#because of COURSE she’s the brooding hero who tries to protect her lover from the villain of COURSE she gets that trope
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tainted-wine · 5 years ago
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This ask is referring to this.
(This mini fic feels like it’s all over the place. Just me enjoying some half-assed worldbuilding, I guess. I had to stop it before things got too heated because I promised myself to keep this one sfw and it’s already longer than intended. Like anon suggested, this is a fantasy AU with some Spartan inspiration. I thought it would be amusing if Hawks was the only 300-style warrior, while the rest wore more accurate and convenient armor.)
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The avian people.
A winged race known for their impish behavior and irritating ability to swoop in on unfortunate groups and settlements, spreading mischief and fleeing before they can face any consequences. The many troubles they bring has given them a sour reputation among humankind, but the sudden appearance of a lone avian on the outskirts of the country might be enough to change our perspective. Perhaps they are more than devious opportunists…
 The feather moved.
You nearly tripped over your own feet when you noticed the slightest twitch of the red plume attached to the golden chain around your neck, placing a hand on the round curve of your stomach as you tried to balance yourself. Three long months—you prayed to the gods every day for both the life growing in your womb and the safety of its father.
You last saw your husband marching into battle with his head held high along with the rest of his comrades, men that scoffed at his very presence just three years ago, and probably still do, if you were to be honest. But he has earned the entire kingdom’s respect through his recent training, training that you all quickly learned wasn’t necessary.
The soldiers of this country were strong and experienced, there was no doubt about that, but they were also vastly outnumbered by the enemy forces. No matter what the proudest warrior tells you with complete confidence in their skill, numbers do matter in a battle.
The greedy kingdom that sought to rule the strong yet peaceful country you resided in was ruthless—they have taken the heads of several kingdoms’ finest warriors, and the less honorable ones surrendered and now fight under their command. Despite your spouse’s promises and reassurance, despite witnessing his amazing skills in combat firsthand, you still feared that victory was too far out of reach. It shames you to admit that you were already prepared to raise your child by your lonesome.
But then the feather moved again, this time briefly lifting off your chest before falling back down. So you weren’t seeing things.
“Miss! Please be careful!” Your maid rushed into the room when she saw you stumbling, gently holding you up. You were eternally grateful for the work she has put in caring for you and taking up some of your husband’s work. As your child grew and drained more of your energy, an extra pair of hands to take care of the house and errands was greatly appreciated.
You held onto her as you pushed through the sudden pains to reach the door. “He’s here! My necklace! They’ve returned!”
“Ah, finally! Of course they have,” she said calmly now that you weren’t in danger of falling. “I told you there was no need to worry. There are no other warriors in the world like ours,” she paused. “Well, assuming that not all avians are as gifted as your precious Keigo.”
You laughed softly. Keigo did tell you and many others that he was far from the only fighter in his homeland. Even after taking his hand in marriage, he refuses to reveal his reason for leaving his people, choosing to wander a land inhabited by humans who watched him with distrust. You have long since accepted his secretive nature.
Both of you pushed the door open and stepped outside, just in time to hear the bellow of a great horn, the sound traveling outside the city’s walls and up into the hills where your humble house stands. It wasn’t the most convenient location, but Keigo wanted to live on a higher spot, and you didn’t mind catering to his bird-like habits. Besides, waking up to soft breezes and birdsongs was much more pleasant than the bustling city.
Your maid kept a firm hold on your arm as you watched people rush through the streets and toward the gates, ready to welcome the brave men home. Your chest remained tightened. How many survivors were there? ‘It doesn’t matter,’ you selfishly thought. ‘Keigo is there. They won’t admit it, but he was the best out of all of them.’
“Don’t you even think of heading down there,” she was giving you a stern look that a mother would give a naughty child. “You’re still upholding your promise to stay close to home after falling ill so suddenly yesterday. I know you haven’t seen him in three months, but please be patient. You’ll be reunited soon.”
Your brooding may be responsible for the illness and pains that have been striking you more frequently, but frankly, if you were to ever collapse, you’d be more worried about the older woman’s heart than your own wellbeing. “Rest easy, I’m not going anywhere,” you promised her. “Besides, I’m quite certain that he’ll be coming to me very soon.”
“What? What do you mean? They need to answer to the king before they return to their families.”
“Yes, that’s what they’re expected to do...” You trailed off. There was an odd feeling in your gut, and it wasn’t the baby. It looked like everyone in the city has gathered in one giant mass, waiting for their heroes.
And then you saw him.
The gate was slowly opening, but something, someone has launched into the air and over the walls, and your heart lifted just as high. A man with a magnificent pair of crimson wings soared over each and every structure, heading up to the hills.
“Wh-H-He can’t do that! He’s ignoring the royal family’s wishes!” The poor maid was in a panic, but you were too stunned, too elated at the sight of your lover getting closer at an impossible speed.
The people of this kingdom have little exposure to non-human races. The simple sight of him dashing over the city and gracefully landing in front of you never failed to bring stars to your eyes. 
Keigo Takami was already removing his bronze helmet as he approached, shaking out his head of tousled blond locks. You weren’t expecting him to look so presentable upon his return—it looked as if he had time for a decent bath before his final march home.
His bare chest looked mostly unscathed, only a few cuts and small traces of bruises littering his skin. The warriors detested his refusal to wear his chest plate; he claimed that it would only weigh him down during flight. He also rejected their weapons and relied on his own feathers to serve as his spears and swords. They did decide to let him go without a cloak, his wings working well enough as a replacement. The armor on his shins was also added weight, but not enough for him to complain about to the exasperated warriors. He told you himself that the only reason he wears the helmet that obscures his sharp vision, is because he admittedly likes the red crest.
But the one piece of equipment that the small army did not allow Keigo to reject, no matter how many times he whined about its size and weight, was the shield. The shield is his promise to protect not only himself, but the entire line of his fellow comrades in the heat of battle. So he held his tongue and carried the huge monster of bronze and leather, complete with a unique design of a hawk with its wings flared out like a rising phoenix.  
You broke free of the maid’s grasp and rushed over to throw your arms around your beloved wanderer-turned-hero. He dropped his shield and helmet onto the soft earth (you can already hear his comrades screaming in horror) to hug you back gently, mindful of your belly that has grown so much during his time away. You took it all in—his warmth, his scent, the feeling of safety as his wings close around you—how badly you have missed his presence over the months hits you full force when he pulls back to bring you in for a kiss.
Amidst the heat and passion, you can hear the maid’s fumbled words as she excuses herself to head down to the city and welcome the others. You part from him before he steals the last of your breath, gazing into those friendly and playful golden orbs. You wondered how much deadlier those eyes looked when driving his red blades into any unfortunate opponents. His roughened, calloused fingers traced the lone feather hanging on your neck while you caressed his face.
His smooth and silky voice embraced both your ears and heart. “My beautiful bird.”
You never did come up with an affectionate little name for your foreign husband. “Keigo.”
He chuckled. “I hope you weren’t having any doubts while I was gone. No army in the world is going to keep me away from my mate for life.”
Mate. His choice of words was rather…barbarous sometimes. It took some time to adapt to your bed being the nest, or his excited talks of raising his very own flock. “You know that I can’t help but worry.”
“I know you’re strong, love, but don’t let your worry get to our chick,” he reminded you as his wings twitched. There was a serious shift in his face before he knelt down, touching your belly softly as his feathers shook.
Fear began to grip you. “Keigo? Is something wrong with the baby?”
He doesn’t answer immediately, taking another minute to listen carefully before looking up at you with a heartfelt smile. “Babies, love.”
Your eyes narrow…then widen in disbelief. “Twins?”
He nodded along with his flapping wings. “Two tiny hearts...I can feel them. These wings are never wrong.”
You didn’t know it was possible to feel even more joy, but you find yourself pulling him back up for another kiss. Two children to raise with your lover who returned from a war against a seemingly endless army. What did you do to please the gods and receive such a blessing?
“You know,” you said against his lips. “You should be on your way to the castle. The king-”
“Can wait,” he interrupted before attacking your lips with more quick pecks. “I appreciate how much this place has tolerated me. Despite how annoyed you all were the moment I arrived, no one ever forced me out, and I am truly grateful. But don’t think this ‘no good avian’ is going to become some all-noble knight just because he fought a million men to protect his home. I’m just showing my gratitude.”
You laughed into his face. “You really don’t want your reputation as a freeloading trickster to change? The royal family might have an incredible reward for you. For us.”
“Hmm, and what could they have in store for me? Free poultry for as long as I live?”
“Keigo,” you shook your head lightly, trying not to interrupt his lips.
“Too demanding? How about a discount on every purchase for as long as I live? Doesn’t that sound great?” He rubbed your stomach as his kisses trailed down to your jaw. “Don’t you want our chicks to have all the meat they deserve? So that they can grow into powerful birds of prey just like their father?”
His mouth reached your neck, and things were getting more heated than anticipated when his hot mouth closed over the flesh above your pulse. “Ah…” You gasped.
“Want to know what else I’ve been missing?” You can feel the naughty smirk curling against your throat. “I hope your stamina hasn’t lessened, little bird.”
You want to laugh at how he’s thinking about getting intimate already, but the licks against your sensitive skin are making it hard to resist. “Is your crazed lust another avian trait, or is it just you?” Your fingers tangled in his locks, urging him to keep going.
“Mmm, we’re not as anal about suppressing our urges.” A hand cups one of your tender breasts and gives it a soft squeeze. “Before you met me, did you ever expect to fuck your man so many times? Isn’t it liberating?”
The crude word spreads warmth somewhere lower. “We make love, Keigo.”
“Some nights, we do. Those louder and rougher nights, when I have you screaming through those shy hands covering your mouth? We’re fucking.”
Something was poking you down there, and that was your cue to move this indoors. “Clearly you have too much energy left from your glorious battles.” You motioned for him to pick up his gear before walking back to the house. “Now come inside.”
He grinned and licked his lips. “That’s where I always-”
“Keigo.”
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aquilaofarkham · 5 years ago
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Much like his infamous father, the aesthetic of Alucard has changed tremendously since Castlevania’s start in the 1980s—yet certain things about him never change at all. He began as the mirror image of Dracula; a hark back to the days of masculine Hammer Horror films, Christopher Lee, and Bela Lugosi. Then his image changed dramatically into the androgynous gothic aristocrat most people know him as today. This essay will examine Alucard’s design, the certain artistic and social trends which might have influenced it, and how it has evolved into what it is now.
☽ Read the full piece here or click the read more for the text only version ☽
INTRODUCTION
Published in 2017, Carol Dyhouse’s Heartthrobs: A History of Women and Desire examines how certain cultural trends can influence what women may find attractive or stimulating in a male character. By using popular archetypes such as the Prince Charming, the bad boy, and the tall dark handsome stranger, Dyhouse seeks to explain why these particular men appeal to the largest demographic beyond mere superfluous infatuation. In one chapter titled “Dark Princes, Foreign Powers: Desert Lovers, Outsiders, and Vampires”, she touches upon the fascination most audiences have with moody and darkly seductive vampires. Dyhouse exposits that the reason for this fascination is the inherent dangerous allure of taming someone—or something—so dominating and masculine, perhaps even evil, yet hides their supposed sensitivity behind a Byronic demeanour.
This is simply one example of how the general depiction of vampires in mainstream media has evolved over time. Because the concept itself is as old as the folklore and superstitions it originates from, thus varying from culture to culture, there is no right or wrong way to represent a vampire, desirable or not. The Caribbean Soucouyant is described as a beautiful woman who sheds her skin at night and enters her victims’ bedrooms disguised as an aura of light before consuming their blood. In Ancient Roman mythology there are tales of the Strix, an owl-like creature that comes out at night to drink human blood until it can take no more. Even the Chupacabra, a popular cryptid supposedly first spotted in Puerto Rico, has been referred to as being vampiric because of the way it sucks blood out of goats, leaving behind a dried up corpse.
However, it is a rare thing to find any of these vampires in popular media. Instead, most modern audiences are shown Dyhouse’s vampire: the brooding, masculine alpha male in both appearance and personality. A viewer may wish to be with that character, or they might wish to become just like that character. 
This sort of shift in regards to creating the “ideal” vampire is most evident in how the image of Dracula has been adapted, interpreted, and revamped in order to keep up with changing trends. In Bram Stoker’s original 1897 novel of the same name, Dracula is presented as the ultimate evil; an ancient, almost grotesque devil that ensnares the most unsuspecting victims and slowly corrupts their innocence until they are either subservient to him (Renfield, the three brides) or lost to their own bloodlust (Lucy Westenra). In the end, he can only be defeated through the joined actions of a steadfast if not ragtag group of self-proclaimed vampire hunters that includes a professor, a nobleman, a doctor, and a cowboy. His monstrousness in following adaptations remains, but it is often undercut by attempts to give his character far more pathos than the original source material presents him with. Dracula has become everything: a monster, a lover, a warrior, a lonely soul searching for companionship, a conquerer, a comedian, and of course, the final boss of a thirty-year-old video game franchise.
Which brings us to the topic of this essay; not Dracula per say, but his son. Even if someone has never played a single instalment of Castlevania or watched the ongoing animated Netflix series, it is still most likely that they have heard of or seen the character of Alucard through cultural osmosis thanks to social media sites such as Twitter, Instagram, Reddit, and the like. Over the thirty-plus years in which Castlevania has remained within the public’s consciousness, Alucard has become one of the most popular characters of the franchise, if not the most popular. Since his debut as a leading man in the hit game Castlevania: Symphony of the Night, he has taken his place beside other protagonists like Simon Belmont, a character who was arguably the face of Castlevania before 1997, the year in which Symphony of the Night was released. Alucard is an iconic component of the series and thanks in part to the mainstream online streaming service Netflix, he is now more present in the public eye than ever before whether through official marketing strategies or fanworks.
It is easy to see why. Alucard’s backstory and current struggles are quite similar to the defining characteristics of the Byronic hero. Being the son of the human doctor Lisa Țepeș, a symbol of goodness and martyrdom in all adaptations, and the lord of all vampires Dracula, Alucard (also referred to by his birth name Adrian Fahrenheit Țepeș) feels constantly torn between the two halves of himself. He maintains his moralistic values towards protecting humanity, despite being forced to make hard decisions, and despite parts of humanity not being kind to him in turn, yet is always tempted by his more monstrous inheritance. The idea of a hero who carries a dark burden while aspiring towards nobility is something that appeals to many audiences. We relate to their struggles, cheer for them when they triumph, and share their pain when they fail. Alucard (as most casual viewers see him) is the very personification of the Carol Dyhouse vampire: mysterious, melancholic, dominating, yet sensitive and striving for compassion. Perceived as a supposed “bad boy” on the surface by people who take him at face value, yet in reality is anything but.
Then there is Alucard’s appearance, an element that is intrinsically tied to how he has been portrayed over the decades and the focus of this essay. Much like his infamous father, the aesthetic of Alucard has changed tremendously since Castlevania’s start in the 1980s—yet certain things about him never change at all. He began as the mirror image of Dracula; a hark back to the days of masculine Hammer Horror films, Christopher Lee, and Bela Lugosi. Then his image changed dramatically into the androgynous gothic aristocrat most people know him as today. This essay will examine Alucard’s design, the certain artistic and social trends which might have influenced it, and how it has evolved into what it is now. Parts will include theoretical, analytical, and hypothetical stances, but it’s overall purpose is to be merely observational.
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What is Castlevania?
We start this examination at the most obvious place, with the most obvious question. Like all franchises, Castlevania has had its peaks, low points, and dry spells. Developed by Konami and directed by Hitoshi Akamatsu, the first instalment was released in 1986 then distributed in North America for the Nintendo Entertainment System the following year. Its pixelated gameplay consists of jumping from platform to platform and fighting enemies across eighteen stages all to reach the final boss, Dracula himself. Much like the gameplay, the story of Castlevania is simple. You play as Simon Belmont; a legendary vampire hunter and the only one who can defeat Dracula. His arsenal includes holy water, axes, and throwing daggers among many others, but his most important weapon is a consecrated whip known as the vampire killer, another iconic staple of the Castlevania image.
Due to positive reception from critics and the public alike, Castlevania joined other titles including Super Mario Bros., The Legend of Zelda, and Mega Man as one of the most defining video games of the 1980s. As for the series itself, Castlevania started the first era known by many fans and aficionados as the “Classicvania” phase, which continued until the late 1990s. It was then followed by the “Metroidvania” era, the “3-D Vania” era during the early to mid 2000s, an reboot phase during the early 2010s, and finally a renaissance or “revival” age where a sudden boom in new or re-released Castlevania content helped boost interest and popularity in the franchise. Each of these eras detail how the games changed in terms of gameplay, design, and storytelling. The following timeline gives a general overview of the different phases along with their corresponding dates and instalments.
Classicvania refers to Castlevania games that maintain the original’s simplicity in gameplay, basic storytelling, and pixelated design. In other words, working within the console limitations of the time. They are usually side-scrolling platformers with an emphasis on finding hidden objects and defeating a variety of smaller enemies until the player faces off against the penultimate boss. Following games like Castlevania 2: Simon’s Quest and Castlevania 3: Dracula’s Curse were more ambitious than their predecessor as they both introduced new story elements that offered multiple endings and branching pathways. In Dracula’s Curse, there are four playable characters each with their own unique gameplay. However, the most basic plot of the first game is present within both of these titles . Namely, find Dracula and kill Dracula. Like with The Legend of Zelda’s Link facing off against Ganon or Mario fighting Bowser, the quest to destroy Dracula is the most fundamental aspect to Castlevania. Nearly every game had to end with his defeat. In terms of gameplay, it was all about the journey to Dracula’s castle. 
As video games grew more and more complex leading into the 1990s, Castlevania’s tried and true formula began to mature as well. The series took a drastic turn with the 1997 release of Castlevania: Symphony of the Night, a game which started the Metroidvania phase. This not only refers to the stylistic and gameplay changes of the franchise itself, but also refers to an entire subgenre of video games. Combining key components from Castlevania and Nintendo’s popular science fiction action series Metroid, Metroidvania games emphasize non-linear exploration and more traditional RPG elements including a massive array of collectable weapons, power-ups, character statistics, and armor. Symphony of the Night pioneered this trend while later titles like Castlevania: Circle of the Moon, Castlevania: Harmony of Dissonance and Castlevania: Aria of Sorrow solidified it. Nowadays, Metroidvanias are common amongst independent developers while garnering critical praise. Hollow Knight, Blasphemous, and Bloodstained: Ritual of the Night are just a few examples of modern Metroidvanias that use the formula to create familiar yet still distinct gaming experiences. 
Then came the early to mid 2000s and many video games were perfecting the use of 3-D modelling, free control over the camera, and detailed environments. Similar to what other long-running video game franchises were doing at the time, Castlevania began experimenting with 3-D in 1999 with Castlevania 64 and Castlevania: Legacy of Darkness, both developed for the Nintendo 64 console. 64 received moderately positive reviews while the reception for its companion was far more mixed, though with Nintendo 64’s discontinuation in 2002, both games have unfortunately fallen into obscurity. 
A year later, Castlevania returned to 3-D with Castlevania: Lament of Innocence for the Playstation 2. This marked Koji Igarashi’s first foray into 3-D as well as the series’ first ever M-rated instalment. While not the most sophisticated or complex 3-D Vania (or one that manages to hold up over time in terms of graphics), Lament of Innocence was a considerable improvement over 64 and Legacy of Darkness. Other 3-D Vania titles include Castlevania: Curse of Darkness, Castlevania: Judgment, and Castlevania: The Dracula X Chronicles for the PSP, a remake of the Classicvania game Castlevania: Rondo of Blood which merged 3-D models, environments, and traditional platforming mechanics emblematic of early Castlevania. It is important to note that during this particular era, there were outliers to the changing formula that included Castlevania: Portrait of Ruin and Castlevania: Order of Ecclesia, both games which added to the Metroidvania genre. 
Despite many of the aforementioned games becoming cult classics and fan favourites, this was an era in which Castlevania struggled to maintain its relevance, confused by its own identity according to most critics. Attempts to try something original usually fell flat or failed to resonate with audiences and certain callbacks to what worked in the past were met with indifference. 
By the 2010s, the Castlevania brand changed yet again and stirred even more division amongst critics, fans, and casual players. This was not necessarily a dark age for the franchise but it was a strange age; the black sheep of Castlevania. In 2010, Konami released Castlevania: Lords of Shadow, a complete reboot of the series with new gameplay, new characters, and new lore unrelated to previous instalments. The few elements tying it to classic Castlevania games were recurring enemies, platforming, and the return of the iconic whip used as both a weapon and another means of getting from one area to another. Other gameplay features included puzzle-solving, exploration, and hack-and-slash combat. But what makes Lords of Shadow so divisive amongst fans is its story. The player follows Gabriel Belmont, a holy warrior on a quest to save his deceased wife’s soul from Limbo. From that basic plot point, the storyline diverges immensely from previous Castlevania titles, becoming more and more complicated until Gabriel makes the ultimate sacrifice and turns into the very monster that haunted other Belmont heroes for centuries: Dracula. While a dark plot twist and a far cry from the hopeful endings of past games, the concept of a more tortured and reluctant Dracula who was once the hero had already been introduced in older Dracula adaptations (the Francis Ford Coppola directed Dracula being a major example of this trend in media).
Despite strong opinions on how much the story of Lords of Shadow diverged from the original timeline, it was positively received by critics, garnering an overall score of 85 on Metacritic. This prompted Konami to continue with the release of Castlevania: Lords of Shadow—Mirror of Fate and Castlevania: Lords of Shadow 2. Mirror of Fate returned to the series’ platforming and side-scrolling roots with stylized 3-D models and cutscenes. It received mixed reviews, as did its successor Lords of Shadow 2. While Mirror of Fate felt more like a classic stand-alone Castlevania with Dracula back as its main antagonist, the return of Simon Belmont, and the inclusion of Alucard, Lords of Shadow 2 carried over plot elements from its two predecessors along with new additions, turning an already complicated story into something more contrived. 
Finally, there came a much needed revival phase for the franchise. Netflix’s adaptation of Castlevania animated by Powerhouse Animation Studios based in Austen, Texas and directed by Samuel Deats and co-directed by Adam Deats aired its first season during July 2017 with four episodes. Season two aired in October 2018 with eight episodes followed by a ten episode third season in March 2020. Season four was announced by Netflix three weeks after the release of season three. The show combines traditional western 2-D animation with elements from Japanese anime and is a loose adaptation of Castlevania 3: Dracula’s Curse combined with plot details from Castlevania: Curse of Darkness, Castlevania: Symphony of the Night, and original story concepts. But the influx of new Castlevania content did not stop with the show. Before the release of season two, Nintendo announced that classic protagonists Simon Belmont and Richter Belmont would join the ever-growing roster of playable characters in their hit fighting game Super Smash Bros. Ultimate. With their addition also came the inclusion of iconic Castlevania environments, music, weapons, and supporting characters like Dracula and Alucard. 
During the year-long gap between seasons two and three of the Netflix show, Konami released Castlevania: Grimoire of Souls, a side-scrolling platformer and gacha game for mobile devices. The appeal of Grimoire of Souls is the combination of popular Castlevania characters each from a different game in the series interacting with one another along with a near endless supply of collectable weapons, outfits, power-ups, and armor accompanied by new art. Another ongoing endeavor by Konami in partnership with Sony to bring collective awareness back to one of their flagship titles is the re-releasing of past Castlevania games. This began with Castlevania: Requiem, in which buyers received both Symphony of the Night and Rondo of Blood for the Playstation 4 in 2018. This was followed the next year with the Castlevania Anniversary Collection, a bundle that included a number of Classicvania titles for the Playstation 4, Xbox One, Steam, and Nintendo Switch.
Like Dracula, the Belmonts, and the vampire killer, one other element tying these five eras together is the presence of Alucard and his various forms in each one.
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Masculinity in 1980s Media
When it comes to media and various forms of the liberal arts be it entertainment, fashion, music, etc., we are currently in the middle of a phenomenon known as the thirty year cycle. Patrick Metzgar of The Patterning describes this trend as a pop cultural pattern that is, in his words, “forever obsessed with a nostalgia pendulum that regularly resurfaces things from 30 years ago”. Nowadays, media seems to be fixated with a romanticized view of the 1980s from bold and flashy fashion trends, to current music that relies on the use of synthesizers, to of course visual mass media that capitalizes on pop culture icons of the 80s. This can refer to remakes, reboots, and sequels; the first cinematic chapter of Stephen King’s IT, The Dark Crystal: Age of Resistance, and both Ghostbusters remakes are prime examples—but the thirty year cycle can also include original media that is heavily influenced or oversaturated with nostalgia. Netflix’s blockbuster series Stranger Things is this pattern’s biggest and most overt product. 
To further explain how the thirty year cycle works with another example, Star Wars began as a nostalgia trip and emulation of vintage science fiction serials from the 1950s and 60s, the most prominent influence being Flash Gordon. This comparison is partially due to George Lucas’ original attempts to license the Flash Gordon brand before using it as prime inspiration for Star Wars: A New Hope and subsequent sequels. After Lucas sold his production company Lucasfilms to Disney, three more Star Wars films were released, borrowing many aesthetic and story elements from Lucas’ original trilogy while becoming emulations of nostalgia themselves. 
The current influx of Castlevania content could be emblematic of this very same pattern in visual media, being an 80s property itself, but what do we actually remember from the 1980s? Thanks to the thirty year cycle, the general public definitely acknowledges and enjoys all the fun things about the decade. Movie theatres were dominated by the teen flicks of John Hughes, the fantasy genre found a comeback due to the resurgence of J.R.R. Tolkien’s classic works along with the tabletop role-playing game Dungeons & Dragons, and people were dancing their worries away to the songs of Michael Jackson, Whitney Houston, and Madonna. Then there were the things that most properties taking part in the thirty year cycle choose to ignore or gloss over, with some exceptions. The rise of child disappearances, prompting the term “stranger danger”, the continuation of satanic panic from the 70s which caused the shutdown and incarceration of hundreds of innocent caretakers, and the deaths of thousands due to President Reagan’s homophobia, conservatism, and inability to act upon the AIDS crisis. 
The 1980s also saw a shift in masculinity and how it was represented towards the public whether through advertising, television, cinema, or music. In M.D. Kibby’s essay Real Men: Representations of Masculinity in 80s Cinema, he reveals that “television columns in the popular press argued that viewers were tired of liberated heroes and longed for the return of the macho leading man” (Kibby, 21). Yet there seemed to be a certain “splitness” to the masculine traits found within fictional characters and public personas; something that tried to deconstruct hyper-masculinity while also reviling in it, particularly when it came to white, cisgendered men. Wendy Somerson further describes this dichotomy: “The white male subject is split. On one hand, he takes up the feminized personality of the victim, but on the other hand, he enacts fantasies of hypermasculinized heroism” (Somerson, 143). Somerson explains how the media played up this juxtaposition of “soft masculinity”, where men are portrayed as victimized, helpless, and childlike. In other words, “soft men who represent a reaction against the traditional sexist ‘Fifties man’ and lack a strong male role model” (Somerson, 143). A sort of self-flagellation or masochism in response to the toxic and patriarchal gender roles of three decades previous. Yet this softening of male representation was automatically seen as traditionally “feminine” and femininity almost always equated to childlike weakness. Then in western media, there came the advent of male madness and the fetishization of violent men. Films like Scarface, Die Hard, and any of Arnold Schwarzenegger’s filmography helped to solidify the wide appeal of these hyper-masculine and “men out of control” tropes which were preceded by Martin Scorcese’s critical and cult favourite Taxi Driver.
There were exceptions to this rule; or at the very least attempted exceptions that only managed to do more harm to the concept of a feminized man while also doubling down on the standard tropes of the decade. One shallow example of this balancing act between femininity and masculinity in 80s western media was the hit crime show Miami Vice and Sonny, a character who is entirely defined by his image. In Kibby’s words, “he is a beautiful consumer image, a position usually reserved for women; and he is in continual conflict with work, that which fundamentally defines him as a man” (Kibby, 21). Therein lies the problematic elements of this characterization. Sonny’s hyper-masculine traits of violence and emotionlessness serve as a reaffirmation of his manufactured maleness towards the audience.
Returning to the subject of Schwarzenegger, his influence on 80s media that continued well into the 90s ties directly to how fantasy evolved during this decade while also drawing upon inspirations from earlier trends. The most notable example is his portrayal of Robert E. Howard’s Conan the Barbarian in the 1982 film directed by John Milius. Already a classic character from 1930s serials and later comic strips, the movie (while polarizing amongst critics who described it as a “psychopathic Star Wars, stupid and stupefying”) brought the iconic image of a muscle-bound warrior wielding a sword as half-naked women fawn at his feet back into the collective consciousness of many fantasy fans. The character and world of Conan romanticizes the use of violence, strength, and pure might in order to achieve victory. This aesthetic of hyper-masculinity, violence, and sexuality in fantasy art was arguably perfected by the works of Frank Frazetta, a frequent artist for Conan properties. The early Castlevania games drew inspiration from this exact aesthetic for its leading hero Simon Belmont and directly appropriated one of Frazetta’s pieces for the cover of the first game.
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Hammer Horror & Gender
Conan the Barbarian, Frank Frazetta, and similar fantasy icons were just a few influences on the overall feel of 80s Castlevania. Its other major influence harks back to a much earlier and far more gothic trend in media. Castlevania director Hitoshi Akamatsu stated that while the first game was in development, they were inspired by earlier cinematic horror trends and “wanted players to feel like they were in a classic horror movie”. This specific influence forms the very backbone of the Castlevania image. Namely: gothic castles, an atmosphere of constant uncanny dread, and a range of colourful enemies from Frankenstein’s Monster, the Mummy, to of course Dracula. The massive popularity and recognizability of these three characters can be credited to the classic Universal Pictures’ monster movies of the 1930s, but there was another film studio that put its own spin on Dracula and served as another source of inspiration for future Castlevania properties.
The London-based film company Hammer Film Productions was established in 1934 then quickly filed bankruptcy a mere three years later after their films failed to earn back their budget through ticket sales. What saved them was the horror genre itself as their first official title under the ‘Hammer Horror’ brand The Curse of Frankenstein starring Hammer regular Peter Cushing was released in 1957 to enormous profit in both Britain and overseas. With one successful adaptation of a horror legend under their belt, Hammer’s next venture seemed obvious. Dracula (also known by its retitle Horror of Dracula) followed hot off the heels of Frankenstein and once again starred Peter Cushing as Professor Abraham Van Helsing, a much younger and more dashing version of his literary counterpart. Helsing faces off against the titular fanged villain, played by Christopher Lee, whose portrayal of Dracula became the face of Hammer Horror for decades to come. 
Horror of Dracula spawned eight sequels spanning across the 60s and 70s, each dealing with the resurrection or convoluted return of the Prince of Darkness (sound familiar?) Yet these were not the same gothic films pioneered by Universal Studios with fog machines, high melodrama, and disturbingly quiet atmosphere. Christopher Lee’s Dracula and Bela Lugosi’s Dracula are two entirely separate beasts. While nearly identical in design (slicked back hair, long flowing black cape, and a dignified, regal demeanor), Lugosi is subtle, using only his piercing stare as a means of intimidation and power—in the 1930s, smaller details meant bigger scares. For Hammer Horror, when it comes time to show Dracula’s true nature, Lee bares his blood-covered fangs and acts like an animal coveting their prey. Hammer’s overall approach to horror involved bigger production sets, low-cut nightgowns, and bright red blood that contrasted against the muted, desaturated look of each film. And much like the media of 1980, when it came to their characters, the Dracula films fell back on what was expected by society to be ‘masculine’ and ‘feminine’ while also making slight commentary on those very preconceived traits.
The main theme surrounding each male cast in these films is endangered male authority. Dracula and Van Helsing are without a doubt the most powerful, domineering characters in the story, particularly Helsing. As author Peter Hutchings describes in his book Hammer & Beyond: The British Horror Film, “the figure of the (male) vampire hunter is always one of authority, certainty, and stability (...) he is the only one with enough logical sense to know how to defeat the ultimate evil, thus saving the female characters and weaker male characters from being further victimized” (Hutchings, 124). The key definition here is ‘weaker male characters’. Hammer’s Dracula explores the absolute power of male authority in, yet it also reveals how easily this authority can be weakened. This is shown through the characters of Jonathan Harker and Arthur Holmwood, who differ slightly from how they are portrayed in Stoker’s novel. While Dracula does weaken them both, they manage to join Helsing and defeat the monster through cooperation and teamwork. In fact, it is Harker who lands one of the final killing strikes against Dracula. However, the Jonathan Harker of Hammer’s Dracula is transformed into a vampire against his will and disposed of before the finale. His death, in the words of Hutchings, “underlines the way in which throughout the film masculinity is seen (...) as arrested, in a permanently weakened state” (Hutchings, 117).
This theme of weakened authority extends to Holmwood in a more obvious and unsettling manner. In another deviation from the source material, Lucy Westenra, best friend to Mina Murray and fiancé to Arthur Holmwood, is now Holmwood’s sister and Harker’s fiancé. Lucy’s story still plays out more or less the same way it did in the novel; Dracula routinely drains her of blood until she becomes a vampire, asserting his dominance both physically and mentally. This according to Hutchings is the entirety of Dracula’s plan; a project “to restore male authority over women by taking the latter away from the weak men, establishing himself as the immortal, sole patriarch” (Hutchings, 119). Meanwhile, it is Helsing’s mission to protect men like Arthur Holmwood, yet seems only concerned with establishing his own dominance and does nothing to reestablish Holmwood’s masculinity or authority. Due to the damage done by Dracula and the failings of Helsing, Holmwood never regains this authority, even towards the end when he is forced to murder his own sister. His reaction goes as follows: “as she is staked he clutches his chest, his identification with her at this moment, when she is restored to a passivity which is conventionally feminine, suggesting a femininity within him which the film equates with weakness” (Hutchings, 117).
So Van Helsing succeeds in his mission to defeat his ultimate rival, but Dracula is victorious in his own right. With Jonathan Harker gone, Lucy Holmwood dead, and Arthur Holmwood further emasculated, he succeeds in breaking down previous male power structures while putting himself in their place as the all-powerful, all-dominant male presence. This is the very formula in which early Hammer Dracula films were built upon; “with vampire and vampire hunter mutually defining an endangered male authority, and the woman functioning in part as the site of their struggle (...) forged within and responded to British social reality of the middle and late 1950s” (Hutchings, 123).
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Alucard c. 1989
As for Castlevania’s Dracula, his earliest design takes more from Christopher Lee’s portrayal than from Bela Lugosi or Bram Stoker’s original vision. His appearance on the first ever box art bears a striking resemblance to one of the most famous stills from Horror of Dracula. Even in pixelated form, Dracula’s imposing model is more characteristic of Christopher Lee than Bela Lugosi.
Being his son, it would make logical sense for the first appearance of Alucard in Castlevania 3: Dracula’s Curse to resemble his father. His 1989 design carries over everything from the slick dark hair, sharp claws, and shapeless long cloak but adds a certain juvenile element—or rather, a more human element. This makes sense in the context of the game’s plot. Despite being the third title, Dracula’s Curse acts as the starting point to the Castlevania timeline (before it was replaced by Castlevania: Legends in 1997, which was then retconned and also replaced by Castlevania: Lament of Innocence in 2003 as the definitive prequel of the series). Set nearly two centuries before Simon Belmont’s time, Dracula’s Curse follows Simon’s ancestor Trevor Belmont as he is called to action by the church to defeat Dracula once he begins a reign of terror across Wallachia, now known as modern day Romania. It is a reluctant decision by the church, since the Belmont family has been exiled due to fear and superstition surrounding their supposed inhuman powers. 
This is one example of how despite the current technological limitations, later Castlevania games were able to add more in-depth story elements little by little beyond “find Dracula, kill Dracula”. This began as early as Castlevania 2: Simon’s Quest by giving Simon a much stronger motivation in his mission and the inclusion of multiple endings. The improvements made throughout the Classicvania era were relatively small while further character and story complexities remained either limited or unexplored, but they were improvements nonetheless.
Another example of this slight progress in storytelling was Castlevania 3’s introduction of multiple playable characters each with a unique backstory of their own. The supporting cast includes Sypha Belnades, a powerful sorceress disguised as a humble monk who meets Trevor after he saves her from being frozen in stone by a cyclops, and Grant Danasty, a pirate who fell under Dracula’s influence before Trevor helped him break free from his curse. Then there is of course Adrian Fahrenheit Țepeș who changed his name to Alucard, the opposite of Dracula, as a symbol of rebellion against his tyrannical father. Yet Castlevania was not the first to conceptualize the very character of Alucard; someone who is the son of Dracula and whose name is quite literally the backwards spelling of his fathers’. That idea started with Universal’s 1943 venture Son of Dracula, a sequel to the 1931 classic that unfortunately failed to match the original’s effective atmosphere, scares, and story. In it, Alucard is undoubtedly the villain whereas in Dracula’s Curse, he is one of the heroes. Moral and noble, able to sway Trevor Belmont’s preconceptions of vampiric creatures, and with an odd sympathy for the monster that is his father. Alucard even goes as far as to force himself into an eternal slumber after the defeat of Dracula in order to “purge the world of his own cursed bloodline” (the reason given by Castlevania: Symphony of the Night’s opening narration).
When it comes to design, Castlevania’s Alucard does the curious job of fitting in with the franchises’ established aesthetic yet at the same time, he manages to stand out the most—in fact, all the main characters do. Everyone from Trevor, Sypha, to Grant all look as though they belong in different stories from different genres. Grant’s design is more typical of the classic pirate image one would find in old illustrated editions of Robinson Crusoe’s Treasure Island or in a classic swashbuckler like 1935’s Captain Blood starring Errol Flynn. Sypha might look more at home in a Dungeons & Dragons campaign or an early Legend of Zelda title with a large hood obscuring her facial features, oversized blue robes, and a magical staff all of which are commonplace for a fantasy mage of the 1980s. Trevor’s design is nearly identical to Simon’s right down to the whip, long hair, and barbarian-esque attire which, as mentioned previously, was taken directly from Conan the Barbarian. 
Judging Alucard solely from official character art ranging from posters to other promotional materials, he seems to be the only one who belongs in the gothic horror atmosphere of Dracula’s Curse. As the physically largest and most supernaturally natured of the main cast, he is in almost every way a copy of his father—a young Christopher Lee’s Dracula complete with fangs and cape. Yet his path as a hero within the game’s narrative along with smaller, near missable details in his design (his ingame magenta cape, the styling of his hair in certain official art, and the loose-fitting cravat around his neck) further separates him from the absolute evil and domination that is Dracula. Alucard is a rebel and an outsider, just like Trevor, Sypha, and Grant. In a way, they mirror the same vampire killing troupe from Bram Stoker’s novel; a group of people all from different facets of life who come together to defeat a common foe. 
The son of Dracula also shares similar traits with Hammer’s Van Helsing. Same as the Belmonts (who as vampire hunters are exactly like Helsing in everything except name), Alucard is portrayed as one of the few remaining beacons of masculinity with enough strength, skill, and logical sense who can defeat Dracula, another symbol of patriarchal power. With Castlevania 3: Dracula’s Curse, we begin to see Alucard’s dual nature in aesthetics that is automatically tied to his characterization; a balance that many Byronic heroes try to strike between masculine domination and moralistic sensitivity and goodness that is often misconstrued as weakly feminine. For now though, especially in appearance, Alucard’s persona takes more from the trends that influenced his allies (namely Trevor and Simon Belmont) and his enemy (Dracula). This of course would change drastically alongside the Castlevania franchise itself come the 1990s.
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Gender Expression & The 1990s Goth Scene
When a person sees or hears the word “gothic”, it conjures up a very specific mental image—dark and stormy nights spent inside an extravagant castle that is host to either a dashing vampire with a thirst for blood, vengeful ghosts of the past come to haunt some unfortunate living soul, or a mad scientist determined to cheat death and bring life to a corpse sewn from various body parts. In other words, a scenario that would be the focus of some Halloween television special or a daring novel from the mid to late Victorian era. Gothicism has had its place in artistic and cultural circles long before the likes of Mary Shelley, Edgar Allan Poe, Bram Stoker, and even before Horace Walpole’s The Castle of Otranto, a late 18th century novel that arguably started the gothic horror subgenre. 
The term itself originated in 17th century Sweden as a descriptor of the national romanticism concerning the North Germanic Goths, a tribe which occupied much of Medieval Götaland. It was a period of historical revisionism in which the Goths and other Viking tribes were depicted as heroic and heavily romanticised. Yet more than ever before, gothicism is now associated with a highly specific (and in many ways personal) form of artistic and gender expression. It started with the golden age of gothic Medieval architecture that had its revival multiple centuries later during the Victorian era, then morphed into one of the darkest if not melodramatic literary movements, and finally grew a new identity throughout the 1990s. For this portion, we will focus on the gothic aesthetic as it pertains to fashion and music.
Arguably, the advent of the modern goth subculture as it is known nowadays began with the 1979 song “Bela Lugosi’s Dead” from Northampton’s own rock troupe Bauhaus. The overall aesthetic of the song, accompanying live performances, and the band itself helped shaped the main themes of current gothicism including, but not limited to, “macabre funeral musical tone and tempo, to lyrical references to the undead, to deep voiced eerie vocals, to a dark twisted form of androgyny in the appearance of the band and most of its following” (Hodkinson, 35-64). This emphasis on physical androgyny in a genre that was predominantly focused on depictions of undeniable masculinity was especially important to the 80s and 90s goth scene. Bauhaus opened the gates in which other goth and post-punk bands gained popularity outside of underground venues, including The Cure, Siouxsie and the Banshees, and Southern Death Cult. Much like Bauhaus’ “twisted form of androgyny”, these other bands pioneered a romantic yet darkly feminine aesthetic which was then embraced by their fans. It wasn’t until the producer of Joy Division Tony Wilson along with members from Southern Death Cult and U.K. Decay mentioned the word “goth” in passing that this growing musical and aesthetic subculture finally had a name for itself. 
The goth movement of the 1990s became an interesting mesh of nonconformity and individual expression while also emphasising the need for a mutual connection through shared interests and similar aesthetics. Unique social outsiders looking for a sense of community and belonging—not unlike Stoker’s vampire hunting troupe or the main cast of Castlevania 3: Dracula’s Curse. Paul Hodkinson author of Goth: Identity, Style and Subculture describes the ways in which goths were able to expand their social networking while making the subculture their own. In order to gain further respect and recognition within the community, “they usually sought to select their own individual concoction from the range of acceptable artefacts and themes and also to make subtle additions and adaptations from beyond the established stylistic boundaries” (Hodkinson, 35-64). This was one of the ways in which the goth subculture was able to grow and evolve while maintaining some typical aesthetics. Those aesthetics that had already become gothic staples as far back as classic Victorian horror included crucifixes, bats, and vampires; all of which were presented by young modern goths, as Hodkinson puts it, “sometimes in a tongue-in-cheek self-conscious manner, sometimes not” (Hodkinson, 35-64).
The vampire, as it appeared in visual mass media of the time, was also instrumental to the 90s gothic scene, reinforcing certain physical identifiers such as long dark hair, pale make-up, and sometimes blackened sunglasses. This was especially popular amongst male goths who embodied traditional gothic traits like dark femininity and androgyny, which had already been long established within the subculture. 
As always, television and film did more to reinforce these subcultural trends as recognizable stereotypes, usually in a negative manner, than it did to help people embrace them. In media aimed towards a primarily teenage and young adult demographic, if a character did not possess the traditional traits of a hyper-masculine man, they instead fit into two different molds; either the neurotic geek or the melodramatic, moody goth. However, there were forms of media during the 90s that did manage to embrace and even relish with no sense of irony in the gothic aesthetic. 
Two films which helped to build upon the enthusiasm for the vampire were Francis Ford Coppola’s lavish adaptation of Stoker’s novel titled Bram Stoker’s Dracula starring Gary Oldman in the titular role of Dracula and another adaptation of a more recent gothic favourite among goths, Anne Rice’s Interview with the Vampire with Brad Pitt and Tom Cruise. The majority of the male goth scene especially emulated Oldman’s portrayal of Dracula when in the film he transforms into a much younger, more seductive version of himself in order to blend in with society, everything down to the shaded Victorian sunglasses and the long flowing hair; a vision of classic, sleek androgyny combined with an intimidating demeanor without being overly hyper-masculine. 
Primarily taking place during the 18th and 19th century, Interview with the Vampire (the film and the original novel) also encouraged this very same trend, helping to establish European aristocratic elements into the gothic aesthetic; elements such as lace frills, finely tailored petticoats, corsets, and a general aura of delicacy. 
Going back to Hodkinson’s findings, he states that “without actually rendering such categories insignificant, goth had from its very beginnings been characterized by the predominance, for both males and females, of particular kinds of style which would normally be associated with femininity” (Hodkinson, 35-64). However, it is important to acknowledge that the western goth subculture as described in this section, while a haven for various forms of gender expression, placed heavy emphasis on thin, white bodies. Over the years, diversity within the community has been promoted and encouraged, but rarely do we see it as the forefront face of gothicism.
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The Japanese Goth Scene & Ayami Kojima
Modern gothicism was not limited to North America or Europe. In Japan, the subculture had evolved into its own form of self-expression through clothing and music that took inspiration from a variety of 18th and 19th century themes (mostly originating from European countries). Yet despite the numerous western influences, the eastern goth community during the 1990s and early 2000s embraced itself as something unique and wholly Japanese; in other words, different from what was happening within the North American movement at the same time. To refresh the memory, western goth culture focused primarily on the macabre that included completely black, moody wardrobes with an air of dark femininity. Japanese goth culture maintained those feminine traits, but included elements that were far more decadent, frivolous, and played further into the already established aristocratic motifs of gothicism. This created a new fashion subculture known as Gothic Lolita or Goth-Loli (no reference to the Vladimir Nabokov novel Lolita or the themes presented within the text itself). 
In Style Deficit Disorder: Harajuku street fashion, a retrospective on the history of modern Japanese street fashion, the Goth-Loli image is described as “an amalgam of Phantom of the Opera, Alice in Wonderland, and Edgar Allan Poe” (Godoy; Hirakawa, 160). It was an aesthetic that took the western notion of “gothic” to higher levels with a heavier emphasis on opulence and an excessive decorative style—think Gothic meets Baroque meets Rococo. Teresa Younker, author of Lolita: Dreaming, Despairing, Defying, suggests that during the early years of the Gothic Lolita movement, it acted as a form of escapism for many young Japanese individuals searching for a way out of conformity. She states that “rather than dealing with the difficult reality of rapid commercialization, destabilization of society, a rigid social system, and an increasingly body-focused fashion norm, a select group of youth chose to find comfort in the over-the-top imaginary world of lace, frills, bows, tulle, and ribbons”. One pioneer that helped to bring the Goth-Loli image at the forefront of Japanese underground and street fashion the likes of Harajuku was the fashion magazine Gothic & Lolita Bible. Launched in 2001 by Index Communication and Mariko Suzuki, each issue acted as a sort of catalogue book for popular gothic and lolita trends that expanded to art, music, manga, and more. 
According to Style Deficit Disorder, during this time when Gothic & Lolita Bible had helped bring the subculture into a larger collective awareness, the Goth-Loli image became “inspired by a yearning for something romantic overseas (...) and after taking on the “Harajuku Fashion,” ended up travelling overseas, while remaining a slightly strange fashion indigenous to Japan” (Godoy; Hirakawa, 137). Then came KERA Maniac, another magazine launched in 2003 that had “even darker clothing and international style points and references, such as features on the life and art of Lewis Carroll, Japanese ball-jointed dolls, or interviews with icons like Courtney Love” (Godoy; Hirakawa, 140). The fashion trends that both Gothic & Lolita Bible and KERA Maniac focused on also found popularity amongst visual kei bands which were usually all male performers who began sporting the very same ultra-feminine, ultra-aristocratic Goth-Loli brands that were always featured in these magazines. 
Similar to traditional Kabuki theatre, “this visual-kei placed great importance on the gorgeous spectacle created onstage” (Godoy; Hirakawa, 135). One particular visual kei performer of the early 2000s that became Gothic & Lolita Bible’s biggest and most frequent collaborator was Mana. Best known for his musical and fashion career, Mana describes his onstage persona, merging aristocratic goth with elegant gothic lolita, as “either male or female but it is also neither male nor female. It is both devil and angel. The pursuit of a middle ground” (Godoy; Hirakawa, 159).
Opulence, decadence, and femininity with a dark undertone are all apt terms to describe the image of Japanese gothicism during the 90s and early aughts. They are also perfect descriptors of how artist Ayami Kojima changed the face of Castlevania from a franchise inspired by classic horror and fantasy to something more distinct. As a self-taught artist mainly working with acrylics, India ink, and finger smudging among other methods, 1997’s Castlevania: Symphony of the Night was Kojima’s first major title as the lead character designer. Over the years she worked on a number of separate video games including Samurai Warriors and Dynasty Warriors, along with other Castlevania titles. Before then, she made a name for herself as a freelance artist mainly working on novel covers and even collaborated with Vampire Hunter D creator Kikuchi Hideyuki for a prequel to his series. Kojima has been dubbed by fans as “the queen of Castlevania” due to her iconic contributions to the franchise. 
Kojima’s influences cover a wide array of themes from the seemingly obvious (classic horror, shounen manga, and East Asian history) to disturbingly eclectic (surgery, body modification, and body horror). It is safe to assume that her resume for Castlevania involves some of her tamer works when compared to what else is featured in her 2010 artbook Santa Lilio Sangre. Yet even when her more personal art pieces rear into the grotesquely unsettling, they always maintain an air of softness and femininity. Kojima is never afraid to show how the surreal, the intense, or the horrifying can also be beautiful. Many of her pieces include details emblematic of gothicism; skulls, bloodied flowers, the abundance of religious motifs, and lavish backgrounds are all commonplace, especially in her Castlevania art. Her models themselves—most often androgynous men with sharp cheekbones, flowing hair, and piercing gazes—look as though they would fit right into a gothic visual kei band or the pages of Gothic & Lolita Bible.
Castlevania: Harmony of Despair was the final Castlevania game Kojima worked on, as well as her last game overall. It wasn’t until 2019 when she reappeared with new pieces including promotional artwork for former Castlevania co-worker Koji Igarashi’s Bloodstained: Ritual of the Night and a collaboration with Japanese musician Kamijo on his newest album. Her work has also appeared in the February 2020 issue of TezuComi, depicting a much lighter and softer side of her aesthetic. Ayami Kojima may have moved onto other projects, but the way in which she forever influenced the Castlevania image is still being drawn upon and emulated to this day.
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Alucard c. 1997
There were actually three versions of Alucard during the 1990s, each of which were products of their time for different reasons. The first example is not only the most well known amongst fans and casual onlookers alike, but it is also the one design of Alucard that manages to stand the test of time. Ayami Kojima redesigned a number of classic Castlevania characters, giving them the gothic androgynous demeanour her art was known for. Most fans will say with some degree of jest that once Kojima joined Konami, Castlevania grew to look less like the masculine power fantasy it started as and more like a bishounen manga. No matter the differing opinions on the overall stylistic change of the series, Kojima’s reimagining of Alucard for Castlevania: Symphony of the Night is undoubtedly iconic. His backstory has more or less remained the same, carried over from Castlevania 3: Dracula’s Curse. After killing his father Dracula, Alucard, unable to fully process his actions or his bloodline, decides to force himself into a centuries long slumber in order to rid the world of his dark powers. Symphony of the Night begins with the Byronic dhampir prince waking up after nearly 300 years have passed once Dracula’s castle mysteriously reappears in close proximity to his resting place. The only difference this time is there seems to be no Belmont to take care of it, unlike previous years when Dracula is resurrected. Determined to finish what was started during the 15th century, the player takes Alucard on a journey throughout the castle, which has now become larger and more challenging than past incarnations.
Despite being somewhat of a direct sequel to Dracula’s Curse, Symphony’s Alucard is not the same dhampir as his 80s counterpart. Gone are any similarities to Bela Lugosi or Christopher Lee; now Alucard bears more of a resemblance to Anne Rice’s own literary muse Lestat de Lioncourt from her ongoing Vampire Chronicles. Instead of slicked back dark hair, thick golden locks (which were originally black to match his father) cascade down Alucard’s figure, swaying with his every pixelated movement. Heeled leather boots, a black coat with gold embellishments along with an abnormally large collar underneath a flowing cape, and a high-collared cravat replace the simplistic wardrobe of 80s Alucard—from a traditional, minimalist goth mirroring his father’s masculinity to an extravagant, aristocratic goth with his own intense, almost macabre femininity.
With the early Metroidvanias came the inclusion of detailed character portraits designed by Ayami Kojima which would appear alongside a dialogue box to further establish the illusion of the characters speaking to each other. Symphony of the Night was one of the first titles where players got to see Alucard’s ingame expression and it looked exactly as it did on every piece of promotional poster and artwork. The same piercing glare, furrowed brow, and unshakeable inhuman determination, the sort that is also reflected in his limited mannerisms and character—all of which are displayed upon an immaculate face that rarely if ever smiles. Just by looking at his facial design nearly hidden behind locks of hair that always seems meticulously styled, it is clear that Alucard cannot and will not diverge from his mission. The only moment in the game when his stoic facade breaks completely is when he faces off against the Succubus, who tempts Alucard to give into his vampiric nature by disguising herself as his deceased mother Lisa. Yet even then he sees through her charade and, depending on the player’s ability, quickly disposes of her. 
Despite his delicate feminine features, emotional softness is not one of Alucard’s strongest suits in Symphony. Though for someone in his position, someone who must remain steadfast and succeed in his goal or else fail the rest of humanity, where little else matters, Alucard’s occasional coldness (a trait that would return in recent Castlevania instalments) makes sense. There is a scene near at the climax of the game where he exposits to the other main protagonists Richter Belmont and Maria Renard about how painful it felt to destroy his father a second time, but he reframes it as a lesson about the importance of standing up against evil rather than an admission of his own vulnerability. However, he does choose to stay in the world of mortal humans instead of returning to his coffin (depending on which ending the player achieves).
The second 90s version of Alucard is a curious case of emulation, drawing inspiration from both Kojima’s redesign and other Japanese art styles of the 1990s. Castlevania Legends was released for the Game Boy the exact same year as Symphony of the Night and acted as a prequel to Dracula’s Curse, following its protagonist Sonia Belmont as she traverses through Dracula’s castle alongside Alucard and becomes the first Belmont in history to defeat him. It was then retconned after the release of Castlevania: Lament of Innocence in 2003 due to how its story conflicted with the overall timeline of the series. As with most of the earliest Game Boy titles, the ingame graphics of Legends are held back by the technological limitations, but the box art and subsequent character concepts reveal the game’s aesthetic which seems to take the most inspiration from other Japanese franchises of the decade. The biggest example would be Slayers, a popular comedic fantasy series that included light novels, manga, and anime. Legends Alucard is portrayed in this particular animated style, yet his design itself is very similar to how he looks in Symphony of the Night with only minor exceptions. 
The third and arguably most obscure 90s Alucard comes from the animated children’s show Captain N: The Game Master, a crossover that brought together popular Nintendo characters like Mega Man, Kid Icarus, and Simon Belmont. The episodes were presented as traditional monsters of the week, meaning each one focused on a brand new story or environment usually taken from Nintendo games. One episode that aired in 1993 centered on Castlevania and featured a comedic and parodied version of Alucard. Although the episode took elements from Dracula’s Curse, Alucard was meant to be a stereotypical representation of rebellious 90s youth, i.e. an overemphasis on skateboarding and “radical” culture. A colorful, kid-friendly version of the character that was never meant to be taken seriously; much like the rest of the show.
Out of the three variations, Ayami Kojima’s Alucard is the one that made the biggest and longest lasting impact on Castlevania. Redesigning an iconic franchise or character always comes with its own risks and gambles. In the case of Symphony of Night, the gamble made by Kojima—and by extension Konami and director Koji Igarashi—paid off. Unfortunately, the same cannot be said regarding Alucard’s next major change as a character and an image. 
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Lords of Shadow
“What motivates a man to confront the challenges that most of us would run from?” This is a question put forth by Castlevania: Lords of Shadow, the first attempt by Konami to reinvigorate and inject new life into the Castlevania brand name by completing rebooting the universe. Starting from scratch as it were. Originally, Lords of Shadow seemed to have no connection to the Castlevania franchise. Announced by Konami during a games convention in 2008, this was meant to give more attention and not distract from the upcoming Castlevania: Judgment. However, merely a year later at Electronic Entertainment Expo, it was revealed that Lords of Shadow was in fact the next major step that Konami was taking with Castlevania. From its announcement and early trailers, the game was already generating a healthy amount of media buzz due to its updated graphics, design, and gameplay. Having Konami alumni, video game auteur, and creator of the critically acclaimed Metal Gear series Hideo Kojima attached to the project also helped to generate initial hype for this new phase of Castlevania (though it should be noted that Kojima was only credited as a consultant and advisor for the Lords of Shadow development team). After nearly a decade of near hits, substantial misses, and a lack of focus for the franchise, Castlevania had once again become one of the most highly anticipated upcoming games. To quote gaming news and reviews website GamesRadar+ at the time, “this could be a megaton release”.
And it was—so to speak. As mentioned in previous sections, the first Lords of Shadow did relatively well, garnering critical and commercial success. By November of 2010, nearly one million copies had sold in North America and Europe alone. While not a monumental achievement or a record breaker, Lords of Shadow soon became the highest selling Castlevania game of all time. But enough time has passed since its release and nowadays, fans look back upon this reinvented Castlevania timeline pushed by Konami with mixed feelings, some more negative than others. 
The main criticism is that when it comes to gameplay, environment, and story, Lords of Shadow changed too much from its original source material. Change is not always a terrible thing especially in regards to long-running franchises and Castlevania had already gone through one massive upheaval with Symphony of the Night. Although the difference is how well that dramatic change was executed and how players reacted to it. For many, Lords of Shadow felt less like the game it was supposed to be emulating and more like other action hack-and-slashers of the time. The gameplay didn’t feel like Castlevania, it felt like Devil May Cry. Elements of the story didn’t feel like Castlevania, they felt like God of War. Each boss fight didn’t feel like Castlevania, they felt like Shadow of the Colossus (a frequent comment made by fans). Despite the familiar elements from past games that made their way into this new instalment, for many, Lords of Shadow was too little of Castlevania and too much of everything else that surrounded its development. Meanwhile, the afformented familiar elements seemed like attempts at fanservice in order to make sure that longtime fans felt more at home.
Does the game and its following sequels still hold any merit in terms of aesthetic and story? They do, especially when it comes to its style. Lords of Shadow, its midquel Mirror of Fate, and the sequel Lords of Shadow 2 are not unappealing games to look at. When examining the concept art of characters, enemies, and environments, one could argue that the Lords of Shadow series has some of the most visually striking Castlevania art in the series. The monster designs in particular take on a much grander, ambitious, and menacing presence that take inspiration from various mythological and biblical sources, the best example being Leviathan from Lords of Shadow 2. 
By the 2010s, AAA video games in general were going through a sort of golden age with titles such as Assassin’s Creed 2, Batman: Arkham Asylum, and Red Dead Redemption among many others. Not only were the stories and gameplay mechanics improving by ten folds, so too were the graphical capacities that each game could uphold. Due to technological advancements, Castlevania had the chance to become more detailed and fleshed out than before. The locations of Lords of Shadow and its sequels, which ranged from gothic castles, to modern decrepit cities, to fantastical forests, grew lusher and more opulent while the monsters evolved past the traditional skeletons of the series into far more imposing nightmarish creatures.
The first game along with Mirror of Fate kept themselves fairly grounded in their respective environments. Nearly every character looks as though they firmly belong in the gothic fantasy world they inhabit. Gabriel Belmont and the rest of the Brotherhood of Light are dressed in robes reminiscent of medieval knights (with a few non-historical embellishments) while the vampiric characters of Carmilla and Laura dress in the same manner that typical vampires would. However, a new location known as Castlevania City was introduced in Lords of Shadow 2, modelled after a 21st century metropolitan cityscape. Characters with designs more suited to God of War or Soul Calibur intermingle with NPCs dressed in modern clothing, further highlighting the clash of aesthetics. While this is not the first time Castlevania has featured environments populated with humans, the constant shifting between a dark urban landscape with more science fiction elements than fantasy and the traditional gothic setting of Dracula’s castle can feel like whiplash. 
The Lords of Shadow timeline was an ambitious attempt by Konami to try and give fans a Castlevania experience they had not seen before. New concepts that were previously unexplored or only alluded to in past games were now at the forefront. Yet the liberties that each game took with established Castlevania lore, both in terms of story and design, were perhaps too ambitious. The biggest example is the choice to have the Belmont protagonist turn into Dracula through a combined act of despair and selflessness, but Alucard went through a number of changes as well. Transforming him from the golden-haired aristocrat of the 90s and 2000s into an amalgamation of dark fantasy tropes. 
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Alucard c. 2014
After the success of Castlevania: Symphony of the Night, Alucard reappeared in a number of following titles, most of which depicted him in his typical black and gold wardrobe. There were exceptions, including Castlevania: Aria of Sorrow and its direct sequel Castlevania: Dawn of Sorrow where he adopts the alias of Genya Arikado, an agent for a futuristic Japanese organization dedicated to stopping any probable resurrections of Dracula. Because of this need to appear more human and hide his true heritage, Genya’s appearance is simple and possibly one of Ayami Kojima’s most minimalistic character designs; a black suit, shoulder length black hair, and the job is done. In Dawn of Sorrow, Alucard briefly appears as himself, drawn in a less detailed anime style that softens his once intensely stoic expression first seen in Symphony. The next exception is Castlevania: Judgment, a fighting game where characters from separate games and time periods are brought together to face off against one another. Konami brought on Takeshi Obata (who by then was famously known for his work on Death Note) as the lead character designer and in many regards had a similar aesthetic to Ayami Kojima, creating lavish gothic pieces that were heavily detailed and thematic. 
Like Kojima, Obata was given free range to reconceptualize all of the characters appearing in Judgment with little to no remaining motifs from previous designs. This included Alucard, who dons a suit of silver armor and long white hair to match it. Judgment’s Alucard marked a turning point for the character in terms of appearance; a gradual change that was solidified by Lords of Shadow.
This is where things get complicated. While Castlevania could be considered a horror series solely based on its references, aesthetic, and monsters, nearly every iteration whether it comes down to the games or other forms of media tends to veer more towards the dark fantasy genre. Edward James and Farah Mendleson’s Cambridge Companion to Fantasy Literature describe the distinction between traditional horror and dark fantasy as a genre “whose protagonists believe themselves to inhabit the world of consensual mundane reality and learn otherwise, not by walking through a portal into some other world, or by being devoured or destroyed irrevocably, but by learning to live with new knowledge and sometimes with new flesh” (James; Mendleson, 218). While horror is a genre of despair, directly confronting audience members with the worst of humanity and the supernatural, “the protagonist of dark fantasy comes through that jeopardy to a kind of chastened wisdom” (James; Mendleson, 217). 
Dark fantasy is ultimately a genre of acceptance (i.e. characters accepting a horrible change or embracing the world they have been forcibly thrown into), but it also represents a rejection of traditional tropes implemented by the works of Tolkien or the Brothers Grimm, thus defining itself by that very same act of rejection. An example of this is the theme of failure, which is common in many dark fantasy stories. There are far more unhappy or bittersweet endings than happy ones while the construction of the classic hero’s journey hinges more on all the possible ways in which the protagonist could fail in their quest. 
Going off from this definition, the Lords of Shadow timeline fits squarely into the dark fantasy genre, especially concerning its two leading men. We already know that Gabriel Belmont sacrifices his humanity in order to become Dracula, but what happens to his son borders on a Greek tragedy. Before the “deaths” of Gabriel and Maria, they had a son named Trevor who was immediately taken into the care of the Brotherhood of Light and kept away from his father in order to protect him. Years later when Trevor is an adult with a family of his own, he vows to defeat Dracula for bringing shame and dishonor upon the Belmont bloodline. Yet when their eventual confrontation happens, Dracula easily beats Trevor who, on the verge of death, reveals the truth about his connection to the lord of vampires. In a desperate act of regret, Dracula forces Trevor to drink his blood and places him into a coffin labeled “Alucard” where he will seemingly rest for eternity.
Time passes and Trevor Belmont—now transformed into the vampire Alucard—awakens, just as he did at the beginning of Dracula’s Curse and Symphony of the Night. During his disappearance, his wife Sypha Belnades was killed by Dracula’s creatures, orphaning their son Simon Belmont. The two eventually meet and work together to stop Dracula, but Alucard cannot bring himself to tell Simon the truth.
Despite a well-deserved happy ending in Lords of Shadow 2 (he and his father reconcile before going off to presumably live a peaceful life), the character of Trevor/Alucard is built upon the same themes of failure and learning to accept terrible change found within dark fantasy. His design is especially reminiscent of one of the darkest and most tortured protagonists in the genre, Michael Moorcock’s Elric from his Elric of Melniboné series. First appearing in the June 1961 issue of Science Fantasy, he stands out amongst most sword and sorcery heroes, different from the hypermasculinity of Conan the Barbarian for his embittered personality, philosophical motifs, and memorable design. Elric is constantly described as looking deathly pale with skin “the color of a bleached skull; and the long hair which flows below his shoulders is milk-white” (Moorcock, 3) and a body that needs a steady stream of potions in order to function properly or else he will gradually grow weaker, nearer towards the edge of death—more a corpse than a human being. 
Lords of Shadow Alucard is very much like a walking corpse as well. His long hair is the same milk-white tone as Elrics’, his skin is deprived of any real color, and his open chest outfit reveals a body that is both robust yet emaciated. Moorcock’s Elric was the prototype for many other white haired, pale faced, otherworldly antiheroes in fantasy that came afterwards and the darkly ethereal aesthetic that reflected his constant state of self-loathing and tragedy was the most ideal fit for this new version of Alucard. Both fail as traditional fantasy heroes, both abhor their physical states, yet both learn to embrace it at the same time.
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A Brief History of Modern Animation
Before we move onto the final iteration of Dracula’s son, let us first acquaint ourselves with an artistic medium that has not been fully discussed yet. This essay has gone into detail concerning the aesthetics of video games, fashion, filmmaking, and music, but where does animation fit in? Since 1891’s Pauvre Pierrot, the only surviving short film predating the silent era with 500 individually painted frames, animation has evolved into one of the most expressive, diverse, and groundbreaking art forms of the modern age. There were earlier methods that fit into the animation mold before Pauvre Pierrot including but not limited to shadow play, magic lantern shows, and the phenakistoscope, one of the first devices to use rapid succession in order to make still images look as though they were moving. Throughout the 20th century, with the help of mainstream studios like Warner Bros. and of course Walt Disney, the medium quickly began to encompass a variety of techniques and styles beyond a series of drawings on paper. Some of the more recognizable and unique styles are as followed:
Digital 2-D animation
Digital 3-D animation
Stop-motion
Puppetry
Claymation
Rotoscoping
Motion capture
Cut-out animation
Paint-on-glass
The most common forms used in film and television are traditional hand drawn and digital 3-D, sometimes merged together in the same product. There has been much debate over which animation technique has more artistic merit and is more “authentic” to the medium, but the reality is that there is no singular true form of animation. Each style brings its own advantages, challenges, and all depends on how it is being used to tell a specific story or evoke a feeling within the audience. For example, the 2017 semi-biographical movie Loving Vincent is animated in a nontraditional style with oil paints in order to create the illusion of a Vincent Van Gogh painting that has come to life. As Loving Vincent is about the influential painter himself and his tragic life, this animation technique works to the film’s advantage. If the story had used a more traditional form like 2-D or 3-D, it might not have had the same impact. Another example like the film A Scanner Darkly starring Keanu Reeves uses a somewhat controversial technique known as rotoscoping, which entails tracing over live action scenes in order to give it a realistic yet still animated feel. A Scanner Darkly is a futuristic crime thriller meant to evoke a sense of surrealism and discomfort, making the uncanniness of rotoscoping the perfect fit for its artificial atmosphere. 
Throughout its history, animation has gone through a number of phases corresponding to political, artistic, and historical events such as propaganda shorts from Walt Disney during World War II and the rise of adult-oriented animators who rode the wave of countercultural movements during the late 1960s and early 70s. Animation meant for older audiences was especially coming into its own as most audiences had become more comfortable associating the medium with the family friendly formula perfected by the Disney company. The only other western mainstream animation studio that could stand toe to toe with Disney while also dabbling in mature subject matter at the time was Warner Bros. and its juggernaut Looney Tunes, which even then was mostly relegated to smoking, slapstick violence, and mild suggestive material. Meanwhile, the works of Ralph Bakshi, arguably the father of elevated adult animated features, dealt with everything from dark humor, sexuality, profanity, and complex themes most of which delved into pure shock value and were highly offensive in order to make a statement. There were later exceptions to this approach including Bakshi’s own adaptation of Tolkien’s Lord of the Rings, Wizards, and Fire and Ice, a high profile collaboration with Frank Frazetta, in which both films utilized rotoscope animation to create unique, fantasy-based experiences for mature viewers.
With the right amount of funds and creativity, other countries began developing their own animated features with distinct styles that reflected the culture, social norms, and history in which they originated from. The 1960s are referred to as “the rise of Japanese animation”, or as it came to be known worldwide as anime, thanks to iconic characters of the decade like Astro Boy, Kimba the White Lion, and Speed Racer. The longest running anime with over 7,700 episodes to date is Sazae-san, based on the popular 1940s comic strip of the same name. Western audiences commonly associate modern anime with over the top scenarios, animation, and facial movements while having little to no basis in reality when it comes to either story or character design. 
While the Walt Disney company was steadily losing its monopoly on the animation industry with financial and critical disappointments (making room for other animators like Don Bluth) until it's renaissance during the 1990s, the 1980s turned into a golden age for ambitious, groundbreaking anime projects. Not only were films like Akira, Grave of the Fireflies, Barefoot Gen, and Nausicaä of the Valley of the Wind among many others, appealing to a wide variety of audiences, they were also bold enough to tackle mature, complex subject matter with a certain degree of nuance that complimented each film’s unique but often times bizarre or surreal styles. Akira watches like a violent cyberpunk splatterfest with extreme body horror and juvenile delinquency, yet its borderline exploitative methods serve a larger purpose. Akira takes place in a bleak, dystopian Japan where Tokyo has been rebuilt after its destruction in 1988, setting up an allegorical story that directly confronts government experimentation and the fallout of nuclear warfare.
Artists of all mediums have always influenced one another and the impact that anime has had on western animation continues to this day whether through passing tongue-in-cheek references, taking inspiration from common anime tropes while also depicting them through a western lens, or shows that feature a heavily emulated anime style like Avatar: The Last Airbender and its successor The Legend of Korra. Then there are shows that completely blur the lines between western animation and anime, with the ultimate distinction usually coming down to where it was originally developed (i.e. North America or Japan).
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Alucard c. 2017
The overall aesthetic and image of Netflix’s Castlevania is built upon a number of different influences, the majority of which come from Japanese animation. Executive producer and long time Castlevania fan Adi Shankar has gone on record saying that the show is partially “an homage to those OVAs that I would watch on TV (...) and I was like, “This is beautiful, and it’s an art form”. He has also directly compared the show to those golden age-era ultra violent anime features of the 80s and 90s, including titles such as Akira, Ghost in the Shell, and Ninja Scroll. Director Samuel Deats, another avid Castlevania fan, has mentioned the long-running manga series Berserk along with its 1997 anime adaptation as one of the animation team’s primary inspirations numerous times, explaining in further detail in a 2017 interview with io9: “I pulled out my ‘I love the Berserk manga, Blade the Immortal’ and all that. That dark fantasy style of storytelling, character design, how gorey it gets… I put together a bunch of drawings and sketches, and a few color images that channeled all of that”.
Watching Castlevania, the aesthetic references to Berserk are obvious. Both series merge together medieval fantasy elements with gruesome horror but they are also similar in their particular animation styles. One director from Korean studio MOI Animation who partnered with Powerhouse Animation collaborated on the feature length film Berserk: The Golden Age—The Egg of the King along with its two sequels. But the biggest inspiration for the design of Castlevania, especially when it comes to its characters, is Ayami Kojima herself. 
From the pre-production phase, the team at Powerhouse knew they wanted Kojima’s art to be the main basis of how the finished product would look and feel. According to Samuel Deats, “In the back of everyone’s heads, we knew that we wanted to heavily reference the style Ayami Kojima used in the Castlevania games. We wanted to bring the same shade-before-image sort of thing”. However, due to the sheer amount of details and embroidered style of Kojima’s aesthetic, many of her original designs had to be simplified into 2-D animated forms (just as they had to be reduced into pixelated form for Symphony of the Night).
Alucard’s animated design is the best example of this simplification process, but it took some trial and error in order to arrive at the finished product. When Castlevania was originally planned as a movie, his design veered closer to the otherworldliness and corpse-like aesthetic of Lords of Shadow Alucard—something that looked as far from a human being let alone a dhampir as possible. Following the years of stifled development until Netflix picked up the project, Powerhouse opted to fall back on Kojima’s artwork for sheer iconography and recognizability. 
On the one hand, animated Alucard’s facial expressions are identical to his game counterpart with the exception of a few liberties taken; same determined scowl, same intensely golden eyes, and same lush eyelashes (there’s even a note from his character sheet specifically stating that they must cast shadows for close-ups). Most of all, the same feminine androgyny of Kojima’s work. But there are just as many omitted details from Alucard’s updated model as there are those that were carried over from the original design. When compared to Symphony of the Night, his wardrobe seems to be severely lacking in excessive ornaments, instead opting for a sleek black coat with simple gold embellishments, knee high boots with a slight heel, and a white shirt with an open v-neckline. Despite these supposedly easy changes and evocation of Kojima’s art style, Alucard is still one of the more difficult characters to animate as stated by Deats: “I mean, Alucard has to be just right. You can’t miss an eyelash on him without it looking weird”. 
For the most part, it shows in the final product. There are moments when the animation goes off model (as is the case with most 2-D animated shows for time and budgetary reasons), but rarely is Alucard drawn from an unflattering angle. The other reason for his change in design is the fact that Castlevania takes place three centuries before the events of Symphony of the Night. Because of the story constraints and console limitations, players were not given an in-depth look at Alucard’s character beyond his quest to defeat Dracula and the guilt he felt afterwards. It would make sense that his demeanor differs from the stoic nature of how he reacts to certain situations three hundred years later. As a result, Alucard is given a toned-down design to reflect what he might have been like as a younger, brasher, and more immature version of himself.
This immaturity and juvenile nature of his visual image comes through in his portrayal. While the show is in its third season, we will primarily focus on season two as when compared to the others, it revolves around Alucard’s personal journey towards an important aspect of his long established character the most; namely, the reason for his rebellion against Dracula and his eventual act of patricide. Because Alucard only appears as a silhouette in episode one then makes his full introduction during the last fifteen minutes of the final episode, season one gives the audience a very limited idea of his character. What we do get from Alucard is the same impression that Symphony of the Night left fans with: someone who is determined, intensely fixated on his goal, and is willing to use any means to accomplish it—even if it involves striking a tentative truce between a vampire hunter and a scholar of magic. Season two expands upon this, showing an Alucard who is soft-spoken, careful in his mannerisms, more feminine than masculine, yet always rises to the occasion whenever he needs to match Trevor Belmont’s own crassness. For all of his grace, Alucard’s high emotions coupled with an unchecked immaturity (especially in the presence of Trevor) show how ill-equipped he is when dealing with human interactions.
One other piece of evidence that adds to this chink in Alucard’s carefully crafted metaphorical armor is the goal of stopping his father. Throughout small interactions and moments of dialogue, the truce struck between him, Trevor, and Sypha eventually develops into more of a friendship, yet Alucard continues to suffer from extreme tunnel vision, going as far as to chastise his two companionships whenever they get too distracted or unfocused from their mission. This character flaw is also touched upon in Castlevania: Grimoire of Souls when characters remark upon Alucard’s (otherwise referred in the game as Arikado) overly serious nature. A flaw that does more to unintentionally push others away rather than any attempt to bring them closer to him.
When Alucard finally achieves his goal of killing Dracula, it leaves him feeling hollow. He doesn’t quite know how to fully process this ultimate decision, maintaining a delicate sense of composure on the outside while in the presence of others. It’s only when Alucard is left alone does he allow the emotions of everything that has just happened to overwhelm him in a moment of genuine vulnerability that was only alluded to in previous scenes.
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Conclusion
Despite the show being renewed for a fourth season, the future of the Castlevania franchise in general remains uncertain. There’s been no talk of any other past games being set for rerelease, Grimoire of Souls continues to make sporadic updates to its gacha system rather than its story mode, and Konami has since chosen to take a step back from developing video games in favour of manufacturing pachislot machines. Symphony of the Night and Bloodstained: Ritual of the Night creator Koji Igarashi has mentioned in past interviews that should Konami somehow make a return to Castlevania, he would be willing to direct a new instalment. But at the present time, rumors have remained rumors and there are no signs of a new official Castlevania game in the near future whether developed by Konami or an outside company.
No matter what direction Castlevania takes in the years to come, it seems as though Alucard will always follow it, just as Dracula and the Belmonts will as well. This is his franchise as much as it is theirs thanks to continued fan popularity. He’s taken many forms in the past thirty years and become the visual representation of certain trends, yet one thing about him never changes: he is still Dracula’s son, the opposite of his father. He can be cruel, powerful, cold, and everything else a Byronic hero should be yet he can also reject his masculine inheritance in both character and aesthetic. 
Above all else, the human side of Alucard is greater than the monstrous side.
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References
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petri808 · 5 years ago
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A Sun-Kissed Getaway
My artist partner @reishichi beautiful companion piece to my story. Rei was awesome to work with, sweet, go check out her art!!! 💜💜 This was for the @todomomo-mini-bang-2020 
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The scent of the salty ocean air held hints of life and notes of esoteric mysteries swirling through the breezes that wrapped along the sun-kissed beach they stood on.  He couldn’t have picked a more perfect spot to bring his wife Momo to.  Secluded and peaceful compared to the hectic city world they lived in.  The skies were radiant with different shades of blue as far as the eye could see and embraced at the horizon into the covetous waters like a lover returning home.
But as beautiful as this landscape was, it didn’t hold a flame in his heart like the gorgeous woman before him.  Her dark raven tresses float behind her in gentle wisps and flurries, only tamed in part by the loose clip that binds it up.  He watches her pause and bend down to pick up a shell, turning it in her hand before placing it back where she’d found it.  Always the curious bookworm, cultured and mindful of her surroundings.  She turns her attention to the ocean and closes her eyes.  
He smiles at her upturned expression as she soaks in this entrancing milieu.  It was one he could understand and appreciate too.  
Their work as heroes was a daunting task at times.  Not just physically taxing but emotionally draining when you’re dealing with the dregs of society.  Villains and the victims left in their wake.  Maybe it wouldn’t be so bad if these degenerates could just stick to battling with the law rather than dragging innocents into the mix. But he digresses.  This was not the time to brood upon the negatives of their chosen professions.  
“Shouto,” a soft melody crosses his hearing, and he shifts his focus to its source.  He sees her outstretched hand, beckoning him to her.  
He smiles once more and closes the gap between them, taking hold and entwining his fingers with hers.  She squeezes and runs her thumb soothingly over the skin, wiping away the dissolution as if it’d never taken place.  This is why he loved her so much.  With just a tender touch, she could send away the weary and brighten his world anew.  He lifts her hand and places a chaste kiss to its back.  “Shall we,” he questions, gesturing to the stretch of coastline.  She smiles with a light blush filtering onto her cheeks and nods in agreement.    
They walk along the beach hand in hand in mellow conversation.  The warm white sand speckled with various shades from corals of long ago cushion each step they take.  It was nice, like a massage for their bare feet, and he appreciated that nature was kind enough not to burn today.  No other souls were around to disturb them, except for the occasional call of a seabird or the skittering of a hermit crab.  Just the tranquil roil of the waves ebbing and flowing against the sand or the shifting leaves of the trees that dot the edge of the shoreline.
It takes about an hour for them to make it to the end of the beach where a sheer cliff face rises up an unknown amount of stories and blocks their way.  This beach was carved from a valley and only accessible with four-wheel drive.  Of course, for those with a quirk like he had, travel to a remote location wasn’t so much of an issue.  But to make it a day when they could forget about their quirks and just be normal for once, he’d borrowed a friend’s truck to get through the forest trail.  
With no reason to hurry, they simply turn around and enjoy the stretch of paradise, making their way back to their little camp for the day.  It was almost lunchtime and his wife had prepared bento meals for them to fuel their day off.  Along with an oversized blanket and small cooler with drinks, it was the perfect set up for a relaxing picnic by the sea.
How unexpected, he mused as she produced a kitchen knife and began cutting into a small watermelon.  It was the perfect refreshing treat for this warm summer day.  He makes her a small table of ice to cut the fruit on and lay the pieces out to chill.  “Lunch was delicious Momo, thank you,” he kisses her cheek as she finishes chopping.
She blushes lightly in a smile, “you’re welcome Shouto.”      
He was a lucky man that his wife was such an amazing cook.  Cooking was one skill that he could never master no matter how many times his sister Fuyumi tried to teach him.  But he’s always been just a simple man, nothing fancy required, and content with a cold plate of soba.  His wife was a different story.  Raised to be the perfect balance of elegance and sophistication, used to the finer things in life, yet never pretentious or snobby.  
Though they’d come from the upper echelon of society, their families couldn’t have been more different from one another.  It was strange to him at first.  She was so settled and worldly compared to him, a top-ranked student and yet adorably self-conscious.  While he came from a broken home life, an overbearing father, while still managing to develop his own identity.  But he digresses.  They did have one thing in common.  He leans back on the blanket and closes his eyes to the memory.  
All through high school they’d been completely clueless, and it wasn’t until after graduation, with the help of their friends pointing out the blaring reality of their feelings for one another.
“What are you smiling about?”
Her voice pulls him back.  “Just you,” he takes the piece of watermelon she holds out to him, “and how happy you make me.”
“Aww,” she giggles and hides her smile behind her hand, “you make me happy too.”
Even after all these years he could make her blush with the simplest of compliments.  Her bright smile and the twinkle in her eye whenever she laughed or giggled always made his heart flutter wildly despite the stoic expression on his face.  She’s the only woman who could pull these emotions from him.  Others had tried and failed in the past, and maybe it was with that realization that he was finally able to process their friend’s words all those ages ago.  ‘You love her…’  
‘Yes, I do…’  It was because of her kind encouragement that he was truly able to forgive his father for all the man had done to their family.  Her support gave him strength and her love gave him fuel to be the best hero he could be.  
He feels a weight on his shoulder.  It was Momo resting her head against it while she nibbles on a piece of watermelon and stares out over the ocean.  He kisses her temple and wraps his arm around her, leaning his head against hers.  This would make a for a perfect picture, but he couldn’t bring himself to spoil the moment by pulling out his phone.  That was okay, such memories will always live on within them.
A light sigh and a shift by his wife to further wrap her arms around his mid-section.  She was so content it was a shame that they would have to leave this beach soon.  One didn’t need a watch to know the time, as the sun slowly made its trek across the sky towards the horizon, and the shadows from the tree line washed over their picnic spot.  He of all people understood the power of the elements, yet in that moment, even the roar of the waves was but a peaceful undertone to relax away all the painful toils of their lives and send them away to the depths of the sea.  
“So beautiful,” the words wisp out from Momo’s lips as she stared at the sunset.
How often do they ever get to enjoy this natural phenomenon, and today seemed even more spectacular than he remembered?  The reddish orange ball of fire sent colored heat waves stretching out along the horizon, like a distorted image on a television screen, and darkening the further it settled below the sea blue threshold.  But above it, the colors blended wildly with the sky to produce brilliant purple and blue hues broken up between the spattering of pink orange clouds travelling across the heavens.  
“It’s time to go,” he kisses his wife and gives her arm a gentle squeeze.
“I know,” she sighs.  
“We’ll come back again.  I promise.”
She smiles, “thank you for today Shouto, I really needed this.”
He leans his forehead to hers and closes his eyes, cradling the back of her head.  There was nothing he wouldn’t do for her.  She was everything to him.  “No.  I’m the one who’s thankful,” he leans in and places a lingering kiss on her lips.  “You make me the happiest man in the world.”
“I love you Shouto.”
“I love you too Momo.”
And as they make their way over to the car, he wraps his arm around her shoulder to guide her, taking one last look at the expanse of sand and sea.  Growing up, he’d never expected to be as happy as he was with moments like this one.  Nevertheless, just like that setting sun, old childhood wounds dissolve away into the abyss, leaving just the starry skies that blink of possibilities.  There may not be any photographic chronicles of their adventure today, but the memories will forever be ingrained in their hearts and the love of a woman who helped him get here.  
❤️🤍❤️🤍❤️🤍❤️🤍❤️🤍❤️🤍❤️🤍❤️🤍🥳🥳 Bonus Birthday add on: @reishichi​  Happy Birthday!
As he lay there in the early morning hours, the sun’s rays were just barely peeking through the sheer curtains. Shouto smiles as he gazes lovingly over his wife’s face imagining how lucky he was to have her in his life. It had been a few weeks since their little beach outing, and oh how he wished they’d had more time for such moments. To relax and pretend all the cares of the world had disappeared. If he could spin their world into a perfect utopia for her, he would do it in a heartbeat.
He gently brushes away the stray ebony hairs that have drifted over her face, careful not to wake her. Momo’s shift the evening prior had been a long one, and he wanted to let her sleep in as long as possible. She looked so peaceful lightly curled against his side, trusting of his protection. Her porcelain skin coming alive with the light of the sun.
There was only one thing he could think of to make their lives better than it already was, but it was something that brought trepidation and fears along with the excitement and bliss. He was afraid to bring up the topic of starting a family. Was he ready, were they ready? Oh, who was he kidding, Momo would be an excellent mother. It was he and his poor childhood that caused him the greater pause.
She would probably tell him the opposite, Shouto you’ll be an amazing father… he chuckles in his head as he remembers the long-ago recertification exam. As the baby of the family, he had no experience dealing with children. They were like strange creatures to him that he couldn’t understand. Some people take to parenting naturally, but he just knew that wouldn’t be him. And yet despite those concerns, the desire to have a child with Momo outweighed those fears.
Imagine it… going back to that beach with a little one in tow. Watching him or her scurry after crabs or chasing the waves as they ebb and flow along the sand. Building sandcastles and napping under the sun after a yummy lunch prepared by his wife. A picture of pure bliss that he would love and cherish and give the child all the love he never received growing up with his own father. Bet his siblings would be thrilled to be an aunt and uncle.
When the time feels right, he’ll broach the question. He kisses Momo’s forehead and rests his chin amongst her tresses, closing his eyes with a smile. Sleep my love, as we dream of a sun-kissed future.
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jaskierskisses · 5 years ago
Text
Meeting You (Part 1)
About the first encounters in episode 1x02
The Witcher Meta. Geraskier meta. Netflix.
Hi my friends! This is my second meta from the Netflix's serie, and I had to put it in two parts, because it has a lot of info for all of you.
I want to say thank you to my friend @agusvedder , she made the gifs for this meta, Thank You girl!
This is a more focused analysis in Geraskier.
Let's start...
First encounters
As I pointed in my first meta here, this episode shows us three Parallels of three different first encounters. But Geralt and Jaskier will be blatantly mirrored by Jester and Yennefer, (a romantic couple).
The first scene is related to Yennefer and talks about a foreshadow in episode 1x06: the lover's separation (when Geralt offended her about her motherhood desires).
This scene is between two young lover's, hidden. The girl asks for her baby, and the young man answers I THOUGHT YOU DIDN'T WANT HIM, and the girl gets mad. They discovered Yennefer observing them.
First meeting: YENNEFER AND JESTER
When Yennefer meets Jester we have this amazing scene with a contrast between the deformed/self concept of monster (Yennefer) and the beautiful man (Jester).
Jester tries to get to her being kind, and approaching her slowly, but he makes a mistake... He calls her a virgen.
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Yennefer reacts almost by instinct, but this is telling us, she felt offended because Jester didn't know her to talk about such an intimate manner... Keep all of these things in mind, because the parallal with Geraskier is delicious.
Now, we could say, Yennefer was lonely, and she found a protector (Jester) and a wise guide (her sorceress's mentor).
First Meeting: CIRILLA AND DARA
So here, CIRILLA finds Dara, a quiet lonely protector that came from nowhere to be with her. But he doesn't talk. Is the importance of this parallel, the kid is taciturn, but committed to protect Ciri to any cost.
First Meeting: GERALT AND JASKIER
Jaskier is singing a song in one rustic tavern, he is naming different kind of monsters, and the public get bored, and buffed at him. Our poor bard exclaims here something like "I'M GLAD I REUNITE YOU ALL IN HERE," and we could infer, is another foreshadow of his implied mission, by being present in two of the most important moments in Geralt's life that will tied him to his destiny: Ciri and Yennefer, so, we could say, Jaskier will reunite them together.
But, remember when Jester approached slowly to Yennefer? Well... He does the same here in the tavern, when he spots Geralt brooding alone in a corner. His approaching is very seductive, but he failed in his pick up quote...
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The thing is... When he discovers who Geralt is...
His eyes shone with determination. He will follow this Witcher.
Naming him in the middle of that place, brings Geralt a job and money, immediately changing Geralt's luck.
Trying to know you
We all can spot the precise moment in which Jaskier decides to follow Geralt, immediately after the Witcher stood up and walked away.
Then we had the Shrek/Donkey scene, because that's what that scene was, right?
They even describe Geralt as an onion, because his layers... And because is a very poetic way to see him. Not just that, but... Jaskier smells one big, grumpy onion. And he began to name each one of his layers... Fascinating, because it talks about how the bard, an observatory of people and life, is trying to decipher this mysterious Witcher. And in that attempt to describe him, he gets to the point of one accurate first impression...
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Stories... Death... Poetry... Destiny... Heroic acts... Brokenhearts. (Yes, I know... So many foreshadows... Mostly one sweet bard's heart that will break...)
And then, at the end of all these layers... Geralt concluded IS ONION. Of course, you are an onion, but I think Jaskier is discovering you slowly... And he is very insightful in reading you...
And pay attention to this scene ... When Jaskier mentions THE BUTCHER OF BRAVIKEN, is like Jester calling Yennifer VIRGEN, You don't know me enough to call me like that. And he punch Jaskier. Just like Yennefer slapped Jester.
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Love me some Geraskier parallel with a romantic couple...
What do you want?
Is blatant the way the writer established the parallel between Jester/Yennefer and Geralt/Jaskier.
First of all, there's a dialogue with Yennefer and Jester, in which Yennefer says that she found herself there and Jester found her.
Now... Back to Geraskier parallel, the bard is trying hard to decipher the mystery that Geralt is... So he starts to analyze him. Geralt is muted because it seems as if everything what Jaskier is saying is truth. He calls him White Wolf, because he is trying hard to change the idea of the public about him. He needs people to see Geralt as he sees him: a real hero. Because he noticed since the first time, Geralt is beautiful.
And he is not scary, just like Marilka thought too.
So... We have Jaskier trying to see what Geralt would want... And we have Jester/Yennefer scene in which he is teaching Yen to see what is hidden to the eyes. When Jester starts to name things that are hidden, Yen asks "Those are the things you love? And Jester answers: Those are the things I thought you would love."
Is like trying to read her mind, just like Jaskier is trying to read Geralt's mind.
Another visual tool used to establish the parallels between these three first encounters were the color BLUE. Ciri, Yennefer and Jaskier were dressed in blue, these three characters intimately related to Geralt's destiny. The color BLUE symbolizes knowledge and protection, resting in the witcher's hand to be the protector of these three.
To Conclude:
In this first part of episode 1x01 meta we are witness of how the writers blatantly established a parallel between Geralt/Jaskier and Jester/Yennefer first encounter. Knowing Jester and Yennefer are romantically involved, what the writers are doing is not so different to what Andrzej Sapkowski did with his books.
Is an episode that talks about first encounters and how the destiny is being knitted with one first meeting JASKIER, who will be the one reuniting Geralt with his different destinies.
We see how Jaskier is not afraid of Geralt, by the contrary, he is fascinated with him and decides to follow him and make the people to see him as he sees him.
More than this, my reading of their first encounter, is a first sight crush from our cute bard.
Thanks for reading, I'll see you in the second part.
Tags: @agusvedder @legendary-destiel @spnsmile @mrsaquaman187 @jawnlockwinchester
If you want to be added to this list, just let me know.
Buenos Aires, March 5th 2020 23:34 PM
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mutantenfisch · 7 years ago
Note
1 & 7
1. What is your Inquisitor’s name and race? (and small characterisation/backstory because I won’t shut up about my OCs)
Duuuude, I have like 17 Inquisitors by now… XDBut anyway, here they are, as ordered as possible.
The Dwarves:
Meret, Craeg, Arno and Eguzkia Cadash. Zelma Aeducan.
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Related only by name, Eguzkia bears the maiden name of her mother, who originally was a baker in Orzammar and ran away to the surface with a member of House Helmi who loves his wife and daughter deeply, despite them being lower caste. She and her mother were hired to provide their culinary arts to some nobles at the Conclave and it was only due to a chain of coincidence, that the young dwarf ends up being Herald of Andraste.
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Meret’s mother, on the other hand, was indeed a branded casteless who worked for the Carta. Her surface-born son followed her path due to having to provide her medicine for her chronic cough. One of his heist targets, a Tevinter mage and scholar in exile, sees the young dwarf’s intellectual potential and hires him and his mother as apprentice/bodyguard and housekeeper. A decade later, the trio’s interest in the Conclave is only marginal; the Tevinter, Lydus Maro, had planned to make the pilgrimage to the Temple of Sacred Ashes for religious reasons only and by chance, all three of them survive the Conclave, mostly thanks to the distance Lydus and Ama have kept to the temple. Of course, the following scandal with a dwarf of all people being the Herald of Andraste, and with him having a Tevinter “magister” advanced in years as a friend and lover does not help the fledgling Inquisition gaining approval or attention in its first days.
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Azelma was the second child of King Endrin Aeducan but after being framed for the murder of Trian, she was exiled to the deep roads. Unfortunately, she never managed to reach the Grey Wardens in time and instead joined the Legion of the Dead, to give her exile and death-in-name a meaningful purpose. A darkspawn emissary’s fire bolt nearly killed her and left one half of her face disfigured and the corresponding eye blinded and ear tingling. She follows some suspicious darkspawn activities to Haven and tries to warn the Divine. Her amnesia is worse than with any other Inquisitor in their respective time-line, for she can remember almost nothing about what happened in the two weeks before the Conclave. 
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Craeg is a surfacer who’s never been to Orzammar in his entire life, but as the resident bouncer at his favourite tavern, he had to deal with so many Carta dwarves who were, in fact, real casteless dwarves from the streets of Dust-Town which left for a better (if criminal) life, he decides one day to get one of those infamous face tattoos on his cheek as well. He was probably drunk when that happened. His reason to be at the Conclave was, as with most of my characters, purely business-related but since he has a talent for stumbling right into trouble, it was almost no coincidence that he picked up the orb. 
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Arno left his family the moment they declared he’d be married to a member of the Smith Caste and used the anonymity of the Surface to embrace his real identity and change his name from Nora to Arno. He picked the last name Cadash for he knew it was a quite common name among Carta-members and he was sure this would sound believable enough. He loves hitting stuff and wearing armour that conceals some parts of his physique. Smuggling Lyrium as a quick, if dangerous, source of income was good enough for him and especially after the downfall of the Circles, Templars were way too eager to keep their line of supply working, so he did’t ask many questions.
The Elves:
Ilargian, Meretari and Udane Ibaiguren.
They were taken in by clan Lavellan when the Ibaiguren were destroyed during events of the “Three-Queens” era in 9:17 Dragon. Only few clan members survived. 
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Ilargian is the oldest of the trio. In the worldstate where he becomes Inquisitor, he and his Starkhaven-born wife Maeve Ameslari, n elf-blooded healer and secretly self-taught hedge-mage, are on the run from the Mage-Templar War. They met a few years earlier when she was in temporary, contract-bound slavery for a Tevinter slave hunter company and escaped together. Now, he tries to get first-hand information about the outcome of the Conclave and decides to go there as a spy for his small, growing family. Being separated from his loved ones really tears on his nerves and sanity and sometimes only the companionship of the mysterious spirit boy can ease his pain and calm his fears, so he can sleep soundly at least during some nights.
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Meretari and Udane are half-sisters with a ten-year age-gap and while the older, Meretari, has a few childhood memories of her mother, two dads and twin-brother, the younger is named after Meretari’s mother who, in this worldstate, did not survive the flight to clan Lavellan but is kept in dear and loving memory by her husbands. Udane the Elder was also a cousin of Merrill’s mother and for Varric, the resemblance between Meretari and Hawke’s Dalish companion in Kirkwall is almost too uncanny to bear.
Ondras and Oroilora Lavellan
Again, these two are only related by their clan’s name, but are neither siblings nor cousins. Instead, O was sent to Clan Lavellan after her magic manifested, for Clan Sabrae already had Merrill as Marethari’s first.
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Ondras could be the epitome of a bratty teenager who is more interested in partying and flirting, if he didn’t also show a deep care towards others and their daily struggles. For most people, he makes the first impression of a very flamboyant youth who neither hides his good looks nor sexuality and some smell a scandal just waiting to happen. Despite his young age - he barely got his vallaslin before he volunteered to spy on the Conclave - he is an excellent marksman and caring and patient companion to those he grows friends with. 
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Oroilora is the keeper’s First and takes her elven pride and distrust towards humans a bit too seriously, but then again, she can’t be blamed for this. A few months before she got her vallaslin, the young mage encountered a troupe of noble-born hunters, who decided to declare the elf their “special” prey. She barely survived this encounter and chose Elgar’nan as her vallaslin and swore to hunt down and kill the humans who hurt and humiliated her. This hunt lead her to the Temple of Sacred Ashes.  
Manon Vallon
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Manon is one of the few survivors of Celene’s purge of Halamshiral’s Alienage. She was hired as a guard by an Orlesian hedge-knight who bears little love for the Empress’s actions during that night but also needs cheap muscle to protect his estate in the Dales from the brooding civil war. He watched her slaughter some of Celene’s soldiers in the streets outside the Alienage and that settled the deal for him.Manon was his bodyguard at the Conclave, even though she rather wanted to stay behind at her new home to protect her fellow servants, but had little say in the matter, which made her furious at first, but upon her return to the estate, she was glad her fortune turned out like this. She immediately put the whole remaining household under the Inquisition’s protection and retaliated upon the marauders for what they’ve done there.
The Humans:
Maxim, Irene, Roxana, Sebastien, Henry and Jean-Luc Trevelyan.
While Roxana and Jean-Luc both have only little memories of their family and spent most of their lives in the Circle, both have different approaches towards magic and the ongoing war.
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Jean-Luc, who was certain he would die of old age in his Senior Enchanter bed, is afraid of the open and of rain and enjoys staying by the fireplace, neck deep in his studies, now wields a green glowing thing on his hand, has to venture through mud and snow and what not and the only light at the end of the day is having conversation with his fellow researcher Minaeve or the heart-warmingly charming Ambassador Montilyet. 
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Roxana on the other hand thinks the war has been inevitable and considers it her duty to fight in it, to make mages’ lives safer. She holds no grudge against Templars in general, but then again, not every Circle was like Ostwick’s and not all Templars are nice people. 
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Irene served as a Templar for most of her life and while she takes her duties very seriously, and disagreed with Meredith’s leadership when she was stationed in Kirkwall, she can’t bring herself to fully trust mages, after having seen them being possessed or killing her friends with blood magic. She and Cullen know each other since their days in the Kinloch Hold Circle and even though she is a woman beyond her forties and at least for a while was above him in rank, she highly respects him and often speaks back with him when things have to be decided. 
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Sebastien is the illegitimate child of an Orlesian servant girl and one of the Trevelyans when this branch of the family resided in Ferelden around 9:15-9:20 Dragon. As a child, he was bullied by his peers for his parents, his accent, his protruding ears and his weight. That he searched solace in comfort-food, such as cookies, did not really help. Especially not, when the Hero of Ferelden and their entourage stopped at their village and the intimidating Qunari companion of the Grey Warden took the little boy’s cookies and told him he didn’t need more. What did help, was seeing the Hero and their friends in action and learning about Alistair becoming king of Ferelden. After this, the boy decided to become like his new idol and after a decade of fiercely practising the way of the sword, he has become a buff, towering young lad, who still loves cookies and has a thing for those pagan giants from the north. 
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Maxim, Max for short, is the youngest of four children, and while his mother was incredibly happy that at least her youngest was a girl, the following years showed that this was indeed not the case with young Max. While his father tolerates his personality and his interest in learning how to ride and fight and his older brothers accept him, his relationship to his mother is rather cold and strained by this circumstance. 
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Henry is the least person he himself would have thought becoming a hero of some sorts. The calm, quiet man might be a noble and might be quite proficient with a bow or his dual blades, but never had any ambition to actually do noble or heroic deeds. And after all, isn’t the Grey Warden or the Champion of Kirkwall what a real hero has to look or act like? No, for this orange haired man, this whole Herald business is just one big misunderstanding.
The Qunari
Zdravkos, Shura, Artemia and Ireth (though I’m not sure whether I will actually play the latter, due to her being already part of an Elder Scrolls crossover, where she is Dragonborn)
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Zdravkos is the son of Vashoth mercenaries who serve as regular guards for a quite unimportant Orlesian nobleman and his family. The boy, even though he always knew he was treated a little different than the other servants’ children, grew up to be a kind and gentle, soft-spoken young lad who would, in his teen years, often impress guests of the house with his skill as both a painter and a dancer, despite his height and “savage” origin. When his magic manifested, at the rather high age of nineteen,  his family’s patron arranged for him being taken to the Circle of Montsimmard, where Kos showed quite some talent for both frost and healing magic and successfully completed his Harrowing only a few years after coming to the Circle and months before the Civil War started. While he is no eager player of the Game, he has a talent for it and uses this to his own benefit after becoming Inquisitor.
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Shura is again a vashoth and also a true mercenary. She convinces with her intimidating height - and strange beauty - as much as with her broadaxe. Then again, her abilities as a leader, or at least second-in-command, weren’t just valued by her former company, but also by her fellow Inquisition members. 
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Artemia, Temi for her friends, grew up near the Antivan border and as a child, always hoped her horns would curve in a way that’d make it possible for her to use them to swing on them.In the end, she grew faster than her horns and the early death of her Tal-Vashoth parents made it necessary for her to take on any kind of work that would make it possible for her and her younger siblings to survive on their own. She joins the Valo-Kas mercenaries when her siblings are old enough to look after themselves and loses both her horns to enemies’ axes. She’s furious on the battlefield and a whirlwind with her long knives. But as soon as children are in danger she turns into something the Qun would have called a Tamassran, like her mother once was, and fights like a dragon to defend them.
2. Who is your Inquisitor’s best friend?This is indeed not easy to ask. In means of approval, most of my Inquisitors get along well with Varric - Eguzkia Cadash and Henry Trevelyan are declared fans of his work as well. Then again, depending on the character and background, my Inquis have different views and values and since some of them have accompanying NPC OCs, those count, too.For Meret, his lover Lydus is also his best friend - much to the delight of his mum, who is happy her boy is happy. He also becomes friends with Minaeve and both Bram Kenric and Frederic of Serault, the latter eventually engaging in a polyamory relationship with Meret and Lydus.Ilargian would probably be lost without Cole’s presence. The boy knows when to say the right things to the elf and he is the first person he can share his burden of worrying about his family with, while not having to give away too much verbal information about them. He also gets along very well with Blackwall and, to his own surprise, with Dorian.Meretari often sticks to herself, but becomes good friends with Scout Harding, while Udane befriends the Chargers, as does Max.Zdravkos, now that he has the chance, bonds with Vivienne over their similar views towards magic and mages, Jean-Luc and Oroilora become friends with Solas.Irene sticks somewhat to her habits and hangs around with the (ex-)Templars a lot but also becomes friends with Blackwall and Cassandra.For Shura, no-one, not even herself can tell whether she was first friends, then lovers with Sera or if it was the other way around. Fact is, when they can, they plunder the kitchen larder together or prank those who understand fun. Eguzkia gets along with Sera very good, too, but without the romance part. And she sometimes slows Sera down, when a prank seems harmful to her.Pfhhhew, that was a lot. Thank you very much for asking!
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