I think a lot of things because of that Au mine that I don't know how to do but the point is this I think that the decision to be a consulting detective is something that did a lot of good for Holmes in many aspects of his life but I think one of the most relevant was in improve the relationship with his brother.
Personally I don't think they have a love / hate relationship or a strained relationship for siblings who get on badly in the canon are the Watsons.
For me it is more than anything a matter of characters: Mycroft does not is someone who shows his affection in an explicit way and although Holmes has very sweet moments and gestures from him, he also does not have the habit of being like that expressive.
So the Holmes brothers get along; In their childhood it is not crazy to think that who first develops his observation / deductive skills is Mycroft, in fact it makes sense and with things like the Diogenes club it is not so crazy to say that he is a lonely and lives in his own way but then there is the little Sherlock.
According to the case Gloria Scott Holmes considered his observation and deduction skills at that time a simple hobby. And he was seen as an aimless young man but why would someone develop such a strange hobby? I think the answer is that little Sherlock did it to get closer to his brother mainly and if he continued with that it was out of his own natural curiosity.
The point is that Mycroft is the first to be different if we deviate to a somewhat queer perspective. If Mycroft is the first who knows that he is different, maybe many of his attitudes are to protect himself; observing the people around, being able to do this from a seat, his search and acceptance of a position of power and imposing - politics isn't easy or light! -.
So his own little eccentricities are why his younger brother manages to form a bond with him, they bond over and maybe even one day he will be honest with Sherlock when SH realizes his own distinctions but his attitude is different, Mycroft points out that Holmes has the energy of the family and the desire to do fieldwork.
I think this again is a reflection of how they handle things, Mycroft does not want fights, he does not want direct confrontations, he wants to deduce everything from a chair, hidden, protected in his own sanctuary and with the assurance that if someone were to try to harm him. .. It would be complicated but Sherlock is different, he is there saying his name out loud when a dangerous criminal abruptly enters his home, he makes jokes after almost dying, he is the type who is not afraid of confrontations in reality. (Maybe in other areas yes, but in apologizing for being who he is? He is not afraid of being who he is) There is even something careless and reckless in his youth.
But returning to the subject, in addition to their own personalities, these different paths that each one takes are the only point that could have separated them; because these are two very different perspectives, it is not hatred or contempt just to grow up and belong to different worlds.
They would still have their little deduction games and a few visits but there would be an outside line until Sherlock Holmes decides to be a detective. What I'm going to is that in his youth he had many doubts about what to do with his life; we know he could be just a chemist, or an actor in the theater or a violinist or an underground boxer! but S. Holmes, thanks to Trevor's father, argues that what he likes to do, what was his first approach to his brother could be useful to live and help others.
If Sherlock had dedicated himself to something else I feel that Mycroft would have supported him but there would be some inevitable distance that is broken a bit when their jobs / life missions intersect as much as when Sherlock is a detective, we saw it in the Greek interpreter, from time to time Mycroft helps him solve cases or guides him in the matter! In stressful and difficult matters that Mycroft faces in his work, he can directly request Sherlock's support and even see how he solves that complication in his life!
I think there is something... there at the bottom of how both have improved their relationship by ending up in two parallel paths; each one is different but from time to time they cross paths and meet and it's cute.
I just had a GALAXY brain idea, Rincewind says that his mother ran away before he was born, right, which ISN’T POSSIBLE
… if she’s cis.
This scene is so good I really love it so much, the blocking and shot composition is great, and tense and I love it.
The way Deckard subtly recoils in disgust
And Silco juuuuuust sliiiiiiightly turns to him and it's like... dude you said the wrong thing.
I LOVE THIS SHOT framing it through the blood-spattered, cracked glass? Amazing choice. And the body language is so good. Only Silco can feel predatory while standing perfectly still and unbothered.
"Power" Silco spits. I made a post earlier commenting on how Arcane uses spit, it's gross. And they do this with Silco a lot. He's icky, he makes your skin crawl. And it was a good choice, because Silco is charismatic and the grossness counterbalances that, it maintains this unsettled feeling about him. If you're starting to like SIlco it helps keep you ambivalent towards him, because ew.
And then yeah this shot is just super cool
Was Reed’s dad shitty?
Oh, he is INCREDIBLY shitty. But it’s important to understand the specific type of shitty Nathaniel is because a lot of who Reed chooses to be as a father and husband is in direct opposition to Nathaniel and his truly terrible parenting choices. If Nathaniel ever has to choose between the greater good and his own son/his son’s emotional well-being, he’ll always choose the greater good. So Reed is determined to be a great, present, caring dad and husband and to always put his family first because he knows how much it fucking hurts when your dad DOESN’T put you first. This is why it annoys me so much when people try to argue that Reed cares more about science and the greater good than his wife and kids….no. That is his father. Reed goes to great lengths NOT to treat his wife and kids that way because he knows firsthand how much it hurts. For Reed, family comes first, before anything. And he has ACTUALLY SAID that his dad is why in canon, in this letter he wrote to Sue the day he became a father:
I want to be a good father, Susan. The best! I want to have a close and loving relationship with my son. The kind I could never quite achieve with my own father! But I’m going to need help. You’ve always been the stronger and more focused one of us, and I’ll forever count on you to keep me on track.
Fantastic Four: The Legend (x)
It annoys me when people ignore this. But anyway, time for:
THE STORY OF NATHANIEL RICHARDS, AKA HOW TO CONSTANTLY ABANDON, DISAPPOINT, AND ALIENATE YOUR FAMILY
Reed’s mother died when he was about seven years old. Meaning that Nathaniel is Reed’s only surviving parent, for all the good it’s done him. Nathaniel stuck around for a couple of years after his wife’s death, but then he began his lifelong habit of abandoning his son when he joined the Brotherhood of the Shield and ran off to protect time and the universe with Howard Stark, another shitty dad (although Howard just straight-up faked his death and said he was never coming back while Nathaniel at least felt bad about abandoning his teenage son…but also he still abandoned him). Nathaniel gives Reed a bullshit speech before he goes about how he wants Reed to be a better man and father than he is, which basically boils down to “do as I say, not as I do, aka I know abandoning you to protect the world is wrong but I’m gonna do it anyway.” UGH. Little Reed clearly is not okay with his dad leaving, possibly forever. His dad goes anyway. From Fantastic Four v1 #572:
Hickman’s Nathaniel, for the record, is largely considered the best/nicest version, and look at him…HE IS STILL AN ASSHOLE.
Cut for length.
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love ur hk designs! how did u come up w/them? do u have any notes?
aww thank you so much anon !! i DO in fact have notes but theyre a lot so [cracks knuckles] lets go thru this --
i love designing and humanizing characters as its a real fun brain exercise and such, but humanizing the hk characters has really given me a lotta gusto that perplexes even me ?? either way im not complaining its very fun and im glad to elaborate on all (bc its a bit much) the thought that went into these!!
Image Description: Digital art of humanoid Hollow Knight Characters. Quirrel, Hornet, the Knight, and the Hollow Knight are all hanging around a bench and looking at the camera. The Knight is sitting on the bench, their legs dangling off, and holding their helmet. The Hollow Knight, all bandaged up, is sitting on the ground but leaning their head on the back of the bench. Quirrel is standing and leaning on the bench back, making a thumbs up and smiling a big smile. Hornet is also standing, though she rests three of her hands on the bench with an unimpressed expression. End ID.
in this post i’ll be talking about inspirations and show off the designs of the knight, hornet, quirrel, thk, the dreamers, and some less polished higher beings designs -- and go over it all with my neverending commentary! everything's under the cut in order to spare y'all's dashes LMAO
one must begin with groundwork. try to figure out what aspects of the character you want to be most important. do you want their silhouette to be immediately recognizable? are you inspired by a particular time period or region, or want to set it in that time period or region? do you want to prioritize colors? are you willing to let go of silhouette / direct visual relatability in lieu of emphasizing personality in the little details of appearance? try to strike that balance and see what is to your taste.
you should also consider how seriously you want to take things. will you consider things down to material and essentially fabricate hallownest's textile economy or do you just want to ball off of vibes? (i like incorporating historical garments and feels into things because i think they're neat, but i do get silly here. maybe i'll bow to my inner desire to ground everything some day and take another stab at, well, all of this.)
there are some things you can easily render turning bug to person (as i love diverse face shapes so you’ll see a trend of pointy in game, pointy here) and some that are much harder. either you can go for what is straightforward and easy for someone to be like “oh hornet head shaped mask! that must be hornet!” or you can not do that! your humanizations, your rules. hollow knight has a very simple, curve and shape-based art style, so you can incorporate a lot of subtle details on that! you can also do any other motif and really lay into it -- if you look at my monomon i have all these that are jellyfish-esque: her gown shape, her choker, her braids, the embroidery on her gown, etc.
or you can ignore all my advice and do what you want! i’m not the boss of you.
so , FIRST THINGS FIRST: aesthetic inspirations ! i did a few passes based on a variety of regions but i decided go with a pre-modern era european influence, largely because of the general influences and vibes i saw in the in-game architecture and appearances for things and places. i decided to land my inspirations anywhere from the 1500s to late 1700s / veery early 1800s, though im just aiming for fantastical with a heavy side of inspiration.
i decided to have individuals from before the fall of hallownest have look inspirations from Later in this time frame with those after being Earlier to get this kind of ‘technology and society has backslid’ idea. that, and because i thought the aesthetics of later monarchist europe -- l’ancien regime and all that, if you will -- quite fitting with hallownest right before its fall. because of this extremely broad time frame (300 years!) and also me just generally not trying to be concerned with ‘historical accuracy’ as this is both non-historical and very fantastical, there’s going to be a mess of silhouettes and such -- though i do love a rich deep dive into history, this is a time for fantasy fun and nonsense :-)
i decided to constrain myself with a few internal rules: one being the inspirations i draw on, and another main one being regarding masks. i decided to restrict mask wearing to as little as possible -- no shade to people who include masks in their gijinkas! i think they look wonderful with them And are lore relevant! but i felt like me, personally, using masks would keep me at times from being at the very top of my design experimentation game. so, as a little sort of fun challenge, i’m keeping away masks as much as possible in these people’s everyday wear. this means it is harder to keep silhouettes, but my priority is less 100% sticking close to silhouettes (though that is something to consider) and more evoking enough motifs and such to where they’re recognizable.
SO LET’S BREAK DOWN SOME DESIGNS!
Image Description: A reference sheet with various views of a humanized Knight. They’re a pale little humanoid thing armed with a shortsword, their skin and hair that same color of off-white, and always maintaining that same wide-eyed, small-mouthed, and neutral (yet almost determined?) look. They’re dressed in virtually rags from neck to boots, and all dark colors - navy blues, greys, dark brown leather, and even the deepest blacks. Charms are studded to their outermost cloak (and there seems to be a pair of vestigial, black-soaked wings under said outer cloak). They have a flat, square face, and a flat, square nose, though their corners are blunted. Their hair should be straight but it has gone long unbrushed; it stops in bangs at their forehead then cascades to their chin, where it hugs their jaw, especially at two points on the left and right where two ticks stick out on each side.
They can be seen also wearing headgear: a chainmail hood with old, yellowed horns poking out at either temple. They are also shown with their hair up in a little bun, or in two pigtails remniscient of their canon horns (one can thank Mato!). There is a little drawing of their exposed arm, showing how all their joints are harshly segmented, as if an insect or porcelain doll. In the corner, their dark shade chases after them. End ID.
an idea i wanted to play with for the knight -- and any of the vessels, for that matter -- is that of the uncanny. they are almost human! (as im approaching these humanizations with the idea of ‘human au’ and less so ‘everyone must be humanoid’, the higher beings are markedly less human here. ill get to that in a bit.) i decided to go for the concept that the knight is a living porcelain doll -- hollow, white, uncanny. they’re probably not shiny -- their surface probably feels like it was once porcelain smooth but is now ever so slightly abraded -- and theyre also not LITERALLY a doll. they do have a crackable exterior, yes, and are hollow, yes, but their segmented joints and such are less ‘doll’ and more ‘insect exoskeleton segments’. thank their dad (though i always thought he was more of a tapeworm / platyhelminth. but that aside--)
them being this humanoid non-human lends to some fun details! this is an example i like but is extraordinarily hard to communicate thru just stylized art: their eyes cannot close as they have been ‘carved’ that way & their pupils are just a hole into their void interior, and thus if you look at their face at an angle or profile you can see a little ridge / rim of the thin layer of their eye-white ‘porcelain’. they are also virtually dressed in rags, though the bottom cloak layer of those rags are wing-shaped, but still vestigial w/o the monarch wings, like in-game. and the two little hair-ticks on either side of their chin are meant to evoke their horns! :-)
Image Description: Various views of a humanized Hornet. She’s a thin, lithe person, with a long thin face wider at the top than the bottom and a thin chin. She has four eyes, and four arms. She has brown skin, with the exception of a patch of pale skin in the shape of her canon head right over her nose, with the ‘horns’ extending up into her scalp. There’s a flash of white coming from her forehead amongst her curly black hair, which is tied back into a bun by a hairtie shaped like two lightly curving pale horns. She has a long and pointy nose with a thin bridge, but it is crooked slightly. She largely has an unimpressed and stern look on her face.
She wears a bright red cloak with three weaverling buttons on the front, and white embroidery on the collar, back, and hem. The design on the back is a heavily stylized spider: a round body of eyes, with floral arms extending out from the junction between the body and the curving leaf-mandibles. Underneath her cloak she wears a white top with gold embroidery down the center (that goes up her neck to the underside of her jaw, and can be optionally decorated or plainly wrapped in white) and a bodice that is black on the sides but gold and white in the center at her torso. Tied to her belt is a silver chatelaine with sewing supplies. She has red puffy sleeves, slitted to show white fabric showing through, and black forearm-length fingerless gloves. There are a few more sketches: one of her with a double-horned hennin (her formal wear, maybe she wore when young), one of her as a child shouting excitedly for her ma, and a tiny her standing unimpressed next to a wide-eyed Knight. End ID.
hornet was kind of difficult, particularly because… of her head shape… but i fired out several solutions! the double-horned hennin (the funny two-cone hat) is from history, though the idea was scrapped as i imagine hornet in the present, as you see her, would not be of a mind to wear such finery. thus, i decided to give her a hairpiece shaped into horns, to evoke that silhouette. much more practical. (same idea goes with her patch of pale skin.)
as i mentioned this is a not-strictly-humans scenario, so i decided to splurge on the weavers and spiders and give them some differing anatomy, ie some extra arms and eyes. as a treat. i havent entirely sussed out (lol) the exact logic of her wear -- turns out making real things fantasy makes them, construction-wise, rather odd -- and is always subject to change. hornet wears things rather simple, for practicality reasons; and though her outfit is highly fictionalized (lmao) her garments under her cloak are somewhat based off of the portraits by cranach the elder. (all weaver clothings generally would feature repeating shoulder puffs. not leg-of-mutton style, but moreso in the image of the 1530s-40s. you'll see this more on herrah.)
the knight is a bit too ’young’ to have these features be quite apparent so they are the exception, but the trend with the ‘pale lineage’ is that of very pointed chins, long faces, and thin long noses. you'll see this on the hollow knight and the pale king, and you almost see this with hornet. she is still somewhat her father's creature, though he was never quite in her life.
Image Description: Various views of a humanized Quirrel. He's a portly brown man (with warm-toned skin) with a squat (but not comically so) face, a pointy and stick-out nose, freckles concentrated around the top of his nose and where his eyes meet, relaxed, monolidded black eyes, and straight black hair. His hair falls short onto his forehead and comes down his cheek in sideburns, but is pulled back into a low bun -- though it is usually covered by a dark grey-blue headscarf. He has silver plate armor on his upper body, upper arms, and over his thighs, with a sash winding 'round his waist and holding up his scabbard; he too wears long black gloves, and thigh-length leg gaiters over brown breeches. Covering his neck is a white neck stock. He has a bit of a hunched posture, his hips and neck both leaned forward; his belly is well-rounded, and his long legs are rather spindly.
He is also seen younger, before the fall of Hallownest. Here he has less wrinkles, though his face is much the same. His black hair is tied back in a headscarf (though actually short here); and he's clad in a segmented grey coat, high collar with a white cravat, green vest with rich gold embroideries, high knee stockings covering brown breeches, and over all that a segmented cropped tailcoat. He dresses pretty well, as befitting his station -- but not as well as he could (science gets messy!) End ID.
Image Description: Various views of a humanized Quirrel. He's a portly brown man (with warm-toned skin) with a squat (but not comically so) face, a pointy and stick-out nose, freckles concentrated around the top of his nose and where his eyes meet, relaxed, monolidded black eyes, and straight black hair. His hair falls short onto his forehead and comes down his cheek in sideburns, but is pulled back into a low bun -- though it is usually covered by a dark grey-blue headscarf. He has silver plate armor on his upper body, upper arms, and over his thighs, with a sash winding 'round his waist and holding up his scabbard; he too wears long black gloves, and thigh-length leg gaiters over brown breeches. Covering his neck is a white neck stock. He has a bit of a hunched posture, his hips and neck both leaned forward; his belly is well-rounded, and his long legs are rather spindly.
He is also seen younger, before the fall of Hallownest. Here he has less wrinkles, though his face is much the same. His black hair is tied back in a headscarf (though actually short here). He has a couple possible outfits: a more realistic one, a dark greatcoat with multiple capelets over a sky blue waistcoat, high collar with a white cravat and pin, high black hosen with brown breeches; and an alternate one: a segmented grey coat, high collar with a white cravat, green vest with rich gold embroideries, high knee stockings with brown breeches, and over all that a segmented cropped tailcoat. He dresses pretty well, as befitting his station -- but not as well as he could (science gets messy!) End ID.
quirrel was both easy and hard. to mimic his segments i decided to give him plate armor -- reasons for this are fairly obvious i imagine LMAO (segments!) (though his armor isn’t based on or accurate to any particular armor style. this is because i do not like drawing armor.) for his outfit pre-fall of hallownest, i gave him some breeches and leggings, as is typical for his very regency / turn of the century inspirations, but those give him the effect of white legs. to sort of mimic the black legs he has in-game, i instead gave him black thigh gaiters! i could have gave him long boots (and i imagine he did have a pair) but 1 i liked the gaiters more 2 i forgor :(
a fun little add-on eagle-eyed viewers (?? i feel like a youtuber saying that) may spot is that the brooch on his neckcloth is an isopod shell! in some illustrations i draw this brooch directly on the cloth / above the knot and not on the draped part. no man would wear a stickpin / brooch like that on his tie in real life. i just don’t like drawing knots. younger quirrel also features more teals and greens in his design, along with gold accents, to fit more with the archive’s colors. (even in the present day, hidden under his headscarf, he uses a green ribbon to tie his hair back.)
honestly, he and monomon were the main reasons i decided to extend the period outside of late medieval. it’s their fault! not only did monomon fit really well to the dress silhouette of one of these later decades, but i really wanted quirrel to have a napoleonic / regency feel. this is largely because with the enlightenment there came the rise of natural philosophers and the scientific sorts of fellows, which have become sort of their own iconic archetype in the public consciousness (and in fiction. stephen maturin my beloved.) i thought that would fit him well, and so i went for it.
Image Description: Various views of a humanized Hollow Knight. They’re a very tall and svelte hollow humanoid, almost gangly in their proportions. They have a very elongated face with a straight, aquiline nose, large almond-shaped eyes, and a permanent expression that is all at once solemn, neutral, and melancholic. They look a lot like their father. They’re pale white on their skin and hair -- hair that is parted in the center at the forehead and tucked behind more hair, which cascades down to their torso when not tied up. Framing their face on either side are two slightly shorter bits of hair with three little spikes on each.
As the Pure Vessel, they stand straight and tall, completely cloaked in deep grey cloaks and holding a broadsword in firm gloved hands. Over their cloak is pale silver-white armor, with three-layered spaulders, a cuirass, and a helmet with large horns. Holding the Radiance within them, their cloak is torn and their armor and helmet are gone, with their hair splaying out loose. One of their boots is missing, exposing a segmented leg. Their right arm is gone, and a crack runs down their face down their forehead, into their eye, and down their cheek, exposing a bright yellow light from within. Still, they clutch their sword. In a corner of the image a tiny Hollow Knight looks with wide eyes at an even tinier, shouting Hornet. End ID.
the hollow knight’s design was fairly straightforward as i had figures out their siblings before them. even their armor -- which has been pointed out to be largely ornamental and they do not actually use it when fighting -- was easy to transpose. i was, admittedly, trying to avoid helmets (especially those that completely cover the face, though their’s isn’t) largely because i just dislike drawing them, but i felt i really HAD to with the hollow knight and so i just went for it !
i purposefully gave them a sort of gangly and out-of-proportion feel to them -- i like to think their grace is that of a stick-legged bird, like a heron or flamingo... someone stretched them in taffy help! /j but it also speaks to their true delicacy and fragility - both emotionally and literally. they’re a perfect hollow creation, but could very easily fall... or something like that !
but-- yeah, as i mentioned earlier, their design was a natural conclusion to come to from that of their relatives, so there’s not much new to say about them!
next, let’s look at the dreamers!
Image Description: The three dreamers, standing primly. In order from left to right there is: Herrah the beast, Lurien the watcher, and Monomon the teacher.
Herrah is a tall brown and broad-set, wide-shouldered woman. She has six eyes and an aquiline nose, and curly hair; on her head she wears a horned metal helmet and a dark blue bandanna covering the lower half of her face. From her neck there is a waist-length dark blue-grey cloak that cascades out behind her back. She wears a pale grey-blue doublet with a full skirt; on her arms there are rows of pinched pale fabric to look puffed, and her forearms are covered in dark grey fabric to the knuckles. She has striped grey spanish breeches and black hosen and shoes. One pair of arms is crossed, the other pair of arms rests on the hilt of a thin sword.
Lurien is a short brown man with an upside-down droplet shaped head. He has very short wavy hair and a long straight nose; a large teardrop shaped mouche is placed at the bridge of his nose and between his eyes. He has a navy blue cloak draped over his entire body; underneath he has a white circular millhouse ruff that hugs close to his neck, a black doublet, black breeches, and white hosen. He has two strings of beads: around his neck with a king’s idol, and in his hands -- which hold each other -- with a silver pomander.
Monomon is a tall black woman with an oval-shaped head, a wide nose, and a long, thin neck. She wears a rather unadorned teal gown with a wide, almost bell shape skirt, split down the center. At the top of the bell meeting the waist are two layers of teardrop shapes in light cyan fabric emitting out, similar to those on a jellyfish. At the bottom of the bell are more cyan embroideries, this time of floral motifs in the general shape of jellyfish. Her sleeves can either be puffed (for inaccuracy but design fun) or unpuffed (for accuracy) and then drape to the elbow, and she wears forearm-length white gloves. Her stomacher is green, with lighter green designs: four eye-like ovals, two smaller ones on top of the larger ones, with floral decorations around them. She has a dark blue headscarf, but seen coming out of it are four braids. End ID.
first to clarify: monomon’s braids are floating so you can see her gown easier! it’s not literal :-) second to clarify: in this sort of little half-baked au-thing i decided to make their masks a part of the spell. that is, their mask is one of the seals binding them to their slumber, and all that good rot. this means they follow my no-mask rule when not sleeping AND their masks remain relevant (namely, quirrel taking monomon’s mask to her.)
the dreamers are all based off of different centuries and it is pretty easy to tell with them standing side by side, hah! hell, they even go in order: herrah i largely based on the 1500s, lurien the 1600s, and monomon the 1700s...! that was unintentional.
herrah largely has this kind of puffiness to her body segments in the game, and so my first thought was immediately: 1500s style puffs. the sleeve puffs (as also seen on hornet, and they were often slitted. think the og disney snow white!) and also the very wide and puffy breeches (which i always thought were hilarious). unlike hornet’s hairpiece, i gave her a helmet to show her horns! i felt it fit her more than it did hornet -- maybe it’s just me, but i feel like hornet wouldn’t be one for metal armor. in formal or dressy wear she likely switches the helmet for a headdress like a hennin or escoffion.
however, i am feeling not 100% satisfied with her design as it is right now, though i do think it works on the levels of thought i put into the other designs. i dunno! i’ll change it when i feel like it -- such is the nature of these :-)
ngl i put the least effort into lurien out of the 3 dreamers… sorry king i just don't care much about you comparatively… im pretty content with his design though! i decided to base him off of the more subtle and understated north europe fashions, as i felt they’d fit him. however, the bigass ruff is the biggest staple of this design for me (in my mind at least!) it’s drawn from the period and it also introduces a big round shape into his general design (when his in-game design is literally Round + drapey cloth LMAO)
i decided to have him wear largely black to show status! normally in this time period richer folks would wear black - which may seem odd and plain to us but is rather telling of status as rich, deep black is quite hard to dye. however i still gave him a dark blue cloak to more allude to his ingame design.
i imagine he is devout from the few bits of in-game characterization we get -- hence the idol. he also has a pomander! they were medieval scent-objects thought to keep away miasma, or plague air. (they contained strong scents! it was for the same reason plague doctors stuffed their beaks with herbs: good scents keep away bad air! or so they thought.) i draw people with them a lot -- i just think they’re neat things and one of my favorite medieval objects :-)
as for the thing on his face - a mouche! what are mouches? i recommend you watch mina le's wonderful video on the subject -- she could explain it far better and in a more entertaining way than i.
i had SO MUCH FUN with monomon! (and i think that’s easy to see, hah!) dresses and gowns from the latter 1700s (though not yet regency like quirrel is -- dresses got kinda tube-shaped in regency) really do give the look of a jellyfish bell. a thin waist (comparatively speaking from the wideness of her dress -- though one can also look to the corset) would mimic monomon’s sort of thin neck (??) you see right before the grey-blue cloth in her in-game design. and since she isn't wearing a mask here, i put the imagery of the two pairs of eyes on her stomacher instead! wide puff and then pinching / thin segments is kind of the theme of her entire design - in her dress, in her sleeves (though it's innacurate and also optional tbh), even in her neck and head. sort of bowling ball -esque i suppose! (sorry monomon.)
her braids being similar to her tentacles was an idea i believe inspired by @valdotpng 's depiction of her, and it's a great idea ! another allusion to jellyfish is the four little oval shapes i put on the skirt of her dress, to mimic that on jellyfish. (those are, in fact, their gonads.)
i haven’t drawn them, but if you or i were to draw them while in sleep then there would be cloth completely covering their shoulders and up, and the mask over where their face would be. just like in game !
last but not least i have some tentative sketches of some higher beings !
Image Description: Sketches of some higher beings.
The Pale King is a segmented worm with several rows of arms; he wears a rather simple white robe with embroidered trim. He has a svelte, high-cheekboned face, with a long aquiline nose and long straight hair with some pulled back in a bun -- his entire surface, skin and hair, is entirely pale white. Atop his hair he has a spiked crown. However, that human face is a false magical add-on; this ‘face’ is detachable, with the true head and mouth at the ‘crown’.
The White Lady is a large tree-woman; she has a oval face and delicate, pointed nose, but out of where her hair would be if she were a human extends out innumerable tree branches out in every direction. from the branches and to her face and downward are dignified wrinkles of bark. She is, however, restrained and bound in magical cloth.
Unn is a large hunched woman, her form covered almost completely in water plants that droop down to the lake she comes out of. Amongst the shadows of the fronds peeks a weary smile, though all else is covered. However, out of the plants peeks out two eyes on stalks. She is smiling down at a very small Knight.
The Radiance’s face is entirely obscured in darkness, and long hair flows down from her sun-ray crown. Out of her back come countless moth wings, large and small, each one covered in countless eyes of various sizes, though the lower wings turn into longer ray-like fronds. From under the wings comes a long-nailed hand, which is held up to her hair-covered chest. End ID.
outside of the pale king and mmmaybe the white lady im rather unsure about these...!!! radiance i’ve barely thought about -- so ill have to work on her a bit more ! this is more of a sketch of general motifs and the direction i wanna go in
as aformentioned i wanted to take more non-really-human designs for the gods. they’ve just got a different spin on their in-game motifs, with ‘humanoid’ added to the blender as well. for example-- the pale king is still the rather insectoid-wormoid-wyrm that he is in the original, but what he is trying to do here is appear like that of a man and not a common bug. (an extra thought tidbit: the lines on his face and wyrm body are meant to evoke the seals of binding, though they’re rather simplified here they’d be more detailed in an actual polished picture.)
since they aren’t meant to be human we get fun stuff like literal tree woman white lady, and all that !! it’ll be fun to think some more on it.
NOW, that’s it for the characters for this post! i’ll go over more if people want ‘em lmao but i cant let this post go on forever HAH....
a few more scrap thoughts:
1 there is a common thread amongst Hallownest clothing, despite the decade differences, that i want to keep in mind when drawing these characters, to maintain consistency and believability that they're from the same region. the main thing is embroidery and just general decorative choices! i’ve tried to involve a mix of straight and curvy lines (heavy emphasis on lines in these designs in fact) along with floral motifs. though not a direct inspiration, try thinking about the motifs of real life period decorations, paired with the swirling curves balanced with geometric / curved / straight lines of the ui menus and such in the game !
2 hallownest would still have insectoid iconography in its art and its architecture -- the gods they worship are still rather insectoid, after all. and there is still no reason they wouldn't use insects in their iconography the same way european cultures have historically used bird and mammal motifs. as for what their architecture would be -- i think in game is a perfectly fine, but also i’d tentatively throw the dart at gothic with some dashes of late romanesque.
3 my art, me drawing these designs, is horribly inconsistent. that’s fine with me!! these are all for fun -- i think putting metric tons of thought into these are fun, as much as i think making tweaks depending on how i’m feeling is fun.
with ALL OF THIS IN MIND… i bid thee, reader, adieu! i hope you enjoyed my ramblings! id love to hear your own thoughts about all this and feel free to ask me questions about characters i haven’t mentioned here, an aspect you’re curious about, or anything at all! hopefully it made sense! (and if you wish to and are feeling either exceptionally charitable or exceptionally inspired, i give my express permission to draw all these, just please @ me so i can see it! i’m bad at social media so i don't like, check tags and stuff.)
:-) <3
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#silcowasright
I have a theory about Rincewind. We all know that Esk is the female Wizard but narritive convention would dictate that she have a counterpart. What if the reason Rincewind isn't good at wizard magic is because he's more suited to witchcraft then wizardry? Has anyone talked about this before? I want fanfiction of this...
“I can’t be having with this,” Granny said, each word sharpened to points and enunciated with the accuracy of a champion knife-thrower outlining an unlucky target. Her glare was focused like a laser. It looked as though it could shatter rocks and burn cities to the ground. It was only slightly undercut by the enormous array of novelty candles that adorned Nanny Ogg’s mantelpiece. Rincewind, the unfortunate soul in her cross-hairs, shrank a little deeper into his armchair. He rather felt he couldn’t be having with this either, and tried to say so, but the old woman’s look seemed to have fused his tongue to the roof of his mouth.
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Something that really stuck out to me in Coco is how Ceci and Chicharrón are implied to have helped Héctor multiple times with his harebrained schemes. They’ve been giving him important objects (Cheech lent him a FEMUR for crying out loud) even though they know they’re likely to never see them again, and though they’re clearly annoyed that their stuff is missing, they just… keep doing it???
Knowing Héctor‘s personality, and how well he treated a boy he knew for less than 12 hours before he even found out he was family, I can’t help but think that on the 365 days when it isn’t Día de Muertos, Héctor is an absolutely fantastic friend. That he’s loving and caring and goes out of his way to help Ceci and Chicharrón and his Shantytown family with anything they need, not just because he needs something in return. So by the time Día de Muertos comes and Héctor is desperate to cross the bridge again, his friends don’t help him out of pity, but rather because they genuinely like the hopeless goofball.
I dunno. Got me thinking. Héctor is a good and people like him. And now his family likes him too. That’s always a good thought.
Lieutenants’ working space, coloured
More Undertale thoughts:
Am I the only one who’s a bit confused when Sans is made out to be this great, chummy guy?
Out of all the main characters (except Mettaton I guess) he acts the least friendly towards you. Undyne tries to kill you at first, yeah, but she’s never seen a human before and she’s just trying to do what she’s been told. When she’s had a chance to hang out with you she turns right around and is more than happy to talk to you. Toriel takes care of you with no hesitation, because that’s just Toriel. Papyrus and Alphys quickly find out that you’re alright and are happy to chat and share their thoughts with you as well.
I can’t recall Sans ever doing anything like that. He helps you out in the beginning, but it mostly seems to be to make Papyrus happy and pull some stupid pranks on you. He only really talks to you twice - At Grillby’s and at the restaurant in the MTT Resort. Both times that seemed to me to be with the intention of getting some information out of you and figure out what kind of person you are. He asks you some questions, says what he wants to say and then he just leaves. He never really talks about himself other than to say things that are obvious or that the other characters will tell you as well. He’s lazy, puns are great, Papyrus is cool, yadda yadda. The other times you meet him he just “happens to be around” and maybe he’ll comment on something you did or say something funny, but he isn’t really helping or cheering you on.
All in all he doesn’t seem very interested in being your friend. It didn’t seem so weird to me on my first playthrough that he’d tell you he had the intention to kill you if it weren’t for Toriel, since I actually killed Toriel (didn’t catch on to the fact that you can spare her). But he says the same thing even if you haven’t hurt a single soul. That’s.. pretty uncalled for? Especially at that point in the game. If it was meant as a warning, he’s putting it out there way late. So I don’t know what to interpret it as, other than sheer spite.
And that brings me to the fact that I’m 100% sure Sans killed at least one of the other humans who fell into the Underground. Apart from the old characters (Toriel, Asgore, Gerson) he’s the only one with any real knowledge about humans. He’s certainly capable of killing a human. He’s following you, and again, he did outright tell you that he wouldn’t hesitate to kill you. Causally, like it was something he’d done before. How else could he sound so confident about it?
But if he did, if he really did help kill the other humans, nobody appears to know about it. So did he act on his own? And why? We know so incredibly little about Sans that everything just becomes guesswork, based on small hints and offhand comments.
I also fully support the theory that Sans used to be a scientist, because there are simply too many hints pointing in that direction for it not to be a thing. The -most- suspicious one is in the pacifist ending, where everyone is gathered before leaving the Underground. In one bit of dialogue, Alphys will make a pun before Sans can and then she laughs about how she knew he’d say that. To which Papyrus says that he didn’t know Alphys knew Sans and Sans just brushes it off with a “doesn’t everyone”. Papyrus! Papyrus who otherwise knows pretty much everything. Why is it a secret that they know each other? Was Sans also involved in Asgore’s shady science experiments? Did he also have a hand in researching Determination? Is that why he has some of the same powers as Flowey? Because really, that’s just what Sans is. A “Flowey Light” - Not quite aware or powerful enough to break out of the game world entirely, but enough to be able to mess around with things.
Sans is… complicated. I’m definitely not saying he’s malicious or unfriendly either, but he’s extremely reserved and when he watches you like a hawk throughout the entire game, I don’t exactly think it’s out of concern for your wellbeing. He might take a liking to Frisk in the end too, but never like any of the others do.
For his surprise value and importance to Undertale’s themes and his incredibly subtle writing I think Sans is the best character in the game, but also because he isn’t just a great, chummy guy. He does an admirable job of keeping his comic relief act together, but here and there the facade cracks and what’s underneath isn’t all that pretty. I kind of wish there had been shed a little more light on all the baggage he’s obviously dragging around, but then again, maybe it’s another strength to his character that we’ll probably never know. Let the little skeleguy keep his secrets I guess.