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#their parents do have lore but its not required to keep up with it <3!
hidden-grottos · 8 months
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My lore pair's second set of siblings are here! (how do they keep getting the same primary?!)
Each come with these pieces of art and are 80g/kt! Feel free to shoot me a message here or on Flight Rising if you want to flip the price from gems to treasure! :D
ou can find them -----> HERE
Reblogs and shares are certainly appreciated but not required! :D
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raayllum · 2 years
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I haven't seen any tdp content besides the 3 seasons on netflix, what is this through the moon thing I'm seeing and how do I access it?
Hello, welcome, and thanks for the follow! TDP keeps its core stuff in the TV show, so anything else is a fun bonus to help fuel speculation for the fandom and worldbuilding expansions in small ways (food, climate, some slight cultural stuff, etc).
That said, TDP does have a lot of extra material running around, all of which are canon (or close enough in the case of the novelizations).
Tales of Xadia, a full-fledged RRPG that is probably the biggest lore drop we've had so far. Canon and with a lot of those fun details I was alluding to earlier, like little folklore stories in each of the kingdoms, other types of dragons, stuff like that.
Book One: Moon and Book Two: Sky novelizations. Some character details are changed (a couple of wonky ages, Moonshadow elves being vegetarians) or scenes, but generally canon.
Callum's Spellbook, a sweet silly version of his sketch/spellbook from the show, featuring little character profiles and notes from each of the characters, and so much gushing about Rayla, bless his soul.
However, what you're talking about is Through the Moon, a canon graphic novel and probably the most important canon supplement we've got so far. It's set about a month after S3 and focuses primarily on Rayla's declining mental health as she mourns her parents and becomes worried that perhaps Viren survived, as well as her relationship with Callum. I've compiled the most important / plot relevant pages here (which is largely just the last two pages of the graphic novel itself, and earlier pages included for context). The graphic novel largely just shows the lead-up to why Rayla is not in the first episode of S4, but I trust the show will explain that on its own terms, as 4x01 just establishes the fact she's absent so far, not why.
The other prominent graphic novel came out just this past July (so almost a month ago!) and is called Bloodmoon Huntress. It's a prequel focusing on young Rayla and how she, Ethari, and Runaan became a family. There's a character here who may appear later on in the series, but we don't know if it'll be in the show or in some other way.
The graphic novels are available on Amazon, Kindle (that's what I have bc it's cheaper and I wanted to edit / screencap them accordingly), and most book sites for online or in-person purchase. I also think there's a copy floating around online, but I haven't had to go looking, so I'm not sure!
There are also the recent short stories (under tdp shorts) set during the timeskip between S3 and S4, with Callum's taking place after Rayla's departure in Through the Moon. You can read each of them here in order of release:
Patience: Aaravos focused
The Queen's Soul: Janai focused
Inheritance: Callum focused
The Royal Council: Ezran focused
Just a reaffirmation that none of this is required reading, but the Rayllum and Ruthari fandoms, respectively, talk quite a bit about Through The Moon and Bloodmoon Huntress for obvious reasons.
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kudzucataclysm · 1 year
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se lore dump time wooo
THERE ARE 4 TYPES/CASTES OF MARTIANS: WORKERS, KNIGHTS, PRINCES, AND KINGS. There can only be ONE type of Chimera, or at least that was thought to be the case…until NOW.
FRANCIS AND OZYMANDIAS: TWO IN A TRILLION!!!!
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Caste-type Chimera don’t exist because their non-alien parent’s social structure and biology typically doesn’t account for it! Chimera can function pretty well independently outside of a social group (very much like humans or wtv their terran parent is) whereas Martians NEED companionship and socialization to survive (being isolated/away from other Martians for so long can literally fucking kill them lol).
A very distinguishing trait that Frank and Oz share due to their unique biology are their “needles” and ability to constantly regenerate- they can even regenerate their eyes, impossible for even Martian princes!! They can also do much more complex shapeshifting than their standard sibling counterparts. The twin’s regeneration abilities are thought to originate from their human mother Roxanne due to her being a D-type mutant, though this hasnt been proven as a main factor
*it should also be stated that unlike Oz, Francis is disconnected from her identity as a Chimera; she doesn’t know what she’s capable of or what she truly is, and thus is unable to utilize the full extent of her powers. for her to even match the regeneration and shapeshifting speed of Oz (whose is near instantaneous), she’d have to expel a tremendous amount of energy at once which causes her skin to boil and steam off and her blood to catch fire. Very fun times ahead for Francis
They’re both extremely agile and because of their constant regeneration, they have super high levels of energy!! They gotta constantly move!!!! its super hard for them to get tired
They both also have 3 hearts, which the Chimera species entirely lacks! its because of these extra organs that their timers are stabilized and they can't explode as easily (rip Francis)
Francis and Oz are both intersex due to their eye type- in low light settings/the dark, their eyes appear female-oriented while in the light they appear male-oriented. Valentine, a Martian scientist, theorizes that this intersex eye type is required for caste-type Chimera to exist.
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say hi to oz :3
their father being a king martian and their mother being a D-type human mutant allegedly gives them some special benefits!! (as well as some disadvantages)
note - their biology is by no means perfect; while having the same powers and abilities, each twin has their own set of differences, strengths and weaknesses physiologically and mentally
heightened level of hearing, to the point where each twin can potentially be able to hear your fucking thoughts!! hearing of this magnitude is typically associated with martian women, and while Francis doesn’t have prehensile hair, Oz DOES- so he can read people’s minds without assistance and without as much concentration that Francis needs 
super strength and speed, much more than the average Chimera and Martian. Oz is much stronger than Francis however due to practice, knowledge,  and environmental factors 
they each have the ability to administer POISON through their needles, with Francis able to also inject poison through her tail (yes she has a tail). with this comes heightened resistance to toxins and certain substances such as drugs and alcohol; Francis typically has to drink much more to get a buzz, and to simply REMAIN drunk she has to KEEP drinking or within an hour she’ll be sobering up due to her extremely high metabolism 
resistance to Vena Cava!! its hard for any potential ghost to possess these twins and it’s extremely difficult to mentally trap them in any sort of reality vortex. unfortunately for Francis, her mental and emotional instability can make this resistance ineffective.
their shapeshifting ability is to the extent where they can change into weird, new forms! Francis can't do this (yet) but Oz can turn into a relatively him-sized dragon creature and even grow wings :D
they both have the potential to gain the abilities of Martians they eat!!! Oz can shoot lightning out of his fingers for example
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lets-try-some-writing · 10 months
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I am greedy XD 1, 2, 3 and 4
1. What fic of yours would you recommend to someone who had never read any of your work? (In other words, what do you think is the best introduction to your fics?)
Hm, this is a hard one. My first attempts at writing fics were terrible so we don't talk about that. Some of my shorter works were pretty good but only show my angst writer side. So I think honestly, despite it not being completed as of yet, I would point toward The Many Lives of Optimus Prime since it shows not only my growth as a writer, but also my ability to write for all sorts of things and scenarios. However if I am required to point toward a finished fic, then I would direct a reader toward Hunger Pains, the fic that really got me writing for the fandom.
2. Go to your AO3 “Works” page, to the sidebar with all the filters, and click the drop-down arrow for “Additional Tags.” What are your top 3-5 most used tags? Do you think they accurately represent your writing habits?
Hurt/Comfort, Grief/Mourning, Religious Fanaticism, Worldbuilding, and Character Death. Honestly the tags match up for the most part. My works tend to be more focused on the character development and worldbuilding rather than action so all the angst makes sense. However the religious fanaticism comes almost entirely from Two Sides to a Coin.
3. What are some tropes or details that you think are very characteristic of your fics?
Angst of some flavor and parental SOMEBODY. I come up with something angst and you can bet some character will be parental and add the fluff to the scene of suffering. *cough*Optimus*cough*
4. What detail in [insert fic] are you really proud of?
In The Many Lives of Optimus Prime I have found myself particularly fond of how I have managed to integrate characters from G1 into TFP in a way that makes sense while still keeping with canon lore for the most part. I've spaced them out and taken time to make backstories that work for them while also not taking too much attention away from Thirteen. So while its small, I am very much pleased with how my character integrations have turned out so far.
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we-are-savages · 10 months
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Just a quick update before delving into today's preview. I start a new job tomorrow, and I'm not yet sure what my hours are going to be. I've still got several lyric inspo posts queued up, and I will do my best to keep churning out these previews.
Spirits
The term spirit here is used to refer to a range of creatures of divine origins from demi-gods to demons with only the two listed being currently playable. There are so many possibilities for these character types that we want to be able to keep them as open as possible while still retaining a solid structure for what they are and are not capable of. Guidelines to follow for creating characters grouped as spirits will be outlined under the appropriate section headers. 
Demi-gods:
Demi-gods in ST lore are defined as any being who is “at least ½ god.” For the purpose of simplicity this will be limited to either A) one parent who is a deity, and one who is not, or B) two parents who are both demi-gods.
Demi-gods, regardless of their non-divine parentage, are all immortal.(1) They also possess heightened senses, reflexes, strength, speed, and endurance.
Demi-gods inherit some abilities from their divine parents/grandparents. Children of deities may inherit up to two major(2) abilities from their divine lineage, and up to three minor(3). Grandchildren of deities may inherit one major ability from their divine lineage, and up to two minor.
The abilities that they inherit are for the player to decide upon, with a few firm guidelines to follow:
Only the Sumerian, Egyptian, Greco-Roman, Celtic, and Norse pantheons are available to choose from. 
The player is expected to do their research when deciding on and writing up their character’s abilities. Show how you concluded this is an ability they may have inherited from their divine lineage. 
Strengths and weaknesses are a must! No one is perfect, not even a demi-god!
(1. Immortal means they can potentially live forever if nothing ever kills them, not that they cannot be killed.)
(2. Major abilities in this instance - and all found from here on out - refer to abilities that they are most proficient with.)
(3. Minor abilities in this instance - and all found from here on out - refer to abilities that they are less proficient with, or even currently incapable of wielding.)
Demi-God Weaknesses:
On a whole there are fairly few weaknesses that a demi-god might possess. There are, however, a few that have come to be realized over the centuries.
Demi-gods require frequent exposure to things which are related to their divine heritage. (E.g.: A child of Hades would require exposure to the dead; something easily achieved by spending time in graveyards.) Keep them from this and they weaken. Keep them from it long enough and they will become as fragile as a mortal babe.
Decapitation, if you can achieve the task, is a certain means of killing a demi-god.
A demi-god’s powers are tied to their divine heritage. The weaker their divine relatives, the weaker they are. For this reason demi-gods have often been relied upon by the gods to help boost their number of worshipers.
Immolation, unless they can control fire, is another potential way to kill a demi-god.
Demons:
These are not your modern “demon with a conscience.” These are souls which have committed acts so heinous that the gods cursed them with a true form that reflects their inner monster. Though they may temporarily take on a human appearance, any being versed in the supernatural world can see them for what they truly are. Unfortunately this does not make them any less dangerous.
Understand that these are not the kind of souls that get redemption arcs. There are some things in this world which there is simply no coming back from, and being turned into a demon is one of those things. Like vampires, demons must feast on the essence of mortal beings for sustenance while in the human realm. Unlike vampires, however, that essence may be something other than blood. (E.g.: Sexual energy, their soul itself, magic, etc.)
The following guidelines are in place for writing demon characters:
Demons are evil. This evil can be portrayed in different character archetypes, but these are not the kinds of souls that get redemption arcs.
Demons may have up to 1 major ability, and 2 minor abilities. These abilities should reflect their demonic nature in some way.
When in human form demons lose their immortality. They are significantly sturdier and stronger than the average human, but little to no match for most supernatural creatures.
Killing a demon in human form, however, does not destroy the soul that was cursed. Instead it merely returns the soul to whichever hell realm it crawled out of and leaves a body which quickly disintegrates as it was nothing more than a magical shell.
A demon’s history should include the reason that their soul was cursed by the gods. Please utilize appropriate content warnings.
Demon Weaknesses
Their human form. Since a demon’s true form is a cursed soul whose appearance appropriately reflects that soul, the only time they’re even remotely vulnerable is when they are in human form. This form is nothing more than a magically constructed shell that allows them to temporarily blend in with the human realm. It is rare that a demon can hide their true appearance from other supernatural creatures, however, and when it has happened in the past it never lasted for very long.
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I wanna talk about Janet Drake
I’m not against exaggeratedly evil versions of Tim’s parents, tbh. It’s fanfiction, if we can depict an Exaggeratedly Good version of Bruce (which we can, and I do, and I love) then we can depict the Drakes as Exaggeratedly Bad. As someone who personally identifies with Tim, and his brand of complicated parental abuse in particular, I find it cathartic to uncomplicate that abuse and rescue him from the Obviously Evil Bad People. 
That said, since much of comics lore is passed down word of mouth, the oral tradition surrounding Tim has developed this idea of Janet as The Worse Parent between her and Jack that was never really present in the comics. We see much LESS of Janet, and we have 20 years worth of comics depicting Jack as a neglectful hotheaded idiot who ultimate does love his son. More importantly, Jack isn’t very much LIKE Tim, so there is a habit to attribute Tim’s traits to his mother... and, as someone who really really identifies with Tim, Tim has... some negative traits. Tim can be a bitch sometimes. He’s fiercely intelligent and sweet and kind, with a strong sense of justice, but he can be cold and judgmental and unthinking - he fights those traits, but he does have them. 
And it is perfectly fine to depict Janet that way. I’ve enjoyed depictions of Cold Calculating Janet Drake, but it’s not the ONLY option, and I want to challenge fans to consider different avenues. Tim could pick up these traits from anywhere: a nanny, Mrs. Mc Ilvaine (”Mrs. Mac”), a teacher, tv, Sherlock Holmes novels, Bruce Wayne himself. Tim is capable of not being like EITHER parent. 
So, what do we KNOW about Janet? (I’ll also touch on Jack, but only in scenes he appears with Janet.) 
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When Janet was first introduced she was depicted as a gentle but “modern” woman. This was written in 1989, told by a 13 year old Tim, so this theoretically was meant to take place in 1979. I’m not here to give a lecture on the history of sex discrimination in the united states, but much of the legislation protecting women in the workforce or surrounding women’s bodily autonomy would have been very very new in this initial depiction. 
Here, Janet is shown to be encouraging, emotional, maternal, and projects her own feelings onto Tim. Jack is shown to be slightly sexist, possibly discouraging, but not overbearing. And the artist is shown not to know how to draw children. 
To insert some speculation, I think it’s important to note all the Drakes witnessed a terrible murder/accident that day. I point this out, because this is the last time Jack and Janet are depicted this way. It’s possible they changed as a result of this event specifically. 
However, this is also a story being told by Tim. It’s also possible these events aren’t really “real” at all, and Tim is misremembering what his parents were like as a three-year-old, possibly projecting a more palatable version of his parents into the narrative. This is entirely up to personal interpretation. 
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In fact, the Drakes are shown in Legend of the Dark Knight attending Haly’s Circus, and the artist knows what a toddler looks like and they’re depicted as already having a slightly strained relationship. Jack is clearly on the defensive, and Janet seems to be passive-aggressive, though she could just be attempting to explain the situation to her toddler honestly. The intended tone isn’t especially clear. 
I do want to point out, in this depiction, Tim isn’t being carried like he was in the previous one. He’s walking ahead of his parents, which isn’t a terrible horrible crime, but could be dangerous in a crowded place like the circus. Might be a subtle hint to his parents overall neglect. 
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Back to A Lonely Place of Dying, in Tim’s memories of the night he discovered Robin and Dick Grayson were the same person at nine-years-old, his parents are home, and watching TV together while Tim played... trucks, idk, in the living room with them. (This is semi-interesting, because you could say “oh, Tim liked vehicle toys as a kid” or you could extrapolate that this is another subtle indication of Jack’s sexism, providing Tim with appropriately “boy toys.” Either interpretation is valid. If Tim was assigned female at birth, would they have been given “girl toys,” or allowed to play with whatever they wanted?) 
This is, to my knowledge, the only panel of the Drakes when Tim is between ages 3 and 13. They’re all together, which might indicate that the Drakes were home more often when Tim was 9, only later going on business trips when Tim was “old enough” but... 
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This is Tim’s boarding school when he’s 13. While most boarding schools in the US are for grades 9-12, Tim is clearly not a freshman at age 13; look how much younger the other kids in this panel are. In the US, the youngest you can attend most boarding schools is 7. 
That means Tim could have begun going to boarding school anytime between 7 and 13. He most likely spent all of middle school in boarding school, at least. There are an almost infinite number of possible ways the Drakes handled having a business that required lots of international travel, an archeology hobby, AND a very young child. Janet staying home until Tim was 7, 11, 13, is equally possible as the Drakes having a nanny until 7, 11, 13. Tim just doesn’t talk about that period of his life very much.
(”What about Mrs. Mac?” - it is unclear when Mrs. Mac begins working for the Drakes. We only see her when Jack comes out of his coma. She could either be a long standing staff member, or a recent hire.) 
Note: I’ve seen it said that it’s canon that “According to Tim, when his parents were home, they made a point to try and include him in their activities, bringing him along to events that were normally adults only.” I have never seen this panel, or I don’t remember it, so I cannot confirm, but I also cannot debunk this because... comics. 
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By the time Tim is 13, Jack and Janet are away on business trips a lot, with limited communication, and no firm return date. If I’m feeling generous, I’d say it was harder to communicate internationally in 1990 than it is today. If I’m not feeling generous, I’d say the Drakes are extremely wealthy, and international communication was easier than ever before in the 80s and 90s. They’re not even going home to see Tim in a week or two, they’re going home and calling Tim at boarding school in a week or two. 
Even Bruce thinks its weird, though he doesn’t say so to Tim’s face. It’s written almost as if Tim’s parents’ neglect was meant to be a plot point that just got forgotten about. 
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Tim’s parents are fighting at this point (their poor assistant), but Janet still goes with Jack on these business trips. And she’s clearly involved in the business, somehow, but the comics never SAY what Janet’s JOB is. We’re told Jack is the exec, but Janet is ONLY ever referred to as Jack’s wife, though they’re later described as the “heads” of the company, plural. 
Just to be clear, this is Jack’s business. There’s a perception that Jack is a bad business man because he and Janet fight over company decisions, and Jack looses the business after Janet dies, but Jack looses the company YEARS after Janet dies, and maintains it for about a year after No Man’s Land at that. We’re not told how Jack looses the business, but he’s got to be doing something right. Janet isn’t necessarily the “real brains” of Drake Industries. 
And I’m not... gonna... touch the... exploitation and racism because... I’m not qualified to do that. But, here’s the panel. The Drakes sure seem exploitative and racist in their business decisions. Someone else can... analyze that with more nuance. 
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Regardless how how long they’ve been fighting, when their lives are in danger, the Drakes fall back into a loving husband and wife. Their marriage may be falling apart, but they do care about each other. 
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I want to show these panels because it shows that Tim and Jack do have things in common. They’re both level headed in a crisis and can be somewhat cold in their practicality. Janet meanwhile and silent. Jack is later willing rant and rave at their captors, but Janet remains silent. 
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That is, until they’re alone, and she finally lets herself fall apart. 
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God, Jack can be obnoxious. Janet just looks miserable and resigned. I actually think Tim takes after his parents in this respect in equal measure. Tim can have a temper, but he can also be fairly melancholy and defeatist. 
Jack keeps reminding Janet to be strong and in control, which could be period typical sexism? But Jack seems so practiced and ready with the words of encouragement, and with Tim’s history with depression, I wonder if Janet has an inclination towards it as well. 
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As the end approaches, when Jack brings up Tim, Janet seems to have a lot of regret. She talks about “wasting” the good things, and I don’t think it’s too big of a stretch to assume she’s talking about time spent with her only child. 
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From this point on, Janet is at times spoken of, but not seen. Like here, when Jack says Janet wouldn’t approve of him and Tim being so “far apart.” He says this after he tells him he takes back his threat to send him back to boarding school, which might imply Janet was against the idea of boarding school? Though she obviously lost that argument when she was alive. 
Jack will of course renege on this later, but that’s Jack Drake for you. 
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Or here in Tim’s illness induced dream, where he gets everything he wants. Though, since this is a fantasy of Tim’s, where his father and girlfriend are both more accepting and understanding than they are in real life, I would take this depiction of Janet with a grain of salt. 
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After loosing Drake Industries, Jack thinks about Janet (though, they call her Catherine/Cathy for some fucking reason) during his depressive episode. And... uh... 
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Hallucinates a Valkyrie???? Is this symbolic of suicidal thoughts, or is she... real? Or is he seriously hallucinating? 
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Anyway, we’re not here to discuss Jack’s mental state, the fact that he forgot Tim’s birthday, or that concerning “I was going to knock some sense into you but you’re still bigger than me” statement from Tim, we’re here to talk about Janet. And even though this entire arc is about Jack mourning his first wife, they don’t SAY anything about Janet herself at all. I mean, they don’t even get her name right, so I guess what was I expecting. 
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Then there’s Origins and Omens, which also doesn’t say anything about Janet, except that Tim’s memory of her is faulty - Janet was poisoned, her assistant Jeremy’s throat was slit on television, but Tim seems to have conflated the death he did see with the death he didn’t. 
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The only piece of canon to suggest that Janet might be cold, is Tim compares her to Thalia. And even then, he’s really just saying Janet was protective of him. It’s kind of a scary look to make at your kid, but Bruce does the same thing, so. 
I do want to say... it’s not 100% clear if Tim is even talking about Janet. He could be talking about Dana. Dana was observably protective of Tim, though I don’t think he’s ever called her mom. He PROBABLY means Janet. 
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And finally we have Tim visiting his mother’s grave (in a duel Christian/Jewish cemetery, make of that what you will), where Tim says she was “a little religious.”
And that’s it! That is all we know about Janet Drake in New Earth. Hardly the Mom From Hell, but she isn’t perfect. I’d be interested in seeing some alternate depictions of her within the fandom. 
I’m still gonna eat up Terrible Parents From Hell like a starving puppy dog, though. Just some food for creative thought. 
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your-turn-to-role · 2 years
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hi! little disclaimer: this is a question made in good faith by a newbie who got in via C3. do u think the current hype surrounding tlovm (and the many in-story references to C1) is making it hard for C3 to have its own identity and stand on its own legs? thanks!
hello and welcome!
and, i'll be honest, i haven't watched past episode 5 of c3? i've been loosely keeping up via the fandom on tumblr, but i've been struggling to get into that as a story, just because it hasn't really been my thing so far? (and, turns out watching 4+ hours a week of content when you're not hyperfocusing on it is, hard 😂)
i'll leave this as an open forum, if other people wanna jump in here go for it, but as far as my perspective goes....
i don't think the hype surrounding vm is making it hard to stand on it's own, critical role as a fandom is kinda unique in that it's practically impossible for any one person to have consumed all the content they have to offer, and you shouldn't have to! while i've heard tales of some people being gatekeepy, i personally haven't encountered it, in my experience this fandom is extremely generous with accepting we're all here because we like at least one story these people have made, but these may not be the same stories at all. and some people segregate those fandoms and will make separate blogs for separate campaigns, other people (myself included) lump everything from tlovm to all work no play (sam and liam's personal podcast) under the general banner of critical role, and people can pick and choose what they want. what we've been seeing is the vox machina fans who've been in hibernation lately all get super excited to see a story they love on screen, but those people can still be fans of c3 without the two clashing, and c3 will always be there for people to come back to, as lovm has proven, love in this fandom sticks around a loooong time
(and i'm still seeing c3 posts around on my dash a fair bit, i don't think they're conflicting)
whether the references make it harder to stand on its own, is a good question
i know when they went into campaign 2, they wanted to prove they could make a story that had nothing to do with vox machina, to the point where matt banned backstories with vm references (taliesin had to change molly's surname, he wanted to make it trickfoot after pike). thus, a major selling point of c2 in early game was this is a new campaign and a new story, no need to watch campaign 1
campaign 3, those rules have clearly been relaxed a little, and from the exu characters to delilah briarwood, there are definitely a lot more references to be had here
it is, however, an extremely different tone to either of those campaigns. and i know the cast have said that the backstory lore from past campaigns is optional, not required to understand the story, they are still invested in c3 as its own story and invested in telling it in a way that won't alienate viewers
so from my perspective, i think c3 is its own story? it leans heavier on past content than c2, but it's the child of that content, it doesn't have to grow up identical to its parents, and i don't think it will? a story always takes a bit to find its feet, and it's usually only looking back from the halfway point or further that you can see what shape it was making all along
it feels different enough to me. and i trust that the cast want to make it a new story as well, they're not interested in rehashing what they've already done, and any nostalgia they have in that respect, they've been funneling into the legend of vox machina
i think given enough time, you should find it stands out as its own thing, and i hope you enjoy your time with it! (who knows, maybe that'll be the point where i catch up)
but yeah, the c3 fandom is definitely around and will be sticking around for a while
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gale-gentlepenguin · 3 years
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Gale Reviews: Miraculous World Shanghai: The Legend of Lady Dragon
Spoilers below.
-OH some lore!
-Wow for Shifu, his students got bought out.
-OMG ITS THE JERK IS THE GUY AT THE END OF THE NY SPECIAL. Interesting
-BABY FEI!
-HE DIED! WTF
-She got robbed. So she failed badly
-Like the intro to this. Damn its crisp
-So Marinette is living her best life right now. Love that ladybug and chat noir bonding.
-Marinette gotta deliver a gift to the post office for her uncle.
-ADRIEN IS IN SHANGHAI!
-Marinetter got a lot of information on Adrien, some of which I'm question means of which she acquired. XD
-So Marinette realized she could use the gift delivery as a chance to maybe meet up with Adrien. That isn't really that bad. Its actually really clever.
-Gorilla is best boy.
-Adrien just wants to spend time with his dad. F*** YOU Gabriel.
-Oh damn! Gabriel has the Prodigious! And apparently its more powerful than the miraculous? WTF. Nooru knows about this
-Gabriel of course sucks and won't listen. Because Gabriel is a desperate whore.
-what do you MEAN 15 years ago? Gabriel how deep is this evil hole
-Marinette honey no, I love her. but wow. Her parents are so happy tho.
-Marinette's parents are the best. STOP SALTING THEM.
-Her uncle is so happy to see her.
-Marinette, APPRECIATE YOUR UNCLE!
-I love The uncle.
-Gabriel is such a jerk. Adrien just wants to spend time with him.
-Oh wow the restaurant looks great.
-CHENG LORE! ALSO SABINE IS SO CUTE AS A KID.
-SABINE'S REAL NAME IS XIA PING! I am so happy to know this!
-He is making good points. She could get lost.
-Marinette tracking him. also Kwami speak all languages. Neat
-I just realized... did neither ladybug or chat noir tell each other that they are out of Paris?
-Adrien out with his dad (Gorilla) for walk is precious.
-PROTECT GORILLA HE IS A BEAN!
-Oh Gabriel being a jerk. what else is new?
-How does Gabriel know about this all? I am so confused.
-Fei is back. She is strong. Also She is a kind person.
-Oh no... she is actually trying to rob people.
-Oh she can disguise herself.
-And GABRIEL STILL SUCKS
-PLAGG is still Plagg. I missed seeing plagg.
- So if Marinette had stayed at the restaurant and chilled with her uncle. ADRIEN WOULD HAVE SHOWED UP. This is what happens when you are TOO THIRSTY!
-Marinette found him.
-and Fei just robbed her. Like HOW DID MARINETTE GET ROBBED SO EASILY?! Marinette is confirmed easy mark.
-Marinette she just robbed her don't help her
-and marinette just realized she is LOST IN SHANGHAI!
-Oh damn Fei is kicks butt.
-Adrien is so happy Marinette is in Shanghai! Thats so sweet. The Uncle ships it. The Bird ships it.
-Adrien you are a sweet bean. But I want to sock you for calling her just a friend.
-HOLD UP, HOW CAN GORILLA HAVE AN EAGLE action figure. Isn't this special suppose to take place between season 2 and 3? I am so confused.
-Marinette is lost, and she is lost.
-ADRIEN BONDING WITH HIS FUTURE IN-LAWS
-Adrien just confirmed she is always late.
-The old lady trying to help. Thats so nice.
-Fei, that guy is the d-bag that screwed over your adoptive dad!
-Guy is such a d-bag
-So Fei was being a jerk.
-Oh they are trying to return the necklace.
-Oh Fei speaks French, how convenient
-Fei feels guilty. GOOD
-Goriila is a bean.
-OH THEY ARE WORRIED.
-ADRIEN GONNA SEARCH FOR HIS FRIEND! YES! MARICHAT TIME.
-Chat noir transformation remix! Nice.
-They are making the police efficient here.
-Well Fei is gonna keep feeling guilty about this.
-Chat noir making Parisian heroes look good.
-Fei is gonna feel super guilty about this.
-THE PARROT IS SENTIENT!
-They found the earrings.
-Fei is pissed.
-Tikki found Marinette.
-Fei got fast hands
-Fei redemption arc now.
-OH NO, THE GUY REALIZED IT.
-Fei gonna fight them.
-THE GUYS FROM EARLIER!? They are great.
-Chat noir calling ladybug out of concern for marinette. So cute.
-Gabriel is such an a**hole. He remembered Marinette but not his own son.
-Fei revealing origins now. Oh damn.
-The guy is the one who ruined everything.
-Liar revealed. What a shock (not)
-So this guy is gonna be akumatized. Well he is a jerk. Gabriel knows how to pick em.
-FEI! KICK HIM AGAIN!
-King Money?! NICE NAME.
-Oh damn King Money looks boss as heck.
-Ladybug is finally here.
-I saw that sigh. You love your kitty Ladybug.
-That ladynoir is so strong.
-Fei is pretty boss.
-Oh no! THEY GONNA OPEN THE VAULT.
-I love that vault. The cave looks sweet.
-The guy realized it, kind of a smart man.
-What was Hawkmoth planning for 15 years?!
-Oh damn that power! Oh snap.
-The dragon guard look sick.
-Hawkmoth pulling a baller move with that. Like "B**** I aint fighting your guardian."
-Ladybug on the scene.
-Fei unlocked the power.
-WOW LADY DRAGON LOOKS REALLY COOL. And the Renlings looks kind of cool. Prodigious seems interesting.
-Renlings, the spirits of Human values. And, most of them look better than the Kwami, except plagg. Plagg is the best.
-Oh wow so they have neat requirements.
-SHE CAN SHAPE SHIFT! AMAZING
-I WANT THE PRODIGEOUS
-Only noble people can use the dragon.
-Revenge aint noble
-CHAT NOIR TO THE RESCUE!
-HE AKUMATIZED THE DRAGON GUARD GUY!
-Yan Woshi! OH DAMN, HAWKMOTH BE PLAYING FOR KEEPS!?
-This akuma maybe one of the best ones yet.
-HE LOOKS SO COOL.
-PLOT TWIST! HAWKMOTH ACTUALLY CARES ABOUT HIS SON FOR ONCE! I am shook.
-HAWKMOTH GOT THANOSED. So Hawkmoth cares instantly loses. XD
-"Is that good news or bad news?" Chat noir, you are right. But thats your dad
-RUN ITS NOT GODZILLA!
-Ladybug and Chat noir getting their butt kicked.
-Fei also getting wrecked.
-Zag confirmed furry
-Fei just left them high and dry.
-And Chat noir is dead! ANGST.
-Ladybug gonna talk some sense into her.
-The mascara smeared. Thats real sadness.
-Cue power of friendship talk.
-Fei saves her with the power of friendship.
-dragon v. dragon fight!
-Oh I like this lucky charm.
- Yaloshi is his name now? (these subs are confusing)
-Oh snap, the power of team work! And fighting in the belly of the beast.
-THAT LADYNOIR HUG.
-They tied up the guy.
-Fei should have killed the guy.
-Meishi is adorable.
-I LOVE THIS LITTLE CONVERSATION. THEY ARE GONNA PRETEND TO RACE. and then show up later.
-Oh fei, marinette AND Adrien are celebrating his birthday. Thats cute.
-They BOTH SAID IT! I Cant even! (also I see you Adrien, you aint slick)
-The boys crushing on Fei.
-Adrien has such soft looks for Marinette.
____________________________________________________________
So overall. The beginning was a tiny bit cringe, but not as bad as the trailer made it out to be.
I really liked Fei. She grows on ya. And I liked Lady dragon. I liked the renlings
I will say it is a better special in terms of Lore and plot than the NY special. It was lacking in the love square interactions that I wanted. But they were still cute when they had them. I do think there are a few plot holes, like Eagle being an action figure. WHEN DID THIS SPECIAL TAKE PLACE. (Edit, found out it was an animation error, NVM)
Also, now the elephant in the room? Was the special racist?
The answer is, no.
It wasn't racist, so we can all calm down about it?
So I give it an 8/10
The lore being my favorite parts.
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taudad · 3 years
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I’d love to get into Caste differences with you, @randomimperialcitizen !
First off though, most bonded groups do raise their children communally! And after a certain age communal living and education is required for all T’au children anyways. The bonded group is unique because the members have the option to raise their children independently. In practice, family-raised children are exceedingly rare outside frontier worlds where communal rearing doesn’t have the same infrastructure the core septs do. Anyways, here’s a link for to my original post for reference:
https://taudad.tumblr.com/post/651951028796850176/tau-headcanon-time
- Fire Caste: We get the most lore on the Fire Caste, so they can sort of be seen as the default among the T’au. Most Fire Warriors participate in a large Bonded Match with their first squad of 5-12 individuals. These matches do occasionally produce children, though the fire caste disproportionately favors the Honored Match for reproduction. The realities of active duty mean that for most, it is socially expected to participate in an Honored Match at least once in your life, though there are many exceptions. Passion Matches aren’t uncommon and produce the most children outside of Honored Matches.
- Earth Caste: Like the Fire Caste, Earth Caste members will often be a part of Bonded Match of 4-8 teammates. Unlike the Fire Caste, these teams are work groups organized by the Ethereals to be efficient and work together well socially, and they are much more likely to produce children. Additionally, there is a sort of mentorship program where offspring will often return to their parent’s group in an intern like role if they show promise in the same skill set. Because of the structure already present in their team groups, Honor Matches aren’t as common and only regularly happen in times of low population growth.
- Air Caste: Most Air Caste T’au that are assigned to a planet or permanent space station prefer Honored Matches and Passion Matches. Bonded Matches are uncommon because of the mobile nature of the Air Caste, preventing long term commitments within the Caste.
In fleet based Air Caste members however, Honor Matches are almost unheard of and Passion Matches are vastly the norm. To keep up genetic diversity among a fleet, admirals and captains will actively encourage their crews to partner outside of their shipmates whenever they meet up with other fleets/vessels or dock for repairs at a space station. This is so common that the first night after a ship docks is often referred to as Anuk’Honuxla, which translates roughly to “the night spent with the birds.” Ship repairs are often extended to account for the gestational period starting after the first week ashore to allow Air Caste T’au to give birth before returning to duty. There is a bit of animosity between Planet-based and fleet-based Air Caste T’au with the derogatory nicknames of “Kiya’hui’la” (flightless bird or chicken) or “Eldi’erra” (Winged Tempter or Siren) being used to describe each other respectively when conflicts do occur.
There is one notable cultural exception where Bonded Matches are present among the Air Caste, and this is among fighter pilots. T’au fighter pilots will occasionally enter into very tight Bonded Matches of 2-3 with their copilots and squadrons known as El’anuk’la’liserra, which translates to “a marriage of eagles.” These partnerships are significantly more effective in combat and are highly prized by their captains and admirals. There’s an elite fighter pilot group known as the Tae’Hui or “Broken Wings” consisting of solely T’au from these bonded partnerships who have lost their partners in combat.
- Water Caste: Last but not least, the Water Caste is one of the most unusual Castes when it comes to courting and matches. Much like the element the Caste gets its name from, Water T’au’s relationships are very fluid and intricate. While Honored Matches are present, they are rarely needed and the Water Caste is easily the most self stable Caste population wise.
Unlike the other Castes, Water Caste Bonded Matches are not exclusive and many Water T’au are part of several different matches over the course of their lives. These matches change in size and intimacy with a T’au’s rank and age. A Por’la or Bureaucrat will typically be in 1-2 closely bonded groups or pairs, where as a Por’o or Ambassador will be in well over a dozen different groups across several Cadres. The prestige of their rank benefits the other members of the group, and being partnered to a high ranking Caste member reflects good judgement and opens opportunities to those who bonded to the individuals early in their career.
Additionally, uniquely to high level (Por’o) Water Caste members, they are able to request special exemptions from the Ethereal Caste to make a Forbidden Match with an Alien if the Caste member can successfully argue how such a pairing will benefit the T’au’va. There is a MASSIVE risk to making this request as a rejected request will often result in rank demotion for the T’au in question and damaged prestige for all of their Bonded Matches. The only reason this exemption exists is due to the prevalence of arranged political marriages among alien and human cultures, allowing a savvy ambassador to sway entire worlds into the empire with a single strategic match.
Woo!! I didn’t realize I had so much to say about this, particularly about the Air and Water castes. Please let me know if you have more lore questions and my inbox is always open!
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blackjack-15 · 3 years
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Ziplines, Blood Ties, and Colonavirus — Thoughts on: The Silent Spy (SPY)
Previous Metas: SCK/SCK2, STFD, MHM, TRT, FIN, SSH, DOG, CAR, DDI, SHA, CUR, CLK, TRN, DAN, CRE, ICE, CRY, VEN, HAU, RAN, WAC, TOT, SAW, CAP, ASH, TMB, DED, GTH
Hello and welcome to a Nancy Drew meta series! 30 metas, 30 Nancy Drew Games that I’m comfortable with doing meta about. Hot takes, cold takes, and just Takes will abound, but one thing’s for sure: they’ll all be longer than I mean them to be.
Each meta will have different distinct sections: an Introduction, an exploration of the Title, an explanation of the Mystery, a run-through of the Suspects. Then, I’ll tackle some of my favorite and least favorite things about the game, and finish it off with ideas on how to improve it.
If any game requires an extra section or two, they’ll be listed in the paragraph above, along with my list of previous metas.
These metas are not spoiler free, though I’ll list any games/media that they might spoil here: SPY; mentions of the “Nancy Games” (ASH-SPY); SAW; mention of National Treasure (2004).
The Intro:
It’s our penultimate meta, and this time, it’s personal.
In every way, The Silent Spy is the culmination of the Nancy Games. Ever since her trip back home in ASH, Nancy has been increasingly featured in the games, showing us more of her personality, her life, and her backstory — all in an effort to lead up to this story, where we actually delve into Nancy’s place in the world and what it means that she lives in it.
And the answer to that is a lot less wholly idealistic than the franchise would have given 20+ games ago.
I don’t mean to say that SPY is a cynical game — it’s honestly fairly neutral, edging on positive — but that SPY accepts the fundamental truth that all of the Nancy games have been leading up to: that Nancy, though talented, hardworking, and connected, is simply another fish when it comes to the sea of life. She’s not unique in any way that really matters – look at her foils in Alexei, in Jamila, in Deirdre, in Jessalyn — and yet she continues to work hard, to solve puzzles, and to right old wrongs.
At least for me, this is a hopeful message. The point of “Nancy Drew, Girl Detective” is not that no one could do what she does, it’s not that she’s the best, most experienced sleuth in the world, and it’s not that she’s the Last, Best Hope of those who call upon her for aid. The point behind her character is that she’s a relatively normal (if wealthy) girl who does what she can, and chooses to do it again and again.
There’s a wonderful part in the equally wonderful movie National Treasure when our heroes are reading a part of the Declaration — the part talking about the right of the citizens to throw off a despotic government like the British had become — and Ben (Nicholas Cage, actually in a good movie for once!) defines it in modern speech:
“If there’s something wrong, those who have the ability to take action have the responsibility to take action.”
In the beginning of the Nancy Drew games series, Nancy is merely an intuitive puzzle solver. She gets her cases through family connections, turns up at places where mysteries happen to occur, etc. etc. As time goes on and she practices, she eventually comes to the point where she’s being hired for bigger and bigger cases, more and more regularly — in short, she starts to live the truth of that quote. Nancy is, at her core, someone with the ability to take action against things that are Wrong. Throughout this series — and most especially, throughout the “Nancy” games (ASH-SPY), she becomes someone who recognizes her responsibility to take action.
And that’s what’s showcased here in SPY. Upon arriving and learning that she’s been led to Glasgow under false circumstances, Nancy is immediately and wholly over her head — but she’s still someone who has the ability to take action to right a wrong. When she’s working against Revenant, warning the scientist, or reading through secret memo after secret memo, she’s not doing it with the intent to Save the World; she’s finishing Kate Drew’s last task. Her loyalty isn’t to Glasgow, to Cathedral, to MI5, or any other player in this story — her loyalty is to her mother, and to the task Kate Drew died while trying to finish.
Which is, in my view, the best possible motivation in a game that’s all about family.
With that discussion behind us, I want to talk a little bit here about the other theme of this game — power. Revenant, as the terrorist group that they are, want to seize power; their goal is to run Glasgow (branching off from there into a wider sphere, of course) through seizing power during a (self-induced) state of emergency — aka, what’s referred to in-game as the Colony operation.
This is, of course, Politics 101 — whip people up into a frenzy, come in promising to Save Everyone, and entrench yourself in power that you can’t be moved from with any amount of ease. And while Revenant planned it for 2005, it would work even better in 2013, when social media and instant, 24-hour news cycles can keep the fear alive far more effectively than Revenant would have hoped for nearly a decade prior.
Both in 2005 and 2013, Revenant nearly succeeds, only to be foiled by a red-head out of her depth but who tries anyway (the difference between the two, of course, is that Kate was isolated and Nancy had backup). The most startling thing — and one of my favorite things about this game – is that it doesn’t end with Nancy ‘killing’ Revenant once and for all, or even stopping the Colony Operation once and for all. Nancy is, in every way, out of her depth here; she’s not used by either side as an agent, or even as an asset — she is, as Zoe reminds her, a tool, valuable for what she might know, not for her skills, not for who she is, or what she works for.
As the games from TOT on have worked hard to expand Nancy’s world and tie it together, SPY shows the benefit of having a wide-open world: that the world goes on, people live and die, and secretive organizations (ATAC, Revenant, Cathedral, MI5…) plot and scheme to remake the world in their image.
This, in my view, is also a great thing. The thing that Nancy Drew books (and a lot of the early games) get wrong is that Nancy fixes (or is party to fixing) all of the problems introduced. The piano-playing girl that Nancy meets ends up with a Grandmaster as a teacher; the inheritance goes to the Worthy Widow and Her Daughter; Nancy rescues her tied-up father AND solves his case for his client all in one brilliant masterstroke.
That’s not to say that every story should have all of its threads dangling by the end, but Nancy is simply a smart and resourceful girl, working (most of the time) with her own relatively meager resources. She shouldn’t be the answer to the world’s problems, and I think it’s lovely that, especially in the Nancy games, she really isn’t. Nancy is a helper, and that’s far more valuable than being an omniscient, all-powerful being who can magically fix everyone’s problems just by being there.
The last thing I want to talk about in this introduction is how good SPY is for Nancy’s own personal lore. There’s a lot of fuss every time SPY is brought up about how “Nancy’s mom actually died when she was three!!” which, honestly, tells me that the 60s re-writes (which, yes, if you’re pedantic, started in ’59) did more damage than I had previously thought.
The original Nancy Drew books were written in the 30s by various ghostwriters, and were a little different from the yellow-bound 60s rewrites that most people consider the “old Nancy Drew books”. 30s Nancy Drew was a little closer to our games-universe Nancy; brash, outspoken, punishingly independent, and incredibly capable. She’s also a bit violent and unruly, has graduated from school at 16, lost her mother at 10, and does as she pleases with the occasional call home to reassure Carson or (more often) to ask a question about the law.
Sadly, other than taking out a few racial and societal overtones that weren’t really acceptable after 30 years — mostly by taking out any non-white characters and including different forms of bias, note — the yellow rewrites weren’t an improvement to the stories or to Nancy’s character. Nancy becomes less bold, less independent, and far more focused on describing each meal in punishing amounts of detail. The words “kindly” and “sweetly” were increasingly added after “Nancy said”, she’s far more deferential to authority, and her mother instead passes when Nancy is 3, rather than 10.
In changing the form of the media to video games, rather than books, what would eventually become HER had a choice; they could align themselves with the newest Nancy Drew books — the Nancy Drew Files and Nancy Drew on Campus, both of which were known for being Hotter and Sexier (and, in the case of Campus, ridiculously stupid) — or choose what people called “the classics” — the yellow-spine 60s rewrites, as the once-famous blue books had been all but forgotten in the 90s. In the first (and still one of the last, honestly) brilliant move of the series, HER chose to mix and match the things that made for good game fodder from (nearly, given how much the Campus books suck) every written incarnation of Nancy.
And, to their credit, they chose an important fact from the 30s: Nancy’s mother died when she was 10, not when she was 3.
Losing a parent is a defining moment no matter when it happens, but the exact effect often changes based on (among other things) the age of the child. In order for Nancy to be the kind of person who is influenced by the mystery of her mother’s death, her mother had to have died when Nancy could remember — thus, 3 is right out, as Nancy might remember tiny bits and pieces of the events leading up to and right after, but nothing else.
By taking bits and pieces of contrasting (and often contradictory) lore and making their own out of it, HER (and I’m hat-tipping Cathy and Nik especially here, given Nancy’s characterization spike beginning around WAC/TOT) gives us a version of Nancy that’s similar to the sleuth we know and love from the books and movies (ignoring the 2007 disaster) and, occasionally, TV shows, while still keeping her mostly consistent and showing us a few new flashes that make this character stand out and win her place in the Drewniverse.
Now, with all of that said, let’s move on to this game in specific, shall we?
The Title:
The Silent Spy, as a title, is one that is wonderfully mysterious and really makes you want to know more — right up until the title drop within the game itself, at which point it shifts from quite alluring to desperately sad and foreboding.
After all, “the only silent spy is a dead spy.”
As the game really is about our resident Silent Spy — Kate Drew and her actions and legacy — this is really the only title that the game could have had, and it suits it down to the ground, both with its mystery and with its sadness.
In life, Kate Drew was silenced, and in death, she is obviously necessarily silent — but Nancy reads her words, remembers her speech, listens to her voice, and, of course, hears her song, whenever the world is quiet enough. And I think that’s a wonderful dichotomy for the title to introduce before the game has even properly begun.
The Mystery:
Summoned to Scotland by a mysterious message and guided by a photograph of her mother, Nancy arrives ready to retrace her mother’s steps — only to be thrown into a world of espionage, gadgets, untraceable phone calls, and deadly mishaps. Her luggage (and her best clue about her mother) having been stolen, the presence of an old family friend who refuses to talk, an evasive skiptracer, an excitable local, and a clever intelligence agent all work together to ensure that Nancy is off-balance the minute she arrives.
All, of course, is even less what it seems than Nancy is prepared for, and she spends to game gloriously off-balance trying to keep up with the larger forces pushing and pulling her. She needs to retrace her mother’s steps, escape from certain death, dig deep into the pasts and presents of the people she meets, and do some impressive sleuthing of her own to even make the change from tool to player — and even that might not be enough to keep her safe when the dastardly minds at Revenant come a-knocking…
As a mystery — or as a collection of intertwined mysteries, honestly — SPY succeeds at what a lot of other games tried (and ultimately failed, in one way or another), which is to link all the happenings in the game together under one cohesive plot that grows more and more horrifying the more you think about it. GTH has a fandom reputation for fridge horror, but SPY holds its own easily when you consider Kate’s fatal chase, Moira’s abduction and guilt, the threats that Ewan and Alec operate under, and the life that Zoe leads on the regular.
Every action that Nancy takes benefits someone — whether it be Cathedral, Revenant, herself, or an interested third (fourth?) party — without her really meaning to, and the game is great in including another question in every reveal.
The beauty of SPY’s mystery(s) is that it takes careful reading, paying attention, and honestly replaying in order to grasp the enormity of every action. No matter how many times you play or replay, there’s something new to find — a time-sensitive conversation, an implication in a note, a theory behind the presence of a clue or a piece of (what you previously thought to be) set dressing — it honestly is limitless, and it just helps to contribute to the feeling that this is a world that Nancy isn’t meant to truly be fully immersed in.
And speaking of people who are immersed in that world…
The Suspects:
We’ll begin, for organization’s sake, with our out-and-out (current) agents first, then tackle our other suspects, then our Nancy-related people, and finish off with — for the final time in this series, as this is the last “Nancy” game — Nancy herself.
A new, yet returning character, Bridget Shaw is one of the cover identities of Zoe Wolfe — aka Samantha Quick, who Nancy impersonated in VEN and who helped the Hardy Boys in Treasure on the Tracks.
Prior to SPY, I had money for a very long time that Samantha Quick would eventually come into the game, and I was absolutely delighted with her appearance in SPY — where else would she be so well situated? Zoe is snarky, disillusioned, cynical, and sometimes downright nihilistic, but she’s also someone who took up a job that, percentage-wise, no one wants to or is able to do, because she’s alone:
“I work in the field for two reasons: one, I don’t need any help. And two, because no one would miss me if I fell off the grid.”
I love watching the ND games subvert their own formula, and Zoe is a great example of the “helper”-type suspect who really isn’t like your traditional “helper” at all. She’s there to do a job, and if sticking with Nancy helps her to do it, then that’s what she does. But she’s not there to Right some Great Wrong for the warm fuzzies of it all, or even because it’s Just and Right. She’s there because it’s her job, and her job is to play the game.
“It’ll be brief, painful, and full of garbage…but that’s life, isn’t it? And that’s the metaphor I’m riding into the grave.”
Next is our (kind of) double operative and partial culprit, Ewan McLeod (real name Sean Kent Davis) is a clever operative of Cathedral who decided that he wasn’t valued or important anywhere near as much as he should have been, and reached out to Revenant to supply them with information. Summoning Nancy to Scotland, Ewan is easily able to gain a portion of her trust as the Watcher in the Wires and is her tie to the relative safety of Cathedral.
As a culprit, Ewan is — ultimately — pitiable. Not that he’s not an egotist with a victim complex a mile wide, but when you actually look at the situation he’s in, it’s hard not to feel bad for him, even though he did it to himself. Having contacted Revenant, he’s now attempting to hold a tiger by the tail, praying it can’t eat him — and his worst fears come true, as his loved ones are threatened (“trying to keep my friends and family alive”, remember) and he’s discarded and made a target by the terrorists that he tried to use to make himself important.
Given the rather chilling threats made by Revenant, I’m inclined to believe that when we find him tied up, he didn’t do it to himself. Nancy would have noticed if the knots were too loose to have been done by a third party, and we know Revenant told him several times that if he wasn’t useful, he’d be punished.
While Ewan makes terrible choices, he’s also a pawn being played by a larger force — like everyone else in the game — and that is at least worth pity, if not forgiveness.
Next up is our former Cathedral agent and all-around tough cookie Moira Chisholm. As one of the people responsible for the events that led to Kate’s death — though no one but Revenant is responsible for killing her, note — Moira lives with guilt, regret, and a powerful sense of loneliness that only the loss of everyone you hold dear can bring.
Moira’s guilty of nothing in the present-day calamity, and helps Nancy the very best she can in her own limited power, but is ultimately a character for whom the past looms larger than the present can match. She has her hobbies, but her house is filled with memories of days when people sat on her couch and broke her teacups, not of hours reading alone.
She’s an intensely tragic character, and an example of what happens when your need to know the “truth” can get in the way of doing right by those you love. Moira lost everything to her previous job for Cathedral (who is implied to have left her, an otherwise dangerous free agent, alive because they knew (correctly!) she would become stagnant and docile under the weight of her own guilt, ouch), and yet she risks life and limb to help Nancy —not because she thinks it’ll exculpate her, but because Moira, at her core, wants to help the world, no matter what it’s taken from her.
Our final suspect is Glasgow’s resident skiptracer and unwilling pawn Alec Fell, who, along with Moira, can be traced back to Kate Drew’s death. Originally, Alec investigated a mysterious car crash — the one that killed Kate Drew — and, when he didn’t stop after a warning, had his office ransacked and burned. In the few months before the game starts, he experiences another break-in and his sister is kidnapped, with a message informing him that if he wants to guarantee her safety, to comply with Revenant’s orders.
Unlike Ewan, when pushed into a corner, Alec does his best to raise a little hell while still trying to keep his sister safe. For everything that he does on Revenant’s orders, he also helps Nancy out, finds her suitcase, locates Moira, tells Nancy where the cards are, and does his best to push back in other, little ways.
Sure Alec is guilty of a few things — most notably the fake shooting scare in Nancy’s room — but he’s a very active character, riding the rails and searching for anyone who can help put an end to this situation. It’s not for nothing that he’s a fan favorite, both for this game for the series at large, and his excellent VA and charming dialogue only make up half of his appeal.
On our Nancy side, we’ve got a few returning characters and one (semi) new one, so let’s go through them before getting (for the last time!) to the girl detective herself.
Carson Drew, father and golf model extraordinaire, is here to ground (as in steady, not punish) Nancy as she goes through this mystery. As the other person besides Nancy who was most affected by Kate’s death, Carson is an invaluable source of Kate-related knowledge, but is concerned foremost with his daughter’s safety.
For my money, the most important thing we learn about Carson here is that, well…he married the wrong woman as much as Kate married the wrong man. It’s sort of simplistic to say that their story shows that, in some cases, love doesn’t conquer all, but it’s true all the same.
Carson was happy to jet off to Scotland on occasion to visit Moira and her husband, but being happy to take vacations is a very different thing from a life constantly shifting and changing. He’s a prosecutor, so he has a strong sense of justice, but also has a strong sense of stability — he chose a career with a set trajectory and clearly defined rules.
Kate Austin, however, was a journalist who occasionally consulted for a Spy Organization when life got a little too boring (it’s important to note that she wasn’t a straight-out spy like Moira — she was far too free-spirited for that). She had all of Nancy’s inquisitiveness but more people skills than Nancy will probably ever have, and made friends easily.
It’s easy to see how she would have been attracted to the All-American, hardworking, solidly intelligent, emotionally balanced man, just as it’s easy to see how the slightly flashy, clever, inquisitive, intuitive redhead would have attracted him.
If this is starting to feel like I’m describing two other characters here…well, longtime readers of this meta series already know what happens when I use a paragraph to describe characters without using their names.
Kate is important in the game in that we’re shown her differences from and —more enlightening — similarities to Nancy. Nancy’s actions in this game are reflections on what Kate did (and what she would have done) as much as they show how the daughter diverges from the mother. And while Nancy doesn’t have her mother’s people skills or ease of making friendships, what she does have is her mother’s – and I’m going to use this word purposely — flightiness.
At the end of the day, Carson couldn’t be with Kate when she flitted off around the world, and Ned can’t be with Nancy when she does the same.
(I also find it interesting that we deal in the games only with Carson’s side of the family, and never even have a mention of Nancy’s maternal grandparents. Yes, I know Kate could have been an only child and her parents could already be dead…but I do like the possibility that they blame Carson for Kate’s death (entirely undeservedly!) and thus cut off contact. But this meta is for, well, meta, not fanfic.)
Ned Nickerson plays an important role in SPY in that he tries to help Nancy the best he can, even to the point of breaking and entering in her house (though really, it’s just entering, since he has permission) to find a document for her.
Ned comes off brilliantly in this game, but it’s important to note that his big, impressive (yet charmingly understated) speech isn’t to Nancy, but to Carson. And it doesn’t sway Nancy, it sways Carson. Because, at the end of the day, Carson can relate to lots of the pieces that make Ned what he is, and the situation that Ned finds himself in.
He’s wonderful, as boyfriends go; he calls her, encourages her, offers oddly prescient hints…but he doesn’t go with her. It’d be easy enough to make that a point in the series that, though we don’t see it happen, Ned often accompanies Nancy on her escapades, but instead we’re told — often through contention — that the exact opposite is true.
Ned is solid, true, intelligent, emotionally balanced and kind, but above all, Ned is stable. He’s enrolled in college — in an honors frat — and plays sports, attends his classes faithfully, remembers important dates…the list goes on and on. These are all wonderful characteristics for a boyfriend, but he, like Carson with Kate, ultimately isn’t what Nancy needs out of a relationship — and she is certainly not, like Kate with Carson, what Ned needs out of a relationship.
At the end of the day, both would need to compromise — Ned would need to set off with her sometimes, and Nancy would need to stay close to home sometimes — in order to make the other happy. And, well…nothing we have in any of the games says that either one would do that in the long term. Sure, Nancy returns home after the fight in CAP for ASH…but is in Egypt the very next game — immediately followed by Colorado, Georgia, and Scotland.
And honestly, this is the basis on which I disagree with Ned/Nancy as a couple. It serves neither one and, as we see in quite a few games where they squabble, they can make each other worse.
And speaking of our resident sleuth, let’s talk about Nancy Drew before wrapping up this character section.
In SPY, Nancy is — as mentioned above — a tool, used by both sides to get what they want without caring how it personally affects her. The big thing we learn about Nancy in this — and one of my favorite characteristics about her — is that Nancy is pretty ruthless. To me, it makes sense that, to get the information she wants, Nancy does what a terrorist organization tells her to because 1) it’s not her home immediately at risk, and 2) most importantly, Nancy has done bad things in the name of a good end in pretty much every game.
Lying, stealing, breaking priceless artifacts, endangering others — none of these are really new to Nancy, and what SPY does is brings that to the forefront. Sure, you as the player have the option not to do what Revenant tells Nancy to do…but then you miss out on big parts of Kate’s characterization — and, more importantly, a big part of Nancy’s.
In an unprecedented move, I’m going to reference National Treasure again, and quote part of Ben’s speech before he steals the Declaration:
“[A toast] to high treason…here’s to men who did what was considered wrong, in order to do what they thought was right — what they knew was right.”
To me, that shows us why Nancy does what she does — in SPY, and in every other game where she lies, cheats, and steals her way to the truth. She does it because, at the end of the day, Nancy is a person who is ruthless in her pursuit of her goal. And that’s a valuable trait.
Especially when one is dealing with spies, terrorists, and shady government operatives.
The Favorite:
I love most of SPY, so I’ll stick here with the things that especially stick out to me.
As covered above, I love: what this game does for the lore of the ND world; ‘Samantha Quick’; the many motivations of our suspects, and the emotional resonance that this game has.
Beyond that, there are a lot of little things. I absolutely love that they got the relative of the guy who plays Carson to play Nancy when she was little — that’s adorable to me. I love the cookie-making minigame, the outfit swap for Bridget/Zoe, the voice work for all of our suspects and helpers, and the beautiful locations (especially the spy cabin, both exterior and interior).
My favorite moment in the game is a sad one, but I’m a mercurial kind of person, so you should have really expected that. It’s actually Moira’s log/diary/letter to Kate (it functions as all three) after Cathedral deactivates her as an agent. I love a lot about it — the sad, almost desperate feeling to the words, the pen color changing as the seasons do — but nothing is better done than Moira’s last entry:
“It’s winter. It doesn’t matter that it’s winter, does it?”
My favorite puzzle is probably the zip-lining one. Sure, it’s easy, and sure, the animation makes me a little motion-sick, but it’s just….zip lines are just cool. That’s all there is to it. It appeals to the spy-loving idiot in me, and I think big-woosh-go-fast is stupid cool.
I also have to give a hat-tip to Kate’s letter — turning a fandom meme into a heartwarming story? Nik, you mad genius — and Nancy’s letter to Kate at the end. Both are beautifully written and are the perfect centerpiece to their respective characters, and both always put a smile on my face (and, at times, a tear in my eye) when reading them.
The last thing I really do have to mention here is Logan’s quasi-reappearance. I mentioned this in my “Top 5 Surprising Moments” meta, but I love, love, love that Logan is a Cathedral operative, and that he reported on Nancy during SAW. Not only does this continue to open up Nancy’s world, but it also shows that there are consequences to Nancy’s actions. She’s in rare form as far as rudeness goes in SAW, and SPY weaponizes that against her, giving Cathedral (and Revenant) a way to weaponize her feelings about her mother’s death and her — to be frank — inability to let things lie as they are.
The Un-Favorite:
There are a few things that aren’t quite my favorite in SPY, so let’s run through those as well.
First, in the common refrain of “small visual distinctions are difficult for me personally”, I didn’t like that there wasn’t enough contrast between a plain (on the bottom half) cookie and the orange/purple jelly. The shadow on the screen makes it kind of difficult to tell them apart, especially if there’s sprinkles and/or frosting on top of it, and I found that mildly frustrating, even though I love the minigame itself.
The second thing I don’t like is the option to skip the dialogue. Yes, this is present in most of the newer games, and I don’t like it in them either, but it’s especially egregious in SPY and LIE. Both of these games really rely on hints given in the dialogue (and of course, in the written materials hidden around the game) in order to get a full, clear view of what’s going on. The option is great on repeat plays, but I really do wish that it was disabled if it was your first save file on the game.
The last annoying thing is the Jabberwocky puzzle — or rather, the percentage of the jabberwocky puzzle that the player actually has to do. The puzzle as it stands feels very confusing, and the “hints” you get are quite unintuitive.
The record tells you basically how to create the encrypted message — it’s the first letter from each green word, the second from each orange word, etc., arranged in the order they appear in the poem — but when you start the poem, Nancy has already basically completed this step, and it’s up to you to do the actual decoding just through process of elimination.
It’s a puzzle of letter deduction, like in TMB and the minigame in ASH — and these are normally my favorite puzzles! — but it’s cloaked in the disguise of an encryption puzzle, and for that, it’s incredibly irritating.
The Fix:
So how would I fix The Silent Spy?
The first thing I’d do, which you can probably guess based on the above section, is to fix how the Jabberwocky poem is presented. Even a bit of dialogue establishing what the player actually has to do versus what Nancy does for the player would be helpful in working through it without bothering making the encrypted message oneself, and would set the player up to actually know what they’re doing, versus the mass of confusion that comes with the puzzle.
The only other change I would make would to put in one more flashback — that of 10-year-old Nancy’s perspective shortly after Kate’s death, perhaps after the funeral. We spend a lot of time in flashback seeing Kate before her death, and I think it would add to just a little bit more of seeing Nancy’s relationship with her mother if we could see the Drew house with her recently gone.
(And perhaps, see or hear Hannah? Please?)
The Silent Spy is a game that I find, on the whole, to be one of the best that Nik penned, and certainly a fitting end to the series of “Nancy Games” that gives us a little more perspective on our teeth sleuth. There are as many moments of joy as of sorrow, but in the end the player is left with the feeling that Nancy’s world is a little better for knowing more about her mother, and that whatever else Kate did and was, she left behind a world (both in game and breaking the fourth wall) that was better — and had ways to become even better than that — than it was when she lived in it.
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drops-of-moonlights · 3 years
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What are your issues with S3 of Winx Club?
Okay, so. I am going to get long and ranty and annoyed overall on this post. I shouldn’t even have to preface this, half of the people that follow me have critical thinking skills I hope, but you can have whatever opinion on S3 and all the things I’m gonna touch on this post, I do not care and you should not either, live your life however the fuck you want yadda yadda yadda. Now:
The first thing that comes to mind is the pacing, and just how fucking terrible it is. Every single event takes so long and its so slow for the first 18-or-so episodes (a lot of situations really did not require two episodes), only to be suddenly kicked into high gear and have 7 different “final” battles one after another. It felt like it was just happening to end the season already and so they could keep working on SOTLK, and like I get you’re working on both and all but you COULD have afforded to at least PRETEND you gave a shit, Rainbow.
Next topic is Valtor, who is my absolute least favorite villain in the series, and yes, I am including the S5-S7 villains on this. This is where it’s not much a fault of the character itself (well. not ENTIRELY a fault of the character), but a fault of both the narrative and (and for this I am petty) the fanbase. Valtor, to me, is the most generic villain in the franchise, a different flavor than Darkar but by no means less bland - Valtor is your standard “hot” prettyboy villain who tries to charm the protagonist to his side with the empty promise of answers, and THAT COULD HAVE BEEN INTERESTING... if the show ever bothered to do anything with it other than Valtor creeping on a senior highschool student for 26 episodes. Because it’s all a farce, there’s not an actual connection between them outside of Valtor feeding her lies about her retconned parent’s backstory (we’ll talk about this more later) and both of them having God’s power inside them. My second point on Valtor is that he singlehandedly ruined the Trix’s characterization to simply be your standard evil henchwomen that thirst after Valtor’s dick because truly they all have terrible taste in men, and nothing else, and it’s annoying as all fuck, ESPECIALLY when you compare the Trix as Darkar’s lackeys a season earlier, where they stayed mostly the same personality-wise and only allied with the Phoenix out of necessity and survival. And the worst part? Valtor doesn’t do shit in the season! Like, at all! He only ever gets Chimera, Cassandra and Diaspro on his side, blinds Aisha and that’s literally it as far as confrontations with the Winx go - outside of fighting them when they get the Water Stars and the three last battles, he spends most of the show’s time fucking around random planets getting weird magic and sitting broodily on a chair, and apparently this makes him a good villain???? Okay, sure.
And since I mentioned them, let’s get on the Water Stars for a bit, and while yes, this is the one part everyone agrees on that was weak as fuck, it still brings attention because WHAT THE FUCK WAS THAT. All this time there was this antithetical force to the Dragon’s Flame, super-mega-ultra powerful little thingies that could douse the Flame’s power almost permanently, AND YOU ONLY BRING THEM TO ATTENTION NOW AGAINST VAMPIRE AESTHETIC. Do you have any idea how fucking useful they could have been against the Trix in S1???? If they had gotten the little squishy motherfuckers two seasons earlier the War of Magix would have been over quicker. And it’s not like Bloom would have been in much risk, she barely had any Flame left in her.
In a similar situation, we have Enchantix, which is my second most-hated form after Tynix for similar reasons. One, where in the fuck were all the Enchantix fairies during S1? Fairy Dust is supposed to be this OP magic, and could have also been very useful against the Army of Decay. Two, the way to earn Enchantix, for what is retroactively just the final base fairy form, is far too obtuse and complicated for the average fairy, not to mention incredibly limiting - you just have to hope someone from your realm is in a dangerous situation so you can fling yourself into danger and probably die, and all you get for it are some opera gloves and a pair of barefoot sandals. Like sure a super powerful magic upgrade also happens but still, it’s such a specific situation to find yourself in that it’s no wonder no one ever graduates Alfea, it’s literally borderline impossible unless you like traveling. My last point on the transformation, and this one is a bit YMMV, 3 of the 6 Winx did not actually earn Enchantix. Bloom counts for this, but it’s an actual plot point (though it was terribly handled) so I let it slide most of the time, but Musa and Tecna? Musa didn’t even get to sacrifice anything, she just suddenly got the form and that’s it, GALATEA was doing more of a sacrifice to let everyone leave the burning library without her than Musa was. Tecna also got Enchantix without saving anyone from Zenith, and before you even type it out, no, it was never said Tecna saved the entire universe by closing the Omega Portal. None of the three English dubs nor the original Italian ever say this. That’s entirely just fanon. I have headcanonned it away as “some of the prisoners were Zenithian” to justify it for myself, but overall it was very obviously just shoehorned in because as always, the writers don’t know what to do with Tecna.
“But Drops! What about Nabu???” I can already hear you type, and no, I do not like Nabu. I don’t hate him either, outside of the fact I reject the idea of Aisha being into men in any way, shape or form, but he is very much worshipped as the Golden Child in the fandom and I’m tired of it. You can see a better description on my feelings about Nabu (as well as how the fandom loves to demonize Sky for the shit he pulled in S1 but hold nothing against either Brandon or Nabu, who pulled the same shit) here.
There *is* a part of S3 I like, that being the Solaria Usurpation arc, but it’s the one sole thing that I legitimately enjoy in the season and I’m not gonna stick around the fuckton of episodes that interrupt the arc just for that.
But what I hate the most about S3, above all this, is how goddamn irrelevant it is. Outside of getting the Winx Enchantix, NOTHING about the season is remotely relevant lore-wise or plot-wise, and the show itself acknowledges this! Even SOTLK pretends S3 never happened and the girls just got Enchantix somehow! Because of the drive Rainbow had to end the franchise’s original arc with fancy shitty CGI, they ended up making the original last season of the show, what was supposed to be the best thing before the movie, into the biggest waste of time instead. You can really just watch the episodes each girl gets Enchantix and then the final episode and you wouldn’t miss anything at all.
So the TL;DR for all this is “I hate S3 because Valtor sucks, Enchantix sucks, the pacing is garbage and there’s really nothing nice in it outside of like 3 episodes”, and I refuse to rewatch it ever again.
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ladyleahcat · 3 years
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Seraphine’s Lore Rework
So.. I have to say that I was really hyped for Seraphine. I followed her in social media and I really liked her design. But, after her lore and abilities were revealed, it just felt... out of place in Runeterra. Her in-game abilities don’t make sense with her natural gift. She doesn't have a grand purpose, or breaking point in her story that motivates her to be... you know, a champion. So, I tried to fix the lore. Please be kind, and let me know what you think (English is not my native language, so there may be some redaction mistakes). 
I don't have an extensive knowledge of the LoL universe, so here goes nothing! (I took the official one and changed a little bit too much... I kinda throw away the dream of unity between Zaun and Piltover. And knowing that the Brackerns communicated through MUSIC it´s a fact too rich to ignore. I did a little reseach and took some terms and ideas from Skarner’s short story).
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As a child, Seraphine always loved music, especially her father’s lullabies. The songs were beautiful, but sad. He and Seraphine’s mother—two lifelong Zaunites—always dreamt of a better life in the City of Progress. But poor as they were, they did everything they could to give their only child a decent life in Zaun.
Leaning out the window of their hexcoustics workshop, where broken sound tech was made to play again, Seraphine sang along with the dark streets. The constant sound of the leaking pipework, working machinery and wispered conversation was her companion.
Over time, Seraphine realized she could sense songs too private, too personal, for any ordinary person to hear. And as she grew, so did the intensity of her gifts. She heard every person’s soul, loving or cruel—turning the streets she’d once loved into an overwhelming cacophony of conflicting desires. How could she make sense of the voices if none of them harmonized? Some days, she hid shivering in a corner, hands over her ears, unable to hear herself above the chaos and feeling her sanity slowly escape.
Seraphine’s parents couldn’t bear seeing her struggle. Even scraping together their savings, they knew it was not enough to help her. Risking their own safety, they made a deal with powerfull mechants in Zaun´s black market to purchase a shard of a rare hextech crystal. And so, they crafted a device that dampened her magical hearing. For the first time in years, there was silence.
Within that quiet, though, Seraphine heard something—someone. The crystal had a consciousness. But it was hard to hear, and harder to comprehend. Seraphine, awed, asked for guidance. But the crystal refused communication. She made her goal to achieve understanding of this rare soul, but her attempts were interrupted by tragedy.
The debt of the crystal was greater that what her parents could pay, and the mechants, tired of waiting, decided to claim the price in their own way. On the darkest of the nights, the rumbling sound of incessant knocking on the door accompanied by violent threats awoke the family. Taking their few possessions, they intended to flee, but, Seraphine´s father knew they would be followed. Giving his wife and daugther one last kiss, he ordered them to run and never look back, while he faced their attackers. They did, and in the distance the sounds of gunshots rang out. Seraphine was ten when she saw her dad for the last time.
Full of sorrow, the broken family got to Piltover with almost nothing. There were difficult days of cold and hunger until Sera´s mother could grab a job at a hextech workshop, as she refused to sell the crystal, see her child suffer, and let her late husband´s sacrifice go to waste.
Seraphine refused to sing the first months in Piltover, as it didn´t feel like home anymore, and it hurt to much to remember, while she also felt all their disgrace were her fault. One day, through her pain, she finally heard a distant voice. The lethargic soul hidden in the crystal slowly opened up to her. It told her stories and songs of the old brackern race. About how it once was big and respected, and how the greedy softskins destroyed it to gain the power of the crystal namestones hidden within their bodies. Horrified, Seraphine realized how the city that surrounded her was powered by the brackern, and so, she asked the voice why it had decided to share all that information with her. With a kind voice, it answered that she had a unique talent to hear souls and songs, and, that she could understand the pain of loss after what she had been through, just like it had lost its kin a long time ago. Then, the soul inside the crystal proposed a way to help them both.
The brackern knew Seraphine had a gift, and he could teach her to amplify it with magic. To give her voice power, potency and purpose. She could ease, enchant and thrill the crowds, gain fame and fortune, and give her mother a better life. But she could also inflict pain, make suffer and bring death to those who took her father away. The soul only wanted something in return.
There was an old ritual that brackerns knew about. The content of their namestones was to precious to get lost, and they designed a way to bring their race back if something ever went wrong. The proccess requiered to gather a great amount of brackern crystals in a hidden temple within the deserts of old Shurima. But it demanded a great price. The same amount of souls of a single different race in exchange for the awakening of each soul of the dormant one. The brackern wanted them to be human, as it seemed as a fair exchange. The enchanting dreamsong to fulfill the process had to be sung by a representative of each of both races. And she was the perfect candidate of her kin to do so.
Seraphine felt dread all over her body and refused, at first, to cooperate with the crystal; imagining the amount of people she would be required to slay. But as the weeks passed, and she and her mother keep on struggling to survive each day, Seraphine decided to agree to the plan. The brackern teached her a melody to seal their agreement, and with it, theirs souls were bounded to commitement, while allowing their magic to flow and combine. Their practice together begun. Each night, Seraphine grabbed her crystal and escaped to the superficial sewers of Zaun to rehearse. Slowly, she learned to manage the noise. Seraphine felt the crystal´s influence as it helped her understand how to resonate with a crowd, to sing with them, using her dampener less each day. Soon, she realized her full potential, and started to develop dangerous skills as well as the brackern teached her magic enchanting melodies of old. It took them years of practice. When she felt ready, Seraphine asked her mom for help to turn her dampener into an amplifier to test her full abilities.
The first time she performed in front of an audience, testing her skills, she was sixteen, and nervous beyond words. She choose a poor street of Piltover to start. With simple clothes and just her amplifier made of old recicled hextech, she started singing. And soon, a crowd gathered enchanted with her lovely voice and bewitching melodies, as she could take all of their personal songs and hopes to turn them into heart touching harmonies. The first day she collected so many coins that her mother and her were able to buy new things for the first time. With each passing day, the crowds were getting bigger, the profit was growing, allowing her little family to slowly achieve the life they always dreamt of. Still, something was missing—in the crowds, and in herself. She knew her father’s crime was still impune and with each song, his memory was painfully revived. She wanted justice.
Using her newfound richness, Seraphine located the merchants that took her father's life and (by her crystal's indication) collected a vast amount of a very special type of mineral, native from the Shadow Isles. Taking advantage of the cloak of night and her growing abilities, she descended into Zaun to make them pay. She infiltrated their place, lured the group of men and their leader with a beautiful melody and then took their lifes with one of the most complex ancient songs the brackern had teached her. Following the elaborate instructions, she absorbed the bodies and souls of the criminals into some shards of the minerals she brought with her, trapping them forever. These were the first souls she would need for the ritual. Taking advance of her accomplishment, she took all of the remaining brackern crystals keept by the band, and then, her mission started.
Although she felt guilty about her actions, she knew that, finally, she had made justice by her own hand, and had found a purpose for her gifts. The brackern's namestones had been waiting for a long time for someone that could listen their dreamsongs and help, and that was exactly was she was about to do. She was born for it. Seraphine knew there was no way she could take all of the brackern crystals in Runeterra, and that not all human souls are aware of the horrors behind the powerfull fuel of hextech, but there were enough gilty ones that she could execute.
Armed with a platform to keep her precious brackern crystals hidden and safe, and also her trapped human victims, she has become the premier star in both Piltover and Zaun. In the public eye, she uses her playful apearance and beautiful voice to enchant the crowds and win their hearts and favor, while she listens for the brackerns old voices slowly awakening inside their cores and calling out for her, singing gladly their dreamsongs. In the shadows, it´s her duty to retrieve them to safety and trap the souls of those who are greedy enough to collect them. She knows one day, she will gather enought of them to make the journey into Shurima´s desert, looking for the one called Skarner that the ancient spirits talk about and being able to, at last, fulfill her destiny.
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(I know it’s not that great, but let me know your thoughts and suggestions :3 ) Disclaimer: These characters belong to Riot Games. I don’t own them, I just did this for fun.
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metamorphosesrp · 3 years
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Subplot III: Colonization of Cells
A reveal of the people who came in contact with and were forever changed by samples from the Novum Stretch when a Morphos truck crashed into Arkney Public High School in 2003. See below the cut for more information.
Normal is a hot commodity in Arkney, a place that always seems to fall on the wrong side of weird.
Growing up in the limits of this rundown town means seeing, hearing, and even dreaming of what most perceive to be the unthinkable. On any given day, the residents here are set to witness things that bend the rules of nature as they know it—as was the case of January 10th, 2003.
It all began on a seemingly normal school day at ARKNEY PUBLIC SCHOOL, when its student body and faculty members were interrupted by a barrage of sound that shook the building to its core. A herd of headlights followed belonging to black vans that came cutting through the fog.
Trying to find the source of the commotion, a small crowd of daring students gathered around the building’s corner to peer through the thick gray covering the street. What they saw was shattered glass on asphalt and obliterated brick walls. And centered in it all was an upturned truck with smoke billowing from its crushed engine, its cargo lining the road.
And from there, things only got stranger.
Morphos had been transporting the last of its collected bio samples from the THE IMPACT to an off-site station outside of town, when the driver “lost control” of the vehicle and went blasting through the side of the school’s gymnasium.
The leaked biohazard was fast-moving and viscous, leaking into the pavement and oozing through walls; its smell acrid and sharp. Scattered in the mess of blackened sludge and opalescent trails were children caught on their backs, some knocked out cold from the sudden destruction.
For some, it ended with a graze and an open cut. But curious others reached out, extending their fingers to touch the fluorescent substance and feel it seep under their nail beds and into their pores.
Though most left the incident unscathed (i.e., never coming in contact with the substance), there were those who would be forever changed by this random, cataclysmic, chance encounter.
20 STUDENTS between the ages of 6 and 18 saw the blur of the speeding vehicle, felt the force of its blow, and lost consciousness in the resulting puddles of dark sediment. When they awoke, they found themselves inside a quarantine zone, surrounded by makeshift walls erected on the old baseball field. These 20 children soon began to exhibit extraordinary, even inhuman, abilities.
Taking some of the children into temporary custody, Morphos were quick to monopolize the situation. A few of them came to know Morphos’ facility as their unhappy, permanent home. The rest were returned to the care of their parents in light of fervent and aggressive protests over the families’ separations.
But wherever they ended up, all of the children were forever changed.
While some individuals with abilities have been lucky enough to live relatively free and unbothered lives, there are a small few that have been either partially or fully confined to the Genesis compound for study.
All of the subjects have been ‘chipped’ in an effort to track vitals and locations, and to help the HUMAN SUBJECTS unit at Genesis keep tabs on powered individuals. These microchips transfer data back to the Human Subjects unit and help them keep a proper log of their whereabouts, should their powers get out of hand.
Canons with abilities are listed as Subjects in Subplot I: A Fixed Purpose.
ABILITY INFORMATION
There are 20 open spots for children affected by the incident on January 10th, 2003.
These children would have attended ARKNEY PUBLIC SCHOOL at the time and their ages would have then been between 6 and 18.
The abilities are not passed down genetically and cannot be transferred from one person to another.
Those affected by the spill can leave Arkney County, but their powers diminish the further they get from the Stretch/fog.
Presently, abilities cannot be gained in another event, past or present, unless approved and assigned by the staff.
For future plot purposes, powers of manipulating dreams/dreamwalking are banned.
The effect and power of each ability is low to mild.
Generally, the energy exerted when using an ability equals two or three times the energy one would expend on a “regular” activity. For example, teleporting once is equivalent to running 5-10 miles.
Because these abilities are not within the normal capabilities of the human body, there is a limit to how many times they can be used in a span of 24 hours. Depending on the ability, the amount of times will range from 1 to 5 times per day. After that, the individual will become too physically exhausted to function and may even be incapacitated. The more strenuous the action is, the longer the recuperation time. For example: Ryan teleporting 3 times in one day will exhaust her abilities for nearly 18-20 hours. She will require an excess of food and rest before she is “recharged.”
In our application you are required to write about the character’s ability, its limitations and how it affects them physically, mentally, and in regard to their recuperation.
Only admins are able to approve abilities. We may ask for revisions if the ability exceeds or does not meet the limits of the lore.
After the incident, the public had mixed opinions on the kids ranging from fear to fascination. Most believed the abilities were mere rumors; the aftereffects of a horrible incident. As time went on, some monetized their theories by making merchandise and coining the nickname “G00 BAB1ES” to represent the kids and it can still be seen featured on a wide-range of products, especially t-shirts, mugs, and hats.
Throughout the years, the public’s interest in the kids has waned. Adversely affected by the incident and their abilities, some of the kids have been seen as “disturbed” and became pariahs in their own neighborhoods, families, and friend circles. Others acted out at being made outcasts, almost disbelieving of what they could suddenly do. A small number have been embraced and exalted for the possibilities that their “imagined gifts” presented.
Each kid has been assigned a handler who checks in and keeps in regular contact with them. The handlers work for and report back to Morphos. Some have come and gone over the years, while others have remained with the same handler from the incident to the present day.
All of the test subjects have been ‘chipped’ in an effort to track vitals and locations, and to help the HUMAN SUBJECTS unit at Genesis keep tabs on powered individuals. These microchips transfer data back to the unit and help them keep a proper log of their whereabouts, should their powers get out of hand. All subjects are aware of their implanted microchips.
 Some ability examples include but are not limited to: 
Psychokinesis Cloaking/Invisibility Levitation (Flight is banned) Intuitive Aptitude Low-Range Telepathy Low-Range Persuasion Strength Mediumship Mental Projection Elemental Manipulation Force-Field Generation Light Generation Energy Absorption/Emission And more ideas can be found here.
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Enterran Lore - Higher Beings, Astrans and More
((Note that a lot of this is directly from my main universe, but some concepts changed to fit in with a Hollow Knight AU. These aren’t my theories on the game itself. I see Enterra and the stories I am crafting here as an entirely separate entity from the game, - simply a world inspired by the game, which allows me to be far more creative and have more fun with worldbuilding. :3))
Higher Beings (Also known as the Touched)
(Touched is a placeholder name until I can come up with something better, and it’s loosely based on the concept of Myschakkans from my original universe, modified to fit Enterran lore and flow with the Hollow Knight setting itself better)
Enterra is packed full of powerful magic. It’s soaked into every fiber of the world, able to be harnessed through Charms, which manifest naturally into items around that Enterrans, often from their final wish through death or crafted into Spellcharms for various effects, or packed into ancient caves full of powerful Crystals. Found in pools of water packed with Soul, or seas of Void full of lashing tendrils and dangerous Eldritch forces or simply flowing wild and free through the world as a whole. For natural charms, think something somewhat similar to Artifacts from Warehouse 13 in how they work.
Sometimes... an Enterran can become Touched. This natural raw power combines with the Enterran, effected by who they are inside. Things they love, things they are affiliated with.. things about they themselves effect what sort of Touched they become.
A Touched Enterran can then start to grow in power, in connection to the natural magic around them until they become almost entirely magic themselves over time.Touched can be as minor as just a small bit of power, that doesn’t effect their lifespan too much, though higher level Touched can stop aging and become effectively immortal unless something kills them. Their power does not usually pass on to their offspring in any significant manner. Touched will have normal children; aside from a strong affinity to magic and the aspect/s that their parent. Touched always happen naturally. The process can not be forced or triggered artificially and the attempt to do so always results in the death of the Enterran who attempts it.
Less powerful/minor touched are far more common than the more powerful ones often worshipped as gods. Touched, however, have a weakness. They depend on those around them, the energy around them, once they get powerful enough. The more Enterrans surround them and believe in their power, the more powerful they become until they become like gods. They come to embody these aspects so much that they become a part of their very being. They will begin to lose power as they lose influence and will often die, or go dormant. Some Touched become terrified of this; and things like the Radiance happen where they lash out in an attempt to keep their power and stay alive. 
Some powerful Touched can manipulate life around them, but can not properly create it. The offspring of Touched do tend to be a little longer lived than normal Enterrans and more durable, depending on the power of the Touched that brought them into being. 
Astrans (Sometimes called Gods, as close to gods as Enterran lore gets)
Astrans are as close to gods as one can get in Enterra. They are, for all intents and purposes, Gods; but still thinking beings with limits to their power. Their aspect is very important to them, and they can not do something that conflicts with what htey are. They are not all-powerful, but their power is beyond even the most powerful Touched. They embody an aspect, and that aspect forms a huge part of what they are. While most Astrans do not directly interact, some will at times depending. Astrans can, under certain circumstances, create life and bring new species into being, though these creatures are based on the one that made them. An example is Azmodeus, the Dreameaters he created being directly related to his aspect. He is also one of the rare Astrans who prefers to keep a physical form and walk among mortals especially since he fell for the old Dravhokonus King, Daemarus. In his physical form, he is a Dreameater himself, following their biological processes.
 Astrans are generally aloof, and don’t require worship to fuel their power; however, belief in them will increase the scope of what they can do in the area they are believed in. They are generally silent beings, and many exist, unknown and simply watching.Unlike the Touched, Astrans pass on their power genetically if they take a physical form and interbreed with a mortal Enterran. Astrans tend to mimic, to a point, the beings of the world they watch over. They form groups known as Pantheons, and while they are often recognized and worshipped as gods if they reveal themselves in some manner, they are above most of that and simply do their thing in silence.
Astrans have two types
Primordial/Primal - The first Astrans, they were born with the universe, and all Astrans came from them. Very powerful, aloof, rarely seen. A Primordial Astran can give rise to a new Astran without combining energy with another Astran. Primordial Astrans are more powerful than regular Astrans, but incredibly aloof. They interact rarely, if at all, with mortal worlds.
Astran - Born from other Astrans, they must combine energy to reproduce. Aloof and powerful, they tend to quietly watch over things and affect the world when needed, but they do so carefully.
Lesser Eldritch
There are many levels of Eldritch beings, from lesser creatures that can become a new race or species. Given long enough, many Eldritch will gain a mind of their own. While most Eldritch, even Lessers, are dangerous, not all are. They are fairly rare, and most that have spawned that are still around have been around for a very long time. Lesser Eldritch tend to take on forms somewhat affected by the beings around them; but often look different or off in some way. Perhaps having extra limbs, strange tendrils, extra eyes, or other strange features.
Greater Eldritch
These powerful beings dwell outside of Reality and never directly interact with mortal beings; but they can have profound effects on the universe. They tend to embody primordial things. Examples are The Conservationist and He Who Sees All. Neither of them directly interacted, but gifted their power through a gentle touch, not sensed by any. 
They are far too powerful to be in the realm of Reality itself, and they are usually neutral in their alignment. These beings never try to enter Reality, as if they did they would cause a cascade of effects that could destroy numerous worlds and cause massive problems. Eldritch are not worshipped as gods, and prefer not to be seen or recognized. They only interact with very few unless what they do is a part of the mortal world; as it is with He Who Sees All. It embodies reincarnation, and only interacts with the souls of the dead by placing them into new bodies to make right what they did wrong before. 
The Conservationist is a Greater Eldritch that only acts in its own self interest, that being to preserve rarities and beautiful creatures. It is responsible for the Vhessen becoming a proper species; as well as Kavuta being returned to being a Dravhokonus. Its meddling has caused problems more than once; as it enabled the Shadowed King Zarkhan to get ahold of Vhessen and selectively breed them to create a powerful army of Warbred, which he used to conquer several other Kingdoms before he stopped his conquest when he felt his borders were big enough.
Voidborn/Etherborn
These are ancient and powerful creatures that rise from the Void and Ether at the same time. They don’t rise any more, and any that are alive are truly ancient. They help balance the universe.
For every creature that rises from the Void, a creature descends from the Ether. The two are counterparts with eachother, connected deeply, almost like siblings.
The light ones are known as Etherborn. They are shining and otherworldly, but general softer looking than their dark counterparts. They glow bright and can blind a person if they are not careful. They often have wings, and like to embody beauty and grace.
The dark ones are known as a Voidborn. They are dark with glowing white eyes, sometimes seeming to have a "noise" effect to their body. They are often gaunt looking. They often have horns or spikes, and look spookier and more frightening.
Most who enter the world craft amulets for themselves, allowing them to rein in their power and avoid doing damage to the world around them. An example is Xonoth, who lives in the Abyss where he was once worshipped as a god then taken and used for his power. He was chained down there for ages, until he was freed by Hornet in return for helping her save the life of Kiolos before she disappeared. Xonoth’s counterpart, Bharavi, hasn’t been seen in a long time; but she’s alive. If she were dead, he’d be dead too. A Voidborn can not exist without their Etherborn counterpart and vice versa.
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OC Enneagram types!
@nade2308 I haven't been able to stop thinking about doing this since the Enneagram conversation came up in the Discord, so here it is! My seven main characters (sorry, Rowan, I'm not confident enough to type a tree just yet) and their Enneagram types, plus a short explanation and some quotes about their basic type and wing!
Robin - 4w3 As a basic type of a 4, Robin sees himself as fundamentally different from other people. He isn't sure how to fit into the world, since his dual fae-human nature leaves him feeling on the outside of all of it. He feels broken and incomplete, and keeps trying to create a place that he fits. The 4 tendency to imagine a world where they can belong led him to idealize the hunter world and want to join it like his father, despite his grandfather's warnings against it. The 3 side of his personality is also involved in the effort to fit in, to make himself into an acceptable version that people will like. “Fours feel that they are unlike other human beings, and consequently, that no one can understand them or love them adequately. They often see themselves as uniquely talented, possessing special, one-of-a-kind gifts, but also as uniquely disadvantaged or flawed. More than any other type, Fours are acutely aware of and focused on their personal differences and deficiencies...Healthy Fours are willing to reveal highly personal and potentially shameful things about themselves because they are determined to understand the truth of their experience—so that they can discover who they are and come to terms with their emotional history. This ability also enables Fours to endure suffering with a quiet strength. Their familiarity with their own darker nature makes it easier for them to process painful experiences that might overwhelm other types.” “Threes learn to perform in ways that will garner them praise and positive attention.” John - 6w5 John is deeply tied to his roots, following the family tradition of becoming a hunter with no question of whether or not that was what he wanted to do. To him, duty is the highest thing to seek after, and individual personal goals must always be secondary to what has to be done. the 5 side of his identity comes into play in his work; John feels a sense of pride in working from the shadows, knowing about vampires but hiding that secret from the larger world for its own protection. Like his great-grandfather, he's the sort of person who seeks out a person to be devoted to. Until his brother died, Gabe was the tethering force in John's life. After his death, John drifted away from his home, searching for a new connection, but struggling to find it. “Sixes are the most loyal to their friends and to their beliefs. They will “go down with the ship” and hang on to relationships of all kinds far longer than most other types.”Wanting to feel that there is something solid and clear-cut in their lives, they can become attached to explanations or positions that seem to explain their situation. Once they establish a trustworthy belief, they do not easily question it, nor do they want others to do so. The same is true for individuals in a Six’s life: once Sixes feel they can trust someone, they go to great lengths to maintain connections with the person who acts as a sounding board, a mentor, or a regulator for the Six’s emotional reactions and behavior.” “Investigating "unknown territory"—knowing something that others do not know, or creating something that no one has ever experienced—allows Fives to have a niche for themselves that no one else occupies.” Kira - 5w4 Knowing she would struggle to fit into normal society because of her deafness, Kira seeks to make herself important to others by making discoveries and creating new things. She often called on the 5 tendency to rely on their knowledge and curiosity in her classes, and made a name for herself as the smart girl, not just the Deaf girl. Her passion for strange and new fields of study allowed her to keep an open mind when she first learned of the existence of vampires, and also helped her delve deeply into the lore surrounding them when she became a vigilante hunter. As she's grown, Kira has become more in touch with the 4 side of herself as well, accepting her uniqueness and seeing that as a gift. “Behind Fives’ relentless pursuit of knowledge are deep insecurities about their ability to function successfully in the world.  Fives “take a step back” into their minds where they feel more capable. Their belief is that from the safety of their minds they will eventually figure out how to do things—and one day rejoin the world. Fives are not interested in exploring what is already familiar and well-established; rather, their attention is drawn to the unusual, the overlooked, the secret, the occult, the bizarre, the fantastic, the “unthinkable.” ” “Fours maintain their identity by seeing themselves as fundamentally different from others.” Cody - 2w3 Cody is at heart a giver. He grew up being the friend Robin needed, and that was such a formative part of his identity that when Robin left Rowan House to become a hunter, Cody felt adrift. As the youngest child of his family, he'd relied on his friendship with Robin as an outlet for his need to be useful and needed, since his siblings didn't seem to want the nurturing. Since then, he's channeled that into his work, where he enjoys helping people find the information or books or other help that they need at the library. While he's very selfless, Cody is also ambitious, deeply driven to create stories that he can share with the world. His drive to become a published, successful author is the main evidence of his 3 wing. "Being generous and going out of their way for others makes Twos feel that theirs is the richest, most meaningful way to live. The love and concern they feel—and the genuine good they do—warms their hearts and makes them feel worthwhile. Twos are most interested in what they feel to be the “really, really good” things in life—love, closeness, sharing, family, and friendship. Healthy Twos are the embodiment of “the good parent”: someone who sees [people] as they are, understands them with immense compassion, helps and encourages with infinite patience, and is always willing to lend a hand—while knowing precisely how and when to let go." "Threes are often successful and well liked because, of all the types, they most believe in themselves and in developing their talents and capacities. Threes want to make sure their lives are a success, however that is defined by their family, their culture, and their social sphere. No matter how success is defined, Threes will try to become somebody noteworthy in their family and their community." Maira - 9w8 Maira's basic 9 type has allowed her to navigate her world by finding the paths of lesser resistance. She's wise enough to know when to back down and seek another route to her goal, and this has gotten her far in her world. People respect her shrewd 'chess match' movements, but also like her as a person since she has managed to maintain a reputation of being even-handed, understanding, and willing to seek negotiated solutions. But making the mistake of thinking Maira is a pushover is a dangerous one. Her 8 side is strongest when she encounters an injustice or cruelty. Maira has her breaking point, and woe to the person who pushes her over it. "Peacemakers are the skilled mediators and counsellors in a group of friends or coworkers. They work hard behind the scenes in order to keep the group harmony steady and flowing. As children, they knew how to get along with each classmate, making them a great addition to any group project. They can easily see the many different sides to an issue and tend not to jump to conclusions quickly, if at all. Complacent and humble, Peacemakers are stable and gentle, willing to go the extra mile to avoid rocking the boat. Soft-spoken yet firm in their personal stances, they make an effort to neutralize tension and restore group harmony." "Eights have enormous willpower and vitality, and they feel most alive when they are exercising these capacities in the world. They use their abundant energy to effect changes in their environment—to “leave their mark" on it—but also to keep the environment, and especially other people, from hurting them and those they care about. At an early age, Eights understand that this requires strength, will, persistence, and endurance—qualities that they develop in themselves and which they look for in others." Emma - 5w6 Emma's 5 tendency to acquire esoteric knowledge is one of the reasons she's risen so rapidly in vampire society since her turning. She's learned a great deal about herself and her fellow vampires, and she uses that knowledge to her advantage. She's well known for being not only on the cutting edge of knowing what's happening in the city, but for being able to analyze that information and interpret what it will mean for the vampire community and the wider city population. Her 6 side is evident in her formation of a coven that accepts vampires who were not turned by its own members, giving outcasts or vampires who broke free from their sires like her a place of safety. "Fives think, “I am going to find something that I can do really well, and then I will be able to meet the challenges of life.” They therefore develop an intense focus on whatever they can master and feel secure about. Depending on their intelligence and the resources available to them, they focus intensely on mastering something that has captured their interest. Much of their time gets spent "collecting" and developing ideas and skills they believe will make them feel confident and prepared. They want to retain everything that they have learned and “carry it around in their heads.” " "Sixes rely on structures, allies, beliefs, and supports outside themselves for guidance to survive. If suitable structures do not exist, they will help create and maintain them." Arion - 7w8 Arion is perhaps the poster child of the dangerous side of the 7 type. A hedonistic pleasure seeker, he's driven by filling his life with whatever he enjoys. He has acquired a wide range of talents and interests. But his vampire bloodthirst is his most intense drive. Unlike some vampires who control and manage their impulses, Arion embraces them. He revels in the pleasure of drinking real blood, and sees nothing wrong with seeking it out. His 8 side makes him truly dangerous, because in addition to his craving for a life of comfort and ease, he has a powerful drive to do whatever it takes to attain that goal. While he is fully capable of luxuriating in his pleasures, he is also willing to temporarily put them aside in pursuit of one he believes will be even greater." "Sevens are enthusiastic about almost everything that catches their attention. They approach life with curiosity, optimism, and a sense of adventure, like “kids in a candy store” who look at the world in wide-eyed, rapt anticipation of all the good things they are about to experience. They are bold and vivacious, pursuing what they want in life with a cheerful determination. Sevens are compelled to stay on the go, moving from one experience to the next, searching for more stimulation." "Eights do not want to be controlled or to allow others to have power over them. Much of their behavior is involved with making sure that they retain and increase whatever power they have for as long as possible. They often refuse to “give in” to social convention, and they can defy fear, shame, and concern about the consequences of their actions. Although they are usually aware of what people think of them, they do not let the opinions of others sway them. They go about their business with a steely determination that can be awe inspiring, even intimidating to others."
Taglist: @nade2308 @cmvorra @bands-space-and-monsters-oh-my @catwingsathena @asloudasalone @anguishmacgyver @flowing-river24 @myhusbandsasemni @floh673 @teddythecat1234 @bkworm4life4 @viawrites-andacts @amarilloskies
If you want to be added to or removed from my taglist for Magic & Silver stuff, just let me know! (Type description references taken from https://www.enneagraminstitute.com and https://www.truity.com/enneagram/9-types-enneagram) 
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sinnhelmingr · 3 years
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tell me about heldolin possible reconcilliation? // @usedhearts​
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rubs my filthy little gay hands together. oh yeah baby talk complicated wlw to me--
So, the groundwork for this hypothetical: Our little AU for 3, where Gwyndolin is saved from her canonical fate by a daring rescue on the part of her ex-wife. The two have been distant for some decades, ranging from cool hostility to open disregard, but with that underlying air of disappointment lacing every interaction. There’s nothing to salvage, but Hel’s not the kind of person that can leave anyone to what was planned, regardless of their interpersonal issues. One fraught road trip through enemy territory until they reach safety later...
Well there’s a lot to work through. First being Lin’s lingering trauma surrounding her captivity. Her we get the first hints of reconciliation in Hel’s refusal to let her deal with it alone. Yes, Gwynevere can help, and yes, her realm is safe and offers whatever support the wayward queen requires, but no one here saw it. No one here understood what the Valley had become. Even if they have lingering disagreements, Hel is the one sleeping on the floor of Lin’s chamber rather than in her own bed, because she can’t stand to think of someone she once cared for dealing with all of this alone. It helps, in some way, because Lin does need someone there and is going through it trying to cope.
Every possible reconciliation attempt proceeds from there. Hel has gone through, well, hell and back to save Lin and is still devoted to making sure she’s safe, but it’s not romantic. It’s honestly just Hel doing what she perceives as the right thing. Whether it helps or not, or her role could be filled by anyone else Lin cared for, it doesn’t matter because she’s the one there. And like it or not, she’s not going anywhere. From this, we have a variety of options but the two I personally see working out are these: 
Lin coming to rely on that, sort of clinging to Hel even if not literally. When not dealing with any official business regarding the ongoing political nightmare, she might drift towards Hel, wherever she is within the palace. 
Alternatively, given the mood of most of their interactions post-divorce, there’s a chance it starts as resentment. That Lin can’t stand to be in her shadow, clinging to her in the daylight when her struggles are easier to bear. 
Either way, the two are at least within physical proximity to one another, given Lin’s mental health and coping skills. Which is, inevitably, going to lead to a lot more run ins with her nephew.
Hel in a lot of ways has come to care for Lothric as if he were her own, because my God someone has to love that kid beyond his brother. Someone has to care about his wellbeing. He’s irreverent and he’s anxious and he’s struggling but determined to keep going, hardly the pious saint of the royal family’s propaganda. His wit is sharp and at times cruel, and he’s unsure about a lot of things but trying to hide that fact. Lin’s going to have to, through watching Hel interact with him, accept that her nephew is in fact more than a sacrifice -- for now. I think it’s Lin showing initiative to defrost ice queen around Lothric is going to start changing Hel’s demeanor towards her as well.
Like that’s not to say Lin changing overnight to team ‘hey yeah let’s not roast a living person with autonomy who never had a chance to live!’ is what it would take. That’d be unrealistic and OOC. I think it’s just. Hel being able to see that Lin can set aside her pride or stubbornness just long enough to get to know her sacrificial lamb as a person, as something more than what the rest of the world makes him by hers and Nev’s design. Lin defrosts to Lothric, Hel defrosts to Lin. It’s equivalent.
I think that would be the tipping point to sort of lessen the feeling of obligation between them. Maybe they can finally start talking again like people who are on at least civil terms, if not outright friendly. In my head it plays a little like their initial childhood interactions where Lin is reticent but observant and Hel is the more daring of them. She leads, and for a time, to a certain degree, Lin follows. And during the course of the narrative, as the latter grows stronger, as she acclimates herself to life outside of a cage, Hel starts to back off more and more. 
Maybe Lin won’t need her so much now, maybe things will go back to normal. And instead, Lin still leaves the door open between them, as it were. Just because she’s no longer so reliant on Hel doesn’t mean she wants her gone. 
Or maybe she tries to keep her distance if she’s still fighting against certain imminent realizations. Maybe she tries to shut the door but finds, as always, Hel has a key and she just. Accepts it over time. It’s her choice whether to come and go, just as she can choose to tell her to leave. 
Another vital step in their potential reconciliation is that it not be built upon reliance or obligation -- now they can see each other as relative equals.
By this point Hel’s been doing everything short of actually saying the words to convey she’s not stopped loving Lin. Even if she doesn’t realize it, there’s no other way people can take her actions. For Lin, I don’t know if it’s that simple but we can talk it out next time you’re online because Christ I’ve been typing this so long the weekend is over and you are back at work. The vibe I get from your Lin is that even if she cares she’s daddy’s girl and stubborn as hell once she’s been hurt. She’s either unsure or unwilling to convey that she’d like to patch things up. Which is valid, she’s been through a lot, there’s so much to work through before she even thinks of romance ever again. She’s especially been through the loss of her daughter, and that bond comes before anything else.
(Sidenote for those who are not privy to our discord lore: Let’s put a pin in the fact that at present Lothric has decided his salvation lies in overriding his mother’s decision to just lock him in the kiln once he’s ‘ready.’ He’s seen how Hel can influence his aunt and said ‘Yes, of course, I have to Parent Trap them into a reconciliation and then Hel will convince Aunt Gwyndolin I deserve to live and Mother won’t have any allies left!’ All the while his primary lackey is just questioning what version of the Parent Trap he saw because that’s not the plot at all-- /j. Anyway there’s three idiots -- two princes and a physician -- out here trying to play matchmaker despite the fact none of them have any romantic experience. This can only end well.)
I feel like the real test is going to be whether distance makes the heart grow fonder. Hel’s got other responsibilities out there, and once assured Lin is in a more stable place, that others will be there for her in a way that helps, she has to take care of them. She has to be with her own people, has to make sure they are safe, keep an eye on the world beyond. She’s gone like a thief in the night, and Lin has to learn how to navigate the world without her, furthering the balancing act between them returning to normal. Hel rode off on her big black horse and no one cna say for sure when she’ll be back. She comes and goes through the kingdom like a storm, staying just long enough to cause problems but gone with the slightest shift in atmosphere. The horse comes back only weeks later. Its rider does not. Instead, perched upon that black stallion is a familiar crossbreed, tattered but hanging in there.
Hel saved her, at the cost of her own freedom. What can Lin possibly think about that?
So it’s a flurry of Lin campaigning for her sister to send a party to save Hel, Nev saying that she can’t do it yet, possibly as she is is too busy with the fracturing of her own kingdom to lend the men. All the same, she forbids Lin from going off and doing something drastic. Tells her younger sister to stay with her daughter and help Yorshka heal. She needs it. Which works bc we have that big dramatic Hel returning to the castle drenched in blood and falling cinematically into Lin’s arms. It’s the drama these wlw deserve. 
And as we know, Lin insists on being Hel’s own caretaker while she recovers. To the point she scrutinizes every move Lothric’s physician makes in checking that the newly returned Death isn’t badly injured. Lothric thinks he stays winning because now Lin’s doing the same ‘demonstrate love but don’t speak it’ bullshit that Hel is so adept at. He’s buying his physician drinks after this despite her protests that alcohol does not sit well with her--
Hel eventually recovers enough from the strenuous battle and escape to start moving around the castle more. She confesses that, despite gossip saying this was some act of passion to show her devotion, she didn’t do this for Lin. She did it because it was the right thing to do, because Yorshka was in danger, and it had nothing to do with her mother. Something that breaks Lin’s shell completely because it proves Hel is still the woman she fell in love with. She didn’t risk her life and return the one Lin loves the most as a hollow token meant to win her heart again, she did it because her conscience has never steered her wrong. 
Now try this one on for size: One day it dawns on Hel that something is missing. She tears up her room seeking it only for Lin to finally be That Bitch and hold out her exes wedding pendant -- one she found that Hel never stopped wearing, if the fact it was still around her throat when Lin stripped her of her bloody dress is any indication. Hel’s been found out. Lin’s about to start asking some serious questions.
And if one of them can finally confess at this point that whether the love stopped or never did they feel it now just as they did before, that’s not the end. That’s not reconciliation. Because the fact remains that they broke up over an act that Hel considered pure evil, when Lin helped decide the ultimate fate of Lothric. Reconciliation is going to depend wholly on how AU we want to go, if Hel and the revived Artorias are able to convince Lin that this is heinous and even if it is what her father would have wanted, it isn’t right, it makes her just as terrible as he was. If Lin can finally see to reason or at least sentiment over legacy and duty, then I can see the pair moving towards actual reconciliation and spending at least the last days of a dying world together and at peace with their ultimate fates. If not... Oof. There might be other ways to make it work once Lothric goes rogue and says he won’t be kindling, if Lin can admit that yes, that means all the cruelty was for nothing and she was wrong (like her sister does), then maybe some slowburn reconciliation could take place.
But ultimately it’s going to depend on both character development on Lin’s part, whether by choice or in spite of resistance, and Hel proving that all the things Lin has accused her of (changing, being untrue, being corrupted by heresies) are untrue. Changing and steadfast characterization in tandem. Barely even friends (after the divorce) then somebody bends unexpectedly--
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