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#I think most people draw catgirls for cat day but…. some how I ended up drawing actual cats
dailydegurechaff · 3 months
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Today's Daily Degurechaff is… its cat day (2/22) once again!
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sonicfanj · 4 years
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I’m a big fan of AUs and the freedom that fans have to explore Sonic or any fandom in ways that diverge from the source material, but with AUs and more recent Sonic stuff being what a lot of new fans brought in from the movie will see, the possibility of providing false information is far to high if we are not careful. That SEGA also spreads misinformation only makes matter worse and it is the heart of this particular post.
One of the biggest misconceptions of Sonic that SEGA perpetrates both through retcons and from Sonic Generations onward is that Sonic before the Sonic Adventure (Adventure henceforth )rebranding back in 1998/1999 is that “Classic Sonic “ as he is dubbed these days is possessed of an age of around eleven and is even shorter than Sonic’s 1 meter/3′3″ height. The height can actually be sourced to a profile of Metal Sonic’s that lists him at around seventy something centimeters as well as Generations making him shorter to account for the difference in proportions. But the truth is, Sonic was always listed at 1 meter tall, both before and after the Adventure redesign.
[Character height chart for reference - http://info.sonicretro.org/images/9/99/Classic_character_heights.svg]
Age on the other hand is where things get really strange. Again, a retcon for Generations makes sense to an extent, especially when you consider that the characters had their ages shuffled around as it was with the Adventure redesign. Amy aged up from 8 to 12 and Knuckles aged up from 15 to 16. Tails remained the same but Sonic actually received a subtle change. Bios that listed Sonic’s age before Adventure typically listed him at 15 to 16 years old. That would actually make him the same age or older than his Adventure onward counterpart. But it gets even weirder. According to the Sonic Technical Files (currently hosted by Sonnic Fansite Sonic Retro here - http://info.sonicretro.org/Original_Story) Sonic was actually originally thought about to be even older, around 18 years old. Suddenly, Sonic from his typically dubbed Classic Era is actually definitively older than his modern counterpart, yet is portrayed as a younger bubbly child from Sonic Generations onward. And I assure you, this is a retcon.
If you grew up in the 90s like I did and were introduced to Sonic when he debuted back in 1991, then you will remember the western advertising over embracing his teenager with an attitude description. And it wasn’t just in game ads, it was in all Sonic media available in the west. The US cartoons, the Archie and Fleetway comics, and so on, portrayed Sonic as an uppity teenager with an attitude problem (some cases being far worse than others). That teenager of a high school age mentality was the backbone for why the Archie Sonic comics were littered with teenager romance drama, which would look rather distasteful if you think about it post retcons now. But they were not at fault for portraying Sonic based on being high school age. The material and information they were provided told them as such and so they based their interpretations off of that available information.
But it wasn’t just a western mistake either. If not for input from key members of SEGA of America (henceforth SoA) Sonic would be rather different and would even have had a human girlfriend by the name of Madona who was anything but a child.
[Pic here - https://vignette.wikia.nocookie.net/sonic/images/d/dc/Madonna.jpg/revision/latest?cb=20090313035151]
Madonna was not the only time it happened either as one of the last pieces of pre-Adventure release Classic Sonic material is the Sonic OVA or Movie produced by Japanese animation studio Studio Peirrot where a catgirl (read human girl with cat ears and a tail) was the main love interest and whom even Eggman/Robotnik wanted to marry (it’s weird, I don’t argue that). But more importantly, two of Sonic’s primary creators, Yuji Naka and Naoto Oshima, were listed as Production Directors for the two episode Original Video Animation (OVA) and were rumored to be involved quite a bit with the film. You can typically find it on youtube though I recomend the subbed version, bad video quality and all, to get a better representation of the Japanese perspective. It’s really eye opening and was very nostalgic in when I first watched it post Sonic Generations release.
The thing is though, the OVA released in 1996, years before the Adventure rebranding, and is strongly believed to be how Naka and Oshima see the character. This is actually reflected in the Sonic Adventure redesign as Yuji Naka on record (a shame I can’t find the link) has stated that Sonic was redesigned to bring him closer to the original character idea and to erase the growing cute identity that he was developing due to marketing. He even goes on to say that Sonic was never intended to be cute and that being a cute mascot character would inevitably pit him against Hello Kitty which would not have ended well. Yet, SEGA retconned the Naka/Oshima Sonic into being a bubbly hyperactive kid who was much shorter and generally hyper cute compared to his more modern interpretation of the character. This retcon is only made even more complicated when SEGA decided they didn’t like their “New” Classic Sonic being treated as the same character as their Legacy Sonic and even retconned that come Sonic Forces to say that he was actually from a different dimension. Years after Sonic Forces release that decision still riles up many more dedicated fans as it breaks the series continuity. Arguably, it has too. After all, if Naka/Oshima Sonic is older than Legacy/Modern Sonic and has the same height yet New Classic Sonic is shorter and strangely mute then something had to be changed or it just starts to fall apart for a cohesive narrative. Of course Amy’s four year gain already threw things into question but on it’s own was fairly harmless considering her role in the franchise as the main female lead and primary love interest. But New Classic Sonic’s muteness is what this post will be carrying on from.
One of the biggest misconceptions of Sonic before the Adventure redesign is that he did not speak. The primary reason for this misconception I usually attributed to him not speaking in the classics. this is actually a false statement as Sonic speaks in Sonic the Hedgehog CD, SegaSonic the Hedgehog, and is quite the chatterbox in a Japanese only popcorn machine. Admittedly, these are all difficult to experience items, especially pre-Adventure, but by the time of Soinc Generations’ release a good deal of these could be researched and Sonic CD was readily available to the public again thanks in no small part to Christian Whitehead of Evening Star Studios. but even outside of the games SOnic was shown to talk quite a bit before the Adventure redesign. Again both the western comics and cartoons and even numerous Japanese comics all showed him speaking quite a bit before the Adventure redesign. Of a more canonical nature however, the Japanese instruction manuals for most of the games from the original onward will show Sonic talking.
So, where did this misconception gain enough steam to become a retcon? It’s hard to say, but there are a lot factors that could lead to it. Major fan backlash was threatened when Generations was first revealed if they got Sonic’s voice wrong and hat it’d be better if he didn’t talk at all. SEGA is known for overreacting to negative feedback at odd and seemingly random times and this appears to me to be yet another case of it. But his muteness only got weirder when people started latching on to him being mute as a matter of shyness. I don’t know where that one originated from, but Sonic’s shyness is actually a trait of his, but it is specifically tied to how he feels about his self-proclaimed Amy Rose. When asked about, Yuji Naka once said that Sonic does likely like Amy deep down, but is too shy to act on those feelings. Naoto Oshima expands further on that stating that Sonic has a boyish immaturity in regards to his feelings and thus won’t act on them but should he mature in that regard he would end up with Amy. In other words, boyish immaturity and shyness are part of Sonic’s character, but they only reflect on certain facets of his character. His shyness and immaturity of his feelings for Amy though were instead stretched out to cover most of his character resulting in New Classic Sonic being a mute, when Naka/Oshima, Legacy/Modern, BOOM! (just to throw in another iteration where he is shy about his feelings for Amy), and even Movie Sonic are all rather talkative.
So that there is three misconceptions about pre-Adventure Sonic that are perpetuated officially by New Classic Sonic effectively being placed over Naka/Oshima Sonic. Again, I don’t aim to bash fanfics and AUs as I love them and the way they explore the characters in new ways, but for the sake of new fans not being overly confused, it should be noted if your Classic Sonic is New or Generations based, or the Naka/Oshima, pre-Adventure version. There are hugely massive differences between them with things like height, age, and talkativeness being hugely noticeable. Otherwise, keep writing, drawing and having fun, and may all of the movie’s fans who find their way into the fanbase enjoy themselves
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qm-vox · 5 years
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So You Want To Play A Beast
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(Meme version of Queen Ramona Rabbit provided by cantankerousAquarius, character by me. Catch her in New Avalon.)
Here I am, back on my bullshit again. As I mentioned in So You Want To Run A Spring Court, a series of Seeming articles are starting up next. Unlike Courts, Seemings are not political or religious bodies, and are only loosely social identities; rather, one’s Seeming is part of who and what one is. Lost develop a Seeming because of the abuse they have survived, the labors they were forced to undergo, and what they did to survive both. It can be a complicated and hurtful subject for Changelings, but also a source of pride; the things you learned to become a Beast, a Darkling, an Ogre, are also the things that ultimately helped you to escape.
At this point you may be wondering why I started with the Courts when Seemings are more fundamental to an individual character, as well as less optional (you can have no Court, but it’s hard to have no Seeming). I’m gonna be real with you, it’s because there’s six of these damn things and each of them is about to be as complex, if not more, as the Court articles.
The following article draws primarily on Changeling: the Lost core and Winter Masques, with additional information drawn from Swords at Dawn (that last book has come up a lot because it deals with the Lost in change and conflict). Other books, where used, will be cited. And so, without further ado:
A Miserable Menagerie - Beast Overview
Beast is the first Seeming presented in Changeling: the Lost, and is well-represented in the published material and the fanbase alike, being one of the most popular and therefore most common. Stripped of their human reasons, Beasts had to remember how to think like human beings again before they could escape and seize their Homecoming. It’s never exactly a complete reversion. Aside from this common loss of reason, and a certain surprising sociability (more on both of these later), few experiences unite Beast to Beast, a reality that can make their fellow Lost mistakenly think that their Beast peers lack common strengths and common bonds. It’s true that many Beasts have strong similarities to Lost of other Seemings that share similar functions (a Truefriend kept as a loyal and loving hound has a lot in common with a Playmate forced to serve as an ornamental factotum and the Chateline condemned to maintain her Keeper’s house), but it’s also true that any Beast has more in common with their fellow Beasts than with the troubles of their non-Beast peers.
Release the Hounds - Homecoming as a Beast
Compared to Beasts, only the wretched Wizened have a higher disparity between those who are taken by the Fae and those who manage to return. Anyone at all might become a Beast; the process of transformation is a sort of corruption, one a mortal prisoner might catch from being forced to live among animals, from being treated as subhuman, by deliberate malice, alchemical transformation, or even deliberate pact - but not anyone who becomes a Beast can manage to achieve their Homecoming. The first and most difficult step is to find their reason again, some powerful trigger or memory that reminds the Beast that they were once human and that the Fairest of Lands (Arcadia) is not their home. Though not all Beasts degrade in intelligence in the same way or to the same degree (one might be seemingly wholly feral, condemned to live as a rabbit or a rat, while another has memories of being a hunter-gatherer among a pack of others, with axe and bow to hand and no thought but the kill and feast), no Beast can escape without remembering what it was like to be mortal. It’s more than just a matter of cunning or intelligence; indeed, the actual physical act of escape is often shockingly simple. It’s that without human intellect, human memory, the Beast cannot yearn to return home, and thus cannot escape the Fairest of Lands.
The second obstacle is having something to come back to, and believing that you deserve to have your Homecoming. This is easier, in some ways, than regaining your mind, but infinitely more insidious. All Lost need mortal memories to make their way home, of course, but for Beasts they need something to focus on that keeps their reason anchored while they’re still trapped in the lands of unreason. It can be all-too-easy to slide back into the animal’s mind, especially if your moment of clarity and your opportunity to escape don’t coincide. The hound knows how to survive the mad lands when the man might not.
Memories of loved ones to come back to help, but for many Beasts the light that guides them home are distinctly human places, places where they felt that they belonged and which in some way belonged to them. The library where a Beast spent her childhood, full of her fond memories and imagination, can help her cling to her human half long enough to get home, as might the memory of the funeral home where her father’s wake was held, or even the stadium where she was cheered on by adoring fans. These human places hold significance that can be understood on some level by the animal (safety and contentment, loss and sorrow, joy and thrill), but require human reason, human perspective, to be wholly understood. That reason, and the shining light of the mortal world, draws the Beast back home.
Beasts are among those Seemings least likely to escape with someone else’s help. It’s not that they’re asocial or incapable of cooperation, but rather that need to find human reason. Most of the time if someone is making their own Homecoming and stops to rescue their Keeper’s favorite catgirl, that catgirl’s mind isn’t her own. Maybe on the way home something shocks her memory back into place, but all too often that doesn’t happen and you end up with a hob or a catatonic victim rather than a free Lost. On the other hand, Beasts freed by their Keeper can make almost ideal Loyalists; their ability to produce great Composure on demand, and the general prejudice of other Lost against them, mean that a Beast still enslaved to her Keeper can often go years without being detected, if she ever is. For an example of such a Beast, check out Maya Sharptongue in Night Horrors: Grim Fears.
All Creatures Great And Small - Beast Kiths
The magical bonds that unite Beasts as a Seeming are subtle and often overlooked. All Beasts can spend Glamour to flare their Presence and Composure, a capability that makes them second only to the Fairest for sheer sociability even if the Beast in question shares the essence of a decidedly non-social animal. Additionally, all Beasts have an affinity for all animals (that 8-again with Animal Ken though) which, while seemingly limited in modern application, has a lot of impact on their day-to-day life. A Beast will rarely have, say, rats in her home unless she prefers those rats be present; her pets will be well-trained and well-behaved (and likely well-loved) and her ability to just walk up to and befriend any given animal is not to be underestimated.
Psychologically, Beasts regardless of Kith tend to be territorial, a fact many Lost don’t think about a lot despite it being somewhat odd on its face. After all, not all animals are particularly territorial, and yet a swan-like Windwing, a lupine Hunterheart, and a Swimmerskin mermaid all display a similar concern over their spaces, their places. This is the Beast’s human nature at work; just as the places of human connection draw them home from Arcadia, so too do they stake claims over such places in their new lives, creating spaces where they can feel safe and in control, and able to indulge in both their animal instincts and their human desires and sorrows. For those Beasts with an especial affinity for their physical environment, Contracts of the Den and Contracts of the Wild (the latter being shared with the Elemental Seeming) can go a long way to creating and safeguarding their personal places of power.
And then there’s the back end. Beasts genuinely struggle with their Intelligence; compared to a human whose Intelligence attribute is equal, a Beast will always achieve worse results, and can’t benefit from the flashes of inspiration and intuition that sometimes characterize human thought. They struggle more with unfamiliar intellectual processes, though putting in the time to learn can solve that problem. The end result is that Beasts, regardless of Kith, tend to be some of the smartest dumbasses their friends know, who provide better results when they have to think at speed or under pressure than they do outside of the moment. Still, this perception of stupidity haunts Beasts, and in all too many Freeholds they can find themselves gently shunted away from power or complex duties or responsibilities that others believe they’re incapable of handling.
When it comes to Kiths, Beasts present an odd combination of being greatly defined by their Kith (in much the same way that Elementals or Wizened are) and their Kiths having very little relation to the folkloric archetypes that inspire Beasts. The overwhelming majority of the options for your Beast character concern themselves solely with the physical properties of one or more animals, which is great for the fantasy of playing an animal-person and completely fucking useless for the fantasy of a fae animal-person. More than most other Seemings, a Beast character meant to invoke a figure from folklore might want to consider the Dual Kith merit, with an eye towards Fairest and Ogre Kiths to snag most of what you might want.
Some expanded thoughts on the individual Beast Kiths follow.
Hunterheart - Arguably the quintessential Beast, Hunterhearts are infused with a predatory nature expressed through deadly fangs and claws. They tend to be reshaped in the vein of mighty wolf-men, cunning cat-people, or as archetypes of Beasthood or the hunt - mighty Hunters with racks of stag’s antlers, or even near-Ogrish beings like the Beast of French legend, whose price for a stolen rose was a bride to soothe his burning heart. Almost any predator might lend its nature to a Hunterheart though; a tarantula, for instance, is more appropriate here than as a Venombite, and Summer’s smallest and most surprising berserker may well be a Hunterheart with the soul of a shrew and an unshakeable lust for blood. Hunterhearts tend to be very physical people, who have a lot in common with Darklings - including an inability to escalate violent confrontation in an appropriate manner. Among the more thematic of the Beast Kiths, Hunterhearts might benefit from a Dual Kith into Flowering or Whisperwisp if you’re looking to embody a predatory trickster figure.
Windwing - Perhaps the poster child for Kiths that deal solely with the physical attributes of an animal, Windwing is a prime candidate for the other half of a Dual Kith concept if you’re after a more folkloric concept rather than looking to explore a more straight mixture of human and animal. A graceful Swan Maiden might look towards Dancer or perhaps Artist, while a Mothman type might lean towards Shadowsoul (a wise owl, on the other hand, might be an Antiquarian on the back end). Most carrion birds will also be Roteaters, but especially corvids of all stripes. Regardless of their nature, a Windwing is an incredible asset for a Freehold, and can expect to be courted aggressively for their abilities as a messenger, guard, spy, and scout.
Skitterskulk - I have no god damn idea what the writers were thinking on this one. Skitterskulk is, in theory, supposed to represent hard-to-exterminate vermin such as mice, flies, cockroaches, or mosquitoes; things that move fast and bother people with their filth, thievery, and pestilence. Unfortunately not only does their blessing of Impossible Counterpoise have almost nothing to do with this (and almost nothing to do with the perception of Skitterskulks as spies presented in Winter Masques), it is shamefully fucking useless. If you find yourself looking at Skitterskulk for the animal natures it’s associated with, consider some combination of Roteater, Windwing, Truefriend, Venombite, and/or Runnerswift instead. Don’t use this Kith.
Roteater - Speaking of, meet what is probably my favorite Beast Kith. Roteaters embody those animals that scrape, scavenge, and feed on carrion or refuse. Crows and vultures are obvious candidates (and probably Dual Kith’d with Windwing), but Roteater is also great for Beasts in the vein of Rat Kings (fleeing from the gnawed halls of a Sugarplum Fairy), raccoons (whether sly thieves or powerful tricksters) and even for social insects such as ants when used in combination with Truefriend. Roteater strikes a very good balance of the physical properties of its animals and their folkloric qualities, with the power of the Beast Seeming itself filling in the back end. Given that Lost tend to struggle both with money and with legal access to certain goods, the propensity of a Roteater to scavenge, salvage, and scrape can be a godsend to their Freehold and especially their Motley, if they can put in at least a minimal effort to clean themselves up.
Truefriend - Truefriends have a lot in common with Fairest; as “beloved” pets, they had a lot of their Keepers’ personal attention, and their memories of Arcadia may be cut through with the bloody consequences of the kindness and discipline of the True Fae. Regardless of what kind of animal they are (and they can be most of them; Truefriend is rife for thematic Dual Kith opportunities inside of the Beast Seeming), they tend to be, well, friend-shaped; Truefriends are often well-groomed, sleek, colorful (or with an interesting color pattern in their fur or scales) and might even be cute or drawn from a twisted branch of pop culture as embodiments of more ‘modern’ takes on Beasthood such as catgirls or animal mascots. Like Fairest, Truefriends may take to manipulating others in order to feel in control of their own life, and given the lack of suspicion that attends to Beasts they may get away with it for a whole lot longer.
Broadbacks - In a Seeming marked by a tendency to be kinda dumb motherfuckers, Broadbacks are the guys that make dumb ideas work by outlasting their consequences. Their bonus to Stamina rolls is most famous for satyr-like partying, but it also means that they can guard a door for hours on end without so much as a bathroom break, run marathons long after even the Runnerswifts have keeled over to beg for the sweet release of death, and brave hazards or traps in the Hedge that might force back other Lost. Aside from the (again rather famously represented) satyrs and fauns, Broadbacks might also take after minotaurs, be infused with the essence of camels or llamas, or even Dual Kith into Swimmerskin (as mighty whales) or Windwing (with Contracts of Hearth or of Omen, embodying the albatross).
Swimmerskin - The lines between Beasts and Elementals blur with Swimmerskins, especially those who take after mermaids, selkies, and nixies; Elements (Water) is a popular enough buy that it can be hard to tell the difference. Mechanically, Swimmerskin is a case of a Kith that sorta has to be about the physical properties of its animal nature; it’d be a strange sort of mermaid who couldn’t swim. Consider investing in magical Merits such as Siren’s Voice, specific Contracts (Elements was already mentioned, but Omen for a powerful sea-witch or Wild for a storm-brewing sea dragon can be equally striking), or investing in the Dual Kith merit to bring out further specific animalistic or folkloric traits, such as Hunterheart for a sharp-toothed shark, Tunnelgrub for octopi and other escape artists, or Farwalker for an ambush predator or a Thing From The Deep, emerging to prey on the ignorant and innocent.
Steepscrambler - The opposite of Swimmerskin in some ways; Steepscramblers are all about the physical act of climbing, but they really did not have to be and as a result they’re a big whiff on the folkloric elements of the animals they embody, including and especially the specific ones spoken of Winter Masques. Still, in a lot of ways Steepscramblers have the same practical uses as Windwings, especially in highly urban environments, so for concepts that are looking to invoke those folkloric trickster elements, eat the Dual Kith into Whisperwisp, Drudge, Farwalker, or Flowering and live ya best life. If you’re more interested in direct physical animals but are looking into something like a spider, fly, or beetle, consider Dual Kithing inside the Beast seeming to pick up the other aspects of your animal.
Runnerswift - For when you absolutely, positively have to GO FAST, there exists the Runnerswift. Though most famously associated with prey animals such as rabbits and deer (which are also common fertility symbols, go fucking figure), consider Runnerswift for more predatory concepts as well; as hunting hounds, cheetahs, or man-eating horses straight out of Greek legend, Runnerswifts can make terrifying pursuers and hunters. Though it can be tempting to Dual Kith in the latter case, it pays to keep in mind that the human side of your Beast definitely remembers how guns and baseball bats work, and those are probably going to be a better option than fang and claw if you’re already in a situation where you feel comfortable running down your frightened prey. Like quite a few Beasts, Runnerswifts skew towards being tricksters in much the same way as Hunterhearts, though in this case the prey animal often comes out on top rather than being made out as the villain.
Venombite - A cool concept with a bad case of being a late bloomer; Venombite’s Blessing is nearly useless until you start punching up into high Wyrd, at which point you are a POWERFUL MAGICIAN who can also fang people to death if they get too close or you can catch them unawares. Still, Venombite can be quite attractive for many concepts, especially spiders, deadly nagas, and treacherous scorpions. Their tendency to be associated with small and easily overlooked animals make Venombites surprising brokers of information and dealers of death; it might be awhile before your own poison can kill the human, but the brown recluses that obey your commands can kill one now.
Cleareyes - What if you had Contracts of Fang and Talon 2 but all the time? Cleareyes is an odd Kith; mechanically they’re solid, but also redundant with one of the game’s more attractive Clauses in one of its most attractive Contracts. There’s a few ways to split this difference, though I tend to suggest either making that Clause and/or their Blessing free if they have both (similar to how Gravewights get a discount on Contracts of Shade and Spirit) or permitting Fang and Talon 2 to give them a different sense the animal is known for (a cat-eyed Cleareyes able to see in the dark might invoke her Clause to also gain cat-like balance or perhaps a cat’s sensitive hearing). Thematically, Cleareyes is great for a lot of concepts and can hold down a lot of the same niches as Roteater and Runnerswift in a different way. It Dual Kiths well with almost any other Beast Kith if you want to double down on animalistic aspects, but as a task-driven Kith it also goes surprisingly well with those outside of Beast; Draconic (feral drake guardsmen, or perhaps a ‘failed’ Fairest), Antiquarian (wise owls in a different vein from Windwing), Oracle (a churchyard grim, or a cat kept as the familiar of a terrible witch), and Farwalker (straight-up werewolves or, with Contracts of Mirror and a nasty disposition, vicious rakshasas) are just some of the potential combinations on the table.
Coldscales - Not the flashiest, but they get the job done; Coldscales (typically but not necessarily reptilian in nature) benefit from a further bonus to Composure that makes them unusually hard to manipulate, a boon not to be underestimated given just how much fae magic attacks people emotionally. Though this Kith is intended to represent cold-blooded reptiles, consider it as well for animals famous for their sloth and endurance; a sleepy Bear Prince who can’t be bothered might display the calm endurance of a Coldscales, as might a terrible wyrm that must be roused to wrath (perhaps Dual Kith’d with Fireheart or Draconic), or even a big cat, deadly only if hungry or disturbed and otherwise content to feed on the carrion left behind by those who flee before him.
Riddleseeker - The Kith, the myth, the legend; Riddleseeker is the closest you get to a Mental-focused Beast (for, ah, obvious reasons) and is introduced in Night Horrors: Grim Fears. Its sample character, the loyalist Maya Sharptongue, has a sphinx-like aspect to her but Riddleseeker is also a great choice for ravens and crows (perhaps clutching fragments of lore stolen from their Keepers that their human minds could understand when their beast ones could not), legends of oracular serpents, and tricksters like the fox who made Mighty Miko a king. Riddleseeker holds down thematics on its own, but if you’re looking for the physical aspects it doesn’t do on its own it Dual Kiths inside of Beast pretty easily.
The Animal Kingdoms - Beasts in the Courts
As alluded to earlier, Beasts are often the backbone of the Freehold. Wizened do the thankless jobs that everyone relies on, but often it’s Beasts that fill in the miscellaneous roles. Messages and packages need carried? You’re probably calling a Beast. Loyalist needs his shit kicked in? Beasts are ready. Need to connect with a lonely mortal and see if their dreams are poisoned? Whistle up a Beast. Obviously not every single job a Freehold wants or needs will be filled by a Beast even if in theory it could be, but given how diverse the Seeming is and their combination of on-demand sociability and poise, they’re attractive for many duties. After all, even the most standoffish Venombite or Coldscales can put on a charm face with the best of them if you can keep a steady supply of Glamour on the table.
Given their difficulties with abstract reasoning, Beasts tend to relate to the ideals of their Court on a practical level, which can make them either sorta-kinda bad at being Courtiers on a formal level or paragons of their Court’s ideals, without a whole lot of in-between. Both perspectives are valuable; there’s not a whole lot of point in constantly debating the ideals of, say, Fear, if no one is going to go out and spread fear. For those Beasts who place great faith in the ideals of their Court, their commitment can serve as an inspiration and example to others, and a living reminder that sometimes living up to high ideals means making choices that aren’t easy for you personally or politically.
Beasts are surprisingly common in leadership positions, especially in Summer (where their physical focus and access to talented officers can carry them far) and Spring (where their instant sociability and diverse spread of talents can help them catch the eye of the Court). Unlike Fairest (who have a steadier and stronger social focus), Beasts aren’t prone to losing their entire goddamn minds in singular, shattering moments, which can make them more stable officers, nobles, and Crowns than their more glorious peers. They can also make surprising spymasters and even money-makers. Depending on the Court, though, a Beast in a leadership position may require an assistant to help with the paperwork (or the math), or else be prepared to work a lot of overtime patiently making and decoding ciphers on her own.
Like Elementals, Beasts can be somewhat more sensitive to the physical temperament of the Seasons than other Lost, to the point where it may be surprising to find, say, a snake-like Beast bundled up in layers beneath her Winter Mantle (gently muttering ‘fuck snow’ under her breath every so often). Those who choose to endure such discomfort are often some of their Court’s most avid members, and known as such.
Spring - Insofar as any Lost are natural joiners of Spring (typically a Lost’s second or even third Court), Beasts make for natural Spring Courtiers. They’re sociable, hard to visibly ruffle even if they’re screaming internally, often physically striking, and talented at living in the moment. Unfortunately that same talent can feed into a Beast’s difficulties balancing their human and animal aspects and leave them stuck in the middle between healthy and toxic even worse than Spring generally gets stuck. Despite this, Beasts can go quite far in Spring and often end up as movers and shakers who influence opinions.
Summer - Most people think of predators as Summer’s Beasts, but herd animals are much more common. Sure, every now and again you get a canine Beast who goes far, or a would-be King of Cats that remembers the twisting alleys of his Durance and the silver nets of Arcadia’s animal control enforcement, but Summer’s brotherhood and focus on physical defense is much more appealing to Beasts whose natures are shaped by animals such as deer, oxen, and dolphins. Those Beasts whose Durance was defined by fear and flight also sometimes flock to Summer, seeking the strength the Iron Spear offers to ensure that they will never again be Arcadia’s prey.
Autumn - Where most of the predators actually end up; human nature turns an animal’s innocent hunger and instinct into cruelty and schadenfreude in places, giving rise to Beasts that take after vicious werewolves or treacherous serpents. Though they can have a hard time fitting into the scholarly aspects of Autumn, Beasts go quite far in the Leaden Mirror through practical applications of sorcery and being quick on the draw. They may not necessarily understand the nature of their power, but Beasts definitely know how to hammer it home.
Winter - The Coldest Court is as pragmatic about its Beasts as it is about everything else; Winter tends to recruit Beasts by openly asking them to serve in jobs the Court believes they’re suited for, and paying them for that work. Summer might be content to make, say, a Runnerswift into a mighty Knight, but Winter is going to ask them to run (and, at times, to hide). The ability Beasts have to crank their Composure on demand can make the talented and discreet candidates for Winter’s higher-level social positions, and as the keepers of important information or Tokens.
Until Proven Guilty - Beasts and Changeling’s Themes
Beast is in an awkward spot compared to the other Seemings. In a game that is very explicitly about abuse, trauma, and recovery, Beast lacks a clear connection to those themes. Core introduces the idea that Beasts are united by a sort of innocence, a refutation of corruption that protects them from Arcadia on some level, but literally none of the rest of the game did anything with that theme. Their other primary theme - the mix of literal or folkloric animal instincts with human ones - is engaging and interesting, but disconnected from that central aspect of the game in a way the other Seemings aren’t.
You don’t necessarily have to address this. If you aren’t looking to deep dive into the nature of your Seeming, or your Chronicle doesn’t have a strong emphasis on those themes of abuse you can probably just let it ride. If you are looking to focus on those themes, one idea that’s gotten me personally a lot of mileage is to look at how your Beast relates to Seemings that had similar functions and asking yourself why are are not that Seeming, exploring your Beast’s trauma through comparison and contrasts.
From life experience though, there might be something to that dropped ‘innocence’ theme. That idea of an innocent, damaged and transformed by circumstances beyond their control, trying to build a new life in a world they weren’t prepared to live in has some strong similarities to children raised in cults or by survivalists and conspiracy theorists. I can’t tell you how many times I’ve connected with someone only to watch their entire worldview fall apart as they realized the world they’d been raised to live in doesn’t exist, and that everything they know how to do only works in the context of that fictional world. Fairest can also be strong candidates for depicting this kind of abuse, but I’d still encourage you to consider Beast if you’re interested in engaging on this concept directly.
We Don’t Bite People, And Other Lies We Tell Children - Coping With Beasthood
To be a Beast is to be caught between worlds twice over (three times, for Swimmerskins and Windwings, which, y’know. Sucks to be you guys); like all Lost they are influenced by both fae and mortal nature, but Beasts are also caught between instinct and reason. The animal within is entirely comfortable in the now in a way humans just aren’t, but their human half treasures things the animal can never understand. In the heat of the moment, though, when it comes down to instinct or reason, instinct often wins - sometimes to the Beast’s benefit, and sometimes to their great sorrow.
This balancing act defines the Beast’s life, and generally starts at home. Beasts usually live alone if they can, even if they’re otherwise sociable, so that they have a space in which they can entirely be themselves and decide who is welcome, when. Rarely does this influence stop in the physical bounds of a Beast’s house, apartment, or sewer drain though; any place the Beast thinks of as their turf (the broader neighborhood or apartment building, their office in the Freehold’s Commons, even their job if they have enough pull to get away with it) is going to be shaped to let them express some part of both sides of themselves. How that comes out varies from Beast to Beast. An affable satyr might become the neighborhood darling, doing favors and bringing food to their neighbors in unspoken payment for letting odd behavior slide, while a spidery Venombite might be more likely to trade on passive intimidation or even adopt a performative identity (it’s strange if a pastor’s wife is creepy, but no one thinks twice about a goth gal that’s spooky). Having those safe and/or welcoming spaces available is vital for a Beast’s ongoing mental health, and without them a nervous breakdown is only a matter of time.
Outside of the matter of their home and places of power, Beasts have a tendency for straightforwardness that has little to do with their particular animal (though it might) and everything to do with the fact that as a Seeming, Presence is their strongest source of social prowess. Dealing openly, for good or ill, plays to their strengths and has the added advantage of keeping their social life relatively straightforward, even if it’ll never quite be simple.
Stability, ultimately, has to be the goal of a Beast looking to build a new life after their Durance. They need to find a way to live their life that acknowledges and nurtures all parts of their divided nature; even those Beasts dumb enough to favor one side over the other can’t do it for long without losing their entire god damn minds. Few Freeholds are without stories of would-be Cat Kings (Autumn Nightmares) or Riddleseekers who turned into crows one day and just never turned back. Having escaped Arcadia only by finding their minds again, Beasts tend to be among those Lost most cognizant of what their issues are, and most willing to face those issues on direct terms. They did it once already, after all; the hard part is showing up to do it again every day.
Sample Beast - The Toy Taker, Autumn Riddleseeker/Windwing
Margaret Bellman is called Maggie by her Freehold and the Toy Taker by an increasingly mystified local media. Her memories of Arcadia are more like a gap than the usual splintered and fractured recollections of the Lost; one minute she was a teenage girl staring in fascination at the twisting figure in a mirror, and the next she was a grown-ass woman with crow’s feathers for hair and tiny, somehow functional wings, staggering through that same mirror and bleeding all over the place.
It didn’t take long for Maggie to swear herself to Autumn, though she’s an odd bird for the Leaden Mirror. Though she adores and practices magic, Maggie’s primary profession and hobby is theft. She steals things the Freehold needs stolen and sometimes robs homes for money, crimes the media has yet to connect to her other persona.
For Maggie also steals toys.
It’s never often. When her life is at a low point and spiraling out of control, Maggie slips into a child’s bedroom and takes one of their toys. She rips the shiny bits from it to add to her collection at home (displayed this way and that in her room, in shadowboxes, on strings, glued to the walls, dangling from coat hangers), crucifies the remainder, and leaves it on the kid’s door. Though the Winter Court disapproves of her methods, her hobby sows Fear and Sorrow in equal measure and her dedication to it has earned her some small formal appreciation from the Coldest Court.
As with all of my articles, I welcome questions, comments, discussion, feedback, and criticisms. Please, feel free to reblog if you’re feelin’ it!
Next up: Wizened
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thepapermixtape · 5 years
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Epidemic in Isolation - Re: What Current Meme Culture Says About Society
By: Phoebe Green
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The reign of sloth memes has come and gone, and in its place has emerged a bountiful cornucopia of new material to draw from. If you follow internet culture closely, perhaps you have noticed a shift in the dynamic of meme production. Mainly, that new memes are being spit out with a groundbreaking rapidity. Previously, memes like success kid, the most interesting man in the world, and grumpy cat lasted for years, circulating the web and being refurbished over and over again. Now reappropriated for Facebook users to hang up around office buildings and professors to inexplicably stick in powerpoints, these memes have come to the end of their life cycle. Whereas for a meme in 2019, that life cycle is drastically shorter. A speedy rise to the top, only to be forgotten in a matter of days, not only mirrors the life of a social media influencer, but suggests new memes are dying at an unprecedented rate. Thinking about the sheer volume of content put onto the internet today, it is easy to see that the oversaturation of the virtual world makes it impossible for a single meme to have more than a few days at the top. Ironically, any meme I mention will already have its life forces sucked dry by the time of posting this. Combined with the rise of tweetdeckers and stolen jokes, the virtual world has fallen victim to the Tragedy of the Commons. Perhaps unsurprisingly, this phenomenon can be explained as a reflection of the state of affairs in the world today. 
With the rapid spread of internet culture, it is only natural that there has also been a rise in news stories about memes, slang, and youth trends. However, mainstream media is wildly out of touch with the very culture it tries to dissect. The media typically fails to represent meme culture accurately, resulting in its spreading of false or extrapolated information about youth, influencers, and the internet. Even if their words may have some merit, the delivery usually comes across as aggressive or trying too hard and the message gets lost. This isn’t surprising, as media outlets employ middle-aged people whose lives are not permeated with virtual activity. But I digress--as much as adults seem to hate, and on occasions fear, the youth and all the things that kids these days are doing, their perspective is understandable. Still, the skewed media perception of internet culture leads to misinformation of the masses and highlights a disparity between generations. It follows that most adults believe the youth to be lazy, unmotivated, and irresponsible, making it hard for young people’s voice to be heard in any serious capacity.
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Despite what news stories may say, memes are far from propagating the purchase of $9 avocado toast, anti-semitism, or an apathetic attitude. Instead, they are building a world where people can relate to each other online. They encompass current ideas of humor, interests, events, culture, etc. They ebb and flow with the minds of the youth and act as an outlet of expression that’s collectively understood. Thus, without an understanding of the wider context surrounding online culture, the content of a single meme cannot be used as a basis for inferences about the mentality of the youth. So, I will attempt to look at how this context reflects that of society at large instead of attempting to dissect an individual meme.
Memes mirror how news and other ideas spread and function in society today, which is overwhelmingly through the internet. Today especially, memes are even more culturally relevant as their subjects evolve to include social and political commentary. This dynamic has resulted in a disparity between those who understand them versus the ones who do not, along with highlighting the polarization of values present in society today. It follows that in the same way memes can connect people, they can also create division through controversy over where to draw the line. Hiding behind an anime profile picture, it is significantly easier to call out those who dissent from the supposed majority opinion and take them down as quickly as one can type “cancelled.”
The virtual world acts as an escape from reality that can be edited, saturated, and painted any way the user desires. As a different world is crafted in place of actuality, it becomes apparent that Gen Z finds solace on the internet. The necessity behind humor is underscored in the form of memes, as a few minutes (or hours) online can counteract pressures of daily life and grievances with the state of the world.
Unrelated to their content, the oversaturation of online culture and prolifery of memes reflects consumerism and a wider societal mindset. Memes today spread like wildfire, edited, reposted, and recaptioned until there is no comedic value left. For just a few days, the internet is completely ensnared by a few meme formats, only to abandon them on the side of the proverbial road. It seems we are always looking for something new and “better” to fill the void caused by constant existential anxiety. Just think of the lines outside the Supreme store on drop days--the youth will do whatever it takes to avoid death-by-FOMO and getting ostracized for not being ~trendy~. In the case of memes, referencing them far past their best-by date would achieve a similarly ill-fated effect. Perhaps this points to an innate desire to fit in, or a short attention span fostered by a childhood steeped in commercialism and clickbait. Influenced by these dynamics, the online community has adopted a modus operandi of catching attention by any means necessary and clinging to one’s 15 minutes of fame as long as possible--cue soundcloud link below every viral tweet.
Borrowing from Malcolm Gladwell, the youth have created an “epidemic in isolation,” a culture completely removed from the rest of society. All lulls in daily life are filled with social media and the influence of peers and idols alike. The rapid spread of ideas that are only understood by the youth builds a world capable of shaping the actions and ideas of those involved. From ironic Tiktoks to Reddit it is clear that meme culture will be synonymous with youth culture for the foreseeable future, marking a generation born too late to experience the great wars of the 20th century, too early to watch the world burn (maybe), but just in time to see a billionaire gunning for engineered catgirls.
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