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#as in unlucky and driven by greed and instincts
seadem-on · 2 years
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Only my interpretation of my blorbo is right sorry
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aokozaki · 5 years
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9 Hours 9 Persons 9 Doors Tarot Analysis.
One of 999′s greatest strengths will always be its character writing, imo. It’s able to take these seemingly stereotypical characters, and through various late-game scenes focusing on them, subvert a lot of the stereotypes! Of course, being a huge fan of Persona, whenever I try to think about or analyse multifaceted character archetypes, my mind immediately turns to the Major Tarot Arcana.
With that said, I think that it gives a really interesting look at each character if you consider their personalities boiled down to an Arcana, then look at how that reflects them in the Upright, and Inverse positions (remember, the characters in 999 often seem one way before revealing a hidden side).
(For context, the Upright card represents, usually, the positive aspects of an arcana, while the Inverse represents the negative traits. With that in mind, let’s begin). 
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The Magician archetype is that of an opportunist and a showman, not so much a "master of the arcane" as a "master of sleight of hand". However, the reversed Magician can be manipulative, condescending, delusional, emotionally abusive, and sometimes unlucky. 
Number I - The Magician - Junpei
While it’s often tempting to make the protagonist of a story, I think Junpei fits the Magician far better. Junpei is above all else, a “guile hero”, as TV Tropes would put it. He knows probably the least out of the cast the events of 9 Years Ago, yet as the protagonist is the one to uncover it all.
There’s also the scenes where he chooses Door 3, or rigs the 1/2/6 Vote in his favor, or manages to outsmart Ace. Even with very little resources at his disposal, Junpei manages to turn things around magnificently, a textbook Magician move.
However, Junpei’s more negative traits are also embodied by the Magician. He’s most certainly manipulative, as his choice of Door 3 can show, he also tends to run his mouth sometimes, and has generally poor luck (at least in the bad endings).
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The Priestess symbolizes wisdom and mental fortitude. Common positive traits include being highly intelligent, wise, and patient, along with having plenty of hidden potential within them. On the flipside, one under the Priestess Arcana may be calculating, have ulterior motives in mind, have frail emotions, or can come off as pitiable and weak in their passivity.
Number II - The High Priestess - Akane
If you’ve read that description and played through 999, you’ll most likely agree that it all fits Akane fairly well. As another bonus, the Magician and Priestess are sort of “foils” to each-other, representing similar ideas in a masculine and feminine ideal.
Akane is a veritable font of trivia about pseudoscience (or, in the world of 999, actual science), and comes across, at least for the most part, as fairly calm. She shows wisdom and patience in her desire to leave nobody behind.
However, on the flipside, Akane has incredibly obvious ulterior motives for almost every action she takes in the game, and even before this is revealed, shows a great deal of frailty and passivity through her fevers.
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The Empress represents maturity, elegance, and also strongly embodies the archetype of motherhood, maternal feelings and instincts. Reversed, the Empress may find it difficult to cooperate with others. They may infantilize their peers in their pursual of leadership, making it difficult to truly connect with or understand them in the process of “mothering” them.
Number III - The Empress - Lotus
Lotus is pretty much the Team Mum of the 999 crew, and The Empress Arcana really fits her in that respect. However, unlike Junpei and Akane, (and as a part of 999′s habit of building unlikable characters only to reveal their softer sides), Lotus arguably shows her Inverse aspects before revealing her more positive side.
To begin with, Lotus is hardly a team player. She constantly brings up the need to sacrifice at least 4 people once they reach the 9 Door, and can be flippant to the point of seeming uncaring. In terms of “infantizing”, this is a more lose connection, but she does tend to ramble off stories about telepathy that she doesn’t really believe herself.
However, her softer side solidifies herself as the Team Mum of 999′s cast. She’s also the only character confirmed to have children, which plays into her backstory heavily and gives her an edge of maternal instincts. Furthermore, it’s revealed she’d be willing to be one of the 4 people sacrificed, totally changing the tone of her reminders.
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The Chariot Arcana is a very broad one, gender-neutral. It symbolizes pride, control, and goals. A person under the Chariot are usually very extroverted, have a strong sense of will, and are resolute-- striving for an ultimate goal that they desire. But on the negative side of things, they can be extremely aggressive and unpredictable, and often reckless and insecure.
Number VII - The Chariot - Clover
Clover starts the game in an upright state, but when Snake goes missing, reveals the negative inverse side of her arcana. However, Snake coming back for the endgame is enough to push her back into her positive aspects.
Clover fits the terms of the upright Chariot to a tee, being extroverted with a strong sense of will. Her ultimate goal is usually as simple as defending the people who matter to her. On the other hand, when displaying more negative traits, Clover swings wildly between the extremes of heartbroken silence and reckless rage.
Overall, there’s almost not much to say in regards to Clover and the Chariot, seeing as she fits it so well that the blurb seems to do most of the job for you.
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The Justice Arcana is one that symbolizes morality, fairness, and truth. A very dynamic card, the positive sides of the Justice Arcana include being truthful, analytical, rational, and fair. But the negatives are violent, one under the Justice may seek vigilantism and vengeance, or are rather dishonest and unhappy with themselves.
Number VIII - Justice - Santa
Santa is an enigma for most of the game, not revealing much of his arcana at all. However, it’s quickly established he’s dealing with a lot of personal demons, and is very much hiding something. This establishes him as someone who begins the game representing the inverse Justice arcana.
Come time for the True Ending, during the moments when it seems like he’s the sole mastermind behind the Nonary Game, he exceedingly represents the inverse Justice. He’s violent and seems to be behind the vigilante killings of the Cradle Pharmaceutical members, all in the name of revenge. 
Though this is all a facade, and he happily explains the truth behind the Nonary Game once this facade breaks. Further (much like how Ace put it 9 Years Ago), there was always a fair chance to escape, and during the Safe Ending, it’s implied Santa returned everyone to their normal lives. Santa is fair to the point of only being an assistant to the real mastermind.
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The Hermit Arcana, one that symbolizes self-searching and guidance. They are often very positive and introspective-- nearly to the point of being almost philisophical in nature. They often give someone guidance when needed. But at the same time, they are also very lost themselves. They don't know "where" they are, or what they're doing, making them rather isolated and alone.
Number IX - The Hermit - Snake
Snake is a very on-the-nose application of the Hermit arcana. With his blindness, he is in some sense “lost”. However, this is misleading, and as a part of subverting character archetypes, Snake shows that his other senses more than make up for his lack of sight.
Otherwise, Snake fits the upright aspect of his arcana very closely, fitting for a character the narrative wants you to sympathize with after his “death”. Snake is very knowledgeable, and often comes across as the most level-headed member of the group.
However, in another interpretation of being “lost”, Snake spends most of the game locked away, in another form of darkness. In a less literal form, he also loses his head when placed under extreme stress (such as learning of the loss of Clover), subverting his wise level-headedness.
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The Strength Arcana, represents discipline and simple honest to goodness strength. The Strength is shown by courage, self-control, patience, and honesty. But deep inside, it also shows a lack of integrity, will, control, and actual power.
Number XI - Strength - Seven
Unlike a lot of other characters, Seven mainly represents himself through the upright meaning of his arcana, Strength. While the arcana at first seems far too on-the-nose, the concepts of “courage, self-control, patience, and honesty” are all very core to his character as a Detective.
Other than that, Seven does display some negative aspects at first too, with his amnesia making him seem more suspicious than he is, and making him prone to hesitate. This could be described as a seeming lack of integrity and any actual power.
Befitting “self-control” however, Seven is generally who he appears to be, with any suspicion from Junpei being undue on his part.
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Mostly a somewhat negative or unpleasant Arcana. The Devil symbolizes addiction, lust, and a will to gain. The Devil is one about seeking something, or being tempted. This may include finding more power or letting their impulses control them, to simple greed and arrogance.
Number XV - The Devil - Ace
Much like how many characters in this game begin in the inverse interpretation of their arcana, only to reveal the upright side, Ace surprisingly follows this pattern. The Devil Arcana is a more negative card, so its inverse position represents a positive state of mind.
Quite often, Ace insists that everyone should trust each other, and, importantly, not to give into temptation to Zero’s traps. Ace insists that everyone should stick together, and overall he puts out an air of level-headedness.
However, once his facade drops, Ace is revealed to be the most temptation-driven member of the cast. 9 Years Ago, Ace wished for the ability to see faces so much that he orchestrated a deadly experiment that put the events of the entire game in motion. You can’t get much more driven by temptation than almost killing children.
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The 21st card in the Major Arcana, Judgement depicts absolution and realization. At best, Judgement represents a person who has found their calling in life, and is on their way to their true calling. But at worst, this also depicts a person who is in doubt-- unsure if the path that they're going on is the right one at all, leading to self-unawareness.
Number XX - Judgement - The 9th Man
Out of the four Cradle Pharmaceutical members, the 9th Man is the most clearly anxious, leading to an interpretation of being unsure over the ethics of his actions. Even if this is not the case, his anxiety during the second Nonary Game very much impairs his self-awareness, leading to his death.
Another interpretation of what the Judgement card means (in this case referring to an event rather than a person) can be the appearance of consequences from a long time ago. Considering he designed the system which eventually kills him, his death can be considered quite karmic.
Otherwise, the 9th Man doesn’t have much else to him, dying quite early on, before his character had a chance to shine. Despite this, his death is still relevant, as it’s the first example of Zero’s “judgement” of Cradle coming into effect.
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paladin-andric · 6 years
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A Rainbow of Fury: Dragons, Colors and Their Meaning
Dragons are numerous in the world of Deaco, and they’re all across the board in terms of power, standing and personality. One major difference between dragons is their coloring. Every dragon is covered head to tail in scales (aside from their neck and belly, which are instead made of a thick, cream colored hide).
Scale coloring is a major part of identifying dragons and what is expected of them. Every dragon is born with a certain color of scales, which nearly always stay the same throughout their lives (aside from the coloring brightening at adulthood and dulling at elderhood). These give every dragon a very striking, identifiable likeness.
The Good and The Bad are categories of behavioral patterns. These are lists of innate tendencies of each type of dragon manifesting itself in the form of common traits, good or bad. A dragon could have some traits from each category. We are all flawed, in some way.
It would be prudent for any adventurer or would-be dragonslayer to remember that the colors of dragons simply represent their tendencies. It is quite common for dragons to exhibit traits outside of their type. A prudent red and an honest green dragon aren’t unheard of.
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Red Dragons represent ambition and passion. They are the most common type of dragon and the most popular in most cultures. Red dragons will push themselves to excel in whatever they put their mind to. These dragons tend to encroach on the lands of others, determined to stretch their authority and power as far as they can. They are driven to amass as much wealth as possible while building the grandest lairs and gathering the largest armies. Good red dragons will become champions of war, lending their aid to noble causes and seeking out and slaying wicked dragons, keeping the lands under their reign safe. Evil red dragons will form sprawling lairs home to depraved minions, amass outrageous hoards, and fight to subdue all around them to expand their power further. Due to their relentless pride and ambition, they tend to get themselves noticed before they’re powerful enough to pose a major threat to the land.
Breath Type: Fire
The Good: Resolve, Determination, Passion, Diligence, Confidence, Courage, Energy
The Bad: Arrogance, Ruthlessness, Obsession, Greed, Restlessness, Foolhardiness, Shamelessness
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Blue Dragons (sometimes called Frost Dragons) represent calmness and stoicism. They are a common type of dragon. Blue dragons are often relaxed and forward. These dragons are typically content and accepting, the most likely to “go with the flow” as opposed to most dragons’ prideful defiance in the face of anything but exactly what they want. They also have a penchant for honesty, even when opposing others. They will not plot, instead plainly stating their intentions. Some see these traits as healthy acceptance of reality, while others would argue these traits manifest themselves as laziness and apathy. This is true, while many dragons take great care to make their lairs as presentable as possible, to awe any intruders or servants, blue dragons’ lairs are often bare-bones and messy, bones of their meals scattered about and passageways sparse. Good blue dragons often become slumbering giants, happy to see wanderers stumble into their abode and learning of the outside world from them, while evil blue dragons take their stoicism to another level, seemingly incapable of feeling pity for their prey. They are also rumored to have originated from the far North, in the lands of the wolfmen. Indeed, this is where they are most commonplace. Slaying a blue dragon is seen as one the greatest accomplishments a warrior could ever strive for among the wolfmen.
Breath Type: Frost
The Good: Contentness, Honesty, Calmness in a Crisis, Humility, Tranquility, Peacefulness
The Bad: Sloth, Coldness, Crudeness, Apathy, Aloofness, Indifference, Stunted Compassion, Arbitrariness
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Green Dragons represent nature and secrecy. They are one of the common types of dragon, especially common in Geralthin and the Pona Federation. These green beasts have a strong affinity to the wilds, far away from civilization and prying eyes. These dragons are typically the most subtle and cunning of the dragons. While many dragons may put themselves at risk when called cowards, or are willing take on other perils due to their pride, green dragons will accept looking like they are helpless, knowing full well it will be worth it to gain the upper hand...only when they are certain victory is assured will they gloat, laughing at their opponents for falling into their trap. They may feign injury or defeat, begging for mercy...only to tear their foes to shreds when they lower their guard. Green dragons tend to naturally tell lies or conceal information. It could take many, many years and an unbreakable relationship before a green dragon makes itself vulnerable to someone they truly trust. The magically proficient among them often focus on learning illusionary magic. Good green dragons tend to either live in harmony with nature or become informants for the forces of good, pretending to aid wicked or evil foes to learn their secrets. Evil green dragons are devious beasts that design elaborate death mazes and weave grand conspiracies among population centers. Whether they’re actually on your side or are secretly plotting against you, green dragons will swear up and down that they are your spymaster, and trusted confidential. Green dragons who DO actually see you as a dear friend and are actually on your side are some of the most loyal companions one could ever ask for. They will lie, cheat, steal and weave grand webs of intrigue, doing absolutely everything in their power to keep you ahead of your foes, and safe from any threats, external or internal. They may feign surrender or treachery, in actuality trying to give themselves the greatest possible chance of destroying your foes. By the time you can tell if their loyalty is genuine however, it’s already too late if their betrayal is for real.
Breath Type: Hallucinogenic
The Good: Wisdom, Confidentiality, Infiltration of Threats, Cunning, Secrecy, Concealment, Planning, Diligence
The Bad: Treachery, Deceit, Cowardice, Honorlessness, Lying, Thievery, Betrayal, Corruptness, "The Wild Card”
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Purple Dragons represent humor and talkativeness. The dragons are somewhat uncommon, though not terribly so. They are most common in the lands of the Koutu. The purple dragons mirror the birdfolk in many ways, being the most outgoing and merry of the dragons. An explorer who stumbles into a purple dragon’s den is unlucky, though not for the reasons many would think. If they aren’t subject to numerous traps meant to scare them, bizarre illusions, twisting mazes and kobold minions playing pranks on them, they will most certainly be staying a while. Purple dragons are infamous for sitting down with adventurers and talking for hours, sometimes days at a time. Their cravings for conversations are nearly insatiable, often spending their free time thinking up stories, riddles and conversation topics for the next wanderer. Anyone who resists this and tries to leave will either leave the dragon pouting and disappointed, or find themselves now forcibly restrained as the dragon continues speaking with them. Good purple dragons spend their time making friends and seeking out the smaller races frequently, while the evil among them will use their traps and tricks for more dastardly and deadly means, enjoying seeing their prey squirm. Stroking a purple dragon’s ego and complimenting them on their tricks and wit is the best way to make it through an encounter with them quickly and unscathed. Their breath attack has two uses. First, their magic breath blows globs and mists of poison, while they can also pump their prey full of deadly venom through biting. It’s often joked that purple dragon’s words are as biting and venomous as their breath.
Breath Type: Poison Toxin (Breath) or Venom Toxin (Biting)
The Good: Humor, Friendliness, Gregariousness, Wit, Silver Tongued, Extroversion, Cheerfulness
The Bad: Deviousness, Trickery, Black Humor, Deceit, Obsession
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White Dragons represent Life and Humility. These dragons are uncommon, and most numerous among the Pona Federation. White dragons are the physically weakest among the dragons, but are still deadly to the foolhardy and unprepared. These beasts tend to ally themselves with other dragons, either through mutual respect or vassalage, often desiring to be protected. They will support other dragons and minions in battle, staying back and healing the wounded. They respect power, and may pledge to aid those who beat them or their masters. Good white dragons become healers and helpers of the smaller races, saving the lives of countless sick and dying. Other, less honorable white dragons feel drawn to the powerful, thoughtlessly betraying their former friends and serving whoever is the strongest, out of either a “practical” desire to be protected by the mightiest or a simple instinct to follow the powerful.
Breath Type: Healing
The Good: Kindness, Humility, Benevolence, Altruism, Loyalty, Easygoing, Temperate
The Bad: Disingenuousness, Submissiveness, Treachery, Meekness, Weak-Willed
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Copper Dragons (Sometimes called Brown Dragons or Bronze Dragons) represent Freedom and Wanderlust. They are uncommon, found mostly in the deserts of the Abinsil Kingdom. Despite their similar location and origin, they are much unlike the lizardmen of the desert. Copper dragons’ hearts burn with the desire to explore, free from any shackles, literal or figurative. They loathe oppression and tyranny; this at least, they and the Reptilians can agree on. If there were any dragons that could be compared to the adventerers of other races, these would be it. They often travel far and wide, for little more than the desire to see new lands and people. Due to their nomadic nature, many of these dragons don’t even have lairs, all their dwellings temporary stops on their boundless journey. Good copper dragons become wayfarers, dropping in to help those in need and leaving before they can be rewarded, the mysterious stranger who’s chief concern is making a difference. Evil copper dragons see themselves as above all others; the world is their playground, to be used as they see fit. Their distortion breath, which causes those hit to wrap to random locations around the world is a reflection of their own fleeting nature.
Breath Type: Distortion
The Good: Freedom-loving, Curiosity, Bravery, Wonder, Joy, Friendliness, Independence
The Bad: Recklessness, Chaotic, Arbitrariness, Arrogance, Thoughtlessness, Listlessness, Commitment Issues
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Gold Dragons (Sometimes called Yellow Dragons) represent Order and Justice. These dragons are rare, being mainly from Southern Geralthin. These dragons are the lawmakers, the arbiters of the customs of their land. Gold dragons have a fixation on justice that influences most of their actions and decisions. They watch their territory closely, monitoring their minions and those passing through to ensure their laws are upheld. Gold dragons often come into conflict with the smaller races. Seeing their law as absolute they tend to enforce their laws on the unwilling while ignoring the customs of the land, drawing great ire from kings and counts alike. Good golden dragons try to at least show some respect towards the rights of the smaller races, trying to create a code of law as fair and just as possible while taking on the mantle of crusaders against chaos, striking at the lawless. Evil gold dragons may start off well intentioned before slipping into tyranny, or may simply have always been oppressors. They will use rhetoric like “You will thank me later”, and “This is for your own good”. All chafe under their harsh and merciless ways, yearning for freedom. As recorded by an old scribe: “A tyrant who thinks they are doing good will never cease oppressing you, for they are not driven by greed, but their own morals.” It is not unusual for Copper and Gold dragons to be locked in feuds, the avatars of law and chaos in bitter opposition to one another.
Breath Type: Lightning
The Good: Law, Order, Justice, Righteousness, Diligence, Majesty, Idealism
The Bad: Oppression, Mercilessness, Vengeance, Obsession, Fearmongering, Arrogance
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Black Dragons represent Power and Domination. These are one of the rare dragons, most coming from the deep wilds of Geralthin. These dragons are the most feared of all dragons. They are born with hearts full of malice, unable to feel or understand compassion. The black dragons become gleeful and giddy at seeing suffering, intentionally causing as much pain and terror as possible to elicit desperate responses from their prey. Their tormenting isn’t limited to physical pain and killing others. The black dragons have an almost bizarre obsession with crushing the spirits of others, using mental and physical torture to break the wills of whoever they so choose. Sometimes these are unfortunate members of the smaller races, while sometimes they go after other dragons, eager to assert themselves as masters of dragonkind. The black dragons are masters of torture, so adventerers are advised to find any means of escape, or, if they can’t, force the dragon to kill them outright, for no one should be forced to go through one of their “Spiritbreaker” sessions. They will twist the physical form of their victims into lowly beasts and creatures before attacking their minds, making them lose all sense of self. They are loathed across all cultures, and are hunted by sorcerers and dragonslayers relentlessly, always in groups and with escape plans ready. Good black dragons are quite rare, often quiet and solitary. Those that do good constantly fight to resist their foul impulses, taking a kind of cold approach to doing good. They cannot understand the feelings of kindness and mercy, but adhere to altruism, doing good anyway because they know it’s the right thing to do. Sometimes they may be born with the same feelings of compassion other creatures are, but this is rare. Gira is one of few examples of this. Evil black dragons seek to cause pain and misery for the sake of it, and feel great pleasure at bending others to their will. They typically live short, nasty lives, taking their malice too far and enraging enough people to send a small army to destroy them. The more reserved and cunning among them stay in the shadows, plucking away lone travelers to satiate their desire to torture, careful not to cause too much of a stir.
Breath Type: Death (Necrosis)
The Good: Power, Might, Confidence
The Bad: Cruelty, Malevolence, Heartlessness, Domination of Others, Pride, Shamelessness
Bonus Types: Extremely Rare Dragons
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Outremer Dragons are spoken of in legends. These dragons are native to a land far away, said to be across the ocean to the far east. The Outremer are supposedly bizarre and alien, wingless, yet with the ability of flight. They have strange features and long wisps of fur on their faces. They are typically said to be wise and protective of the smaller races. Due to their nonexistence in Deaco, they are thought to not be real, simple beasts in children’s stories. They are in fact real, native to an island far off the coast of Deaco. There they sit, keeping the island under their watchful eye, ready to protect the strange humanoids living there. Almost none from Deaco have ever seen one, and likely never will. They are known for turning villains into animals in the stories...
Breath Type: Polymorphing
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Sea Dragons are elusive creatures found in the deep waters of lakes and oceans. Due to their lack of wings or magic, some argue they aren’t dragons, instead calling them “Sea Drakes” or “Sea Serpents”. The general consensus however is that they are related in some way to the typical dragons. They can surface and go on land, but their bodies are designed for seafaring, becoming slow and clumsy when moving on land. Because of this, any time they leave the water is generally relegated to short stays on beaches. Sea Dragons are thought to be feral unlike normal dragons, unable to speak and acting on instinct. Sorcerers that have learned to speak with animals though know the truth. They ARE intelligent, they simply lack the ability to speak. They are diverse in attitude, some playfully surfacing and spitting water at people playing on the beach, while some savagely kill and eat all they see. There are just as many tales of hopelessly lost ships being led to safety by sea dragons as there are tales of sea dragons being behind a missing fleet. Sea dragon’s breath attack is notable for being non-magical; their bodies simply pressurize the water they swallow, and they then spit it out in a jet that can tear through armor and hulls with ease. They can weaken it beforehand though, which they do when they’re playing around, the water becoming harmless at their whims.
Breath Type: Pressurized Water (Mundane)
That’s all for now! I hope you enjoyed learning more about the dragons of the world of Deaco!
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