Escaped clone au
You know all those fics where Danny and Damian are twins but everyone first assumes Danny must be a clone? How about an au where Danny is Damian's clone who escaped the League after he was assumed dead. Damian could even have been the one to have "killed" him, back when Danny was a newly created, fully brainwashed clone minion and trying to kill Damian himself.
Danny gets adopted by the Fentons and canon goes on as normal, until Dan. Witnessing what would happen to the world should he turn evil really drove home to Danny how dangerous he is.
Even if he was confident he could be trusted with his absurd amount of power (which he isn't), what if the League of Assassins found out about him? Does he still have programming triggers from his evil assassin clone conditioning?
So, Danny does the responsible thing: he goes to Batman to turn himself in.
Cue Danny showing up on Bruce's doorstep with ghost hunting equipment, intel on the afterlife, and an almost unbelievable backstory. Somehow he still managed to be more well-adjusted than Damian.
More thoughts under the read more
Here's how I'm thinking Danny leaving the League went down:
After surviving his wounds but failing his mission, Danny (then an unnamed potential Damian replacement) knew there was no point in returning to the League. As a failure, he was meant to be disposed of. He even thought of simply allowing himself to perish, since that was what the League would do.
But he couldn't help but feel as though that would be a waste of a resource. Surely he could be of more use to the League alive than dead?
That tiny bit of rebellious logic is what caused Danny to go into hiding, only living on based on the off chance he would find opportunities to further the League's goals. Obviously, that mentality didn't last long after being exposed to the real world and meeting one Jazz Fenton.
Being adopted by the Fentons was the best cover Danny could have asked for, since any odd behavior he couldn't hide while he was learning how to be "normal" was totally overshadowed by the sheer bizarre eccentricity of his new parents. He was still the neighborhood weird kid, but even that was a major upgrade from disposable tool, so Danny considered it a win.
Anyway, if anyone likes this idea, please feel free to have at it! Interpret it as you please :)
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Hugging, Kissing and Cuddling HCs for König
I'm trying to see him in another light again after everything I've seen about him, so I decided I'd write something fluffy and nice for him. And then came the realization I never wrote some HCs like these for him in my original posts, so I decided I'd change that! He's Austrian, so naturally I have to love him!
When it comes to hugging someone, König is a bit hesitant. Considering he’s not the most physically affectionate person out there, it’s almost an honor to be receiving an unprompted hug from him. Whether his hugs are long or short depends on the occasion: If he’s proud of you for accomplishing something, then the hug will be rather short lived. Though, he might pick you up and spin you around until you’re dizzy. If you’re sad and need some comfort then his hugs could last a while. He’s not the best with words, he prefers to listen to other people, but if he knows a hug is what usually helps you then he’s willing to do so. Despite being a big and strong lad his hugs are surprisingly gentle, he’s worried about crushing you. He could put his all into them, but then you’d likely end up with a few broken ribs and he doesn’t want that to happen. König is also surprisingly warm, so receiving a hug from him is a rare, but nice experience. Although he does go rigid at the beginning, not knowing what to do, but relaxes into the hug eventually.
Again, he’s not a very physically affectionate person, but isn’t opposed to the occasional peck on the cheek or on your lips either. There is some anxiety whether you’d actually want a kiss from him or not, so he doesn’t kiss you very often, even if you do reassure him that it’s quite alright. He’s a bit tense at first when he presses a kiss to your lips, but calms down eventually. It’s especially bad during the beginning of your relationship, but he’s since gotten better at being calm about it. Since there’s a good chance he’s taller than you he loves giving you a kiss on the forehead. It’s a small but sweet gesture. He doesn’t need to bend down entirely to reach you but he still gets to be affectionate with you. However, if you’re on the taller side, or just as tall as he is, then he’d love to receive kisses to his temple from you. It makes him smile every time you do it. If he’s in the mood for receiving a kiss then he’ll lay his head on your shoulder and nudge you a bit. Or try to get his head in your closer vicinity. Kind of like that one bunny video where the bunny stretches to receive some kisses.
Cuddles with him are a bit more common than hugs actually. However, he refuses to lay down on top of you. If you’re shorter and weaker than him then there’s no chance he’ll put his weight on you, he’s just that afraid of hurting you. If you’re taller or just more muscular, then he might, but he’s still a rather heavy lad. Most he’ll do is put his head on your shoulder while you’re cuddling in bed and are both lying down. Although it’d be a lie to say he doesn’t want to be held. König is alright with being the one to hold you, but sometimes he would prefer to be the little spoon as well. That urge gets especially bad if you’re roughly the same size as him. Sometimes just nuzzling into your chest does the trick for him as well, though. Loves it when you run your fingers through his hair as he does so. Another thing he adores is you sleeping on his chest as he holds you. He gets to hold you close, he gets to protect you and he gets to doze off a bit himself, it’s bliss to him. Sometimes he leans down to press a kiss to your head and accidentally wakes you up like that. He feels bad about it and apologizes profusely, but does chuckle a bit when he sees your disheveled hair and your tired expression that shows you just woke up.
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mission launch for minkowski's crew was in march 2013. ostensibly, they were put through some mission training, though the extent and effectiveness of that is kinda dubious. pagliacci takes place in 2013, exact date unspecified. but it has to be early. let's say... mid-january.
eiffel thought he had ruined the rest of his life before he'd even turned thirty. he probably spent his thirtieth birthday in jail. and then... for some number of days, weeks, maybe even a couple of months, he exists in this state of, well. of limbo. cutter gets him released from prison, and flies him out to canaveral. he doesn't speak to his family, obviously. they don't want to hear from him, and don't even know. he's still a prisoner, but no one around him knows that, either. at some point in this time frame, goddard first exposes him to decima, before hilbert even knows who he is. and he lives wherever goddard is accommodating him, and he has to go about his day-to-day life in this transitory state between a 26-year sentence he'd just started really grappling with, and the very immediate reality he's now about to be sent into deep space instead.
they give him a certain amount of freedom; it's not like he can go anywhere. he doesn't do much, anyway, is not feeling appreciative for his momentary second chance at life, given the circumstances. he blows off most of his mission training, and they're surprisingly lax about that, which in retrospect probably should have been a sign. he sits around and smokes, mostly. gets takeout food. but he goes to see movies, as much as he can. as much as he wants to punish himself, he needs to do something, or he'll go crazy, and it's not like he'll get a chance to see a movie in a long time. he was already resigning himself to maybe never going to a movie theater again.
the film adaptation of les misérables was released in december 2012. it's entirely feasible it could've been one of the movies he saw in this time period. i think the idea adds some resonance to his shared reference with minkowski in the finale, at least, in the way it pulls things full circle. intentionally or otherwise. and, incidentally, the 2012 film adaptation of les misérables, a story that notably features an ex-convict protagonist seeking redemption, was released on december 25th. call that serendipity.
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a doctor turned serial killer turned doctor again, an actor who paints, a gang leader, a mining baron, and a vice overseer walk into the room.
oh yeah and they lead karnaca now.
dishonored 2 is my fav game but i think it's mid, story-wise. here's why dh1 works and why dh2's overarching story sorta misses
tl;dr: story integration is critical for gameplay that offers audience payoff, but emily's personal arc from dishonor to honor is inconsistently demonstrated in the story, and is not an interactive part of the gameplay.
essay/long version under cut >
recap: what's dishonored's deal
[skip if you want]
dh1 is an underdog story: corvo is an honorable man swept up in the machinations of a callous city, so his canonical ending being 'this child will rule over an empire' isn't about the child's rule but rather about corvo's reputation being restored in a more hopeful city, due to his & the player's rejection of the violent connotations of the tagline 'revenge solves everything.'
similarly, in dh1 DLCs, daud's story arc is that of an anti-hero: a dishonorable man who realises too late he has done irreparable harm. he sees the error of his ways after a single monumental death, and eventually a single life redeems him when he/the player stepped in to circumvent a terrible fate for a child, enabling her to rule unfettered.
daud & corvo come to a satisfying conclusion within the extent of their narrative arcs. it doesn't matter that a child on a throne isn't really a fix for a decaying empire - the player's actions throughout the city of dunwall was what mattered - and these stories could be framed as parables. in that sense, young emily as a ruler is a metaphor for a hopeful future for the city & empire.
dishonored 1 & its DLCs are also great examples of storytelling with perfectly integrated gameplay - you, the player, worked towards the outcome that redeemed the protagonists.
in your efforts to save young emily, you either achieved a good outcome (corvo) or prevented a worse outcome (daud).
bringing us to dh2 -
what's emily's arc
emily's arc is a coming of age: we're introduced to a reigning empress who questions her role & skillset ("am i the empress my mother wanted me to be?"), then her titular fall from grace occurs. from there, she learns to reject the violent, selfish connotations in 'take back whats yours' tagline (a la daud & corvo!) while rediscovering why her rule is critical to the empire.
emily's rule is no longer metaphorical, but:
a literal thing for audience assessment (is emily a good ruler?) AND
the crux of her storyline.
at the beginning of dh2, emily is introduced as a disengaged leader ("i wish i could just run away from all this;" "i dont know if whether i should sail to the opposite side of the world, or have everyone around me executed"). the antihero has a precedent for the dishonored series in daud, so it's not at first glance an issue*, however, the fact that emily has ruled poorly reframes corvo & daud's endings as being less than ideal (a moralistic retcon) *we could talk here about how ready an audience was in 2016 for a flawed women as a protagonist, hell, even in 2023,,,
throwback to the beginning of this essay when i said:
'this child will rule over an empire' isn't about the child's rule but rather about corvo's reputation
emily's story arc, unlike for daud & corvo, is literally about the quality of her rule. we're no longer in metaphor territory (ironic phrase): a parable-style ending doesn't work.
does emily become a good ruler
we know she becomes a good ruler because the game says so. it is narrated to the audience via a (literal) word of god in the space of 30 seconds, after the final boss. the outsider tells us that emily becomes known as Just & Clever.
drawing a distinction here - this narration is not the same as the player actively being involved.
the player does not throughout the game become aware that emily has made political allies. during the game, she doesn't talk to these characters about saving karnaca or being a better ruler to the empire (there's a few lines might imply it, but you need to be actively looking and being careful to wait for every voice line. it's a far cry from daud & corvo's fight to save emily being unmissable - even though daud doesn't know at the beginning that's the goal).
how does the game show it
you can coincidentally not kill most of your subjects and never be aware that emily is looking to restore karnaca by means of instating a council - it's never brought up. it *couldn't* be brought up, because that council serves under the fake duke (armando), who is the last person she speaks to before she leaves for dunwall. its her suggestion that he rules karnaca, but armando's condition is that he will rule as he sees fit.
to back up a bit, emily's canonical method of restoring karnaca is by banding together key allies - hypatia, stilton, [byrne &or paolo], pastor, under a council beneath the duke's body double. they are passionate people who would each individually make worthwhile advisors, but if you think about those characters sitting at a table trying to reach an agreement, it feels like an assortment of people that emily didn't kill along the way and doesn't feel organic (up to interpretation). it's not stated if emily herself banded this council together, but logically she must have (worth a mention these are mostly characters that you as the player had reasonable rationale to kill during a high chaos run, except pastor). the underlying concept may be that karnaca's power is returned to its people - which is interesting given that the monarchy remains and armando's decision is final.
this overarching solution could also be taken as a critique to dh1's 'put your kid on the throne,' which is another reason its worthwhile looking at how emily was shown to be a better leader. obviously my point isn't that her solution was bad given the circumstance, but i mean she has very little agency here in all. if emily was shown to be more controlling as a leader, this could be interpreted as character growth, but that's not the case.
coming of age
how do you learn & grow when you can't specify your failings? emily doesn't really touch on her shortcomings as an empress. she non-specifically worries delilah makes a better empress than her. it's hard to argue her worries are meaningful when someone good at their job will still worry when lives are in the balance.
emily's best 'aha' moments (eg. crack in the slab comment about gaining perspective) are consistently undercut by a conversation with sokolov or meagan afterwards in which she demonstrates she hasn't learned anything (before the grand palace, emily condemns 'toadies sucking up to me' and is reminded by meagan that she's part of the problem). the story is confused about what it's trying to say about emily's progress, and when she's meant to show progress, if she was meant to show any progress at all. it could be argued that emily was never even a bad ruler, she had just been fed misinformation about the problems in karnaca and been the victim of slander by her political enemies. the game doesn't make this clear - it's easier to argue that the opposite is true given that her allies only have criticism.
worth a mention here that the heart quotes about armando - a fake ruler - interestingly mirror emily's character concerns. "see how he sighs? his life is a gilded cage." but this essay is already long.
while corvo & daud spend their games (and through the gameplay) 'earning' their redemption, emily is being led by the NPCs around her to a conclusion and a fix for the political mess in karnaca: meagan & sokolov guide emily to her missions, and there's no recurring quest for emily to investigate possible allies. she is able to gather the people she hasn't killed to herself by manner of... post-game narration. during the game, she's primarily concerned with getting her throne back.
an easy fix: if there had been less dialogue & narrative focus on emily's failings perhaps the ending would have felt more satisfying. it has the feel of cut content, but i don't know what was cut to be able to comment on it.
so what went wrong?
i can't help but wonder if arkane were worried they would lose a certain demographic if corvo wasn't playable (may have been deemed too much of a risk - 2013 was a different time), and so they had to take out story elements that were unique to emily's growth as a character/empress, because the usual storyline/gameplay integration had to work for both characters - in other words, gameplay that made sense for both corvo & emily was prioritised before emily's story & character development. which is a silly problem to have in a game that added character voices for the sake of improving characterisation - maybe emily's tale would have felt more akin to a parable if she had less lines that betrayed her ignorance (to the disdain of those around her).
i wish more care had been taken with emily's story. most players will never really notice the large variety of different endings - they're not particularly satisfying in and of themselves.
it's ironic that one of Emily's complaints is about her father/protector being overbearing, when his (parallel universe) presence in the gameplay may be one of the reasons her own narrative arc falls flat.
what are the upsides here
changing tune from what didn't work - don't you think the concept is fantastic? it's a great idea overall - can you imagine if the coming of age storyline was better integrated into the game?
it's valuable to talk about the integration of story and gameplay and characterisation from a craft perspective. dh2 genuinely is my favourite game - it's beautiful, the imm-sim design philosophy makes the world a delight to explore, the combat gives endless creative options for tackling any fight, there is a far greater diversity of cast in an in-text canonical way. there's loads to love!
i love emily as a dodgy leader, to me it adds interesting dimensionality to the outsider's narrations - of course in dunwall there's never a neat happily ever after! emily, like the outsider, both work well as characters who hold ultimate power but aren't necessarily worthy of it - and this makes perfect sense for the dishonored universe's morality & critiques of power. however, within this grey area there's still plenty of room for a satisfying ending, which isn't what we ended up with, whatever the true reason for that was. and also, damn, emily's a marked assassin empress, if she can't lead well then who can?
while dh1 was criticised for its narrative simplicity, dh2 in contrast and in hindsight shows us that simplicity isn't so bad - there's satisfaction in gameplay achieves a clear, simple narrative goal.
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