call me elissa | classicist with pretensions of grandeur | she/her | lesbian | 20s | official paladin stan account | follows and likes as now-on-elissastillstands
Never even in death will you lose your fame, but you will be in menâs thoughts, your name ever immortal... (Theognis 245-246, trans. Gerber 1999).
Sometimes, the niche crossover urge takes over. This is based on Greek red-figure vase paintings of kithara players (specifically the ones here and here). If you want to hear a little about how the kithara is played and a little sample of improvisation on the instrument, check out the video here!
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I am still thinking about Hollow Knight: Silksong, and I am still obsessed with Asajj, so I had to combine the two. The text that shows in Silksong whenever Hornet gains a Weaver ability made me think of Asajj and Dathomir every time I saw it.
Lace is beautiful, Hornet thinks. A dream of a dancer from a memory half-faded. // Grief, duty, and creation in all its forms. In the months after Grand Mother Silkâs fall, Lace and Hornet reckon with what they mean to each other.
Rating: Teen
Word Count: 25,399
Relationships: Hornet/Lace, Lace & Second Sentinel, Lace & Shakra, Lace & Sherma
Additional Tags: Developing Relationship, Grief/Mourning, Introspection, Character Study
Excerpt: âIs it everything you dreamed it would be, spider dear?â Lace pants as she lies on the ground. âLaying your claws into me?â
Hornet ignores the arch, cloying tone as she focuses on weaving silk around the wound which lances through Laceâs chest, showing all the fraying layers of her flesh. Laceâs threads shimmer where they are cut, frail and glistening. Pale pearlescence seeps through the cavity of her chest in place of blood. There is no heart. Hornet pushes her claws in deeper, patching the wound together thread by thread. Lace hisses in pain, claws clenching in the dirt.
âIâve laid my claws into you before,â Hornet says, more to distract her than to encourage her. âOr have you already forgotten your defeat?â
She draws her claws out all the way. Lace collapses on the ground with a grunt, pressing her arms to the newly healed wound. âThat hardly counts, spider,â she says, voice still tight from pain. âYou were trying to kill me.â
âAnd you, me,â Hornet says placidly.
Link to fic: https://archiveofourown.org/works/82742521/chapters/217833826
I never thought I would get here, but Iâve gotten 100% completion in Hollow Knight: Silksong! It was some of the highest highs but also some of the deepest lows Iâve ever had while gaming, and I am very glad I played it. Iâve put a long and rambling post about my experience with the game below the cut, in case anyone wants to read about it (hefty spoilers for all three acts below).
Since last September, Iâve been trying to answer the question of whether someone who isnât great at video games can beat Hollow Knight: Silksong. The context behind this question: I am somewhere between a bad and a middling casual video game player. The small handful of games I have played can be split into âsunk hundreds of hours into it and made it a core part of my personalityâ (Baldurâs Gate 3, Hades I and II), and âhad fleeting encounters where I was absolutely wreckedâ (the hour of Plate-Up I played with my friend M where I struggled to complete a single level, the time my friend very kindly let me try Skyrim using her controller but I got so motion sick I had to lie down and sleep at her house, etc.).
A lot of my issues in games stem from a lack of familiarity and practice. I only started gaming in 2023 when I got a laptop capable of it. I didnât even play web browser games before then, and it frankly takes a really long time for me to learn and get used to new things. Iâm decent at combat and builds, but the single hardest part of every game for me is movement and motion controls, even outside of the motion sickness. I forget how to navigate a space even when thereâs a map; I run into walls and lava constantly, and when Iâm in a higher pressure situation like a real-time boss fight or even a hard enemy room, I still get overwhelmed to the point of regularly forgetting correct button inputs. Movement and motion controls are often frustrating to me in a way that verges on genuinely discouraging.
Silksong is many things. Almost every single one of them says that I should love it: the beautiful stylization, the story about grief and community and the complicated relationships between mothers and daughters, the fantasy catholicism, the bugs (my entomology phase in elementary school was so strong that one of my teachers once gave me a birthday card with a praying mantis on it)âthe gay fantasy catholic bugs, even. Itâs perfect. Iâd watched a lot of Silksong playthroughs, and I knew that I loved it from that. I especially love Hornet, with her poise and resolution and true paladinâs heart. But despite all that, there was one thing that kept me from playing Silksong for myself: the difficulty. If Iâm still forgetting how to WASD in Hades, how can I expect to complete a notoriously hard platformer that was giving hell to players who actually knew how to platform? Additionally, I knew that if I committed myself to playing, my goal would be not just credits rolling, but the true ending. This is the gay fantasy catholic bug game. My spider princess paladin would do anything in her power to bring Lace from the abyss, and I would too.Â
And so, 134 hours of gameplay and nearly half a year of real time after I first posed the question, I now have my answer. Silksong did literally break my computer in the process, as pictured above; I started playing on keyboard, but the A key snapped at the end of Act 1, and I had to buy and use a controller for the first time in my life. But nevertheless, it is possible for a middling casual video game player who is pretty bad at in-game movement and motion controls to beat Silksong. It was even possible for me to 100% Silksong. And I am now writing this rambling blog post on the off-chance that this might reach someone who is interested in that hypothetical.
A couple ground rules for this post: this is not a zone for âgetting good.â Whenever I went looking for advice online for bosses or platforming sections that were grinding me down, that rhetoric kept cropping up, and I found it a little unpleasant and disheartening. Secondly, this is a zone the things that worked for me. Strategies or tools that were otherwise described as âtrivializing the gameâ or âbasically cheatingâ or âno skillâ made Silksong just on the level of bearable to me in terms of difficulty, and I am actually quite proud of how I used the resources it gave me. Finally, again, spoilers for all three acts abound!
ACT 1: ABANDON HERE YOUR PRIDE
In my experience, Act 1 was by far the hardest. The tools and abilities you gain in Act 2 go a huge way towards alleviating some of the gameâs most difficult and punishing sequences, and Hornetâs movement gets smoother and more natural as you get used to it. When I was in Act 1, I had never played a 2D platformer before, so movement was bewildering. Aiming my attacks was bewildering. Jumping correctly seemed unfathomable. These were the things that helped me get through Act 1, along with a lot of luck and sheer stubbornness:
Practice. I needed more practice than what the game naturally scaffolded. I cleared out rooms within the Marrow so I could practice moving around and reacting to the environment in them without worrying about enemies. The Marrow had a section of those red pogo flowers I must have spent hours on, because I had never pogoed before, and I needed a low-stakes area to get used to the movement before I entered Hunterâs March. Which brings me to my next pointâŚ
Get the Wanderer Crest early. I regret not using Hunter more, since I think it is so unique to Hornet and is also really strong in the game, but I was absolutely not in a position to handle a diagonal pogo in Act 1. The reach of it is a little short, but it is very easy and fun to use.
Use tools. I avoided them for a while because I didnât want to think about input combos or aiming, but they are lifesavers. My favorites are the âset it and forget itâ tools, which you can plop down in a relatively calm moment and then not think about anymore. From Act 1, these include the spike traps from Forge Daughter and the tacks from Sinnerâs Road, which are an absolute MVP and permanently joined my main roster. There is also the plasmium phial from Zylotol in the Wormways, my savior, which I will talk more about below.
Get used to the farming lifestyle. At the end of every session of Silksong, I would have a farming run to get a couple rosary strings. As a result, I never worried about being short on rosaries, and I freely left my cocoon behind. Because I always had rosaries to buy shards, I also felt comfortable practicing with tools in every run at a boss. Farming was also another opportunity to practice, and if I wanted to get a better feel for a crest, movement ability, tool, or silk skill, I would use it while farming first.Â
Book it. Just run. Silksong wants you to move fast. Figuring that out and also forcing myself to not stop constantly to gauge jumps made the platforming and runbacks a lot easier. The Last Judge runback is long as hell, but if you keep running and never pause for too long, you donât have to fight a single enemy on the route.
ACT 2: THE GOSPEL OF PLASMIFICATION
I did both routes to the Citadel, going through the Last Judge first before turning around and taking Sinnerâs Road. I think that the traversal in Sinnerâs Road is harder, and the Mists were an incredibly frustrating region for me (they are the culprit behind my broken A key), but it is beyond worth it. Phantom is one of my favorite bosses, and Act 2 opens up much quicker if you go in through Sinnerâs Road. You can directly get the clawline, which is a vital traversal and combat tool that makes exploring the rest of the Underworks easier, and you can also get my queen, my GOAT, the reason I saw that 100% completion screen:
The Architect Crest was the single most powerful tool for me in mitigating how punishing and frustrating the game felt. Because of the tool bind, Hornet can equip the plasmium phial and inject herself with plasmium nine times, leading to all her masks becoming plasmified. Under this condition, she cannot heal normally (her bind only restores one mask instead of three), and she is presumably high as hell. But in place of her normal healing, she instead slowly regenerates her masks automatically. This means that chip damage, like falling into spikes or other environmental hazards while trying to platform, automatically heals itself, and you can practice difficult sections as many times as it takes to clear them without being sent back to the start upon death.
I am not exaggerating when I say that the plasmium overdose was the reason I could complete the game. I plasmified Hornet for Mount Fay, the Cogwork Core, the Sands of Karak, the Wisp Thicket, that one cave with the tarmite gauntlet and the lava in Far Fields, the Putrefied Ducts, and Bilewater (and in Act 3, the Abyss escape, Voltnest, the Coral Tower, and Lost Verdania up until the Clover Dancers). Because of the limited regular healing, itâs not great in combat against really quick enemies, but the slow passive regeneration makes it amazing for platforming, maggot infested areas, and any other places where healing is very limited compared to damage taken, like the Father of the Flame fight or the Coral Tower.
Plasmification is not a perfect silver bullet. It is expensive, at 120 shards per round; you canât rest on a bench for as long as you want to maintain the condition, and you will become deeply familiar with the route to Zylotolâs location from the Shellwood bellway because of how often youâll find yourself there topping up your plasmium reserve. You canât use the Pollip Pouch on your tools, because the poison eats away at your plasmium masks, and the movement also feels clunky. Despite all that, I absolutely could not have completed the game without it. The traversal would have just been way, way too punishing for me. Plasmification also meant that my experiences with some of Silksongâs most notorious pain points were drastically different from what I was bracing for. I now genuinely love Bilewater, with its bleak and mournful ambience and its lore. I feel like itâs one of Silksongâs most atmospheric and narratively strong areas, and I got to appreciate it because I wasnât focused on how unpleasant the maggots are. And RP-wise, thereâs something really compelling in Hornet passing through Bilewater in a haze of forbidden lifeblood and delirium, witnessing the horror of what the Citadel had done to the Stilkin and their waters.
Outside of using the Architect Crest to mitigate the difficulty and frustration surrounding traversal and continuing to farm, here are some things that made Act 2 feel fun and manageable for me:
Look for examples to learn from. I did not play Silksong blind; it would have been deeply unenjoyable and 100% a deal breaker for me. I am someone who looks up what happens in movies, books, and TV shows before I engage with them, because I need to know what happens. But even if you are not like me, I highly recommend watching videos of letâs play streams for sections that are giving you a hard time, so you can see how they did it and know what to expect as you progress.
Prioritize key updates. This includes, first and foremost, tools or abilities youâre excited to use, because the whole point of this exercise is to have fun playing Silksong. I grabbed the Witch Crest as early as I could because it seemed really fun. This also includes mask shards, spool fragments, and tool pouch upgrades. Look up ways to get them and the closest benches to them, and donât be afraid to dip into areas without completing them. I dipped into the Memorium for the final mossberry to upgrade Druidâs Eye and High Halls for the cogflies as soon as I got the double jump, but I completed those areas at the very end of Act 2. This further applies to advancing quests so you donât have to go through the game alone. I prioritized advancing Shakraâs quest so she would assist in the High Halls gauntlet, and she was a huge help.
Get the Vesticrests from Eva. You access them by using memory lockets to unlock tool slots on every crest except Hunter and then visiting her. I was able to get both Vesticrests and Sylphsong in Act 2 by scrounging for memory lockets, and the extra slots and silk were absolutely worth it.
Prepare in advance. This is a small example, but I pulled off the Courierâs Rasher delivery, a quest that I thought I would literally be unable to do, in half an hour, all because I cleared out the rosary-bearing enemies and practiced the traversal in advance. I also did it through Sinnerâs Road and Bilewater, and if you embrace the maggots, Hornet can do it at a leisurely jog without the flea brew or silkspeed anklets and still have a bar left over at the end.
My favorite Act 2 tools that carried me to the bitter, voided end:
Cogflies. I canât heap praise on the cogflies that hasnât already been heaped on them. With a fully upgraded tool pouch, poison cogflies will shred any gauntlet short of the High Halls and a full phase of any boss. They are also wonderful as a learning tool. For difficult bosses, I would use a couple cogflies sporadically so I could survive longer, see more of their moveset, and practice reacting to it. Once I could consistently get through the first phase, I would stop using cogflies there and start deploying them in the second phase, and so on.
The combination of Druidâs Eye(s) and Memory Crystal. Druidâs Eye(s) gives you silk for every two hits taken (the upgraded version, accessible after Mount Fay, gives two full bars for every two hits taken, which is huge), and the Memory Crystal leaves behind a crystal that damages enemies every time Hornet gets hurt. I took a lot of damage, and this let me regenerate silk really quickly, while the Memory Crystal meant that I was dealing damage whenever I took it in a chilly sort of Hellish Rebuke.
Claw Mirror(s). Since I got hit a lot and healed a lot, this let me deal damage while I healed. This, along with the above duo, makes it okay to situationally face tank.
Magnetite Dice. I actually got these late in Act 1, since I was struggling and didnât want to wait to get them in Act 2, where they can just be taken without gambling with Lumble. The 40 minutes of real time it took for me to gamble for them was worth it, and Iâm glad I encountered Lumble as well. Playing dice while the desert winds raged around us was a really sweet moment. The damage negation they provide is unparalleled; they are without a doubt the most powerful yellow tool.
Ascendantâs Grip. The most necessary yellow tool for me; I had it in my Vesticrest slot. This lets you cling to walls without sliding down. Mount Fay would have been impossible without it for me.
Weavelight. You regenerate your core silk hearts faster and get an extra tick of silk as well. I used this consistently for my plasmified platforming sections, since clawline requires silk.
Reserve Bind. Being able to heal at a critical moment and enter a bossâ new phase on firmer footing is clutch. It cinched me the win in the Lost Lace fight.Â
I was horrible at using silk skills because I needed all my silk to heal, all the time. But my favorite pre-Act 3 silk skill was Silk Spear because of the damage burst and long reach; after Act 3, itâs Pale Nails by a long shot. We know my feelings on aiming by this point, and Pale Nails makes that a non-issue.
By the end of Act 2, I was kind of feeling cocky. Because I used tools so regularly and prioritized my upgrades, I was more or less able to steamroll my way through a good number of the fights. I felt good completing Silk and Soul. I felt capable. I saw the credits roll. And thenâŚ.
ACT 3: LOVE AND THE ABYSS
Act 3 is my favorite act overall. I found it the strongest and most compelling story-wise. My favorite sequences, like the Red Memory, Lost Verdania, and Hornet and Laceâs final exchange before Hornetâs dive into the Abyss, are all in Act 3. It has the most exhilarating, thrilling, absolutely baller fights. The fusion of emotional, narrative, and gameplay payoff throughout is incredible. It is so, so worth it. Hornet jumping into the Abyss while she holds the Everbloom stands out as one of the most affective moments in any game Iâve ever played. It was so beautiful, and I think it hit all the harder because of how difficult and protracted the path to get there was.Â
Speaking of difficulty, Act 3 is also hard as nails. It is brutal and unforgiving, and there were times when I fully did not feel tall enough to be on the ride. Everything hits like a bullet train. Even run-of-the-mill enemies have the ability to grind you to paste at the flip of a coin. There is a mandatory gauntlet entering Act 3 where you fight voided enemies with nothing but the base Hunter Crest without any tools equipped, and I genuinely thought for a bit that my run would end there (I strongly recommend using the Hunter Crest more than I did, because I wasnât used to the moveset and that really fried me). With the exception of Gurr and the Crawfather, Act 3 has to be learned the hard way. And when sequences in this act get hard, they get really, really hardâlooking at you, Abyss escape and Coral Tower.Â
I guess now would be the time for me to add my two cents to the mintâs worth of change that is the Silksong difficulty discourse. The game is absolutely too hard for me; I have no shame about that. If I didnât already love Hornet and Pharloom, I would have quit after an hour, the way I did with the original Hollow Knight. But that doesnât mean that itâs too hard overall, necessarily. What I will say is that the elements of the game that were the most rewarding were when platforming sequences allowed me to learn without being overly punished, and when bosses were technically difficult and quick, but readable and gradually learnable. There were a lot of times when I loved the challenge of the game. It made playing as Hornet and experiencing the dark, melancholic world of Pharloom more immersive, and I felt amazing when the challenge was surmounted.Â
On the other hand, my most frustrating moments in Silksong were when I could not tell what I did wrong but still failed, or I couldnât tell what I could have done differently in the situation upon failure. There were more than a few of those, whether it was a traversal sequence I didnât understand how to land or a boss covering the floor with adds which I didnât understand how to avoid. The game seemed impossible and frankly not enjoyable then, not because I was dying a lot, but because it felt like I wasnât afforded the chance to learn what I did wrong and how I could improve. I didnât mind any runback in particular, but thatâs because traversal was so monolithically difficult for me in the game that everything just pushed over the limit into âhard.â The Sister Splinter and Phantom runbacks felt every bit as challenging as the Last Judge runback, and I would lose just as much if not more health in them. The constant grind of gauntlets was certainly not my favorite. I thought they were thematically poignant before Karmelita, Khann, and (sorry, I know I had a Bilewater experience thatâs a massive outlier and this isnât a properly informed opinion) Groal, since they were leaders of kingdoms which had been destroyed by the Citadelâs influence, summoning the remembered might of their peoples one last time. Moreover, I think they would have had more thematic and emotional impact if there werenât so many other gauntlets cluttering up the game.Â
As Iâve talked about above, there are ways of mitigating Silksongâs difficulty once you enter Act 2. I played it as my first platforming game and Metroidvania, and as the fourth video game I have ever completed. This means that it is, technically, possible for people of all skill ranges to play Silksong. But I am also someone who had already fixated on it before playing it, who has fast and twitchy reflexes despite her terrible grasp of motion controls, andâmost important of allâwho has a lot of free time and not a lot thatâs urgent to pull her away from the game. Silksong isnât just hard as nails; it is also really punishing and demanding. If you arenât already good at the game, it demands so much uninterrupted time and focus to learn. I know a lot of people donât have access to that, even if they want to experience the game at a level that is challenging for them. So much of Silksong was thrilling and enjoyable to me, but I am also saying with my full chest that this game would be hugely improved by more accessibility considerations, along with the option to adjust difficulty as needed. Even something like slightly increased checkpointing would make an enormous difference.
Iâll end with my standout moments, starting with some dishonorable mentions:
Dying multiple times in Moss Grotto even before the boss
The eight consecutive hours of real time it took for me to get through Hunterâs March, not counting the practice time in the Marrow I put in beforehand. I could only do this because I was on break from teaching and also very sick and therefore quarantining. I told my wife afterwards that this was harder than my qualifying exams. If you are not in my situation and do not require intensive trial by fire to learn how to pogo even with a crest other than Hunter, enabled by having a lot of spare time but being unable to do anything else, skip this area and come back when you have more movement abilities. I also skipped the Chapel of the Beast until I had gotten clawline, and it was a good call.
Shellwood and Greymoor traversal. Ignominious and painful; I died multiple times in the same room as Threadstorm and in the room after Cling Grip.
The six hours of real time and the broken keyboard it took for me to traverse the Mists. I found being placed back at the start after falling to be really punishing, especially if I had already gone through four or five rooms. It made it so I no longer enjoyed the genuinely cool atmosphere of the area and was just frustrated. Even being reset to the middle checkpoint corridor after the third room would have made all the difference in the world to me.
The tarmites in Far Fields
The flintflame flyers in Deep Docks
That one flea in Far Fields that took me three hours to get. The platforming through the red spikes was fully cruel and unpleasant.
The lava and pogo parkour course to the mask shard in Weavenest Atla
The initial void gauntlet from the Cradle into Act 3 proper
Ecstasy of the End. The Flea Festival is adorable and beautiful and perfect. I would not change a thing about it, except for how the minigames are the cutest thing in the world for the first three attempts and hell for the rest. It took me a cumulative eleven hours to fulfill the fleasâ final wish. It was tedious and not enjoyable. Flea Dodge alone took me four and a half hours to clear, which was longer than any boss fight. It felt so random, and I just couldnât react in time to what I was seeing onscreen. I finished this solely for the 100%; this is a part of the game I would never ever do again.Â
And the glittering highlights:
Hornet as a protagonist. Iâve been complaining a lot about movement, but I will say here that Hornet feels so, so good to control. She is quick, agile, and gloriously acrobatic. When her movement clicks, it is incredible. The very act of running through Pharloom was enjoyable. Just as important, Hornet is also so extremely cute, and even at my lowest moments, I never felt alone because of how vocal and expressive she was (even if she sometimes sounded exasperated when I ran into a wall, spikes, or lava). It was like having a little buddy with me. She has her own voice and a steely resolve that comes through in all her dialogue, and I adore her with all my heart.
The charm, personality, and continuity of the NPCs. Everything about Sherma, the Flea Caravan, Shakraâs quest, Pilby, the Green Princeâtheyâre all perfect, and your interactions with them carry through all three acts. If you see Sherma, the little pilgrim you meet in the Marrow in Act 1, one last time after getting the Everbloom, he sings a prayer of protection for Hornet and calls her his dearest friend. It is the sweetest thing. In a game that can be really bleak and brutal, the sense of community and care Hornet develops with the people of Pharloom is the light that you look to. It is the emotional core of the game, and Silksong nails this.Â
The bosses. My favorites are: Widow, Last Judge, Phantom, Cogwork Dancers, Trobbio, First Sinner, Karmelita, and Lost Lace. The rush of fighting and beating a good boss in Silksong is unparalleled. You feel simultaneously like youâre invincible and like youâve clung to survival by the skin of your teeth. Itâs incredible.
Hornetâs bellhome. It is draped with fairy lights. She can nap in her bed. Perfection through and through.
The overall atmosphere of the game. Itâs so rich and melancholic, filled with mourning and wonder in turns, and I experienced that much more while playing myself, compared to watching a playthrough.
Lost Verdania. Talk about mourning and wonder.Â
Finding the survivorsâ camp in the Marrow after seeing Bone Bottom destroyed in Act 3
The Red Memory. Hornet, who has grieved for so many, speaking to the White Lady about her unflinching hope for a better world despite how well she knows loss and darknessâthatâs my baby!!!!
Lost Lace, who deserves her own individual shoutout, and the Sister of the Void ending. The fight was beautiful. I was so keyed up and focused that when it ended, I felt like I had just run in a race. I could feel my pulse in my hands. My emotions were high to the point that I started to tear up as I watched the final cutscenes. What a phenomenal fight, the perfect culmination of learning over the course of the game about Laceâs fighting and Lace herself. What a phenomenal ending about bonds of connection amidst the void.
In conclusion, Silksong is a wonderful, beautiful game. It is also a very difficult game. There are times at which the difficulty compliments the wonder, and times at which the two are at odds. Within it, I experienced some of the highest highs I have encountered in video games; I also had some abysmal lows. I am glad I played it, and I love it very much. Thatâs about all I have to say, unless people want me to yap about this moreâat least until Sea of Sorrow comes out.
Once more do I have the time for making art of my own fic, so if you are interested in seeing how these three cross paths, check out Ghosts of the Sleeper, an Asajj Ventress-centric canon-divergent fic taking place a year after the Empire rises.
Stills are below the cut (without the color wonkiness from the gif compression).
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An Empire-era Asajj Ventress I cobbled together from different Black Series figures! Many photos as well as long-winded notes about the process below the cut because she is my new prized possession, the glory of my house, and all I want to do is chatter about her.
I have desperately wanted an Asajj figure for months now. I'm waiting for the one of her as a bounty hunter to drop next year, but in the interim, since I knew there's a lot of customization of Black Series figures, I figured I'd try my hand at making one to sate the itch. I wanted an Asajj specifically with her haircut; her bald look is beautiful and iconic and will have pride of place with her official figure, but there is something deeply endearing to me about Empire-era Asajj's undercut.
I ended up buying a $25 lot of four damaged box figures. This was the lot with a PadmĂŠ, so that was the primary motivation for my choice. The other three figures (Phasma, Zuckuss, and Qi'ra) would be used to make Asajj. My self-imposed constraints were that I wouldn't spend any additional money on this project, so all I could use were the materials already in my apartment (which amounted to hot glue, Mod Podge, and acrylic paints). This meant using only the parts I could get from the figures in the lot.
I have no experience in any model painting or modding, so I am thrilled that I made it work as well as it did. The head and torso/upper legs were the two big challenges. Asajj's head is Qi'ra's, with the right side sanded down to get the undercut effect and hot glue strands piped on top to give her hair more volume. I didn't have any detail brushes, so trying to get shading and detailing on a piece of plastic that small felt very clumsy. I ended up having to do her eyes with a micron pen (sorry for the raccoon eyes, Asajj).
I used Zuckuss' torso because it could be painted to look like light armor with some belts (and so she could look a little more built). However, Zuckuss is very short compared to Qi'ra, and this meant that all of Asajj's proportions were thrown off. After I painted everything the first time (the picture on the left above), the proportions bothered me so much that I went in to add an additional half inch to her height by gluing together parts of both Qi'ra's and Zuckuss' upper legs. I smoothed the whole thing over and added fabric fold texture with hot glue, and then I extended her skirt to give her torso the illusion of being lengthened. I did also have to shave down the length of her neck to further improve proportions.
With all this in mind, Asajj is 50% hot glue by weight. Her 'sabers are made from sword cocktail picks I had leftover from an activity with my students, along with bits I cut from Phasma's staff and blaster. I was so delighted with the results that I did a little photoshoot for her and the PadmĂŠ on my kitchen table.
And of course, since I'm still Ghosts-brained, I had to do some Ventridala poses. I was too proud to smash my dolls together as a child, but I am certainly not too proud as an adult. They can hold each other gently, which is excellent (the hand on the chin? Much more than I thought I could achieve with a Black Series figure). But they can also do the Predator handshake, which is the funniest option.
The Phasma figure got out of this process relatively unscathed. I used her belt, pauldron, and parts of her cloak for Asajj, and so long as you don't look closely, you can't tell that she's missing a couple components. And Asajj and PadmĂŠ are standing on my mantel and Predator-handshaking to this day.
GHOSTS OF THE SLEEPER: A Story in the Empire
Chapter 23: Chasing Ghosts // Chapter 24: Memorial // Chapter 25: Impossible Things
Vengeance is the only justice. Blood is the only language that is obeyed. Power is the only safety. Asajj no longer thinks that is all there is to the universe and its workings. But without those precepts there to steer her, there is instead the vast, shivering gulf of the unknown. All the things she could do if she set aside the fury that kept her limbs moving for the years she has been alive. All the impossibilities and foolâs principles and tender-hearted, aching dreams she could pursue, which branch into infinite currents.
Her breath is coming hard. She doesnât know why.
âGive me time.â Asajj forces the words from her tongue. âJustâgive me some time.â
The chronometer is ticking down. The warp-lights are whipping by the window faster than they can see. They donât have time left to give, but theyâre all bleeding-heart fools. They let Asajj leave anyway.
This is the final update to Ghosts of the Sleeper! If you're interested in reading, check it out here.
GHOSTS OF THE SLEEPER: A Story in the Empire
Chapter 21: It Isn't Easy // Chapter 22: Live With It
Tanoâs words about Offee chase themselves around her head. Asajj also doesnât regret a single thing sheâs done. But that isnât the same thing as wanting something different for the past, which is itself an abyss away from wanting something different for the future.
Tano probably knows that tooâthe fact that she canât do anything for Offee on any of those counts is likely what she canât bear.
Ghosts of the Sleeper will be updated weekly. If you're interested in reading, check it out here!
GHOSTS OF THE SLEEPER: A Story in the Empire
Chapter 19: Flesh on Bones // Chapter 20: Where There Is Water
âWe thought you would have come long before," the Sister says. "We thought you would have come willingly.â
âAnd be a part of your sweet little family?â Asajj sneers. That, at least, is muscle memory. Hard-earned and well-honed. âStars, Iâd rather rot.â
She would have, once upon a time. When she was young and naive and still believed that revenge meant somethingâthat it would turn back the clock, sate the specters of the dead enough to bring them back to life so they can fill up all the hollow spaces around her. But sheâs learned enough now to know the truth. The dead only return according to their own logic, and the Dark will not give her a home any more than the Light.
Ghosts of the Sleeper will be updated weekly. If you're interested in reading, check it out here!
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GHOSTS OF THE SLEEPER: A Story in the Empire
Chapter 17: One Selfish Thing // Chapter 18: Let It Be a Good One
The rebel starfighters start to fly down into the atmosphere, spiralling in the air to dodge the debris from the towers and the volleys from Czerka gunships. They are small and plentiful, gleaming as bees and pearlflies among the burial briars, bringing sweetness from flower to flower even though it might mean their death. The Force buzzes with them. Vos and Kenobi are descending onto the planet now, Unduli and Tano as well. A folk story come to chipped life, ghosts pulling themselves from the grave to fulfill their duty.
There will always be a haunting. Let it be a good one.
Ghosts of the Sleeper will be updated weekly. If you're interested in reading, check it out here!
GHOSTS OF THE SLEEPER: A Story in the Empire
Chapter 15: Sparrow Song // Chapter 16: What the Jedi Do
On Rattatak, Ky Narec had started out each of his mornings meditating as the sun rose over the cliffs. It is how we commune with the Force, he told Asajj when she asked about it. You should join me someday.
She buried him by the cliffs so he could see the sunrise and sunset. Afterwards, she sat there and watched the strike vultures and desert finches flying over the plains below. Their song was sweet and fragile. It is how they commune with the Force, Ky had said, looking out at the birds in the spun-gold sky with a little flimsi pouch of birdseed in his hand. Kneeling over his grave, Asajj called him an old liar and wept.
She missed him. She missed him so much sheâd drowned Rattatak in blood for him, and it still wasnât enough to bring him back.
Ghosts of the Sleeper will be updated weekly. If you're interested in reading, check it out here!
GHOSTS OF THE SLEEPER: A Story in the Empire
Chapter 13: The Names of the Dead // Chapter 14: Come Down from the Window
The lieutenant from Bestine IV tallies up all the ghosts in front of her. The senator from Naboo come back from the dead, Generals Secura and Vos of the 327th Star Corps, High General Kenobi and Commander Tano of the Open Circle Fleet, all of them revenants shambling into the light. The humanâs eyes snag on Asajj. Asajj stares right back.Â
âI mean all due respect here,â the lieutenant says slowly, âbut who are you supposed to be?âÂ
Asajj debates telling her the truth: that these heroes and idols of the fallen Republic have let a witch into their midst; that she is a Separatist and a Sith and a killer for hire, and the last has easily outlasted the other two. But she looks at the others, at Vos trying to stay silent even as Secura shakes in his arms, and Asajj realizes that what matters most at the end of the day isâ
âThis is my ship,â she bites out.
Ghosts of the Sleeper will be updated weekly. If you're interested in reading, check it out here!
GHOSTS OF THE SLEEPER: A Story in the Empire
Chapter 11: All They've Ever Known // Chapter 12: To the Dregs
Seeing the transport drop from space is an eerie sensation. Nothing makes sound in space, but the bone-white ship doesnât ping on their scanners. It doesnât ripple in the Force. All Asajj can sense is the void between the stars with its cold, aching hunger. If she focuses with all of her mind, she can hear the screaming from the edges of the cosmos rushing in on them, a harbinger of what is coming.
Ghosts of the Sleeper will be updated weekly. If you're interested in reading, check it out here!
GHOSTS OF THE SLEEPER: A Story in the Empire
Chapter 9: To Be Its Disciples // Chapter 10: Burning Sands
The Sleeper loved her like a star loved the planets which formed around it, with the knowledge that it molded them and would one day consume them. And along with that love cameâamusement. It was amused that she would ask something of it. That she had the presumption to make demands of a godhead. It shouldnât be surprised, Asajj thought.Â
After all, it was the one who taught the Nightsisters how to be proud.
(Yes indeed, this is the Dark Disciple retelling that kick-started this whole story!)
Ghosts of the Sleeper will be updated weekly. If you're interested in reading, check it out here!
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GHOSTS OF THE SLEEPER: A Story in the Empire
Chapter 7: An Ailment of My Own Making // Chapter 8: The Inquisitors
Tralus is a frozen world. That is not to say that it is dead. Asajj has seen her share of dead planets, and beneath the ice fields of the Tralan plains, more creatures swim and seethe than in many a living world she has seen. Whales low their dancing songs, loud enough to be heard even through the ice. Talus, the planetâs twin, loops across the sky, brighter than any moon. The sky is clear and cold, a pristine spread of chlorophyll. The Sleeperâs hue, the color of memory.Â
Theyâve laid the trap. Dangled the bait deep into the depths where the strange sea-creatures swarm, hungry for their prey. All they need now is for their quarry to bite, so all they can do is wait.Â
Ghosts of the Sleeper will be updated twice a week. If you're interested in reading, check it out here!
GHOSTS OF THE SLEEPER: A Story in the Empire
Chapter 5: The Fall // Chapter 6: A Glimmer of That Flame
When Tano says Amidala's name, Asajj doesnât even think she has intent behind it. Itâs pure instinct. The Togruta is reaching for her friend in the pitch of her despair. Someone she sees as a sister, a mentor, a beacon of light. The same way Asajj had woken up in her wrecked ship after Dooku blasted her to Lotho and thought of nothing but Dathomir.
Instincts are cruel, sometimes. Instincts are selfish.
Ghosts of the Sleeper will be updated twice a week. If you're interested in reading, check it out here!