THE VAMPIRE LESTAT 03.03 | "Toronto"

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THE VAMPIRE LESTAT 03.03 | "Toronto"

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i've been obsessed with this video so i downloaded the video file off of youtube so even if the internet goes down i can always watch frogtimelapse.mp4
tagging @disniq i think you'll like these guys
we ride for hope and joy and to thrive, however the world may be

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Favorite comic villain?
Jervis Fucking Tetch
There are villains who are cool. There are villains who are powerful. There are villains who can blow up planets, snap spines, conquer galaxies, or deliver one-liners polished smooth by fifty years of marketing.
And then there is Jervis Tetch.
The Mad Hatter is not the greatest comic book villain because he is the strongest. He is the greatest because he is one of the only villains in comics who feels fundamentally wrong in a way that lingers after the story is over. He is not just dangerous to Batmanâs body. He is dangerous to the boundary between reality and fantasy, love and possession, identity and performance. He attacks the mind in the most intimate, humiliating way imaginable: by making people stop being themselves.
That is horror. Real horror.
Most Batman villains externalize themselves. The Joker externalizes chaos. Two-Face externalizes duality. Scarecrow externalizes fear.
But the Mad Hatter externalizes escapism. He is what happens when loneliness curdles into delusion so completely that reality itself becomes intolerable.
And that is infinitely more human than comic fans like admitting.
Jervis Tetch is a pathetic man. That is precisely why he is terrifying.
He is not a glamorous monster. He is not some Nietzschean superman cackling over societyâs hypocrisy. He is a small, obsessive, emotionally malformed wreck of a person who cannot survive the world as it exists, so he reshapes other people into props for the fantasy world inside his head. Wonderland is not a gimmick for him. It is anesthesia. It is refuge. It is a language he uses because the real one failed him.
That makes every version of him deeply sad before it makes him frightening.
And then it becomes frightening because it is sad.
The genius of the Mad Hatter is that he embodies a very specific kind of evil that almost no supervillains touch: the violence of romantic delusion. He does not merely want power. He wants compliance. Affection without agency. Devotion without rejection. A world where nobody can tell him âno.â His mind control technology is therefore not just sci-fi decoration, it is the physical manifestation of entitlement and loneliness fused together into something monstrous.
His hats are symbolic. Always symbolic.
A crown placed on unwilling minds.
That is why his best stories feel sickly and intimate compared to the operatic chaos of Gothamâs bigger rogues. When the Joker takes over a room, it becomes a circus. When Jervis Tetch takes over a room, it becomes a hostage situation disguised as a tea party. The atmosphere changes completely. Everything becomes quieter. Stranger. More claustrophobic. People smile when they do not want to smile. They speak in rehearsed nonsense. Reality bends around one broken manâs desperate need to feel loved.
It is one of the purest depictions of coercion in superhero fiction.
And visually? He is astonishing.
The oversized hat. The Victorian tailoring. The tiny frame swallowed by theatrical costume. The contrast between childish whimsy and predatory intent. Wonderland imagery should be magical, but around him it becomes rotten and feverish. Giant teacups become torture chambers. Nursery rhymes become psychological weapons. Tea parties become cult rituals. Very few comic villains weaponize aesthetics as effectively as the Mad Hatter does.
Especially because Alice in Wonderland is already inherently uncanny.
Lewis Carrollâs world runs on dream logic, identity instability, linguistic collapse, and arbitrary rules, exactly the things Jervis Tetch inflicts on Gotham. He is not just referencing Wonderland aesthetically. He understands it thematically. In his presence, names stop mattering. Autonomy stops mattering. Sense stops mattering. You are absorbed into his narrative whether you want to be or not.
That is why the Arkham games used him so brilliantly. Scarecrow creates fear sequences, yes, but Mad Hatter sequences feel invasive in a more personal way. Batman himself loses certainty. The world turns theatrical and unstable. You feel trapped inside another personâs obsession. It is suffocating.
And unlike many Batman rogues, Tetch never truly feels conquerable.
You can punch Bane. You can imprison Penguin. You can outwit Riddler.
But you cannot fully defeat the impulse the Mad Hatter represents, because it is woven into human weakness itself: the desire to retreat into fantasy rather than endure rejection, loneliness, insignificance, or reality. Every time he returns, he feels less like a criminal mastermind and more like a recurring psychological infection inside Gotham.
That is why he works best as a âsmall-scaleâ villain. Making him a world conqueror ruins him. His power comes from intimacy. A single apartment with lace curtains and hypnotized victims can be more disturbing than alien invasions because it feels possible. He is a fairy-tale predator hiding in plain sight.
And perhaps most importantly: Jervis Tetch contains the essence of Batmanâs rogues gallery better than almost anyone.
Batmanâs villains are not random criminals. They are distorted coping mechanisms. Freeze freezes grief. Two-Face submits morality to chance. Joker laughs at meaninglessness. Mad Hatter disappears into fantasy because reality wounded him too deeply.
He is Gothamâs inability to grow up.
A man who looked at a cruel world and decided he would rather live in a storybook and then forced everyone around him to live there too.
That is unforgettable.
AND TO SPECIFY BECAUSE THERE ARE MULTIPLE VERSION OF THE HATTER MOST OF WHICH GIDDY MY GUMDROPS
The Arkham version of Jervis Tetch is the definitive Mad Hatter because it finally understands a truth most adaptations dance around without fully committing to:
Jervis Tetch should feel less like a supervillain and more like a parasite dream wearing a manâs skin.
The Arkham games strip away almost every weak interpretation of the character. They remove the Silver Age silliness, the goofy hat theft gimmicks, the harmless Wonderland camp, and what remains is something astonishingly focused: a deeply intelligent, emotionally rotted predator who uses fantasy as both camouflage and weapon.
And crucially, the games understand that the Mad Hatter is not frightening when he is loud.
He is frightening when he is soft.
Peter MacNicolâs performance is one of the greatest voice performances in superhero media because he never plays Tetch like a cackling lunatic. He plays him like a disappointed child trying very hard to sound polite while reality fails to obey him. His voice trembles between gentleness and fury. Every sentence feels unstable, as though beneath the tea-party manners there is a screaming abyss barely being held together with lace and nursery rhymes.
That restraint is what makes him horrifying.
Most versions of comic villains announce themselves theatrically. Arkham Tetch seeps into the room. He speaks quietly. He smiles too long. He acts cordial in situations where normal emotion would erupt naturally. The result is profoundly uncanny. You immediately understand that you are not dealing with someone who interprets humanity correctly.
And visually? Arkham absolutely nails him.
This version looks diseased by fantasy.
The oversized green hat sitting atop his tiny frame makes him appear almost swallowed by his own persona. His orange hair hangs stringy and damp. His goggles and Victorian tailoring make him feel trapped between eras, like some forgotten carnival act left to decay underground. Even his posture matters; hunched, twitching, inward, like a man perpetually folding into himself.
But the real brilliance is environmental.
Arkham City understands that the Mad Hatter should not merely appear in Wonderland imagery. He should infect reality with it.
The tea party sequence is masterful because the game does not present hallucination as spectacle alone. It presents it as violation. Batman loses control of perception itself. Corridors loop impossibly. Giant teacups loom overhead. Card soldiers emerge from nowhere. The environment becomes dream logic weaponized against the player.
And unlike Scarecrowâs fear toxin sequences, which externalize terror in a relatively direct way, Tetchâs illusions feel sticky and invasive. They are intimate. Childish. Smiling. The world becomes falsely cheerful in a way that makes your skin crawl.
You want to stay in Wonderland if only to see what the Hatter sees.
That tonal contradiction is the essence of the Mad Hatter.
Wonderland should never become outright horror aesthetics. If you make it purely dark and edgy, you lose the point. Arkham preserves the bright artificiality of Wonderland while poisoning it emotionally. Everything still resembles a fairy tale, but one held together by coercion and desperation.
That is why the Alice fixation finally works in Arkham.
Other adaptations often stumble by making Tetch merely âa creepy stalker.â Arkham goes deeper. Alice is not just a woman to him. She is a stabilizing fantasy construct. She is proof, in his mind, that his imagined world can become real. His obsession is therefore existential. If Alice rejects him, then reality wins. The illusion collapses.
And Jervis Tetch cannot survive reality.
That is the key to the character, and Arkham understands it perfectly.
This version also benefits enormously from being placed beside the other Arkham villains. Joker dominates through chaos. Penguin through greed. Strange through authoritarian control. Scarecrow through fear. Tetch operates differently from all of them. He bypasses physical confrontation entirely and attempts to overwrite consciousness itself.
He does not want to beat Batman.
He wants Batman to participate.
That distinction matters.
The tea party is symbolic every single time it appears in Arkham. Tetch is always trying to force others into roles within his fantasy narrative. He cannot relate to human beings as autonomous people. He can only assign parts: Alice. Hare. Queen. Guest. Pawn.
All replaceable parts that can be put on any guest at the table with a quick costume change.
That makes him feel uniquely invasive among Gotham villains because he does not merely attack your body or morality. He attacks your personhood. Your ability to define yourself.
And Batmanâs resistance becomes meaningful specifically because Batman refuses to surrender narrative control over his own mind.
There is also something deeply important about how small Arkham keeps him.
He is not attempting world domination. He is not rewriting the universe. He is hiding in filthy corners of Gotham creating tiny kingdoms of delusion from scraps of lace and hypnosis equipment. That scale makes him believable in a way many comic villains are not. He feels like someone who genuinely could exist: a brilliant, emotionally broken man who retreats so far into fantasy that he begins dragging other people down with him.
The tragedy is that part of him knows exactly what he has become.
That flicker of self-awareness is what elevates Arkham Tetch above pure monsterhood. You can hear the loneliness in him. The humiliation. The desperation. His violence emerges not from confidence, but from unbearable emotional inadequacy. He creates Wonderland because he cannot endure the ordinary world.
And that is infinitely sadder, and scarier, than another nihilist clown screaming about society.
Arkhamâs Mad Hatter feels like a failed human being desperately trying to turn psychosis into architecture.
That is why he lingers in peopleâs minds long after bigger villains leave the screen.
The Joker will always disappoint you. The Scarecrow will never win. Two-Face has no true plot or plan beyond justice in such a narrow scope it will never prevail.
Jervis wants you to join the dance. Will you or won't you is the only question and you will. Oh, you will.
And then Arkham Knight does something extraordinary.
It realizes there is nowhere left for Jervis Tetch to go except inward.
By the time Arkham Knight arrives, the character has already been distilled down to his purest thematic essence in Arkham City: obsession, fantasy, coercion, delusion. There is no need to âreinventâ him anymore. So instead, Knight does something smarter and far more disturbing.
It lets him rot.
Not physically, psychologically.
The genius of Arkham Knightâs portrayal is that Tetch no longer even feels like a man trying to escape Wonderland. He has fully submerged into it. The boundary between performance and identity has collapsed completely. In City, there was still a faint sense of a criminal orchestrating hallucinations. In Knight, the hallucination feels like the only reality he has left.
He no longer uses Wonderland.
He inhabits it.
And because of that, his entire presence in Knight feels terminal.
The atmosphere around him is exhausted, bitter, almost funereal. Gotham itself is dying over the course of the game, flooded with fear toxin, emptied of civilians, consumed by psychological collapse, and Tetch fits that environment perfectly because he represents a quieter form of apocalypse: the complete surrender of the self.
His side mission in Knight is one of the most psychologically revealing villain encounters in the franchise precisely because it is so small. No giant explosions. No armies. No citywide catastrophes. Just Jervis again, huddled inside another fabricated fantasy, trying to force unwilling people into his dream because he literally cannot function outside it anymore.
That repetition is the point.
Most villains evolve through escalation. Tetch evolves through deterioration.
Every appearance reveals a little less humanity beneath the costume. His speech patterns become more fragmented. His Wonderland quotations stop sounding witty and start sounding compulsive, like verbal self-soothing. Even the environments around him feel less magical than before. In City, the hallucinations were elaborate and theatrical. In Knight, they feel airless. Cramped. Desperate. Wonderland is shrinking around him.
Trapped in a book.
It is the natural endpoint of escapism.
Fantasy stops being comforting once it entirely replaces reality. It decays into isolation.
That is why Knightâs version is so important to the character overall: it refuses to romanticize him. A lesser story would have turned him into a quirky gothic antihero or leaned too heavily into âtragic geniusâ sentimentality. Arkham Knight denies him that dignity. It portrays him as what he truly is at the end of the road, a man spiritually consumed by his own coping mechanism.
And yet the game never strips away the sadness.
That balance is incredibly difficult.
Jervis remains horrifying because he violates minds and autonomy so casually, but there is still something profoundly miserable about him. You are looking at a person who has retreated so deeply into fiction that he can no longer emotionally survive unfiltered existence. Wonderland has become less of a fantasy realm and more of a life-support system.
That is devastating.
And Batmanâs interactions with him in Knight reflect this shift perfectly. Earlier encounters with Tetch carried traces of surprise or confusion. By Knight, Batman treats him almost like a recurring psychological phenomenon. There is exhaustion there. Familiarity. Batman understands that Tetch is trapped in a cycle he cannot break: obsession to fantasy to control to collapse to repeat to repeat to repeat to repeat.
Because the fantasy can never actually satisfy him.
No hypnotized âAliceâ will ever love him. No tea party will ever make him whole. No fabricated Wonderland will ever heal the original wound inside him. So he keeps rebuilding the illusion endlessly, each version more artificial and hollow than the last.
That cyclical futility is the core tragedy of the character.
And thematically, he fits Arkham Knight better than almost anyone because the entire game is about identity eroding under psychological pressure. Bruce is losing control of his own mind. Joker is literally invading his consciousness. Fear toxin dissolves the line between perception and reality. Gotham itself feels dreamlike and unreal.
In that environment, Jervis Tetch stops feeling like a side villain and starts feeling like a concentrated expression of the gameâs central thesis: the human mind is fragile, permeable, and terrifyingly easy to imprison.
The difference is that Joker invades the mind through chaos. Scarecrow invades it through fear. Tetch invades it through comfort.
That is why he is so uniquely sinister.
He offers escape. Softness. Stories. Tea cups and songs and pretty nonsense. He does not confront reality , he sedates it. And that is often far more tempting than terror. Wonderland whispers instead of screams.
Which makes the ending state of Arkham Tetch so bleakly perfect.
He has escaped reality completely.
And there is nothing left of him anymore except the escape itself.
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I'm gonna try making this into a 3D model in blender and practice some character design. The design was heavily inspired by ancient Scandinavian fashion, Angerboda from GoT and Morrigan from DA.
This is Ayomide The Witch
Still practicing how to shade in a more stylized version
Jana Heidersdorf

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Happy Valentines day lover
Ok I've seen some backlash over the autistic barbie doll and read articles about people being displeased with her.
Lots of millennials have been placed in "high functioning" and "low functioning" part of the spectrum thus many have different experiences, but also different traumas around it; We are being mocked for how we talk, stim, act, like and god forbid our comforts.
So when media tries to portray us it usually goes with a caricature that many of us can't really identify with and don't see themselves in them.
This barbie was based on a real person so somebody's experience has been portrayed and reflected.
wasteland lesbians <3
The clanker seemed to have forgotten how many heads humans have? Or did the married couples fuse into one being? What dark arts is the flying red book teaching them?
Ghoulcy shippers-- Walton Goggins saying that Cooper and Lucy "develop a relationship"-- a friendship is a relationship babes.
This is why everyone keeps asking if the straights are okay.
I don't see any of the HouseXCooper shippers seriously trying to argue this show about the sociopolitical lead up and fallout (ha) of nuclear annihilation is, any episode now, going to take a hard turn into a gay romcom about a jaded waistland cowboy and his situationship with an evil libertarian computer boyfriend.
Even though that's a great idea for a show and someone should definitely produce that.
> waistland The only robot sex slave that House had was a woman, so... Anyways, lol, lmao even
I genuinely can't imagine being this butthurt about someone pointing out that a show about the sociopolitical forces of a world pre and post nuclear warfare based on a series of games about the sociopolitical forces of a world pre and post nuclear warfare-- is about sociopolitical forces pre and post nuclear warfare. Not whether or not main girl and ghoul man will bone or not.
I mean as a long time fallout fan I'm kinda used to the gaming chuds getting upsetti spaghetti that anyone dare point out to them the games they claim to love and 100% have played without skipping any of the dialog that there are, in fact, politics in their Oops All Ploitics RPG game. But-- this is for sure a novel iteration of that.
But again, to reiterate, because apparently I must-- I do not care whomst you guys are shipping with who. I am infact, personally, utterly bewildered at the moment that "stop being racist towards Barb," was enough to prompt some of you to start pitching a fit at me. That how much some of you want Cooper and Lucy to get together is not justification for that. That I am not in the shipping community-- at all, in general. That I'm not a romance person.
And honestly even if I was this kind of energy would be hella off putting anyway, not going to lie.

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Hermit crab
I drew this over Christmas. Every decoration and glowing light reminded me of tales and I began to draw. The snow queen and the nutcracker came to mind, but eventually it became Lies of P fanart.