This week on "characters that get hit with the transgender headcanon beam"
Dasein from Wizard101

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This week on "characters that get hit with the transgender headcanon beam"
Dasein from Wizard101
The Young Wizard Isn’t So Young Anymore…
Hard to claim in a game where everyone has called them Young Wizard for YEARS, but there WAS a day where the Young Wizard truly grew up! It was when we graduated that fateful day after Morganthe was defeated and we dawned the title of Child of Light & Shadow. When we graduated everyone that got us there was there to celebrate, seeing for the first time in a long time to result of perseverance the birth of a legend to last all time. The savior of the spiral; a hero.
So what happened after we grew up? We were whisked away to Polaris to aide Bartleby yes, but we found ourselves entrenched in an expanse of the spiral we never knew existed. Ambrose guessed we’d end up there, the Arcanum, but if he suspected such things why never mention it? Perhaps we’ll never know, but regardless it always felt like the natural next step in our journey. We are still a legend, a Savior of the spiral, but now these Scholars are not just teachers or mentors… They’re *peers*, colleagues, we don’t answer *to* them we work *along side* them.
If it’s not obvious, Arc 3 is my favorite Arc of this game. It shows maturity that comes with saving the universe twice and doing a third time as a grown adult. Spider even says it himself in the Sands of Time, “Look at you, all grown up!” The primordial deities even recognize we are not the bright eyed bushy tailed wizard heading down Unicorn Way. We are seasoned, we are experienced…
We are no longer playing games.
Perhaps that’s why Arc 4 shows us at our most irritated. As we continue to save the Spiral from impending doom once more we can’t help but get frustrated over the people around us arguing and taking and taking and *taking*. How dare they! We’re saving their sorry asses and there’s no even a thank you until the darkest hour?! How. Dare. They. But we can’t think selfishly like that, lest we do the spiral a disservice. After all we are Bartleby’s Scion, we can’t go disappointing now. So, maybe no longer with a smile, we save the universe once more and solve yet another crisis. The dust has settled and all seems well, but what happens when a new threat dawns the shores of the Spiral?
Where… Or *What*… Is our breaking point?
So as I am getting into writing for wizard101 again I find myself often curious about timelines. So I am going to tell you my own verson of the timeline my writing will work on. There really is no full in game timeframe for anything so things might get fuzzy in the fine details. but feel free to comment your own verson of how long you think the story takes place.
Arc 1: I think arc one takes place relatively quickly probably not lasting more than a few months. In my own interpritation My YW oc arrives when he is 14. Plus we get to reap the trauma of a teenager having to kill a grieving man
Arc 2 takes a few years after Arc 1 The yw would be around 16-18 now depending on how you wanna write things. There is also a longer gap between the worlds as Merle and the council of light try to figure out what Morganthe's next moves are.
Arc 3 Post graduation the wizard is fully an adult now and now we can have advanced trauma. Arc 3 is like at a midpoint between arc 1 and 2. Not as long as arc 2 but longer than arc 1.
Arc 4 I think is closer to arc 1 in length. A lot of things happen quickly and the Yw is just tired as hell and wants their squid buddy back.
Pirate101 has made my views on the Spiral's religion/mythology system more complicated
From the viewpoint of Wizard101, there are 3 primordial gods (Raven, Spider, and Bartleby). There's also the Titans, who are powerful beings who control fire, ice, and storm respectively. But that's it. Sure we actively meet the Immortals (who are the Spiral's version of the Greek Gods) but they aren't actually gods, right? They're just powerful magic users who are immortal for some reason. There's no actual evidence in Wizzy, where we meet and fight them, that they're actually powerful gods. And then Pirate101 comes along and yup, they are in fact powerful god like beings
There's also the Native American (Cool Ranch Bison) spirit gods. General spirits that Witch Doctors commune with and draw power from, ect.
I consider that, in the context of the Spiral, the Immortals and the Spirits (both types) are the same kinda thing (which I will collectively be referring to as Spirits).
So there's a sort of "God" hierarchy in the Spiral.
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At the bottom we have the Spirits. Powerful enough to grant powers to others and have some limited level of power over their worlds. (I think the Divine Paradox/Scion of Bartleby, Mellori, and The Bat would kinda be a part of this level as the mortal aspects/children of Raven, Spider, and Bartleby)
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Next we have the Titans, the children of Spider and Raven. They have power over the three most important elements (fire, ice, and storm) in the Spiral. They're extremely powerful and can have control over the whole Spiral, not just a single world. Luckily they're in a magic eternal sleep otherwise they'd finish what they started and completely destroy the Spiral. However, even in their slumber, their power persists
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And at the top we have Bartleby, Raven, and Spider. The Primordial Gods. The ones who created the Spiral. The ones who hold it together. And the ones who have the most power to destroy it. There would be no magic, no life, no Spiral without the 3 of them, despite how badly Raven wanted to remove all of Spider's influence from the Spiral but he is a critical part of it and the Spiral cannot exist without him just as it can't without Raven or Bartleby
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Also this isn't even mentioning whatever the fuck is going on with Monquista's tree and banana Catholicism (tho I do think this one just goes back to Bartleby but it somehow got twisted a bit on the way) and whatever or whoever the fuck Marleybone's churches are dedicated to
wiz OC intro
the very messy and incomplete bullet point list of stuff about my wiz ocs... WIP
under the cut bc it’s very long
Rules
So I’m pretty new to this, and as such there’s liable to be things on here that get changed around as I become more aware of them, so please check this post before you submit an ask, even if you’ve read it before!
Once I get back into the writing game, I’ll of course link my active works here and you all are encouraged to send me asks or requests about whatever I’m working on, but until then........
I’m currently willing to do headcanons and ficlets. Sometime down the line, I may open up more such as matchups, but for now I figure we’ll just start with the easier stuff.
Requests are CLOSED
General Info:
Only one character per request. Sorry if that seems too limiting, but I’m easing myself back into it and only doing one makes it a lot easier on me as well as decreasing likelihood of burnout. Feel free to send in more than one request, though I can’t promise that I’ll answer every single one in order.
It may take me some time to get to your asks, so please don’t pester me about them. I will get to them when I have the chance, I promise that unless it violates my rules I won’t just ignore or delete any requests. But unfortunately, real life comes first and that means I’m kind of slow. I would like to note that pestering me counts as violating these rules and I will more than likely delete whatever I was working on relating to your ask.
All pronouns will be gender neutral by default. If you want me to write gendered content, that’s fine and I’d be happy to, just please put it in the request. Otherwise, I want it to be as inclusive as possible.
No self inserts. If I do one, then everyone will want one. Any self insert requests will be changed to an x reader, just for ease of writing and access.
Updates will be slow. I work a lot. All the time, in fact, so I usually save my writing for the weekends which is when I usually have some time. I swear, I’ll get to it all eventually. But the weekends are the best time for me to put stuff out, and if there’s any questions then feel free to DM me!
Other Info
Active Fandoms
Undertale
Wizard101
Miraculous Ladybug
Detroit: Become Human
Things I’m unwilling to write for:
NSFW
Abuse
Yandere
Cheating
Rape / NonCon
Undertale AU’s (Tbh I’m just not familiar enough with them to do them justice)
Human wizards, with their soft skin, five digits, and blunt nails, have distinctive hands from their schools of magic.
A storm wizard's hands have small, precise burns from wiring and zaps of electricity, their fingers twitchy with an uncontrollable force that resides in their wrist, that courses up their bones into the joints of their elbows. It settles in their shoulder blades and slides into the spine, right between their ribs and into their heart. Their hands have callouses from wrenches and the unrefined materials of their wands. Their nails have small chips and their cuticls are uneven, any paint half gone within a day.
An ice wizard's hands are stilled by each other, clasped in a lap or behind their back, otherwise they might shake. Their finger joints are stiff and unresponsive, and sometimes they cannot hold a quill, others they cannot let go. They rub their hands together to generate warmth, waking their magic. They wear mittens or gloves or just stuff their hands into pockets and don't pay attention to the persistent ache of thaumaturgy.
A fire wizard's hands are covered in shiny burns, dark black soot stuck under their nails and in between the lines of their palms and knuckles. Their hands are as quick to clench into fists as their magic is when jumping from their fingertips, eager to consume. Their magic lays itself into their palms like the cheek of a lover, softness and warmth pressing into skin, pleading to be let out to play and fight any battle for them.
A death wizard's hands have grave dirt under their nails, hands gentle and moving carefully as if every movement is a last rite. Their hands are cold, grabbing into things just a bit too tightly without meaning to. Their nails could be painted black, or bright colors like a jungle orchid or poisonous mushroom, or not at all, but it is carefully maintained, as every good facade should be.
A myth wizard's hands are ink stained, bitten nails scratching unpleasantly against parchment and pages alike. Their hands were made to mold clay, to examine ancient artifacts and to trace fingers over the tapestry of the Spiral, to see every moment of time in their universe. They have mismatched nail colors and split knuckles from taking out emotions on their walls, and bruises from dropping heavy books and clumsy accidents with doors and furniture.
A life wizard's hands are soft, with slight callouses made to hold delicate tools and thin spell cards. The heels of their palms betray them, splinters from angry plants or grass stains showing how they garden or explore outside of their infirmary or classroom. Their hands are sure and swift with sutures, careful when wielding needles and scalpels, decisive when rebreaking a bone to set it properly. But their hands shake when they have to leave magic up to that little chance of failure in battle, when lifeblood runs through their fingers like watered down honey, so very red against their skin, hands unable to save, to heal.
A balance wizard's hands have neatly cut nails with the occasional color of polish. They are dry and clean, wrapping bandages of patients and shuffling cards back into decks. They have little injuries from their studies of the other schools, covered with little skin toned bandages. Sand sifts through their fingers, they trace ancient carvings and graffiti on desks with the same idle reverence for another person existing in a different time.
A star wizard's hands shimmer slightly, brightly colored polish with its own glitter flashing with every change in light. They have quick, mischievous fingers, always faster in battle. They flip and twirl their wand, sparkling magic misleading and mystifying.
A sun wizard's hands are tanned, calloused from hard work. They grip the deck with a sureness few possess, intuition leading them down the right paths. They point out, they lead, they gesture widely in conversation, sometimes the metallic sheen of painted nails following. These hands know they are right, and don't hesitate, whether they are grabbing the wheel or a delicate throat, pulse of an engine and a heart a dichotomy of predictability.
The moon wizard's hands change, shifting forms so much that now they are unsteady and unsure of their current form, unused to normalcy. They can shift in moments of duress, into claws to protect themself or into heavy fists. Their fingers move strangely, never knowing what their muscle and bones and skin quite are, never fully remembering the humanity they were born with.
The shadow wizard's hands are stained at the fingertips, a black ink to never be removed. They lose feeling sometimes. They grope blindly in the dark with a desperation untold to the Spiral. They are the unseen, unnoticed hands that hide in plain sight, and don't need to sneak when they strike. They are the hands that clench in pain and fear and still understand that some things are worth this, but not everything, and these hands are what draws the line.
Slams book and takes off glasses
All of Arc 3 of Wizard101 could've been solved if Raven and Spider actually sat down amd talked things out instead of acting like petulant children
Arc 2 could've been solved if Merle actually paid attention to Morganthe as a learner instead of doing what he thought was best without really understanding her
Arc 1...Malistaire needed grief counseling.
Communication is apparently very lackluster in the Spiral and it shows, which is why I propose we have socratic seminars about major issues in the Spiral