have you considered: sweater dress.
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have you considered: sweater dress.
Rambling about magic
I like the idea that magic in ut/dr is almost some kind of nebulous, supernatural eldritch force of nature that has existed since the beginning of time, long before planet earth could sustain life.
However, it hadn't been able to exact it's influence on the world around it because there weren't any life forms that were intelligent enough to comprehend such an abstract concept as magic.
Therefore, as soon as the first humans evolved, it sort of "latched on" to their consciousness and general physicality, weaving copies of them into existence like some kind of abiogenesis. You could almost say that magic could only work so long as it was percieved, which is not something that animals could do.
The reason why some monsters are anthropomorphic animals or inanimate objects is because magic itself takes inspiration from all around the world, regardless of the time period or subject.
I think it would be cool that the first monsters started appearing around the time the first humans did, and they both evolved convergently.
Rudinn hc loredump because i am totally not hyperfixating
General information
General size: 4'5"-5'3" (for common), 5'7"-6'5" (for royal)
General weight: 2-6p
Variants: there are two main variant of Rudinn; the common variant and the royal variant. The common variant are smaller and have one pair of arms. The number of diamond shaped stripe markings on their bodies is determined by genetics and can be used to determine their placement in a stack.
Reproduction: Like all red-suite card darkeners, Rudinn are oviparous. Female Rudinn will lay a clutch of 2 eggs every 3 months. If the eggs are fertilized, they will hatch after an incubation period of 1-2 months.
Skeletal system: Rudinn have long spines and large skulls with two rows of straight unsharpened teeth. The skeletons are made up of an unknown material composed of dark energy.
Species nature: Rudinn are medium sized red-suite card darkeners with long scaled bodies. They fall under the "jewel" element. They have an intense facination with collecting small objects, usually stones and/or coins & frequently hoard them. These hoards are immensely important and nessisary to furful their emotional and psychological needs. Rudinn are a biologically gendered species, with both male and female individuals existing. Though, most Rudinn identify without societal gender roles, as gender roles in card kingdom were historically reserved for royals. Young Rudinn are not born with any limbs but will grow them as they age, they will usually have all of their variant's required limbs by age 6-7. Like most card darkeners, (excluding Clobbes— clubs), Rudinn are usually seen donning hoods, as well as gloves, that they only remove in their own privacy. Unlike most card darkeners, Rudinn will clench their teeth and talk through them constantly, as it is seen as rude for them to talk with open mouths. Rudinn are usually not very energetic, and require 14 hours of sleep per 24 hour period to properly function— not counting their typical multiple light naps per day. During the colder months, Rudinn will sleep more and become even more sluggish— this is descibed as semi-hibernation. When the warmer months return, Rudinn will perk up again and will usually experience a week-or-so of abnormally high energy levels before returning to their 'normal state'.
Cultural information:
Household: Rudinn will usually have two children per household. From a young age, the young Rudinn will develop an interest in maintaining and adding to a collection of 'trinkets' that hold sedimental value. Parents will introduce this value into their children by giving them bits of their own collections to kickstart their kids'. Rudinn will also ensure that their children learn to respect the king/s from the day they can first comprehend their existance. When a Rudinn becomes an adult, it is customary for it to recive it's sword. These swords are not used in combat, and are strictly sentimental items. Rudinn will carry these around soley for their own enjoyment. Common staple food items made & enjoyed by Rudinn famillies include Chocodiamonds— a pastry made from crushed darkgrass grain and chocopowder obtained by drying and crushing the insides of dark candies.
Schooling/Education: Rudinn are educated fully by their parents as is card kingdom tradition, however many will attend guard-school from when they turn 10 to when they turn 16, in order to attempt at becoming Rudinn Rangers. Successful graduates will be split into their respective duties throughout the castle, they usually work alone but will have been assigned into combat groups of three in order to properly defend from potential issues. These groupings are reffered to as 'stacks'.
Trinkets & Collection: Rudinn are both famous and infamous for their collections. They are often easily pursuaded by the offering of an item they consider to be a 'trinket'. Many Rudinn will keep their trinkets & their trinket prefrences hidden from most in order to avoid this issue. Common prefrence varieties of trinkets are listed below;
Coins
Jewelry
Keys
Weapons/Equipment
Crystals/Gems
Marbles
Diamond-shapped items
Beads
However, a Rudinn's collection is unique to them & can contain a multitude of different items. Rudinn will keep these items in one place within their living areas, these areas are usually reffered to as a Rudinn's hoard. Rudinn are extremely protective of their hoards, and will become extremely distressed if their hoards are disturbed or dispersed in any way.
Psychology:
Rudinn are typically described as being careless, and are known for their instinct to 'blend in' and 'fall under the radar'. They tend to be very keen on fitting into social standards, and individualism is usually not something that is persued. Rudinn have a presentation of their emotional state that is unique amongst their fellow kaardians, being that the saturation of their color-scheme will change when extreme emotions are experienced. Extreme joy and/or anger will trigger a higher saturation in the green/blue hues of their scales and even their eyes. In contrast, extreme sadness and/or depression will suck all of the saturation away, leaving them with a more grey-leaning appearance for a longer period of time. Fear will also trigger this effect, but only for a short time, while depression will leave a Rudinn greyish for months, or even longer. Rudinn's tail movement can also be a mood indicator, as flicking the tail tip horizontally is usually assosiated with a pleasant mood, whilst flicking the tail tip vertically is a sign of distress.
anyways that's it.. for now... GO MY HEADCANNONS 🔥🔥🔥🔥💥
Random thought but does anyone hc any of the undertale au characters, deltarune, or undertale characters themselves as somewhere on the aspec other than or are also aro, ace, and/or aroace?
Like do any of yall have afamilial, aplatonic, asensual, etc hcs for any characters?
HEADCANON/THEORY TIME: SANS, ALPHYS, GASTER, AND THE GONERS
In future chapters, Sans observes Jockington and the library bird fully transform into goners. They repeat one name over and over: "W.D. Gaster."
Somehow - maybe from their insane ramblings, maybe from exposure to a Dark World - Sans gets an idea for a machine that will traverse between realities.
He's NOT sure that it will work. He wants Papyrus to come with him, because if it doesn't work, and he's stuck in whatever reality he lands in with no way back, the idea of being stuck without his brother is too painful to consider. There's also a very strong possibility he's trying to escape Deltarune because, in this timeline, the player is taking the Weird Route, and the consequences are starting to affect Deltarune's Light World and making it a scary place to live.
Papyrus is on the fence. He asks: "ARE YOU SURE WE'LL BE ABLE TO RETURN HERE?"
And Sans, in a moment of selfishness, lies: "yeah, bro. I promise."
Sans and Papyrus land in Undertale. The machine is broken beyond repair. Sans decides he's done making promises.
Papyrus strikes up a friendship with Undyne. Sans befriends Alphys, partially out of a shared interest in science/technology/anime, partially in the hopes that she'll be able to take a look at the machine.
Of course, there's nothing she can do. "You know who might be able to f-fix it, though?"
"nope. not a clue."
"Dr. Gaster, my m-mentor! He's the R-Royal Scientist! If he can't fix it, n-n-nobody can."
Sans feels a twist in his stomach (or he would if he had a stomach) at the name "Gaster." He doesn't like that name. But if it means a shot at going home...
So Alphys introduces Sans to Gaster. Gaster has a real scientist's spirit, so of course he'd be thrilled to have a look at the machine that came from the other world.
He doesn't understand it, but he's fascinated - he finds it VERY VERY INTERESTING. He offers to have Sans and Alphys be his research partners in an investigation of the machine and how to repair it, if possible.
Progress on the machine is agonizingly slow, but one day Gaster says the research from the machine has resulted in a new invention, which he's excited to show to Sans and Alphys.
The invention has something to do with dark fountains. Maybe it's a full-on dark fountain, maybe it's something else. In any case, the photon readings are negative.
Entry #17 is a record of Dr. Gaster's last words. "WHAT DO YOU TWO THINK?" is a question directed to Sans and Alphys.
And then, disaster. Gaster's creation swallows him up, and he shatters across time and space.
Alphys stares blankly, uncomprehending and in shock. "What... what...?"
Suddenly, Sans remembers Jockington and the library bird. He pulls Alphys away.
"alphys. hey. alphys. look at me."
"whatever just happened... try not to think about it too hard, okay? he's gone."
"What? H-how can you..."
He remembers how they were always babbling the word "Gaster" over and over. "try not to use his name if you can avoid it. I can explain later, but... alphys, when it's all said and done, please... promise me you'll try to forget about this."
"now, come on. we have to tell asgore what happened."
Alphys becomes the new Royal Scientist. Naturally, Gaster's other research assistants hear about the incident. Sans watches them descend into madness. "Gaster's gone? Gaster's creation destroyed him? Gaster... Doctor W.D. Gaster..." Their colors begin to fade. Eventually, they disappear too.
Sans and Alphys do their best to put the whole thing out of mind. It's surprisingly easy, what with Alphys' new job and the reports of a human rolling into town. One time, Sans risked a peek at some of Gaster's research notes, just to see if there were any leads about the machine. No luck. What used to be clear, scientific notes had decayed into a bunch of meaningless symbols and glyphs. Nothing but garbage noise.
Sans normally never thinks about Gaster again. On the genocide route, when he meets you in the judgement hall, he can't help but remember how Gaster was erased from reality. If he lets you get past him, is that going to happen to everyone? Well, if he's a goner anyway...
After the incident, he'd taken some of the old man's tools. Looks like they'd have to serve as weapons now. He felt a sharp pain in his right eye as the Gaster Blasters came online.
"sorry, old lady." The air crackles with power. "this is why I never make promises."
I wondered whether humans or monsters appeared first in Undertale/Deltarune universe, but I think the colors of SOULs are a very important clue here 🤔
Monster SOULs are white, so, color that is all colors at once, unified. However, their SOULs are so frail they dissipate instantly (or just very soon, for Boss monsters), they are shaped like hearts upside-down and their bodies are made of magic (so, light) and although very versatile in shapes they turn into dust upon death. Human SOULs take color of each of seven rainbow colors, and they also switch between all colors even if there will be a "dominant" one depending on prevalent trait, so they are meant to be white (all colors possible) but fractured! And their bodies are very physical.
I think both humans and monsters are implied to have shared ancestry! This is all why both humans and monsters are called Lightners in Deltarune; they are both creatures originating from some life form of light! Perhaps a hard, tangible light too. Only they are different branches of those ancestors evolving; monsters are a branch whose energy was almost entirely spent on creating their bodies and it being spread so incredibly thin is the reason their SOULs are so frail! Meanwhile, the proto-humans instead used physical matter to create their bodies this preserving the power and vitality of their SOULs, but it destabilized their SOULs making the pure color "break" into separate ones. Humans don't know harmony in a more sense than one, when monsters spiritually coexist as a part of a whole in the same sense animals and plants do.
I really wonder what this species of shared ancestors was like! Perhaps, very ethereal and eldrich-looking? Though maybe even those ancestors had their ancestors, because the split between light and dark species also had to happen at some point and Darkners do reflect Lightners. 🤔
DELTARUNE HEADCANON:
On fanfics/comics where Kris is ooc, they can't shake off the feeling that their current actions still aren't exactly theirs, alongside an incessant feeling of being watched
On those where they are in-character, they just feel observed all the time
UNDERTALE & DELTARUNE LGBT HEADCANONS
@sunny6677 , @c0urtofthecrimsonk1ng pspspsps heyyyy hey hey hi