Very interesting theories on "From."
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From Theory Updated - A game of Tarot between an accused witch and a Beothuk deity in Newfoundland during John Cabot's lost expedition of 1498.
Theory
May SPOIL, you've been warned.
FROM is a
game between an
accused witch and a
Beothuk demon, recreating an event during the
Age of Exploration by
John Cabot's lost expedition of
1498.
The Origin Event:
Cabot was the
first of three medieval
European explorers to reach
mainland North America before
1506. More on the other two
later.
Three ships arriving / 1506, Tabitha's dream's earliest date.
Cabot’s
disappeared ship (
The Matthew - hint hint) is marooned at its destination:
Newfoundland. The explorers shelter in the Vinland
Viking ruins remaining there (The
church lodge and
stone circle). They land in
Boyd’s Cove (hint hint - the main site where archaeologists found the remains of a Beothuk settlement).
Coincidentally (or perhaps not) the show is
filmed very near to Newfoundland.
Newfoundland is home to the
Beothuk people, who tragically all passed away by the 1800s. The Beothuk painted themselves in
red ochres (thought to be the origin of the offensive term, Red Indians), as with the
red stick figures in the cave paintings. The explorers wear contemporaneous
Tudor clothing with ruffs, like Ellis’s mysterious painting.
Red stick figures / Tudors holding blankets.
A
woman there gives birth to a son (mirrored by Fatima's pregnancy). As things get worse, this woman is accused of being a
Witch at the explorer’s camp.
Inquisition-era
fear of witches was common, and an Augustinian
Friar came with Cabot as a
missionary. Most Inquisitors were
Friars.
Witch depictions and hints / Middle-aged Lady in Gray.
The witch is imprisoned in a
cave while
crows circle above.
Trapezoidal structure: The Witch's prison where Boyd found the talismans / An adult and child.
Historically, it is undeniable that the
Beothuk people suffered
atrocities at the hands of future
settlers, and in similar fashion, the explorers may have
attacked and tried to
convert them (
no bibles in Fromland).
Starvation begins as
Winter approaches, just as Fromland does in Season 2, with the
food shortage and the
trees changing. Mutineers and blasphemers have their
tongues cut out. The explorers turn to cannibalism, and the tongues are
cooked in a stew (Toby’s tongue, Kevin’s tongue). The
Witch would experience a brutal
trial, that would involve a "
drowning test" in a
lake.
These may also be worms cooked in desperation.
Later, the explorers finish repairing their ships, and
sail away with the Witch's son, leaving her behind to
burn (see burning skeleton). The
Italian, Cabot, leaves behind the Italian
game of
Tarocchi, the
only card game to exist in that era. In despair, the Witch calls out to any Gods who will
listen. She is answered by the
devil of the
Beothuk (a Man in Black).
The Witch makes a
bet with him over a
game for the return of her son. A segment of the coastline, including the ships are
sucked into Fromland (or the
Spiritworld) to play, taking the
first of Fromland’s
victims.
The Mythos:
The long extinct
Beothuk religion is only known from a few
fragments of text. The key aspects are worship of the
Moon, the
Sun, fear of a devilish
Man in Black and a
Sea Monster, a
Spirit World, and
birds that carry the
souls of the dead. Only a few hundred Beothuk
words are
known. The word for tree in Beothuk is “
Annoouee” and some native american languages insert a K to pluralise words. “
Annkoouee” means “
the trees”.
The Man in Black has a “
Sea Monster” which the showrunners represent as a native Newfoundland Lion’s Mane
Jellyfish, which are
red in colour. The location where the Viking ruins were found is called
L'Anse-aux-Méduses -
Jellyfish Cove.
Lion's Mane Jellyfish / Church stain / Red creature painting / Beothuk talismans, From symbol & gamepiece / Church door scratches / Cave painting symbol.
The Game
This deal/bet between the
Witch and the
Beothuk gods involves a game using
Tarot cards, but one with invented rules. Every person who enters is assigned a Tarot card to represent, resulting in
78 people/cards .
Meagan's card game / Jade flashing a pack of cards for no reason / a person trapped in a card / the cards laid out and the people they represent.
More card game hints.
The Players:
The game of Tarocchi requires
two teams and
four players, so the son is
divided in
two, creating a Moon twin (Boy in White,
two dogs on the moon Tarot card) and a Sun twin. Each player is represented by an animal (
moon=
crows,
sun=
rats,
demon=
worms,
witch=
spiders). The
rats eating the
crow in the caves shows the
two sides at
war.
Smaller wheels = Twin sons / Large wheel = Mother witch / Ribbons = Demon & Seamonster. The sculpture is an obvious clue.
CLUE highlighted here by book called CRUMBS. Left to Right: Cables = Demon & Sea Monster / Pink Witch Scarf = Mother / Black & White headphones = Moon & Sun Twins.
The “
Witch” is kept from her son(s), (“
I want to see my son!” Mr Tien,
hearing voices in episode 1).
Witch in PINK vs Demon in BLACK / YELLOW light (Sun - trapped underground), dimmed WHITE light (Moon - above, free to roam).
The Rules:
The two teams take
turns picking people from the
real world who are
about to die: drunk driver, (Jade, Donna), distracted driver (Matthews fam, Boyd fam), suicide (Khatri), or disease (Tilly). Common link -
origins of their
anchors, and feeling
regret.
Black pincers picking cars off the road.
This game is played on a
game-board (see
chequered shirts and floors everywhere, chess board references).
Both Witch and
Devil influence Fromily using
voices and
visions. They are also able to
possess and
control people with their respective
animals (
Four types of
Monster).
The Witch influences
Jade (and later,
Sarah, with the
"different" woman's voice).
The Devil influences
Boyd (see Boyd dousing his torch pointed down, and the chained man on the devil’s tarot card). He
talks with him in the form of
Khatri in a
black cardigan, who
contradicts his old self, encourages Boyd to
lie and protect Sara, and
smiles and when Boyd is about to succumb.
Tabitha is being contacted by the
dead children in white, who are
telling her they live in the
trees.
Fromily have
lost items from their past that are
anchoring/tethering them there (see Kristi’s rock, the anchors on the talismans, the wall in the church and Martin’s tattoo). Tabitha’s might be the cave
dress, Jim’s is the
bracelet.
Anchors (p.s. can you see the jellyfish beside the top anchor?).
In order to
escape (EXIT) Fromland and end the game, Fromily must collect their anchors and
defeat their
reverse tarot counterparts. It is a
race between the
two to
escape.
The wiring was adjusted to look like this by the set designer at some point during Season 1.
The Monsters:
All of the
Monsters we have seen so far are
possessed by the
moon-crows because the moon side is winning.
Martin was a
devil-worm posessed
Monster the
sun-side had captured (see the sun-shaped winch), and Boyd was sent there to
free him because the
Boy in White is bad. The monsters
souls return to
Moon-Crows during the day to
spy, when they "
sleep". We
never see crows
at night.
The Points:
The
moon team seem to
collect points by causing
fear and
pain (walking away from
Randall), filling the "
Lake of Tears". The
sun team collects points from
hope, courage and other
positive emotions and behaviours.
Donna: "Fear is something that
lives inside us, just like hope, or joy, or love". Based on the
disembowling, and hinted upcoming autopsy, there may be something more to
this.
There are many clothes and items with
blue,
yellow, pink/
red, or black/gray (Abby's shooting scene).
SUITCASES: Mother and her twin boys / CURTAINS: their colour-coding (Moon = Blue, Sun = Yellow, Witch = Pink).
People's
reactions code them with a
colour, and in certain scenes
everyone wears
blue in particular, such as
fear when they see Sara and Kenny (below).
Or when fear makes them
turn on each other over
food (see the scene above). When they act
heroically, they often wear
yellow (see Boyd and Ethan on walkabout).
Red may mean
hope.
Victor’s Timeline:
Victor has suggested he experiences a pause in the game
(1978-2018) after someone
betrayed the townsfolk to the
monsters, and
revealed all their hiding places. There are two suspects –
Victor’s mother, who knew the exact night for Victor to hide somewhere new, or Christopher, who stopped smiling and was seeing
the symbol.
Victor, his mother and Christopher were kept alive by the sympathetic
witch (just look at the
stars). Just like the
witch made a
deal to save her son,
Victor’s mother made her own
deal with the
Man in Black. She agreed to
betray everyone if he would
delay taking his next turn and let her son live a
full life (
40 years).
The Boy in White kept Victor
alive, as agreed, until he could fend for himself -
confusing Victor about the boy's
motives. Christopher
survived thanks to the Witch and went to live in the Lighthouse - he is the
Radio Voice.
Victor’s mother’s deal has now
expired, and the game
continues.
Time travel
The is
ANOTHER town in a
mirror version of Fromland (see mirrored talisman, Boyd and the Seductress Monster's mirrors). It is
simultaneously occurring in a
Civil War era
timeline. This town is populated with their
reverse Tarot counterparts (The
Black Crook -
1866 [first US balley / about a
deal with the
devil],
Civil War soldier -
1864). It is
deep underground (the spiral in the corner of Victor's map), and
upsidedown (like the opening credits). Alternatively, the two time zones are two
circles, joined at the edges by
Martin's Prison, like the
infinity cave symbol.
Side Note:
The expeditions of the
Corte-Real brothers who disappeared on their way to Newfoundland in
1501 and
1502 respectively are the
real villains, arriving
later and then
taking power from
Cabot (a
historic letter confirms they
kidnapped 57 Beothuk before they went
missing). They arrive
together - represented by the
two crashed cars in both Victor's time, and the Matthews' time, and the
two additional ships in the cave painting.
Sara’s voices blame the people in the
two cars for everyone dying - a hint at the origin story of the brothers’
two ships. This aligns with Beothuk legend that the first explorers to arrive in Newfoundland were
good, and the second set
bad.
The Cards:
I have many more of these, but Reddit only allows 20 images.
The Fool – Boyd (follows dog, always carries things in bundles, even when the bag has handles)
The Magician – Ethan (wizard's staff)
The High Priestess – Tabitha (hands Khatri a copy of the bible, has visions)
The Empress – Juli (has giant hearts on her sweater in episode 7 promo)
The Emperor – Nathan (two goats)
The Heirophant – Father Khatri (religious figure, always wears open grey cardigans, seen between grey pillars/stones, church has three crosses stacked like the tarot symbol)
The Lovers – Ellis and Fatima (Garden of Eden tapestry, never far apart)
The Chariot – Bakta (Coach Driver)
Strength – Jade (Cat shirt, carries radio cables bent into shape of infinity symbol, perseverance)
The Hermit – Victor (lived alone, carries a torch in key scenes)
The Wheel of Fortune – Elgin (Name of famous watchmaker, and has prophetic dreams. Owls signify prophecy).
Justice – Unknown, Tom the barman, or Meagan's Dad.
The Hanged Man – Jim (seen around rope, halfway up trees, and seen hanging upside-down)
Death – Bing-Qian Liu (Always wears black, king, bishop and knight are chess pieces, he says “(k)night scary”.)
Temperance – Tilly (Pouring/holding two cups and wearing triangles, several scenes)
The Devil – The demon (Boyd douses torch pointed down, Martin in chains)
The Tower – the radio voice in the lighthouse. Theory: he's
Christopher, who can
control the
weather from there (see
rain and
lightning on card).
The Star – The Witch (twinkle twinkle). Theory: she's
Donna in
secret —
big role but no Tarot references,
longest there other than
Victor, photo with her "
sister" (stole her story) has corner mysteriously
ripped (to
hide young Victor), photo could be taken in
Fromland, gives spider related-
dreamcatcher to Fatima. She may have
cared for
Victor all these years and
taken Victor's
memories.
The Moon – Boy in White (note the two dogs on the moon card)
The Sun – sun-child (unknown, likely trapped elsewhere)
Judgment – Sara (must be judged for her crimes)
The World – Martin (Circle cut into his arm)
Knight of Swords – Randall (impulsive, headstrong)
Five of Cups – Mrs Liu (cross around neck)
Two of Cups – Kristi (Caduceus symbol, heart stone, holds two cups)
Two of Wands – Kenny (holds mini-globe)
Three of Pentacles – Dale (triangle necklace, poor work ethic, apathy, no motivation)
Reverse Tarot:
The World – Ballerina (Dancer). Origin - The
Black Crook -
1866 [Greatest US balley / First US musical / about a
deal with the
devil],
Strength – Civil War Soldier (
1864ish)
More to come in later episodes.
Unresolved questions:
Why a ballerina? The World card also features a
dancer, so the
ballerina is Martin's
dark/mirror equivalent (
reversed tarot card), ready to possess him. The
music box is their shared
anchor.
All the other characters will have a
reverse self,
sharing their tarot's
signs and
anchors.
Why the USA? Cabot came to claim new land for England and Henry VII - a loose understanding of what this land would become assigned to the USA. Alternatively, the “
game” could have evolved later in a yet to be revealed way, e.g. the
Jamestown colony, which the next date
aligns with, made the Beothuk deities
switch their attention.
What’s with the spiders? It is a natural phenomenon where spiders climb into the trees to escape floods, covering them in webs. This is a foreshadowing of an
upcoming flood. Also - the
Witch's animal is a spider.
What's with the trees? There is a
giant tree in the top-right of Victor's Peach Truck Map. Victor says the faraway trees are
temperamental and the other trees are
moving closer. It's pretty clear the Boy in White
knows where trees will send people. If I had to guess, the faraway trees are alternately
controlled by the players. Trees contain the
souls of the dead, including the
Children in White, and they are getting
crowded closer as more and more people
die.
Why 1950s themes? The Monsters have been
possessed by the
moon-
crows since the
1950s, and kept "
alive" until now. We can presume perhaps that the
Deities that rule Fromland
periodically update the town based on an
unknown quantity that is yet to be
revealed. Perhaps, they are playing a best of
five, and 1950's was the time when the
last round ended, and this one began.
Why is the show called FROM?
I can't help but feel that the showrunners care deeply about the true story of North America,
correcting the
myth of
Columbus's "discovery" with the story of the Vinland ruins, the Beothuk and Cabot in one fell-swoop.
Columbus
never set foot in North America, nor sailed its shores. So he hardly should be
celebrated by those who live there, even for those who prefer to disregard Columbus's
atrocities against the Taino and Arawak.
Cabot was the
true European "discoverer" of North America, and he's a far better man than Columbus. And I think in telling his story and that of the Beothuk — the show is telling Americans to ask themselves...where are you really
FROM?
P.s. we've long known that a bunch of nameless fishermen from Bristol discovered Newfoundland first. But I'll leave that to the footnotes of history.
If you made it this far, THANKS FOR READING! I am probably very wrong, but that's my best attempt at stitching together all the clues in the show. No worries if you disagree, it's just for fun. If you liked it, I'd love to hear your opinions or things I may have missed.
Written as of S2E6, Last edit - Jun 4th 2023.
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