Well, now I'm imagining Clover having a rebellious teenage phase
I think the rebellious teenage attitude probably lasted for five seconds. Doesn't stop Clover from sneaking out or attempting to be more independent and doing things their family doesn't approve of, but I don't think they give Starlo too much attitude (and definitely not Ceroba LOL).
Honestly, I don't think you can take the cowboy out of this kid, they're just as committed to the western bit as Starlo is LOL. Maybe one time the family was going out while Clover was a teenager and dealing with the anxiety of being socially perceived and judged that a lot of teens struggle with that they got a little embarrassed wearing their cowboy hat, and Starlo was so devastated at the thought that it quickly nipped that insecurity in the bud LOL. I think having a dad who's entire job is being a cowboy larper probably helps them not feel ashamed of their interest and commitment to dressing up as a cowboy.
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In honor of the @rw-ship-showdown I wanted to write about Artihunter as someone who jokingly slapped them together pre-downpour and still thinks they are actually very compelling. Just not in the super soft love wins kinda way (Although I get why people like that more)
And the only way I know how to do that is talking too much so heres a far too long slug essay-
Obviously the slugcats don't offer a ton of characterization but theres not nothing to work with. Their stories, whether by their roles in it or the overarching themes do provide a backbone to work with. Even gameplay itself can provide a bit. (for some more than others)
Hunter, to me, is ultimately a story about selflessness. The goal is to revive Moon, which is very much an act of kindness from both Hunter and NSH. But the weight of that action is much more significant for Hunter- Hunter is deeply sick. They're on the clock, and for all their skill in combat none of that will ultimately help them to survive longer than their body can hold out. Moon is a close friend of NSH but that means little Hunter- Hunter really gets next to nothing out of helping them, and ultimately pays quiet a bit spending their limited time alive fighting to deliver that neuron so that someone else can live.
To spend ones limited days on helping another, in a game that very much stresses the unwavering cruelty of the world and nature- is pretty notable. (And you could even say that Hunter being the Hardmode of Rain World adds another layer to this)
And then we have Artificer. A storyline that very much stands out to people as more… villainous (so to speak) than the other slugcats. Artificer's story covers a lot of things. Trauma, violence, revenge, etc. Revenge is a bit of a selfish desire- That need to see someone hurt as they have hurt you. A punishment that ultimately does not fix whatever harm was done- but feels good to see because you were hurt and now those responsible share that pain.
Artificer's actions are founded in that need for revenge, their pups killed for overstepping boundaries they didn't know existed. Is it not fair for them to be angry at that, to punish the scavengers for their violence with their own? Why should the scavengers ever be forgiven when they and their pups were not? And that's how you get that loop- Harm for harm over and over.
The original action has been lost in a spiral of violence for violence. And here stands Artificer- their very spirit scarred. Not just because they sought revenge, but because they never ceased trying to scratch that itch for violence as an answer. Artificer only has two paths for their story- killing the scavenger king (Someone who, really, has little to do with the original 'crime' of the scavengers, but represents an important individual to them- as did the slugpups to Artificer), locking themselves as karma one for good and spending the rest of their life chasing creatures that no longer even fight back in a warped sense of closure- or to dissolve themselves in the acids of the void sea because they're too far gone to find any real peace.
They can't meaningfully recover from that state, not alone, twisting in on themselves. Even if they halt their actions, they've been using violence as a feeble defense against their own pain- violence that no longer has any real direction or basis. Artificer gets no real closure from killing the scavenger king. All they can do is continue the cycle, or try to scrub it away. No real peace in a prison of their own making.
So you have a creature, who even with a strict timer on their life- a body that will crumble to disease, spends its last bit of time on saving another. And another who was so caught up in the pain of loss that were eaten alive by their own anger, poisoned their own soul on such a deep level even self-proclaimed gods have no solution for them.
What peace can they offer each other? For Hunter, its only a fleeting moment of happiness- of selfish love, before their own body fails them. A bit of indulgence in something for themself. For Artificer, its a single, comforting thread to ground them again, something tangible to protect and care about again.
But thats a thread that will ultimately be snapped under the cruel indifference of the world. Hunters timer will tick down regardless of if it takes another with it. Its a tragedy- its doomed to end badly. Whatever good it offers to either of them to find each other will only provide the fleeting comfort of a band-aid that will be ripped away too early.
But all that can be worth indulging in anyway, if only for the moment. It doesn't change the ending, but the ending was never going to be happy.
Its can so yuri
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☆ love; heretical and divine
{☆} characters tsaritsa
{☆} notes cult au, yandere, drabble, gender neutral reader
{☆} warnings blood
{☆} word count 0.8k
To love a God is heretical. It is an act of blasphemy– it is to drag them down from their throne of hollow gold, to topple the pedestal the worshipers uphold on their shoulders like lambs at the herders heel. It is the act of forcing them to their knees and ripping that beating heart of glorious gold and beautiful, cruel divinity from their chest, so pure it burns.
To love a God is to make them sin. To make them painfully, horribly human.
To love a God is to sin.
The love of a worshiper is no love at all, brilliant in its raw purity, untainted by sin. It is fear and obedience masked by adoration so overpowering it corrupts. It makes the lamb so unquestioning in it's faith it will never question the knife that cuts, the teeth that rip, the claws that tear. If the Creator deemed them unworthy of the very life crafted by their hands, then they must have committed a sin so grave there lay no salvation for their horrid soul.
But she is no worshiper– her lips speak of heresy as easily as she breathes, her words nothing but lies, cold and cruel like the ice that crawls along her skin like webs.
She loves a God like a lover should.
A damned sinner reaching longingly for the heavens.
She loves a God in the subtle brush of their lips, their muffled voices behind closed doors as they indulge in curiosity untamed. She is a sinner through and through, but she feels herself fall further with every brush of her hand across their cheeks, every touch she bestows upon them like a lover. She memorizes the imperfections of their body like memorizing a map– every scar, every mark, every line drawn on their body like a canvas, her touch the brush that stains the pristine white.
No devoted lamb shall ever see the painting they create in these stolen moments– it is for the eyes of a heretic so vile it makes them shudder, their body dirtied by the love of a woman so vile even their divinity is obscured by the ice.
The lambs may be satisfied with fleeting glimpses of gold and empty words from lips that guide them to the jaws of the wolves, but she is not. Her hands crave them like a starving hound, aching to touch that imperfect skin hidden by the veil of gold that obscures the painfully human body beneath. She longs to free them from the golden cage that binds them– to see their wings blot out the sky, their divinity tainted by sin and making them all the more beautiful for it.
It is a longing that leaves a festering wound that cannot heal, will not heal. Even if it could, she would not let it.
For as much as she tries, deny it as she may, she is no better then the blind lambs following the herder who holds a blade in their hand, glittering like gold in the sun, stained by dull red.
She is a fool, and what a fool they make of her with the touch of their hands against her skin– so cold it leaves frost on their fingertips. Yet they do not fear the cold, mapping out every inch of her imperfections, carved into her body by her own hands.
She has always been a heretic, cursing the divine until she could speak no more, but if divinity can be found in them – in this love that consumes, that burns her hands and her lips – then she is a Saint, praying at the altar until her throat bled.
But in the end, she has and will always be a cold woman with hands stained with blood. Until it is all she can taste, until it is all she can smell, until it is all she can feel. These hands of hers, heretical and divine, will bleed the God from their veins– she will become the wolf to their lamb until the rivers of Teyvat run gold with their ichor, until the gold bleeds into red, the taste of their divinity on her tongue.
Until she drags a God from their lofty throne and makes of them a monster.
There is no greater triumph to the heretic then to love a God into sin. To make a God sin to love.
To love is to be human, and they are no God.
Even if she must tear the gold from their very being until all that's left is something human. Even if Teyvat crumbles and decays, even if it begins over and over again..
She will do it again and again, until the gold can bleed no longer. Until her sins grow too great for Teyvat to contain.
To love a God is to devour, and be devoured. An endless cycle of sin that dulls the glow of gold into something new– something horrifying and divine, in it's own right. Something just as horrid as her, just as divinely corrupted by the sins she carries on her shoulders like a trophy, as gold as the sun and as cold as ice.
Divinity, carved into something human by love all consuming, until it all bleeds away and they begin their dance anew, for as many cycles as it takes.
An eternity, if she must, of dooming this world of theirs to fire and decay for a glimpse of the being snared by their golden shackles.
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one of the things in my totk rewrite that im most confident about is removing the building gimmick (to put it in another game truly build around it, its such a waste here imo) to add the hookshot instead
everyone loves the hookshot, i have never heard anyone say they didnt like it
in a world like botw it would be a perfect fit- it adds a unique and different movement option while-
it does not destroy the world design (like the building aspect does, though the towers also need a different function, letting you fly anywhere and skip everything everywhere all the time, including puzzles in both shrines and dungeons, something like that in a world thats build around climbing and gliding WILL end up destructive to the world design without really careful changes and balances .. that absolutely werent done in the game)
opens up a whole new way to think and do puzzles in a way that wasnt there in botw
preserves the feeling of dread when high up or in the sky, since falling is still a danger even with the parasail ( bc removing almost all warp points up there makes the danger being loss of progress rather than the fall itself- removing the parasail as a whole for the entire game is not an option and it will always be a security to not die by fall damage, so there should be a different danger even if im usually not a fan of loss of progress pressure, the bird mechanic i mentioned in other post would also help you not lose everything even if you make a mistake)
it makes climbing easier WITHOUT making it obsolete or skippable, especially with adding the main way to get up to sky islands as islands to climb up via the hookshot, its just adds another way to interact with the terrain instead of .. not interactign with it at all, the range is still limited and you still have to cling to the wall and get down to shoot it again
it being built into links prosthetic shiekah arm makes it more unique both in looks and mechanic/narrative aspects so i dont think it would be boring to have an old 'item' reused in a new way, especially together with the rest of the abilities- like it being not an instant 'pulls you to the thing' but a reactivatable one instead (so you can grab things to move them if lightweight enough similar to ultrahand)
bosses can benefit from it too, imo one of the coolest things in twilight princess was grabbing onto a boss to pull yourself to and onto them, being able to do that even to smaller ones shadow of the colossus style would be so neat
grabbing onto something moving and not pulling yourself immediately to it opens up not just fun but also funny scenarios aka you being flung around by whatever you grabbed (grab on a dragon ...weeeeeeeeeeeeeeeeee- on a lynel ...'ragdoll chaos')
(with the removal of building and thus the majority of all the puzzles being fly thing from point A to point B not being a thing it also makes way for cool kinds of ways to get to the next sky island for example- a thought i had was making the reason they fly and are practically invisible from most angles being that they are swimming in a special kind of cloud that hides them due to breaking of light in certain ways withing them- thus hiding it from below most of the time, eliminating the problem of 'sky too full' which was apprently a reason why they removed alot of them too, and it would be incredibly fun to be able to poof into little clouds (they look a certain way so you know which ones you can swim in) also! lil cloud bridges between islands! a boat to surf on them high up in the sky! mario galaxy vibes!
probably more im forgetting
anytime i think about the hookshot mechanic i get so sad bc i just keep imagining how much you could have done with in totk and desperately want to play that :U
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