gaza has just been completely cut off from the world.
after increased intensity of israeli aistrikes tonight, the last cable providing communications was destroyed. telecommunications have been completely cut off. they cannot reach one another. they cannot reach paramedics. the red crescent society has completely lost contact with their branch in gaza. nobody inside can reach anyone inside, and especially not outside of gaza to tell us what is going on. this is a complete atrocity.
Hey, you’d read a story where Ben and Audrey reconcile after their poorly written break up?
Yes definitely.
No matter what anyone tried to tell you, no one from the Isle can ever consider themselves fully good. Everyone who has survived the Isle has done so because they've done something at bare minimum morally gray to survive.
Dead body on the street? Take their clothes. They don't need them, and it'll help keep the warmth in during the winter.
Robbing a house and there's food cooking? Take all of it - the person you're robbing clearly has ways and means of acquiring more, otherwise you wouldn't be robbing them.
Your boss demands more than you can physically give and is threatening you with death? It's gonna end in your death or his, and is that really a choice?
Your sibling/lover/best friend is sick and dying, and someone can trade you the medicine but are demanding a favour like murder or grand larceny? Buckle up buckaroo if I'm staying in this hellhole you are too.
No one on the Isle is 100% good. They're too jaded and traumatised to ever be able to believe in other people enough to be good. Everyone ends up manipulating, cheating, sacrificing others just a little to ensure the comfort and lives of their inner circle. It's accepted on the Isle, but bizarre in Auradon.
it’s so funny that the vks went from living in poverty to hanging out with royalty like these kids have never done anything normal in their lives?? they’ve had caviar and watched horse racing but they’ve never gone to a playground or visited a zoo
These are all my opinions, if you get mad, please argue with the wall instead of me, I am sensitive. <3
Same cast in my ideal version
CW: swearing, mentions of sexual themes, cannon abuse/violence
Keep reading
"You shame us for being the products of an environment you caused." Yasmine to Fairy Godmother.
Might fuck around and revamp my entire version of descendants
amazing
There's a Rumour in St Petersburg rewritten for D1 purposes, @idontliketomatoesleavemealone
Yeah I just wanted to share it. Yes, with the awful colour coding.
Isle kids: „The Isle is so gloomy, the Isle is so bleak–“
Auradon kids: „Auradon's all glory, and we must do our part.“
Isle child: „My good shoes got stolen, these streets are not for the weak,“
Auradon child: „Our good king Adam, he has a golden heart–“
Everyone: „Oh beware the lions, the witches, theives and fey, thank goodness for the gossip that gets us through the day!“ („Hey!“)
Auradon adults: „Have you heard the rumour, about the little prince,“
Auradon kids: „Have you heard the rumour, that they're saying in the news?“
Isle kids: „It's all but lies and rumours, just repeat and rinse!“
Auradon kids and adults: „Although the Villains are exiled, they went on and had kids, and the prince wants to invite, four of them to Auradon!“
Isle kids: „The worst of them all!“
All three: „But please don't repeat!“
Isle kids: „It's just a rumour.“
Auradon adults: „It's madness!“
All three: „Mystery!“
Auradon kids: „Something shared only with your closest friends,“
Isle kids: „A note passed under a closed fence,“
The kids: „It's a rumour, and we can make it History!“
Auradon kids: „He says that the children, they can't be all that bad,“
Auradon adults and Isle kids: „Delusion, really, it's quite sad,“
All three: „It's a surprise to be had!“
Everyone: „It's the rumour, the plan, the mystery,“
Isle merchant 1: „One silver for the apple, it is cursed, I swear!“
Isle merchant 2: „It's Queen Belle's earrings, real deal, this pair!“
Jay, sweeping through the marketand taking the jewels without paying „You got this from the trash, you won't see my cash-“
Mal, hiting him in the shoulder: „Focus, Jay, focus now: if we succeed, you'll have all the riches you know!“
Mal: „The prince's kind plan will help us fly! You and I, friends, we'll go down in history!“
Mal: „We'll find the wand and we'll know the words to say, take down the Barrier so we will all be free, imagine the dues and debts the king and queen will have to pay! Who else could pull it off but you and me?“
Jay: „We'll be rich, we'll be rich,“
Isle kids, joining him: „We'll be out, we'll be out!“
Auradon kids: „And the kingdom will have more to talk about!“
Isle kids: „Shh!“
Auradon kids: „Have you heard the rumour, about our to-be king?“
Isle kids: „Have you heard the rumour, that they're saying in the streets?“
(„Hey, hey, hey!“)
Auradon kids: „Have you heard, there's a rumour on the streets,“
Auradon adults: „On the news“
Isle kids: „And back allies,“
Everyone: „Have you heard?“
Auradon adults: „The prince lost his mind it's truly a tragedy!“
Auradon kids: „I wonder what they'll be like, what an awesome mystery!“
Isle kids, meaning two things at once: „The greatest con in history!“
Auradon kids: „The king,“
Auradon adults: „The prince,“
Isle kids: „The wand, the spell, the love, the hate,“
Auradon adults: „The Good have won!“
Auradon and Isle kids: „Who knows?“
Descendants Concept Art look so tasty
More in Reblogs
Link to Artist: here
"You shame us for being the products of an environment you caused." Yasmine to Fairy Godmother.
the Docks house the majority of the tattoo trade on the Isle, so the Sea Three grow up treating tattoos more casually while they've got more of a rebellious vibe for VKs living inland, like the Core Four.
to the VKs on the docks, tattoos most often serve as a show of ownership or as self expression.
for the Core Four and AKs, I imagine it's more common to see tattoos as individual pieces of art.
there's a lot of blurring that line, but seeing tattoos as self expression vs art can carry a lot into both how a person perceives tattoos in general and how they tend to design and place their tattoos.
Jay shows up at the Dragon's Den one day with a large, traditional, fully shaded, badass cobra curling around his bicep.
Evie and Carlos are fascinated but also a bit uncomfortable.
Mal immediately feels challenged, artistically, and starts designing a badass dragon design that she wants to get on her back someday.
Evie and Carlos don't get tattoos until years later, when they're in Auradon and comfortable in their own skin and are able to go to a nice, clean, entirely above-the-board tattoo studio.
Evie gets a little crown on her ankle.
Carlos ends up getting a number of random, small designs over time. Jane's name, a silhouette of Dude, the date that he last saw his mother (the date from when he's been free).
Evie gets a second tattoo eventually, on a dare, and gets a small ruler design on her wrist that's perfect for helping measure hems and edges for her projects.
Mal waits until getting settled in Auradon, too - first because she doesn't trust the skill of the tattoo artists on the Isle to do it "right," and then because she doesn't think her tattoo would be viewed as appropriate for the future Queen of Auradon.
once everything has settled out post-D3, though, and she's confident in her skin she brings it up with Ben (because having the Sea Three around is making her remember how much she really wants to get a tattoo, not that she'd ever admit to that).
Ben totally supports her and she gets a fantastical dragon across her back, painstakingly done by one of the finest artisans in Auradon.
Harry started tattooing himself when he was a kid, messing around with stick-and-poke techniques he saw the older kids using.
they didn't have great ink and stick-and-pokes usually fade pretty fast anyway, even faster when you're constantly in the sun, so he had a lot of fun with the canvas of his hands, arms, and thighs and did a lot of experimentation.
once he and Gil got closer, Harry did a lot of small designs on Gil when he was bored.
Uma got the first real tattoo of all of them.
she showed up at one of the tattoo shops dragging a bag full of tips and left several sessions later with a full sleeve of ocean waves crashing against a ship that was surrounded by tentacles.
she was pleased by how the artist had gotten it to look like the tentacles could either be pulling the ship to its doom or just giving it a hug.
Harry absolutely loved it and began going to get himself a new tattoo every time he scraped together enough tips and stolen coins.
a compass on the back of his hand; a dagger down his thigh; constellations dotting his arms; a menagerie growing one by one of seahorses and sharks and gulls.
he gets a traditional pinup on his hip; a grand, proper pirate's ship on one knee and a kraken mirroring its style on the other; he has multiplication tables and other memorization tricks done on the inside of his wrists to help him on tests.
months after his first (and only) hesitant, respectful request, Uma lets him get her name tattooed as a tramp stamp.
she goes with him and directs the artist and he ends up with her name surrounded by tentacles; they're strategically positioned to curl around the letters but also draw the eye to where they disappear beneath his waistband.
Uma didn't get tattoos as often but they were always grand and befitting her rank as Captain.
she adhered religiously to her colors and aesthetic, creating a map of black, turquoise, cyan, and purple whirls and lines that made her look ever inch the magical being she should be.
Uma complemented the heavy linework with little skulls and bones, sea creatures, and rolling waves.
I've seen some people say that "Wharf Rats" is just an insult Carlos called the crew, but I like the headcanon that it's the actual name of Uma's crew and that everyone who joined up was required to get a tattoo as a promise of loyalty.
Harry totally designed it himself.
Uma and Harry have the largest versions of it, so they added some extra detail and flare to theirs. Uma's on her chest and Harry's across his upper back.
most of the crew have theirs on a bicep but Gil got his on the back of his neck.
Gil didn't get any ink until he came back to the Docks and joined the crew.
once he was back, though, he tagged along and got something done every time Uma or Harry went.
he liked to get Harry to help him come up with ideas for designs that would draw attention to his arms and muscles.
Gil got lots of flowers and plants and birds on his arms, eventually tying the designs together into full sleeves.
Uma and Harry would roll their eyes but loved how badass Gil could manage to make a bunch of flowers.
colored tattoos were far less common than black linework and shading because it was much harder to come by substantial quantities of colorful ink on the Isle.
having his flowers colored made Gil's sleeves pop out and draw attention even more.
he got roaring waves and sharks and sea monsters on his back, pulling up into his Wharf Rats tattoo, with everything perfectly designed to flatter the flex of his shoulders and back.
on his trip around Auradon with Jay, Gil had a lot of fun getting a new tattoo in each kingdom, coloring in his chest with new kinds of flowers and filling up his legs with a variety of designs that reminded him of his favorite stops.
once she escaped the barrier and was restored access to her magic and heritage, Uma learned that her she could make her tattoos glow and reflect her natural magic.
she waited a long time for the day when she, Harry, and Gil were all free from the Isle and she was able to casually take her shirt off and enjoy Harry tripping on his feet and falling on his face at how extra stunning her tattoos were now.
Harry took advantage of the better resources for tattoos in Auradon and had his tattoos relined, as a lot of them were beginning to fade.
he had red lines and shading worked into the designs to give them an extra bit of pop, cohesiveness, and general Hook aesthetic.
for AKs, the most common tattoos were small and easy to hide, like significant others' names, important dates, and little minimalist designs.
Harry won a dare once and coerced Jay and several of Jay's tourney friends into going and getting larger, more artistic designs, though.
to Harry's surprise (and Uma and Gil's delight), some of Harry's first AK friends ended up being heirs from kingdoms like Matinui and DunBroch, with whom he bonded over tattoos after they approached him with admiration for his ink and for his opinions on design.
kingdom pride and fairytale tattoos are definitely a thing. an artist would have a lookbook with glass slippers and well known castles and glass covered roses.
just. TATTOOS guys.
Please.
Mal
"i love that the isle has had a MAJOR glow up!" OH YOU MEAN IT GOT BASIC NECESSITIES???
Due to Maleficent's position as ruler of the Isle, Mal is automatically considered at the top of the food chain. Mal first came onto the streets at 10 as an enforcer for her mother. As the years went on she made a name for self by being ruthless, Mal also started to put a gang together and went off on her own, Maleficent's territory slowly became more known as Mal's. Though Mal does still live in Bargin Castle and does report to her mother, however she has stopped being an enforcer and has made her own name for herself instead of just being Maleficent's enforcer. The Fae Syndicate is one of the most dangerous gangs on the isle and controls a large territory.
The Fae Syndicate is closely followed by The Burbers and the two Pirate Crews The Burbers are a large gang and they hold a lot of territory, they are lead by Yasmine daughter of Jafer and Jay's twin, Yasmine is a formidable woman who earned her place by killing the former leader of the Burbers after he broke sanctum. Her second is Hugo Rourke, who is know for his sheer strength and the fact that he is loyal to the bone.
Both Uma's and Harriet's Pirate Crews have a decent amount of territory, they also have access to the only fresh food supply and they control all the docks on the Isle. Uma's crew control the left side of harbour town from the dark cliffs and Ursula's to the barge docks in the centre of harbour town. They also stretch up enough to control some of the edges of the town proper. Harriet's crew control the right side of harbour town from the Jolly Rodger and Hook's Inlet to the barge docks. They also control some of the edges of the town proper
The Lost Children and the Merchant Punks are next, they garner a lot of respect and fear. The Lost Children, led by Anthoney Tremaine, because they are the oldest on the Isle and had to cut their place out, to be seen as more than just extensions of their parents, the Lost Children are also different because they only except those who were born with the first two years on the isle.
The Merchant Punks, led by Leo Silver, are a large gang with a large territory, they control the majority of the Bazaar and the shops so you don't wan to anger them less you lose access to most things on the isle.
The gangs are mainly on equal footing though and as things like territory and supplies and allies are always changing there is no sure fire way to know who is better than the others, though all the gangs like to say they are the best.
ohhh the vks crave approval so much :( my poor babies
There are lots of gangs on the Isle, both made up of VKs and Adults. Some gangs are simply groups of people who have joined together in an effort to survive, they try to stay out of the politics and schemes of the isle, they might claim a small amount of territory, but it is usually on a couple of streets or buildings. Out of all of the gangs made up of the VKs there are 32, who have made it to the top of the pile. These gangs all control bigger territory and have more power. They got to the top by being the most ruthless and not being scared of anything, always taking the risks and grabbing for as much as they could, some of these gangs have the backing of their parents, but some didn't, the ones that didn't are the most feared, that isn't to say the ones that had backing aren't though.
All the gangs are likely to clash with each other, this leads to infighting, gang wars and turf wars. It is whispered in dark corners of loud buildings that the leaders are like warlords. The gangs aren't always fighting, there are alliances, fragile and dangerous as they may be.
It is a rare day on the Isle when there isn't fighting, but on certain occasions there will be cease fires, such as on Samhain and Initiation, there are also certain places that are considered neutral, like the town square and Curl Up and Dye.
Hey, I saw your post about gangs of the Isle: Are you still planning to elaborate on some of them?
It looks very interesting!
Yes, I'm still figuring out some of the details, but I have some things saved in my drafts the I plan on finishing and posting soon.
List the worst descendants kids names you've ever heard and why. Both Vk and Ak from books and movies.
Li'l Shang
Clay Clayton
Pin
Jay
like honestly Disney was just being lazy, so I have decided that they are nicknames in my AU
Also most of the pocket watch names
Since the founding of the Isle twenty years ago, the behaviour of the inhabitants has been questioned intensely by residents of the mainland. 15 years ago, I, Yen Sid, volunteered to be sent to the Isle, with no crimes to my name, in an observational manner. Since my voluntary incarceration, I have been compiling files on the kinds of villainous behaviour and behavioural anomalies I have seen in this unique environment - files that I believe should be looked at in depth for an evaluation of the effectiveness of the Isle. In this document, I call for an overhaul of the Isle system, removal of children from the Isle, and if not those two options, increased contraception, medical care and food supplies sent to the Isle, as well as the incarceration of the most dangerous villains in a separate system.
As was established prior to the creation of the Isle, locking every villain on a sole island with a barrier to keep them in was never going to result in the rehabilitation of these villains. In fact, it would only serve to cause them to become more bitter, more unstable, and more evil. Despite these warnings, the Isle was created regardless, and all villains - including the mentally unstable, the victims of circumstance, and the truest sadists known to man - were incarcerated upon it.
It is important to note that the Isle already is an unpleasant place to live in. The buildings are dilapidated, infested with bugs and growing so much mould that you feel the very spores travelling down your throat with every breath. The soil is infertile, and will withstand no growth, leaving inhabitants to rely on exports from Auradon. The barrier causes so much cloud coverage that inhabitants born on the Isle will likely never see the sunlight in their life, and sometimes these clouds are so dark it feels like a permanent night.
Now take this location, and throw in every villain you can think of. All the named ones from the history books - Maleficent, Evil Queen, Jafar, Cruella De Vil, Captain Hook, Ursula, Gaston, Scar, Stromboli, Ex-Prince John, Ex-Prince Hans, Lotso, Edgar Balthazar, Madam Mim, Shan Yu, Yzma, Mother Gothel, Ex-Judge Claude Frollo, The Horned King, so on and so forth. Now throw in the sidekicks - some of whom didn't even deserve incarceration in the first place. Mr Smee, LeFou, Kronk and Diaval among many others. However, that is not it.
Auradon has continued to send 'villains' to the Isle, but they are not on the same level of villainy. There is no scale set in place - The Isle is deemed as housing 'The Worst of the Worst', however it also houses the Best of the Worst. Here is a list of offenses people have been sent to the Isle for in recent years;
Kidnapping, robbery, terrorism, bribery, computer crime (I believe the words used were words like 'haking' and 'skamming'), arson, war crimes, assault, drug abuse, stalking, driving under the influence, murder, manslaughter, rape, domestic violence, extortion, aiding and abetting, child abuse, fraud, disorderly conduct, solicitation, embezzlement, disturbing the peace, child pornography, telemarketing fraud, white collar crimes, identity theft, indecent exposure, harassment and forgery.
Several of these crimes should not have resulted in full banishment to the Isle. However, others certainly do, which leads me to my next point.
When you send everyone to one place, regardless of degree of villainy, you end up with a completely lawless place. In the last 15 years, the populace of the Isle has raised from a mere 500 people to nearly 30,000. Many of the women sent here bear multiple children before their bodies give up, due to the amount of rape on the streets. On the Isle, there is no less than 30 brothels, some of which are filled with children. Whenever one of Gaston's 'conquests' births a baby girl, I have seen them often drown the child to prevent them being sent to Gaston's own brothel. Engaging in sexual intercourse with a minor, in Auradon, merely gets you sent to the Isle - where there are plenty of minors to force into submission with no consequences.
Of course, other Villainous Behaviours are quite common as well. Theft, for example - while a crime in Auradon, on the Isle it is a way of life. You steal to survive. You steal gold, jewellery, food, medicine, the least mouldy slice of bread that comes through on barges filled with rubbish (not fresh food, never fresh). You also engage in prostitution, if you are an untalented thief. There is a common form of prostitution among the teens of the Isle - usually between 13-16 - that has been colloquially termed as 'rape prostitution'. For those villains who are not strong enough to subdue an actual victim, they can pay a fee and have someone fight against them without ever winning. I am sure you see my concerns with this form of work. These teens are of all genders - while there is always a market for frail young girls, I have heard several villains laughing about 'bringing strong young men to their knees'. No child is safe on this island.
However, I do suppose that the Isle did what it was meant to do - contain the Villainous Behaviours so that they do not taint Auradon Proper. However, this has come at the expense of young children, who have done nothing wrong except the simple act of being born.
This segment of my report largely relates to what the Auradonian media has lovingly called 'Villain Kids'. This is by far the most detailed segment of my report, and thus will look deeply into several 'Case Studies'. These children specifically are - Maleficent 'Mal' Bertha the Second, Jadir 'Jay' Jafar, Evelyn 'Evie' Grimhilde, Carlos De Vil, Uma Triskelion, Gaston 'Gil' Legume the Fifth and Harrison 'Harry' Hook.
The reason for this segment of my report is due to the fact that, despite their terrible environment, these children have managed to form a somewhat coherent society. While the adults are running amok doing whatever they wish, the children are establishing trade agreements, protection details, and are organising food and water rations. While these actions are largely restricted to those within their crew or gang, I thought these actions interesting, and wish to bring them to the citizens of Auradon's attention. Please note that the images attached are not necessarily of the best quality - I hired Rowena Ratcliffe to take the photos, and while she is undoubtedly the best 8 year old to sneak around, her photography skills are unfortunately lacking.
Upon first glance, Maleficent Bertha the Second (commonly referred to as 'Mal', as her mother has not allowed her the usage of ehr full name yet) seems to be a miniature copy of her mother. With her shock of purple hair being the only physical difference, one might assume that Mal is her mother's child through and through.
And indeed, Mal knows how to make you believe that. She engages in minor actions of evil - henceforth referred to as 'mischief' - such as disturbing the peace and disrupting daily functions (the laundry day seems to be her favourite - while the ladies bemoan the muddy boot prints on the not-quite-white-anymore linens, they often admit that it could be worse). However, these acts of mischief cannot in and of themselves be classified as evil. She is a menace, sure, but not quite evil.
This is where the beauty of 'The Heir' archetype come into play. On the Isle, 'Heir's like Mal are heavily under their parents thumbs. They engage in acts of mischief to keep up the appearance of 'evil', while discretely doing things their parents would certainly disapprove of behind their backs.
In Mal's case, my sources have discovered that she provides protection for many of the orphans in her territory by marking their houses with her mother's symbol. Though Maleficent is no longer magical, she is certainly powerful on the Isle, and many would not wish to step on her toes. Should any of the people under Mal's protection go missing, the stronger members of her crew will go and search for them, often raiding brothels and strongholds in order to rescue them from sexual slavery. She also offers the best medical care the Isle has, as she has access to the Evil Queens poultices and potions. While it is not Auradon level, the allure of having a strong person (regardless of her being a teenager) looking out for you on the Isle is hard to ignore. Despite the fact that she can only engage in these activities when not under the scrutiny of her mother, she does her best to ensure that all under her protection are safe.
'The Princess' archetype, as I have called it, is one that Evelyn 'Evie' Grimhilde embodies quite nicely. She carries herself like a noblewoman, reportedly due to her mother's intense training for gaining a husband, and would likely be able to adjust to Auradonian society with ease.
This archetype, however, never breaks their mask when outside. She may be polite and coy, but you will never know what Evie thinks of you genuinely until she is safe with people who know her. However, this kind of archetype is usually in a privileged position.
In Evie's case, the Evil Queen wishes for her to be beautiful to win an Auradonian husband to get her off the island (according to my sources). Therefore, Evie is privileged because she will never end up being placed into a brothel, and she has access to food and makeup and medical care. While this comes with a price - the girl appears to be losing weight every day, and her face is better painted than some of these houses - she is undoubtedly privileged.
That allows her to utilise her privilege. When ten year old Desdemona 'Dizzy' Tremaine was about to be sold to Gaston's brothel for 10 silver pieces, Evie managed to convince her mother to buy Dizzy's permanent services for 15 silver pieces, claiming that only Dizzy knew how to handle Evie's hair correctly. Similarly, when her mother had an excess of food that she would hoard, Evie would steal items and then 'drop' them, never acknowledging the fact that these 'drops' would always happen in front of crew or orphans. Similarly, she would obviously keep a purse on her hip, and ignore when small hands stole silver pieces out of it. While if you brought these situations up to her, she would undoubtedly deny it, it goes to show that being airheaded and ditzy, even when you are not actually so, can actually be an effective mask on the Isle.
Jadir 'Jay' Jafar is what I have termed 'The Money-Maker'. Effectively, Jay's entire purpose is to bring in money, with his secondary archetype being 'The Protector', which I shall go into more detail with later.
From a very young age I have seen the young Jafar on the streets stealing. My sources confirm that he has a specific quota to hit before he is allowed to stay in Jafar's 'Junk Shop' - which is a necessity as the nights on the Isle can be bitterly cold. Jafar will only accept things he believes can be sold on - jewellery, for example, alongside technology. However, Jafar has an insatiable urge to collect lamps, hoping to find a genie.
This part of my report is purely based on rumour, however it has been said that Jay indeed presented as a genie. However, Mal used her three wishes to effectively lock his magic for good, freeing him and protecting him from abuse in the same breath, leaving the boy with an empty lamp. He frequently presents the lamp as a 'new lamp' when he needs to be inside for the evening, before stealing it back and waiting until his father forgets.
However, Jay's position as The Money-Maker doesn't just apply to theft. In fact, Jay is regarded as one of the 'Best Conquests' on the Isle for any villain with an attraction to men. He charges high prices, of course, and Mal as the leader of his crew establishes rules that he must not be physically damaged in any way or they will face her wrath, but for those who can afford him, they extol his virtues. Jay as The Money-Maker archetype puts his own comfort aside in order to bring in money and favours for survival.
Jay's secondary archetype, The Protector, also feeds into a specific part of The Money-Maker archetype. Jay will often get into fights, not only to protect his crew, but to gain money. That is right - Jay is a part of a not-so-underground fighting ring, and is the champion. This means that while he often comes back injured, he receives a good amount of money from the bets placed upon him.
The importance of the Money-Maker, of course, is clearly obvious. Money can be used not only for purchasing food and water, but also blankets in the winter and extra clothing. It can be used to buy materials to re-stabilise buildings or to hire people to chip all the mould off your walls to try and prevent getting ill. In this sense, The Money-Maker is the most common archetype of Villain Kid found on the Isle.
While the young De Vil does not quite have the same privilege as the others in Mal's crew, Carlos has found a way to prove his worth.
The Scientist archetype concerns people who have found a way to prove themselves through their intelligence. Usually they are somewhat prodigal in nature, as Carlos demonstrates here.
Let it first be said that the Isle's education system is far from great. While books do come over on the Auradon rubbish barges, they are often used for kindling during the bitter night. If you can steal a book, they often have pages missing or water damage, making them difficult to read. However, if you manage to surpass the hurdles and teach yourself a useful skill, you can be heavily protected by nearly everyone you help.
Carlos's skill is technology. He is a prodigy when it comes to this, which is great to have on the Isle. Figuring out safety systems for bases, and rigging up new weapons to use for defense if required to do so are merely two of the things Carlos will do on a daily basis. He has also shown extreme intelligence in other areas too, including working with chemicals (and creating new explosives) and medical care.
While Carlos, due to his size and demeanor, could be seen as a soft target, his skills make him a valuable asset for any crew. In fact, I have heard from my sources that Carlos very nearly accepted to join Uma Triskelion's pirate crew before Cruella and Maleficent joined forces, causing him to join Mal's instead. While these children can often be targeted for kidnapping, they are more often approached with bargains for specific favours they need doing.
To come away from children who are still heavily under their parents thumbs, we now have Uma Triskelion, who embodies the archetype of 'The Protector'. Uma is the captain of a pirate ship, and the only employee of Ursula's 'Chippe Shoppe', however that doesn't mean that she obeys her mother. Aside from her work (which is unpaid), Uma works entirely separately from her mother, and has no qualms about saying such to her face.
The Protector archetype is largely due to their abilities. Uma not only acts as a physical protector to those in her crew, but often an emotional protector too. As a physical protector, she will go out and fight anyone who attempts to subdue her crew, and often removes crew members from abusive household to live entirely on her ship as long as they contribute to the crew. She even extends this offer outside of the crew, offering a 'Sanctuary' program where all the victim has to do is invoke Sanctuary on the Lost Revenge or in the Chippe Shoppe and they are now crew for as long as they need protection.
As an emotional protector, Uma has been known to take aside crew members who have recently had something happen to them - like a bereavement, or kidnapping - and take them to her quarters for a 'debriefing'. I have it on good authority that this session actually acts as a discrete therapy session, allowing the victim to talk through anything bothering them and either come to terms with it or get the captain's help.
The Protector archetype often ends up as a 'Provider' as well - Uma has a team of people who she uses to get early access to the barges, getting a lot of the food, medicine and other items that come over, before distributing them to her crew. She does this evenly and fairly, and similarly promises fresh fish at the Chip Shoppe at least twice a week for the lowest level grunts in her crew, which is an amazing promise on this island. She also makes sure to keep that promise, making her a popular person to dedicate yourself to. Many of my sources actually come from Uma's crew, as she has the largest territory due to her honesty and practices. Despite often hiding her more 'heroic' practices under the cryptic 'Pirate Code' excuse, she is indeed a protector of those weaker than her, despite her attempts to deny it.
'The Loyal Servant' archetype is a rather interesting one. This person on the Isle can be either the most dangerous person alive, or your best chance at survival, and I believe Harrison 'Harry' Hook illustrates exactly what I mean.
Harry has been labelled by most of the Isle inhabitants as 'crazy', and indeed he does not seem to be the most mentally stable. While I myself attribute that to what appears to be a hereditary curse constantly fighting against the magic dulling effects of the barrier (he has moments of lucidity and moments of insanity, leading me to this conclusion), many of the Isle inhabitants choose to stay out of his way for fear of inciting his wrath. However, one thing that is known about Harry is his devotion to Uma.
Harry's loyalty to Uma is often mocked, and he is often called a 'sidekick' or her 'bedwarmer'. However, while in one breath they mock him, they do have fear when they talk about him. It is well known that if Uma says 'jump', Harry's next question will be 'how high?' This means that, while he appears to be on a leash, should Uma tell him to do something, he will stop at nothing until that task is completed.
For example, Uma once took offence to a brothel run by ex-Judge Claude Frollo. Despite not having allies in this brothel, she could see that patrons were highly sadistic, and that Frollo took no care for the people within. So she instructed Harry that by daylight that next morning, the prostitutes would be in her crew, and the brothel gone. It is reported to me that over 60 rapists were murdered viciously in the span of 5 hours, and the brothel was consumed by flames. It is this level of blind loyalty and devotion that causes the residents of the island fear.
However, this archetype can be the most taken advantage of. While Uma herself is a rather benevolent 'master', preferring to have Harry audibly prove his devotion to her and 'treating' him to gentle acts of physical affection, others of this archetype can end up coerced into acts that cause them discomfort, and sometimes beatings. However, due to their loyalty, they are likely to assume that they deserve this, and will not leave their chosen master. This archetype is rarely found on the island, but it is one I find endlessly intriguing.
The final case study I have is what I term 'The Brawn'. Gaston Legume the Fifth is not dissimilar from his brothers in terms of mental ability, however where he is different is in outlook.
Often The Brawn archetypes end up tailored towards picking fights. They initiate brawls, and can be mistaken for Protectors but their primary function is to act as a distraction. However, despite their lower mental abilities, that doesn't mean they are stupid.
Gil in particular has an amazing set of street smarts. My sources confirm that when thought to be alone, his dopey grin often fades to one more genuine, and that infallibly optimistic demeanour becomes one that is much more suited to the environment. This is distracting for most people on the island, because despite their muscles, many think that Brawn archetypes are easy targets. The assumption that they are brainless airheads who's only function is to fight the battles they are told allows them to fly under the radar, acting almost like spies. Brawn archetypes are often highly valued in crews, as people do not tend to hide their intentions around them, or if they do, it is to a lesser degree. This makes them the most reliable source of information on the Isle - at least, for the children. This archetypes strengths are held under severe lock and key, barely even acknowledged in polite society. That dopey mask never falters when outside of a safe place, and they make sure to keep this secret hidden.
I, Yen Sid, was asked to take part in this observational study 15 years ago and report on what I found. What I found, however, is that Auradon was content to forget about the people it didn't want and their children, and allow them to live in conditions that would be considered inhumane at the best of times. For the simple crime of being born, these children are sold, raped, starved and beaten, and forced to grow up and become adults before they even hit ten years of age.
I urge the populace of Auradon to think long and heavy upon what we are doing. How long do we have before one of these prodigies breaks the barrier from the inside? What do we do when a generation of people break out into Auradon Proper? A generation of people we abandoned? A generation of people who are bitter, angry and miserable, and with good reason to be so? What do we do when we finally face a new generation of villains - villains that we made by ignoring their cries for help, and allowing them to be tortured and exploited by the very villains we fought to ensure our kids wouldn't have to deal with?
When did these so-called 'heroes' become so cruel and callous? When did our heroic duty to protect the young and weak end?
Abolish the island and create new prisons. Create homes for these children to work through their trauma in a safe environment, and do not treat them like villains. They are lost children, that we abandoned. This is not their fault - it is ours, and we should work to rectify our mistake.
Do you have any theories as to who Ally's father is?
In my AU, Ally's father is the Mad Hatter.
Do you respond to DMs?
Yes
What are your honest thoughts on:
Claudine Frollo
Li Shang Jr
Aziz
Anthony Tremaine
Honestly I like them all, especially Claudine and Anthony, I am biased towards the VKs. Probably Aziz after that, I think he would be really welcoming towards the VKs, lastly Li Shang Jr but that's only because I haven't expanded on him much.
What do you think of Lonnie + family?
Thanks for the question. So, I renamed Northen Wei on the Auradon map to China, and on my map it is a separate landmass. Mulan works as an advisor to the emperor, and Shang is a general in the army. Lonnie has an older brother, who I renamed Li Sheng. He was a student at Auradon Prep but graduated before the core four came. He is now attending Uni in Auradon City. Lonnie is one of my favourite characters, she deserves more rep I think she is very athletic and knows martial arts. Overall love Lonnie and her family.
Honest thoughts on Lonnie?
Love Lonnie, she is my favourite AK, she deserves more rep.
Would you be interested in reading a story featuring mostly the AKs? Almost nobody writes about them.
Yes, I would love to see a AK story.
Got any hc for Tiger Lily x Lampwick in your au?
A few, I think they met after Tiger Lily came to Auradon with Peter Pan when Beast was trying to join all the kingdoms and lands together, they became friends, they started dating when they were 16. Alexander in their oldest child and he wasn't planned, they were 21-22 when Tiger Lily got pregnant, about four years later they had, Tiger Peony. When they got married, they had both the kids as parts in the ceremony. I imagine that they'd be the cool young parents, who everyone got along with. Tiger Lily is a fashion designer, and Lampwick owns a restaurant.