Urd has been a mysterious subject in Reverse: 1999 in it's almost-3-year long narrative. Even if she currently has a face, we still have only the bare minimum of an idea of who she is as a character. However, there are many things that can be inferred from the bits of lore pieces that we can gather.
This will be an extensive post on who Urd is, what she's based on, and her importance so far in the story. Spoilers ahead for Chapters 10 and 12.
Who and What exactly is Urd?
Urd is a recurring character in the main story who is defined by three main points:
1. She is Vertin's mother
2. She is a wandering writer/biographer for UTTU
3. She is likely a goddess of fate
While not much is seen of her, her presence in the story is undeniable. She is the one person Vertin has been searching for since she became the Timekeeper. But as the story goes in, we see that she transforms into a character who holds an influential role in the game's narrative. From a hypothetical mother who had little to no trace of who she might be, to an entity whose existence is fundamental to the supreme law of the world: time must move forward.
She plays a major role in the creation of the "Storm" or the Battle of 1999, where her efforts in stopping Manus Vindictae's flood ritual resulted in a seemingly erroneous loop. The world tries to correct itself through the "Storm," and she is 'reversed' as a result. Her following incarnations wander across the world as a lost, blind woman for years. Yet because of it, every organization flips the world upside down searching for her.
Urd's Concepts
We first break down the concepts that she and Vertin are based on. Urd and Vertin follow the motif of the Fates in European polytheism, where they are commonly depicted to be weaving the fates or destinies of humans and sometimes even gods through textile metaphors. The most famous of the myths are the Moirai (Greek) and the Norns (Norse).
We understand that Urd is a blind seer who is largely based on Urðr, one of the three Norns in Norse mythology. Norns are deities who decide the laws and fates of humanity, and tend to the world tree of Yggdrasil. In a similar sense, it can be assumed that Urd is also based on Clotho of the Moirai, the spinner of the thread of fate. Vertin all the while would be based on Verðandi and Lachesis, both of whom being deities of the present.
It can also be believed that her blindness likely also contributes to her character design. Her blindness could be taken after the concept of the blind prophet (i.e. Tiresias), who is capable of seeing the fates of everyone and everything. But with the game's nature, this concept is reversed, and Urd in turn can only remember fragments of the lives of her previous iterations.
The way these concepts manifest into Urd's character is interesting. It's not only through the fact that Urd is quite literally the spinner of the golden thread, but also her identity as a writer. Writers, specifically biographers, write about what has happened or what could've happened. Urd has been wandering around the world for years holding the identity of a biographer long since her first appearance. She goes to different places, interview various people, and writes about them. And like she tells Vertin in Chapter 12—
She can only tell you what has already happened.
Impact on the Narrative
While these concepts being largely important, these are not the only indicators of how important Urd is in the game's worldbuilding. When looking at other character or organizations, many if not all of them have had the goal of finding Urd herself. The story starts off with Vertin initially setting the goal of finding her mother despite the Foundation's claims of having no record of her at all.
Once entering Chapter 5, the Foundation also starts to follow closely by to Vertin's mission and goals. When moving over to Notes on Shuori (1.6), we find Yenisei's character journey is largely influenced by Bessmert's nature and her care for her. Then back to Chapter 8 and 12, Igor's motivations of searching for Urd himself was because he knew of the nature of the Amber Room experiments. Chapters 8-12 ultimately lead us to the reveal revealed that the Foundation and Manus Vindictae are fighting to reach Urd's incarnation first. All for the purpose of truly gaining control of the power scales in the "Storm."
Now, we find that Urd—or specifically, Urd's role as a Fate—is a starting point for most of the major characters we have so far in the story. Despite being affected by the "Storm" herself, her existence is not entirely erased either.
Even within in-game interactions and merchandise, Urd's presence spreads quite far. From the "Friend from Afar" alias under UTTU, to this ARG that briefly occurred among CN beta players, and even to current merchandise for 3.3 (yes, really).
So now that we're here. For now, we only know that the Foundation has figured out a way to get (the original) Urd back, even if in a moment set in the future. But we still have not encountered Urd's current incarnation in this era. When and if we do during this series, I'm eager to know how it will play out between Vertin, Manus Vindictae, and the Pax House.
In a later post, I will also be laying out Urd's journey so far in the story. I could even go further with this, but these are enough ramblings for one night. I will answer further questions once I get around to them. Thanks for reading.
;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!
Vertin lives with Madam Z and Tooth Fairy, seinc she was 10. She knows most people in the village/housing estate. And has a crush on Sonatto, that everyone knows about, exept for Sonatto.
Tooth Fairy has her own dental clinic, everyone in the St Pavlov football fan clubs goas to her.
And Madam Z is the secretery of Constanine in the St Pavlov football fan club. She works in an office.
Sonatto is Vertin's neighboor, and classmate. And has a crush on Vertin, that everyone in the village/housing estate knows about, exept for Vertin.
Constanine is the vice president of the St Pavlov football fan club. She works in an office. Also she a landlady as a bonus.
Lilya is a regular at the pub/public house, and a member of the Zeno Football fan club. She works as a cashier in a small grocery shop, and goas to a pilote academy. She is one course away from getting a pilote licens.
Arcana is the leader of Manus Vendicte football fan. She is the ex step mother of Vertin. She become a car saleswoman after she and Urd got devorced. Before she married Urd she was a teleshop salesperson. She is also a landlady.
Urd is a famouse writer, journalist, reporter, and Vertin's mother. She is bearly at home, because of her jobs. And that's the reason why seince her and Arcana's devorce Vertin lives with Madam Z and Tooth Fairy.
Jiu Niangzi is the owner of the pub/public house. The only reason why St Pavlov and Manus Vendicte football fan clubs haven't been kicked out is because they bring in the majority of the revenue, so she just deals with them. Also she regularly goas to the closes horse stable.
And Forget Me Not works at the pub, as a bartender. He is the other reason why the two clubs haven't been kicked out yet. He always meneges to clean up after the fight.
I was thinking about how the Manus is trying to draw parallels between Jesus and Arcana in this current chapter and I instantly thought about Urd being a Judas parallel, evidence otherwise be damned. Anyways it's always so wild to remember that God exists in reverse 1999