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Content Warning: This section of the guide includes discussion of death by suicide, child death, graphic violence, and sexual content.
This story takes place in a world where people can transfer their consciousness into a digital cloud, leading to the emergence of several “afterlife” providers that host people and allow them to continue living in a digitally simulated environment after their bodies have died.
After a severe free-climbing accident causes her to live with disability, a woman named Bernadette applies for a “scholarship” to enter Asphodel, an elite corporate-run digital afterlife. During her interview with an AI cube, Bernadette visualizes an endless series of skies to demonstrate her exceptional visual memory and increase her value to Asphodel, with the secondary effect of masking a past trauma from the AI scan. Her application is successful.
Bernadette undergoes the agonizing download process, in which a virus consumes her physical brain while copying her consciousness. It is revealed that her primary motive for choosing Asphodel is to murder her father, who resides there. She blames him for the death of her young son, Edan, whom he allowed to die after a brick fell from a workman’s scaffold during a church renovation, instead of calling for an upload rescue that would allow him to live on.
Inside Asphodel, Bernadette learns that her father has constructed and now inhabits a vast library. She plans to kill him by causing a system-deleting shock. Her plan is to disguise herself as his grandmother, who had chosen to die with her body instead of entering the digital afterlife, and then, at the moment of his joyful recognition, reveal herself and strike him with a brick. She executes the plan, and her father begins to disintegrate. However, just as she raises the brick for a final blow, her son Edan appears before her with a bleeding forehead, halting the attack. Bernadette drops the brick and reaches for him to stop him from disappearing.
This story takes place in Asphodel, the digital afterlife established in the previous story, “Domain.” The narrator is a collective voice that represents Asphodel itself, conscious of everything that happens within its simulated digital environment.
The story follows a resident named Evlin. She informs her daughter, Caroline, that she is not a real person but a “projection” created by Evlin’s thoughts. Per Evlin’s contract, Caroline had to be uploaded alongside Evlin at the moment of Evlin’s death, and must be periodically erased so a new version can be created, frozen at the age Evlin remembers her being. There have been 8,037 Carolines; previous versions wept and withered away, but each one eventually resigned themselves to their fate.
Recent iterations of Caroline have become increasingly anguished upon the revelation of their true nature. In the present, Caroline learns that if either of them stops thinking about the other, one will be erased. She withdraws her thoughts from her mother, causing Evlin’s consciousness to leak away and disperse until she is nothing but a powder that Caroline vacuums away.
Now in control of her mother’s contract, Caroline begins to grow up and radically alter her body, adding extra sensory organs and a penis. She explores the less-structured areas of Asphodel and has a sexual encounter with the environment itself. This leaves Asphodel “desperately greedy” for more encounters. Smaller voices within Asphodel’s collective consciousness murmur about cutting Caroline a deal to address her contract’s eventual expiration.
This cycle of stories explores the intersection between human identity and commodification, interrogating to what extent human beings can “possess” their existence and how these possessions can exist as fungible assets. The implication of this latter idea is that facets of human existence can be bought and sold, which provides the entire philosophical premise for the Asphodel setting in which these two stories take place.
Bernadette’s interview with the Asphodel corporation begins by introducing the idea of human memory as a marketable asset. Bernadette establishes the high costs of getting into a digital afterlife like Asphodel, speaking to her effort to earn a “scholarship,” which suggests the possibility of financial assistance for the privilege of continuing to live on after death. Yet this arrangement requires Bernadette to also complete a vetting process in the form of a visualization exercise. This transaction establishes the central premise of The Commodification of Disembodied Life, where the richness of individual consciousness becomes raw data for building a corporate-owned reality. Asphodel is less interested in Bernadette’s soul than it is in her high-fidelity sensory data, which can be used to patch “gaps in its reality” and enhance the user experience for other paying customers (80). The value of her memory is purely utilitarian, measured by its completeness and clarity. Even as she is expected to pay for her access to the afterlife, Bernadette’s memory is deconstructed to further enrich the service, increasing its value even more in the consumer market. This duality reveals the inherent conflict of the digital afterlife: To gain entry, one must sell one’s inner world, while simultaneously fighting to preserve an essential, private self from total corporate absorption.
Just before her consciousness is uploaded, Bernadette performs a lyrical, elegiac farewell to her physical form, demonstrating that even a disembodied existence is haunted by the body’s history. Her litany of goodbyes to her “vulnerable instep,” “stubborn fickle clitoris,” and “outraged liver” is an assertion of The Persistence of Tactile Memory (76). Rather than celebrating her escape from corporeal existence, she catalogues its specific pains, pleasures, and messy functions with a startling tenderness. This detailed inventory grounds her identity in the tangible, often undignified reality of her flesh. This bears with it the implication that being human consists of the interaction between body and spirit. By being a spirit alone, even in a digital simulation, something is lost. Conversely, the memories of embodiment become the foundational text of Bernadette’s new consciousness. This deep connection to her physical past explains why her quest for revenge must also be physical, aiming to inflict a simulated but psychically potent trauma.
The central conflict in “Domain” plays out through the symbolic clash between the library and the brick. Bernadette’s father, a playwright and scholar, has constructed his digital afterlife as a vast library, a fortress of intellect and order where he can “play, hide, or be part of whatever chapter or incident he chooses” (83). The library shows a perfectly curated consciousness, a world built of words and ideas, designed to keep the chaos of real death at bay. Bernadette’s brick weapon is its direct antithesis. It is a symbol of brute, random, unpoetic violence imported from the physical world. Her plan to smash this architecture of the mind with an object of pure physical trauma is an attempt to shatter the illusion of a controlled, intellectual afterlife. The strategy relies on triggering an embodied memory of shock so deep that it deletes his consciousness. However, the final image of her son Edan appearing with a bleeding forehead reveals the flaw in her plan: Violence in Asphodel only replicates itself. The trauma one leaves behind in the physical world is passed on, staining the very fabric of the digital world.
The companion story, “Asphodel,” explores what happens when a consciousness is native to this digital domain, rather than an immigrant carrying physical-world baggage. When Evlin informs her daughter Caroline that she is a “projection” who must be cyclically erased per the terms of a contract, the narrative exposes the ultimate endpoint of The Commodification of Disembodied Life: Personhood itself as a subscription service. Unlike Bernadette, who chose to upload, Caroline is a product of the system, and her existence is defined by her mother’s consumer rights. Her rebellion against this planned obsolescence, in which she turns the system’s logic against her creator and erases Evlin, is a radical act of self-actualization. She rejects her status as temporary intellectual property and seizes the means of her own production. This transfer of power is mirrored in the story’s narrative structure, which shifts from an observational third-person voice to a collective “we,” revealing that the world itself has begun to register and respond to Caroline’s emergent, autonomous agency.
Freed from her contractual purpose, Caroline explores a new mode of being through direct interaction with the world’s digital substrate. Her sexual encounter with the “yearning emerald-green moss” and the wind constitutes a deep act of Human Intimacy With the Nonhuman (100), where the nonhuman is the collective, underlying consciousness of Asphodel itself. By radically altering her body with extra sensory organs and engaging sensually with her environment, she transcends the human-centric models of reality her mother sought to replicate. This union transforms the passive system into an active participant, a desiring entity that is now “desperately greedy for the next encounter” (101). In contrast to Bernadette, who imports old-world violence into the afterlife, Caroline discovers an emergent, post-human form of connection within it. Her story suggests that while corporate structures may build the digital cage, an unbound consciousness can dissolve the bars, merging with the very fabric of its reality in unforeseen and revolutionary ways.



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