they were fun to play around with at the time :)
4. What are your top 5 fics by kudos?
I just have the two, but The Important Thing is to Try wins, hands down, with 1227. Shoulder to Shoulder has 95, though, which I’m also very proud of! Important Thing has a definite advantage, being as long as it is, so I don’t know if that’s really a fair comparison between them.
5. Do you respond to comments, why or why not?
Yes! Or at least, I always try to! I just can’t believe someone would be kind enough to take the time to tell me what they thought of my story, so I always want to take the time to thank them and return the favor :) Plus, as I’ve learned, it’s a fantastic way to get to know some really lovely people!
6. What's the fic you've written with the angstiest ending?
Well... I technically only have one story that has an ending, at least on Ao3, and it’s not an especially angsty one, since it ends in Phil and Melinda getting married :) I have some angsty chapter endings in Important Thing, if that counts? I’m not even sure if any of my unpublished fiddlings have angsty endings (most don’t have endings at all lol)... I don’t mind writing angst, but I don’t know if I’m capable of making something without a happy (or at least hopeful) ending.
7. Do you write crossovers? If so, what is the craziest one you've ever written?
Not really, unless you count AoS/MCU crossovers (which I guess technically count, but also I would argue it’s not a true crossover since (and I will die on this hill) AoS is a part of MCU canon). When I was younger I was a fan of playing around with crossover AUs more so than the actual characters crossing paths (so like, what if these characters from XYZ were demigods or went to Hogwarts or what have you, and not so much what would happen if the X-Men met Luke, Leia, and Han on one of their space adventures). I started writing a crossover between AoS and the Marvel Rising cartoon once (which again, not sure if that’s a true crossover, since Daisy was in Marvel Rising, but I digress), where Coulson tasks Daisy to work with Kate Bishop and Rayshaun Lucas to collect and train a team of young Inhumans, starting with Kamala Khan, but I ran out of steam pretty quickly when it got too plot heavy.
8. Have you ever received hate on a fic?
I don’t think so. I’ve had some people not understand some choices that I made, but they asked it in a way that I thought was perfectly nice, and I was happy to talk about it with them. Sometimes people get “mad” at me when I cause pain and suffering, but I know that’s all in good fun :)
9. Do you write smut? If so, what kind?
Nope, not for me. I don’t read it or write it, personally. Writing a kiss is hard enough!
10. Have you ever had a fic stolen?
Not to my knowledge! Important Thing is probably too long and unwieldy to ever steal :P
11. Have you ever had a fic translated?
Someone once asked me on FFN if they could translate Important Thing to Russian, which was basically the coolest thing I’ve ever been asked!
12. Have you ever co-written a fic before?
A fic, no. I’d love to try sometime! I had a friend in college who I co-wrote with A LOT, though, so I know I enjoy that process, given the right partner. We wrote several short plays together (ranging from ~15-50 minutes in length, including one that we wrote in a single afternoon!), selected scenes from a larger (unfinished) play inspired by historical letters we found in an archive that were sent between a man from Massachusetts serving in the American Civil War, his wife, and his 8-year-old son, and several scripts for TV sitcoms (2 pilots for 2 different shows, plus additional eps for those pilots, and a couple of later eps for a different show that a classmate of ours wrote the pilot for - we were trying to practice what it would be like to be on a staff with a showrunner haha). The sitcom scripts in particular I’m very proud of, and could talk somebody’s ear off about if asked (one’s about ghost hunters and one’s about a DnD party!), but maybe that’s better saved for another post ;)
13. What's your all-time favorite ship?
That’s a very hard question for me! Mostly because shipping stuff is usually one of the last things to register for me when I’m thinking about shows/books/movies I like haha... I’m always a sucker for Philinda, and younger me was rather taken with Percabeth, I suppose.
14. What's a WIP that you want to finish but don't think you ever will?
Hmm, several, really. The aforementioned AoS/Marvel Rising crossover I think could be really cool if I got it to work, but I don’t think that’ll ever happen. I also have a WIP that’s like an angstier version of a Hallmark Christmas movie AU where Daisy has to come home to her small town right before Christmas and figure out what she wants out of life, but I’m a little stalled out on that one, mostly because I’m waffling on who the charming love interest should be and because I don’t have enough of a plot, just lots of feelings about coming back home to a place you thought you had left behind lol.
I’d put Important Thing and it’s (as of yet) untitled sequel on here as things I want to finish, but I’m much more determined to see those through, so I don’t think they qualify for the “never will actually write” part of this question :)
15. What are your writing strengths?
I don’t know if other people agree with this, but I think I write pretty decent dialogue. My “training” (if you can call it that) is in, as you might have figured out by now, script and screenplay writing (those were the only creative writing classes I took in college). So having a sense of the rhythm a conversation needs to have and how to write dialogue that sounds mostly like how people really talk (but shined and tightened up enough so that it’s not actually like verbatim dialogue, which is far less interesting to read!) is something that I feel like comes pretty easily. I also think I do okay with similes and metaphors - my brain tends to work in that way. It’s easier for me to think of stuff (feelings, especially) in terms of comparing it to more familiar things than to just think of the thing directly, if that makes sense?
16. What are your writing weaknesses?
If I was being honest, this would be a very long section, but I know it’s not fun to read a big ol’ paragraph of someone self-criticizing, so I’ll keep it to one or two items ;) A big one for me is pacing, I think. I tend to write more than I need to and to over-explain things, so my chapters get very long and sometimes don’t really go anywhere? Until all of the sudden, they DO, because things need to HAPPEN! I’m a pretty rigorous self-editor, but I do have a really hard time cutting out sections (unless they’re really just not working), so even if it would help the pacing to leave out this conversation between character A and character B, I often can’t make myself cut it. I also think I struggle sometimes with balancing my ‘showing’ and my ‘telling,’ especially in the sense of me over-explaining certain things - like when it comes to feelings/facial expressions/etc, for example. I compensate for that in Important Thing by making it a part of a few people’s POV, but it’s not really a good habit to have in general. Also spelling! I’m really bad at spelling and run my stuff through robust spellchecks and text-to-speech before I post anything to make up for it :)
17. What are your thoughts on writing dialogue in other languages in a fic?
I do it with some regularity, although I always get nervous about doing it wrong! It’s hard to avoid in AoS, where characters are spies and should (in theory, at least) have a working knowledge of multiple languages (”We’re spies, I thought we all learned languages?!”). Even in an AU, where characters aren’t spies, I like to try and pay homage to that, plus pay homage to certain characters’ native languages or just general multilingualism. I’ve spent a fair amount of time around people who speak more than one language, so I feel like it’s a natural part of groups of people to have more than one language spoken. I have a pretty good handle on written Spanish, a patchy idea of French, plus I know some Russian phrases from my dad and some German words from my grandfather, but I do rely on internet translation a lot. I usually run stuff through google, then run it backwards to see just how far off the initial translation was, then consult some actual, like, language learning sites to see if there’s particular idioms or common phrases that use different words than what google will give me, then run those words through backwards in the place of the original words to see if I can massage the whole thing to sound reasonably competent. Languages like Russian or Mandarin (which have their own alphabets/characters) are the hardest, since I have to also try and do a transliteration. I always try to put an apology/disclaimer in the notes any time I write in a language that isn’t English, because I’m sure I make lots of mistakes.
Also, I tend not to italicize words that are in other languages, because it looks weird on the page to me to set the other language apart like that (and because I italicize mainly for internal thoughts or emphasis, and usually what’s being said in another language isn’t internal or being emphasized). I put a rough translation at the end so we don’t have to pause the story for a parenthetical translation, but because the translation’s not right there, I try to either put in enough context clues that a person can still understand what’s going on, or I make sure that what’s written in another language isn’t critical to the overall understanding of the scene.
18. What was the first fandom you wrote for?
Officially, it’s AoS, since that’s the only fandom I’ve published for. I think the first true fandom I wrote fic for was probably either Harry Potter (entirely populated with OCs lol, I just liked using the world/setting), Percy Jackson (a mix of OCs and canon characters), or X-Men (all canon characters). I was a bit of a latecomer to fanfiction, though, like, I wrote a ton as a kid, but mostly original stuff, because I didn’t know that fanfiction in its current form was even allowed until I was in high school lol.
Oh! I almost forgot one! I’m not sure if this really counts as a fandom, but it’s definitely the earliest version of fanfic I wrote haha... I was like 12 and I wrote more than one story of an OC joining Robin Hood’s band of Merry Men, and then also one of that same OC becoming a knight of the Round Table, so like... do what you will with that information haha.
19. What's you're favorite fic you've written?
I can’t choose between my two darlings :( I mean, okay, technically it’s probably Important Thing. That story’s my baby. It’s huge and I’ve been working on it for almost 2 years, and I’ve poured a lot of my heart and soul into it. I’ve fallen in love with the universe I built in it, so much so that I wrote an entire prequel and have very concrete plans for a lengthy sequel. But I can’t not crow about Shoulder to Shoulder (the aforementioned prequel!), too... I’m just really proud of that one - it has a lot of firsts for me. First completed story. First romance-focused story. First foray into expanding the Important Thing universe. But yes, if I have to choose, then Important Thing wins. That’s a story that I started writing exclusively for myself - to give myself characters I could relate to and to explore a style of AoS fic that I loved reading - and that’s a story I will always and forever be proud of.
I think most people have probably answered this tag game at this point, so I don’t want to accidentally retag anyone! If you haven’t yet, and would like to join in, please do! This is your invitation <3
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warsofasoiaf · 4 years
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Uh. I checked the character count, and this is going to end up long. My friend sent me something, and while I'm sure it's wrong, I don't know enough about medieval battles to dispute it. Can you help? Part one of many
He held storms end against a siege. From what information there is he seems to have done this well. I don’t know if he employed a scorched earth strategy before the siege began (if he didn’t then a rescind my compliment). The siege showed little in terms of tactical or strategic prowess on the part of Stannis but his will power was commendable and eating last was (part 1)
The siege showed little in terms of tactical or strategic prowess on the part of Stannis but his will power was commendable and eating last was a good morale booster (though he likely didn’t do this for the moral). Still, if the Tyrells had decided to storm the castle he would have lost. The battle shows more incompetence on the part of Mace than prowess on the part of Stannis (part 2)
He captured Dragonstone. There is very little mentioned about the specifics of the engagement. It is highly unlikely that there was a contested landing as the defenders lacked the numbers and morale for such a move and there is very little precedent for a contested landing in the historical time period that ASoIaF is based on. He likely arrived at the castle to find an open gate. Part 3
The best mark on Stannis’s record, and the only truly impressive thing he’s done was his destruction of the Ironborn fleet. He managed to split his fleet in two and flank the Ironborn without them knowing. Though this is still impressive it must be mentioned that Stannis likely had a great advantage due to technological superior ships (the ships described in the books are absurdly large and in an age where gaming and boarding was the main instrument of naval warfare that is a great advantage).
During the war of the five kings Stannis refuses to ally himself to anyone. This is a great black mark agains his record. And shows either an abysmal understanding of basic strategy or an incredibly diluted ego. Stannis’s choice to march on Storms end similarly shows either incompetence or delusion, only saved by an entirely unpredictable magical trump card on the part of Melisandre. Combined with the luck of the Stormlander lords agreeing to side with Stannis.
His attack of Kings Landing similarly shows a lack of understanding of basic strategy. This time he seemingly fails to scout ahead before initiating a contested river crossing. Failure to do this is an incredible oversight that cost him the battle. Part five sorry forgot the last one
After Stannis’s previous blunders lead to the annihilation of most of his army he gambles and sails north to try and win over the Northern lords. This is probably his first truly good idea in the war of the five kings. With Robb dead and the Lannister involvement in what seems to be one of the greatest war crimes in Westerosi history the Northern lords are ripe for realignment. Part 6
He crushes a numerical superior Wildling army though his force is made up of mounted knights and the Wildlings too don’t seem to utilize scouts. I would chalk this up to apparent wildling incompetence. Stannis then determines to march on the dread fort. Which is rightly pointed out by Jon Snow to be a stupid idea. Stannis then receives advice that determines his next moves. Part eight
Sorry, had to wait to submit more. Stannis then determines to march on the dread fort. Which is rightly pointed out by Jon Snow to be a stupid idea. Stannis then receives advice that determines his next moves. Stannis also seemingly wins the battle on the ice. His strategy seems to be fairly sound though he likely will receive no small amount of help from the Manderlys. Part nine
Part 10: Ultimately Stannis does not deserve his reputation. He isn’t completely incompetent. But He does not stand up the the likes of Tywin Lannister, Randyl Tarly, or Robb Stark In skill. Most of his victories are largely attributable to events that he had no control over and could not have forseen, from Melisandre’s magic to Jon’s council.
I wouldn’t worry. Whoever wrote that doesn’t really understand warfare either.
Defending against the Siege of Storm’s End was a remarkable feat of leadership. Stannis is young, and this is likely his first real test of major leadership. That he is able to handle it with only one instance of defection is no small accomplishment. A general needs to have this sense of leadership, in order to inspire his men and to get them to follow his orders. This is something we see time and again with Stannis; his troops truly do feel inspired by him, and are not simply fearing punishment for non-compliance. His men cross the burning bridge of ships during the Battle of the Blackwater, they follow him to the very edge of the world (bit of dramatic hyperbole here, but the Wall is remote and he would need to unite his men after the disastrous defeat). 
Capturing Dragonstone. I fail to see your friend’s point. Naval landings are difficult in premodern times. Stannis had to organize a fleet and land, and he had built ships to take on the Targaryen fleet. Again, that’s another part of leadership, particularly since medieval naval combat frequently had ships that would be commissioned for a purpose and then mothballed.
What we see of the Battle of Fair Isle shows instead Stannis using the terrain features and the advantages of his equipment to his full advantage. This is something I often see with amateur military analysts is this idea that good equipment is used as an excuse to dismiss battlefield accomplishment in favor of a preferred conclusion. In real battle, this isn’t the case, it’s a chaotic mess and tools and techniques still have to be used appropriately.
Now I agree that the early moves that Stannis makes in the War of the Five Kings does show that he needs his character development to grow into a better king. The need to secure alliances, and the way his poor interpersonal skills don’t make much headway with Catelyn despite her being tailor-made to support Stannis (save for that pesky Northern independence thing) do show that his problems front and center. 
I’ll be frank, your friend’s interpretation of Storm’s End suggests that he or she did no analysis the battle. I’ve seen a bunch of folks argue that on the r/asoiaf subreddit before. The facts of the matter are that Stannis forces Renly to move and nearly exhaust himself. He prepares his position and ground, he takes key advantage of Renly’s mistakes, and overall shows himself capable of winning the fight. Melisandre is often dismissed by people in our own world, but we have to remember that Planetos is a world where magic actually does stuff. I’d agree that a general in our own time who prepares for a magic bolt of lightning or something to strike down an enemy general is an idiot, but Planetos operates by different rules, and we have to make at least some sort of concession to that.
Now, we do see Stannis making a lot of mistakes in the battle, but we also see Imry Florent making most of the mistakes against tactical sense. Part of that is on Stannis, he is the senior commander, but part of that is also the problems of incompetent feudal leaders. Imry is an idiot, and he only got that position by nepotism. 
Dismissing the wildlings losses as failure to employ scouts simply doesn’t match the text. We don’t hear about the wildlings not employing scouts, what we hear instead is that Stannis joined with the Eastwatch rangers and set out. We also see that the wildlings do employ some of their forces well, particularly their mammoths, which requires Stannis to secure a breakthrough against one of the other wildling contingents to flank the mammoths and bring them down, which is good tactical maneuver to eliminate an enemy advantage.
Stannis relying on Jon for counsel being marked as a disadvantage is a completely foolish argument. Securing local intelligence to better plan and execute a military campaign is one of intelligence’s primary purposes! That’s one of the most prevalent reasons to secure friendly local sources, so that you can adequately plan with better knowledge. Stannis makes a plan, finds local sourcing which gives him better intelligence, so he changes it. That being held against him is just a bad argument, start to finish.
I noticed your friend completely omitted the capture of Deepwood Motte, and I’m guessing because it really tears a hole in their arguments. Stannis using classic military deception techniques, camouflage to hide his troops, and captures Asha as she’s trying to evacuate, all of which showcase Stannis’s intelligence and effectiveness within the military sphere.
The Battle of the Ice we see Stannis again making preparations to take advantage of local conditions. While we don’t see what it is, because we’re still waiting on the book, all of the chapters that we see of him in the fifth novel regarding this show him preparing, show him leading his men. 
Holding up Tywin Lannister as an example of a military genius is laughable, since Tywin gets beaten pillar to post by Robb Stark. His efforts to win the War of the Five Kings completely doom his house, since he violates every social taboo and engenders significant resentment to his family while doing so. I think it is possible to criticize Stannis’s mistakes in the Blackwater, without needing to minimize the actual accomplishments.
Thanks for the question, Anon. Here’s hoping you can correct your friend’s bad arguments.
SomethingLikeALawyer, Hand of the King
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for the quiet night in ask: how did Grima make his way into your heart? And why do you ship him with Eomer? I've been meaning to inquire about this for long hehe (also I love your theme! think this is the first time I see it)
I am so sorry, you’re getting an ESSAY. 
I’ve been wanting to talk about my Grima feels FOR SO LONG. 
HE SNAKED HIS WAY INTO MY HEART. 
Um, tl;dr I have a soft spot for the bad guys who clearly have a complicated history with those they are opposing and I think Eomer/Grima have a fun opposites-attract dynamic and I love a good redemption story. 
I don’t touch on literacy and Grima in this because that’s strictly the films and it’s worthy of it’s own post entirely. 
-
I’m trying to think best how to break this all out, because it gets a bit long and rambly. I’m using both book and films for this, as a note. Since I tend to mash up different aspects of those Grima’s in my head, give the guy some eyebrows, and call it a day. 
So, first off, his history. Now, we don’t really have anything to go on in canon here. All we know, in both book and film, is that Grima “was once a man of Rohan” (ROTK). In the book, Gandalf says: “This here, is a snake. To slay it [Grima] would be just. But it was not always as it is now. Once it was a man, and it did you service in its fashion.” 
Grima evidently has served Rohan for some years at this point. We know that Theoden’s enchantment/possession began three years prior to TTT. In the books there is no possession. Theoden’s enchantment relies on the powers of words and their suggestions. Something Tolkien was well aware of carrying great weight and import in Anglo-Saxon culture. You tell a man he is old and infirm, he will become old and infirm. 
I understand why Jackson went the possession route - explaining Anglo-Saxon engagement with galdorcraeft/witchcraft and the power of words etc. and how that influenced the development of Rohan in the span of like 7 minutes of screen time wasn’t happening. Possession works for the same purpose, but in a language the modern audience is familiar with - especially in visual mediums. Grima is circa 40 when TTT happens, same age as Boromir for reference. So, let’s say he’s been an advisor for 10/12 years at this point. He has therefore been a good servant of the king longer than he’s been a traitor. 
Hence, the outreach. And, in Brad Dourif’s wonderful acting, Grima’s clear desire to go home to his king. In the book it’s more subtle. Grima chucks the palantir out the window at Orthanc and it’s stated that he wasn’t sure who he was aiming for, Saruman or Gandalf, because he couldn’t decide who he hated more. 
Honestly? Legit. I would also hate the guy who reduced me to “it” pronouns. But maybe that’s my gender identity stuff playing up ;) 
(Granted, in the full quote Gandalf reverts back to “he”, for context. And I’ve said this before, in another post, that it makes sense for Gandalf and as a writer, I agree with Tolkien’s decisions for that scene.)
Now, for some speculation. Not that I haven’t spilled a tonne already. MORE SPECULATION. This time bringing you long term effects of bullying and never having loving relationships modelled for you! Because LOTR, at the end of the day, is all about trauma and how maybe not to deal with it. 
So - motives. 
We know Saruman’s motives. Indeed, he tells them to us in FOTRK: “[to] have power, power to order all things as we will, for that good which only the Wise can see” and to achieve “the high and ultimate purpose: Knowledge, Rule, Order; all the things that we have so far striven in vain to accomplish, hindered rather than helped by our weak or idle friends.”
Great. Super straight forward. And from the man’s own mouth. 
Grima’s though, always come to us second hand. In the books it’s Gandalf telling us (Gandalf can mind read, so yes, maybe he is accurate). In the films, it’s Eomer guestimating. 
But Grima never actually tells us, himself, what his motives are. 
(a quick aside: if some dude is shoving me up against a pole and threatening me, and I hear someone walking by, of course I’m going to look over at them and it by no means indicates my desire to shag that person. Now, of course, we know from other scenes this is the case. I’m just saying. It’s natural to look over at the person walking by while you’re being jumped by the Third Marshal of the Mark who is twice your size. anyway.) 
So what are his driving forces for treason? What made him go to this point of no return then keep going even when people offered him a way back. 
It is important to note that his treason required him to forswear his oath to his liege lord. I don’t know how to convey what a big deal that would have been, in modern terms. But it would have been huge. Forswearing/reneging on oaths was a massive cultural taboo in Anglo-saxon [AS] England (and general, early medieval Europe). 
And, as Rohan is based on AS England (I forget if Tolkien was cagey about this. He was sometimes a dumb shit and coy about things so was like “noooo it’s not STRICTLY AS England….but it’s clearly AS England with more horses and a light dusting of vikings and the Danelaw”), we can assume it carried as much weight for them as it did for the historical people. 
(Indeed, it’s implied, if not directly stated, in the text what a big deal oath breaking is. Don’t say “oath breaking” too loud or the Silmarillion fandom will come out of the woodwork)
The big takeaway: BIG DEAL TO FORSWEAR YOUR OATH. 
And he did it! Which is why I don’t buy the “it was because of Eowyn and like some nice jewels.” You don’t betray your country, you don’t forswear your oath to your king, simply because you’re hot on the king’s niece and Saruman might give you a raise. 
And, as a liege man to Theoden, he was part of Theoden’s household so would have eaten, worked with, lived with everyone else in the household (Eomer, until he becomes Third Marshal; Eowyn; Hama; Theoden’s guards etc.) 
So, you live with these people, eat with them, drink with them, spend all your time with them, for circa 10 years then you do a bunk and betray them? Something happened. I suspect it was years and years of things happening. 
Overall, I think it to be a combination of things. As is usually the case for these sorts of crimes. In this case, a nice mix of fear, desperation, greed, resentment, anger and desire. 
Fear/Desperation: So, to Grima’s mind the world is ending. Why wouldn’t he think this? Hell, even the Wisest and the Fairest (i.e. wizards & elves) think it’s ending. Why wouldn’t this poor bloke from some small country nearby to Mordor not think it an existential threat to an unimaginable degree? 
Grima is sat here in Rohan looking at Mordor going "oh fuck" then who are the leaders left? Denethor (slightly bonkers) and Theoden (past his prime and lacklustre, like his father and grandfather). 
This is not a man with a strong moral fiber. Or...any moral fiber, let’s be real. He does not have the fortitude to stick it out through hopeless situations. And it would have been hopeless to his eyes. And those around him (see: Eomer’s do not trust to hope… Sure Saruman was a problem, but he wasn’t just talking about the white wizard).  
Gandalf’s plan, which none of these people were ever wholly aware of, was a goddamn Hail Mary pass and it worked. Barely, but it did. NO ONE had reason to believe it would, though. And those are people in the know. Not someone like Grima who has no fucking clue what Gandalf et al is up to. He sees Gandalf then like … Nazgul torture him on the planes of Rohan (Unfinished Tales). He sees Gandalf then bad things happen. 
Lathspell indeed. 
Greed & Desire: I don’t think I need to go into these ones too much. They’re pretty self explanatory. Grima and Black Phillip hung out and the goat asked Grima if he wanted to live deliciously and Grima, like any normal person, said: um, yes please? Also, Eowyn was around being badass, beautiful and untouchable. 
Resentment/Anger: Alright, more probing in the dark. I suspect, for one reason or another (and these reasons would vary depending if you’re looking at books or movies), he was someone who was always treated as other/differently, teased, picked on, isolated, overlooked, doesn’t measure up to Rohan’s military ideal of masculinity. All of which creates an underlying resentment issue.
And nothing festers quite like resentment. 
On top of that, I also suspect he was always told he was a snake/untrustworthy/not worthy etc. and if you're told something enough, and you don't have anything or anyone else telling you the opposite, there is a strong chance you become that thing.
It's a chicken and egg: the face you wear to the world tells the world how to treat you; the world tells you what you are and that is how you shape your face.
THEN you add in Saruman. Who is clearly, in the text, abusive. Which, if there were any inferiority/bullied etc. issues that are informing Grima’s actions, Saruman is just going to amplify it. 
“You are a traitor because you’re a snake, and you’re a snake because you’re spineless, weak, nothing more than a creature that crawls on its stomach on the ground. Snakes are bad, evil things. Which is all you’ve ever been. Barely deserving of the good treatment I give you etc.” <-- all of which is basically a summary of what Saruman has been saying to him for a few years at this point (in the book, it’s only tangentially implied in the movies). 
So Grima sort of morphed himself into what he believed himself to be, fuelled by that perversity resentment causes: Oh you think I’m a snake? I’ll be the best goddamn most poisonous snake you ever did see. Just watch me. 
He is trapped in this situation. A hutch to trammel some wild thing in. 
Which leads me to an interesting point that I think gets lost sometimes: Narratively, he and Eowyn are similar in what they are experiencing. Isolation, being overlooked, misunderstood/misrepresented, don't fit into societal roles and expectations etc. They just go in very different directions in how they respond to it.
I think that's why, in the film, it was smart to have her give pause and listen to him because what he's saying resonates. He is, in some ways, speaking as much for himself as her. But then, of course, he's also just trying to shit disturb and make mischief so of course, at the end of the day, any sympathy he is attempting to convey is laced with poison.
I do wonder, too, if he's the first person to see her fear and her frustrations and acknowledges them out loud. Which is powerful. To have someone see you. Damn shame it's Grima. Still, Eowyn (in the film) paused and listened for a reason.
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A brief aside on my idle, ill founded thoughts on gender and Rohan: 
One of the reasons I think Eowyn and Grima go in diverging directions, is that Eowyn is performing masculinity, in her society's accepted interpretation of it. Masculinity, in Middle Earth, is clearly the norm. And in Rohan, it’s a very particular iteration of military-focused masculinity that is idealized (you can bet, men who killed like 10 orcs were awarded places in court above Grima who served as advisor for like ten years but hasn’t killed an orc ever).
Eowyn’s desire to live/perform this more masculine ideal caters to the subconscious thing of “Masculinity is Natural Neutral Ideal” so of course you would want to be more like A Man. Whereas Grima is the opposite, not performing masculinity according to Rohan's accepted view of it.
And gods, in Anglo-Saxon culture (therefore, Rohan’s, most likely. I see no evidence to the contrary) is that a difficult position to find yourself in. Back in AS England, being called argr, unmanly, or to be accused of ergri, unmanliness, was one of the worst insults you could throw at a man (indeed, some laws said you could kill a man in retaliation for calling you such things). I would bet my shirt that people used such insults about Grima in this world. Which is all kinds of messed up.
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Now, my interest in him is my general love for a good redemption arc for the most hopeless of characters. It’s why I struggle to call Boromir’s arc, when he’s written as living, a redemption arc. Because I don’t know he has much to redeem himself for. In his own mind, sure, yes, but externally? Not in my view, at least. He has things he’s done wrong and needs to make amends for. But that’s different from redemption.
Grima, on the other hand, is one whose walk-back from evil would be a full on redemption arc. And I like it because he’s not nice, he’s not pleasant. He will never be nice or pleasant or cheerful. But learning how to love and be a good person doesn’t require niceness. 
Saruman could be plenty nice. Sauron could be plenty nice. Look what they turned out to be.
And in my writing, I do hope I’m treading that line between creating an understanding of who Grima is without Kylo-Ren-ing him. Or, woobiefying him, as the old parlance was. That’s the line I’m really aiming for. I want people to not hate him. I want them to understand him. Oh, still condemn him, still judge him, disagree with him, acknowledge and know he did bad things and isn’t a nice person. But the end game is to add some understanding and nuance.
Shades of grey.
Also I’m a sucker for challenging redemptions.
--
Why Eomer/Grima? 
Because I am an agent of chaos. 
More seriously, I was never overly taken with the Grima/Eowyn approach, personally, which is obviously popular (um...within the Grima world), and closer to canon. There are some beautifully written fics and art out there for the two of them, so if you’re into that. The creators in that nook of fandom are top notch.
I always liked the drastic opposite of Grima and Eomer. As I noted above, Grima and Eowyn are two sides of the same coin. Both bitter and resentful and trapped. And that’s a lot of fun to play with, and i get it. But for me, I love a good strong contrast of personalities in my pairings. (If that uh … isn’t readily apparent.)
I think both Eomer and Grima would have a lot to teach each other and in some really interesting ways that neither would expect. I can see both getting under each other’s skin in that way where you’re sort of always thinking about them.
Grima is also someone who has had very little love in his life (I suspect he wants it, he just doesn’t know how to give or receive it). Eomer is someone who has lost a lot of people (parents, quasi-uncle for a few years there. I think it’s why he’s so controlling over Eowyn. Didn’t want to lose her). And I think there’s something in there where they could help each other grow. But I’m a sucker for some beauty to be there, in the end. Some hope.
Mostly, though, I think it boils down to their dynamic and the angst potential. Eomer is this brash, forthright, fiery third marshal of the mark who may or may not think things through. Big of heart, dumb of ass. Then there’s Grima who is quiet and reserved, cynical, critical, always has a plan or five, gets by via his wits etc. Lots of fun potential there. 
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innuendostudios · 4 years
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Thoughts on Even More Games
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[vague, unspecific spoilers for Heaven’s Vault, Later Alligator, and Life is Strange 2]
Thoughts on Heaven’s Vault
Heaven’s Vault is a game about archeology, which means it’s also a game about incompleteness. This is very clever. Inkle - also the developers of 80 Days, which I will play someday! - specialize in deep narratives that can be explored many, many ways, allowing for a lot of player choice. You make a lot of small decisions - do you share a discovery with the trader in exchange for a valuable item, or hide it so he doesn’t plunder it? do you go looking for your missing friend, or let her stay missing in case there are people trying to follow you to her? These all have their own little arcs and resolutions, and there are so many of them, and so many ways they can play out, that the game can never be played the same way twice. The overall story begins and ends in the same place and theoretically hits the same major beats, but the journey is tailored broadly and finely to each player; it’s a style of design Aaron A. Reed refers to as “not... a branching tree but a braided rope.”
Making a narrative about archeology is how you dodge the exponentially complicated nature of that design: if there are dozens of locations, characters, plot threads, bits of color, which can be engaged with at many points in time, or ignored, or dropped by the player halfway through, how do you avoid telling a story full of gaps and dead ends? Well... you don’t. Having only partial information and having to infer the rest is what archeology is.
The protagonist of Heaven’s Vault, Aliya, is digging up the secrets of an ancient civilization, having been sent by her academy to find a researcher who’s gone missing, and stumbling into his incredible discovery. Everywhere she goes, there are holes: she has partial understanding of the researcher’s journey and motives; he, in turn, had partial understanding of the mystery he was uncovering, and Aliya has only fragments of his knowledge; the ancient texts she translates are usually fragments of larger works, and she is guessing at the meanings of many of the words; the game’s constantly updating historical timeline has entire centuries with nothing but question marks. Aliya arrives in a new location and wonders aloud to her robot companion about what this place was, when it was founded, when it was abandoned, how her predecessor found his way her and where he went next and what he took with him.
The constant feeling of discovery - of unearthing - is magnificent. Site after site, I asked, “What is this place?” Always thinking, if the eventual answer is any good, this is going to be one of the best games I’ve ever played. And, in the end, it doesn’t give you an answer, it just give you enough to make the story feel complete. It answers by not answering.
Also, translating alien texts is just extremely my jam. I’m the weirdo who enjoyed the ending of Arrival but secretly wished the whole movie had been about xenolinguistics like the first half. I guess Inkle felt similar.
The game’s by no means perfect. I think I enjoyed the sailing between worlds more than most - it’s slow, but very pretty - but it’s going to discourage a replay. I don’t think the relationship between Aliya and her robot, Six, ever gets terribly interesting. Some of the archeology is a little too obviously game-y - sail around, wait to find a random ruin, beam Six down to grab an ancient doodad, translate a bit of text, lo and behold it’s from one of the sites you’re looking for and it’s narrowed your search radius somehow. (It gives Star Trek explanations the first few times - e.g. “it has radiation that only exists in one part of the nebula” - and then stops bothering.) And the game sags a little in the middle; it could’ve hacked out 3 or 4 dig sites and still given me the same experience.
But, all told, there’s magic in it, and it just feels good to be there. Do not sleep on this one.
Thoughts on Later Alligator
There’s not a ton to say about this game except that is charming as hell. Lindsay and Alex Small-Butera have build a beautifully animated world of cute alligators, one of whom is having a birthday party where he’s convinced he’s going to be murdered. He wants you to run around getting information out of everyone who’s going to be there, which you get by completing minigames. It’s a cast of weird and funny characters with weird and funny dialogue and there’s not much more to it than that.
The design can be a little frustrating. Some minigames, if you lose, you don’t get to try again. Some are annoyingly finicky. You need to complete them all to get the true ending, which means, in my case, playing the game three times to complete all the bits you missed or got locked out of. The ending was a little different each time, so it wasn’t a total wash, but the game’s on a timer that only advances when you play a game or take the bus, and once you’ve completed most of the games there’s a lot of traveling back and forth from one nowhere to another just to advance time to the next unskippable plot beat.
(It’s also a little unclear what you’re missing as you try to get the final ending, as some of the ongoing puzzle are optional.)
But I can’t get mad. The game is too damn cute! Each character is lively and unique, with tons of personality, and the dialogue is just clever enough not to fall into empty adorkability.
It good.
Thoughts on Life is Strange 2
Somewhere, early in the development of Life is Strange 2, some Dontnod employee wrote in a design document “Episode 4 - cult?” (but in French) and nobody told them “no.”
I will not forgive them for this,
After twenty minutes of LiS2, I was ready to yell at everyone who had reported it was boring. It has one of the most powerful, gut-punching openings of any game I’ve played in recent memory. And all through the first, second, and third episodes, I was in love. Unlike Before the Storm, this was its own creature, willing to make dramatic departures from the original game’s template. Instead of controlling a character with supernatural powers, you play as the superpowered character’s older brother. The one with the magic is a 9-year-old, unable to fully understand or control his abilities, suffering a recent trauma, and needing to be guided through a dangerous and racist world. All the ambition missing from Before the Storm is back, and this time the animation isn’t creepy and the writing is wildly improved (thanks to some journeyman script work from Fullbright’s Steve Gaynor) and I even have a computer able to play it on higher graphical settings.
But nothing good lasts.
Everything good about the series screeches to a halt in Episode 4, the one where some asshole said “cult?” and didn’t get a Nerf football thrown at their head. And it’s not just that it’s a terrible idea; it’s actually sort of amazing how much the game relies on an alchemy of plot, tone, theme, and writing, and how a slight imbalance can throw the whole thing off. Episode 4 has scene after scene that are powerful in their conception - brothers reunited after a violent rift; a boy having his first conversation with his estranged mother in nearly a decade; getting interrogated by the feds for a crime that can’t even be explained by physics - fall flat because the writers can’t think of anything interesting for the characters to say. (Steve Gaynor’s name stops appearing in the credits as of this episode.)
And here the game’s rickety bits, kept delicately together for three episodes, start to shake apart. Dontnod’s overly-earnest voice direction, which I didn’t notice in the early episodes, started to wear me down. (”Could you sigh mid-syllable, like you’re slightly overwhelmed with emotion?” “Sure, on which line?” “All of them.”) The thinness of the secondary characters, most of whom pop up for one episode and disappear, became more noticeable. The lack of a mechanical hook like the time rewinding of the original game, and the attendant commentary on choice-based games and power fantasies, made the game feel less substantial. The surreal imagery of the original, obligatorily evoked in the prequel, is sensibly absent, but there’s nothing equally striking that replaces it. Even the branching path decisions become less clear: the end-of-episode stat screens for the final episodes mentioned at least a dozen choices I didn’t even know I’d made, some of which were critical in shaping my younger brother’s morality and were not necessarily the choices I’d have made if I’d known I was making a choice at all.
Come the final episode, I got An Ending that seemed right for the way I’d played, but much of the way I’d played felt accidental.
So what are we to make of this? Life is Strange is a beautiful disaster, an ambitious disaster, where Life is Strange 2 is almost less interesting for being  more competent. It has a huge mess of charged topics - American racism, teens losing their virginity, raising a child outside the nuclear family, grief and trauma - and, while it handles them without the gracelessness and sledgehammer subtlety of the original, it doesn’t come to any conclusions about any of them. LiS1, for all its jank, had some opinions, where LiS2 falls into the category of “this sure is some shit, innit?” games.
It starts with a powerful premise, deeply relatable characters, fine writing, beautiful art, but can’t even manage, in the end, to be a disaster. It is the only game in the series so far to be forgettable.
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katsidhe · 4 years
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15.09 vs. 11.10: Chuck, Lucifer, and the Art of Persuading Sam Winchester
15.09 gave me strong 11.10 vibes, for obvious reasons. And so, because I had 11.10 in my mind while watching 15.09, I immediately started thinking about why Sam capitulated relatively easily in 15.09, while in 11.10, facing worse circumstances and a more convincing argument, Sam did not.
Here are my lengthy thoughts about that comparison . This is also a thinly veiled excuse for me to compare and contrast Lucifer and Chuck. (What a great family.)
Let’s start out with the observation that Chuck and Lucifer both care a lot about their respective images.
Lucifer’s wanted to be regarded as plenty of different things—a wronged son, a martyr, a terrifying power, a teller of harsh truths, king of all evil, a good father. He plays an active role in his own mythos; he wants to be the center of attention. He’s the hero of his own story, and no one else gets a say.  
Chuck, instead, takes a behind-the-scenes role. While he cares just as much as or more about PR than his son does, he wants to be viewed as both lofty and benevolent. He wants to be so removed from mortal affairs that moral codes don’t apply to him, and yet also, paradoxically, be seen as magnanimous and kind. He’s not the hero; he’s the Wizard of Oz offering gracious intervention, and he’s the bard recording tales with a spin of poetic untruthfulness.
Chuck is less personally cruel—he doesn’t do his own dirty work, he hangs his righteousness on small rescues and insignificant kindnesses; he shrugs and points out his creations are free to make their own choices in the death mazes he designs. He pretends to think he can take honest feedback. He’s even squeamish about hurting Sam.
Chuck, like his son, likes to think he’s not the bad guy. Lucifer will try to persuade people to do what he wants, but failing that, he won’t hesitate to coerce them. Chuck usually likes to think he doesn’t do the same thing, but his snapping point is just as perilously close to the surface. In 15.09, Chuck tries force before he tries psychology, the opposite of Lucifer in 11.10. And this isn’t so surprising. Chuck is unaccustomed to being defied—every significant time it’s happened historically, it ends with the offending party stewing in cosmic lockup rather than seeing the error of their ways—whereas Lucifer, who whipped up a full-on rebellion back in the day, is extremely accustomed to using persuasion.
Unlike Chuck, Lucifer doesn’t care about whether people think he’s nice, or generous. He commits all sorts of cruelties that he views as either deserved, minor, or morally irrelevant, because he thinks his higher objectives are justification for pretty much anything. He hurts people who’ve hurt him before, or he hurts people whose lives he considers insignificant, or he hurts people in service to a ~philosophical point~ that he thinks is important.
So, when it comes time to persuade Sam, Lucifer is focused on himself. He makes explicit the case that what he can bring to the table is the most important part of the deal: he can beat Amara. He’s selling himself as the hero, as a power that Sam cannot deny.
Chuck isn’t selling himself. Nor is he offering a wizard’s solution, some kind of deus ex machina that’s surely within his power. Instead, he’s just trying to demoralize Sam, and frankly he’s kinda bad at it. His torture is subpar and he knows it. His threats are all ones Sam’s heard or even lived before. But it’s still important to him that he be perceived as not just a storyteller, but the storyteller. His sale, like Lucifer’s, is still predicated on power—an ill-defined power over the narrative that Sam doesn’t understand.
Chuck doesn’t understand Sam half so well as Lucifer does. Chuck’s pitch is a threat against Sam’s future, and it’s one that might have been a lot more devastating ten years ago for Sam—the “your family will die hunting” and even the “you’ll become a MONSTER, Sam” ultimatums are much better tailored for early seasons Sam than late. It smacks of the same slavishness to traditional Winchester Tropes (tm) that had Chuck trying unsuccessfully to get Lilith in a 20-something vessel to seduce Dean: he doesn’t really get that his characters have changed and aged.
In fairness, Sam doesn’t understand Chuck terribly well either. The one bit of insight Sam manages is realizing that Chuck doesn’t like getting his own hands bloody, but he’s wrong-footed by Chuck’s insistence that, actually, the vamp!chesters ending isn’t one of his favorites. Sam’s obviously uncomfortable with being unable to assess the scope of Chuck’s knowledge and plans. He can’t tell what’s a story draft and what isn’t, or which kinds of suffering Chuck wants for him and which he doesn’t. Neither does Sam have the same personal spite for Chuck that he has for Lucifer—and this more than anything else is the reason he allows himself to capitulate to Chuck’s threat.
Lucifer’s pitch in 11.10 was based on the past. He uses a litany of Sam’s accomplishments and weaknesses to lean heavily on Sam’s guilt complex. His arguments boil down to this: You can’t trust yourself to make decisions. Your only real reason to say no is your selfish fear of me. You’d doom the planet just to spite me, you’d make a choice thinking only of your own discomfort and everyone in the world will suffer for it.
And because he knows Sam so well, these hits land immediately. It’s a good pitch, well-calculated—Sam doesn’t trust himself, Sam is afraid, and Sam knows he’s not capable of a rational decision under these extreme circumstances.  
But it doesn’t work. Because frankly, it all lands a little TOO well, well enough that Sam’s able to throw out the whole thing out of, basically, sheer spite. Instead of being swayed by these arguments that he can’t refute, Sam finds himself willing to admit that, yeah, Lucifer’s right, Sam IS willing to risk the Darkness to spite him; he hates and fears him enough that he’s willing to rely on faith in some other option, ANY other option, as long as Lucifer doesn’t get another shot at the world. Sam says, more or less, “okay, fine, you’re right, but have you considered FUCK YOU.”
No matter the logic, no matter the emotions, no matter the carrots or sticks, Sam can always rely on the core principle that “Lucifer should not be allowed to get what he wants, because screw that guy.”
But Chuck’s not Lucifer. Sam doesn’t have the same bone-deep conviction that whatever Chuck wants will inevitably make everything worse. And that’s why Chuck’s pitch, though it gets a C+ from me compared to Lucifer’s solid A, works.
It’s not even clear whether Chuck’s forecast is a threat or a prediction—is he saying without narrative interference, chaos will inevitably win out? Or is he claiming that he will cause this monster outbreak intentionally? Either way, Sam supposes, it doesn’t really matter. He believes the threat, as much as he ever believed the doom of the Darkness. And while he knows he might be able to survive it or find a way around it, he really, really doesn’t want to be forced to, not if he can avoid it. Defying Chuck is neither as necessary nor as clear-cut as defying Lucifer.
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samwisethewitch · 4 years
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How Find Safe Groups, Teachers, and Authors in the Pagan and Witch Community
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In my last post, I talked about how to recognize if a group is a cult or is using cult techniques to control its members. As I pointed out in that post, cults can be based on any ideology -- including pagan spirituality or secular witchcraft.
So now that we know how to identify the bad teachers and groups, how do we find communities, teachers, and resources that are safe, healthy, and helpful?
Obviously, the first step is to compare any teacher, group, or author to Steven Hassan's BITE model (the four-part model of Behavior, Information, Thought, and Emotional control used by cults to control members) and see if it matches up with their behavior -- anyone who employs the BITE model is not someone you want to involve in your spiritual journey.
Beyond that, here are some more things that you SHOULD look for in a teacher, author, or group:
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1. A safe teacher, author, or group prioritizes the individuality, independence, and autonomy of every student, reader, or member.
A good teacher can share information and even their own personal experiences without telling students how to think or what to believe. The same goes for authors. Safe teachers and authors encourage students/readers to use their own judgement to decide if what is being taught is right for them.
Likewise, a healthy group may be founded on a common belief or practice, but group members recognize that each person's experiences within that framework are going to be different.
Be wary of groups with imbalanced power dynamics. If a group has a clear hierarchy (official or unofficial) with some members getting special treatment, ask why. Some pagan groups do perform ordination, and it's normal for students pursuing ordination to get extra training or coaching from leaders. But even then, they should not be treated as if they were superior to other group members.
Avoid groups that put pressure on new members to make public commitments, such as baptism, initiation, or ordination. Again, some groups do offer these, and that's perfectly fine. What isn't fine is new group members being pressured to make major commitments before they feel ready for them. In groups that offer these commitments, they should be available for students who feel ready for them, but should not be treated like the default or like they are mandatory.
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2. Safe teachers, authors, and groups are honest and transparent about where they get their information.
If you're considering buying a book on witchcraft, paganism, or any other spiritual topic, perform this quick test before you do: flip to the back of the book and look for the "Resources" section. In a well-researched book, this section will be several pages long. In a really good book, it will include sources from non-pagan, non-witch authors, like historians and scientists. If the book doesn't have a resources section, or if the resources section is especially short, don't bother with it.
Likewise, when you're attending a class or group meeting, teachers and leaders should be open about where they got their information. If a teacher doesn't specify where their information is coming from, don't be afraid to ask them -- if they can't answer off the top of their head or they dodge the question, you may want to consider finding a different teacher.
Don't be afraid to ask teachers and group members for book recommendations! Most witches and pagans do a lot of reading, and will have no problem giving you a list of their favorite resources.
If you notice that a teacher or group is only using books from one or two authors, that's a red flag. This goes double if a teacher or author only uses or references books that they wrote themselves.
If a teacher or group relies heavily on information from a single author, do your own research into that author's legitimacy. For example, Silver Ravenwolf was a very popular Wiccan author in the '90s and early 2000s, and a lot of older witches still recommend her books to newcomers -- but a quick Google search will reveal that Ravenwolf is extremely controversial and has been accused of knowingly spreading misinformation in her books. If a teacher or group relies heavily on Ravenwolf or other authors that have been publicly exposed as frauds, you'll want to take what they teach with several grains of salt.
(For the record, the points in this post are based on the work of cult researchers like Steven Hassan, Margaret Singer, and Luna Lindsey. See? It's not that hard.)
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3. Safe teachers, authors, and groups are open to analysis and criticism.
If you really want to know an author's integrity, look at how they respond to their negative reviews. Someone who accuses those who disagree with them of being ignorant and small-minded, or of "persecuting" them is not someone you want to rely on in your spiritual journey.
Likewise, if you're considering joining a group, pay attention to how they talk about ex-members. A healthy group is able to acknowledge that what they offer isn't for everyone, and doesn't take it personally when someone leaves.
A good teacher will lead class discussions that encourage questions from students. Avoid teachers who belittle students for asking "stupid" or "irrelevant" questions, or who refuse to answer questions on certain topics. You should also be wary of teachers who use canned answers that don't really address what was being asked.
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4. A safe teacher, author, or group leader is qualified, approachable, and down to earth.
Determining someone's qualifications gets a little tricky in witchy and pagan communities, because many of these traditions don't have a formal clergy, and I have yet to see an accredited school offering degrees in magical theory. In some cases, the only qualification a person can have is being an experienced practitioner.
But there are some cases where you can -- and should! -- ask someone for their credentials. If someone uses a title like "High Priestess," "Elder," or "Reverend," make sure they were ordained by a legitimate religious organization. (Even if a group isn't legally classified as a church, you can still research them and their reputation.) If someone is teaching a formal system like Reiki, they should be certified to teach in that system. Any time someone claims to have a certain title, status, or certification, ask to see the paperwork to prove it.
A good teacher is accessible. If they charge for their services, the price should be reasonable for the service being offered. It's entirely appropriate for someone who is putting a lot of time and energy into teaching a class to expect payment, but it isn't appropriate to overcharge or exploit people.
A good teacher, author, or group leader is down to earth and approachable. They don't claim to be anything more or less than a human being looking to share their knowledge and experience with others.
Avoid anyone who claims to be an incarnated deity, angel, demon, or other non-human figure, or who claims to be the spouse, consort, or child of such a being. Avoid anyone who claims to be a reincarnated master or historical figure. Be very skeptical of anyone who claims to be on a unique divine mission or have been "chosen" by a higher power. These are all common tactics used by cult leaders to gain respect and worship from their followers.
If a teacher, author, or other authority figure asks to be "paid" for their services with sexual favors or says you have to have sex with them as a form of initiation, LEAVE IMMEDIATELY AND NEVER LOOK BACK. Any person who tries to coerce you into sex is an attempted rapist, and you need to get away from them as soon as possible, no matter what title or authority they have.
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5. A safe author, teacher, or group believes in science and history and does not try to discredit them.
Contrary to popular belief, you can have faith in magic, divinity, or some other cosmic force and still believe in science. Paganism and witchcraft are no less compatible with science than any other spiritual practice.
Avoid anyone who tries to twist history to make themselves look more sympathetic. Any author, teacher, or group who talks about "the Burning Times" or claims that there was a unified "witchcraft cult" in ancient Europe is either a liar or willfully ignorant. These things never happened. We know they never happened because there is no historical evidence to support them and a lot of historical evidence that disproves them.
Likewise, pseudoscience should not be taught as fact. You may hear people talk about how your emotions vibrate at different frequencies which have the power to positively or negatively affect your life -- what they won't tell you is that these ideas come from a book about political theory (Power vs. Force by David R. Hawkins) and have no scientific evidence to support them. Or, you may hear people say that psychoactive medications block your psychic abilities -- how can this be true, when most medications are derived from the same plants and herbs that witches have been using for healing magic for centuries? Most of these conspiracy theories have little to no backing in the scientific or witchcraft communities, and they have no place in a spiritual learning environment.
Most importantly: If YOU feel uncomfortable, then it is not the right group for YOU.
A group doesn't have to be cultish or unhealthy to be a bad fit for you and your spiritual path. Ultimately, both witchcraft and paganism are highly intuitive, and you will have to do what feels right for you.
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mediaeval-muse · 3 years
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Book Review
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The Leopard Prince. By Elizabeth Hoyt. New York: Warner Forever, 2007.
Rating: 2.5/5 stars
Genre: historical romance
Part of a Series? Yes, Princes #2
Summary: The one thing a lady must never do... Wealthy Lady Georgina Maitland doesn't want a husband, though she could use a good steward to run her estates. One look at Harry Pye, and Georgina knows she's not just dealing with a servant, but a man. is fall in love... Harry has known many aristocrats---including one particular nobleman who is his sworn enemy. But Harry has never met a beautiful lady so independent, uninhibited, and eager to be in his arms. with her servant. Still, it's impossible to conduct a discreet liaison when poisoned sheep, murdered villagers, and an enraged magistrate have the county in an uproar. The locals blame Harry for everything. Soon it's all Georgina can do to keep her head above water and Harry's out of the noose...without missing another night of love.
***Full review under the cut.***
***Mild spoiler under “Other” section.***
Content/Trigger Warnings: sexual content, drunkenness, parental abuse, references to torture, sexual coercion, and animal mutilation
Overview: After really enjoying The Raven Prince and not really enjoying Wicked Intentions, I figured I’d read something else in Hoyt’s Princes series to see if Wicked Intentions was a fluke for me. Turns out, it might be The Raven Prince that’s the fluke. I had hoped I’d get a romance that was focused on overcoming class obstacles, and there was a little of that. However, I couldn’t really get invested in the main mystery or in the protagonists’ relationship, as it seemed both were surface-level and without many stakes until about 200 pages into the book. Thus, this romance only gets 2 and a half stars from me, not because the romance was problematic, but because I just couldn’t connect with anything that was happening.
Writing: Hoyt’s prose is fine for the genre she’s writing in; it’s not full of poetic expressions - it’s simple and gets the point across fairly efficiently. I don’t think that’s a bad thing for romances, as the point isn’t to wow your reader with elaborate metaphors. Hoyt knows how to reach her audience, and I commend her for that.
However, I do think she relied a bit too much on expositional dialogue. Characters will have extended conversations that deliver a lot of information - about their pasts, about the setting, etc. - and while I think most of it was important, I soon grew tired of being told instead of shown. I do think some expositional dialogue can work well - for example, if a character exhibits odd behavior for a good part of the book then reveals the origins of that behavior, I think that works because it keeps the reader wondering. But so much is dumped on us in the first half of The Leopard Prince that I felt like exposition was being substituted for purposeful craft.
Moreover, I think Hoyt’s shoe-horning of the fairy tale themes worked just as poorly in The Leopard Prince as in The Raven Prince. Georgina, our heroine, would babble about fairy tales at seemingly random moments, and the themes of her tale did not parallel the events of the book as a whole, which made the whole tale feel out-of-place. It felt like a gimmick rather than an integral part of the story, and I wish Hoyt had done more to make the two narratives parallel one another.
Plot: Most of the plot revolves around a mystery. Someone has been poisoning the sheep on the estate next to Georgina’s, and most people think it’s Harry, our hero, because of his past with the owner, Lord Granville. On the surface, it seems like a good setting for a plot about class; Granville (and Georgina) have all the power, and servants and villagers (like Harry) have to fight against that power in ways that don’t bring aristocratic wrath down on the entire population.
Unfortunately, it seemed like the mystery was treated as an excuse to throw the two protagonists together for the first 200 pages. Harry and Georgina would go around questioning people about the sheep, and the scenes felt incredibly insubstantial. Though Hoyt tried to show the stakes of the mystery by saying that Harry would be arrested and villagers would starve if the culprit wasn’t caught, there wasn’t much to make me feel like these stakes were real. We don’t really get to know any characters who would be threatened with starvation, nor did I care enough about Harry to be concerned with whether or not he was arrested (more on that below). Personally, I think this book would have worked a lot better if Hoyt had just admitted that the mystery was a secondary interest and Georgina was merely using it as a way to exercise her power over a servant. At least then there could have been some growth and an exploration of class dynamics.
Around 200 pages, my interest piqued a little more due to the intensity of the mystery being heightened. It’s also around this time that discussions of class were beginning to happen more frequently, which I liked. I do wish more was done in the first 200 pages to emphasize class difference so that when these conversations happened, they felt more significant - maybe Harry’s way of going about solving the mystery is based in his knowledge of the lower class, while Georgina gains them access to people and knowledge that is reserved for the gentry. Maybe there’s pressure for Georgina to marry higher because of some family history or something. I think reforming the first 200 pages to show off class dynamics would have gone a long way in making the barriers to the relationship and the stakes of the mystery feel real.
Characters: Georgina, our heroine, has some admirable qualities (like prioritizing the well-being of her tenants over her personal income), but other than that, she’s fairly useless. She doesn’t bring much to the table in terms of solving the mystery (she doesn’t use her status to gain access to people) and she seems completely ignorant in everything from how to run an estate to how to seduce a man. I don’t mind a little naivete in some heroines, but Georgina had no ambitions other than to get Harry into her bed. It made her feel shallow.
Harry, our hero, is devoid of any personality that would have made him interesting. He’s gruff and not really afraid to defy conventionality, but that’s mostly it. Granted, he does have his quirks - he likes to carve little animals out of wood, but as nice as that is, it didn’t really show much about who he is as a character - it was just used so that there would be something tangible to use to frame Harry for the sheep killings (a little carved animal is found at every scene). I would have liked to see more of a connection between him and the poorer villagers so at least it would have felt like he had more of a reason to be invested in the mystery. Granted, I think he gets more interesting around page 200, when his relationships with Bennet (his half-brother) and Will (a kid he pseudo-adopts) brings out more of his admirable qualities, like loyalty to family.
Side characters are largely bland in that they don’t do much. Georgina’s sister, Violet, has her own woes to deal with, but her plot seems to be a distraction, and Violet doesn’t seem to undergo much independent growth. Lord Granville is a bit too overtly sexist to be believable, but at least he’s consistent. Georgina’s brothers seemed to be included just to throw some male authority around, when needed. I did like her brother, Tony, why seemed to care for his sisters’ emotional lives. I wish he was more involved throughout the book. Probably the most interesting character, for me, was Bennet, Granville’s second son who was conceived during an affair between the aristocrat and Harry’s mother. Bennet, at least, seemed to make use of his privilege by standing up to his father and being vocal about wishing he was raised by his mother. Will also had potential, but he seemed to be included to make plot points more convenient. I wish he had his own arc, however small.
Other: Try as I might, I couldn’t get invested in the romance between Georgina and Harry because I felt like I was expected to care about them and their relationship solely based on scenes where I was told they noticed each other’s bodies. None of their interactions felt like they were truly getting to know one another; even when they talked about their pasts or Georgina forced Harry to listen to her fairy tale, it’s very clear that Georgina still has power over Harry based on social rank and class, so it felt like she was entertaining herself more than anything. When they did get together, it felt like it was purely out of lust; there wasn’t much that made me think they enriched each other’s emotional lives, so I didn’t quite believe they were connecting beyond a surface level. Later, when class became a more pressing issue, I don’t think Hoyt showed that it was a significant barrier to their relationship, nor do I think the issue was resolved in a meaningful way - it just simply wasn’t as much as an issue because Georgina gets pregnant. I do think the class dynamics could have been done well if the book acknowledged Georgina’s power over Harry and more was done to portray them as intellectual (if not social) equals (I’m thinking along the lines of Jane Eyre, which also has an employer-employee relationship that ends up working). The mystery could have been a good way to do this, but alas, it seemed like Hoyt didn’t take advantage of that.
TL;DR: The Leopard Prince suffers from bland characters with no real chemistry between the hero and heroine. Moreover, the mystery had little urgency and though the discussion of class had potential, it wasn’t treated as a significant barrier to the relationship or a real lived experience.
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miraworos · 4 years
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Azira Fell and the Apocalypse Scroll (T)
SUMMARY: The hunt is on for a mysterious and deadly scroll with the power to topple the world into chaos. Will Dr. Azira Fell, professor of Egyptology, find it in time to prevent the impending apocalypse? Or will an evil organization bent on destroying civilization find it first? To have even a chance at saving the world, he'll need to rely on the wily Anthony J. Crowley, professional guide and adventurer. But can Azira trust the inscrutable explorer, or will he lose his heart along with his life?
Or: A Good Omens Indiana Jones AU, because why not?
Ashmolean Museum, Oxford - 1935
Doctor Azira Fell hummed a few bars of Davies’ Op. 51 as he selected a couple of works from the Ashmolean library’s collection. Sunlight streaming through the clerestory window above ignited the gold-embossed lettering on the cover of a book chronicling the Ptolemaic dynasty near the end of the Hellenistic period. To Azira, who practiced knowledge the way others practiced religion, the glow seemed an omen of the treasure within.
Descending the step stool, he carried the volumes to a nearby table. He laid them as softly as possible on the polished oak and tugged the lamp chain. Then he sat in the high-backed chair, wiggling ever so slightly with the anticipation of the chase.
The passages for which he was searching would likely be buried in the usual drivel of martial accounts, rankings, and supply inventories. The Romans really were such tiresome windbags about conquest. Very few saw the forest through the trees with all their facts and figures and mind-numbing reports. Thus, it was up to Egyptologists like Dr. Azira Fell, associate faculty of Oriental Studies at the University of Oxford, thank you very much, to find the occasional tree that hinted at the actual forest.
Azira took out his small, leather-bound journal, opened it to where the stub of a pencil was wedged into its pages, and began to record the call numbers of the volumes he’d selected. With any luck, he’d have a few hours uninterrupted by students to collect a handful of tidbits meriting further investigation.
“Dr. Fell!”
Azira’s shoulders slumped ever so slightly. So much for uninterrupted hours. He hadn’t even made it five minutes.
“Dr. Fell, you have to see this.”
Anathema Device, Azira’s research assistant and the first American woman to study Oriental Studies at Oxford, popped out from behind a set of nearby stacks, breathless with excitement.
“There you are,” she said. “I knew you’d be prowling around the 932s. Look at this.”
She hurried forward, holding a hardcover book open toward him. He recognized it at once as her mother’s account of her expedition to Nubia at the turn of the century, before Anathema was born. Her mother’s obsession with Egyptology inspired Anathema’s own passion for the profession.
“What is it, dear?” he said, as he took the book from her hands.
“I’ve read this entire thing cover to cover so many times, but I never noticed this before,” she said, her face alight like it always was when she made a new conceptual connection or discovery in her research.
Azira looked at the place on the page to which she was pointing, but didn’t immediately see the source of her excitement.
“I don’t understand,” he said apologetically.
She took the book back and read aloud. “In late 34 BC, authorities on behalf of Emperor Octavian claimed that Mark Antony had stolen a sacred scroll from the Library of Pergamum and gifted it to Cleopatra of Egypt as recompense for the burning of the Alexandrian scroll collection during Caesar’s Civil War.”
“Yes, but that was a false account to discredit Antony. Your mother knew that. We all know that.”
“That’s not the interesting part,” Anathema said, grinning wider. “It says a sacred scroll as in one—not many. Scholars generally accept that the rumor stated Antony gave Cleopatra something like 20,000 Pergamum scrolls. Not one sacred one.”
Azira stood up. “You think she means the scroll? The scroll about th-the—Macedonian, er—”
“The Macedonian spice route,” she finished for him with a significant look. “Yes. I think she could have meant that. Hiding an indicator in plain sight is just like her.”
He took the book from her again and traced the spidery writing with excitement. Anathema’s mother was considered the preeminent authority on all things occult during the Ptolemaic Dynasty. That’s how Anathema had come to learn of the sacred scroll in the first place, through bedtime stories her mother had told her. Azira had learned of the scroll through other means, naturally, but when each had discovered the other knew of it, they instantly formed a bond that, over the last two years, had led to a close and trusted friendship.
“There’s more,” Anathema said, eyes dancing. “I looked up sacred scroll in her index, and the page it has listed is a separate page entirely, with no mention of a sacred scroll at all.”
“Which page?”
Anathema flipped the pages while Azira held the book for her. She stopped a third of the way further forward in the book, and pointed at a sketch of statue.
“I’m betting it’s some kind of coded location. But I haven’t worked out if it’s the picture or the words or both.”
“Good lord, Anathema. Are you sure it isn’t just a misprint?”
Anathema arched a cool eyebrow at him. “My mother never made mistakes. Not when it came to her study of Egypt. Never once.”
And, of course, she was right. Azira suggesting that the book was flawed was ludicrous. He had found firsthand accounts with less historical accuracy than the meticulously researched analysis he was now holding.
“Agnes Nutter, you sly devil,” Azira said, scanning the page Anathema had indicated. “You realize this means that not only did she know where the scroll was, or at least what happened to it—“
“—she also knew it was too dange—er, valuable, I mean—historically speaking—to let fall into the wrong hands.”
Azira was too lost in thought to chastise her near slip, though heaven knew what spies lurked in the stacks, just waiting for a crumb of information to fall.
“So it does exist,” he muttered to himself. “It does exist, and its location is knowable. It has been found at least once, and if it could be found by her…”
“It can be found by people other than us. Which could be bad.”
Azira tapped his lips, turning the puzzle over in his mind as he gazed at the page. “But where to start? We can’t go haring off into the desert without a proper destination in mind, my dear. We simply can’t afford it.”
“We could ask the Egypt Exploration Fund for an investment.”
“An investment for what? We’d need to tell them what we were looking for—”
“—the Macedonian spice route—”
“—as well as actually produce something of value upon our return. We can’t excavate a ghost, Anathema. No one would subsidize that.”
“On the contrary, brother,” boomed a voice from near the staircase about ten feet away from Azira and Anathema. “We may be able to come to some arrangement.”
Gabriel, patriarch of Azira’s extended family and, regrettably, Azira’s half-brother, approached their table with a jackal’s smile.
“What kind of arrangement?” Azira said with trepidation. He didn’t trust Gabriel any farther than he could throw him, family or no.
“Well, it just so happens Mother has a keen interest in the Byzantium-antiquities trade gaining momentum in the Mediterranean region.”
“What do tourist trinkets have to do with my research on the, er, the evolution of the gastronomical trade in the early Roman Empire?”
“I think your interests overlap quite nicely with the Foundation’s objectives in this case.”
The Foundation was the philanthropic arm of the White Dove evangelical organization Azira’s extended family had founded generations ago. It used monetary inducements to attract vulnerable populations into the fold, often at the price of sacrificing their cultural identity and heritage. That’s what had pushed Azira toward Egyptology and the study of antiquities in the first place. He wanted to protect the cultures and histories and identities of the people that White Dove’s Foundation tended to erase.
“What are the Foundation’s objectives, if I may?”
“Profit, of course. Profit that can then be turned to…charitable causes.”
“And by charitable, you mean missionary, I presume?”
“You say that like it’s a bad thing. Don’t forget that a sizable donation from the Foundation helps maintain this academic institution you love so much.”
“You still haven’t said what it is you want me to do,” Azira reminded Gabriel as Anathema slowly closed her mother’s journal and eased backward to be half-hidden behind Azira. Smart girl.
“We need you to travel to Cairo and make inroads with the traders in antiquities. You have an eye for these things. You can tell when something is worth procuring.”
“And what do you intend to do with any relics I obtain?”
“Why, resell them, of course, at a price more fair for the discerning market,” Gabriel said. “I don’t know if you’ve noticed, but the mysteries of the pharaohs have caught the imagination of others in the empire, others who happen to have the benefit of deep pockets. And why not indulge their petty interests if it encourages them to give generously to God’s chosen causes? In exchange, you could mount your expedition for your gastronomical …. whatever ... in your spare time, with our resources and our blessing.”
Azira pursed his lips, on the verge of refusing Gabriel’s request, no matter the familial consequence to himself. He didn’t need Gabriel’s blessing to go about his life, nor did he want it. If he was ever given it, he’d have to immediately examine at length whether he wanted to continue doing whatever it was that Gabriel approved of. Azira wouldn’t go so far as to classify Gabriel as evil—he was Azira’s brother after all—but if not outright malicious, then he was something just this side of it.
The refusal hovered on Azira’s tongue, despite the small nudge of a pointy elbow in his back. Anathema clearly wanted him to take the deal. But it was hardly worth the burden of being under Gabriel’s thumb again. The last time Azira had been in a similar position, it had not gone well.
“I wouldn’t know the first thing about setting up an antiquities trade, Gabriel. How would I even find these so-called traders? How would I know I could trust them to deliver a bona fide artefact?”
“No worries on that score,” he said with false amiability. He took a black card out of his jacket pocket and handed it to Azira. It simply read “Crowley,” with no address or number, only a snake sigil curled along the left-hand side. “This man is affiliated with a trusted business associate of mine. He’ll see to you, help you set up when you arrive.”
“And how do I find him, then?” Azira asked, agitated. “There are no details on this card.”
“Oh, he’ll find you,” Gabriel assured him. “Your accounts have been furnished with whatever funds you might need for travel and expenses.”
Guide or not, funding or not, Azira simply didn’t have the wherewithal to do what Gabriel was asking.
“Gabriel, I don’t think—“
Gabriel took that moment to lean into Azira’s personal space, looming over the shorter man with a deceptively mild expression.
“Listen, Sunshine. I may have understated things when I posed this as a request. You will do as I say, or I will be forced to withdraw my protection from you and my financial support from this fine academy. And we wouldn’t want that, would we?”
Azira swallowed. Much as he’d regret the loss of the funds to the university, the larger threat lay in the euphemistic “withdraw my protection from you,” which meant far more sinister things than the words themselves invoked.
“I look forward to monitoring your progress,” Gabriel said with barely concealed contempt as he shook Azira’s hand and tipped his hat to Anathema. “And, as always, Godspeed.”
Then with a dramatic swirl of his argent coat, he took his leave.
Azira stared speechless after his brother. He hadn’t even agreed to go. But that was how White Dove, and its founding family, operated. No one was permitted to say no. Questions were forbidden unless strictly necessary. Only the most powerful family members were chosen to lead, and if those leaders dictated that something be done, it was done—end of conversation.
Azira had thought he’d escaped it by becoming an academic. For the last fifteen years, he’d managed to skirt most family engagements and nod politely at the ones he couldn’t avoid, until almost no one in the family even remembered he existed, but for the annual expense in the ledger with Oxford as the payee. Or so he’d thought. It appeared he was still very much on Gabriel’s mind, in the event that he might prove useful.
“Well, that was…something,” Anathema said, returning to her position by his side. “Is he always that pushy?”
“Most times, he’s worse,” Azira admitted glumly. Then he looked at the card in his hand, the snake sigil sending a thrill of foreboding down his spine. “Cairo.”
“Don’t look so downtrodden. This is exactly what we wanted,” Anathema said, laying a reassuring hand on his arm.
“It’s not the expedition that worries me,” Azira answered softly, tucking the card in his coat pocket. “It’s the demons we will owe when we return.”
Read Chapter 2 on AO3
Start at Chapter 1
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fortheloveofcringe · 4 years
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June 19, 2020 12:12 a.m.
“Bazooka Gum”
 In  2011, Lady Gaga did an hour-long interview at Google. She was 24 at that time and was promoting Born This Way, her 2nd Studio LP, and discussed about her life as an artist as most of these interviews goes about. I’ve been a fan since I saw her bangs and beauty in Beautiful, Dirty, Rich, a promotional song for the TV series Dirty, Sexy, Money in 2009. Remembering so vividly I was up all night watching some comedy show, alone, and the commercial came along and I was intrigued and asked myself “why haven’t I heard this song before?”
“Who is Lady Gaga?” Never did I realize back then that she was gonna be my guardian angel. 
It’s 2020, and I’m in the darkness of our living room, watching the same interview. Things have change since 2009. I’ve recently been diagnosed with Major Depression Disorder, I almost died of dengue back in February, been taking anti-psychotics/depressants to remain socially functional, pummeling through the fists of poverty and social injustice while dealing with this historical animosity of a pandemic and most of all, I have more scars than the kid who was up all night singing “Poker Face” in his mom’s shoes.
 But the thing is I am not writing this in memory of the child Hambert. I am writing this to honor my journey with my mother monster, a journey that I am still in voyage at, now with the Chromatica chapter. You see, I have not “just danced” to her songs, I am molded into the man that I am today because of her music and creative display of humanity in the compact of her ever-changing canvass. I am not by any realistic stretch, a perfect squeaky-clean person, but I must say, I am more galvanized to my truth. But the question still hangs above every one’s head, what is a person’s “truth?”
 To answer such existential question, I will refer you back to my introduction with Gaga’s interview in 2011. At the last part of the conference, she mentioned the process of creating one of the scenes for the music video of the title track for her album and her collaboration with Rick Genest or Zombie Boy. She asked Rick as to why he tattooed himself that way to which he accordingly, responded “Bazooka Gum.”
 Not many would have understood what it meant, not even Gaga herself in the beginning of their conversation perhaps but her explanation as to why Zombie Boy is Zombie Boy, brought a thunder of nostalgia in my heart and mind. In my country, it might not be the same brand perhaps, but I remember I was a kid and I used to chew these bubble gum packs that had free sticker tattoos with it that you have to wet in order to apply the art to our skin. It was varied. I liked seeing my skin covered in Android 18 or perhaps a punk-rock style tattoo. To me, this was one of the simple joys of my childhood and to have the same shared experience despite not knowing who Rick Genest was as a kid brought me a sense of clarity as to how we figure out the truths in our lives. In my own twisted sense at least.
 Zombie Boy is tattooed that way because he knew what he loved as a child, irregardless of what society has placed upon the table of social beauty standards. He lived his truth by honoring what the child in him has to say, no matter how much he saw with what the world unfolded to him, as far as I understood. To me the moment when they we’re chewing gum in the music video made more sense as opposed to Gaga just being gaga and thinking she just wanted gum in the video for an effect but truly the meaning of such matters, no matter how small they are or probably insignificant to the universe, that is our truth. Our truth has been encoded to us since we were children, and we just manifest it in our adulthood in different forms. Some of us may deny it, but we are just children in adult costumes and slightly bigger bodies, and have more tendencies to mistrust and be carefree.
 I love how that little piece of information made me wrote this journal entry (this is Gaga’s effect to me, it’s some deep level shit) because truly, now, as I look back, I understand what kind of person I am as opposed to this claim that I have against myself that I am lost and hopeless. My compass is the child me and with it is the spirit of a musician who made this world a better place by being herself and she has been a friend when no one was really beside me.
 The truth of my childhood was I was a child comfortable with silence and solace. Who endlessly created things that pops into his mind without boundaries and he never ever truly cared about what the world wanted him to be. Hambert was a child that just wanted to swing his hips while he paints notebooks in crayon dreams. I know him and in my mind right now he is smiling back at me and I feel like I might cry any moment now.
 I feel like the answers to my truth, was hidden by the lies of anger and refusal to believe that I do not have to rely on what the world wants me to become. I know what I will become. That is my truth. I am the only one who truly knows it and can honor it; and this is the beauty of the Bazooka Gum. ONLY I, CAN DEFINE MY IDENTITY. ONLY I, CAN DEFINE MY TRUE VALUE.
I would like to take this space and write the truthfulness of my divine adoration for the woman who raised me beyond her knowledge who taught me to stand and be myself when I didn’t want to be me. Who taught me to dance through all the pain and remain true to my artistry even if the world would deny it.
Lady Gaga, an angel of the ethereal musical realm. I am freed because of you.
Thank you.
Love,
Hamby
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tanadrin · 4 years
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Realistic phoneme inventories 1: Vowels
All of the old webpages that I used to rely on for at-a-glance information about vowel systems when designing new phoneme inventories for my conlangs seem to have succumbed to various forms of link rot; and I’ve never found a good overview of how to build consonant inventories in a systematic way. So I want to set out, for my own reference and for others, an overview of both vowel and consonant systems as they tend to exist in natural languages, with an eye to creating conlangs with natural-feeling distributions of sounds.
A phoneme inventory is, of course, only one of the most basic elements of a conlang. I won’t be dealing with phonotactics, with suprasegmental features like tones, and certainly not with grammar or syntax or anything like that. A good starting point for lots of those topics is the LCK, either online or in print.
Also, phonology is not my strong suit; I’m more of a morphology person by inclination, and all my knowledge of linguistics comes essentially from years spent conlanging as a hobby. So apologies in advance if I get any terminology messed up. My primary references for this post specifically are this paper on vowel systems, this paper on consonant systems, the relevant chapters from the WALS, and conlanging resources like the LCK.
For length reasons, I’ve broken this post into multiple parts. Part 1 will deal with vowels; part 2 will deal with consonants.
1. Background information
You could, when creating a conlang, select sound arbitrarily based on what sounds pleasing to your ear, what you can easily pronounce, your favorite natural language, or your favorite IPA symbols. For conlanging as a purely artistic enterprise, those are all perfectly fine criteria; but if you want your conlang to reflect trends in natural languages--perhaps as for conlangs which are the putative natural languages of science fiction and fantasy settings--it’s helpful to understand why humans make the noises they do with their faces, and how.
The human vocal tract is a resonant column of air, stretching from the vocal cords to the lips (and nostrils, for nasal sounds), not unlike the pipe of a pipe organ, or the body of a flute. Air expelled from the lungs moves through the vocal tract and, thanks to our well-developed throat, mouth, and facial muscles, and the elaborate control over them provided by a region of the brain called Broca’s Area, we can rapidly reshape our vocal tract and manipulate the resonances of the air passing through it, producing speech.
In principle, we could make an almost infinite number of subtly different motions with our various speech-producing organs to produce an equally limitless quantity of different sounds. In practice, however, speech has to be an effective way of encoding information, or it’s useless as a communication tool. Therefore, we want sounds to be as different from one another as possible, as distinct to the ear as they can be, so they can be clearly distinguished from one another, and clearly heard over noises like wind and crackling fires and loud music. And because we talk constantly, we want speech to be as easy as possible; we are going to tend to restrict ourselves to the easiest sounds for the human vocal tract to produce.
So the IPA, the system for transcribing human speech sounds, only has about 107 basic symbols for consonants and vowels.
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The IPA consonant chart. Shaded areas are “articulations judged impossible.” White areas with no symbol are sounds that aren’t impossible, but which aren’t widely attested in the world’s languages to need a specific transcription.
Of all the sounds covered by the IPA which actually show up in natural languages, only a small subset are truly common. Some, like the plosives /p t k/, are nearly universal. In general, the easier to produce (and more acoustically distinct) a sound, the more common it is; and languages will tend to make use of commoner sounds first (like plain plosives) as their phoneme inventory grows, before they have recourse to less common sounds (like pharyngealized plosives).[1]
The other important thing to note about phonemes is that they’re not atomic. The human brain is an extremely powerful pattern-recognition machine, and whether we’re learning our L1 as babies or learning our sixth L2 as an adult, we break languages down into many different patterns and systems as we learn them. It’s easier to learn, for instance, the general pattern that “third-person present verbs in English end in -s” than to learn, as separate pieces of information, “okay, after ‘he, she, it’ the verb ‘put’ is ‘puts’ and the verb ‘see’ is ‘sees’ and the verb ‘run’ is ‘runs’...” etc.[2] But we usually do not learn these patterns explicitly, and even when sitting down in a classroom to learn a language, there’s only so much use you can get out of memorizing a table of conjugations or declensions--it’s hard to speak fluently if you have to pause in a conversation to go, “hmm, okay, but what’s the dative femine form of the article?” Most language learning requires acquiring an intuitive grasp of the patterns of language; and you only acquire that intuition through lots of speaking and listening.
A consequence of our dependence on intuitive understanding is that two people’s intuition can differ. For instance, many people learn the rule in English that “I” is nominative, and “me” is objective; and so, unless the first person pronoun is the object of a verb or preposition, you must use “I”: “Gowron is better at Klingon politics than I.” Sometimes, this is analyzed as having an implied verb: “Gowron is better at Klingon politics than I [am].” But over the centuries of people speaking English, many people internalized a different rule. Because pronouns crop up as the objects of verbs or prepositions more than as the subjects of verbs, the objective forms came to be reanalyzed as the default forms. The nominative form became a special, marked form--one that only occured in certain cases, which was, over time, simplified into “only when the subject of a verb.” Therefore, for these speakers of English (me included), the rule became: “when appearing to the left of a verb, use ‘I’; otherwise, use ‘me.’”
Out of the steady accumulation of such petty reanalyses, great changes in grammar are born.
The same process is at work in the sounds of a language. Just like grammar, sound is heavily systematized, and encapsulated by the brain as a set of patterns. Only instead of cases or persons or numbers, the component features of sounds on which patterns are based are called their “features.” And, as with any good Saussurian principle of sign-distinction,[3] we only care about a minimal set of features which, as a community of language-speakers, we all agree are the relevant ones for distinguishing sounds. For instance, if our language has the consonant sounds /p t k b d g m n/ (the unvoiced and voiced plosives, and some unvoiced fricatives), we might need only the feature [voiced] and [nasal] to distinguish the sounds of our language. But, because we learn these rules implicitly, and we don’t have to give our youngsters a background in up-do-date phonetics research before they can say “papa”, maybe later generations of speakers, or the next village over, notices a different set of features. After all, we have to physically produce these sounds with our mouth; they don’t exist in a perfectly idealized acoustic realm. Some speakers of our language may come to see the defining feature of the voiced stops as only [+voiced], and since there are no fricatives which they can be confused with, start pronouncing them with a less constricted airflow to make them sound even more distinct from the unvoiced stops. So gradually /b d g/ become /v ð ɣ/, the voiced fricatives produced at the same place in the mouth. As far as the speakers of the language are concerned, the sounds haven’t changed--[+fricative] is not a phonemic feature of their language! The pattern isn’t changed, at least not yet. But more sound changes will accrete over time, and they may affect the new series of fricatives differently than they do the stops; and with a few more changes like this, soon you may have a version of the language that sounds completely different and is entirely mutually unintelligible.
Sound changes are 1) regular, and 2) have no memory. While sound changes can be triggered only by certain phonetic environments (say, the voicing of /p/ to /b/ between two vowels), if the conditions for a sound change are met, it will be triggered everywhere it applies.[4] And later speakers of the language won’t remember that /v ð ɣ/ used to exist in opposition to /p t k/ (unless they take a class in historical linguistics); they’ll treat these sounds on their own terms.
When the exact production of a sound varies within a language, usually altered by context due to the physiological considerations surrounding making that particular face-noise, this phenomenon is called allophony. Different versions of the same underlying sound are allophones. The sound as a unit of the formalized pattern stored in your brain is a phoneme. A phonemic transcription (between slashes /like this/) is a transcription of a sound or sounds as these abstract phonemes. A phonetic transcription (between brackets [like this]) is a transcription of a sound or sounds as something like their actual acoustic realization.
2. The vowel space and vowel planes
Consonants involve obstructing or redirecting the flow of air through the vocal tract, often entirely (as with plosives), or turbulently (as with fricatives). Combined with the large number of distinct places of articulation, involving the teeth and tongue and palate, consonants can all sound very distinct from one another. As a consequence, small consonant inventories can restrict themselves to a small subset of the full space of possible consonants, and still be fairly distinct from one another. In fact, in languages like Hawaiian or Rotokas, with very small consonant inventories ( /m n p t~k ʔ h w~v l~ɾ/ for Hawaiian and only /p t k b~β d~ɾ g~ɣ/ for Central Rotokas; the ~ symbol indicates allophonic variation between two sounds, depending on speaker or context), it’s very unlikely there’s going to be any sound that’s really difficult for a speaker of a language with a more complicated consonant inventory like English to pronounce.[5]
Vowels, though, don’t involve specific points of contact between different parts of the vocal tract in the same way as consonants; vowels are produced by the relative position of the tongue in the mouth, with an unimpeded air flow and the vocal cords engaged. This means that vowels can vary subtly--and, as a consequence, that languages tend to spread the vowels they have out, throughout the entire articulatory and acoustic space available to them, in a way they don’t have to do with consonants.
Here’s the IPA vowel chart:
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The reason it’s longer at the top and on the left side is because there is more acoustic differentiation possible when the mouth is more closed versus more open, and when the tongue is more front than back. Languages will especially tend to have more close (or “high”) vowels than open (“low”) vowels. That’s not the only property that affects how vowels tend to be distributed though. Here’s a schematized diagram of the vowel space based on the actual acoustic components of the vowels: 
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Speech sounds are composed of different-frequency elements called “formants;” the lowest-pitch formant is F1, the next-lowest F2, and so forth. For most vowels most of the time, F1 and F2 are the really important formants. Open vowels have higher first formants, and close vowels lower first formants; front vowels have higher second formants, and back vowels have higher low formants. Here’s a similar chart, showing actual values, from the Hitch paper: 
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But we don’t recognize vowels just using their pitch. If it did, we could in theory have languages with hundreds of vowels: the ear and brain together can detect extremely subtle gradations of tone. Rather, what matters more is the relative value of vowels, the distinctive features like [+front] or [-high]. 
Most languages have small vowel inventories; in terms of the psychological perception of vowels, the vowel space is quite small. WALS classified any language with 4 or fewer values as “small,” languages with 5-7 vowels as “average,” and any language with more than 7 as having a “large” vowel inventory. Germanic languages like English, which have anywhere from 10 to 17 (!) vowels, are monstrously bloated by global standards. Usually for larger vowel inventories, additional features will be added besides the spatial features so that vowels don’t have to compete for space: Latin doubles its vowel inventory (/a e i o u a: e: i: o: u:/) by adding a length feature, and Turkish (/i y ɯ u ɛ œ a o/) accomplishes something similar with rounding.
Additional sets of distinctions like these, which are not spatial distinctions, create different vowel planes, where vowels do not have to compete for space with one another directly. Vowel planes may be parallel (as in Latin or Turkish), or not. There may be phonological or grammatical processes that trigger vowels moving from one vowel plane to another, as languages with vowel harmony, where vowels in a word must share a particular feature like frontness or roundedness, or vowel planes may simply exist to provide additional acoustic contrast within a language’s vowel inventory.
Traditionally, languages with large vowel inventories have been analyzed as having many degrees of front/back or height distinction: four, in languages like Danish, or even sometimes five, as in the case of one Bavarian dialect Hitch cites in his paper. However, Hitch argues that the psychological space available for the vowel plane is really divided by reference to a perceived “neutral” vowel, one that may not be phonemic in a language, but will still crop up in paralinguistic utterances (like English “ugh” or “uh-huh”). It is by comparison to this vowel that vowels acquire distinctive spatial features, and as such, there are really only nine ways, at most, to divy up the vowel plane:
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No language, in Hitch’s analysis, really has more than three distinctions of height or backness. When you think you have more, as in Danish, it’s time to take a look at the possibility that some apparently spatial feature really reflects an underlying contrast that isn’t spatial. Remember, it’s only the phonemic features of a sound that are fixed: the non-phonemic features can vary, sometimes by quite a lot.[6] Anything higher and fronter than the neutral vowel will count as a “high front” vowel, and its exact spatial realization may not be the same in each vowel plane.
Danish, for instance, has the vowel inventory /i e ɛ a y ø oe u o ɔ/ and is analyzed as Hitch as having the primary vowel plane
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The three front rounded vowels /y ø oe/ form a distinct plane, one in which the only distinctive feature is height: high round, mid round, low round. The “frontness” of these vowels is a phonetic feature, but not an important phonemic feature. They don’t contrast directly with the rounded back vowels, because back vowels are usually rounded--it makes them more acoustically distinct from mid vowels, and round back vowels show up in tons of languages, like Latin, that don’t make a phonemic contrast for rounding. And rounding has a side effect on front vowels, making them sound a more central: thus, the “front round plane” is, perceptually speaking, more of a mid round plane distinguished by the [+round] feature. Languages can have multiple secondary planes. According to Hitch, Jalapa Mazatec “may have six parallel planes.” 
Vowel harmony doesn’t have to operate across planes: Hitch provides the example of the three-vowel language Jingulu, which as /a i u/. A suffix in /u/ or /i/ will raise the preceding vowel unless a high vowel intervenes: bardarda, “younger brother” + -rni > birdirdirni, “younger sister.” But if often does, with apparent height distinctions being better understood as plane distinctions: “In these languages, the vowels in a particular word will all be from one plane or the other. It seems that the choice of plane is determined at the lexical level. In the lexicon, the words contain archiphonemes spanning both planes, and each word is marked with a feature indicating plane membership.”[8]  Even if a language doesn’t have clearly non-spatial articulatory features distinguishing its planes like nasalization or length, it can still have two vowel planes that exist side by side. For Ogbia, a language of Nigeria, Hitch gives two vowel planes corresponding to one with the advance tongue root feature (+ATR) /i e u o ɐ/ and one without (-ATR) /ɪ ʊ ɛ ɔ a/. For Nez Perce, five surface vowels /i u o æ ɑ/ correspond to two planes /i u æ/ and /i o ɑ/; a word can have vowels from one plane in it, but not both. /i/ happens to exist in both planes (possibly due to a merger of two distinct underlying vowels).
3. Vowel systems
So for any vowel system on a single plane, we’re going to have a maximum of nine vowels. Secondary systems may be the same size as the primary vowel plane; or they may be smaller. Either way, our vowel systems will tend to have one of two shapes, triangular or rectangular. In a triangular vowel system, acoustic considerations are dominant. We will have fewer open vowels, and more close vowels. In a rectangular vowel system, the psychological considerations are instead dominant, and vowels will be distributed in the nine-vowel grid in a more symmetric fashion.
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These nine potential positions or “archiphonemes” don’t always reflect the same division of the vowel space given on the IPA. 7 and 9, for instance, might be open-mid vowels rather than true open vowels. 2 might be a rounded front close vowel. 5 may or may not be a schwa. 8, the bottom of the IPA trapezoid or the idealized acoustic triangle, is usually [a], despite [a] being, tecnically, a front vowel! I will simply quote Hitch at length here: 
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With those caveats, we can then look at the possible arrangements of vowel systems, from zero vowels to nine. 
Zero vowels. “A zero-vowel language would insert vowels according to rules of epenthesis, then colour the vowels according to phonetic context. It sounds theoretically possible, but no completely convincing cases have yet been identified.”
One vowel. “There would seem to be no indisputable examples of one-vowel systems on a primary plane.” But there are languages with one-vowel secondary planes. If a language has one long vowel, for instance, it will be /a:/. But if a language has one nasalized vowel, it can be just about anything. 
Two vowels. This includes languages with a two-vowel front round plane; also, languages with a primary plane that has just a height distinction. All Northwest Caucasian languages have /ə a/ (but feature lots of allophones). Most examples Hitch cites for two-vowel systems have some kind of central vowel (/ə/ or /ɨ/) plus /a/; but Witchita has /i a/. “But this type reveals something fundamental about vowels: that [low] is the most basic of the four spatial features.”
Three Vowels. The triangular system /i u a/ is a very common system among the world’s languages, with /i/ and /u/ having lots of vertical freedom.
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Hitch is very down on the idea of a three-vowel on the primary plane; of the potential examples he cites, none are undisputed. But “Parisian French has a vertical three-vowel configuration /y ø oe/ on a front-rounded plane (primary /i u e ə o ɛ a ɔ/). While vertical three-vowel systems may not exist, primary plane triangular three-vowel systems are exceedingly common.”
Four vowels. The triangular 4-vowel systems (4a and 4b) add a neutral vowel to the classic 3-vowel system. A straightforward rectangular system is possible (4c); as well as a slightly more complicated variation with more room for allophony (4d).
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He also gives the unusual example of the Lummi dialect of North Straits Salish, which “appears to have no low vowels” /i e ə o/, though this is clearly an outlier.
Five vowels. The Latin vowel system (5a) is an extremely common triangular system; a rectangular 5-vowel system is also pretty common (5b). Three other five-vowel systems are given that are “relatively rare,” being a triangular system that combines 4a and 4b (5c), a 4c-like rectangular system with a mid front vowel added (5d), which is “asymmetrical, because the acoustic space is dominant,” and a different variation on 4c that instead adds a high central vowel. As an unusual exception, Hitch notes that Tohono O’odham “appears not to fit the pattern of any other language, and to violate a universal by having more back than front vowels with /i ɨ u o a/.”
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Six vowels. Adding a central mid or central high vowel to 5a gives two common triangular six-vowel systems (6a and 6b). A rectangular six-vowel system, with no central vowels, is also possible.
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Seven vowels. There is one possible triangular configuration, 7a, with one low vowel. Otherwise, 7-vowel systems are rectangular systems that differ only on where they place the central vowel.
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Eight vowels. Similarly restricted: there are only three possible configurations of eight vowel systems, depending on which central vowel is omitted. None appear to be very common, however.
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Nine vowels. Nine is the maximum number of vowels on a single plane, and therefore there is only one nine-vowel configuration possible. All analyses of more than nine “basic” vowels means you should start examining the possibility of multiple vowel planes.
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In the next post, we’ll take a look at consonant systems.
Footnotes:
[1] https://wals.info/chapter/1 (ctrl+f “size principle”) 
[2] Languages do have irregularities, where historic patterns have been obscured by sound change or other processes. But there’s a reason irregularities or fossilized forms tend to occur in commonly-used words and phrases rather than rarely used ones: it is harder to remember variant patterns for rarely used words, and so they tend to become regular by analogy.
[3] Cf. Ferdinand de Saussure, Course in General Linguistics. This is one of those texts that was mind-blowing to me when we read it in our Critical Theory course in undergrad, but now seems so obvious as to not be worth discussing. The key insight can be summed up very succinctly, though: human brains care about differences between symbols, not their absolute values. When it comes to the kind of meaningful differentiation required for communication, it’s the relative differences between signs that matter--so any sign-system can be simplified to the minimum required number of distinctions, without the loss of information or without impeding communication. This insight is relevant to everything from linguistics to information theory.
[4] Apparently irregular sound changes--why does the Early Modern English sound spelled <gh> get pronounced as /f/ in “enough,” but is silent in “through”?--are usually the result of patterns being obscured by analogy or borrowing. In this case, it’s because the prestige dialect of English that coalesced around London in the Early Modern period, and was influenced by speakers of English from all over England, sometimes borrowed words from other dialects that had undergone different sound changes. In some of those dialects, the <gh>-sound was lost. In others, it changed to /f/.
[5] The only sounds in either Rotokas or Hawaiian given above that don’t crop up as a phoneme or allophone in English are probably [β ɣ]. The former is just [v] pronounced with only the lips; the latter, the voiced equivalent of German or Scottish [x].
[6] For instance, the Middle English long vowels /iː eː ɛː aː ɔː oː uː/, had as their distinctive feature their length, not the exact contour of their sound. That meant that these long vowels could “break,” becoming diphthongs, but as long as they remained mostly distinct from one another, no confusion resulted. That breaking, plus the general reorganization of the vowel system that changed the pitch of the pure long vowels (the high ones, which could not acquire a high offglide because there was no space above them acoustically) later yielded the corresponding modern long vowels /aɪ i: i: eɪ aʊ u: oʊ/
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