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#this is very long im sorry lol
falmerbrook · 4 months
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Falmer appearance and attire headcanons
(click on drawings for more details and notes!)
Hair
In Skyrim, we pretty much only see two hair styles to go off of: completely bald and the hair the "shaman" have (which are also the only females we see (a post for another day)).
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In concept art, particularly Adam Adamowicz's, we see more potential hairstyles. He draws it as wispy and messy, as well as containing braids and the ties we see in the shaman in the game. This art is largely what defines my own interpretation of their hair.
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I picture the typical Falmer hair as wavy, thin, wispy, and looking frizzy. Given the high number of hairless Falmer we see, I imagine baldness is common, particularly among males, and sometimes among females. Their hair can be commonly styled into braids or knots to keep it under control.
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The ability to grow long, thick hair is less common, but those who can tend to style it in other unique ways. Especially among females, long hair is commonly styled into large dense locs (akin to a Polish plait) and held into shapes using ropes or leather ties.
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(While I think the intention with the way their hair is drawn and modelled in the game models and concept art was that it was braided and held up with those ties, before looking at it closely I always sorta interpreted it as too stiff to just be braided. As a result, I developed the locs headcanon and have become kinda attached to it even though I have 0 in game or lore support for it)
Materials
The material used in their clothing is obviously dependent on what is accessible to them, and given their unique situation that makes the materials they use and value unique as well. In Skyrim, we see that almost all of their armor (which is mostly what we see them wearing) and homes are made of chaurus chitin (and potentially shellbug chitin), so this is likely the most common resource available to them for non-combative coverings as well. Other materials from their arthropods companions could include their cocoons, unhatched eggs, etc.
Bones from other creatures (draugr, skeevers, trolls, adventurers, bandits, etc.) underground or from aboveground raids could also be used fairly often. These could also provide a source of leather or fur, albeit not a lot of it.
Falmer groups and subcultures inside or in close proximity to Dwemer ruins probably make regular use of the materials present in those ruins as well. With all the metal and machinery present in Dwemer ruins, metal probably makes regular appearances in their clothing (and general decorations) even if they can't manipulate it themselves. Falmer more separated from Dwemer ruins would make much lesser use of these materials, however. Additionally, We see implications of Falmer preparing, cooking, and potentially cultivating fungus in-game, but see nothing indicating they have any plants in their diet, and therefore it is unlikely they regularly make or use textiles or fabrics in their clothing, and if they do they likely come form Dwemer ruins or raided adventurers/bandits/settlements from the surface.
On that note, we know that there have supposedly been incidents of Falmer coming to the surface to attack its inhabitants and travelers, as well as instances of them killing bandits, adventurers, and researchers who venture below, so it's not far fetched to believe that they have access to some materials from the surface. This could give them some access to furs from surface animals, beads, glass, jewelry, textiles, metal objects, etc. they might not otherwise have access to. The rarity of these material among the Falmer would depend on the amount of access any given group of Falmer have to the surface, but among many of them these materials could be seen as more valuable for their rarity and the difficulty to gain them.
While gemstones and ore might be accessible from both natural deposits and underground ruins, unless they had some kind of auditory function or unique texture, they might not have much value to Falmer.
General Attire/Accessories
I like to imagine that the Snow Elves, and by extension the Falmer, have an innate cold resistance in the same way Nords do, and therefore don't require clothes for the purpose of warmth even in the chilly caves of Skyrim. Additionally, their blindness likely means that wouldn't dress for visual aesthetic either. My thoughts are that they are then left with the sense of sound and touch to communicate with each other, and their clothing and accessories could reflect that.
Falmer clothing, decoration, and society in general is very heavily based on touch and texture and little on appearances. They touch each other very often for both communication, movement, and just general day-to-day interactions, and their clothes isn’t very modest, but the tactile patterns and materials used can communicate certain things such as position in society, “wealth”/power, whether they are taken, single, pregnant, with a child, etc., their roles, their age, notable achievements/skills, who is who, etc. on both their clothes and buildings. The more noise one makes, the more attention they draw and the more they drown out other noises, and the more noise making things they can “afford” to have, so the amount of noise one makes in a Falmer settlement is a status symbol. Certain types of noises or noise makers are more coveted than others (chitin beads are common, while furs are less common, and materials only gained from raiding the surface are rare and coveted).
Some noise making accessories could include:
Dangling metal, bones, beads, chitin, etc. that hangs off of their clothing or ears and jingle/clank against each other (in my drawing I show them as pretty uniform in shape and size, but they would probably be much more irregular than I depicted them)
Bells (metal or other materials) that are affixed to or dangle off of their clothing or as earrings.
Hollow bracelets, anklets, necklaces, or other accessories that are filled with rocks or beads.
Rattles tied to the body (made of chitin, dried hollow chaurus eggs, dried chaurus cocoons, beads, etc.) with leather or rope.
Flute or whistle like tubes made of metal, chitin, or dried and treated tube-like fungus that makes a woodwind-esque noise when air passes through it in a certain way. They have been designed to make noise easily from even the slightest movements.
Dried grasses (more temporary) tied to the body that make a swishy noise. More permanently, a similar thing can be achieved with hair. The hair can be sourced from Falmer (either through just cutting hair or through taking it from fallen enemies) or killed humans/mer/draugr. That sort of thing can also act as a kind of trophy.
Necklaces with various materials dangling close together that jingle against each other.
Various materials can be tied into braids or the leather ties in their hair as well.
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Some textural accessories could include:
Beads. Since they wouldn't have the ability to tell the color of the beads, the patterning of beadwork would be based on the roughness, material, size, or shape of the beads. (I'm sorry I suck as drawing beads)
Furs. This wouldn't be as common since the Falmer likely don't have too much interaction with furry mammals, but some they may have access to that are big enough to make clothing/accessories out of include skeevers or trolls (and potentially rarely animals from the surface). A potential meaning of wearing furs could be as hunting trophies, but it could have other meanings as well.
Chaurus chitin would like be the most common material in Falmer attire, and depending on the part of the chaurus body, the size of the chaurus, or the life stage of the chaurus it was sourced from it could have different textures. Some chitin parts could include large spikes and deep groves, while other parts could be smoother and less rough. The use of this chitin in clothing could take advantage of this contrast in textures. Additionally, chitin or shells from shell bugs might be a different texture from the chaurus chitin. (it's unclear to me whether shell bugs are exclusive to the caves around the Forgotten Vale or if we should consider them distributed throughout Skyrim's underground)
The placement of textured components on the body could have their own meaning to it alongside what accessories or textures are being used.
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Specific Falmer Subcultures
While most Falmer settlements we see in Skyrim are just a small-ish collection of huts and chaurus corrals, there are two distinctive settlements that are larger, seemingly more organized, and I like to think have their own distinct subcultures worth mentioning: Blackreach and the Forgotten Vale. The unique scope and environment of these Falmer cities (as I like to think of them) could lend to unique clothing cultures as well.
The Falmer of Blackreach have access to a vast Dwemer settlement and have has the space to spread out throughout it more fully since it seems to be more in tact than other Dwemer ruins we see. These guys would likely have a clothing culture much more heavily based on what the can access from these Dwemer ruins (metal scraps, leftover fabrics, etc.)
The Falmer of the Forgotten Vale would also have access to unique resources, such as Vale deer, Vale sabre cats, and frost giants for fur and leather. Additionally, materials accessed from the Chantry of Auri-El such as textiles from clothing, bedding, tapestries, etc. could give them a greater access to fabrics than other Falmer groups. We don't see many close Dwemer settlements to the Vale, so they would have less Dwemeri influence in their clothing than other Falmer groups.
I like to think that the Falmer's evolution exclusively underground has made them poorly equipped to handle the outdoors during the day and has made them particularly susceptible to sunburn, necessitating the need for covering for those in the Forgotten Vale who have significant settlements outdoors. With greater access to textiles and leather, they could use them as coverings when outdoors.
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Armor
I actually have very few notes on armor, for two reasons. 1) I hate designing and drawing armor. It is the bane of my existence. 2) I really like the armor they have in game! I think they look awesome aesthetically, and I like how clearly they are made from chaurus chitin. Per usual, Adam Adamowicz's designs seem to have been the major inspiration for the Falmer armor, and he did a great jobs (even if it isn't the most functional looking armor ever).
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(off topic but I also just want to add that he draws them with little hairs and tufts on their ears and I love it. ok that is all)
I do have a few thoughts about armor though.
Even attire made of textiles make noise when someone moves in them, and I can imagine moving around in armor, especially armor made of hard, insect shells would make a lot of noise when someone moves around in it. When you're relying on sound to navigate your environment and pinpoint potential threats or targets, wearing something making a lot of noise would not be ideal. On the other hand, getting into a fight unarmored would be a problem.
So here's my solution: heavy armor (see below) would only be worm within the camps/settlements where noise was already high and space is more cramped (and therefore more risky in a fight) as a sort of guard in case they were attacked. Those guarding the settlements along the outside might still wear armor as well, but less of it. Those going out to scout or hunt (if they do hunt) would wear as little armor as possible, and try to wear it strategically so that it wouldn't rub against itself and make noise. This is why most Falmer we encounter in the game are wearing little except for loin cloths and kneepads.
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One more idea I have for armor is a specific armor piece. On the note of guarding or protecting a camp or settlement, I imagine the noises of it all (especially with the noise based headcanons I've laid out here) would make it hard to actually catch any potential threats when you can't see. A large slightly concave piece of armor worn behind the head could block out noises from behind the wearer, as well as a help focus sounds ahead of them.
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That is all! Thank you for reading! A lot of these concepts around the culture of sound I think could also be applied to their buildings and even a culture of music, but those are posts for another time.
All of the concept art I used was taken from here and all of the Skyrim screenshots are from UESP.
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kaiju-krew · 5 months
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finally made a weird lizard of my own......
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drawnfamiliarfaces · 28 days
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saw this post and was like JAKE LONG??? LOOK AT HIS LIL CUTE GRUMPY ROUND FACE i just had to do a little redraw 😭
and its an absolute travesty that Jake didn't get to roast Dr. Doofenshmirtz (im sure he would have such fire *snort* bangers)
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also bonus doodle because ;3
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curlytsunamiart · 4 months
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ASH SEEKS FIRE, my ds3 blind playthrough sketchbook-journal, is now available to download! 50+ pages of drawings, comics, gameplay notes, story interpretations, and in-game perspective of my ashen one, all for free☝️‼️ i hope you enjoy it!
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mintypsii · 5 months
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not a part 2, but here's a prequel to this sanuso comic I did last month !!! (takes place the night before ,, technically after the first three panels)
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shepscapades · 6 months
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GUYS. IM FINALLY MAKING THE DBHC MASTERPOST HAPPEN IM FINALLY DOING IT I’M MAKING IT HAPPEN RAAA
I’m making a new one so I can format it better so I’ve had to start from scratch but it’s finally in the works and almost done
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doodleodds · 1 year
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An "Akechi in a nurse outfit w/ some shuake" comm for @edenfire! (I'm sorry if this isn't what you were looking for lol but this is just what came to mind ^^;) AND I'M NOT DEAD I PROMISE- I HAVEN'T STOLEN YOUR MONEY AND RAN!! I am sorry this took so long to get to you though. My job got very busy recently with school starting up and I just kept coming home too drained to do anything but sleep. But we're back on it now!!! There's a bonus below the cut since this is.... two weeks late, oh god:
So when i initially started this drawing i was like "hm are there any nurse outfits in cannon" and i was like "you know what. I bet Maruki had some nurses that were shadows." and that lead to this! It's not polished AT ALL because i was drawing it for fun, initially, and then the sunk cost fallacy kicked in and i had to finish it to include in the post because it'd already taken me a hot minute to get to you + i'd spent too much time goofing off drawing this to just post your thing with no explanation aside from work, so. Here!
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(Whats that saying about falling in love with sirens? Make sure they're saying “I love you” and not “you love me?”)
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goldencuffs · 8 months
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fake dating au chapter twenty-one
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after all this time, here it is: chapter twenty-one of in the absence of a king
part one and part two because it was too long to post in one go
thank you so much to everyone who continued to care about this fic. your support means everything 💖
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pinkieclown · 4 months
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starting my plushie non rep designs off strong with Victoria (again)!! as i mentioned in my first sketch of her, she’s a wind-up ballerina dolly with a big crank on her back (as shown in the side view) just before her solos (i.e. naming of cats & the jellicle ball), you would be able to spot mistoffelees or plato winding her up in the background :3
i wanted this vicky to be very pink, with some blue highlights for flavor (and cause she looks like the trans flag hehe :3) the little loopies on her shoulders and legwarmers are supposed to be lace! she was also partially inspired by marie from aristocats ^^
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kyonshi-8610 · 1 month
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trying sometin out // id in alt // unrelated babblings in tags
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rileyclaw · 1 year
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Hii! First off i just want to I'm such a big fan of your art and animatics! Your art is just so expressive and unique its addicting to look at 💞💞
I was wondering if you could go over how your process or tutorial in making an animatic? Whenever I try to start to make one, I get jumbled up and end up ditching it lol
I'm sorry if you get this question a lot 😭
So sorry it took me so long to answer this- I was in a Busy time (diseaseridden with covid and being punched by finals) when I got the ask and wanted to answer it with some stuff Im using for my next TOH animatic!!
I'll say one thing first: I get jumbled up and ditch so many animatics. For every one animatic I release, there are three to five more I have that have NEVER seen the light of day (yet). And that's okay!! It's fun just to make them for me, and I hope it is for you too!! Animatics are scary because if you're working on it alone, it can be really hard to be your own cheerleader to keep up the mojo to keep going. So that makes it really special when there is that project that makes it to the finish line- cuz you can look at it and go "holy crap I made this. holy crap i MADE that look how SICK that is dude!! all that work and look at the turnout!!"
The following stuffh is just my personal process and is by no means representative of a professional animation pipeline, but this works for me as a Lonely Artist! It all begins with the idea - whether it's a song, or just a story you wanna tell. In the case of the one I'm gonna demo here with , I wanted to animate Hunter's first day as Del's apprentice!
The first thing I did was write a script. Not fancy or AO3-quality, but enough that I understand the pacing and the visuals of each shot. I usually just put this in a doc or put it in a script format, if I feel fancy.
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Then, I take that script and find music that I think would fit for it- and remix it (if needed) to fit the pacing/mood/etc! This is what this new animatic looked like before I began ANY artwork- this is a me thing because I'm super inspired by audio as opposed to visuals first. But you might be different- this is just how I like working personally!
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Then begins the research! I find references for characters, background layouts, and create a style guide for the animatic that tells me how thick lines will be for characters, backgrounds, if there'll be tons of value or no. I make a turnaround for each character so I can refer to them because Im gonna be drawing them over and over a LOT and want to be consistent! Luckily TOH has no shortage of references, so I based my work off them.
THEN, I can begin drawing. I'm a little,,, (a lot) ADHD and may not always do this process, but if you're new to animatics or daunted by the task at hand, make beat boards of the entire project.
This is just a page of rough thumbnails that get your visual idea down - look how rough and quick these are!! I try not to spend over a minute on each beat board if I dont have to, unless it's a particularly complex shot.
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When it gets to the stage where you're ready to begin the actual scenes, I personally tend to do backgrounds first because I like to set characters into backgrounds - and for every animatic, I have the Awkward Blue Sketch Stage which is basically my beat boards timed out as an animatic.
I used Storyboard Pro for this (Toonboom, not free ): icky), but the process can be replicated across most art platforms in whichever way you feel most comfy with! This is so I can time the drawings before I devote time cleaning them up-- which can make for some Pretty Funny looking little guys but theyre important!! trust!!
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Once a big sequence of shots is cleaned up (I usually do 40-60 second chunks at a time), I export the .mov and send it to my editing program (which in this case is still Premiere Pro) - and then repeat this process again and again until.. it's done??
Here's like a TL;DR list of basically everything I said summed up:
• Make a loose script or bulletin of the idea! Do your research!
• Depending on what kind of animatic you're making, time it to music!
• Make a beat board of very loose gestures for your shots, and time them - then move on to refinement & cleanup!
• Combine all shots, refine music cues and timings, add any last needed VFX, and export!
There's no secret recipe or anything, it's just learning a pipeline that best suits you, whether it is for something professional or something you want to make for fun because you just love to make!!
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harbingersecho · 9 months
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Marrassurma, God of Death (and Dreams) from The Abyssal
bonus Sol bc the hand kiss scene is cute
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nuppu-nuppu · 1 year
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Ignore if you don’t want to read about me being stupid once again
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ezdotjpg · 1 year
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actually now that I am writing ch 2 I would like to poll the audience: how are we feeling abt the direction of the comic? did we enjoy ch1 overall? did the sections that were mostly dialogue ever feel like they dragged? inquiring minds would like to know
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Narinder's Veil - An Analysis
A quick overview.
With the addition of the Bishop's of the old faith DLC, it was reveals Narinder's robes are actual a uniform of sorts denoting him as a death god. And once the Lamb has rescued all the bishops, they receive a version of these robes in fleece form. This made me wonder if TOWW's veil had any deeper meaning?
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What is a Veil?
"A veil is an article of clothing or hanging cloth that is intended to cover some part of the head or face, or an object of some significance."
TOWW wears a black veil that partially obscures his face. Similar ones can be seen on his attendants, Baal and Aym, and former members of his old cult, Klunko, Flinky, and Shrumy. They seemingly serve no pratical use as before initiating combat Aym and Baal rip the veils off, possibly for increased visibility and keep the stands out of their eyes. Because these veils are only seen worn by TOWW and those in association with him or his cult, I assume these veils are exclusive to him and the veils we see worn by others are derivatives of his.
After some research, I was able to find an irl veil that most resembled the one TOWW wears:
A Sehra
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"In some parts of India, Pakistan, Bangladesh, and Nepal, men wear a sehra on their wedding day. This is a male veil covering the whole face and neck. The sehra is made from either flowers or beads."
Similar to veils worn by women, a sehra was worn to ward off the evil eye and to keep the bride and groom from seeing see each other before their wedding ceremony. While the reason for wearing the sehra is different, TOWW's veil very much resembles one.
Irl there are many cultural that require participants to adorn face veils or for sacred objects to be veiled. The most common practice that is familiar to most would be the wearing veils by brides on their wedding day. Interestingly the act of wearing a veil was prominently done by women and there are few cultures where men are expected to veil instead. In these cultrures, boys begin wearing veils after puberty and is considered a mark of manhood. It's interesting to note that everyone that wears a veil in COTL is male or male presenting.
Veils aren't always used for religious purposes.
Now that we have a better understanding of what veils are and why they are used let's move on to the next part of this analysis.
In-universe cultural meaning?
What could TOWW's veil mean to him and his servants?
Because all the information I've collected thus far, l'll break them down into seperate theories.
1.
As a mortal, Narinder died before or on his wedding day and was buried in his grooms clothes. Once he became a god, his wedding veil was one of the things he kept, either as a sentimental or cultural memento.
When the lamb usurps TOWW as death god, they don't recieve a veil, only his robes. This led me to assume TOWW veil is unique to him. For those that don't know, TOWW's name, Narinder, is of Indian origin. Because this and his face veil resembling a Sehra headdress, I like to image TOWW was originally from the COTL equivalent of India. Given how long TOWW has been a god, this place may no longer exist, with TOWW being the last 'living' member of this long lost culture. Only he would know the cultural meaning behind the veil. Others may have begun wearing them in association with TOWW.
11.
Given TOWW's station, being the patron of a cult and a literal god, it's plausible that his veil could be worn as a way of creating a barrier between himself and his followers. With the each number of strands denoting a rank amongst his servants. While Ratau's gang don't worship TOWW anymore, if at all given their dedication to Ratau, they may still wear the uniform of their ranks before the dissolution of TOWW's old cult.
"One view is that as a religious item, it is intended to honor a person, object or space. The actual sociocultural, psychological, and sociosexual functions of veils have not been studied extensively but most likely include the maintenance of social distance and the communication of social status and cultural identity."
The reason his servants are wearing them could be for a similar purpose. To seperate themselves from low level followers and layman. What is a cult if not a religion in it's infancy? Even still there seems to be a hierarchy amongst veiled servants of TOWW. Aym and Baal, likely due to their proximity to TOWW and having directly trained by him, have the most strands second only to TOWW himself. Ratau's gang each have different numbers of strands, possibly implying they were each at different level of their ordainment. Within TOWW's cult veiled members may have been the equivalent of enforcers
111.
TOWW's veil is a mourning veil of sorts.
"The mourning veil was commonly seen as a means of shielding the mourner and hiding her grief, and, on the contrary, seen by some women as a means of publicly expressing their emotions."
We don't know the deeper psychology behind what it takes to be a death god, to see hundred of thousands of millions of people die for all eternity. Granted TOWW seems quite psychopathic and is probably able to rationalize away his role as a death god, so maybe the veil is more for the souls that he reaps. A faux display of grief by an impersonal grim reaper. From a superstitious aspect, I'm sure looking directly into the face of death would be held as a very bad thing to do. TOWW also seems emotional constipated enough to wear something to show the emotions he won't let himself express.
A Deeper Look...
Something I noticed about the veils. Including TOWW, each character has a different number of strands/garlands:
Narinder = 22
Aym and Baal = 20
Klunko = 8
Flink = 6
Shrumy = 4
It's up to speculation as to why they each have a different number but that's what I'm here for. After a bit of searching I came to the realization that the amount of strands might correspond to the Major Arcana. While a pack contains 78 cards the first 22 are referred to as such and are considered more important than the rest. This is because they were meant to represent the spirtual journey through life. With that knowledge we can attribute each number of stands to a card in the Major Arcana:
Note the first card of the deck, The Fool, is not numbered.
If I match the number of veil strands to a card in the major arcana this is what we get:
Narinder (22) = The World (XXI)
Aym and Baal (20) = The Sun (XIX) or Judgment (XX)
Klunko (8) = Justice/Strength (VII/XI)
Flinky (6) = The Lovers (VI)
Shrumy (4) = The Emperor (IV)
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The Arcana of the Lamb
Starting with TOWW, this what each correlation of veil strands to a card could mean.
Narinder The World (XXI)
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"THE WORLD - Assured success, recompense, voyage, route, emigration, flight, change of place.
Reversed: Inertia, fixity, stagnation, permanence."
The World card is said to represent the end of life. It makes sense that Narinder wears this number.
"The World represents an ending to a cycle of life, a pause in life before the next big cycle beginning with the fool."
The "nexus between what was and what was not" in TOWW's own words. It's says alot that the number of TOWW's veil strands corresponds with this card and not the literal death card (XIII). That could be because the death tarot does not actually represent death but change. Paradigm shifts, changes in beliefs and philosophies.
The reverse of this card also represents TOWW's situation. "Stagnation" & "permanence". As death, TOWW was a permanent fixture within the world of COTL. Even with his fascination with the new and novel, his siblings, or atleast Shamura, expected TOWW to remain unchanged and stagnant in his existence.
https://en.m.wikipedia.org/wiki/The_World_(tarot_card)
Aym and Baal The Sun (XIX) or Judgment (XX)
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Judgment : self-evaluation, awakening, renewal, purpose, reflection, reckoning
Reversed: self-doubt, lack of self-awareness, failure to learn lessons, self-loathing
Per google, the word judgement has two definitions:
1. the ability to make considered decisions or come to sensible conclusions.
2. a misfortune or calamity viewed as a divine punishment.
It can be assumed that the meaning of their corresponding tarot is the second definition. Within the story of COTL, they are fought after declining to return the red crown. Their battle could be interpreted as divine punishment, as they say as much. Within the game, they act as the precursor to TOWW's battle. Their fight could be considered a test of sorts for the player, as many of their attacks are diminutive versions of their master's.
Or
"THE SUN - Material happiness, fortunate marriage, contentment.
Reversed: The same in a lesser sense."
Considering their fate within COTL's story, I doubt this is the real interpretation of the number they wear. It is the actual 20th card of the Major Arcana but it can be assumed the devs meant the technical 20th card, The Judgement. Granted, depending on the players, the two can be reunited with their mother which makes them happy and content, that was retroactively added in the DLC and might not have been something the devs originally meant to add.
Klunko (and Bop) Justice/Strength (VII/XI)
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Within the major arcana, the order of the Justice/Strength is switched or changed depending on the deck. So I decided to give the meaning of both.
FORTITUDE - Power, energy, action, courage, magnanimity; also complete success and honours.
Reversed: Despotism, abuse of power, weakness, discord, sometimes even disgrace."
And
JUSTICE - Equity, rightness, probity, executive; triumph of the deserving side in law.
Reversed: Law in all its departments, legal complications, bigotry, bias, excessive severity."
Within the game, Klunko, and Bop by extension, will give The Lamb the Strength from Without Tarot Card if they beat them.
Flinky The Lovers (VI)
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THE LOVERS - Attraction, love, beauty, trials overcome.
Reversed: Failure, foolish designs. Another account speaks of marriage frustration and contrarieties of all kinds.
"In some traditions, the Lovers represent relationships and choices. Its appearance in a spread indicates some decision about an existing relationship, a temptation of the heart, or a choice of potential partners. Often an aspect of the Querent's life will have to be sacrificed; a bachelor(ette)'s lifestyle may be sacrificed and a relationship gained (or vice versa), or one potential partner may be chosen while another is turned down. Whatever the choice, it should not be made lightly, as the ramifications will be lasting."
While the numbers may align, I personally don't feel the card really applies to Flinky, unless the devs are implying some hidden relationship between Flinky and another character. This card better suits Ratau and Ratoo, given they give the in-game version of the Lovers card. They could also be twins, the Lovers cards us also associated with the star sign Gemini, known as the Twins. But I digress..
But Flinky's number of veil strands corresponding to the lovers card could have more to do with the imagery depicted on the Lover's card:
"In the Rider Waite deck, the imagery for this card is changed significantly from the traditional depiction. Instead of a couple receiving a blessing from a noble or cleric, the Rider–Waite deck depicts Adam and Eve in the Garden of Eden. By reducing the number of human beings depicted in the card from three to two, Waite was able to reinforce its correspondence with Gemini. The Rider–Waite card also includes the Tree of the knowledge of good and evil with a serpent wrapped around its trunk. The symbolism of no return from making bad decisions, and the consequences of innocence lost, would be more widely understood from this imagery."
Flinky could be an homage to the serpent that tempted Eve to eat the apple of Eden. Maybe his consul is what influenced Ratau that leaving their old cult was an option.
Shrumy The Emperor (IV)
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UPRIGHT: Authority, establishment, structure, a father figure
REVERSED: Domination, excessive control, lack of discipline, inflexibility
"The Emperor sits on a ram-adorned throne, a symbol of Mars. Another ram head can be seen on his cloak. His long white beard bears the symbol of "wisdom". He holds an Ankh scepter in his right hand, and a globe, symbol of domination, in his left. The Emperor sits atop a stark, barren mountain, a sign of "sterility of regulation, and unyielding power." He symbolizes the top of the secular hierarchy, the ultimate male ego. The Emperor is the absolute ruler of the world."
"In Astrology, the Emperor is associated with the masculine, cardinal-fire sign of Aries, the domicile sign of Mars which is symbolized by the ram."
Shrumy behavior toward the Lamb fits alot with this card, in my opinion. When they first meet he's quick to assert his dominance as a non-follower of the lamb. Shrumy also makes it clear that he has no care or respect for crown bearers, as the power they wielded seemed to change them.
"What are you looking at? Hmf. That's right. You crown bearers are all the same. Nothing without your adoring Followers. Ratau wasn't like that. He stayed true to who he was. You'll NEVER live up to him. Get out of my way, I've got Knucklebones to play and money to win. Come and play me if you want a real challenge."
- Shrumy to the Lamb
Shrumy falls more into the reversed position of this card. But I did notice a striking similarity to the Emperor Tarot and TOWW's role within the plot of COTL.
"The Emperor is the absolute ruler of the world."
Whatever TOWW'S gospel was the end result of killing his siblings would have made him the only god remaining and the De facto ruler.
After millennia, all may bask in my glory once more.
"Vessel, do you not worship me? Do you not give offerings in hopes of gaining my favor?
Soon I shall be freed, and the world remade in my image. All will pledge themselves to the Cult. All will bow to my name."
The words of a man(cat?) with enough ego to choke a horse lol. While not explicitly stated to be Baal and Aym's father TOWW does fill a father figure role to them. Having essentially raised and mentored them. Similar to Ratau's relationship with the Lamb, TOWW could also be considered a father/mentor to the Lamb too.
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Conclusion
Initally I was only going to include the tarot card bit, but I couldn't keep my love of anthropology at bay so I added some cultural theories too.
I'm entirely sure the inclusion of these characters wearing veils doesn't actually mean anything but I'm just zooted off my gourd on caffeine so I'm gonna theorize anyway lol. Either way I had fun researching info for this rabbit hole I dug and I hope anyone who actually takes time to read this enjoys it too.
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