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#< there is no redemption in death. no value in it. it’s only death. every man has worth but the dead are just dead
juniette13 · 2 days
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Can you explain your reasons for not liking Scaramouche's redemption? I'm also not a huge fan of how he was written.
Of course!
One of my biggest reasons is it comes off to me as if Genshin is too scared to make characters who are blatantly evil and against the traveler playable
Which to me…honestly I don’t understand their mentality with it
IMO I think it’s perfectly fine to have characters who are evil and/or against the traveler to be playable! It brings a contrast, a flavor of sorts to the playable cast of characters
I was hesitant at first to say Genshin was too scared to make morally questionable/wrong characters playable, but considering La Signora’s dead, Ei’s EGREGIOUS redemption arc, and Scara’s redemption arc, I’m seeing a very blatant trend here, one I’m not a fan of
Now I know Arlecchino got released and is playable, I, however, stopped playing the game awhile back, I honestly don’t even feel like returning to it because all the content is wearing me out, along with the writing decisions and how I personally think the writing is just getting extremely convoluted, so I can’t really speak on Arlecchino’s matter because honestly I don’t know if her personality was watered down or not
My biggest issue is I feel like the redemption arc not only butchers what could’ve been a great character, I remember the days of when Scaramouche was just an asshole and that’s all he was, just an evil person, and not when he was some uwu little guy who does nothing wrong, but the arc also honestly ignores all the things Scaramouche has done and would rather pin the blame on other characters Like traveler why on Earth are you teaming up with the guy who killed Teppei??? You know, the NPC that died in the Inazuma arc, the NPC who’s death enraged the traveler so much that the traveler just ran headfirst into a dangerous situation without a second thoug-Ohhhhh right his death was just for shock value and doesn’t really hold any weight on the traveler! Right!
Scaramouche was also responsible for getting La Signora killed, however this is never addressed and just swept under the rug It’s writing decisions like that that just makes me so frustrated
I think it would’ve been fun if Scaramouche was just some blatantly evil guy, not every character needs some sob story, a whole plot point where they just whine and whine, and then some half-baked redemption arc where now he’s completely woobified and just an entirely diff character, minus the sass
Like he’s just sassy now, he’s not even mean anymore 💀
It disappoints me because there was so much potential to him and I would’ve been perfectly fine with him just being plain evil, I’m at that point where Dottore, a character who is just straight up evil, has no reason behind it, has no remorse for his actions, is a breath of fresh air and the only harbinger I enjoy because of that I do hope Pantalone also just ends up being a blatantly evil character, albeit not as extra as Dottore, and it would be fun if he monologued like Bedman from Guilty Gear XRD (I might even draw him to some of the monologues LOL)
But anyway yeah, just to sum everything all up in short bullet points
-Characters doing heinous things and then turning around, spewing a sob story, and becoming completely watered down woobified versions of themselves is overdone and tired in Genshin
-Scaramouche would’ve been great if he just stayed as an evil character, not every character needs to be morally in the right or on the traveler’s side, let the traveler have more significant enemies instead of nameless NPC #928291 ISTG 😭
-Scaramouche’s redemption was not earned
I know people are going to disagree with me, that’s fine, just make sure to keep it civil if/when interacting with my post
Anyways thanks for the ask! I can also do a post on Ei’s botched arc if needed or anything of the sorts, I like ranting about this stuff!
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nelladlaen · 3 months
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look as a heathen working with fallible gods I have a lot of Issues w/ spirituality in Arda and just the idea of omnipotence/infallibility of the divine in general and beauty as divinity and “Whether he erred or no, of this I am sure: he died well, achieving some good thing. His face was more beautiful even than in life.”
anyways contender for most holy Boromir moment:
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tikkunolamresistance · 5 months
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27th January marks Holocaust Remembrance Day. When we think of the millions of lives taken by the Nazi regime. A regime that spurred a systemic white supremacist, ethnonationalist manifesto. A sepratist ideology of a supreme ethnicity, a supreme race, that had been festering across Europe for centuries. Millions of sacred lives, Jewish lives, taken in the name of supremacy. Of hatred and violence.
Millions of Jewish people, Soviet and Polish Citizens, communists, Rromani people, disabled people, Soviet prisoners of War and Queer people were murdered during the Nazi regime. Millions of lives were brutally taken whilst the Nazi regime convinced Germany, through a copious force of propaganda, that those lives were the real threat. That it were those lives who were inhumanely violent, were not just, they were deemed a threat to Nazi society.
Hitler and the Nazis promoted the idea of a master race— an Aryan, German race that needed to be protected as they thought that was the product of “racial purity”. And to Nazism, the Jewish people were the biggest threat to their sepratist, extremist ideology of racial purity. Initially, the Nazi leadership tried to force Jews out of Germany completely, with propaganda encouraging the dehumanisation of Jews to facilitate exile and the subsequent Holocaust of Jewish people in Europe.
“Rats, lice, cockroaches, foxes, vultures – these are just some of the animals the Nazis used to deride and dehumanize Jews. They used words too. In a new linguistic analysis of dozens of Nazi speeches, articles, pamphlets and posters, researchers show how this process of anti-Semetic dehumanization, which began before the Nazis took power and helped fuel the party’s popularity, was modulated to justify atrocity: in the years before the Holocaust.”
These lives, for purely existing, posed as a threat to the Nazis violently sepratist ideology. Propaganda subjugated German citizens with the power of deception; indoctrinating a people with the belief of superiority, purity and organic virtue. Simplifying the regimes ideological complexities to be palatable, unquestionable and targeting individualism. The ideological sepratism had indoctrinated millions into following the belief that Jewish people were sub-human— an undoubted threat to German people, values and society— and this was only achievable through the already pre-established rampant antisemitism that festered through out Medieval Europe, from Christian accusations of “killing Jesus”, to blood libel, the accusation of poisoned wells, and forcing Jews to chose either baptism or death.
“The mood changed markedly in around the year 1100, at the time of the First Crusade. Hordes of religious fanatics from all social classes, driven by a longing for redemption, set forth to kill infidels in the Middle East and to liberate holy Jerusalem. It stood to reason that they should also combat perceived enemies of Christ at home. Jews were hounded and forced to choose between baptism or death.”
The Holocaust happened because for generations, Europe failed to crack down on antisemitism. Christianisation spread through colonialism and with it, they carried antisemitism to new lands. The Holocaust happened because the Nazi party could convince millions of people of racial supremacy and purity. Far-Right ideology holds onto sepratist endorsement when they enforce anti-immigration laws, Islamophobic policies in France and the desperation of English nationalism. The Holocaust happened because Western superpowers only saw the Nazi imperial expansion as a threat to the Western hegemony.
The Holocaust of millions of Jewish people happened, and the effects of which are felt to this day. Every single day. The pain is carried through generations, for now there is a hole in every Jewish soul. We still feel the anguish, the pain. The frustration that this feels so never-ending.
And it is that pain, that fear, that drives us to say that with every last fighting breath, like the Maccabees who faught for our liberation, like King David who defeated a giant with a slingshot and stone and unbridled courage — Never again, for anybody. We will fight with all that we have. For such a magnitude of slaughter and pain should never touch this Earth for as long as we stand. We cannot carry forth our pain like a baton, we must hold it, a sword, to the enemy and ensure liberation of all feet that touch this Earth. They will not make our people, the Jewish people, into a proxy for their imperial expansion and sepratist Western values.
Never again, for anybody, for all life is sacred.
Never again, for anybody, and certainly not in our name.
Never again, for anybody, and that means Palestine.
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theghostofashton · 2 years
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#people have talked the issues w the word 'problematic' to death and i don't have anything new to add to that#but i find it really interesting that there seems to be this.....expectation that character needs to become good to deserve analysis#like their ~problematic~ behavior has to mean something specifically in lead up to a redemption arc#which i find kind of restrictive? there is value in analyzing villainous characters that do not get better that stay villains#but even further i constantly see people being like 'well they were problematic but.....' and it's like okay so?#so what they were problematic does that mean we aren't allowed to discuss that character and what they contribute to the narrative#does a character need to earn the right to even be worthy of discussion#not to mention like....being that this is fiction and none of these characters or their actions are real#if we aren't able to discuss and analyze motivation in fiction what are we really saying about perceived immoral behavior#if we can't do it irl and we can't do it in fiction are we just trying to get to a point where it ceases to exist? bc that feels impossible#and even further my biggest issue w morality politics in regards to literature is that there is no one definition#cultural contexts and lived experiences play SUCH a role in someone determining what is problematic and what is irredeemable#and to expect every person to agree upon certain parameters is frankly super naive#your personal boundaries and issues w characters as a result are yours that's one thing#but using that to discourage and dismiss other people who don't have those same boundaries just feels....idk it makes me feel gross#all of this feels in the interest of being morally superior and gaining validation from that which like. doesn't mean anything?#you don't get some gold medal for only loving ~unproblematic~ characters it doesn't make you better than anyone else#idk what my point is honestly i just really hate this idea that fictional characters need to deserve redemption or whatever#to even be worth analysis#it just feels gross and shame-y and purposeless#also there is a BIG difference between 'i don't like this character bc they're problematic' and 'this character's behavior bothers me'#bc the former implies this sense of condescension and judgement of people who DO like that character#and the latter is simply......im bothered and i don't like them i don't want to talk about them#the internet looooooves the former and that's why we have so many frankly cruel discussions that make people feel bad#it would be so much easier to accept the latter and leave peoples' fictional tastes alone but what do i know lol
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godsandvillains-if · 1 year
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Gods and Villains is a superhero/horror story set in a dystopian future where Earth is filled to the brim with crime and corruption—a.k.a MCU meets The Boys.
Warning! injury to major characters, gore, body horror, trauma and PTSD, amnesia, death, and sexual content. Rated +18. More specific content warnings will be provided at the start of each chapter.
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You take control of a powerful metahuman, an otherwise ordinary human on the outside but who has the meta-gene, a potent mutation deep engraved in their DNA, which gives them superhuman abilities. This next step in human evolution comes with a setback, however, for the curse of madness seems to follow their every step. It lurks in the shadows, patiently waiting for the opportunity to strike—many metahumans fall prey to its alluring promises. 
With a dark and traumatic past filled with untold horrors and inhuman experiments, you are rescued from the clutches of crazy terrorists by a team of heroes that might lend you all the tools you need for redemption or complete self-annihilation. 
As the only metahuman with the ability to wield the powerful Chaos Magic, your very blood holds the answers to unlocking the secrets behind the control of time and space, but it has the drawback of being almost completely volatile. 
Who can you trust to keep you safe other than yourself? Trust no one, and maybe you can get out of this literal hell alive.
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Play as male, female, or non-gender specific, along with transgender choices;
Romance one of seven characters, and if your heart is big enough fall in love with two of them. There's three possible poly routes available: Archon and Stardom, Archon and Mars, Paladin and Wildcat;
Customize your appearance,��personality and powers;
Struggle against the shackles of madness trying to take hold of your psyche;
Battle a multitude of villains or become one yourself;
Uncover the secrets behind the meta-gene and your abilities;
Help the public fall in love with superheroes or forever destroy that chance;
In total there are seven romance options, each with their own personality, and dark secrets for you to uncover. You can read more about them below:
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The villain, or anti-hero, whatever you want to call them, Mars is an enigmatic figure; the very concept of life seems to hold no value to them. A trail of bodies follows wherever they go, and on the news, they are regarded as the biggest menace of the century. They will have the unique ability to sway your loyalty. Beware, their sweet words and promises may drip with honey, but they also drip with the blood of their victims.​
Trope: Forbidden love, emotional scars, blood-play
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Zev/Zena Hammer
The oldest of the bunch and not a metahuman per se. Hammer acts as the spokesperson for the team, mitigating the often tenuous relationship between humans and the so-called "mutants". As a retired police detective they've learned firsthand how rotten the world can be for the innocent, and they've vowed to protect them at any cost. Their analytical and communication skills will go hand in hand when dealing with various crimes, just as their implants.
Trope: Widow/widower, age gap, don't-call-me-daddy/mommy
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Adam/Ada Armstrong
The current leader of the Alliance Team. Headstrong and dauntless, they are regarded as the strongest metahuman in modern times and the most enigmatic of them all, whose past is shrouded in mystery and unknown even to their closest friends. On the outside, they might seem apathetic and unconcerned with human suffering, but their true feelings are hidden beneath layers of deep trauma. Superhuman strength and invulnerability are their greatest assets when fighting villains.
Trope: Nobody thinks it will work, love/hate, fucking-your-boss
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Edward/Evelyn Osborne
The former leader of the Alliance Team and Archon's best friend. On the surface, they are the stereotypical showboat: cocky, greedy, and egoistical. Stardom does whatever they can to gain attention, fame, and riches. For them, the best feeling in the world is an adoring fan and a beautiful person fawning over their heroics. The meta-gene gives them a genius-level intellect, which in turn is used to develop several pieces of equipment that are employed by themselves and the team during fights.​
Trope: Billionaire, belated love epiphany, good-people-have-good-sex
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Johnny/Johnnie
If Archon's past is shrouded in mystery, Paladin's is drowned in it. For all you know, their name is not even Johnny/Johnnie but an alias of their choosing. They are known to be the silent loner type and are somewhat socially withdrawn from other members of the team, only speaking when called upon to do so. Behind their silver mask, they harbor more than a few inner demons, and together with their superhuman weapon and combat proficiency, they fight for the innocent.​
Trope: Secret identity, oblivious to love, weapon-fetishization
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Pedro/Pilar Flores
The youngest of the team, considered by many a lighthearted jokester without any real talent beyond their obvious powers—which set them apart from every human that walks the earth. With their metahuman status so evident for everyone to see, hiding just didn't seem like an option, so they chose the next best alternative. Known to be playful, energetic, and often immature, they are responsible for balancing the team's more serious side, and when someone can take the form of any living being on Earth, the repertoire of pranks is endless.​
Trope: Beauty and the Beast, broken in some way, begging
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Doctor Malik/Malika Aziz
The renowned Doctor Aziz, a famed archaeologist and considered to be the most powerful sorcerer, or magic user, in the world. They wear several enchanted artifacts that, in turn, accentuate their already tremendous knowledge of the mystical forces. With an extremely strong moral compass and kind demeanor, they will show themselves to be the best teacher you could ask for, but why do they seem to be everywhere you look?
Trope: Time travel, twin siblings or clones?, teacher-student
LINKS
DEMO ✶ PATREON ✶ KO-FI
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subway-tolkien · 8 months
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Okay, this is 1600 words of (positive!) meta regarding the OFMD finale. Included is character analysis and a treatise on why a certain trope people keep throwing around does not apply here.
This is of course just my take, and I'm sure people will disagree, but I needed to get this out. Apologies if it comes off disjointed, I've had like no sleep.
Spoilers within, obviously. You have been warned. Heed the tags. I didn't tag any characters because I consider it a spoiler, but you know who this is about.
Listen. Listen.
Let me start off by saying I have been where you are. I’ve had beloved characters die, either because it was important to the narrative or for shock value. I’ve been there, so I’m not coming at this without empathy. I’m not an Izzy hater. I loved him as a character. I’m truly sad to see him go.
But from what I’m seeing around Twitter and tumblr, some of you do not understand the role of an antagonist in a story.
Izzy was always meant to die. The moment he said, in the first season, “the only retirement we get is death,” I knew he was meant to die in the end. The foreshadowing ran through both seasons. Izzy was the true antagonist of S1. He was there to keep Blackbeard tethered when he started pulling away, and yet he also set the plot in motion. He inadvertently introduced Blackbeard to the person who let him be just Ed. He put Ed on his own path to redemption without even knowing it.
S1 ended with Izzy getting what he wanted as Ed lost everything he had. S2 was about Izzy coming to terms with the fact that he’d gone too far, he’d turned Ed into a monster. It wasn’t what he wanted. He wanted Blackbeard back, just like old times. Instead, he got the Kraken, and it was more than he bargained for.
Especially after it cost him his leg and he realized how far gone Ed really was. The conversation that ended with Izzy’s half-assed suicide attempt was the final blow to Izzy—Ed really didn’t seem to care anymore. Where Izzy wanted him to stop giving a shit about his silly boyfriend, he instead got a Blackbeard who didn’t care about anything, and he was apparently now included in that category.
(I said half-assed suicide attempt because Izzy wasn’t meant to die then, THAT would have been an empty, pointless death. It wouldn’t have taught Ed anything—in fact, all it did was make him more self-destructive, which was Izzy’s purpose to the narrative, but not his endgame. That Ed thought Izzy killed himself pushed Ed to the brink. Ed wanted to die and take every scrap of Blackbeard with him. Had Izzy successfully killed himself, Ed and the Revenge would be at the bottom of the ocean.
It wasn’t until the crew left Izzy the unicorn leg that he realized the power of compassion, the incredible act of grace from a crew that suffered so much from Izzy’s own machinations and didn't need to forgive him. It moved him to tears, and it moved him to accept that maybe it wasn’t such a bad idea to let people in, to let himself be cared for. It was a foreign concept and something Izzy likely hadn’t experienced since losing his family (I fully expect a shit ton of fanfic of Izzy’s life before piracy).
Israel Hands found the capacity to let love all the way in and by god, did he pursue it.
But, again, Izzy was always meant to die, and I’m glad they stuck to the narrative they set out with instead of placating fandom and letting our influence dictate how they told this story That’s never good, trust me. Fandom should not influence a creator’s decisions regarding their own characters. It rarely if ever ends well.
[Stares in Voltron S8]
And I see a lot of people out here throwing the “bury your gays” phrase around—I beg you, please look up the definition of the trope. Izzy didn’t die because he was queer, he didn’t die because of his disability. He wasn’t one half of the only queer couple in the show fridged for shock value. He wasn’t killed off due to pressure from conservative viewers. He wasn’t the only queer, disabled character.
They didn’t kill off Lucius, or Jackie, or Wee John. Would you be as outraged if it was any of them?
Killing Eve is bury your gays. Supernatural is bury your gays. Pretty much any film, book, TV show, whatever, where a queer character dies because they’re queer, of AIDs, to further the narrative for a straight person, etc—that is burying your gays.
Izzy’s death was none of those things. Izzy’s death had meaning.
Izzy’s death freed Ed from the Blackbeard persona. It finally forced Izzy to say the things he couldn’t say until he realized it was his last chance. Izzy was also tired. I honestly think he stuck it out for Ed’s sake, because he was afraid to let Blackbeard go without making sure Ed would be ok.
He loved the idea of Blackbeard, but over time, he learned to love Ed. He finally understood what Ed tried to tell him the whole time.
“Fuck off, you twat. You’re surrounded by family.”
You’re safe. You’re loved. You don’t need me anymore. You don’t need to be reminded of who you’re capable of being, you need the people who will guide you to who you will become, and I’m not one of them.
I know a lot of Izzy fans are stung by his death, some of you are deeply upset. I get that. Like I said, I’ve been there. Sirius’s death made me throw that fucking book across the room. That Fucking Woman™ killed off my entire OTP, purely for shock value and, imho, a direct response to shippers. Trust me, I have felt betrayed by a creator for their decisions.
But I need you to understand that no, this was not a personal attack, this was not malicious, this was not “bury your gays." A show that celebrates queerness and diversity is not suddenly homophobic and ableist because your favorite character died and happened to be both of those things. But when the majority of your cast of characters is different in some way, and they’re in a show about 18th century pirates, you have to accept that one of them could, in fact, die. “Anyone Can Die” is also a trope and the more accurate one to describe E8.
If only being queer and disabled made you invincible.
Spoiler alert: it doesn’t.
And no, I’m not an Izzy hater. I loved him, I loved him as an antagonist, and I loved his redemption arc. He was fascinating and Con put his whole O’Nussy into that part. I’m sorry to see him go, but as a mystery writer who often has to kill off beloved characters, I understand that he served the purpose he had from the beginning.
I swear, if some of you had your way, there’d be no conflict at all in any form of media. This what a steady diet of nothing but fanfic gets you. This is not a fluffy one-shot with magical healing dick and a happy ending where everyone sails off into the sunset. If that’s what you wanted, what you headcanoned, you did this to yourself. It’s not David et al’s fault that we took that character and babygirled him. That’s the risk we take when we decide to love a specific character, when we take a genuinely terrible person (in S1) and woobify him.
So, please stop harassing and attacking David, Alex, et al. David did not and should not change his story to placate us. The fact he went ahead with it despite the backlash I’m sure he expected makes me respect him as a creator even more.
Anyway, I’m going to revel that we have three (!) queer relationships with happy endings where one or both didn’t immediately die (again, the actual definition of “bury your gays”) and that we got at least two seasons of a little show that celebrated individualism, diversity, queerness, compassion, and love.
In the end, it all came down to love.
“There he is.”
Goodbye, Blackbeard.
Hello, Ed.
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nodusomnis · 2 months
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title: ending scene pairing(s): aventurine x gn!reader word count: 8.6k+ synopsis: a perfect ending, a moment divine. two souls entwined, their destinies aligned.
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In the wake of the debacle that unfolded within the confines of Clock Studios Theme Park, Aventurine found himself clashing with a torrent of memories, cascading upon him amidst the tumultuous clash with The Nameless. The encounter with the Emanator of Nihility, Acheron, added another layer to his introspection. He had not anticipated a meaningful exchange with her, let alone receiving the answers to the questions that had long haunted his thoughts, yet remained unspoken. 
His mind had been consumed by his mission, driven by a desire to unearth the truths obscured by The Family's clandestine ploys. Yet, beneath it all, lay a vulnerability he had concealed, encased within layers of self-preservation.
Aventurine was a fragile soul, shielded by layers of barriers against the insecurities coursing through his veins. Each layer seemed meticulously etched into his being, a defense mechanism designed to protect his fractured self from further harm. It was as though he had been molded by circumstance, destined to endure until the end.
The specter of Death had loomed large, a tantalizing prospect of liberation from the shackles binding him in place. However, it appeared that fate had other designs, offering him a reprieve, albeit bittersweet. Aventurine had exhausted every resource, staked his final chip and his very essence, to grasp the one elusive prize he coveted above all else—freedom.
The sensation was intoxicating, a long-denied elation flooding his senses as he bid farewell to his former self, Kakavasha. With measured steps, he approached the yawning abyss, a void of darkness and uncertainty where his final gambit awaited. Here, amidst the unknown, his destiny beckoned, and it was within his power to seize it, to forge a new path toward the life he yearned for.
True death, once a tempting prospect, now held no sway over him. He had relinquished its grip on his destiny, opting instead to embrace the unknown with resolve, prepared to confront whatever trials lay ahead on his journey to redemption.
As Aventurine's resounding footsteps echoed through the cavernous space, punctuated by the gentle splashes of water with each step, a voice resonated within his mind, disrupting his thoughts like a sudden thunderclap in the silence.
"Do you believe your luck will never wane?" 
Aventurine froze in his tracks. The voice, hauntingly familiar, sliced through the stillness, dredging up memories of chance encounters and shared moments in the Land of Festivities.
It was you, the enigmatic figure he had crossed paths with amidst the opulent walls of a Penacony casino, where the allure of chance beckoned like a siren's call.
In a rare departure from his relentless pursuit of his mission, Aventurine had allowed himself a fleeting indulgence—a dalliance with Lady Luck amidst the glittering lights and frenetic energy of the gambling den. The thrill of the game, the towering stacks of chips exchanged like currency in a high-stakes dance, held him in thrall. 
Seated at the poker table, surrounded by fellow players, each with their own tales of triumph and despair, Aventurine reveled in the stimulating blend of risk and reward. The round table, a silent witness to the ebb and flow of fortunes, bore witness to his calculated gambit, his skillful manipulation of the odds. 
For Aventurine, winning was not merely a possibility—it was a certainty, as innate to his being as the very act of breathing.
As Aventurine boldly wagered half of his towering stack of chips, each worth a staggering million, the atmosphere around the table crackled with disbelief, leaving his fellow players astounded and speechless. Unconcerned with the monetary value or potential rewards, he sought only the thrill of risk, a sensation that coursed through him like a tempestuous tide, simultaneously exhilarating and unnerving.
Confident in his own luck, he staked his fortune on the game, even with a modest hand of two pairs. Trusting in the whims of fate and the calculated odds, he remained poised, concealing the tumult of anxiety that churned within him beneath a mask of stoic composure.
Yet, beneath the veneer of confidence, Aventurine grappled with the relentless pounding of his heart, the palpitations echoing the intensity of his emotions. Clutching a single chip beneath the table, he clung to it as if it were a lifeline, a tangible anchor amidst the rumpus of uncertainty that threatened to overwhelm him.
"That is an audacious wager, Mr. Aventurine. Are you unequivocally committed to this course of action?" inquired the individual seated across from him, their voice tinged with apprehension.
In response to the incredulous query from his fellow player, Aventurine offered only a sardonic smirk, a silent affirmation of his resolve. "I am certain," he replied, his voice laced with a quiet confidence. "This is but the grand finale of our game—a conclusion befitting of our stakes."
"Is he not one of the Ten Stonehearts of the IPC? The individual notorious for his gambling addiction?"
"Yes, indeed. His name is rumored to be Aventurine."
As murmurs rippled through the crowd, whispers of his identity as one of the Ten Stonehearts of the IPC—a figure rumored to be consumed by the allure of gambling—reached his ears. He’s not surprised if they know him. After all, the influence wielded by the IPC was not to be underestimated, its reach extending across the cosmos, its prominence ensuring the preservation of its power and prestige. Therefore, rather than shying away from the scrutiny, Aventurine embraced the spotlight, reveling in the recognition bestowed upon him by the throngs of onlookers.
With a subtle shift of his gaze, he surveyed the faces of his fellow players, noting the flickers of trepidation that danced across their features. It was a sight that brought him a perverse sense of satisfaction, a reminder of the raw essence of gambling—the interplay of anxiety, anticipation, and despair—that fueled his very existence.
As the tension peaked and the moment of truth arrived, Aventurine and his adversary revealed their cards to unveil identical two pairs, setting the stage for a climactic showdown. However, it was Aventurine's hidden ace that tipped the scales in his favor, securing his victory in the final round and solidifying his reputation as a master of chance.
The audience erupted into gasps of awe and scattered applause, their reactions serving as testament to Aventurine's extraordinary luck and skill. Their admiration only added to the weight of his legend, reinforcing the notion of his seemingly boundless fortune.
“Do you believe your luck will never wane?”
Amidst the flurry of excitement, Aventurine's gaze intersected with where he heard the voice. There you stood, a stoic figure amidst the throngs of spectators. Your expression, devoid of the fervor that gripped the crowd, exuded a palpable indifference that set you apart from the sea of adulation.
For Aventurine, accustomed to the praise and criticism that accompanied his every move, your silent scrutiny held a weight far greater than the cacophony of voices around him. It was as if your gaze alone bore the gravity of a thousand judgments, casting doubt upon his invincible facade.
As you gracefully departed from the scene, gliding through the crowd with an effortless poise, Aventurine felt a fleeting impulse to pursue you, to unravel the mystery behind your statement. Yet, before he could act upon his impulse, the dealer's call snapped him back to reality, redirecting his attention to the present moment.
With a final glance in your direction, Aventurine reluctantly tore his gaze away, refocusing his attention on the game at hand. Though your departure left a lingering curiosity in his mind, he knew that the cards had been dealt, and it was time to play his hand.
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The following day, Aventurine ventured once more into the hallowed halls of the casino, his gaze wandered across the expanse of the venue, alighting upon a figure seated at a poker table amidst a horde of eager players. In an instant, recognition dawned upon him, for there, amidst the sea of faces, sat the individual he had encountered the day prior.
Without hesitation, Aventurine strode purposefully towards the table, his curiosity piqued by the unexpected reunion. Never had he anticipated crossing paths once more with you in a city as vast as Penacony.
As he approached, he observed the scene unfolding before him—the table abuzz with the energy of the game, the players immersed in the pursuit of fortune. However, amidst the dissonance of chips clinking and cards shuffling, his attention was drawn inexorably to you, seated with an air of composed indifference despite your apparent lack of chips.
It was the same familiar insouciance he’d seen in your first meeting. How funny.
The mocking taunts of a fellow player echoed through the room, directed towards you with a mixture of derision and amusement. Despite your depleted reserves, you remained unruffled, your countenance betraying none of the desperation that typically accompanied such circumstances.
"It appears fortune has yet to favor me," you remarked casually, your tone devoid of any hint of concern.
A ripple of laughter emanated from your adversary, his jeering palpable as he sought to goad you into yet another round of play, urging you to replenish your dwindling supply of chips. Yet, you met his jests with an inscrutable gaze in the face of his provocations.
Aventurine, with a knowing glint in his eye, couldn't help but chuckle softly at the scene. He was well acquainted with the minds of these gamblers, their intentions transparent as glass. It was clear they sought to deplete your remaining resources, confident in their ability to emerge victorious. Indeed, in their minds, the prospect of claiming more rewards danced tantalizingly.
"They will engage in further play," Aventurine interjected, his voice slicing through the air, commanding the attention of all present, including yourself. The seasoned gambler spared no glance for your fellow players; instead, his focus lingered keenly upon you, a fact not lost on the others.
Interrupting any potential protests, he spoke before you could voice your objections. 
"Since it appears they lack anything of value to offer, why not allow me to play on their behalf instead? Care to oppose?" The challenge issued by Aventurine lingered, met with smirks and laughter from the assembled men, their eyes alight with greed.
"Well, well, well... I admire your audacity, lad. The more stakes, the merrier, isn't that right?" Their laughter cascaded like a chorus, oblivious to the fact that in Aventurine, they faced a master amongst masters in the art of acquisition.
"How naive..." you muttered under your breath, earning only a gentle touch from Aventurine atop your head, his actions eliciting a look of incredulity from you.
"Regardless, shall we proceed?"
With the deal struck, the game unfurled as the dealer meticulously distributed cards to each player. You observed with keen interest, your gaze occasionally drifting toward the blonde gentleman seated beside you. Sensing your scrutiny, he met your eyes briefly before offering a sly smile, his actions enigmatic yet intriguing.
Furrowing your brow in silent inquiry, you sought to discern his intentions, but he merely pressed a finger to his lips in response.
"Remain composed and observe," his silent directive seemed to convey.
Resigned to his inscrutable demeanor, you acquiesced, allowing him free rein. As the game progressed, the man who had thus far dominated proceedings wore a self-assured smirk, placing a bid worth half a million credits. The others hesitated, yet one figure, the notorious gambler seated beside you, sees this as an opportunity.
"Ah, now we're truly delving into the heart of the matter," Aventurine chuckled, a spark of amusement dancing in his eyes as he adjusted his tinted glasses with a light touch. "Since you seem to relish in the thrill of risk-taking, my good sir, why not elevate the stakes even further?"
His words trailed off, drawing the attention of all present once more, including yours, earning him a quizzical raised eyebrow. You couldn't fathom what he had up his sleeve, but a sense of impending audacity pervaded the atmosphere.
"If fortune favors you," Aventurine continued, his tone laced with a hint of challenge, "I shall generously double all the chips you currently possess."
Gasps and murmurs break through the assembled spectators at the grit of his offer, whispers swirling with tales of his legendary gambling prowess. But, to you, his proposition came as no surprise. You were well aware of Aventurine's penchant for daring wagers, although the sheer magnitude of this gamble caught even you off guard.
"But," Aventurine's voice lowered, carrying an air of quiet authority, as he plucked a single chip from his side and deftly flicked it across the table to the stunned recipient, "should fortune favor me..."
The chip landed in the bewildered man's grasp, his expression a mix of confusion and apprehension as he gazed back at Aventurine.
"You will forfeit all the chips you've amassed from this individual," Aventurine concluded, his gaze steady and unwavering.
Your eyes widened in disbelief at his bold proclamation, a protest bubbling at the edge of your lips. 
"Hey—"
"I am the player at present, am I not?" Aventurine's tone brooked no argument, his gaze met yours, a silent reminder that he held the reins of the game.
With a resigned sigh, you bit your lower lip, restraining yourself from interjecting. After all, you weren't a participant in the game at this moment, merely an observer. And within the confines of the casino, such displays of audaciousness were not uncommon. Still, the realization that Aventurine was willing to go to such lengths to aid a stranger only added to the ever-growing meter of outrageousness you held for him.
The atmosphere crackled with anticipation as the man across the table digested Aventurine's audacious proposition. Initially met with disbelief, a subtle transformation overtook his countenance, the contours of his features twisting into a sinister smirk. A chill of foreboding gripped your senses, a premonition of impending turmoil settling like a shadow upon your consciousness.
Amidst the mounting tension, your gaze darted toward Aventurine, seeking solace in his unwavering composure. His demeanor remained calm amidst the tempestuous currents swirling around you, offering little insight into the hand he held concealed beneath the veil of his cards. With bated breath, you awaited the revelation that would determine the outcome of this high-stakes gamble, each passing moment fraught with palpable suspense.
"Very well, let us lay bare our fortunes," the old man declared, his tone laced with arrogance as he motioned towards the deck. With a flourish, the cards were revealed, their secrets laid bare for all to see.
In a swift and decisive move, Aventurine emerged victorious, his triumph resounding with effortless grace. The cocky facade of his adversary crumbled in an instant, replaced by an expression of bitter defeat as he clutched his head in despair. With a rueful sigh, he relinquished the spoils of his ill-fated gamble, returning to you the chips that had once slipped through your fingers like grains of sand.
As you and Aventurine exited the confines of the casino, the weight of gratitude settled upon your shoulders like a heavy mantle. Despite the reckless nature of his intervention, you couldn't help but feel a surge of appreciation for his timely assistance. Yet, beneath the surface of your gratitude lurked a nagging sense of wariness, a reminder of the perilous waters into which you had unwittingly waded.
"Thank you for your help back there," you offered sincerely, the words heavy with genuine appreciation. Aventurine responded with a disarming smile, though his subsequent words bore the weight of underlying intent.
"Do not misconstrue my actions as mere altruism. I acted with purpose, not without consideration for my own interests," he remarked, his tone tinged with a subtle edge that sent a shiver down your spine. "Surely, you are aware of who I am."
Closing the distance between you, Aventurine's imposing figure loomed over you, his gaze piercing and inscrutable. You felt the telltale twitch of your eyes and the tightening of your fists at your sides, a reflexive response to the palpable aura of danger that surrounded him.
"This is precisely why I avoid entanglements with individuals like yourself," you admitted, your voice laced with a mixture of resignation and apprehension.
Aventurine's laughter rang out, a melodic sound that grated against your nerves. "But in this instance, you have no choice but to engage, do you not? Now, onto the matter at hand – I seek answers regarding your cryptic statement from yesterday."
Your eyebrow arched in bemusement at his unexpected inquiry. "There was no deeper meaning to my words. I merely commented on your inherent luck, having observed your exploits within the casino since your arrival in Penacony."
Pinching the bridge of your nose, you cursed inwardly at the unforeseen repercussions of your offhand remark. Aventurine's scrutinizing gaze bore into you with unsettling intensity, seemingly searching for any trace of falsehood within your composed demeanor.
"Very well, if that is indeed the case, then I have another proposition for you," he declared, a mischievous glint dancing in his eyes. Your heart quickened at the implication of trouble brewing on the horizon, yet you met his gaze with steely resolve.
"And what might that be?"
"Be my eyes and ears here in Penacony," Aventurine proposed, his smirk widening into a grin that sent a chill down your spine.
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The story of your unlikely alliance with Aventurine had begun. If ever the unexpected news circulated amongst the circles of Penacony, many would find it incredulous that someone of his stature, a member of the esteemed Ten Stonehearts, would place trust in a mere stranger. Indeed, to the uninitiated observer, the notion seemed absurd – a contradiction in terms that defied logic and reason. But, for Aventurine, such trivial matters held little sway over his calculated decisions.
To him, trust was a commodity to be traded with caution, its value contingent upon a myriad of factors that extended far beyond surface appearances. In his world, betrayal and deception were the currency of every world, woven seamlessly into his existence. And so, when he extended his offer to you, it was not born of blind faith or naivety, but rather a calculated gamble rooted in the certainty of his own capabilities.
He knew, with certainty, that even if you were to betray him or fabricate falsehoods in his presence, he possessed the keen intellect and astute intuition to discern truth from lies. In his eyes, you were but a pawn in his grand scheme – a pawn whose movements he could predict with precision, regardless of the facades you chose to adopt.
However, to his surprise and consternation, you defied his expectations at every turn. Despite your initial reluctance and the aloof demeanor you projected, you proved yourself to be a reliable ally – one whose resourcefulness and ingenuity surpassed his own assumptions.
How did you gather your intel, he wondered? Was it through mingling with the citizens of Penacony, ingratiating yourself into their midst to extract information like a skilled puppeteer manipulating marionettes? Aventurine pondered these questions with a mixture of intrigue and frustration, unable to fathom the depths of your strategy.
Perhaps it was a sense of indebtedness that drove you, he mused. The desire to repay a perceived debt hanging heavy upon your conscience, compelling you to fulfill your obligations despite your reservations. Or perhaps, you were simply averse to owing favors, unwilling to be beholden to another soul, even one as formidable as Aventurine.
Whatever the reason, Aventurine found himself grappling with the mystery that was you – a puzzle whose pieces refused to align neatly within the edges of his understanding. And though he may never unravel the mysteries of your motivations, he couldn't deny the undeniable truth: in you, he had encountered a force to be reckoned with – a fool, perhaps, but a fool whose strength lay in the depths of your unfathomable resolve.
In the bustling streets of Penacony, amidst the cacophony of laughter and music that permeated the air, you continued your clandestine endeavors as Aventurine's trusted confidant. With practiced discretion, you navigated the labyrinthine alleys and bustling marketplaces, seamlessly blending into the tapestry of everyday life in the Land of Festivities. To the casual observer, you were but another face in the crowd – unremarkable, inconspicuous, and utterly forgettable.
Yet, beneath the veneer of anonymity, you carried out your duties with unwavering dedication and precision. Gathering tidbits of information like shards of broken glass, you pieced together the intricate puzzle of Penacony's underworld, all the while maintaining a facade of normalcy to ward off any suspicion that may arise.
Aventurine, ever the astute observer, commended your efforts with a rare display of generosity, treating you to rounds of soulglads despite your persistent protests. You rebuffed his gestures with firm resolve, adamant in your refusal to be indebted to him once more. Yet, despite your best efforts to maintain a facade of detachment, Aventurine possessed a knack for circumventing your defenses, his genuine concern and camaraderie slipping through the cracks of your stoic exterior.
For Aventurine, whose existence had long been steeped in solitude and mistrust, your presence offered a rare glimpse of authenticity amidst the sea of duplicity that surrounded him. Though he wore the mask of manipulation and trickery with practiced ease, there lingered within him a kernel of genuineness – a flicker of humanity that defied the confines of his carefully constructed facade.
Trusting others had always been a precarious endeavor for Aventurine, a vulnerability he was loath to embrace. To him, every word spoken and gesture made was a calculated maneuver, a chess move in the intricate game of deception that defined his existence. Yet, in your company, he found himself traversing uncharted territory – a realm where sincerity and trust held sway, however fleetingly.
As days transitioned into days, and days into weeks, the bond between you and Aventurine grew stronger, shaped within the crucible of mutual understanding and respect. 
The vibrant hues of dawn painted the skyline of Penacony's skyscrapers in surreal brilliance, you stood alongside Aventurine at the Dream's Edge, marveling at the breathtaking spectacle unfolding before you. The scene was surreal, almost otherworldly, for how could there be a sunrise in the Dreamscape—a world where reality and dreams intertwine?
However, amidst the awe-inspiring panorama, a sense of anticipation hung in the air, tinged with a hint of uncertainty. Why had Aventurine summoned you to this ethereal realm, away from the hustle and bustle of waking life, with no other souls in sight?
As you gaze upon Aventurine's countenance, a wave of surprise and intrigue washes over you, for the sight before you is unlike anything you've ever beheld. The ethereal glow of the sun caresses his features, casting a radiant halo around him, as if nature itself conspired to illuminate his presence.
His visage, once adorned with the mischievous curve of a smirk, now wears an expression of profound introspection. Those eyes, usually dancing with mischief, now reflect a depth of emotion you've never witnessed before—a blend of serenity and sorrow that tugs at the strings of your heart.
Gone is the cocksure grin that was his trademark, replaced by a solemnity that seems to weigh heavily upon him. It's as if a veil has been lifted, revealing a side of Aventurine you never knew existed—a side that is raw, vulnerable, and achingly human.
Aventurine stands amidst the whispers of the breeze, his silhouette a portrait of contemplation against the canvas of dawn. His golden tresses dance in harmony with the wind, a silent symphony of nature's serenade. But it's not just the tendrils of his hair that sway; there's a subtle dance in his demeanor, a rhythm of emotions that ripple beneath the surface.
In the soft glow of sunlight, his features are painted with an ethereal hue, casting shadows that play upon the landscape of his face. There's a longing, a yearning, etched in the lines of his brow, as though he's searching for something beyond the horizon, something elusive yet tantalizingly close. His eyes, windows to the depths of his soul, betray the secrets he guards so closely, each flicker and glimmer a testament to the complexities hidden within.
You've been tethered to his side, bound by a debt that intertwines your fates in a dance of obligation and intrigue. Yet, despite the proximity, the enigma of Aventurine remains veiled in mystery. He is a man of many facets, a puzzle with pieces that shift and rearrange with every passing moment. Cunning and unpredictable, he defies easy categorization, a riddle waiting to be unraveled.
Through numerous interactions, the two of you have maintained a strictly professional relationship, focused solely on exchanging gathered information. Neither of you delved into personal matters, content with knowing only the basics about each other. This engagement is a singular occurrence, with no desire to complicate matters further. There's a firm boundary between you, each respecting the other's space and avoiding unnecessary entanglements.
In the midst of a tranquil moment, punctuated only by the soft whispers of the breeze, his voice broke the silence, drawing your focus away from the horizon. Without turning to meet your gaze, he posed a question that seemed innocuous on the surface but hinted at a deeper curiosity.
"What brings you to Penacony? Is it for leisure or some other purpose?"
Your response, delivered with a casual nonchalance, betrayed none of the complexity brewing beneath the surface. "No particular reason. Just wandering, as wanderers tend to do."
As you drew closer to him, mirroring his contemplative stance.. But it was his next words that stirred something within you, a recognition of the carefully guarded boundaries you both maintained.
"You're an enigma," Aventurine mused, his tone betraying a hint of curiosity tinged with respect. "I know nothing of your origins, your affiliations, or even the world you call home. You exist as a blank canvas against the backdrop of the universe."
His observation prompts you to turn towards him, a faint grimace touching your features. It's clear that his words have struck a chord, stirring a sense of curiosity within you that matches his own.
"You went snooping into my background?" Your words cut through the air with a sharpness that catches Aventurine's attention. 
"And the idea of me discreetly digging into your background never crossed your mind?" Aventurine's tone carries a hint of amusement.
"I had my suspicions, especially considering your ties to the IPC. Knowing you, you always manage to dig up information to give yourself an edge. But I'll give credit where it's due; at least you're forthright about it, even if it does irk me."
"Right now?" Aventurine raises an eyebrow, his amusement growing.
"Yes, right now.”
"But why can't I detect any anger in your demeanor?" 
"Because I'm not one to wear my emotions on my sleeve. I prefer to keep them under wraps," you explain, a sense of guardedness creeping into your voice.
Aventurine's laughter rings out at your refusal, his amusement evident in the glint of his eyes. "Unfair, isn't it? You hold all the cards, knowing who I am, while I'm left in the dark except for a mere name and your claim of being a wanderer. But how about a little game?"
Your expression twists in disdain at his transparent attempt to glean information. You see through his ploy and have no intention of playing along.
"I won't indulge your little charade just to satisfy your curiosity about me. Nice try," you retort firmly.
Aventurine's grin widens as he deftly flips a coin through his fingers, the metallic glint catching the light before he catches it effortlessly. 
"Such a shame.”
Once more, silence descends between you, a tense pause punctuated only by the soft rustle of the wind. Then, Aventurine breaks the quiet again with a pointed question. 
"So, perhaps you know my origin?"
As you locked gazes with Aventurine, a subtle shift in his demeanor didn't escape your notice. His voice, usually laced with confidence and bravado, now carried a hushed tone, tinged with an underlying tremor that uncovered a vulnerability you had never before witnessed in him. It was a nuance that spoke volumes, revealing a depth of emotion that contradicted his stoic facade.
In that moment, as the weight of his unspoken words hung heavy in the air, your gaze was drawn to his features—the striking contours of his face, the subtle symmetry that bespoke a beauty both rare and captivating. It was a beauty that bespoke his heritage, his lineage tracing back to the long-lost race of Avgins, a people now consigned to the annals of history.
The knowledge of his origins colored your perception of him, for you understood the burden he bore as one of the last of his kind. Avgins, known for their exquisite beauty and mesmerizing eyes, had long been subjected to discrimination and extinction, their very existence a reminder of a bygone era fraught with prejudice and fear.
You couldn't fault him for his choice to conceal his eyes behind tinted glasses, for you knew all too well the scrutiny and suspicion that awaited those who carried the unmistakable mark of their ancestry. In every world where difference was met with disdain, Aventurine's desire to shield himself from prying eyes was not born of vanity, but of necessity—a means of self-preservation in a society quick to judge and condemn.
And yet, even as he sought refuge behind his carefully constructed facade, there was a rawness to him, a vulnerability that transcended the barriers he had erected. In his eyes, you glimpsed the echoes of a lost heritage, the silent lament of a people erased from history, and in that moment, you found yourself drawn to him in a way you had never imagined possible. For beneath the mask of his bravado lay a soul as fragile and ephemeral as the dawn, yearning to be seen and understood in a world that had long since forgotten of the adversity.
"Yes, I do..." Your admission lingers in the air, carried away by the wind that brushes past, stirring the stillness that settled over the conversation. Aventurine's reaction is subtle, a scoff followed by a nonchalant shrug, his gaze shifting towards the towering skyscrapers that dominate the skyline.
"Not surprising," he remarks dismissively.
As you watch him, a faint blemish mars the pristine image you've always held of Aventurine. It's a glimpse of vulnerability, fleeting yet unmistakable, like a small blotch of ink on an otherwise clean canvas. It catches you off guard, leaving you momentarily speechless.
But just as quickly as it appeared, the vulnerability vanishes, replaced by Aventurine's usual composed facade as though nothing had transpired.
His sudden question jolts you back to the present, breaking the silence once more. "Do you think life is meaningless?" 
It's unexpected, a departure from the usual banter and guarded exchanges between you. For a moment, you're caught off guard, searching for an answer devoid of pretense or artifice.
"Well, if you ask me, maybe it is, maybe not." Your response carries a sense of introspection, reflecting the uncertainty that comes with a life spent wandering the vast expanse of the universe without a clear destination. "I've been traveling aimlessly for many years, letting my feet guide me wherever they please. In essence, I suppose you could say my existence lacks a defined purpose. So perhaps life does seem meaningless."
You pause, considering your next words carefully. "But then again, don't we all have something we yearn for, even in the midst of aimlessness? Whether it's something grand or seemingly insignificant, there's always a longing, a desire to attain or achieve something. And perhaps, in the pursuit of that something, we find purpose."
Aventurine regards you with an inscrutable expression, his eyes betraying nothing.
"What if that something is death?" he poses, his question hanging heavy in the air, casting a shadow over the conversation.
You allow the silence to envelop you, granting it the space to linger between you before offering your heartfelt response. 
"If one desires death, shouldn't they cease struggling to stay alive, to preserve themselves? Why endure the effort of self-preservation if death is the ultimate desire? It seems contradictory."
You continue, your words measured yet earnest. "Self-preservation, in itself, suggests a desire to continue living, to pursue something beyond mere existence. And in that pursuit, even if it leads to death, there lies purpose. For what is life, if not a series of pursuits, desires, and aspirations?"
As you continue speaking, Aventurine's attention remains fixed on you, though his mind is a hurricane of conflicting emotions. He finds himself grappling with a sudden surge of questions, an inexplicable urge to peel back the layers of his carefully constructed pretense and lay bare the vulnerabilities he so meticulously conceals.
The landscape before him, though undoubtedly breathtaking to most, elicits a different reaction in Aventurine. Instead of wonder or awe, he feels a deep-seated unease, a gnawing sense of unworthiness that claws at the edges of his consciousness. It's as if he's an intruder in a world to which he doesn't belong, a sentiment reinforced by his own self-imposed exile from the beauty and splendor that surrounds him.
For Aventurine, the harsh realities of his upbringing on a barren, unforgiving world have left an indelible mark on his psyche. He's accustomed to a life of scarcity and struggle, where survival is earned through grit and determination rather than basking in the luxuries of a privileged existence. The opulence of his surroundings only serves to highlight the stark contrast between his own perceived inadequacies and the perceived perfection of those around him.
And yet, despite his inner turmoil, Aventurine's gaze remains fixed on you, drawn to the radiant warmth that seems to emanate from your very being. In your presence, he feels the weight of his self-imposed limitations pressing down upon him, a reminder of the vast chasm that separates him from the world above.
As you stand bathed in the golden glow of the sunlight, Aventurine can't help but feel a pang of envy, a longing to inhabit the same ethereal orbit where you reside. But deep down, he knows that such aspirations are futile, for he is bound by the shackles of his own insecurities, forever consigned to the shadows while you soar amongst the stars.
He is nothing.
He ushered you to this secluded spot, not for another mission or strategy session, but to bid you farewell. The contract that bound you together, the alliance forged through countless endeavors, has reached its natural conclusion. Every detail meticulously arranged, thanks in no small part to your invaluable insights. Now, standing before you, he prepares to embark on the final leg of his journey, a path long contemplated and now irrevocably chosen.
Meeting you, sharing in the trials of your joint mission, has been a rare pleasure. Your presence, marked by spirited banter and unwavering determination, injected vitality into the often grim landscape of their pursuits. Despite the looming risks and the gravity of his objectives, he couldn't help but relish the moments spent in your company.
As he extends his farewell, he acknowledges the uncertainty of future encounters. Though he harbors a wish for another meeting, circumstances dictate otherwise. Your captivating insights and spirited exchanges will be dearly missed, yet he remains resolute in his chosen course, prepared to confront the perils ahead, come what may. 
"Well, thank you for your answers. Anyway, I brought you here to let you know that our meeting has reached its conclusion. You've fulfilled your role as my eyes and ears, and now you're free to go about your business," Aventurine stated, slipping back into his old mask—his facade.
You blinked a few times, absorbing his words. Finally, this chapter was over.
"Is that so? I'm finally free," you sighed in relief, stretching your arms with a smile. "Being around you was quite draining."
"It seems I've been a handful, haven't I?"
"Yes, you have. You're insufferable. So, you're ready to part ways then?"
"I do tend to be insufferable, I won't deny that. And to answer your question, yes I am. Thanks to your intel, my plans are set. You've proven quite reliable, considering you're a wanderer."
"Well, being a wanderer does have its advantages. I can gather information without raising suspicion since I blend in with the crowd," you remarked, nonchalantly shrugging.
"You do seem rather ordinary, so you blend well.."
"Excuse me?"
As you leveled a sharp glance at Aventurine, expecting defiance or retort, you were instead met with a sight that stirred a strange sensation within you. His countenance, usually guarded and conniving, softened into an expression of genuine warmth. His eyes, usually veiled with caution, now held an openness that caught you off guard. It was as though a veil had been lifted, revealing a side of him you had never seen before.
His words, spoken with a sincerity that resonated in the air. "How I'd love to be one. To be ordinary," he uttered, his voice carrying a weight of longing and acceptance. 
You found yourself speechless, unable to respond to the exposure he laid bare before you. Despite the complexities of his past and the challenges he faced as an Avgin working under the IPC, his desire for normalcy spoke volumes about the inner turmoil he grappled with.
Your own internal conflict is mirrored in the clenching of your jaw, rendering you unable to articulate a response. Yet, amidst the silence, a silent understanding seemed to bridge the gap between you. Aventurine's earnest gaze conveyed more than words ever could, laying bare the vulnerabilities he harbored beneath his mask..
Driven by an impulse you couldn't quite comprehend, you took a step closer to him, closing the distance between you. With a gentle touch, you extended your fingers and playfully poked his forehead, eliciting a look of surprise and astonishment from him. But what followed was even more unexpected—an expression of genuine tenderness gracing your own features, a smile that reached the depths of your soul and offered solace in its warmth. In that fleeting moment, barriers fell away, and you realized that beneath the surface, you and Aventurine were not so different after all.
"You know, if you really wanted to, you could just blend in and be ordinary like everyone else," you murmured gently, finally tearing your gaze away from him. Aventurine, startled, snapped out of his trance.
"Oh, is that right?" Aventurine chuckled.
"Yeah, it's an option," you replied nonchalantly. "Anyway, I should get going."
"So soon?" Aventurine turned to you, surprised.
"Yeah, got some other stuff to take care of, and my debt to you is settled," you explained.
"You wound me," Aventurine feigned hurt, gesturing dramatically. "Our last day together, and you're leaving so soon?"
"You're not seriously trying to guilt-trip me into staying, are you?" you teased.
Aventurine smirked. "Wouldn't dream of it."
"Alright then," you said, increasing the distance between you two as you walked away. Glancing back over your shoulder, you smirked. "Once you're done with your mission, let's meet here again."
"What?" Aventurine was taken aback, still processing your words as he watched you walk away. You stopped, meeting his gaze.
"Didn't catch that? I said, let's meet again after your mission.” you said firmly, facing away from him as you delivered your final words, arm raised in farewell.
“All you need to do is survive.”
As Aventurine watched you depart, his mind swirled with contrasting emotions. Your parting words lingered in the air, a bittersweet reminder of the connection he feared he might never experience again. Despite the gravity of the situation, he remained silent, resigned to the path he had chosen, knowing that his decision to face his final gamble in Penacony was irreversible.
In the depths of his thoughts, a sense of acceptance settled within him. He chuckled softly, a wistful acknowledgment of the irony of his predicament. The weight of his impending fate bore down on him, yet a flicker of defiance burned within his soul.
With a shake of his head, he banished the doubts that threatened to cloud his resolve. This was his moment, his grand finale, and he would meet it head-on, whatever the outcome. As he stepped forward into the yawning chasm of uncertainty, he braced himself for the challenges that lay ahead, knowing that his ultimate gamble would redefine everything.
Survival or death—there was no middle ground. And as he prepared to face the unknown, Aventurine steeled himself for the ultimate test of his mettle.
Let’s meet again, (Name).
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Aventurine's eyelids flutter open, a groan escaping his lips as he gradually regains consciousness. The world swims into focus, the familiar surroundings of his hotel room greeting him with muted hues and soft shadows. Yet, despite the comfort of familiarity, a dull ache permeates every fiber of his being, a lingering reminder of the ordeal he endured in the depths of his subconscious.
As he gingerly shifts his weight, Aventurine feels the weight of exhaustion settling over him like a heavy blanket, each movement a testament to the toll exacted by his nightmarish journey. It's as if his very essence has been drained, leaving behind a shell of his former self, battered and bruised by the trials of his own mind.
With trembling fingers, he reaches out, tracing the contours of his hand as if searching for reassurance in the solidity of his own flesh. It's a small gesture, but one imbued with profound significance—a tangible reminder of his resilience in the face of adversity, a testament to his survival against all odds.
As the realization of his newfound freedom dawns upon him, Aventurine can't help but feel a surge of disbelief coursing through his veins. To think that he has emerged from the depths of despair, liberated from the shackles of his past, is nothing short of miraculous. With his ties to the IPC severed, he stands at a crossroads, poised on the precipice of uncertainty, yet emboldened by the promise of possibility.
But amidst the uncertainty, one thing remains clear—Aventurine is free. Free to chart his own course, to forge his own destiny without the constraints of fate or expectation weighing him down. And though the path ahead may be fraught with challenges and unknown dangers, he faces it with a newfound sense of determination, ready to embrace whatever the future may hold.
Aventurine's body protests as he pushes himself upright, the sharp pang of pain shooting through him like lightning. Yet, despite the discomfort, he manages to muster the strength to survey his surroundings, his gaze landing on the figure nestled on the sofa. At first, his mind struggles to comprehend the sight before him—a flicker of disbelief mingled with a hint of incredulity.
But as recognition dawns upon him, Aventurine's eyes widen in astonishment, his breath catching in his throat as he realizes that it's you who occupies the space in his room. The realization sends a surge of diverging emotions coursing through him, a mixture of surprise, confusion, and a strange sense of comfort.
He watches you in silent wonder, your form bathed in the soft glow of moonlight filtering through the curtains, your features serene in the embrace of slumber. It's a sight that both perplexes and soothes him.
Aventurine's mind races with questions, each one vying for his attention as he grapples with the inexplicable presence of your presence in his room. Did you wait for him? Why are you here? And most importantly, why him? The answers elude him, shrouded in a veil of uncertainty that only serves to deepen the mystery surrounding your unexpected reunion.
Despite the barrage of inquiries swirling in his mind, Aventurine finds himself unable to suppress the tender smile that tugs at the corners of his lips. In this moment of exposure, your presence serves as an anchor of solace, a comforting reminder that he is not alone in this vast and unforgiving universe.
Nevertheless, Aventurine expressed gratitude towards you. Despite your indifferent demeanor towards him and your aversion to getting involved in troublesome situations, you found yourself in his room, patiently awaiting his return, even though the odds of survival were slim.
Aventurine watches as you stir from your slumber, your movements hesitant yet purposeful as you rise from the sofa and approach him with a sense of urgency. His heart quickens at the sight of you, a mixture of relief and apprehension coursing through him as your eyes meet in the dimly lit room.
Your sudden appearance catches him off guard, the lines of fatigue etched into your features a stark contrast to the serene calmness of your slumber. But, despite the weariness that hangs heavy in the air, there is a palpable sense of anticipation, a silent acknowledgment of the unspoken bond that binds you together.
As you draw nearer, Aventurine's breath catches in his throat, his gaze fixated on your every movement as if trying to decipher the thoughts racing through your mind. He waits with bated breath for you to speak, but the silence stretches on, punctuated only by the soft sound of your footsteps echoing in the room.
Unable to bear the quiet any longer, Aventurine breaks the tension with a gentle smile, his voice soft yet filled with warmth. "I didn't expect to see you here," he murmurs, his words hanging in the air like a delicate thread connecting them in the darkness.
You remain silent, your expression unreadable as you stand before him, your eyes searching his face for answers that remain elusive. Aventurine's smile falters slightly at the lack of response, a flicker of uncertainty clouding his features as he waits for you to break the silence that hangs heavy between them.
"Are we just going to have a staring contest?" he jests, prompting a weary sigh from you.
"You're finally awake," your voice was calm but tinged with concern. "How are you feeling?"
Aventurine blinked. "Like my entire body's cramped up, and my head's splitting in two. So, basically, like crap."
"That's because you've been out for weeks. You need to rest."
"Do I really have to when I've basically been sleeping for the whole duration of my coma?" he scoffed, earning another sigh from you.
"What I meant was rest like a normal person. Sleep in a proper bed, not in this decrepit bathtub. It's different when you're not in the Dreamscape," you explained matter-of-factly, rolling your eyes. Aventurine chuckled at your bluntness.
"Are you worried?" he asked.
"No," you replied flatly.
"Really? Then why are you here in my room, sleeping like a log?" he teased, and you grimaced at him.
"I'm only here to keep my word."
"Your word?" His eyebrow arched in confusion.
"When I said we'd meet again."
Aventurine's laughter rings out, breaking the weighty silence that had settled between you like a heavy fog. It's a sound filled with incredulity and a touch of irony, a reflection of the tumultuous emotions swirling within him as he grapples with the gravity of the situation.
For him, the realization is nothing short of staggering—that you, of all people, had placed your trust in him, believing in his ability to survive against all odds. It's a notion that borders on the absurd, given the precarious circumstances that had surrounded your parting, but one that now takes on a profound significance in the wake of your unexpected reunion.
As your gaze locks with his, drawn by the unexpected sound of his laughter, Aventurine finds himself at a loss for words. How could he have ever doubted the sincerity of your intentions, the faith you had placed in him even when all hope seemed lost?
"What's so funny?" you asked, puzzled by Aventurine's sudden burst of laughter.
Aventurine's laughter subsided, and he regarded you seriously. "I never expected this. You always manage to surprise me. Are you that determined to ensure our next meeting?"
Your expression twisted in disgust at the thought, which only served to fuel Aventurine's amusement. He laughed even harder at your reaction.
"It seems you're back to your usual self now," you remarked between laughs. "Well then, I suppose I'll be on my way."
But just as you turned to leave, Aventurine caught your wrist, halting your steps. "Oops! Just kidding. You really don't have much of a sense of humor, do you?"
You shot him a glare in response, but he seemed unfazed, his gaze softening as he spoke with a newfound seriousness. His words carried a weight that belied their simplicity.
"You know, I want to become a wave and run anywhere," he confessed, his voice tinged with a wistful longing. "Because even if I get swept away and get lost, I'm free."
There was a vulnerability in his words, a raw honesty that laid bare his innermost desires. It was a sentiment that resonated with you on some level, stirring something deep within your own heart.
"Even if you get lost again," you replied softly, your voice barely above a whisper, "you still will know your way back. You know it yourself, after all, you're still breathing up until now."
Aventurine's gaze softened, his eyes searching yours with a depth of understanding that took you by surprise. And then, almost coyly, he made a request that seemed to hang in the air between you like an unspoken promise.
"Could you stay here a little longer?" he implored, his voice tinged with a vulnerability that debunk his usual confidence.
Aventurine's touch on your wrist sent a shiver down your spine, his thumb tracing a delicate path that seemed to awaken a flurry of sensations within you. Despite your initial instinct to recoil from his unexpected gesture, you found yourself captivated by the gentle caress, unable to tear your gaze away from the intensity of his eyes.
As you met his hypnotic gaze head-on, you couldn't help but acknowledge the sheer beauty that radiated from within those mesmerizing orbs. Up close, Aventurine's eyes were a breathtaking kaleidoscope of colors, each hue dancing in the light like shards of precious gemstones. It was a sight to behold, one that left you momentarily spellbound by its sheer magnificence.
"What? Why do you want me to stay?" you asked, your voice betraying a hint of confusion.
For a moment, Aventurine remained silent, his gaze never wavering from yours as if searching for the right words to convey his thoughts. And then, with a quiet sincerity that took you by surprise, he spoke.
"Have you already forgotten?" he responded, his voice a soft murmur that seemed to envelop the space between you. "You were the one who encouraged me to speak my mind, weren’t you? I simply followed your advice. But truthfully... It's because I desire your company. It's strangely... comforting."
You sighed, feeling the tension in your shoulders dissipate as you contemplated his request. "I suppose it wouldn't do any harm to indulge your request occasionally," you relented, a subtle smile playing at the edges of your lips. "I'll grant you some leeway, considering you appear to be like a patient in bed."
Aventurine's laughter filled the room once more, a melodious sound that seemed to echo with a sense of amusement.
"How lucky I am," he remarked, his eyes twinkling with mischief as he savored the moment. It was as though he reveled in the serendipity of your encounter, finding solace in the unexpected connection that had brought you two together.
As the laughter subsided, he couldn't help but be curious about the circumstances that had led you to his room. 
"So, how did you get in my room?" 
Your expression turned thoughtful for a moment, as if pondering how best to explain. "Oh, I met this Doctor called Veritas Ratio.”
As Aventurine chuckled at the absurdity of it all, he couldn't help but feel a sense of gratitude for the unexpected twists and turns that had led you to this ending scene, here and now, with you by Aventurine’s side.
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septembercfawkes · 5 months
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Writing Negative Character Arcs: Types & Principles
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What is a Negative Character Arc? 
In a negative character arc, the character grows into someone worse--or perhaps more accurately said, someone more misled. Stories that feature protagonists with negative arcs typically function as cautionary tales and often leave the audience feeling "sadder, but wiser." Some examples of negative arcs include Anakin in Revenge of the Sith, Coriolanus in A Ballad of Songbirds and Snakes, and Light in Death Note. These also serve as good reminders that not all protagonists are "heroes."
Of course, though, negative arcs can be used for side characters or antagonists as well, such as Harry Osborn in Spider-Man, or Javert in Les Mis.
A common misconception is that negative arcs are always for "bad guys." While the majority of villains will embody a negative arc, not every negative-arcing character is a villain. For example, Winston has a negative arc in 1984, but no one would call him a "bad guy"; he was tortured until he lost his way.
Despite negative arcs being uncommon for main characters, chances are you'll need to write one for at least one important character at some point. This article will go over the two basic types of negative arcs, dig deeper into what a negative arc actually is, and offer four principles to help you craft one.
Buckle up, writers, because today we are on the "highway to hell!" 😈🔥😉
The 2 Basic Negative Arcs
First, though, I need to make sure we are all on the same page, so here is a brief review on character arcs in general. . . .
A character arc is how a character grows through a story. And at the most basic level, there are really only four types: positive change, negative change, positive steadfast, negative steadfast.
Those are your only options.
Why?
Because there are only two ways a character can grow internally:
1. They can change their worldview or beliefs. 2. They can grow in the resolve of their worldview or beliefs (remain steadfast), becoming more of something.
And each of these can happen in one of two ways.
1. Positive (becoming someone better) 2. Negative (becoming someone worse)
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There are many other approaches to character arcs, and you can get more detailed, but theoretically, any character arc will fit into one of these four types.
The character arc is an internal journey and is almost always directly tied to the theme. In fact, it's one of the secret ingredients that make up theme. This journey will ultimately represent a worldview or belief system that the story will put a value on.
Positive-arcing characters end the story representing an accurate or "true" belief system--a reality. The belief system is what the story is arguing for; it's known as the thematic statement. The journey is viewed as an internal victory because the character is better off and a better person, for believing the truth. 
Negative-arcing characters end the story representing an inaccurate or "false" belief system--a nonreality*. This belief system is what the story is arguing against; this means it's (almost always) the anti-thematic statement, the counterargument to the theme. The journey is viewed as an internal failure because the character is worse off or a worse person, for believing a lie.
For more information on all arcs, check out "The 4 Basic Types of Character Arcs (with Examples and Variations)."
*Some negative-arcing characters have a last-minute redemption in the falling action, but they will represent a false worldview at the climax.
(This is all generally, simplistically speaking, of course. There is room for variation.)
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Negative Change
In a negative change arc, the character starts the story with the true belief system--the thematic statement--even if he doesn't fully recognize what he has, but by the climax, he converts to a false or inaccurate belief system, rejecting his initial worldview. This leaves him worse off.
Frequently he starts as a morally good person who has a promising trajectory. But when faced with the struggles of the plot, he questions his way of life and makes wrong choices. 
There is usually something he greatly wants, and he will try to use the anti-thematic statement (or the "lie" according to some approaches) to try to get it.
This is a character who should have had a positive steadfast arc, but lost his way.
For example, in Revenge of the Sith, Anakin Skywalker starts the story believing in and upholding the light side of the Force, but his thirst for greatness, and, above all, his fear of loss leads him toward the dark side. To be a true Jedi, he must be humble and accept loss, but instead he is so driven to save Padme that he turns his back on the Jedi ways, and ultimately becomes morally corrupt.
More examples: Light in Death Note, Winston (with variation) in 1984.
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Negative Steadfast
In a negative steadfast arc, the character starts with a false belief system--usually the anti-thematic statement--and at the climax, refuses to let it go. In fact, she may believe in it more deeply than ever. This leaves her in the negative; she's likely even worse off than initially.
Frequently when the main conflict hits, obstacles will highlight her flawed worldview while opportunities will offer her the "high road." She will have her resolve tested as she is invited (directly or indirectly) to change for the better, and she may or may not try to change through the middle. But at the climax, she ultimately holds stubbornly to her initial ways. She will reject the thematic statement, and sink deeper into her misbeliefs.
This is a character who should have had a positive change arc, but refused to.
For example, in Cruella, Estella starts as misbehaved and vengeful. She may "try" to be "good," but inside, she wants to be bad. She befriends two orphans, who later give her the opportunity to work an honest job in the fashion industry, but instead, she embraces her cruel ways. Despite Jasper trying to convince her to change, Estella chooses to become even more immoral as Cruella. She embraces the belief that it's better to be cruel than kind.
More examples: Coriolanus Snow in A Ballad of Songbirds and Snakes, Javert in Les Mis.
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Worth noting is that there is one more type of arc that is often considered negative, and this is the disillusionment arc. In this arc, the character comes to the accurate worldview--the thematic statement--but the truth is sad and disheartening. Because I view this as ultimately a good thing (it's better to accept reality than hold onto a flawed belief system), I consider this a version of the positive change arc. However, many people view this as a negative arc, because it doesn't leave the audience cheerful and optimistic. Whichever way you choose to view it is fine, just understand it works by the character embracing the theme.
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At the Heart of Negative Arcs
When talking about negative arcs, people often use words like "bad" or "immoral," and as stated above, typically view these characters as more villainous. I, myself, have and will likely continue to use such words, because it's a simple, generalized way to get the idea across without having to explain all the mechanics of themes and belief systems. 
However, it's not the most accurate explanation (ironically).
Not all negative-arcing characters are immoral. Nor, as I stated above, are they all villainous bad guys.
At its heart, negative arcs are about a character ultimately believing in something that isn't true--a nonreality.
And it's an untruth within the context of the thematic argument of the story.
In this sense, you may have a story that argues "Good guys finish last." We may not like that truth, but it's true in certain scenarios in life (it's possible to be too "nice"), and it can be true within the context of a given story. So, a negative steadfast arc might be a character who fails to accept this. It's a character who should have completed a disillusionment arc, but refused to. This character may, technically, be a very moral, good-hearted person, but because he chooses to cling to a nonreality, he's in the negative.
Believing in something that isn't real, isn't usually helpful. It's harmful.
(Of course, though, we all have some different beliefs on what is real and what is true. This is why it's a nonreality within the framework, within the context of the story, within that story's theme.)
It's perhaps most accurate to think of negative arcs as being about someone who is lost or misled, even if they don't see it that way themselves.
This is usually the key to making their arc empathetic.
No one hates Winston for embracing the beliefs of the Party in 1984. Instead, we view his brainwashing as tragic. We understand he ends up more lost and more misled than he's ever been--than he could have ever been, if he hadn't embarked on his quest for personal freedom and truth to begin with.
This may be true even of legit villains. As much as we hate Voldemort, we understand through the Harry Potter series, that he is incapable of recognizing that love is the most powerful force--most powerful magic--in the world. Sure, he may be a bad guy, but the author shows us how he is lost and why he is misled.
Compare that to Umbridge. Because we don't know those things, readers actually tend to hate her more than Voldemort. We don't like what we don't understand.
Depending on your project, you may or may not want your negative-aching character to be empathetic. Or you may want him to be a little empathetic or a lot of empathetic 😉. Often this will be controlled by how much you decide to include about how the character got lost and why they are misled.
If you decide to delve into such aspects, you will find that writing negative arcs can be a surprisingly empathetic experience. Everyone loves a hero, but there can be something unequivocally tragic about the downfall of the lost.
Regardless of which type of negative arc, the end result is a sort of self-damnation. You can move forward toward becoming an individuated human being when you hold the truth--no matter how long the journey takes you. When you believe in something that isn't real, a lie, you are Sisyphus endlessly pushing a rock up a hill. A lot of effort, to ultimately get nowhere. That is the true punishment, the true damnation of hell.
You'll never find your way out, if you're worshipping a nonreality.
4 Principles of Negative Arcs
Most stories feature positive change arc protagonists, and most writers are frankly taught to write positive change arc protagonists. This means that a lot of writing advice comes from a positive-change-arc-centric perspective (yeah, I just made that term up). If you are writing one of the other three types of arcs, it can be difficult to find helpful resources. And applying positive-change-arc advice to a different arc doesn't work very well.
So, let's go through the most important principles when it comes to writing prominent negative arcs.
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Reverse the Climax: Thematic <--> Anti-thematic
As I touched on above, what makes a negative arc, negative, is that the character doesn't represent the true belief system, the thematic statement, at the climax. Instead, she represents (what I call) the anti-thematic statement.
See, every great story has a counterargument to the theme. 
Harry Potter argues love is the most powerful force in the world, but the counterargument to that is that fear and hatred (prejudice), as illustrated by Voldemort, are more powerful. 
Star Wars IV: A New Hope argues that we should rely on faith (the Force), but the counterargument to that is that we should rely on technology, as illustrated by the Empire and the Death Star.
The Hunger Games argues that we should sacrifice ourselves to save others, but the counterargument to that is that we should sacrifice others to benefit ourselves, as illustrated by the Capitol and the Hunger Games themselves.
The counterargument is the anti-theme.
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If you are familiar with K. M. Weiland's work, she refers to this as the "lie," while Lisa Cron refers to this as a "misbelief." It is also sometimes referred to as a "flaw." (I mean, we could get more nitpicky and differentiate these more, perhaps, but that's a different post.)
Frequently such terms are used in reference to something within the main character--it's the main character's misbelief, it's the main character's flaw. But it's important to understand this counterargument often exists outside the main character as well. It can exist in other characters, or even a society (which is the case for Katniss).
Nonetheless, because we are working with negative arcs, the anti-theme (or some variation of it) will undoubtedly exist within the character. What the character ultimately believes or represents at the climax, is in the wrong.
A positive-arcing character will prove the theme true by ultimately embracing and using it toward a victory at the climax (at the bare minimum, an internal victory).
A negative-arcing character will also prove the theme true, but by ultimately embracing the anti-theme and using it to reach a failure at the climax (at the bare minimum, an internal failure). The negative-arcing character illustrates how the anti-theme is false.
To be a solid negative arc, the character needs to act on the anti-theme. 
Anakin needs to show he refuses to accept loss in the final duel, by jumping at Obi-Wan, despite Obi-Wan standing on higher ground. Obi-Wan cuts him down, and Anakin loses everything. The climax illustrates that he was in the wrong. He should have accepted his loss (in more ways than one).
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Want Before Need: Sacrificial <--> Selfish
A core characteristic of positive arcs is that the characters are ultimately willing to sacrifice their personal, perhaps worldly, desires, at the climax. They may be eager or they may be reluctant, but when it gets down to it, they'll do it. This is what makes them, in some sense, "heroes." Even a positive-arcing "anti-hero" will ultimately be willing to sacrifice something he values, to do what is right. What is necessary. (And in some cases, this may mean simply casting off, sacrificing, the anti-theme.)
Positive-arcing characters do what is needed.
A core characteristic of negative arcs is that the characters are ultimately unwilling to sacrifice their personal desires at the climax. They may consider it, but when it gets down to it, they'll choose what they want, over what is needed--over what is necessary or right. They are unwilling to let go of their flawed beliefs because they do not consider the alternative path worth the cost or risk.
Like all well-written characters, they have an abstract want that manifests into concrete goals. The goals may even begin well-meaning. Anakin intends to save Padme. Light intends to rid the world of criminals. Coriolanus intends to win money for his family.
But as they pursue these things through the plot, they are ultimately unwilling or unable to pay the required costs to win the most critical journey of all: coming to the truth.
Instead, any "sacrifices" they make, are really more like collateral damage on the way to their worldly or selfish goals. They prioritize their own goals above all else. Even negative-arcing characters who claim to be sacrificial, are often "sacrificing" things and people they actually care little about (like Light)--which means it's not a true sacrifice; it's a payment, a means to their end.
In regards to this principle and the last, often to be most effective, the character is given a climactic choice. A choice between what is wanted and what is needed. And/or a choice between the anti-theme and the theme.
This is typically true of positive arcs as well.
At the climax, Katniss must choose between risking death to possibly save Peeta, or to kill Peeta to save herself. She chooses to risk death, despite her deep desire to survive. Her sacrifice illustrates the theme.
In Wonder Woman, Diana must choose between fighting for a better world to defeat Ares, or joining him in dealing out the punishment she feels humankind deserves. She chooses the former.
Negative-arcing characters make the opposite choice.
In The Ballad of Songbirds and Snakes, Coriolanus must choose between forsaking everything he wants and knows to live freely in the wilderness with the woman he loves, or to remove the woman he loves and return to governing society to gain what he wants. He chooses the latter.
In 1984, Winston must choose between staying true to Julia and facing additional torture, or betraying her and becoming brainwashed. He betrays her. 
Please always keep in mind, though, that these are still generalizations to explain the principles--they aren't laws we are enslaved to. (But typically, you must understand generalizations before you can successfully create variations).
For more on wants vs. needs, check out "Character's Want vs. Need."
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Constructive <--> Destructive
Positive arcs result in building people or societies up.
In a positive change arc, this emphasis is usually put on the character herself. She overcomes the flaws or misbeliefs that are holding her back, and becomes a better version of herself. This offers a personally promising future.
In a positive steadfast arc, commonly this emphasis is put on the society. The character helps others overcome their flawed beliefs, and leads the "world" into a promising future.
But of course, these aren't necessarily mutually exclusive. A positive-arcing character can both improve herself and those around her.
Generally speaking, negative arcs are about destroying these things.
Rather than building up themselves or their societies, negative-arcing characters are tearing them down--whether or not it is intentional.
It may be very intentional, like in Cruella, but it may be, from the character's perspective, a necessary price for the want-driven concrete goal, like in Death Note. 
Regardless, when the character acts on the anti-theme, it's destructive.
Theoretically, each type gets the same emphasis as the positive arcs.
In a change arc, the destruction is often emphasized internally. We focus more on the fact that Anakin is lost, than on the ruin he's creating around him (though he is doing that as well).
In a steadfast arc, the destruction is often emphasized externally. Coriolanus is bringing destruction and death to others, specifically Lucy Gray and Sejanus (though Coriolanus is sinking deeper into negative ideology as well).
An important element of working with negative arcs is to make sure we aren't condoning all the destruction the characters are doing. This can be tricky to balance, because at the same time, we don't want our work to come off as preachy.
The best way to address this, is to make sure we are showing the theme and character arc, more than telling them. 
And one critical component of that, is to show the consequences of the character's behavior.
Recall above when I said that the story puts a value on the belief system.
Often that value is illustrated through consequences.
Those who act on the theme are "rewarded" in the end.
While those who act on the anti-theme are "punished" in the end.
Katniss not only gets to save herself, but Peeta too, all while sticking it to the Capitol.
Anakin loses not only his fight with Obi-Wan, but his limbs, his wife, his children--everything.
This is again, simplistically speaking though, and I'll mention some variation in the next section.
But the truth is, you could write the darkest story in the world, without condoning the characters' behaviors in it, without promoting that way of life. 
In addition to consequences, tone is also useful in conveying what is and is not an acceptable worldview.
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Internal Journey: Victory <--> Failure
Regardless of what ultimately happens externally, positive-arcing characters' internal journeys will be viewed as a victory. These are characters who came to, or upheld, the truth. This betters them, as they changed or as they grew in their resolve of their beliefs. Nothing can take that away from them.
Regardless of what ultimately happens externally, negative-arcing characters' internal journey will be viewed as a failure. These are characters who embraced, or upheld, an untruth. This damns them, whether they changed or grew in their resolve of their beliefs. Nothing can redeem them, if they are unwilling to give up their ways.
Negative-arcing characters end up "lost," and not "found."
While it is most common to have an internal victory paired with an external victory, and an internal failure paired with an external failure, it's not a strict rule.
Having both journeys end on the same value, makes it easier to drive home the point of the story. 
But it's possible to have an internal victory paired with an external failure, and an internal failure paired with an external victory. 
In the former, the story ends with the sense that the victory was worth the cost of the loss. Doing what is true is more important than winning the world.
In the latter, the story ends with a "hollow victory." The character has gained the world, but has lost her soul, so to speak.
So while Coriolanus succeeds in winning the prize, redeeming his surname, and bringing wealth to his family, he fails as a person, as illustrated by Tigris saying he looks just like his father. Coriolanus is damned to go through the rest of his life loveless. Even if he doesn't see that as a problem, the audience recognizes it as one.
One last thing that is also worth mentioning here, is it is possible the negative-arcing character gets a last-minute redemption in the falling action. Because of what happened at the climax, and what followed just after, she may realize the wrongs of her ways, and spend the last few beats of the story changing.
While I suppose you could ultimately consider this a positive arc, because of the very very end, I find it's more helpful to structure such stories as negative arcs, since the climax we've been building toward is negative.
In any case, as I've said throughout, all these are principles, not rules, and they are meant to help, not hinder, your writing.
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Why We Need Stories with Negative Character Arcs
Negative-arcing characters offer us cautionary tales about what we should not do and why.
While today, stories are often viewed as a form of entertainment, another purpose is to teach or educate.
Just as it's important to know what can go right, it's also important to know what can go wrong, and how.
Imagine telling a child to always look before crossing the street so he can be safe, without ever explaining to him the consequences of failing to do that.
What do you think will happen eventually?
That's right. Splat.
(Okay, yeah, that is a little morbid, but I think you get the idea.)
We need to look at both the positives and negatives, the "rewards" and the "punishments," and what leads to each. Not because we are trying to control people, but because that's how humankind gains the discernment necessary to navigate this journey of life. 
In other words, that's how humankind gains wisdom. If we only ever look at the positives, then we stifle our abilities to discern.
When we learn about everything, it's clearer to know which way to go, what choices to make, and why.
Stories also provide a safe means to discuss and explore life's dangers. It's better to tell the kid he could get hit by a car and explain the ramifications of that, than to let him follow your rules blindly. It's not that talking about it is promoting kids getting hit by cars, it's that we are warning that kids can get hit by cars.
Frankly, most well-written stories will be looking at both the positives and negatives of an argument (theme vs. anti-theme). And they will do this by illustrating both sides. This is why, even if you are writing a positive-arcing protagonist, chances are, you'll have a negative-arcing character (often the antagonist) somewhere as well.
In any case, if the negative-arcing character's journey is prominent, I hope you'll find these principles more than useful.
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physalian · 14 days
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10 Plot Premises That Never Get Old
There’s a great many lists out there complaining about the worst and most overused tropes in fiction. I want to pass the mic to tropes that will never get old. The love-to-hate ones, the knife-twisting ones, the shipping fodder.
1. Killing the character who knew too much
Or, the “Maes Hughes” effect. Your story centers around a massive mystery or conspiracy and one lone character is unfortunately not genre-savvy enough to remember that the phrase “the early bird gets the worm” ends in “but the second mouse gets the cheese”.
This is the character who has unraveled the partial, if not entire truth, coming to a shocking realization moments before their untimely murder. Usually, they’re alone. Usually, this death rocks the remaining characters, sometimes for the entirety of the remaining plot (see FullMetal Alchemist). Usually, they become genre-savvy at exactly the moment they realize there’s no way out of this. Conveniently, they’re never on the phone with the right person, or there’s never any cell service. They didn’t write their findings down or didn’t hit record.
This whole entire tragedy is only a tragedy because this character made the wrong choice that is also the only choice this character would have made.
2. The enemy of my enemy
As OSP once said, anyone can be a minion, even the presumed Big Bad. Whether it’s a serialized cartoon with well established sides of good and bad or a single movie, having two entities that loathe each other reluctantly and bitterly join forces to deal with an even Bigger Bad… that’s the good stuff.
Either the villain has been minion-ed, or the good guys and the bad guys’ enduring battle of morals is interrupted by a wild card third party that insults them both or threatens the world both sides are trying to save in their own ways.
This is *not* a redemption arc. This is the temporary alliance that usually terminates once the threat is dealt with (see: Transformers Prime, or ‘Marabounta’ from Code Lyoko). Extra points if they’re age-old rivals who fight better together than the hero does with the rest of their team. Extra extra points if they both realize this and firmly deny that it happens (and even more if the villain tries to exploit the hero with this fact later on).
3. The redemption arc
***Emphasis on the word ‘arc’*** The ones that span 56 out of 61 episodes (see: you know the show). The ones that cost the redeemer their ideals, the friends they thought they had on the wrong side, maybe a limb or two. The ones that start with a villain so convinced they’re right, only to slowly question everything they’ve come to know and, without shedding their entire personality, do the right thing and still survive the process.
This is not redemption equals death. This is not a half-assed heel turn at the very last second—that’s a button mash impulsive act for shock value. This is taking a character almost all of the heroes have given up on trying to save, someone they themselves have nearly written off, and deciding to try anyway. This is a character deciding to do the right thing even if it doesn’t ever redeem them at all. This is a character whose whole life ahead of them is spent doing better than what was done before, and we love them for it.
4. The haunted ashes of a fallen empire
This one is a bit more tricky to define but think Prometheus of the Alien franchise, or Xerxes from FMAB. These are characters in the present exploring the ruins of a civilization that never should have fallen, but did due to the Big Bad they either created or tried to imprison. This is those characters looking around at what used to be, and making history repeat itself whether they’re genre-savvy or not.
These are the glaring red sign posts telling the heroes to turn around every step further in *or else* and they do it anyway. Or, these are the heroes who know exactly what happened and in their own hubris, are convinced it won’t happen this time to them.
5. The Most Dangerous Game
The originator: An island owned by a big game hunter who has evolved into hunting humans. The trope: Powerful and/or incredibly skilled character in any other situation is trapped in the confines of a dwindling clock matched up against the very antithesis of who they are and what they represent, but who is also just like them.
I just love seeing characters who are normally incredibly competent and rarely fazed, tripped up by the horror of being hunted by someone just like them who lost their humanity. So many juicy existential questions arise, so much angst. Double points if the character has a firm no-kill policy or extremely picky morals and has to wager tossing them aside to survive.
6. Stranger in a strange land
Whether it’s a character in a foreign country trying to learn and respect the ways of the people who saved them (see: Last Samurai, or Avatar '09), or an alien who crash-landed on Earth and struggles to assimilate and not get caught by the government (see any PG 13 alien adventure movie), a time traveler to the past or the future (Outlander, Back to the Future), either drama or hilarity ensues, often with a heaping helping of socio-political commentary.
It gets kind of troublesome when the writer is a white guy taking all the wrong messages from throwing his white guy protagonist into a land of the ‘savages’ (see uhhhh all variations of Pocahontas). But then you have strange lands like Wonderland, or Narnia.
7. Magical Otherworlds
Speaking of Narnia and Wonderland—magical hidden otherworlds. They can be incredibly blandly executed sometimes, but some of our most cherished stories come from living vicariously through Harry Potter or the Pevensie siblings. In this case I’m specifically talking about complete otherworlds, not hidden-in-plain-sight otherworlds (see: Percy Jackson) because of the complete freedom and creativity you have in geography, history, and world mechanics.
The possibilities are endless! Double points if the otherworld is a metaphor for childhood adventure and living without adult responsibilities (see: Peter Pan), a world in which we know, no matter how cool the world is, the protagonist was never meant to stay there. They must always inevitably, inexorably, return home and take what they’ve learned there to live a better and profound life.
8. “I know you’re in there somewhere”
Is it done to death? Yes. Is every situation different because it’s completely dependent on the relationship between the characters involved? Also yes. Tends to overlap with a redemption arc, but more often a hero-turned-temporary-villain. The drama! The angst! The shipping fodder! (see: many, many anime, too many to count)
This trope also has some uncertainty to it. You never know if the confrontation will be a success, if the character in question will commit some heinous act to wrack them with guilt later, if they even want to be saved, or if they really were saved and not just faking it. Either we get a POV of the stricken character’s battle in the mind or are left watching on the edge of our seat as unknowing as those trying to save them, and sometimes, rarely, they’re just not salvageable.
9. On the Run
The base has been discovered, the ship has been overrun, the house has burned down, the government is on the hunt. The hero team is forced apart with only the clothes on their back and what they can carry with only one or two others and loses all contact with most of their team, scattered to the wind. They leave a trail of sketchy motel rooms and diner take-away boxes, or they sleep in their car, or are forced to hide out in old bases that the villain definitely knows about but wouldn’t bother checking, built in a bygone era with a friend that’s no more.
Everything they ever knew has been called into question. The character they find themselves stuck with wasn’t their closest buddy on the hero team, but both forge a newfound respect for each other in this new unknown. Poignant conversations are had as one keeps watch in the dark so the other can sleep, and yet doesn’t, as they mourn the passing of the life both knew and vow to take it all back in their darkest hour.
10. The Thing
As in, a mysterious entity or illness has invaded the story and knowing which characters are infected and compromised is impossible. This entity either bodysnatches other characters and can be expunged, zombifies them, or kills and replicates them (see many zombie shows, iterations of The Thing, or “Croatoan” from Supernatural). This entity is a sickness slowly spreading throughout the town or the base or the ship and the heroes (or villains) realize far too late that something is very, very wrong.
This entity brings characters to their breaking point, paranoia making them do very bad things in the name of survival, killing off characters the audience knows is clean, but their murderer doesn’t, for extra knife-twisty fun. This entity brings a morally devout character near to ruin as they almost cross a line trying to do what’s right. This is an entity where, even when it’s defeated, is never really gone for certain… is it?
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mhsdatgo · 4 months
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Since GOT they’ve been using rape and abuse to humble or break a woman/Girl because they aren’t the “right” kind of woman. They don’t ride a dragon or yield a sword. They don’t fight against their period typical role in life that they were born and raised in. They’re not “A guys girl” or the “I don’t have any girl friends, they’re too much drama” types who prefer the company of men to women, who would rather train with a sword and not learn embroidery. They don’t have dialogue that vaguely sounds more 21st century than Middle Ages.
These women are seen as of less value than our little dragon riding, sword and fist fighting tomboys. So they need to be taught that if you had just been more like this or more like that you wouldn’t have been brutalized and abused. The things that were done to you by other people is all your fault and you deserved it.
This show/franchise is not even in the same room as feminism.
👏👏👏 Nothing more to add anon. No lie was told.
The sad thing is, this is not what I got from the books of asoiaf at all. Women's experience was never told in juxtaposition to others. There is no humbling or brutalizing other women as a "punishment" for not being better, more rebellious, or bolder than others. The books tell stories of suffering and that's it. The way shows and fandoms decide to try and force other characters into another one's story for the sole purpose of comparing them so they prove that stanning one means having a moral high ground over another character's stans is the most idiotic thing to ever have happened among fandoms, to say the least. Especially when the two characters in question don't even know each other.
Just look at the way Sansa and Dany are treated in the fandom. Have a shot for every time Sansa in King's Landing is called a tradwife as if this wasn't a girl in middle school trying to survive they're talking about, or for every time she's called jealous of Dany. Imagine if a stranger girl with three dragons cames knocking on your door demanding that you and all of your people and their mama bend the knee to her and you are the jealous one and the villain because you just... Don't? Also, you deserve to be threatened with death when you pose a reasonable question, and you need to take it and be better and shut up. Then you're a "girls' girl" deserving of respect, etc.
We want strong female characters to think for themselves, except when that "thinking for oneself" isn't the same thing as kissing the ground the fan favourite girl walks on.
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If only fandoms paid more mind to what makes a character likeable or unlikeable in their eyes BASED ON THE CHARACTER ITSELF, and not on their perspective on their faves, interacting with them would be way more fun. Books/shows like asoiaf/GOT or F&B/HotD aren't places where you just choose a character you like and that's it, she's an icon she's a legend and she is the moment. If it was, it would either be a story for kids or a hell for Mare Sues' fans. As long as you treat asoiaf characters like deities that can do no wrong and everyone else as villains in need of redemption, you should step back and read something else.
This is something that needs to be accepted even between writers and directors, btw. Just look at what F&B was turned into. Girlboss vs Girlfail. Blacks got the Girlboss, the virtuous rightful heir, good mother fine ruler, Greens' got the Girlfail, the rape enabler, the boy mom, the tradwife, you name it.
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No, it doesn't matter that the latter is doing everything she can possibly do. She was a piece of shit the moment she stopped toiling behind the former because everyone is meant to be like or kneel before girlboss with dragon. Only then are your ambitions respectable. If not, fuck you, you're nothing. Everything that happens to you is your fault. I'll be in the front seats cheering for when everything you love is ripped brutally from you.
Even when your grown-up son rapes a maid. Even when girlboss with dragon threatens to put your people to the torch because you won't bend the knee.
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TL;DR: There's no need to compare/stone certain female characters for being what they are instead of a completely different type. If all of them were tomboyish with swords or feminine with embroidery, it would be boring. You aren't better than anyone for having preferences. Also, learn how to blame men when they fuck up. It's great for the bowel.
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rise-my-angel · 5 months
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Heres the thing: Danys idea of ruling with an iron fist is to cruely punish all she deems as wrong doers with no due process and then is defensive about pushback. Such as her refusing to acknowledge that she crucified Hizdahr Zo Loraq's father, then when he informs her his father was an intelligent and highly respected man who tried pushing back against the other more cruel masters behavior, she did not say anything but scornfully remind Hizdahr that shes in charge and to watch what he says.
She doesn't see people who engage in bad behavior as worthy of redemption when it's a crime she views as irredeemable.
Jon starts the story somewhat uncomfortable with the fact that some of his brothers in the Nights Watch have done awful things. There are criminals, thieves, murderers, and rapists who are all now his brothers.
But the longer Jon is there, the less he judges them for it because now he sees them as people trying to find new footing in life. He condemns those who decide to re engage in awful behavior, and punishes where needed. But he is not cruel in the punishment and gives them every fair process.
He takes Janos Slynts head as it is traditional Northern practice of execution, and he is very respectful and calm when telling him he is allowed to say his final words. Jon looks him in the eye, and hears his final words before executing him as he does Bowen Marsh, Othell Yarwick, and Ser Alliser Thorne in season 6 when he hangs them. He takes ending a life with respect, because he is not punishing them to be cruel.
Jon does not look down on his brothers for being criminals in their past, because he grows to consider the Nights Watch a chance at redemption.
Dany punishes with cruelty as she sees fit because she is black and white about when someone does something wrong. Jon gives those men a chance to prove they can better themselves after having committed that crime.
These two could never even have a civil discussion because Jon's entire thing is giving people a second chance to prove they are more then their worst moments. Danys entire thing is deciding her viewpoint of right and wrong is the only justification she needs to punish.
Jon executes men himself in what is seen as fair and just practices of execution that respects the criminals right to speak his last words or make a final request and does not feel any joy when doing so. He takes it seriously because even in death, these bad people are still human just like Jon.
Dany gets her army to crucify hundreds of men without any hesitation, and stands up at the top of her newly claimed temple with pride as men in the city scream in dying pain.
Jon rescued six direwolf pups by imploring his fathers empathy that his children were meant to have them. And does not raise Ghost to be a killing machine, but instead utilizes Ghost as a means of defences and protection. His direwolf is an extension of his identity and raises Ghost to value life as he does.
Dany considers her dragons her children and only once condemns them after one of them has done irreversible and horrific harm to an innocent child. Dany burned alive her own slave, a healer who was gang raped by Danys own people, doing so for her political cause, and killed her in what we know Jon considers a horrible way to die, all to birth dragons who she repeatedly uses on purpose to cause massive damage and harm.
These two would never even get along at a basic functioning level.
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Hey, i follow your blog for several weeks now and think you make some fresh of breth air.
What is your opinion on aang and his arc in general ? Are you critical of the lion turtle at the end and think it was a selfish moment when he did not redirect lightning back at ozai?
Despite of all the shipping wars :)
Let's make a distinction clear here: the lionturtle was poorly set up, that is a totally valid complaint. Claiming that a traumatized 12-year-old, who as a bonus was raised to be a pacifist, is being selfish for not wanting to be people's assassin for hire is complete lunacy. He's a child, a person. He's not your super weapon/soldier, and his responsibilities as the Avatar don't change the fact that what people are expecting of him is unfair and deeply traumatizing.
And actually, Aang's role as the Avatar and the way people misunderstand it ties into why I think his arc was great: he has a duty to the world. The WHOLE world. Fire Nation very much included.
He isn't there to wipe them off the face of the Earth in retaliation for what they did to his people. He isn't there to have them be ruled with an iron fist for the crime of being born in the wrong place/culture, regardless of how complicent every individual was, or wasn't, in the war. He isn't there to disregard anyone's humanity and inherent right to life and dignity, not even Ozai's, for "the greater good."
He is there to bring back harmony. To help put the Fire Nation back on the right path. To make them stop being a threat, yes, but through REDEMPTION, not violence.
That's why he learns that the kids were taught lies basically from birth, and that any form of self-expression, and even old Fire Nation traditions, are being suppressed. Why he turns to Iroh for advice in Ba Sing Se even though the old man was constantly helping Zuko. Why he could see the lonely, angry, sad child hiding behind Zuko's hostile behavior. Why he too needed to see that fire could be both life and death, and thus should not be hated but also not used caressly, because even though he is an air-nomad before anything, that is still his element too.
The Fire Nation's original culture might not be his primary identity, but it is part of him, and he's one of the few people alive that were there to witness it in it's true glory - and the only one who hasn't had time to get used the idea of them being nothing but a threat now. That's why Aang is the perfect guy to save the day. He won't let them do evil, but he won't let their potential for good be ignored.
And it's sooooooooooooooooo satisfying to see the Fire Nation needing to rely on Aang's air-nomad culture to help. To see him prove Ozai was wrong to think they were just dead-weight in the world, that they had nothing of value to offer (and grabbing the fucker by his stupid beard).
To see Aang, who lost his people, saw sacred temples and relics destroyed, and that even had to hide his arrow, screaming to the whole world that the wisdom of the airbenders was the one hope for a brighter future and being validated by the narrative for it was fucking beautiful.
Aang was a child that was constantly told he had to sacrifice everything, his beliefs, his peace of mind, his culture, his attachment to the people he loved, what was left of his childhood and potentially even his own life for everyone else's sake, and that he was selfish if didn't like that shitty deal the universe offered him. And in the finale he said "FUCK THAT NOISE!" and that was thing that ultimately saved everyone, not just himself.
He is the poster boy for "Fuck you! It's real easy to talk about sacrifices for the greater good when you're not the one who'll have to sacrifice anything!" and I love him for that.
Seriously, it's crazy how fans that go "Urgh, just betray your beliefs and traumatize yourself for everyone else's sake already, you selfish asshole" don't realize they're unironically talking like an actual cartoon villain that is know for being cowardly and cruel.
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bleue-flora · 1 month
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Well since everyone’s doing staged duo headcanon I might as well follow @dr3amofagame [post] and @elmhat [post], and throw in my two cents, which is probably less headcanon and more interpretation of canon.
c!Dream and c!Punz’s insistence on answers and power is only half true. Or at least not the full picture. They do want knowledge and answers but not because of power or greed, but because they were hurt by random people like c!Tommy and c!Wilbur showing up with no explanation. The power they strived for wasn’t a ruling, controlling power but the ability to protect what they value, whether from the rest of the server or death.
c!Dream did tell c!Punz about the torture. Debatable on how much detail he goes into but he does tell him, even if prompted first. I think this for a couple reasons. Firstly, to c!Purpled, c!Punz says, “But they were, Dream told me how Sam let him in freely and allowed him to do unspeakable things to him, that wasn’t a prison that was Hell in a box,” basically telling us that c!Dream told c!Punz and while this could be argued as manipulation, it also just makes sense. He also says “And Quackity was allowed to go in and torture him Every. Single. Day. Purpled, do you know what that does to a man, do you know the limits that people have it—it goes beyond those limits, it's not okay,” and his highlight of it being daily is telling to me. It didn’t have to be daily to be brutal and horrible and have lasting effects. Unless he watches Quackity go in and out covered in blood Every Single Day, at which point would cause some serious concern, then how would he know it was daily unless c!Dream told him? And I am of the opinion that if he had noticed Quackity coming in and out of the prison covered in blood, suspecting c!Dream was being tortured then he would have said something to c!Dream or in his own inner thoughts during the Jailbreak stream. Secondly, as someone with the Revive book it’d be kinda reckless to not inform c!Punz about what happened. He kinda should know who is a major threat and what lengths people are willing to go. After all, should they find out he has the book somehow he needs to be informed on what that could mean for him. But even so, I don’t think c!Dream just offered up that information without c!Punz either asking or doing/saying something that persuades c!Dream to tell him. c!Punz definitely suspects first before he learns more details.
c!Punz did not know why c!Dream wanted Quackity’s location or what he intended to do with the information in the scrapped lore. So, he didn’t take time to scope it out, it was more of - here’s where he lives sorta deal (like if c!Dream asked where Kinoko Kingdom is, then it’s not like c!Punz is going to scope out the place for booby traps and such, he’d just give the location). So, he doesn’t learn about the torture till after, when c!Dream is way worse for wear and tells him what happened in Pandora’s Vault, but I do agree, not about what exactly happened in the scrapped lore (it would make him look too weak).
I think I do have to agree with dr3 and elm on c!Punz going behind c!Dream’s back when going to Purpled. I don’t think c!Dream would risk c!Punz’s exposure like that after everything he sacrificed to keep them a secret and yea c!Dream definitely doesn’t have the info on c!Purpled and c!Slime to put together that plan. I could definitely see it as c!Punz’s own like redemption for the failed first attempt at revenge that he is inadvertently at fault for. Like after finding out about the torture and why c!Dream wanted to know where Quackity was, he is upset and goes to form a plan for better revenge, which after a certain point of success he ropes c!Dream in.
c!Punz does visit the prison, but not before Dream breaks out and not like all the time but just because c!Tommy or c!Sapnap may be watching the place doesn’t mean c!Punz can’t sneak it. He’s a spy after all, it’s kinda his job. I get this impression based on how c!Punz and c!Dream seem to show off the prison together in the finale - ‘let’s show them a part they haven’t been to before.’ And while the deterioration of the prison is a great parallel to Tommy’s overgrown home, both representing the poor mental states of the characters, I think it is worth noting that it’d be really suspicious if the prison was all nice. Like yea ideally no one gets in, but if they do it’s a good deterrent for the place to look dirty and abandoned. After all, who would live in such a mess? Is similar to the mindset or who chooses to live in their own torture box? Who chooses to live in their own hell?... 
c!Punz is jealous of c!George.
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ladyandherbooks · 1 year
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Runaan's Last Mission
So with the new season coming up and the confirmation that Kimdael is in season 5 I have a new theory regarding Runaan, Kimdael and why I think that killing her will be Runaan's final mission as an assassin.
You see there are some interesting links between Runaan and Kimdael, both are powerful warriors who have achieved the status of legends in their own lifetimes who have taken a number of lives. However, their statuses as legends are very different, Kimdael achieving her status through her greed and cruelty while Runaan achieved his through his selflessness, desire to protect the weak and his deep love for Xadia.
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And then we come to how they both view taking a life. It's interesting to note that both of them discuss and reference the weight of a life in Bloodmoon Huntress:
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However it's important to note the differences in these moments. When Runaan discusses the weight of taking a life he describes it as a balance, that taking a life may end hatred and cruelty but it also prevents any change, love and more from happening. He understands that death ends any chance of atonement or redemption and that this is an important weight and truth that every assassin must understand. That all life is important and that taking it must be taken seriously.
Kimdael however interprets the weight of taking a life very differently. Her interpretation is greedy and self serving, the lives that she takes are innocent, only taken to serve her, her desires and goals. She's willing to take anyone she finds, including children if it means that she continues to live and, given what we now know about her, serve Aditi's descendants. She's ignoring the true weight and value of the lives she is taking, only seeing their true potential in death. She has forgotten to value life.
And so it would be very thematically satisfying to see Runaan, someone guided by love and who truly understands what it means when you take someone's life finally end Kimdael, a fellow Moonshadow elf who has turned her back on this belief.
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And what makes this worse is that she simply doesn't care about her crimes and cruelty anymore. She even taunts Runaan with the fact that she will kill again because she knows that it will anger and stay with him.
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Kimdael has become arrogant, believing that she cannot be killed, that she cannot be stopped (except of course by a member of the Sunfire royal family), especially by a fellow Moonshadow elf.
But this again is another reason why Runaan, with the help of Ethari and Rayla and possibly others must be the one to finally stop her. Because despite her connection to the Sunfire royal family and her exile, she and always will be a Moonshadow elf. And it should be a Moonshadow elf who finally stops her once and for all. To fix the imbalance that she has created in Xadia, in Moonshadow society and within herself. And the one who takes her life, who fixes this balance should be someone who understands this balance, this weight, who feels it deep within themselves everyday of their lives.
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Someone who is the complete opposite of Kimdael and someone who would never go down the path she went down. And the elf that best fits this description is Runaan.
It would also be very satisfying to see this be his final mission as an assassin, to finally have the best and most Moonshadow of all Moonshadow elves to defeat their worst, most cruel and corrupted example of themselves. To have a legend of love and protection defeat a legend of cruelty and hate.
And then let that be the end of it, with this final mission to put an end to the worst of their people and one of the most evil elves in Xadia let Runaan retire from his duties as an assassin forever. Let this final mission be his greatest, most important mission, let it be his swan song.
Let it also be his first step towards a new path, a new duty, one which allows him to protect and serve his people without having to kill or to leave his home and the people that he loves.
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jse-dnd-au · 1 year
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The JSE D&D AU Pantheon
The Ever-Gazing One
Other names: The Ever-Gaze, The World's Visage
At the dawn of the ages over this realm, there was only The Ever-Gazing One. It was he who began the forward march of time, the outward flow of space, and the rise of life from the ground. The first races of this realm were naturally peace-loving– even those races with the innate forces of chaos and evil in their blood had their place, for everybody was seen as having value to the Ever-Gaze.
Over time, some began to question the Ever-Gazing One. They wondered how their creator could possibly understand the struggles of mortality from his pedestal in the beyond.
In response, the Ever-Gaze created five more deities to rule alongside himself– the Champion, the Magnificent, the Lifebringer, the Sharpshooter, and the Wayfarer– and imbued each one with the power of being able to walk among the mortals so that they, too, could understand their strife and be divine messengers.
However, this did not please everybody. Some of the folk who had originally questioned the Ever-Gazing One were not satisfied, and thus placed their faith elsewhere. Their collective will created That Which Observes, an opposite entity to the Ever-Gaze who promised them power in thanks for bringing it to life…
Cleric Divine Domains: Life, Light, Order Paladin Oaths that would suit this deity: Oath of Devotion, Oath of Redemption, Oath of the Watchers Warlock pacts that would suit this deity: The Celestial
That Which Observes
Other names: The Corrupting Blade, The Master of Puppets
Those who had turned from the Ever-Gazing One placed their faith in a new deity of their own creation, which they called That Which Observes. They pictured this entity as an opposite to the Ever-Gaze; where the first had light, the other darkness– and where the first had weakness, the other, immense power. Followers of That Which Observes claim they have prophetic dreams that would seem like nightmares to common folk– but instead of fear, they embrace their own strength and the strength of their new god.
Interpretations of That Which Observes vary as widely as the power it is said to wield. As eras have passed, the tale of its creation has been morphed to fit various definitions; over time, this anti-deity has gone from being a fiend to a ghost to a mere feeling and back again. But one thing remains consistent in all the tales: That Which Observes is a master of the shortblade, it being a weapon of mass corruption able to strike down even the gods themselves…
Cleric Divine Domains: Death, Trickery Paladin Oaths that would suit this deity: Oath of Conquest, Oath of Vengeance Warlock Pacts that would suit this deity: The Fiend, The Great Old One, The Hexblade, The Undead
The Champion
Other names: The Hero, The Mighty Fist of Justice
The Champion was the eldest of the five deities that the Ever-Gazing One manifested for his people. He was known to lean towards methods of chaos, but also goodness and light; he wouldn't stand for tyranny of any kind, and ventures created in his name were often emboldened by his blessing, so long as they met with his approval.
Soldiers would regularly invoke the Champion's name during times of war against dark forces, such as those who followed That Which Observes. In tales of ages past, he was known as the Ever-Gaze's right hand, and the one who would strike down the forces of darkness and injustice…
Cleric Divine Domains: Forge, Light, Tempest, War Paladin Oaths that would suit this deity: Oath of Glory, Oath of the Watchers Warlock Pacts that would suit this deity: None
The Magnificent
Other names: The Arcane Artist, The Phoenix
The second eldest of the Ever-Gaze's deity-creations, the Magnificent has long been known to be a patron of magic as well as the arts. In every interaction with the other gods, he left his mark with a certain flourish and grace, and in many depictions, he is shown as having a cape made of the entire night sky and dancing around all of existence in a single day. Because of this, the christening of many theatres, museums, and places of magical study begins with a ceremony in the name of the Magnificent.
Despite being overally benevolent, not all folk followed the Magnificent, or believed he had good intentions. These people claimed that those who followed this deity were often led astray into darkness, never to return– and this belief was not entirely unfounded. Many who invoked the Magnificent did so in the name of curiosity for the arcane, which often drew people to the shadows, and often into the sight of That Which Observes...
Cleric Divine Domains: Arcana, Twilight Paladin Oaths that would suit this deity: Oath of the Ancients Warlock Pacts that would suit this deity: The Archfey
The Lifebringer
Other names: The Giving Hand, The Judge
As neither the eldest nor the youngest of the Ever-Gaze's creations, the Lifebringer was often shown and spoken of as having a strange duality. For every person who believed him to be benevolent and merciful, there was another who saw him as ruthless and unforgiving. As a result of this, there are clerics of equal numbers on either side of this dichotomy– and the Lifebringer makes no claims to having one be truer than the other. Regardless, whether the mortals welcomed a new life into their world or lost a loved one, they would invoke the name of the Lifebringer, either to ensure a long and prosperous life or to pray that the afterlife would be welcoming to them.
Despite all of his spiritual implications, many artificers and apothecaries would call upon the Lifebringer to bless their latest studies or patients, for he was also a patron of creation and the sciences. As a result, several places of higher learning would hold special events in his name to ask for his blessing of the educational year.
Cleric Divine Domains: Light, Life, Grave Paladin Oaths that would suit this deity: Oath of Redemption Warlock Pacts that would suit this deity: None
The Sharpshooter
Other names: The Marksman, He Who Sees True
The second youngest of those the Ever-Gazing One created to rule alongside himself, the Sharpshooter was both the patron of familial ties and of bonds of friendship. As groups of adventurers would set out for the first time, many would pray to the Sharpshooter for his blessing over the party and their growth together. Beyond that, he was also the deity known to be a guardian of nature and patron of the hunt; whenever his faithful would successfully bring home their next meal, they gave thanks to the Sharpshooter for its life.
As this deity was naturally good-aligned, many would also invoke his name in a plea for luck and good fortune. Popular sayings for those who would do this would often bid the recipient "the true aim of the Sharpshooter", so that they might get the most favorable result.
Cleric Divine Domains: Life, Nature, Peace Paladin Oaths that would suit this deity: Oath of the Ancients, Oath of Redemption Warlock Pacts that would suit this deity: None
The Wayfarer
Other names: The Traveler, The Hand of Fate
The Wayfarer was the youngest of the deities of the Ever-Gaze, but was still given a task that proved to be of great importance; he was to keep watch over time itself, and to make sure that everything which had a beginning also earned its rightful end. Matters of diplomacy often began with the invocation of the Wayfarer so that he might bless both parties with lasting peace.
His position over time itself left him with an overally neutral outlook; while he leaned more towards goodness in his actions, he understood that sometimes evil was necessary to bring it about. This caused a lot of people to question those of his faith of how they could be so certain of future events, and even led to some falsely claiming that they could call upon the Wayfarer's own power over fate in order to perform the impossible– but true clerics of the deity knew better than to meddle with things beyond their control; everything would sort itself out with time, after all.
Cleric Divine Domains: Knowledge, Order Paladin Oaths that would suit this deity: Oath of the Watchers Warlock Pacts that would suit this deity: None
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sezja · 4 months
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Febuwhump Day 4: Obedience Fandom: Final Fantasy XIV Characters/Ship: Raicheille Lhorulgois Triggers/Content warnings: Child abuse
Takes place one year after Silenced.
"Stand still," Mother snaps, swatting Raicheille's shoulder as though she's an insect in need of a good squishing. "And stop slouching, girl! You've no figure yet to speak of; we must pin all of our hopes on your face. Gods help us."
I inherited it from you, you old sow, she doesn't dare say, straightening her shoulders even further, stretching her spine until it creaks. Her new dress clings in uncomfortable places, telling earnest but unconvincing lies about the shape of her beneath it. As though anyone would believe it. Her betrothed-to-be will be a fellow wildwood, of course, and everyone knows elezen don't begin properly growing until their twentieth year, give or take.
At fifteen summers, she feels like a dodo pretending to be a chocobo.
"You will be gracious," Father says. His voice is cold, stern, as though she's one of his hired lances. "You will speak only when it is required of you, or you will suffer the consequences of your disobedience."
She fights the urge to shudder.
There's every reason the new dress covers her from the neck down, hiding the bruises and welts she's earned over the past year.
Nourval wouldn't let them do this to me.
"Do not bite your lip," Mother snaps again, seizing Raicheille's chin between cruel fingers, not quite hard enough to bruise. "Do not sulk at your father, you ungrateful trollop; were it not for your interference, none of this would be necessary! Your uncle had it all well in hand!"
"Yes- yes, Mother."
Had it all well in hand is, Rai thinks, a very diplomatic way to describe the attempted murder of an officer of the Twin Adder, in an effort to frame visiting Ala Mhigan diplomats for the crime - it'd been her interference, yes, that'd alerted Captain Smyth to the plot. But she'd only ever wanted her brother to be freed from prison; beyond that, she hadn't really cared what became of it all. Not really.
She hasn't seen Nourval since. Her last memory of her brother is of him lying half-dead in the tall grass, and Captain Smyth sending her dashing off for a healer.
He's alive, at least. She knows that much. If her parents would let him see her...
But no. They'd told the Adders charming lies, pleading their ignorance, pleading their innocence, and so Raicheille was returned to the loving arms of her parents. If only someone had thought to ask her what her parents might have known... but who ever cared what one scrawny girl knew?
Captain Sanson cared, she thinks, idly, fighting the urge to rub her throbbing jaw while her parents aren't looking.
Today is her chance at redemption, her parents have told her, endlessly, for the past week. Marriage is a time-honored contract, sealing alliances between the families of Gridania's oldest families - those who long for the old ways, before Gridania opened her gates to outsiders; before Ala Mhigo brought war to her doorstep and pushed Gridania to the brink. Before Vainchelon's death. Rai has known all her life that she'd be handed over into the keeping of some tradition-minded man or other...
But that was before she knew the truth about it all.
Now she wants to run screaming into the Shroud, hopefully to be eaten by some wild beast - better that than being married off to some other hateful bastard who who only wants to rekindle old wars.
The one they've picked for her is nearly thrice her age: a grizzled veteran of the Old Guard, known to have a firm hand with his servants. The Matron knows he's likely to see her as little better than a servant; she expects she'll be lucky to see the sun more than once a moon - she'll be kept under lock and key, seen but not heard, her value proven only in the production of sons to bear arms-
I'd rather just get eaten.
"Come, girl," Father says, snapping his fingers like she's one of his hunting hounds. Mother places an ungentle hand on her back, guiding her forward like a prisoner who can't be trusted to follow obediently.
It's more apt than it ought to be.
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