Lurien does not like to cross paths with the Pale King, because he demands work reports from him (reports that he makes the night before the scheduled delivery of these reports, obviously)
Lurien avoids meetings with the Pale King
Expected reasons: The King is so handsome and inaccessible… Next to him, my heart stops, my thoughts get confused, it's so hard to breathe… I hope he doesn't notice how much I want to kiss him…
The real reasons: Oh no, he's going to ask me about work and how the monthly report is going. I just got out of a drawing binge yesterday, I need an alcoholic binge because of the number of unopened mail, and somehow all the ink ran out in the tower, and the personnel department forgot to buy a new batch of envelopes to send, and I don't know what's going on in the city right now
To hell with Lurien, who is in love with the Pale King, for him he is the boss who makes him work X)
But I wrote it indeed! Half of the work is done!
Sometimes...a little Humble Pie like this allows one to create the most beautiful masterpieces.
Now excuse me while I go create. Don't you have something to create too...Artist? Writer? Go while you still have time. I hope to see you again with flushed cheeks and starry eyes as you show me your latest creation.
I don't think this is talked about enough.
When you put something out in the world, you have to accept the possibility you won't get anything back.
Maybe you laid your heart bare on a one-shot that got zero comments. Maybe it was a painting you spent hours working on that didn't get the engagement you wanted.
I think it might have been the reason I stopped creating, for a little while at least.
I got obsessed with the stupid little numbers and metrics. Got happy when people liked my content, got sad when it resonated with no one. My relationship with what I created was determined by my perception of how many people engaged with it.
I waited day and night for the dopamine rush of notifications. I refresh my inbox, thinking that one of these days, somebody will leave some kind of affirmation, and somehow that recognition will imbue what I created with more significance. More value, writ-large.
If it got crickets, then I've failed somehow. It just wasn't good enough, I say to myself.
For the longest time, I felt like everything I created had to prove it belonged. It all felt like a race, except I didn’t know who I was competing against, only that I always felt left behind and couldn't keep up.
That's my fault. I can't help but measure myself.
But isn’t that the universal tendency? To view our past achievements as a benchmark we have to constantly overcome? Isn’t that why we’re so satisfied to look at old works we made and see how far we’ve come?
I remember what my old teacher used to say. “You’re only as good as your last piece.” As if art exists only to constantly prove itself. As if art is forever doomed to fight for its place in this world.
Well, I'm sick of it.
And so I'm realizing, in real-time, that I don’t want to fight for my place anymore. I don’t want to pander to some stupid algorithm.
I want to create.
I want to believe that a work of art is good simply because it exists out of necessity. Out of someone’s urgent desire to share a piece of their heart in the world because it would have been devastating to keep to themselves. That’s always been very beautiful to me. It's why there is so much heart in fanworks because of the sheer heart poured into it—a love that is as raw as an exposed nerve.
There are so many stories in your head, numerous in number and nebulous in form, that eventually come to fruition as these delicate, precious things you’ve been brave enough to summon into existence. To materialize in a timeline or dashboard. To somehow take up space in people’s minds if only briefly.
Maybe that in itself is the miracle. That what you conjured in your head somehow made its way into something real. Whether in tiny strokes or tiny letters on a tiny screen.
Somehow, the numbers next to them don’t seem to matter as much.
For Future Reference...thank you Original Poster for creating this.
Okay, let’s be real—dialogue can make or break a scene. You want your characters to sound natural, like actual humans talking, not robots reading a script. So, how do you write dialogue that feels real without it turning into a mess of awkward pauses and “ums”? Here’s a little cheat sheet of what real people actually do when they talk (and you can totally steal these for your next story):
1. People Interrupt Each Other All the Time In real conversations, nobody waits for the perfect moment to speak. We interrupt, cut each other off, and finish each other's sentences. Throw in some overlaps or interruptions in your dialogue to make it feel more dynamic and less like a rehearsed play.
2. They Don’t Always Say What They Mean Real people are masters of dodging. They’ll say one thing but mean something totally different (hello, passive-aggressive banter). Or they’ll just avoid the question entirely. Let your characters be vague, sarcastic, or just plain evasive sometimes—it makes their conversations feel more layered.
3. People Trail Off... We don’t always finish our sentences. Sometimes we just... stop talking because we assume the other person gets what we’re trying to say. Use that in your dialogue! Let a sentence trail off into nothing. It adds realism and shows the comfort (or awkwardness) between characters.
4. Repeating Words Is Normal In real life, people repeat words when they’re excited, nervous, or trying to make a point. It’s not a sign of bad writing—it’s how we talk. Let your characters get a little repetitive now and then. It adds a rhythm to their speech that feels more genuine.
5. Fillers Are Your Friends People say "um," "uh," "like," "you know," all the time. Not every character needs to sound polished or poetic. Sprinkle in some filler words where it makes sense, especially if the character is nervous or thinking on their feet.
6. Not Everyone Speaks in Complete Sentences Sometimes, people just throw out fragments instead of complete sentences, especially when emotions are high. Short, choppy dialogue can convey tension or excitement. Instead of saying “I really think we need to talk about this,” try “We need to talk. Now.”
7. Body Language Is Part of the Conversation Real people don’t just communicate with words; they use facial expressions, gestures, and body language. When your characters are talking, think about what they’re doing—are they fidgeting? Smiling? Crossing their arms? Those little actions can add a lot of subtext to the dialogue without needing extra words.
8. Awkward Silences Are Golden People don’t talk non-stop. Sometimes, they stop mid-conversation to think, or because things just got weird. Don’t be afraid to add a beat of awkward silence, a long pause, or a meaningful look between characters. It can say more than words.
9. People Talk Over Themselves When They're Nervous When we’re anxious, we tend to talk too fast, go back to rephrase what we just said, or add unnecessary details. If your character’s nervous, let them ramble a bit or correct themselves. It’s a great way to show their internal state through dialogue.
10. Inside Jokes and Shared History Real people have history. Sometimes they reference something that happened off-page, or they share an inside joke only they get. This makes your dialogue feel lived-in and shows that your characters have a life beyond the scene. Throw in a callback to something earlier, or a joke only two characters understand.
11. No One Explains Everything People leave stuff out. We assume the person we’re talking to knows what we’re talking about, so we skip over background details. Instead of having your character explain everything for the reader’s benefit, let some things go unsaid. It’ll feel more natural—and trust your reader to keep up!
12. Characters Have Different Voices Real people don’t all talk the same way. Your characters shouldn’t either! Pay attention to their unique quirks—does one character use slang? Does another speak more formally? Maybe someone’s always cutting people off while another is super polite. Give them different voices and patterns of speech so their dialogue feels authentic to them.
13. People Change the Subject In real life, conversations don’t always stay on track. People get sidetracked, jump to random topics, or avoid certain subjects altogether. If your characters are uncomfortable or trying to dodge a question, let them awkwardly change the subject or ramble to fill the space.
14. Reactions Aren’t Always Immediate People don’t always respond right away. They pause, they think, they hesitate. Sometimes they don’t know what to say, and that delay can speak volumes. Give your characters a moment to process before they respond—it’ll make the conversation feel more natural.
This is so beautiful!!!! This amazing lighting!!!!
My piece for @hkhallowzine , a free Hollow Knight zine! It was a honour to work with everyone<3
Well, forget about a bestiary for Christmas. I should invest in a sea animal encyclopedia!
The Lancetfish is a species that looks like it comes straight out of a realistic fantasy world building project.
Okay, we can all agree that Team Cherry put a LOT of thought into crafting the backgrounds and environments of Hollow Knight. But why is nobody talking about the designs for the Dreamers' houses?! Especially compared with their base forms? Well, let's start talking about it!
The Last Dreamer, Lurien the Watcher! A.K.A. The guy who is responsible for this whole essay.
His design is the simplest among the three Dreamers.
Taken from Hollow Knight - Lurien the Watcher
A design so simple that it leaves the fans in relentless debate on what species of bug he is.
So tell me, why is HIS HOUSE the one with the most freaking complicated design!?!?!?! It's as if Lurien is living in a cathedral here!
Okay, Lurien living in a cathedral might be an exaggeration, but take a look at complicated his Spire is! Look at the floors! Notice the window designs! The hanging banners! The lanterns! And goodness gracious, the dude has wallpaper throughout his whole Spire!
Did I forget to mention the wallpaper?!?!!
The insane amount of detail!!!
And we haven't even gotten to the fact Team Cherry went out of their way to incorporate 3D into a 2D POV! You can clearly see it in this window here.
As we start the walk here…
We can't help but notice…
How the pillars framing the window "move" as we do.
Could you believe that a team of four people made all of this? Team Cherry truly wasted no detail in the Watcher's Spire, from the simplest wallpaper to the famous Telescope.
And here is the Telescope! In all its very-difficult-to-draw glory! Speaking of it, the design clearly costed tons of geo. The cost paid off, however, as the Telescope still works despite the lack of maintenance due to the Infection.
Of course, that can be easily seen by anyone who played the game in a rush. In terms of Lurien's character, the fan can see how he earned his namesake, Watcher.
Yet...has anyone stopped to consider how Lurien set up his office? In particular, how Lurien can position his Telescope anywhere in his main office? Check out all the windows!
Did you all notice it? Every single window is open, yet each window is nicely framed with the glass plane. And before you all comment, “what about this window? It's closed!”
The window design is different from the ones behind Lurien's bed…and matches up with the window where the Telescope is currently at. This implies that this window can open up at any time should Lurien wish it. As the Telescope is NOT facing that direction, there is no need to keep that window open. Lovely for us, as that window keeps Lurien's butler in. If you need proof, check out the photo where the Telescope is again.
With this in mind, what does the Telescope and open windows tell us about Lurien's character?
First, Lurien is very dedicated to his duty as the Watcher, so much so that he will spend as much money as needed to craft the best tools he needs.
Second, Lurien favors practicality as seen by how every window is either open or has hinges to open it. The Watcher must watch over the WHOLE City of Tears, not just the left side (or commoner side).
Third, Lurien loves beauty. It is not enough to have the windows open; goodness, Lurien could have not added windows at all! But he insisted on a lovely window design that framed the view into the City. And we're not even talking about the pillars and the curtains which frame it as well.
Fourth and finally, Lurien was able to get both practicality and beauty in the same window. I cannot stress this enough as Herrah and Monomon choose practicality over beauty. Yes, there are beautiful details here and there, but when push comes to shove, both ladies choose practicality with a dash of beauty on the side. This really makes Lurien stand out amongst the Dreamers.
I hope you enjoyed part 1 of Lurien's Spire. Unfortunately, I must stop here as this is merely 1/4 of Lurien's section of the essay. Please feel free to comment and reblog as much as you would like. It's fun reading your thoughts.
If you wish to read more of the Essay, click one of these links below.
Part 1.0: Herrah's Den : Here
Part 2.0: Monomon's Archives: Here
Part 3.0: Lurien's Spire (You are here.)
Part 3.25: More of Lurien's Spire : Here
Part 3.5: Lurien's Spire: Pillows and Patriotism: Here
Part 3.7 Lurien's Spire: What is wrong with Lurien's Office?! Here
Part 3.8: Even, even More of Lurien's Spire: Secret Room: Click here
Part 3.9 Watcher Knight Boss Room! Here
Link to essay on Ao3: Here
Okay, we can all agree that Team Cherry put a LOT of thought into crafting the backgrounds and environments of Hollow Knight. But why is nobody talking about the designs for the Dreamers' houses?! Especially compared with their base forms? Well, let's start talking about it!
Behold! Monomon's Design!
Taken from Monomon-the-Teacher.jpeg (1280×720) (punishedbacklog.com)
Taken from: https://i.ytimg.com/vi/Yn7QtF-wkSY/maxresdefault.jpg
When you meet the Teacher, the first reaction is either "She's beautiful…" or "WHAT IS A JELLYFISH DOING IN A KINGDOM OF BUGS????" If one isn't your first reaction, then it will most certainly be your second.
I could go on about how Monomon pairs her elegant beauty with her mysterious origins, but then I would be repeating words all day. Let us pause and consider how Monomon, as THE Teacher, would teach Physics…while defying them. It isn't too much of a stretch to say Monomon would float outside of her tank when the all the other Jellies in game do.
Next is her Archives that to my knowledge, lacks books.
We are immediately treated at the entrance of Monomon's Archives. The only word that could sum it up would be awe: awestruck due to the beauty and the mystery. Looking at Monomon's house from the front can't help but remind one of how Jane Austen would describe a character's house…and how the house perfectly matched the character.
Entering the Archives, we quickly guess that no one has been here in a long time.
But walk in far enough…
And you can't help but guess what an awesome place this must have been. Take a look at the detail!
The insane amount of knowledge stored here is amazing…and we're on the first floor!
Though we can't read most of it…and what we can read…
Why Monomon, why? Even STEM students need to be proficient in spelling. Source: my engineer brother.
Moving on, the pathway to Monomon's tank is very straight-forward. So much so that we never get a chance to see all of the Teacher's Archives. One point that strikes me is that we never get a chance to see any classrooms. We see Monomon as a researcher as noted by the Charged Lumafly tank and entry:
We know Monomon as a collector of information:
We even get glimpses of Monomon being a mad scientist by creating the Uomu, Oomu, and Uummu.
But the only sign of Monomon being a teacher is by her relationship with Quirrel and the name of her Archives. Unless I am missing something, (or we are simply not able to enter the classrooms) the Archives are more of a library and research center than a school. While I am of the mind that we simply do not see the whole Archives as we are so dead-set on getting to Monomon herself, it really says something about Monomon that we can only see the Madame as a Teacher in her relationships with others.
I would love to further this point, but this essay is for the Dreamers' houses, not necessarily the relationships the Dreamers had unless the relationships are implied in the housing designs themselves, such as the masks in Herrah's Den. Another essay would be required so the Dreamers' relationships can be given the focus and care they deserve.
Returning to Monomon's Archives, it is strange that of all the rooms we get access to, it is not ones that Monomon's students can enter. The pathway to Monomon's tank is blocked by acid.
Yet we are the ones able to see Monomon in her resting place.
Besides Quirrel. But Quirrel has a habit of getting into places most wouldn't dare enter. And it is fitting that Quirrel, Monomon's closest student, is the one to enter Monomon's inner sanctuary.
The Tech in the room is simply amazing and begs more study. Atlas, I fear I might have missed a great deal when it comes to the Teacher. If there is anything more, I hope another member of the Hollow Knight community will step up to fill the void, pun intended.
Now, let us discuss a resting place not for Monomon, but for the player.
Is not this place so elegant in its decay? The perfect symmetry and the framing of the moss ceiling…it is a terrible pity we could not see the Teacher's Archives in Hallownest's prime.
Moving past the pity, let me share a little detail. Team Cherry, when designing each location, placed signs of the ruler of said location in the framework of the place, usually in the fencing. For Teacher's Archives…
It's right at the bench! Which means Monomon is in charge!
The above statement, while made in good jest, possibly bears more weight than on a passing glance. We see no Hallownestian Seals or crests imbedded within the walls. There are also no King's idols or any item to be retrieved from the Archives. Everything in the Archives is centered around Monomon and her research.
This idea gives rise to a theory that perhaps the Teacher's Archives was not part of Hallownest, but rather neutral territory where ANYONE could come to learn about anything in peace. This would not be the first time in media where such a place existed. The TV show "Babylon 5" tells the story of a space station created as a place where the different alien races can learn about the other races in neutral territory for the purpose of creating peace.
To answer some objections, yes, "The Pilgrams' Way" does pass through Fog Canyon, but it also passes through Greenpath which technically belongs to Unn, not the Pale King. And the Archives is one of the few places that has its own, unique bench.
If the Archives is not part of Hallownest, what does this neutrality tell us about Monomon? If the Teacher's Archives is indeed neutral territory, it shows how much emphasis Monomon puts on knowledge being open to everyone as the purpose of the Archives is a place to store all the knowledge she collected.
But if Monomon was neutral, how did she get involved with the Dreamer plan? Simple. Monomon cared about her students. Monomon welcomed everyone from anywhere, and everywhere was infected by the Radiance. To save her students, the majority of whom came from Hallownest, Monomon became a Dreamer. Unfortunately, it was all in vain as the world fell into stasis as one by one Monomon's students either died or fell to the Infection. The Archives, where you could find anyone from anywhere in Hallownest, now only holds jellyfish…
Before we wallow in sorrow, let us escape to the City of Tears and to the final Dreamer. Wait for part 3.0 coming soon!
This is a part series to see if I can fit everything in. I hope you enjoyed Monomon's Archives!
Part 1.0: Herrah's Den : Here
Part 2.0: Monomon's Archives (You are here)
Part 3.0: Lurien's Spire : Here
Part 3.25: More of Lurien's Spire: Here
Part 3.5: Lurien's Spire: Pillows and Patriotism: Here
Part 3.7 Lurien's Spire: What is wrong with Lurien's Office?! Here
Part 3.8: Even, even More of Lurien's Spire: Secret Room: Click here
Part 3.9 Watcher Knight Boss Room! Here
Part 4.0 What We Know We Don't Know About the Dreamers' Houses: Click Here
Link to essay on Ao3: Here
Don't mind me while I borrow this...
Writing advice from my uni teachers:
If your dialog feels flat, rewrite the scene pretending the characters cannot at any cost say exactly what they mean. No one says “I’m mad” but they can say it in 100 other ways.
Wrote a chapter but you dislike it? Rewrite it again from memory. That way you’re only remembering the main parts and can fill in extra details. My teacher who was a playwright literally writes every single script twice because of this.
Don’t overuse metaphors, or they lose their potency. Limit yourself.
Before you write your novel, write a page of anything from your characters POV so you can get their voice right. Do this for every main character introduced.