Yall know whats crazy? I grew up in an actual haunted house lmao. Most of my friends wont even come over to my moms house now a days. My roommate hates it there
The phone is literally not plugged in to anything (it’s an older style that isnt wireless) and it will ring. And I mean it’s not plugged into the phone line or power.
Old clock chimes. Never mind that the chimes r just sitting in it not strung up.
Locked out? But that door is a deadbolt?
Ah yes the person who is standing in the kitchen looking out the window. Never mind that the sink and counter are in the way. (Got a photo of this one but the ghost only remained in it for a year before it disappeared)
Foot steps behind u in the hall? Don’t use the end bathroom then cause u will have no privacy. One of my friends had the door open then close while he was in there smh.
Random shadow hand covering up tour phone screen? Time to leave.
Don’t bring keyboards in this house if you aren’t ready to see them type. Don’t being computers if you don’t like the blue screen.
Do not sleep here unless you are ready to sleep like a coma so the ghost can’t wake you up at 2am.
Do not be here unless you are ready to be watched and never alone ( menacingly)
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WOW I FINALLY FINISHED THIS SET. There were a lot of things I wanted to get right for them so I took some extra time but hopefully it was worth it! The guild for this set is Cobalt Heart- a guild with focus on maritime missions, lead by (of course) guildmaster Neptune. There was no other planet I could've picked for his namesake lol. They're the guild I jokingly call the most jockish, but some moreso than others. I really do hope I did all the characters justice, but if you wanna know more about the individual members, it's under the cut as usual!
Name: Neptune
Name Origin: The planet named for the god of the ocean
Pronouns: He/him
Age: 52
Guild rank: Guildmaster
Weapon: Trident
Ethos (Power): Ocean wave (Control over water- stronger with sea water)
Flaw power is based on: Originally based on his overly relaxed go-with-the-flow nature, but since becoming a father and guildmaster he's matured, and his power grew from simple wave control to more powerful control over the ocean's water. Waves aren't always peaceful, but he's become someone who understands their power and the responsibility needed for it.
Notes: If it's unclear, the marks on his chest are meant to be top surgery tattoos, but in cool wave shapes!
Name: Triton
Name Origin: Neptune's moon, aptly named for his son
Pronouns: He/they
Age: 24
Guild rank: 4 star
Weapon: Twin sai
Ethos (Power): Ocean breath (Underwater breathing as well as other aquatic adaptions)
Flaw power is based on: His ardent wanderlust, especially in regards to the ocean. They literally cannot leave it alone despite any possible better reasoning, which is when it becomes a problem.
Notes: Was his other parent a mermaid or did they just do the fish thing on their own? The world may never know.
Name: Otrera
Name Origin: A trojan asteroid named after the queen of the Amazons
Pronouns: She/her
Age: 32
Guild rank: 5 star
Weapon: Brass knickles
Ethos (Power): Preflexes (Hightened reflexes)
Flaw power is based on: Her overly-guarded and cagey nature.
Notes: But her brass knuckles are pink so its quirky when she knocks your teeth out.
Name: Naos
Name Origin: A star whose name means "ship"
Pronouns: He/him
Age: 21
Guild rank: 3 star
Weapon: Modified crutches
Ethos (Power): Helm (He can change the direction of inanimate objects. It's not limited to projectiles, he can change the direction of objects while they're in someone's hand too.)
Flaw power is based on: His avoidant tenancies, especially where more serious responsibility is concerned.
Notes: Honestly? Joined the guild to boost his playboy status.
Name: Aitne
Name Origin: One of Jupiter's moons, named after the personification of Mount Etna, a stratovolcano
Pronouns: They/them
Age: 27
Guild rank: 4 star
Weapon: Spiked gauntlets and armor
Ethos (Power): Molten Core (Lava manipulation)
Flaw power is based on: Their brash and destructive nature.
Notes: Likes all their food to be charred.
Name: Ariel
Name Origin: A moon or Uranus, named after an air spirit!
Pronouns: She/her
Age: 16
Guild rank: 2 star
Weapon: Baton
Ethos (Power): Harmony (Perfect balance on anything)
Flaw power is based on: Her own difficulty maintaining emotional balance under stress
Notes: She's a gymnast! And even though I didn't make the character named "Ariel" a mermaid, you can still see a scale pattern in her leotard!
Name: Maru
Name Origin: A white dwarf whose name means "Sky." It's orbited by the planet Ahra.
Pronouns: She/her
Age: 18
Guild rank: 3 star
Weapon: Claymore sword
Ethos (Power): Sky walking (She is capable of interacting with air as if it were a tangible object, creating leverage for herself to walk and balance on as if it were solid)
Flaw power is based on: Her somewhat vain tendency to place herself above others
Notes: Complete and utterly confident she's the cooler twin
Name: Ahra
Name Origin: A exoplanet whose name means "Ocean." It orbits the star Maru.
Pronouns: She/her
Age: 18
Guild rank: 3 star
Weapon: Claymore sword
Ethos (Power): Wave riding (Creation and control of tidal waves to ride on, as if she was surfing them with no board. But she does have to be on them.)
Flaw power is based on: Her arrogance and recklessness
Notes: Completely and utterly convinced she's the cooler twin.
Name: Pipoltr/Pip
Name Origin: A star named for "a bright and beautiful butterfly."
Pronouns: Whatever really?
Age: 8
Guild rank: 1 star
Weapon: Giant lollipop
Ethos (Power): None yet!
Flaw power is based on: N/A. This doesn't mean they're flawless, but until their power develops they're really just here to go on fun little adventures.
Notes: This child hangs around with sailors all day long. The words they know....
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We all know none of the service managers are my biggest fans. That's fine. That's fine because I expect it. I've worked with men before, and men in construction are Even More of That.
The sewer manager came by my office today and ended up staying to talk to me for 35? 40 minutes? And that's not a surprise either - I'm a good listener, I'm good at asking questions (I think we've firmly established THAT, my friends!) people truly interest me, and you don't grow up with a dad like mine without learning how to handle men.
According to my Accounting friend, he walked back into the manager's office and was like, I just had the BEST talk with LM for the first time, and she's so great! (Accounting Friend: MORON. he would have known that 3 months ago if he had even bothered to talk to you!)
I say all this to say, that when he came BACK into my office around 5 pm and I was teacher-nerding out to one of the Production Coordinators about this (AWESOME) PowerPoint add-in that mimics the gamification of Kahoot (but IN THE ACTUAL POWERPOINT PROGRAM AHHHH!) (AND with a lower subscription rate!) I had relaxed my guard a tiny bit. Enough to include him in my enthusiasm/ bouncing around in my chair/ excla!mation! filled! sentences!
Which is when he said, How many kids do you have?
Me: zero....🤨
Him: And how many husbands have you had?
Me: zero....🤨
Him: *scoff* And this is why.
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I'd love to hear your thoughts on S1 of ST being a tragedy! No main character dies, so I never thought of it that way before
I mean, nobody has to die for a story to be a tragedy (at least, in the modern definition. I'm pretty sure '(almost) everybody dies' is a requirement of Greek tragedies and Renaissance revenge tragedies). But also, no main character dies in season one...if you take season one as part of a series. Which it wasn't originally conceived as.
I am not going looking for copies of the original pitch bible, because I am lazy, and also I only saw them floating around this webbed site. But the show changed a lot from the initial pitch (Joyce had a Long Island accent! Lucas' parents were divorcing! Murray was there and named Terry Ives! Most of what ended up in Hopper's character originally belonged to Mr. Clarke! The original pitch bible is fascinating). And part of the original pitch was a proposal for possible sequels.
The Duffers' proposal for a possible sequel was "It's ten years later, and Eleven is dead".
So that's the setup. Everything that came after season one was made up wholecloth after season one was a hit and people wanted more, but also people loved the adorable little psychic murder child (cue the Duffers shockedpikachu.jpg) and Netflix obviously recognised it would be a bad call to make a new season without her in it. So it makes sense to take season one as a unit, as a self-contained story on its own. You can also take it as part of a whole, but it makes sense to read it first as a complete story. Especially given the thematic drift of later seasons and the way they are...I'm just going to say it, each new season is very much added-on to what came before rather than being built on foundation that the earlier season(s) laid. It is very clear there was never a planned five-season story arc from the beginning. (This isn't necessarily always a bad thing, when it comes to sequels, but it does mean it makes sense to 'read' each season as its own thing.)
Okay, now that we've established all of that. Season one has one very clear goal, one very clear stake for the characters: save Will Byers from the Upside Down. (I like this. It makes the stakes both extremely high and extremely personal, it makes it very easy to understand each character's motivation, it also keeps the stakes grounded in reality. I like this a lot.) And by the end of the season, that goal is accomplished. So at first blush, you're right, season one doesn't look like a tragedy.
But when you start to unpack it a little, you start to see just how many important things were lost along the way. It's most glaringly obvious with Mike and El, with Nancy and Barb. The whole Wheeler family is fractured down the middle, with Mike and Nancy on one side and Ted, Karen, and Holly on the other, and Karen, who's been trying so hard the whole time to be part of her children's lives and understand what's going on with them, is aware of the ever-expanding gulf between them but will never be able to cross it, and will never fully know why. Hopper's finally managed to snatch a kid out of the jaws of death, save a woman he obviously cares about from the pain of losing a child, and Joyce has finally had someone believe her, support her, trust her. But it became blindingly obvious to me on my fourth rewatch that Hopper's plan, from the moment he went to leave the middle school gym, was always to trade El for Will. And that decision (and the fact that Joyce obviously understands that he did something to get the lab to let them go after Will, but she obviously doesn't dare press him on what) has broken her trust in him, and left him with what looks like an equally heavy burden of guilt as what he was carrying before. The lab stays open. The government gets away with everything. No one will ever know the true extent of the hurt they've caused.
And in the end, none of it even saved Will. He's back. He's alive. But he's spitting slugs in the sink. He's permanently marked by the Upside Down, and by trying to hide it from his family, he's putting a crack down the centre of them, as well. They're losing Will, just as surely as they had when they thought he was dead, just without him going anywhere.
And there's still a hole in the world.
The fragile bonds of community, the things that people share in common, the way catastrophe can bring people together and bring out the very best in them, are the major thematic threads woven through season one. Human connection is the only thing that can change what seems inevitable, the only thing that can bring back what's seemingly lost forever.
And it's still not enough to protect anyone from the random tragedy of the world.
The love was there. The love mattered. The love bent the entire course of the world around itself.
And it still wasn't quite enough.
If that's not a tragedy, then I don't know what is.
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