Lauren Freeman's Paper Fortune Teller
Crimson LakeLauren Freeman's Paper Fortune Teller is a childhood paper game preserved in Lauren Freeman's bedroom after her death. Folded into a four-petalled flower, it contains both the familiar mechanics of choosing a colour and number and a set of messages that turn the game into something more troubling: insults, a sexual accusation, and one promise of true love marked with the initials LD. When Ted finds it among Lauren's untouched belongings, the object sharpens the question of who Lauren was, rather than resolving it.
Form and setting
The fortune teller appears in a small bedroom at the back of the house, where the objects remain as Lauren left them. The room is presented as an early-noughties time capsule: a Leonardo DiCaprio poster hangs above the bed, CDs line shelves over the desk, and colourful gel pens and passed notes clutter the work surface. The paper game belongs to this preserved adolescent world, not to an abstract account of Lauren assembled after the fact. Its presence gives the room a particular focus: a handmade object that can be opened, handled, and read.
The folded paper has four outer petals labelled “Blue”, “Yellow”, “Green” and “Red”. Inside are flaps numbered from one to eight. Its construction makes the reader's participation part of its ordinary use: a colour and a number determine which message is revealed. Ted recognises the format from his own childhood and remembers that girls at his school called such things chatterboxes. Paula Freeman calls them fortune tellers and explains that a player chose a colour, then a number, to receive a fortune. The exchange establishes the game as a familiar childhood form before its particular contents disturb that familiarity.
Messages inside
Ted opens one of the inner flaps and finds that Lauren's version is harsher than the examples he and Paula remember. The messages include “You’re a slut”, “You fucked Mr Thompson” and “Your face looks like vomit.” In a form associated with play and the giving of fortunes, these statements instead deliver humiliation and an allegation. Their placement beneath the flaps makes each one a result the player must choose and uncover; the game’s cheerful, orderly procedure carries words capable of hurting.
The messages do not all say the same thing. The insults attack Lauren directly, while the reference to Mr Thompson introduces a specific sexual accusation. The excerpt does not establish who wrote the messages, when they were added, or whether the accusation was true. The distinction matters: the fortune teller preserves the words, but not the circumstances that would settle their meaning. It offers evidence of language directed at Lauren without supplying a complete account of the people or events behind it.
Among the negative results, one promise stands apart: choosing number three or four yields “You will marry your true love.” Someone has written “LD” beneath “true love” in a different-coloured pen and added a smiley face. The initials and drawing make this message visibly distinct from the printed wording around it, but the passage does not identify the writer or explain the initials. The mark nevertheless gives the hopeful fortune a personal trace, as if the game’s generic promise had been claimed or answered by someone.
Reading Lauren through the object
The fortune teller’s force comes from the contrast between what it is and what it says. Its flower shape, coloured choices, and numbered flaps belong to a child’s game; the revealed language brings in cruelty and sexual judgment. The game turns reading into a small sequence of decisions, yet its contents also show how words can fix a person in someone else’s hostile description. It is an ordinary object made difficult to regard as ordinary once Ted reads the messages.
That contrast connects the paper to the bedroom around it. Looking at the Leonardo DiCaprio poster, Ted thinks of Lauren as having been cut down in a time when a Hollywood heart-throb might still be imagined as a true love and an insult could still wound. But he also recalls other descriptions of her: the drinker, the girl behind the wheel, and the person whom Dr Gratteur believed would have needed to be hated for someone to do what was done to her. The preserved room and the fortune teller do not erase those accounts. Instead, they make the incompatible versions harder to reconcile, leaving Ted with the question of which Lauren was real.
The object therefore serves as more than a clue to Lauren’s youth. Its contents hold contradictory pressures in one small, handled thing: public-sounding abuse, an unverified accusation, and an intimate-looking annotation beside a promise of love. The room preserves the game, but cannot preserve the full circumstances of its making or use. That limit is central to its significance: the fortune teller offers concrete words and marks while exposing how little they can, by themselves, explain about Lauren Freeman.