#sagae thessalae
Explore tagged Tumblr posts
Text
thelyphron is the ultimate cringefail loser guy btw
12 notes
·
View notes
Text
(From Culhwch and Olwen)
(From Vita Merlini)
I've been bitten by the idea bug and have been brainstorming about how Guinevere and Morgan can each have their own women-only orders/girl gangs.
So here's a concept of Gwen and Morgan's gangs with the caveat rule of "they're always grouped in numbers of Nine" (because Nine is a mystical number and stuff, lol). Its a work in progress through:
Morgan's Group:
Morgan le Fay/la Dieuesse
Sebile (could be identified with anyone below)
Queen of Norgales
Queen of Eastland and/or Sorestan?
Queen of the Outre Isles?
Lady of Avalon? (Possibly Enfeidas, see below)
Lady Bertilak?
?
?
Guinevere's Group:
Guinevere
Isolde
Enide
Lady of Malehaut/Bloie
Creiddylad?
Olwen?
Maleagant's Sister?
Elibel/Elyzabel?
?
Undecided, Unaffiliated, or are second-degree related:
Nimue/Vivianne
Guinevere's other relatives (Lenomie, Flori, Jandree)
Brangwaine
Fenice and Thessala
Hellawes
Annowre
Britomart
Silence
Indeg
Tegan Eurfron/Guinier
Laudine and Lunette
Perse (Hector de Maris' Beloved)
Guinloie?
Lady of Nohaut?
Isolde White Hands?
Brandegorre's daughter?
Exceptions (people who I feel shouldn't be part of either Guinevere or Morgan's groups for one reason or another) are:
Morgause, her daughters (Soredamors, Clarissant) and daughters-in-Law (Guinevak-Cwyllog, Lynette and Lyonesse, Ragnelle, etc.),
Elaine of Garlot/Blasine/Brimesent, Elaine of Benoic/Clarine/Gostanza.
Older generation ladies like Igraine, Igraine's Sisters, Isolde the Elder, Blanchefleur/Elizabeth/Tristan's mom, Enfeidas and Ganieda
Grail Saga Ladies: Dindrane/Percival's sister, Amite/Elaine of Corbenic, Brisen, Queen of the Wastlelands and Kundry.
Elaine of Astolat
Tryamour/Lanval's Beloved?
Morfydd? Gaia Pulzella?
Percival's Beloveds (Angharad, Blanchefleur, Kondwiramurs)
the Beloveds of the next generation (Blonde Esmeree, Marthe, Elsa, etc.)
The next generation ladies (Archfedd, Melora, Gyneth, Seleucia, Licorida, Andronia, Enneuawc, Kelemon, etc.)
#morgan le fay#queen guinevere#nine sorceresses#vita merlini#geoffrey of monmouth#celtic mythology#welsh mythology#prophecies de merlin#culhwch and olwen#oc#my thoughts#writing prompt#arthuriana#arthurian literature#arthurian mythology#arthurian legend#arthurian ladies
14 notes
·
View notes
Note
I'm so glad to see more people reading Lucan! HAVE YOU GOT TO THE THESSALIAN WITCH YET
i started reading it this morning so Not Yet but the extensive introduction kept going on about it so i’m hyped??? i guess you could say i’m…..lucan….forward to it
#but also like. one of the first Actual Latin things i ever translated was sagae thessalae and i dont think any other witch encounters can me#*can measure up to that#unless they have magic sleep-weasels and nose-biting?#rip i'm still only in book 2 :/#lucan#beeps#interacting#pythionice
1 note
·
View note
Text
Magdelina
General Info
Welcome to the Magdelina In-Depth Guide. In this guide, you'll learn all you need to learn about Indines' Battle Priestess! Note that this guide is NOT a substitute for experience. It's always better to go out there and play some games!
About the Author
This guide was written by long-time community member CAnon! He's contributed so much to the community, from his cool customs in our custom character tournaments to general memery! He's also, of course, a Magdelina player.
Quick Reference
Match-Ups
Maggie is favored against opponents who have consistently low to average power, like Marmelee, or who struggle to consistently hit. Likewise she can do well against most other clockers, like Eustace, as her build-up may potentially be slower but will certainly “outscale” by providing larger and more consistent boosts once underway.
Her problems emerge largely against characters who can rush her down before she has a chance to hit her power-spike, such as high power monsters like King Alexian. Additionally opponents like Tanis with large amounts of repositioning or movement can run rings around her limited range.
Overview
Magdelina is an escalation character who starts laughably weak but, if she can survive long enough, gains enough raw stats to just trample her opponents.
Simple Tips
Between Dodge, Safety, and Priestess and/or Blessing, you have a lot of ways to negate, minimize or undo incoming damage early in the match. How successfully you can deploy these tools can determine whether or not you survive to mid/late-game.
Provided you can avoid predictability and confirm the hit, repeated and common usage of Blessing (or use of Apotheosis if available) can significantly accelerate your advancement up the levels, whilst helping keep you topped off on life.
While you will generally be looking to win during levels 3, 4, or 5, you can still opportunistically poke and trade even as early as Beat 1, if a good chance presents itself. Spiritual helps make this count, and should be relatively unexpected. Just make sure you don't miss and (by extension) further delay your growth.
Strengths
Massively strong stats at late game
Relatively safe early game
Life regain effects
Massively strong stats at late game
Weaknesses
Questionable mobility and very poor range
Can be bullied to death long before she becomes relevant if the opponent has a high power character and good reads
Has to win once she's already stalled for a long while - meaning if she whiffs too many attacks she can find the clock running out on her
Failure to land Priestess or Blessing can lead to life deficits which are difficult to overcome
Role on the Team
Magdelina fills an interesting role in team compositions. On the one hand, she can be relied on to beat most clockers or weak-to-average enemies, given time. However the tournament meta seems focused around rushdown characters and the one “clocker” who is exceptionally popular at high level play, Thessala, can both rush her down early and remain highly competitive against her late. Nonetheless, this means that unless your team has no other answers to their composition, opponents are unlikely to ban her which can be a great boon if you are very familiar and capable with her.
Card Analysis
Unique Ability
Magdelina’s Unique Ability is Divine Conduit. Essentially, she gains a Trance counter at the end of each beat and, if her current pool has more counters than she has levels, she empties the pool and levels up (except on end of Beat 1). For each level she has (starting at level 0, with a maximum of 5), on ante, she gains +1 Power, Priority and Stun Guard per level possessed.
This means she becomes stronger, faster, and more secure the further she levels and can reach truly oppressive ability late game. To balance this, most of her styles have printed negatives of -1 or -2 on power and priority. Nonetheless, the consistency of having these +X bonii to everything - and the safety in the knowledge they can only increase from here - means she loses far less to bad reads than others with similar bonuses who probably need to expend resources to reach such power or speed (and will certainly struggle to get both).
One thing to note is that they are bonuses, and so can be negated or stolen by effects that reduce her down to printed values. This makes her match-ups versus tricky characters like Sagas, Lixis and Tanis quite hard.
Sanctimonious
Sanctimonious is kind of a reflection of Maggie herself - a frankly terrible style to begin with. Yes, it has the 2nd highest printed power among her styles - at -1 - but it's also the slowest and effectively without any bonus range or effects beat 1 (or any other beat directly after you level up). However it does have an effect.
It gains +0~1 range per Trance counter in her pool. This means, in the late game where you are at level 3 or 4 and are therefore able to hold 2 or more Trance counters, you do have access to that thing Maggie craves: Hit confirm, to make the most of her inflated stats. Additionally, by then you should have enough cumulative priority or Stun Guard that you would rather have the -1 in power rather than priority, to make the most of your somewhat limited windows of opportunity to hit.
As a result of this effect, Sanctimonious pairs great in the late game with two of the Bases most in need of Range: Strike and Grasp. Strike is obviously a pay-out attack: hit with high power, relatively fast, probably at such range that they can't beat it, only evade. Grasp, meanwhile, hits fast and threatens to throw them out of their range (assuming they aren't stunned outright) or to drag them in closer for follow-up attacks next beat.
Excelsius
Excelsius is similar - it has less power and more priority, but it also has range (a very small amount) and even some movement to boot. Just be aware that the movement is mandatory and, as such, can lead to you walking out of your own range or into the opponent's.
Excelsius, due to this hit confirm, is pretty okay throughout, though it is undeniably at its best in the mid to late. This is due to an effect it gains at Level 2 and above which allows you to push the opponent, On Hit, up to 2 spaces. This lets you push them out of range if they could retaliate, while also allowing you to choose not to push if it would be of greater use to you. Combined with the movement, the push effect helps you set up future null beats to exploit for “cheaper” levels.
Excelsius Shot has a plethora of range and can help send opponents to the opposite end of the board, if that would most inconvenience them, whilst Excelsius Blessing gives Blessing the extra hit confirm it needs to ensure you get the Trance counter and sustain to accelerate towards the next level, and the push (again) potentially stops any retaliation.
Spiritual
Spiritual is her pay-out Style - printed positives on both power and priority on Magdelina makes for one strong hit levels 3 and above, but also opens up the intriguing possibility of early damage. However if you fail to hit, you will not get a Trance counter this beat.
As a result, it is certainly best late when you can exploit your bonus power and priority further, but also when there is less opportunity cost. Fundamentally, the difference from level 3 to 4 is less important to Magdelina than between 1 and 2; when she first gains neutral or positive stats on everything and when Excelsius gains it's On Hit. However, if you can poke them with a quick Spiritual Drive for 4-5 damage early, it should be unexpected and help put them more on guard, hopefully relieving some pressure.
Spiritual has no range and so pairs well with Shot and Drive. Drive goes faster, making it more playable earlier on, but loses to Dodge even if you're in the corner (as they can just retreat 3 spaces). Shot meanwhile does not have such a limitation, you just need enough levels to make it safer from their threats - level 3 or even level 2 should be enough, as you'll be going at priority 5-6 and any attacks which can out-speed that are unlikely to breach Stun Guard 4-5 (especially if you throw Force Gauge Priority or Stun Guard on it).
Priestess
Priestess helps give you a bit more survivability in the mid-game, when you've outgrown Safety but aren't quite ready to start taking your opponent apart. It has the standard Maggie 0/-2/-1 spread of range, power, and priority, along with an On Hit debuff to the opponent's power and “After Activating: Recover 1 life”. It's difficult to play early as all its benefits are lost if the opponent out-speeds and stuns you, whilst it lacks the range or power to be an optimal style late. Nonetheless, mid-game, it can effectively give you Soak 3 provided you hit first.
Priestess pairs well with Drive to hit fast and activate its effects. If you aren't worried about Burst or Dodge it can also work with Blessing, which gives you 4 life recovery, a Trance counter and inflicts the -power on the opponent (at the expense of healing them also and not doing any damage yourself).
Safety
Safety saves lives. Again, the standard 0/-2/-1. However it passively caps the damage you take to 3+L (where L is your level), which hugely increases your survivability early-game (and even into the mid- versus the real heavyweight fighters). It also gives you an “End of Beat: Move up to 3 spaces”, provided you were hit this beat. This means you can use it to take a minimal amount of damage this beat and simultaneously create enough range to set-up a null beat for the next.
Safety Blessing is great. The range is not great, but it's an attack with effective Infinite Stun Guard (due to SG3 on Blessing, damage cap at 3+L, and each level giving you +1 SG), which accelerates your growth and (at level 1) only “loses” 1 life (provided you manage to hit back). Safety Strike could also work as a trading pair - you'll at least trade even with FG Power, but the range is kind of a crapshoot.
Blessing
Maggie's Unique Base is Blessing. It has a pinch of range, average priority, Stun Guard 3, and power N/A. You see, Blessing doesn't actually do damage. Quite the opposite, its On Hit effect gives Maggie a Trance counter, and both her and the hit opponent recover 3 life. This is great for her as it not only shortens the amount of time for which she needs to stall but also provides her with the sustain with which to achieve it. Therefore, you want to play it often and make sure you hit, to spend as little time on levels 0-2 as possible. Something to note is that (due to the clause in your UA preventing you from reaching Level 1 before the end of Beat 2) you don't need it in hand before Beat 3. Therefore it is fine - and indeed, probably optimal - to place Blessing in your Discard 1. As mentioned above, it pairs well with Safety early, and Excelsius late.
Force Special Action (Switch)
Printed +0’s (and an extra point of Force) makes Switch an incredible card for Magdelina. It's effectively a mini-Spiritual, without the penalty for missing, which is understandably pretty great. As such, consider whether Switch might be a better or safer play any time you are tempted to use Spiritual.
Apotheosis is range 1, power 1, priority 4. If the stats look underwhelming for a finisher, bear in mind Magdelina’s bonuses are applied to her directly so her finishers do get her Level bonuses also, not just her attack pairs. At Level 3, for instance, it becomes 1/4/7, with Stun Guard 3, which is much more palatable. But the main reason to use it is because “On Hit: Magdelina gains a level”. Note that, unlike when she levels up via her UA, there is no mention of discarding Trance counters. As such, if she were on Level 3 and 3 Trance when she lands it, she immediately jumps to Level 4 and 3 Trance, basically saving her 4 beats worth of Trance collection. Apotheosis, properly used, is huge. It can swing games single-handedly, or be the final push needed to close out one she's already leading. Just be aware of the very bad range, as Start of Beat movement ruins it.
Solar Soul is 1~2/2/4 with Soak 2. The extra point of range isn't huge, as she's likely got enough levels to outspeed Grasps by the time she's in Finisher range, but it does make the attack slightly less telegraphed than Apotheosis (even if it still loses to exactly the same things). “On Hit: Discard any number of Trance counters for +1 power each” is a nice way to land a single, super-heavy blow, but kind of misses the point of Magdelina, I feel. It doesn't do a huge amount more damage than her basic attacks at the same levels, delays further power spikes, and can probably only win games if it's already fairly close - in which case, I'd rather do two safer basic attacks than one finisher which could easily whiff. That said, in the situations where you can't risk two attacks (or could be counter-attacked) it could have a place, and the Soak is a nice touch.
Credits
Content - CAnon
Editing - Marco De Santos
2 notes
·
View notes
Text
Ravens and Wolves, Part II
The long-awaited (at the very least, long-promised-and-not-delivered) Ravens and Wolves, Part II Electric Boogaloo is finished. Part III coming eventually, probably.
Leman Russ is haunted by the past, and the Space Wolves face an uncertain future.
[Part I: Nevermore on Tumblr] [Ravens and Wolves on AO3] [My Works on AO3]
Part II: For the Wolftime
211.M31 Fenris
IN THE SPACE of a moment, the world had been turned upside down. Bjorn, called the Fell-Handed by his kith and kin, was the fulcrum about which it twisted and bent. Unmoving, yet lost. There were two thousand others in the warrior-hall of the Valgard. Did they not sense the nauseating wrongness as he did? Perhaps they were no longer there after all. Perhaps he was alone. Bjorn could not tell. Two words filled all of his being. Not you.
The primarch ascended through the upper levels of the Valgard, heading inexorably toward the docking platforms at the pinnacle of the Aett. Behind him came the Einherjar, two-score of the greatest warriors of the Rout. A shadow of their former numbers, perhaps, but every one of them was a veteran of the Heresy War. Though there was a dark mood upon many of them, others laughed and boasted as though this were any other hunt. All knew that it was not. At their head, Grimnir Blackblood walked in silence at the primarch’s side, his features grim and his grip tight about the great maul Malanan. His one eye looked sidelong at his lord, and wondered.
As Huscarl of the Einherjar, Grimnir had been closest to the primarch when he had entered his fugue. He had watched the primarch’s lips, and recognised the names upon them. Curze. Angron. Curze was long dead, but Angron? Russ had a score to settle there. Grimnir remembered their last battle, and his brow furrowed. It may have been a lesson, but the Wolf King had not let Angron defeat him – never that. Neither will stand, Russ had said. Lesson, or prophecy? A giant hand slapped Grimnir’s shoulder, pulling him in close. Grimnir flinched at the touch of his primarch, and at the chill of the armour Elavagar. “What’s on your mind, one-eye?” “You had the look of a man experiencing a vision.” He didn’t ask what it was – such things were better left to the gothi – but perhaps Russ might reveal something of what it meant. “Aye, it is so.” Russ chuckled, shaking his head. “All that time spent reading the runes to no avail, and a damned vision comes upon me when I’m just trying to have a drink. The wyrd is a real bastard sometimes.” Had the wyrd finally answered the Wolf King’s question, then? “Where are we going, Jarl?” Russ hesitated. “To find my brother.” “Which one?” There was a distant look in the primarch’s eye as he looked ahead, as if checking to see if a landmark he expected to lay on his path had come into sight. “I don’t know.” Grimnir scowled. If a primarch needed to be found, there was only one place for the hunt to begin. It brought the cryptic last words of Kva Who-Is-Divided to Grimnir’s mind, the old gothi beckoning him close, dark eyes like drops of blood frozen in amber wide with revelation. The Eye is in the Well, and the Well is in the Eye.
The Fell-Handed stood alone, seemingly rooted in place on the edge of the dais where the great table stood. Bjorn was called many things – the Fell-Handed, the Bear, Daemonslayer, Wyrd-Marked, Youngest, Jarl of Onn, Shield-Bearer – but of all of them Einherjar seemed a bitter irony for the last of Russ’ guard. It was usually rendered blood sworn in Low Gothic, but lone warrior was just as accurate. The rest of the Rout let him be, treating his manner as if it were merely his usual brooding. Could they truly be so blind? Wild speculation as to the fearsome beasts the primarch would slay and the mighty trophies with which he would return from his hunt echoed in the hall of carven stone. They drank and ate, boasted and brawled as though nothing had changed. Perhaps they did not yet comprehend that it had. “Who pissed in your mjod, Winterclaw?” The bass rumble at his shoulder intruded on Thrain Winterclaw’s thoughts. He turned to see Haldor Twinfeng grinning at him from behind his greying beard. The jarl of Tra – once Bjorn’s own Great Company – wore a gilt-edged suit of power armour in the blue-grey that was slowly replacing the old legion colours, heraldry of the sabretooth snarling on his shoulder. His namesake, a pair of curved fangs each as long and sharp as seax blades, hung from his gorget alongside those of a dozen xeno-beasts slain in the centuries since. “Hjà, Jarl,” Thrain replied half-heartedly. He had no retort to offer. “Skitja, your mood is black!” Haldor pressed on, throwing an arm around Thrain as if it would impart a measure of his levity. With his other hand he rapped his knuckles against the newly blackened ceramite of Thrain’s breastplate. “Have you taken the priesthood’s colours not just on your armour, but to heart?” “I’m not the only one.” Thrain gestured to Bjorn. “And what of it? Bjorn’s been a miserable bastard for years, no reason you should join him.” Thrain hesitated, wondering if he should continue. The first jarl only to have known the chapter, never the legion, Twinfeng shared perhaps the closest bond with the primarch outside the Einherjar. “It’s not like you to keep a leash on your tongue.” “What becomes of us now? We are not like the other chapters. It was only the will of Russ that kept us together. Yet we cannot fracture, the Wolf Brothers taught us that.” “You speak as if the Wolf King died.” There was an edge of threat creeping into the Jarl’s voice now. “How many of the others returned?” Thrain snapped. One by one, the primarchs had fallen or disappeared. With Russ’ departure, only Dorn would remain – the Emperor’s Praetorian to the last. “For all we are likely to see of him he is as alive as Guilliman.” “Guilliman? Do not speak to me of Guilliman,” Haldor spat, corrosive saliva hissing as it ate into the flagstones. He had been at Thessala the day Roboute Guilliman had been laid low. He had been the one who brought home the saga of the primarch in his living tomb. He shuddered at the indignity, and the memory of the Wolf King’s fury. Russ had raged for days – threatening to march into the Temple of Correction and tear his brother’s stasis-coffin down. “Propped up like a trophy on Macragge.” It was no way for a warrior to end. “Because they could not let him go.” Haldor bared his fangs with a growl that warned he had at last been pushed too far. “The Wolf King will return.” He spoke with conviction beyond faith. He didn’t just believe it, he would defy reality itself to make it true if he had to. After all the madness the galaxy had seen, it might even work. “I recognise my failing, and will be sure to correct it,” Thrain muttered, though his thoughts remained defiant. The Rout would not be held together by an empty throne and an absent king.
The Lord of Winter and War seemed to bend the very elements around him. The fur of his great wolf pelt stirred in disrupted air currents, bristling with impatience just as she had in life. Carven bone totems and ingots of raw metal rattled against the plates of Elavagar, cacophonous in the stillness at the top of the world. Beneath his feet, hoarfrost covered the exposed mountain peak. For the most part the mountain concealed the vast bastion that lay beneath the surface, but the upper kilometres of the Valgard were marred by spires and docking piers enough for several star forts. Atop the highest of the sky-bridges that wove between the mountain and its towers, the Einherjar grew restless as the minutes passed and Russ remained unmoving as the mountain beneath his feet. A stormbird idled on the landing platform at the other end, the sound of the engines swallowed by the thinness of an atmosphere that tested the limits of the space marines’ genhanced physiology. None reached for their helms. They were the Wolf King’s own honour guard, and they would not show weakness in the presence of their liege while he stood alone and unhelmed at the very pinnacle of Fenris. From his vantage point, Russ looked out over the jagged peaks of the volda hamarrki that rose from the storm clouds of Asaheim like the scattered islands of the worldsea. None came close to rivalling the Fang, but even the Father of Mountains did not quite live up to the legend that the World Spine pierced the void itself. Not by the Imperial reckoning, at least. The Imperium took things too literally, as ever, but Fenrisians understood the paradox. The mountains were the pillars that held up the sky-dome, and that limit defined the boundary between Fenris and ginnungagap, the space between stars. The stars are bright, he thought. They are calling you. Russ put the thought from his mind, for it was not his own, even as he paid no heed to the figure who was, and was not, standing beside him. The crippled king in battle-scarred bronze equalled his stature, even hunched against a broken spine, empty hands forever twitching, grasping for the bladed staff that had fallen from them centuries ago and light years away. Russ learned long ago to ignore the spectre that had haunted him since their duel on Prospero. It was easier to face the monster that his brother had become than to look into the blood-filled eye of Magnus as he had been on that day. That it had begun stepping into the waking world did not change that. The wheel of life and death had turned again. The last links to the old age, when he had walked the ice with the first Einherjar, were gone, and even the age that followed – that he had once believed would last forever – was a fading memory. The Allfather no longer had need of an executioner. Still you linger. “Does he wait for some sign?” “Perhaps he is having another vision.” Russ made no move, ignoring the unrest of his Einherjar and the silent whispers of the brother he murdered. He would move when the thread of the wyrd pulled him, and not before. He closed his eyes, frigid air threatening to freeze his nose, throat, and lungs as he pulled in a slow, deep breath. The death world had shaped him, and he had recast the Sixth Legion in his own image. It had been so natural, for all the primarchs, he had never stopped to consider whether it was wise. Now the wars they were made for were over. Where other legions had adapted to the new way, Fenris would not let the Rout change. Her ice was in their veins, her claws lodged deep in their hearts. Their fates were intertwined now. Perhaps they always had been. But his was not. An impossible distance away, a raven cawed. The smell of blood and brimstone filled Russ’ nostrils. His ears pricked up at the sound of the second, strangled cry. The third was a rasping death rattle. Eyes snapped open, focused with a predatory intent. The Wolf King threw back his head, and howled.
Infinities away, within turning wheels of thought and memory, the single eye of Magnus the Red was fixed on the world of ice. If his daemonic form had possessed a face, it would have been smiling.
1 note
·
View note
Text
THE SUPERSTITIONS OF WITCHCRAFT. BY HOWARD WILLIAMS, M.A. ST. JOHN'S COLLEGE, CAMBRIDGE. LONDON: LONGMAN, GREEN, LONGMAN, ROBERTS, & GREEN. 1865. 'Somnia, terrores magicos, miracula, sagas, Nocturnos lemures, portentaque Thessala rides?'
The Superstitions of Witchcraft by Howard Williams
'The Superstitions of Witchcraft' is designed to exhibit a consecutive review of the characteristic forms and facts of a creed which (if at present apparently dead, or at least harmless, in Christendom) in the seventeenth century was a living and lively faith, and caused thousands of victims to be sent to the torture-chamber, to the stake, and to the scaffold. At this day, the remembrance of its superhuman art, in its different manifestations, is immortalised in the every-day language of the peoples of Europe.
The belief in Witchcraft is, indeed, in its full development and most fearful results, modern still more than mediæval, Christian still more than Pagan, and Protestant not less than Catholic. -- Preface
The Project Gutenberg eBook, The Superstitions of Witchcraft, by Howard Williams
0 notes
Text
I know this is just a Latin set text but every time I read it, it breaks my heart to watch Turnus die over and over again even though he tries so hard... I mean, he's so hopeless, and in his last moments all he begs is for Aeneas to pity his father (Daunus), make use of his good fortune, and to not press his hatred any further - he literally says he deserves to be killed. aaaaaaaaaaaa But he's kind of a dumbass for leaving his father's sword (which was forged by freaking Vulcan gdi) at home before, oh I don't know, a major battle which would decide the future of the Rutulians and the Trojans?! Oh also, while I'm at it, there's the Second Capture of Babylon... wherein Darius x Zopyrus is totally canon. Obviously you can put Darius's reaction to Zopyrus being mutilated down to shock, but can you do the same (considering that Darius placed a really high importance on capturing Babylon and kept trying for twenty months even though he'd tried "every trick and every device" by a month before that) to the fact that "he often expressed the following opinion: that he would rather Zopyrus had not suffered his mutilation than gain for himself twenty Babylons in addition to the one there was". ZOPYRUS UNHARMED > 21 BABYLONS CANON Just to get the full house of set texts, it seems that there are major continuity errors in Sagae Thessalae and even the Odyssey itself. As for Sagae Thessalae, Thelyphron's just guarding the corpse, right? And then a weasel creeps in and he's scared, but then it goes away. Nothing strange about that (besides its symbolism of witchcraft and the fact that it casts a spell on him to fall asleep, but there's more) until the corpse says that the doors were carefully locked. How did that weasel get in? Why didn't Thelyphron express any surprise at the fact that it got in? And he couldn't have closed the door afterwards as he was immediately overwhelmed by sleep. Get it together, Apuleius. Also, the Odyssey is considered one of humankind's greatest pieces of literature. Yet it seems that Philoetius, our favourite loyal ox-herd, can somehow tie some doors together and THEN get inside. Seriously? Does he have magic powers? That does sound cool but still...
#vitam meam#i'm just gonna tag everything in case someone wants to comment or provide their theories#the aeneid#virgil#sagae thessalae#the witches of thessaly#apuleius#the second capture of babylon#herodotus#the odyssey#homer
1 note
·
View note
Text
"I grasped my nose with my hand; it fell off."
Honestly, with lines like these I'm surprised Latin Literature doesn't have a fandom by now.
25 notes
·
View notes
Text
oh i’d forgotten how batshit sagae thessalae actually was ok
2 notes
·
View notes
Quote
Somnia, terrores magicos, miracula, sagas, Nocturnos lemures, partentaque Thessala rides?” Hor. Epist. ii. 2. 208.
Magic and Witchcraft by George Moir
0 notes