
Calluna

Screenwriting, Lyrics, Art, and Investigation

Spoilers for a just-dropped series, Hawkeye, follow. Beware. This is my first time Enneagram-blogging a show I’ve never seen before. I’ll be interested to see how my impressions change as the season rolls out.
Continue reading “Never Meet Your Heroes”Angry and jealous. Oh, is Nebula a Four! All of the hurt she’s suffered, physically and emotionally, have left her wide open to more pain. She doesn’t armor up like most people would. She attacks, yes, but deep inside she hopes for love. The more vulnerable she feels, the harder she hits.
She’s portrayed so beautifully, so accurately, that I really have nothing more to say. Gillan leaves it all on the screen for everyone to see.
LEFTOVER NINE
We start with “Previously on Wandavision”, but this isn’t a normal recap of last week’s episode. (I don’t think. You never know when you’re being trolled on this show, lol.) A news report lays out “Devastation in Sokovia”, and then gives us background on the Maximoff twins, including footage from Marvel movies. Hayward speaks during the report, detailing that Wanda stole Vision’s body, and we see Darcy tell Vision that Wanda killed him. That we know from last week, but now we have actual movie footage that shows the event. Thanos pulls the infinity stone from Vision’s head.
ONE
The recap ends with Agatha’s introduction of herself in the basement, also seen last week.
Roll logo montage.
TWO
Cut to torches and a title screen: Salem, Massachusetts, 1693.
Agatha is dragged through the woods by women in cloaks. Forming a circle, they place Agatha on a scaffold in the center and restrain her with magical bonds. An older angry woman asks Agatha if she’s a witch. Yes, she says. You’ve betrayed your coven, says Angry. You stole knowledge and practiced dark magic. At first Agatha looks cowed, but it’s an act. “Help me, mother,” she calls to Angry. She turns the power of the bonds back on the witches’ circle and drains their life away. Angry blasts her with a super beam, but Agatha drains her, too. Reaching down to her mother’s skeleton, Agatha unpins a brooch from the bodice and floats up and away.
THREE
(There is no Three.)
Continue reading “Previously On”
This is another repurposed piece, with the mum added to a finished encaustic. Hilariously, I never published the pig (below), although I thought I had. (I’m busy looking through the archives this morning so I can link to a post that doesn’t exist . . . lol.)
Well, he’s a good boi, but I didn’t do him justice, and now he’s under a flower.

It’s easy to get distracted at the beginning. The structure is a bit of a sleeper, but it’s there.
ONE
Spongebob and Patrick stand outside of “Glove World!” wearing . . . plastic gloves as hats.
TWO
Patrick eats an ice cream cone as they await the bus.
THREE
The bus arrives.
Continue reading “Rock Bottom”Ah, the Front Row Kid! She’s obedient as a child, which wounds Nebula, and she’s obedient as an adult, working for the betterment of the universe against her father’s wishes. Every other teammate should and does drive her crazy with their disorder.
I quite dislike Gamora, possibly because she strikes too close to home! Here’s where I think the portrayal goes wrong, though: the dilemma of a Front Row Kid is that they’re only organized on the outside. On the inside they’re terrified of failure. I don’t see that tension in Gamora. She’s too physically competent. It gives her a confidence that her personality shouldn’t have.
I would’ve liked to see the portrayal go either into One, as a physical and orderly being, or into Six, as a cerebral and orderly being. As a One she would’ve been less uncomfortable with the other teammates, and she would’ve had a playful, biting wit that nailed their disorder. As a Six she would’ve been less confident, less physically capable, but her moral certitude would’ve persuaded and comforted the other teammates.
Is it fair to call this Gamora a Null? I could probably call her a Four as a kind of catch-all, but Nebula owns that Enneagram number so thoroughly that anyone else feels false. I could call her a Nine based on her physical competence and her stoic personality, but she doesn’t have the generous sweetness of a Nine. Possibly a Three, based on her get-’er-done competence, but she’s too uncertain to be a Three. I think they miswrote her. I’m sticking with Null.
On my first watch, this is the episode that started lowering my opinion of Wandavision. Watching it again, I dislike it even more. Let’s see if its structure is partly responsible.
(Again, I don’t recognize the homage of this episode. I’m just not up-to-date on certain eras of television programs!)
ONE
Light music as Wanda sleeps in bed. She reaches over to Vision’s empty side. Now she talks to the camera while sitting in a chair and wearing a robe. It’s like an interview and/or like therapy. She’s in bed again (still) when the boys come to her and say their game is freaking out. We see them using controllers, which change to joysticks, and then to a deck of cards. Completely under the covers, Wanda says she’s resting her eyes. Back to her interview, she decides to have a day to herself.
When she pushes back the bedcovers, she reveals her Halloween costume. Noticing she’s still in yesterday’s clothes, she cringes. In the kitchen, now in her robe, she takes an almond milk from the fridge and Sugar Snaps from the cupboard. The milk changes to a carton of whole, and then to a glass bottle of milk. Eating her cereal, she stares at it.
Interviewing, Wanda says she’s not sure why things keep changing. Credits for this show begin, with “Wanda” written on everything. The music is boppy and upbeat. It ends with all the “Wanda” titles finally joined by a “Vision”.
An overlay identifies “SWORD temporary retreat eight miles outside Westview.” Director Hayward and another officer speak. The broadcast signal is gone, they say. We don’t know SWORD’s plans, but whatever it is launches today. Behind them is a very large Hex wall.
TWO
Cut to Vision, still in costume, lying on the grass. This is the last place we saw him. Waking, he is surrounded by the circus. “You the new clown?” the strong man asks. Chained to the front of a truck is Darcy. You don’t remember me from last night, Vision asks her. She breaks free (fake chains) and walks away from him, thinking him a creep trying to hit on her.
Wanda asks the kids, “Have you seen your dad?” One of the twins mentions Pietro’s comment about rekilling Vision. He’s not your uncle, replies Wanda. Throughout is a sarcastic tone with clever patter. (It’s obnoxious, actually.) I have no answers, Wanda shrugs. She settles herself on the couch and takes the remote from the boys.
THREE
In comes Agnes, who quickly assesses the mood and offers to take the boys. Wanda is very grateful. “Let’s go, I won’t bite,” Agnes says.
Continue reading “Breaking the Fourth Wall”
The gameplay is concluded, and now I want to look back at all my posts and try to assemble an Enneagram from the plot.
Caveat One: This is a videogame, and a rudimentary story has proven sufficient for the genre. Will Dogma show itself to have more?
Caveat Two: This story never ends. For me, that’s what makes this one of the best games. A cycle of reincarnation, not just “New Game” mechanics, is so unique. The Nine will always come back to the One, spiralling in place. And yet, we also spiral upward, not restarting but building from the last run, experiencing the same story but interacting with more experience, skill, and gear.
Let’s play.
ONE
From nowhere and with no warning, a humongous dragon lands on the beach of a fishing village and destroys things. We, the untested Arisen, pick up a sword and battle something so large, we’re the size of its toe.
As we lie in the surf, knocked aside, the dragon plucks our heart from our chest. It balances on his talon, beating. Then he swallows it and flies away.
We awaken in a hut. Our chest is brutally scarred and we have no heartbeat. Quina wants to help us, but at this point none of us knows anything.
On the way out the gate we’re greeted by a Pawn, our first. He explains to us about Riftstones and helps us prove ourselves. Afterward, a voice from the Rift offers us our own Pawn and allows us to now hire two others for adventuring.
TWO
A foreign warrior, Mercedes, invites us to rest. We are awakened by an attacking hydra. After we cleave off a head, it slides away. (To where? From where? Shh.) Mercedes, impressed, arranges for us to join her on a trip to the capital city, Gran Soren. We will show the Duke this beast head.
Meanwhile, Quina has gone missing. We track her down in the Witchwood. Hoping to learn more about the dragon, she seeks the local witch there. Instead we find the granddaughter, a young woman who hasn’t been taught wyrm lore. She does mention, though, that the Church knows about such things. Quina now has a plan.
We escort the hydra head to Gran Soren. While Mercedes leaves to inform the Duke, the Pawn Guild is suggested to us. We find the room and the guildmaster, who asks us to investigate a strange occurrence in the caverns beneath the guild.
THREE
We descend into the Everfall, spiraling downward until we arrive at the bottom. There, we see an unearthly glow. When we touch the ground, snaky worms erupt and attack us. We run back up, worms emerging and chasing us.
Continue reading “The Enneagram of Dragon’s Dogma”