Eowyn and Gothic Horror
I've ranted about the interpretation that Eowyn's rejection of gender roles was a symptom of her sickness, caused only by Grima's manipulations. An interpretation that doesn't hold to either Gandalf's speech in the Houses of Healing, when he specifies how the liberties denied to Eowyn and allowed to Eomer and her male peers played a crucial role in her depression, or when we see how Eowyn was really vindicated in her decision to ride to battle by her victory over the Witch King. A victory that wins her incredible renown and respect.
I think this reading comes about because people see the significance of Grima's contribution to Eowyn's despair, and think he is the sole source of it.
But Eowyn was not dissatisfied with her role and her enforced position in the house because of Grima's manipulations. She didn't rail against sexism because Grima played with her head and "poisoned" her traditionally feminine role for her.
Grima was able to prey on Eowyn, manipulate her and drive her to despair, because of the sexism that forced Eowyn to remain stuck in the house.
Look at the speech Gandalf gives Eomer about Eowyn's sufferings. The very first thing he mentions is the fact that Eowyn was denied the freedoms and opportunities Eomer had. The suffering that follows stems from that first initial injustice.
Because of that first injustice, Eowyn was rendered vulnerable, and Grima was able to exploit that. That isolation, that limited freedom, that unhappiness about her lack of choices, left her free game for Grima to take an already bad situation, and make it far worse.
Thinking about Eowyn's experience in Meduseld, what the impact of being confined to the domestic sphere did to her, and what is left her vulnerable to, makes me think of Gothic horror, and the role of sexism and domesticity in that genre too.
Eowyn's situation before the novels is that of a classic Gothic heroine. A fair, beautiful woman, trapped inside a decaying house, and preyed on by an awful monster, who hungers after her beauty and longs to possess her. Or else, destroy her.
Domestic settings and isolation are pretty crucial themes in the gothic genre, and for that reason it has historically been seen as a woman's genre. It taps into a pretty universal fear of what happens when home ceases to be a safe space, a fear that historically, has a particularly great resonance for women.
Whereas traditionally home is a refuge and respite for men from the world, the home is the woman's only true acceptable sphere. And yet even there she is subordinate. Therefore, she is vulnerable. With no place in the outside world, she has no escape, no respite, no refuge. If home becomes an evil, she is trapped. And because she has no place in the social sphere, she has no voice either. She is invisible, she is overlooked, her sufferings and her contributions are passed over,
Eowyn is isolated. Eowyn is vulnerable. Eowyn is overlooked. And because Eowyn is isolated and vulnerable and overlooked, Grima is able to get his hooks into her and drive her to despair. She is a wild animal, trammelled and caught in a hutch, a predator's helpless prey. But Grima didn't put Eowyn in the hutch. Eowyn was already there. Grima just took advantage of that.
Even after Grima is gone, Meduseld is still a place Eowyn longs to escape, and while its evil is purged and she does return, it is only for a short while. Grima's defeat is not enough to make Meduseld a place where Eowyn can find real happiness or fulfilment. On its own, it still represents a role for Eowyn that she wishes to move beyond.
The healing counterpoint to Eowyn's gothic castle of horrors, the hutch she was caught in, is in escape, and in a return to nature.
Eowyn's entire romance with Faramir takes place within the gardens of the Houses of Healing, where we see Eowyn start to recover from her ordeal. It takes place on the open, in the garden, on the ramparts, with much notice given to the sky and the sun and the elements around them.
(Also, the Houses of Healing themselves are not a domestic setting, but a public one, and there we see women working alongside men and holding authority.)
Eowyn's happy ending, her great escape, climaxes with her decision to go with Faramir to Ithilien.
Ithilien is the exact opposite of a hutch. It's descriptions are filled with natural imagery, and is known as the Garden of Gondor. It is a place for growth and fresh starts. A place of freedom. A place for a wild thing.
When Faramir suggests that he and Eowyn live in Ithilien, he reasserts again and again that they will go there if it is Eowyn's will. Both Tolkien and Faramir put emphasis on the importance of Eowyn's will, and Eowyn's right to freedom of movement.
In his plans for their future, Faramir talks of "us" and "we", removing the separation between men (belonging to the social sphere) and women (belonging to the domestic), and speaks of Ithilien as a shared dwelling place for both of them. Faramir only distinguishes between himself and Eowyn when he puts importance on Eowyn's will, and at the end, on Eowyn's influence.
At the close of his speech, Faramir says all things will grow with joy in Ithilien, if Eowyn is there. Returning Ithilien to its former glory, allowing it to bloom once more, is to become Faramir's life's work, and still it is Eowyn's influence he puts centre stage. Far from being kept confined to the domestic sphere, relegated to being Faramir's home support while he dominates the rehabilitation of Ithilien, Faramir places Eowyn's work and Eowyn's significance at the heart of their future together.
Eowyn goes from being shut in the house, where everything around her was decaying and falling to ruin, to being freed to stand in the heart of nature, where there is a chance for influence, growth, and fresh starts.
426 notes
路
View notes
Skelm, Palace
Image 漏 Paizo Publishing, accessed at Archives of Nethys here
[Talking with me during the development of her red hag, @soylent-crocodile referred to it as "a species of Starscreams". Which is a great description, and also an accurate assessment of the palace skelm. Although it's obvious that Grima Wormtongue is also a major influence on this PF2e monster. The fact that palace skelms and red hags are the same CR and would absolutely hate each other is the icing on the cake for me.]
Palace Skelm
CR 8 LE Monstrous Humanoid
This humanoid figure is almost human, except for the pair of gleaming antlers growing from his skull. He is dressed in fine noble鈥檚 clothing.
Palace skelms are creatures that delight in the corruption of power. They often are found among military officers and politicians, some of whom transformed into skelms in that position. Palace skelms spend their time either jockeying for power or abusing the power that they do have, treating their subordinates with casual cruelty. A palace skelm is an excellent liar, and they can even insert their words into the mouths of others. They encourage competition, jealousy and paranoia in any court they find themselves in, turning functioning governments into a den of vipers to exploit. They are ostentatious by nature, and frequently flaunt their wealth and status with finery.
Most palace skelms prefer to exert power from behind the throne, ingratiating himself to a ruler and warping their perceptions so that they only trust the skelm. Coups and political upheavals are dangerous for palace skelms, as they simultaneously allow for more opportunities to inflict suffering while increasing the risk of the skelm鈥檚 true nature being exposed, or of the skelm losing their grasp on what power they have. Palace skelms have a tendency to self-sabotage, as their interlocking schemes can spiral out of their control, and their answer to being caught in the act is usually murder.
Palace Skelm聽聽聽聽 CR 8
XP 4,800
LE Medium monstrous humanoid
Init +4; Senses Perception +16, scent
Defense
AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)
hp 102 (12d10+36)
Fort +7, Ref +12, Will +11; -2 vs. emotion effects
DR 10/cold iron
Offense
Speed 30 ft.
Melee gore +18 (1d12+6 plus trip), slam +18 (1d6+6)
Special Attacks incite violence
Spell-like Abilities CL 8th, concentration +13 (+17 casting defensively)
Constant鈥攖ongues
At will鈥攎essage, paranoia (DC 17)
3/day鈥攃lairaudience/clairvoyance, enthrall (DC 17), invisibility, suggestion (DC 18)
1/day鈥攃harm monster (DC 19), curse of the outcast (DC 21), private sanctum
Statistics
Str 23, Dex 18, Con 17, Int 18, Wis 17, Cha 20
Base Atk +12; CMB +18 (+20 trip); CMD 32 (34 vs. trip)
Feats Combat Casting,Combat Expertise, Deceitful, Improved Trip, Improved Vital Strike, Vital Strike
Skills Bluff +21, Disguise +21, Diplomacy +14, Intimidate +21, Knowledge (local, nobility) +14, Perception +16, Sense Motive +13, Sleight of Hand +13, Stealth +16; Racial Modifiers +4 Intimidate
Languages Aklo, Common, tongues
SQ change shape (Small or Medium humanoid, alter self), corrupt speech, skelm traits
Ecology
Environment urban
Organization solitary
Treasure standard
Special Abilities
Corrupt Speech (Su) As an immediate action, a palace skelm can corrupt the speech of a creature within 30 feet. The skelm can say up to twelve words and makes a Bluff check as opposed to the Perception of other creatures that can hear the original speech. If the skelm succeeds, the perceiving creatures hear the palace skelm鈥檚 words come out of the speaker鈥檚 mouth. If the skelm fails, they hear the original speech. If the Perception check succeeds by more than 5, the perceiving creature hears both phrases, and knows that the skelm spoke the words. If the skelm鈥檚 Bluff check against a target succeeds by 5 or more, the skelm can cast suggestion or paranoia on that target as part of the same action. A skelm cannot use a spell-like ability on multiple targets in this way at a time, even if it successfully deceives multiple creatures.
Incite Violence (Su) As a standard action once per day, a palace skelm can incite violence in all creatures that can hear it within 30 feet. If a creature fails a DC 21 Will save, it makes a melee attack against an adjacent creature of the skelm鈥檚 choosing, choosing its most powerful weapon or natural attack if it has multiple. If a skelm uses this ability and an affected creature has no creatures adjacent to it, the creature is instead stunned for 1 round. This is a mind-influencing, compulsion, sonic effect, and the save DC is Charisma based.聽
Skelm Traits (Ex) A skelm gains a +4 racial bonus on Intimidate checks and a -2 penalty on saving throws against emotion effects.
55 notes
路
View notes