;R1999 Vertin's Wheel, Unilogs, Fate and Summoning Analysis
Analysis and theories regarding the suitcase's wheel, unilogs, fate and the process of summoning characters as of the 2.8 patch.
It's been a while since I've written an analysis in this blog, but yesterday I had a sudden realization and after discussing it with the R99 RP server, I decided to properly expand on these ideas in case someone else is interested or can offer more insight!
Just as a heads up, this post will tackle big spoilers from the upcoming CN 2.8 patch!
As usual, the majority transcripts were taken from the R99 Transcript Neocities and the transcript project!
First of all, we must discuss Vertin's suitcase.
By now, everyone probably knows about the way Bluepoch integrates in-game mechanics, items and such as diegetic aspects of the world building--the most known example being Picrasma Candy, an item used by players to recover energy and keep playing, but also a real medicine within the universe of Reverse: 1999 created by Medicine Pocket to enhance an arcanist's own arcanum for a while.
Vertin's suitcase and everything related to it is no different; in the prologue, we see Vertin save Regulus from the "Storm" by taking her into the suitcase, which acts as some sort of pocket dimension with a living space for her team; the Wilderness is also confirmed to be a real space that people can explore, as we see many times throughout the main story and anecdotes; Ms. NewBabel's critter business within the suitcase is also real, being mentioned on advertisements in one of 2.5 Showdown in Chinatown's trails.
In Stage 6 "The Living Past" of the game's prologue, we get introduced to the suitcase proper. This is the only instance we have of Vertin using an incantation to lead Regulus inside the living quarters and Wilderness proper.
Vertin: … Relax, Regulus. I will tell you, but not here. Say this with me … Neirü milde en tiün bonan nokton. Take my hand. Let me take you into the suitcase.
We also get some descriptions of what's inside these living quarters--the majority are various things that Vertin has rescued from previous eras, the most important being the photos and documents about the people she's met across time. She confirms that her suitcase and anything she puts inside can brave the "Storm," and avoid being reversed--we now know that arcanists of all sorts can also do this, a loading screen from the game added during 1.5 "Revival! The Uluru Games" clarifies by stating that humans can enter, but they need to find a "Storm" immune place outside to avoid being reversed. The suitcase is also affected to a degree by external forces--if one were to shake it, the people inside might feel an earthquake. But this also happens on reverse--the seeds Druvis III plants drops inside grow outside of the suitcase and take over the St. Pavlov Foundation's courtyard.
Then we have the spinning wheel and the lake. These two things are introduced immediately after the prologue, in the chapter "In Our Time," Stage 1 "Wretched Brats." We know that Vertin has never been to this part of the Wilderness that holds the lake and the spinning wheel.
The outside scenery keeps changing and changing … What has remained unchanged for ages is the lake and an old spinning wheel.
Regulus: *sobs* ... The records ... Don’t nick my records ...
Vertin: ...! Her voice doesn’t sound right. I should go and take a look.
This is where Vertin has never been.
The lake is said to be surrounded by a mist that causes everyone except Vertin to slowly fall unconscious, and the water of the lake is explicitly rainwater from the "Storm." The spinning wheel has "strange threads" that Vertin describes as two-dimensional and by following this thread, she summons Sonetto into the suitcase.
The line in her hand, technically the line-like thing in her hand which cannot be felt in any way, has gradually formed a path in her sight. And someone is going to be invited over. Spin it as you've done so many times. It's someone familiar.
Sonetto: The lake is overflowing. It's cold, just like a flowing line … Wait, where am I?
During the early months of the game, a lot of us assumed that this scene was simply a way to introduce the gacha mechanic in a diegetic way, without truly having an actual impact on the story. And there is also the issue of explaining how could Vertin acquire members from eras outside of the 20th century, such as Charlie, The Fool, Dikke and Nick Bottom, when the main story never take us to their respective eras.
I want to argue that the former statement is not true; the summoning aspect is real within the universe, and that it explains the latter statement, giving a reason for these people to exist within the suitcase. There is already so much that explains game mechanic as diegetic, in-universe aspects that exist, so I don't see why this would be any different!
In 2.8 "Paradise Regained," we get a lot of information that ties in a lot of loose ends and plots set up by previous chapters; this is the patch that confirms Urd is indeed Vertin's mother.
The scene where they find each other is meant to point out the similarities between the two--the cave Urd is in, where the Manus ritual is taking place, also has the same exact mist as both Vertin's suitcase and Apeiron's cave, and it urges Vertin to remember her childhood in SPDM, namely moments in which she interacted with Urd or somehow remembered her but was never able to recognize her as her own mother. A glowing, golden thread, identical to the one that was used to summon Sonetto in the suitcase, leads Vertin to Urd, who has her very own spinning wheel.
The reveal here and all the references in Urd's own character point to the fact that she is, to some extent, fate itself or a weaver of fate. Her namesake comes from Norse Mythology, referencing one of the Norns, one of the three deities that weave the thread of fate and dictate the lives of mortals--Urðr.
Urd explains that, just like Vertin, only she seems to be able to see and sense these golden threads. And she also explains her purpose and calling. Here is my transcript of the spoken dialogue they have, and you can see it here in Merui's stream.
Urd: I will go with you, but not just yet. There is something I must finish, these threads I'm spinning.
Vertin: Threads?
Urd: Yes. Others don't seem to see them, but I do. It's strange, I don't know what they are but I know how to spin them. Does that sound ridiculous to you?
Vertin: Not at all. In fact, I can see them too. But perhaps we should do it together, later when the danger has subsided.
Urd: There may not be a later. I must finish this now.
Vertin: Why? Is this worth more than your life?
Urd: I believe it is. These threads must be spun so the all ruling law may be woven in. That is my purpose, my calling. That is why I was led here. That's why you're here too, is it not? To answer your calling?
Urd's role as the weaver of fate or existence as fate itself was foreshadowed by 6 at the end of Vereinsamt as well, when he talks to one of her many iterations, Ms. Marta.
Marta: I find myself uncertain of which way to go. Would you kindly give me some guidance?
6: The guidance I can offer you is limited, Ms. Marta. I think fate knows its own fate better than anyone.
Urd is aware of her purpose and calling to uphold the concept of fate itself, even if she may not understand it fully. And thus, we can understand that the golden threads being woven in her spinning wheel are the threads of fate--they led Vertin here, after all.
This patch also confirms that Urd was the reason Manus Vindictae's plans failed back in 1999, during the first "Storm," and how they're now using her as a catalyst to fulfill their plan by sabotaging her process of weaving--her spinning wheel above can be seen tainted with the characteristic Manus Vindictae black goo, and they force it to spin, taking the threads of fate into the well where Arcana's heart rests. Compare it to Vertin's own wheel in the suitcase.
This leads us to the following point: Urd guides upholds order through these golden threads, which represent people's fates and lives. Vertin, as her daughter, has a similar ability in relation to the summoning mechanic in-game, which explains why the banners are presented as the spinning of their threads. For example, the Golden Thread banners.
To follow this, I want to point out the other items involved in summoning! For example, the Unilog rabbits--they can come in Decalogs, which is a set of 10 Unilogs, and they can have different variations for the other unique types of banners (Boon of the Water, Promise of the Water, every Limited character banner, etc). But if you pay close attention, you may see that these rabbits contain a golden thread inside.
[UNILOG] The golden rabbit is a well known myth. It spies on people, steals their time, and sometimes even changes their fates. Though it's old, decrepit, and stale, it is unique and indispensable.
[DECALOG] The storyteller never thought that golden rabbits could travel in packs. Nobody knows what this might entails, but no one chooses one single rabbit over more of it.
[DECATONE] Now you see them, many, many rabbits. They change their appearance, whispering secrets. And you―you know what to do now, don't you?
The fact that they're seemingly made from the same thread of fate discussed before, along with these descriptions talking about stealing time, changing fates and the implication that the one using them--Vertin--knows what to do now, works to explain the gacha aspect as a diegetic feature.
Then, you have drops as a different type of currency--there are two types, Clear and Crystal. These items are explained as the "Storm" raindrops that didn't fully make it upwards before the "Storm" ended, Clear being the raindrops closer to the ground and Crystal being the ones closest to the clouds, hence why the latter are more valuable.
You may turn Crystal drops into Clear drops, and Clear drops into Unilogs, which draws a parallel between the threads of fate and "Storm" rainwater, leading to my next point: If these threads represent an organized and linear fate, "Storm" rainwater is chaotic fate in disarray.
Throughout the game, there is a lot of emphasis on the importance of water. It holds memories and information, the entirety of people's lives and entire eras, both metaphorically and literally. In 2.5, the one thing that remains of Pei City from 1.6 "Notes on Shuori" is one of Yenisei's vials from the river, which is highly coveted by Laplace to study and understand what could've transpired there. Yenisei's own arcanum revolves around the idea that water holds information, and can serve to return home. As mentioned previously, the mist in the Wilderness lake, Aperion's cave and the heart of Antarctica is special--we've seen it urge Vertin to remember, and in 1.4 "Prisoner of the Cave" that very same mist contains the same elements that are immune to the "Storm," Asymmetrical Nuclide R. And, above all, we know that the "Storm" itself takes entire eras away from the linear path of time.
In 2.8, Ulrich concludes that the "Storm" has always meant to be a flood--in 1999, Urd stopped this ritual somehow, and ever since then, every "Storm" has been a failed attempt at flooding the world through this water that will reverse everything to the past.
During Arcana's revival, she summons this very same flood across the entire globe, raising the water level of the entire planet. And the water has the same or even worse effects to the rainwater from the "Storm," as it causes those who touch it to disappear.
Thus, we understand that water is an important aspect of the story, and that this special water from the "Storm"/Flood holds the totality of history and chaos, being related to concepts such as time and space due to the way the "Storm" functions--it absorbs eras and people into it, taking them out of the linear thread of fate.
Hence why a second important aspect of the summoning batters is water. The First Drop of Rain, Abundance of the Water, Invitation from the Water, etc etc. These pictures were taken from the GL Fandom Wiki!
The way Vertin summons people is by weaving the golden thread and throwing Unilogs into the water, as explained by the in-game mail reminding players to use their Decatones before they expire.
All shall return to the waters, to tranquility. Before leaving, don't forget those special little rabbits of yours. Although they may not be able to embark on the next stage of your journey with you, they're more than prepared to jump into the lake.
So you could equate this to Vertin throwing a literal lifeline info the lake of the Wilderness to save and take people from the chaos of history, stealing their time and altering their fate--and because it's "Storm"/Flood water, it's possible to bypass linear timelines, thus reaching characters from beyond the 20th century like Dikke, Nick Bottom, Charlie and The Fool.
There are other details to support this entire theory that I had no idea where to fit in, so they're going here as an extra round!
The Crystal Drops, canonically a much more valuable currency than Crystal Drops, are the currency used to buy different garments--some of these garments are diegetic, meaning that they do exist within the canon of the world (think of Sonetto's free garments that show up throughout the main story, Regulus pilot garment which makes a cameo in 37's anecdote) but some of them are not (6's detective garment from 2.0, we know he doesn't ever leave the island, Voyager's 1.9 garment, or any of the garments from 1.6 as it's physically impossible for any character from Vertin's team to have visited Pei City)
If we remember that drops are "Storm" rainwater and that Crystal drops were closest to the cloud, therefore stronger in their effect, we could explain these non-diegetic garments as Vertin acquiring a glimpse into different or alternate timelines in which these situations are possible. Which would also explain Diggers as a whole, since he's portrayed as his 1.1 "Theft of the Rimet Cup" self as a playable character while his 1.4 garment is actually the canonical fate he suffers in the main story, having joined Manus Vindictae. The only caveat to this is the Grandfather Clock Paradox explained by X and Regulus, which states that it's impossible for two versions of one person to exist at the same time.
Moving on. Unilogs are represented by rabbits, and I'm pretty sure there is no myth regarding golden rabbits that steal time--but Vertin as a character has been officially related to rabbits, like the latest offline masquerade event, or her themes as the white rabbit from Alice in Wonderland, solidifying her role as the Timekeeper but also someone who also guides others and alters their fate.
Also, Urd, Vertin and Arcana seem to also represent the three Norns of Norse Mythology--as usual, I only had a very surface research reading Wikipedia articles, so if you have more insight on this feel free to correct me. As far as I know, the Norns are tied to three springs or wells scattered in different places, which coincidentally match the three locations in Reverse 1999 that carry the same mist--Vertin's suitcase, Apeiron's cave and the heart of Antarctica, furthering the parallels between these three characters and the concept of fate.
I think that's pretty much everything I wanted to talk about! Thanks to the R99 RP server for hearing me out and fueling my deranged ideas!
i like to think that kafblade could have a very tender dynamic. i just think the whole mara-spirit whisper thing they have going on is very beautiful tbh. i'm very obsessed with it.
i want to believe that kafka may not have been the best equipped to deal with his condition and everything it entailed at first, like on an emotional level, but now im just thinking about her growing to care about him and learning to care for him. and on blade's end, finding comfort in her voice, her power, her presence - her, as a person.
i truly think they complement each other so perfectly. kafka keeps the monster at bay. blade notices her sad smile, and he listens to her. he remains steadfast and loyal. he looks out for her, a person who is incapable of feeling fear, and fights for her, protects her. he is a weapon full of cracks, but she hones him beautifully.
when they first met, they fought, and kafka killed him. she killed him and brought him back and the monster within him quieted to listen to her and he was then put back together, piece by piece, until he no longer resembled that of a wandering corpse.
she has power over him, undoubtedly, but she never takes advantage of him. they have a clearly outlined partnership. they work well together, and the cherry on top is that she also greatly enjoys watching him fight (it's a pleasure to witness, she says. okay physical chemistry!) and i wonder how it feels for her to have someone who trusts her so much.
his life is literally in her hands - the mara's tether is firmly in her grasp, after all. it's hard to say how she may feel about it. kafka is quite the enigma in general. it's clear that she's fond of the stellaron hunters, but i wonder how much that fondness is capable of growing.
now for someone who does not feel fear, i'm wondering if it's possible for her to grow to care about someone deeply enough to fear losing them. who knows. i wonder what elio promised her as well. does she want to feel fear? or does she have a completely different end goal in mind? only time will tell, i suppose.
there's a lot of potential for growth between the two of them on a personal and interpersonal level. blade is not a man of many words, but based on what we know about him from his interactions with silver wolf as well, i think it's safe to say that he's actually quite thoughtful and cares about those around him, and i think that kafka can be thoughtful and caring as well (based on her words to the trailblazer when they wake up at the very beginning of the game).
they just have such a juicy dynamic!! there's SOOO much potential! they can make each other better or they can make each other worse, but at the end of the day, they're sticking together - until the day blade dies ;)