Have you ever wondered exactly what's going on with all the dead bodies in the Wyrm's Rock audience hall, if you leave and come back after Gortash's coronation?
I did some in-game research while working on a fic recently, and in the name of sparing anyone else from having to lay all this out, too—here's a list of the victims, and some notes-based educated guessing on Gortash's motivation here.
(Beyond Iron Counsul Nuff's summary in the screenshot above: "My lord requires a clear path to his magnificent future. We cut away the troublesome bramble.")
Lord Petric Amber
Lord Amber's Bodyguard
Lady Ailis Belt
Lady Haeril Birch
Baron Callem Bormul
Lady Alia Durinbold
Lady Durinbold's Bodyguard
Lady Durinbold's Attendant
Lord Sarken Eomane
Admiral Peil Hullhollyn
Lady Winstra Hullhollyn
Lord Raylen Jannath
Lord Jannath's Bodyguard
Duke Dillard Portyr
Lord Portyr's Attendant
Lord Portyr's Bodyguard
Lady Beatrice Provoss
Lord Myer Ravenshade
Lady Silifrey Sashenstar
Lord Rugger Shattershield
Lord Shattershield's Bodyguard
Lord Shattershield's Attendant
Lord Milton Tillerturn
Lord Randolf Vammas
Lady Madeline Whitburn
9 Unnamed Patriars
First I'll note that not everyone you see lingering after the coronation ends up dead: I could talk to Lady Eshvelt Guthmere, Lady Ruth Linnacker, and Lady Freida Oberon, and their bodies aren't present in the hall later.
It also doesn't seem to be connected to vocalizing support for Gortash or not—you can overhear Portyr and Shattershield challenging him in the ambient dialogue after the coronation, but when you walk around and talk to everyone else the only one who has anything negative to say is Silifrey Sashenstar. Everyone else on the list above sings Gortash's praises.
So, here's what I think it is!
In the corner of the audience hall, you can find this note:
The Parliament of Peers is the body that's responsible for electing new dukes, and they held a formal vote to raise Gortash as Archduke and dissolve their own political body. Note the numbers: there's 23 members.
So who are these members? Up in Gortash's study, you can find this note discussing bribing, blackmailing, and threatening members of the Peers, which gives us the names of eight:
Five of these eight end up dead in the audience hall (Portyr, Jannath, Whitburn, Sashenstar, and Eomane).
As for the three Peers listed who don't end up in dead in the hall—Lady Ruth Linnacker, Lord Hir Rillyn, and Lady Haeril Vanthampur—let's look to this note:
Gortash has leverage against Ruth Linnacker through the abduction of her granddaughter, and I don't think it's unfair to assume Hir Rillyn and Haeril Vanthampur are similarly under Gortash's control, whether tadpoled or blackmailed (this is the one big assumption I had to make—bear with me!).
The other two with non-murderous leverage against them in the note above do end up dead, but I think there's some added context: I imagine Raylen Jannath is the husband of Wisteria Jannath, who Gortash canonically had an affair with (maybe it's personal? Maybe Raylen didn't care enough about the leverage of his own affair, if he knew she'd had one too?). For Portyr, there's the following in Gortash's study, noting he considers him a threat that shouldn't be underestimated, so he may not have wanted to stop at threats:
The inclusion of Portyr on the list of eight Peers could imply that the other three dukes are members of the Parliament of Peers, too. There's a book in Franc Peartree's house about the current state of who the dukes are, which I don't have my own screenshot of, but here's the relevant text from the wiki:
We know Belynne Stelmane is dead as part of the Bhaalist plot. Ulder Ravengard is tadpoled. The fourth duke was Thalamra Vanthampur, who's dead. They were waiting to replace her until Ravengard was found or confirmed gone—and Gortash was given this seat.
So, back to the original list of people murdered after the coronation. I bolded the names of those who aren't seemingly collateral damage (the bodyguards and attendants, and the unnamed patriars): there's 17.
17 killed after the coronation
Plus three Peers controlled through blackmail or other means
Plus Duke Stelmane and Duke Ravengard, dead and tadpoled respectively
That adds up to 22.
Add in Gortash's own vote, which he would have from taking (Thalamra) Vanthampur's seat, and you get 23.
The same number as the members of the Parliament of Peers.
Gortash didn't just orchestrate the Peers naming him the city's first Archduke, and he didn't just influence them to dissolve the political body that could vote another duke in. He made sure the individuals were destroyed, too.
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Imagine the Hermits learning ballroom dance.
Imagine Etho being assigned to lead because he’s tall & everyone assumes he would.
Imagine him constantly fucking up, stepping on his partner’s feet, missing beats, just a mess.
Imagine Bdubs getting upset from the sidelines.
Imagine him getting blustery about this disaster & stepping in, saying no, no, no, this is all wrong, shooing Etho’s partner away.
Imagine anxiety bubbling up in Etho’s stomach, at having to lead for Bdubs, as he walks over.
Imagine Etho trying to place his hands on Bdubs, mentally preparing for another disaster.
Imagine Bdubs tutting & moving Etho’s hands away, much to Etho’s confusion.
Imagine Bdubs then firmly placing his hand on Etho’s back & grabbing his other hand.
Imagine Bdubs confidently taking over the whole situation.
Imagine Etho’s amazement as Bdubs leads him, and suddenly Etho’s dancing is on beat, smooth, no stepped on feet.
Imagine them elegantly whirling across the floor, everyone else watching them in surprise.
Imagine Bdubs dipping Etho.
Imagine Etho looking at Bdubs face while this happens & feeling his stomach flip at the burn of assurance in Bdubs eyes.
Imagine the song then ending, & them just staying there for a moment, breathing a bit heavy from the exertion.
Imagine Bdubs pulling Etho back up & releasing him & pointed saying that that was how you did it.
Imagine Etho staring at Bdubs, feeling lost & unsure now that Bdubs isn’t there, hand on his back deftly leading him.
Just like. Imagine.
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things i learned from my therapist
Asking for help takes courage and is not a sign of weakness.
All emotions are valid, including the uncomfortable ones.
Insightfulness is a useful skill when managing mental health.
When dealing with negative self talk, remember: if it’s something you wouldn’t say about a friend, why say it about yourself?
Reframing negative thoughts. “I’m worthless” —> “I feel worthless because xyz.” “I’m unproductive” —> “I would like to make better use of my time.”
Describing conflicting feelings with and instead of but. “I feel good and I’m having anxious thoughts.” “I have people that love me and I feel lonely.”
The phrase “I am having a scary thought right now, and I am safe.”
Resting and keeping busy are both equally important types of self-care. Same goes for me-time and socializing. Balance is the key.
Coping skills can and should be used even if you aren’t actively in distress.
Having an episode is like having a “brain attack.” It’s unexpected, but treatable.
When worried about worst case scenarios, ask yourself: “Will I be able to live with it?”
Healing takes time, but more importantly it takes willing, conscious effort.
Having a mental illness is like having a full time job. Don’t feel bad for devoting so much time and energy into it.
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familiarity, the lack thereof, and the only way it could have ended.
the thing is, ultrakill is a very diegetic game. near everything, from the style meter to the bottomless arsenal to the shitass graphics themselves, are explained in some way by some in-universe fact.
so, what with violence and the implication that V1 was designed to counter earthmovers
what with 7-4 and the fact that it is a culmination of this implication
i wonder. when V1 looked up at that earthmover, did it know, with whatever passes for instinct in a machine, exactly what to do? and if it did, then, how is this conveyed to the player?
diegetic as the game is, how does it engineer a situation in which the player, themselves, knows exactly what they have to do?
the biggest factor, i think, is the fact that the earthmover's health bar appears the moment you lay eyes (or camera, or whatever) on it, and it does not leave until you have finally killed this colossus.
but this factor is much more subtle than it appears at first glance. yes, big honkin' boss healthbar on screen for the entire level, what more to it. there's a good deal more, it turns out.
first off- this is the shortest leadup by far to any bossfight in the game. you slide through a single vent, and you are greeted with benjamin right out in the open. even P-1, devoid of any other hazards as it is, gives you a long trek down the spinal staircase before you reach the flesh prison. 7-4 has none of it. you enter the level, you enter the stage, and there you have it. you know exactly what you are up against right from the outset, and it's not quite a feeling of familiarity but it tells you exactly what you have to do. which is the point of this all, isn't it?
7-4 is also... not a bossfight! it is a full level! it is a full level framed as a bossfight. the health bar frames this full complete level as a bossfight.
and on one hand, this is not new news. on the other hand, i think this is the crux of it. the thing is, most bossfights are near-to-entirely new. you do not know how the boss acts. you do not know their attack patterns. you do not know their capabilities. you are learning something new. levels, though, you have done a thousand times over and so the player knows how they need to play through this bossfight in a way that is not quite present with any other boss in the game.
the content of the level is new, of course, because that's how it goes. but you know the motions. you have done this for two acts prior, you know the motions. you know exactly what to do.
also! this level does not exist in a vacuum. what i am saying is this: the rest of violence layer shifts its storytelling and its tone and even its graphics. it is something completely new in contrast to the rest of the game. 7-4, though, returns to environments and graphics more akin to what you have experienced before, bringing you back to familiarity and again knowing what to do here in a way the rest of violence hasn't let the player experience.
one more thing about this level: it plays directly into expectations. which is something that the rest of the game actually does not tend to do.
the game, at base, is just not a typical FPS. it gives you movement like a roguelite or a platformer, it takes guns you expect to know the mechanics of and goes utterly wild with how far the archetype can be changed.
in a smaller scope, here is a comparison of the earthmover and the corpse of king minos as two separate colossal bosses foreshadowed in similar ways. and i mean, minos's bossfight isn't unprecedented in other works. but i think the thing that matters here is that you are not, in fact, the underdog as is the case with so many other bosses of its ilk. riven of many voices, destiny 2, similar bossfight similar scale. you are hiding from her you are a fireteam of many you are triumphing over a dragon larger than life. project gestalt, madness project nexus, you are pulling out every stop you can to take down something so far over your head (both literally and metaphorically). corpse of king minos- V1 looks up, stands its ground, and parries his god damn fist.
and the thing is, the earthmover plays into a different expectation, but it's playing into an expectation nonetheless. you look at this thing and you climb it and you dismantle it from within, like you have done in many games prior. you know what your goal is from the moment you see that healthbar and you hook onto the conspicuously placed hookpoints that tell you- you will climb this machine; you will fight your way up to whatever its core is and you will kill it. you play through the entire level with this expectation and you get exactly this expectation. you destroy its core and it begins a countdown, and so very many games have countdowns before the collapse of whatever level you have just beaten, and you know exactly what you have to do.
i don't know. i love diegetic storytelling. i love this level.
it's just familiarity, i think. this level runs off familiarity. it gives you, the player, things and tropes and designs you are familiar with. it signals to you that you should know what to do, and it lets you do exactly what you expect to do.
if i were any more cheesy i could absolutely end this by restating something about the only way it could've ended, but uh. i am not that cheesy. this time.
aw crud now i don't know how to end this oh well goodbye then
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