Trope Talk: Cursed Artifacts

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A strange example, but one of my favourite "cursed artifacts" in fiction is the sword in the Soul Calibur series. It's a sword which can grant you incredible power, but turns you into a soulless monster.

As a kid, I played the first game on the PS1 and loved how all these diverse characters had their own motives for seeking out the sword - some wanting to destroy it, others wanting to use its power. And how some of their endings showed them inevitably being corrupted by its power.

👍︎︎ 22 👤︎︎ u/SeasOfBlood 📅︎︎ Mar 25 2022 🗫︎ replies

Ok a bit of a tangent but can powers be considered cursed artifacts? Like for example in Worm the powers that people get are ironic twists in personal tragedies that subtlety twist people's personalities in order to seek more conflict

👍︎︎ 14 👤︎︎ u/lobonmc 📅︎︎ Mar 25 2022 🗫︎ replies

I played a D&D Barbarian who had an evil, sentient sword that wanted to exterminate all life in the universe and drained the souls of whoever it killed.

The barbarian in question was a simple lad, and he just figured "well the magic sword wants to kill people, which is what swords are meant to do anyway. This is fine."

👍︎︎ 12 👤︎︎ u/Wireless-Wizard 📅︎︎ Mar 25 2022 🗫︎ replies

So I don't know if it's cursed per se, but it seems like Sanderson was kind of playing with this trope with the magical sword Nightblood.

Nightblood is a sword from the book Warbreaker imbued with the power of 1,000 Breaths (which are more or less analogous to souls) to become sentient and given the command "Destroy Evil". However, given that it is a sword, it has literally no idea what "evil" means and just kind of does its best working with the definition of "someone who would try to take the sword and use it for evil purposes, selling it, manipulating, and extorting others, that sort of thing" to quote the author. So basically it's MO is to basically tempt people into using it, where the wielder will then immediately kill everyone nearby before committing suicide by Nightblood; at various points Nightblood just kind of "wanders off" to go kill random people it tempted into stealing it and is thrown at palace guards to get them to kill themselves/each other. However, if you're a good person who really doesn't want to murder people than Nightblood just makes you sick by looking at it which IIRC is used once or twice in the book as a test like how the MCU uses Mjolnir.

It's a sword that when outside of its sheath passively consumes souls and will eventually kill its wielder, and one of its more famous quotes is "Hello! Would you like to destroy some evil today?" which is how everyone should greet each other.

👍︎︎ 5 👤︎︎ u/Kellosian 📅︎︎ Mar 26 2022 🗫︎ replies

Weirdly enough, while watching, I couldn't help but think of the Dead Money DLC for Fallout: New Vegas.

The whole theme of the story is repeated throughout as a motif, and voiced in the ending:

"You've heard of the Sierra Madre Casino. We all have, the legend, the curses. [...] Finding it, though, that's not the hard part. It's letting go."

👍︎︎ 2 👤︎︎ u/Khrysaor- 📅︎︎ Mar 26 2022 🗫︎ replies

In archaeology, our term for these is “ritual.”

👍︎︎ 2 👤︎︎ u/IacobusCaesar 📅︎︎ Mar 26 2022 🗫︎ replies
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This video was sponsored by  Campfire! Guaranteed not to   fuse itself to your hand and/or whisper  dark forbidding secrets in your ear. A while back I did a trope talk on Macguffins,  and part of my thesis in that video was that the   term "macguffin" gets bandied about a little  more than it should and applied to stuff it   doesn't actually describe. Sometimes it almost  gets treated as a synonym for "plot device",   a category of objects that exist to drive the  plot in specific directions, but technically   macguffins are just a subcategory of plot device  - specifically, macguffins are plot devices that   only drive the plot by being wanted with no other  factors playing into their role in the story.  But macguffins have something of an evil twin -  a plot device that resembles them superficially,   but drives the plot through some internal  malevolence that corrupts the story around   them. Instead of being a passive player  in the narrative, these plot devices   are active and antagonistic. I am, of course,  referring to the trope of The Cursed Artifact.  Cursed artifacts are a very common and extremely  old plot device. They show up sporadically in   greek mythology and much more frequently in  norse mythology, where you can't go ten feet   without tripping over a cursed ring or sword or  necklace or something, so suffice to say this   trope has some staying power. The base concept is  very simple: a cursed artifact is an object that   has some kind of negative effect on the people  around it. The exact effect and the radius can   vary - some cursed artifacts only affect the  person who owns them, while others radiate a   highly rancid vibe that makes everything around  them progressively worse. Cursed artifacts often   function by tempting or encouraging the  wielder's darker impulses, but sometimes   they're a little more brute-force and just make  bad stuff happen around them, like they radiate   bad luck. Cursed artifacts are frequently acquired  by protagonists, at which point they become a   problem. The plot is often driven, at least in  part, by the protagonist's need or desire to get   rid of the cursed artifact, often in opposition to  a usually curse-driven need or desire to keep it.  Now the nature of the "curse" can vary a lot.  Some cursed artifacts are explicitly magically   cursed by some kind of supernatural effect, but  some are more like… radioactive, or infectious,   or otherwise dangerous in a much more  mundane and physical way. And the nature   of the artifact and the curse determines a  lot about the role it can play in the story.  For instance, some cursed artifacts are sentient  - either haunted by some malevolent entity or   being a malevolent entity in their own right. It's  most common for sentient artifacts to be actively   malicious, although it's technically not necessary  - in rare cases the artifact's personality might   be totally chill, but the effect it has on the  people around it is still generally negative,   which is often what happens when the cursed  artifact is actually a person - consider how   writers often frame Helen of Troy, a woman whose  beauty was so ridiculously over-the-top that her   abduction triggered a ten-year war that she was  constantly blamed for despite having no active   part in the proceedings - her beauty is literally  treated like a curse. Anyway, that aside, sentient   malevolent artifacts are pretty dangerous. They  frequently whisper dark, corruptive truths into   the ear of the wielder to try and push them  into More Evil. They also often act on their   own - cursed swords are especially bad about  this, and will frequently jerk around and try to   stab people on their own with minimal input from  the wielder. In extreme cases sentient artifacts   might try to take over the user and function as a  Superpowered Evil Side. These things are extremely   common in settings like D&D and are also fairly  common in the broader space of fantasy literature,   where they are almost always specifically swords.  Depending on the moral standing of the wielder,   dealing with these things can be pretty tricky.  More morally upstanding wielders generally don't   like using them at all, but they might be  magically bound to the artifact and unable   to get rid of it. In other cases the wielder might  not approve of the artifact's attitude but needs   their power for whatever reason. In more morally  dubious cases the wielder and the artifact might   get along fine - most common with villains for  obvious reasons. An excellent example of this kind   of cursed artifact is the demon sword Stormbringer  from the Elric Saga, a series of classic fantasy   novels written by the excellently named Michael  Moorcock. Stormbringer is a fun case because it   is an extremely evil weapon - it's literally an  actual demon that drains people's souls through   a single cut and uses them to fortify its wielder.  The wielder in question is the protagonist, Elric,   a chronically ill and ultimately good-hearted  guy who unfortunately has to use Stormbringer   as basically a mobility aid, since the evil  powerup is significantly more accessible   than the medicine he'd have to take otherwise.  The idea of "swords that are actually demons" is   actually pretty popular in non-Tolkien classic  fantasy - the concept also shows up in Larry   Niven's short story, "Not Long Before The End",  where the demon sword actively vampirizes the   life force of the wielder, who can't put it  down because the demon is biting their hand.  Now some cursed artifacts aren't technically  sentient on their own, but are still corruptive   in a passive way, encouraging bad impulses and  negativity in the wielder. They don't abruptly   flip a morality switch or anything, but they  usually push the character emotionally - it's   fairly common for wielders to feel more tired and  angry to encourage them to lash out at the people   around them, for instance. Now it might be more  accurate to say these cursed artifacts aren't   obviously sentient - they frequently display some  kind of agenda, often in service of a large-scale   villain they belong to, but they tend to be fairly  passive in the story itself and don't display the   kind of agency we expect from a sentient cursed  artifact. These artifacts won't unexpectedly swing   around and decapitate anyone, but they'll slowly  and insidiously encourage the darker impulses of   the wielder and turn them into a worse version of  themself. They won't take over the character, but   they'll try and wear them down. This is arguably  the category The One Ring falls into - sure,   it serves a dark master with a powerful will of  his own, but the ring itself can't do much beyond   bounce in inconvenient directions. The  insidious nature of the One Ring is that,   even if it doesn't manage to corrupt the  wielder within the first minute of contact   like it did with smeagol, it wears down the  willpower of everyone around it and is just   frankly exhausting to deal with. The effect it  has on people can be over or subtle depending   on the individual, and the subtle effects  are often significantly more dangerous.  And lastly, some cursed artifacts aren't  sentient or insidiously corruptive - they're just   really bad to be around. They don't tend to have  an explicit impact on anyone's moral character,   but they do have a tendency to drive them mad  or kill them dead. Unexpectedly deadly weapons,   barely-contained plagues, tomes of forbidden  knowledge and garden-variety radioactives all fall   into this category. Depending on how unhealthy  they are to be around, they might create cursed   locations around them - deadly environments  warped by the sheer malignance infused into   the object itself. Or for, you know, set design.  Technically speaking this category includes almost   all mythological cursed artifacts, which didn't  tend to be particularly malevolent but would do   things like cause death and misfortune to anyone  around them through the power of bad vibes.   These cursed artifacts are more karmically  unpleasant and cause bad luck or tragedy to   follow them around. The most famous of these is  probably Andvari's Ring, also known as the Ring   of the Nibelung, which was stolen from the dwarf  Andvari by Loki, causing Andvari to curse it to   bring misfortune and death to its owner. Loki  handed it off and it proceeded to do just that,   producing the plot of the Ring cycle and by  extension the one opera everyone knows about. The   ring doesn't really do anything, but bad things  happen to the people around it. It basically just   serves to justify the tragedy happening. Now it's pretty clear by now that cursed   artifacts come in all shapes and sizes, and  it makes sense that they can correspondingly   play a lot of different narrative roles. At its  core a cursed artifact is nothing more than a   source of narrative conflict, and conflict can  fit into a story in a lot of different ways.  For instance, in some stories, the cursed artifact  is in the macguffin slot. Everybody wants it,   everybody's after it. The curse might even  be that everybody wants it, and will go to   increasingly immoral lengths to get it. In some  stories the fact that the thing is cursed isn't   obvious or known, and is only revealed when they  actually find it, producing some complications   for the third act. While these cursed artifacts  technically still aren't macguffins due to their   unique properties, in some stories those  properties don't actually factor into the   story too much, making it kinda functionally  a macguffin. A pseudo-macguffin, if you will.  Now in other stories, the cursed artifact is  in the inciting incident slot. These stories   tend to rely a little more strongly on the actual  unique properties of the artifact - most commonly,   the cursed artifact gives a character access to  some sort of ability they didn't have before,   and the story will dedicate some or all of the  plot to exploring the consequences of that. Many   of these stories will focus on the protagonist's  downward spiral as the cursed artifact corrupts   them with power and/or evil magic - in some  cases they might even highlight that the artifact   doesn't directly affect the character's morality  at all, they just let the power go to their head   and make them a worse person the regular way. But  in some other cases, instead of getting a starting   powerup from the artifact, the characters will  have to go on some sort of adventure to destroy,   contain or otherwise un-curse the artifact  and render it harmless. While some of these   stories focus predominantly on the burden of  the artifact on the protagonists, in others the   main characters might be on the quest because  they're uniquely qualified to not be affected   by the artifact's curse, and for whatever reason  are basically totally cool with it. An extremely   pure of heart protagonist is common in these  stories, and they tend not to focus too hard   on the burden of the cursed artifact - this is  common in more action-adventure-heavy stories.  And in contrast, possibly most obviously, in some  stories the cursed artifact is in the antagonist   slot. Whether the villain of the story is using  a cursed artifact or whether it's arguably the   other way round, these stories complicate  matters for the heroes by giving the bad guy   access to the power of the cursed artifact  without the downsides of the "cursed" part   of it. Villains don't tend to worry about being  morally corrupted by the stuff they use for evil,   so this is a pretty clean way to give the bad  guys access to a powerup the good guys can't use.   In fact, some stories will double down and let  the villain use the artifact for ludicrously   powerful effects because they're on the same page  as the cursed artifact rather than fighting it.   This is pretty much exclusive to sentient and  malevolent cursed artifacts, which are basically   just villains in their own right. In some stories  they might be being wielded by another villain,   but in other stories it might turn out that the  artifact was actually the one calling the shots   the whole time, and the person who's been swingin'  it around is just another victim who became fully   controlled by it. This doesn't tend to happen  with non-sentient cursed artifacts, but you do   sometimes get stories where the villain's villainy  is in large part motivated by an obsession with a   nonsentient cursed artifact that may or may not  be passively corrupting them over time - this   is actually pretty common with mad scientist  types, who see something leaking cursed knowledge   and just can't resist pokin' it with a stick. Now there's a lot of flexibility to this trope,   but the nature of the cursed artifact does to  an extent determine some key details about the   story around it. A cursed sword is probably gonna  see more combat than a cursed ring, and a cursed   artifact whispering dark secrets to the holder  is probably gonna factor into a plotline about   that character either resisting corruption or  falling to it, while a passive cursed artifact   might be more at home in a plotline about  the human corruption of greed. Big, dramatic   cursed artifacts might be central to a hero's  journey type adventure story with an epic quest   and a grand finale, but smaller, simpler cursed  artifacts might be central to small-scale human   tragedies where things fall apart due to human  nature rather than massive armies of darkness.  The most generic kind of cursed artifact is a  thing that causes misfortune. This is a pretty   basic concept, and is very popular in mythology  and folklore. It's a fairly all-purpose curse   since basically all it does is cause narrative  conflict. In some cases it might not even be   explicit that the artifact is at fault in any  meaningful way - the bad stuff that happens around   it might look like it has more to do with people  being greedy jerks than with the artifact in   question, which is pretty common in stories where  the "cursed artifact" is just a seemingly mundane   treasure, like a stash of gold or a valuable  gem that has a reputation for being "cursed"   because people keep murdering each other about  it. These artifacts are basically just generic   conflict-drivers, and in some cases might even  be functionally interchangeable pseudo-macguffins   with no overt "cursed" properties. But  in most stories the artifact has at least   one other property that makes things a little  more interesting. For instance, the Monkey's   Paw is a cursed artifact that causes misfortune by  granting wishes in the most needlessly unpleasant   way possible - it causes misfortune, sure, but  the real focus is on the "be careful what you   wish for" message and how getting what you think  you want isn't always a good thing. Of course,   for a lot of people, the actual takeaway from  that story is that you could totally outsmart the   asshole wish-granter and get everything you want  just by being really specific with your wishes.  And this is actually a surprisingly common  audience response to "cursed artifact" stories!   People love speculating about how they'd handle  a cursed artifact - outsmart it, use it for good,   lean into the evil, handle it through sheer heroic  gumption - and I honestly can't decide if this is   a flaw or a feature. It feels like a flaw in the  writing, because if the point of the story is to   highlight that the cursed thingy is bad and never  goes well it seems like, if the story does its   job right, the audience shouldn't conclude that  the cursed thingy could go well if they were the   one who got to it. But on the flipside, I feel  like that's actually a testament to the allure   of the cursed thingy in question - that even  an audience with an omniscient perspective on   the damage it does can feel tempted to give it  their best shot. Is it better to write a cursed   artifact so alluring that the audience feels drawn  to imagine how it'd work in their hands, or is it   better to write a downfall so devastatingly  thorough that the audience feels fear and   disgust at the cursed thing that caused it? And honestly I think it depends on the artifact.   I don't see anywhere near as many reddit threads  about how people could totally handle the Ring   of the Nibelung versus, like, the Death Note.  Some cursed artifacts are tempting from both a   character and an audience perspective. A cursed  murder-sword or an evil ring might or might not   draw a modern audience's eye, but a wish-granting  artifact or an instant "kill anyone" button   tugs at the imagination. And if the writer gets  the audience thinking "hey, maybe it would be cool   to have this thing, imagine the problems it could  solve", the writer now has an angle of audience   investment they can use to explore that question  and, theoretically, demonstrate why it wouldn't   actually give them what they wanted, or that at  minimum it wouldn't be worth the personal cost.  Of course, the effectiveness of this depends  on the execution - and again, I can't decide   if this is a bug or a feature. If a story about a  malignant cursed artifact that explicitly destroys   everyone it touches ends with the audience still  feeling like they could totally handle it and get   it right, that misses the point of the story - but  it also highlights the other point of the story,   that the cursed artifact is a temptation that most  people can't resist, even from behind the fourth   wall. The monkey's paw story is a fun little  vignette about an asshole wish-granter that   interprets every wish in the most actively harmful  way possible, but we really only see it used   three times. First the users wish for a little  bit of money, which they get as compensation   for the horrible death of their son. Then one of  them wishes for the son to come back, but it's   heavily implied that he doesn't get un-mangled  in the process, so the third wish puts him back   in the grave permanently. This highlights that  the monkey's paw is a dick, but it also teases   the imagination because it doesn't cover a lot of  bases. Maybe if you wished for a lot of money from   a highly specific source you'd be fine, right? Or  wished someone back from the dead but completely   healed from what killed them? Maybe if you got  a lawyer to go over your wishes for you first,   you could make sure they were loophole-free? The appeal of a wish-granting artifact is obvious,   but this kind of thing even happens with stories  where the cursed artifact doesn't actually seem   all that useful or appealing to an outside  audience. People love coming up with other,   simpler ways the fellowship could've destroyed The  One Ring. Personally I'm partial to the "legolas   ties it to an arrow and fires it into Mount Doom"  solution, but that's not really the point - even   in a story where the cursed artifact doesn't  really tempt the audience's imagination on its   own, there's still a temptation to outsmart the  story and the characters in it. Things could've   been fine if the characters just did this  one thing, or made this one choice. And this   phenomenon isn't limited to cursed artifact  stories, but it does crop up in them a lot,   because frequently cursed artifacts lead  characters to make questionable decisions.   The corruptive ones actively push characters  towards evil, while the misfortune ones just   make bad stuff happen around them, often because  the characters make questionable decisions - and   any time a character makes a choice the audience  knows is bad, it's natural for the audience to   think about how things would've turned out if  they'd made a different choice instead. And this   ties back into something I touched on in the trope  talk about tragedies - a huge factor in tragedies   is that the nature of the characters makes the  tragedy inevitable. The decisions that character   would make because of who they are as people  brings them into conflict and leads to disaster.   In many cursed artifact stories, the artifact  is just a catalyst for that kind of conflict.   It might push the character to make a bad  decision, but not an out of character decision.   A cursed artifact in this kind of story is  just a crystallized bad situation that puts   the characters into a context where their traits  become flaws. The cheerful, humble couple that   gets the monkey's paw make a simple wish for  a small sum of money and their life crumbles   around their ears. The people powerful and heroic  enough to quickly and efficiently destroy the One   Ring are the same people most susceptible to its  temptations to use it for the good of the world.   The person wielding the actively malevolent demon  blade Stormbringer is so frail and sick that he's   only capable of doing good - or doing anything -  because of the power that evil sword provides, so   he concludes his only option is to use the sword  or be useless himself. The idea that someone else   might've had better luck with the cursed artifact  is a reasonable conclusion in many cases because   so many cursed artifacts play to the specific  nature of the character dealing with them,   and sometimes that's even explored in-story. Hell,  even in Lord of the Rings, where they go out of   their way to explain that the ring can get into  anyone's head and tempt them with their greatest   desires or whatever, when it tries to get Sam on  its side it literally can't figure out what he   wants because the ring is very grandiose in its  temptations and Sam's not interested in a garden   the size of a city, he just wants one small enough  for him to tend. It might've been able to wear   him down eventually, but it was not gonna be easy. And there are plenty of stories that actively play   into this. Sometimes a cursed artifacts starts  out with a hero and has a terrible time trying   to corrupt them because of their dang heroic  gumption, only to later jump ship and end up with   a villain who has exactly no problem embracing  the dark side and is significantly easier to   corrupt and control. Sometimes the cursed artifact  actively selects for people who are vulnerable   to it and never deals with anyone who could use  it responsibly. But sometimes the story takes a   slightly different angle: the cursed artifact will  corrupt anyone who uses it, but the real measure   of narrative heroism is who wouldn't be willing to  use it. Maybe the monkey's paw can be outsmarted,   but the gist of the story seems to be that anybody  who uses it will suffer, no matter how clever they   try to be - so the only way to win is not to play.  The reason Sam doesn't get corrupted or tempted   by the ring is because it has nothing he wants and  thus he has no desire to use it. In these stories,   instead of any one bad decision messing up  their chance to use the artifact responsibly,   the character dooms themself by choosing  to use the artifact at all. This can be…   difficult to convince an audience of, since the  story can only present examples of characters who   were beaten by the artifact, and the audience's  temptation to outsmart them can be bolstered by   knowing where those characters went wrong. But  honestly, feature or flaw, I don't think this   is a bad thing. It's just a very specific way for  the audience to critically engage with the story,   and that's always fun. It's not the writer's  job to convince the audience of anything,   even the moral of their own  story - they just gotta tell it. So… yeah! And thanks again to Campfire  for sponsoring this video!  You may have heard by now that Campfire is  a browser-based tool suite designed to help   writers write and worldbuild! Campfire Write  lets you organize your story with modules like   character sheets, relationship webs, timelines  and a manuscript editor that lets you check your   notes the whole time you’re writing. 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Channel: Overly Sarcastic Productions
Views: 1,006,975
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Keywords: Funny, Summary, OSP, Overly Sarcastic Productions, Analysis, Literary Analysis, Myths, Legends, Classics, Literature, Stories, Storytelling, History, Mythology
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Length: 17min 37sec (1057 seconds)
Published: Fri Mar 25 2022
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