anarchos: (183)
ʙᴇʟʟᴀᴍʏ ʙʟᴀᴋᴇ ♕ ([personal profile] anarchos) wrote2016-01-13 01:34 am

application ✪ cerealia

Applicant Info

◎ Name: Tomato
◎ Journal: antiquity @ dreamwidth
◎ Contact: communism @ plurk, TheTomatoSays @ aim, il.pomodoro at yahoo dot com
◎ Current Character(s): n/a

Character Info

◎ Character's Name: Bellamy Blake
◎ Character's Canon: the 100
◎ Character's Age: 23 in canon / 25 cr au
◎ Canon Point: post season 2, episode 16; two IC years at [community profile] eachdraidh
◎ Background/History: here!
◎ Is the character a hacker and/or do they have a sixth-sense? negative to both!

◎ Personality:
“Your sister… your responsibility.” – Aurora Blake


Since he was six years old, Bellamy has shouldered a responsibility no others on the Ark had – a little sister. The Ark was strict on its one-child policy. When Octavia was illegally born, Bellamy’s life largely focused on her, and it is to her that he is most loyal. His desire to protect his sister motivated him on the Ark, and it continues to motivate him on the ground. He would do just about anything to keep her safe – including the attempted assassination on the Ark’s Chancellor, just to give him a chance to sneak aboard the dropship of teenagers being sent to the Earth. When later she goes missing on the earth, he is ruthless in his search to get her back, threatening to kill the Grounder he thinks has kidnapped her.

“You see… it’s okay. I won’t let anything bad happen to you, Octavia. I promise.”


Despite apparent motivations wrapped in decency, Bellamy Blake is an asshole. He speaks his mind and believes what he’s doing is for the right reasons – even if it involves stringing up a member of his crew on a tree after the guy breaks the initial ‘hands off my sister’ rule. He is harsh and commanding as he sees fit, but he’s very careful to distance himself from the authority of the Ark. He gets in people’s faces. He lectures, he yells, but never without reason – and he is usually obeyed. He is sarcastic and often cynical, though he would probably call it being a realist, faced with the literal life-threatening situation on the ground. He believes in equality for the 100, but he pushes himself in charge for selfish reasons too. He’s just shot the Chancellor, after all, and he is worried for his own life should the rest of the Ark follow them all down.

“Leaders do what they think is right.”


He is a natural leader though, brimming with charm. He wins people over with words and actions, even threats if necessary. Because he practically raised Octavia himself, having to keep her hidden and secret, her bedspace under the floorboards, Bellamy is no stranger to responsibility. Responsibility has shaped his life, has been heavy on his shoulders since he was a child, and he easily takes up the mantle of it on the ground, even when he bites off more than he can chew. He is arrogant and stubborn – he is so determined to keep the Ark and the Chancellor from coming down to Earth that he demolishes a radio in which they can communicate with the Ark in space. The problem with this? The Ark is dying, running low on oxygen – by stubbornly destroying the radio and making the Ark think Earth is unlivable, Bellamy inadvertedly condemns over 300 people to death on the Ark. The deaths of these people weigh him down to the point where he starts to think of himself as a monster and thinks he himself needs to die. We see his distress over it as he breaks down with this knowledge. He makes mistakes, and he is haunted by them – but when crippled by them, he decides it’s time to do better. He opens up for cooperation with Clarke and tries to make amends, shifting him from less of an antagonist into more of an anti-hero. Bellamy makes a lot of mistakes, but he learns from them and tries to fix them.

Why would people choose to follow such a dick? Well, the teenagers themselves are all juvenile delinquents. Bellamy offers them a chance to escape the authority of the Ark. In space, breaking the law is an automatic death through what’s called “Floating,” essentially throwing people out to die in space. Anyone under the age of eighteen is locked up till they’re legal, then tried as an adult for their crimes. Bellamy’s own mother was floated when Octavia’s existence was revealed, and the little sister he fought for over a decade to hide was thrown into prison, leaving him utterly alone. Though his reasoning is initially more focused on himself and his sister, Bellamy grows to care about those who become his people, and he returns their loyalty. He is also a member of the working class – which is the very same class most of the teenagers seem to hail from themselves. When he offers them freedom from the authorities on the Ark – from those who arrested them and sent them down to die on earth – it is unsurprising that so many jump aboard. He speaks up for the anger they’ve all had with the authorities that have condemned them to die twice over. Bellamy usually knows exactly the words to say as a rallying point, and it’s instinctual – he doesn’t have the time to calculate speeches, which makes it all the more apparent that it comes from the heart. He is angry and aggressive and furious with the authorities for risking their lives, for what they have personally done to him and his family, but he sees the Earth as a chance to start anew, and he is a ferocious protector of that chance. Anyone who gets in their way is just an obstacle to be overcome, whether it’s Grounders or the Ark that eventually follows them down.

His anger is deep seated and nearly always there, and this resonates with the anger of the other delinquents. When the delinquents come to be his own, his people, he fights tooth and nail for them no matter the cost. While Bellamy might hesitate to let people inside towards his own emotions, he can read others’ better than a book. He picks up on just what someone needs to hear, like when Raven was feeling down on herself and her place in the camp, Bellamy highlighted her strengths and praised how smart she was, without being obvious. He sees the best in people, and the worst in himself; he’s empathetic towards others, often at the cost of his own feelings. He’s terrible at hiding his emotions and he’s terrible at analyzing them. He speaks his mind without thinking, impulsive to a fault and occasionally hurting people with his words (sometimes using his words to hurt on purpose too). He challenges people he thinks are wrong without hesitation, because he is tired of being yanked around by authorities. If he doesn’t like someone, he will absolutely let them know.

Bellamy is perceptive and adaptive. He can read a situation for what it is and fix the plan as necessary, easy to make snap decisions. It doesn’t mean he is full of spontaneity so much as he’s more than willing to change direction; he is unafraid to deviate, unafraid of change. His vision is better suited to the immediate, because his reflexes are quick and he’s reactionary, too focused on the present because it was all he could ever do, especially with his sister under the floorboards. The delinquents follow him because he proves himself smart and strategic, angry like they are, and willing to fight for and alongside them. Responsibility has been on his shoulders since he was seven, and it is second nature to wear it like a cape on the ground.

“You expect us to trust a Grounder? This is our home now. We built this from nothing with our bare hands! Our dead are buried behind that wall in this ground! Our ground! The Grounders think they can take that away. They think that because we came from the sky, we don't belong here. But they've yet to realize one very important fact: We are on the ground now, and that means we are Grounders!”


Where Bellamy is the heart of the hundred, Clarke Griffin is the head. Clarke was of the privileged class – a fact Bellamy absolutely did not hesitate to use when he was aiming to take everyone’s loyalty. He knows exactly the cards to play and when to play them. The two of them clashed over rules and plans and leadership, with Clarke preferring a much more orderly and proactive path to Bellamy’s chaotic freedom. What ends up working best was a combination of the two. The first moment Bellamy starts to see value in Clarke’s opinions comes when she mercy kills one of his allies, Atom. Atom had been poisoned by radioactive fog, begging for death – and Bellamy couldn’t bring himself to do it. Clarke, however, sang to Atom for comfort and stabbed his neck, putting him out of his misery. Their relationship continued to grow from there, and they learned to work together: Clarke as brains, Bellamy as heart. They coordinated, and Bellamy enforced. For however much Bellamy wanted to stick to his idea of “Whatever the hell we want,” he realized a middle ground by working with Clarke, by laying down ground rules that wouldn’t hinder what he was trying to create on the Ground for himself and the rest of the delinquents. It showed he was unafraid to adapt.

His middle ground ruling doesn’t change his sense of freedom. Though he adheres to Clarke’s logic, Bellamy still rules himself with his heart and instincts. He jumps to protect. Octavia is still his core, but as he begins to realize how capable she is of taking care of herself, he’s able to extend that protection into the rest of the 100 to a greater extent. When Murphy comes back to the camp after being violently exiled, he takes fellow delinquent Jasper as a hostage. Bellamy offers himself up as a trade – he is the real target, and if he can do something to save Jasper’s life, he will. He walks into what is his own probable death, because he knows it will save one of his people. Jerk with a heart of gold has never been so apt.

He wants to do the dirty work so other people don’t have to. He tortures a Grounder in hopes of getting a poison antidote to save Finn’s life, another of the 100. It wrecks him utterly, but he does it – and not without Clarke’s approval. Even in torture, they are a team, as she nods to him to keep at it. Despite wanting to be that person, wanting to keep the blood solely on his own hands, it’s not always possible. Like the situation with Atom and his inability to kill his friend even out of mercy, his heart sometimes gets in the way of his projected ruthlessness, but when it comes to offering his own life, he barely hesitates. His sense of self worth is very poor, and his actions are reckless to the point of self endangerment. Everyone else’s lives are worth more than his.

He still does what he believes is right, but his actual actions have shifted from the person he was when they first landed on the ground, no longer as stupidly brutal – while once upon a time, he allowed mob-mentality to string up Murphy for a public hanging, now he has become the kind of man to volunteer himself for the dangerous missions – like when he decides to buck the rules of the landed Ark to go searching for the missing Clarke; or later, when his people are captured by Mount Weather, he volunteers himself as the inside man, a dangerous task to sneak inside with high chance of death, but Bellamy is more than willing to risk his own life for the people he cares about. He’s grown to be more reckless with his own safety above others, thinking them far more valuable than himself, and it’s a far shot from the man who would throw a radio into a river to save his own skin at the potential expense of others, but he wants to grow beyond that man. He puts more value in the lives around him and tries to be selfless above selfish. He’s still impulsively reckless, but now it’s in the name of those he cares about more than himself.

His actions don’t come without consequences, and his guilt complex is enormous. Each life he takes eats at him and his perception of himself, making it hard (if not impossible) to see himself as a good person. It doesn’t stop him from reacting or being prone to violence; despite the guilt in his chest, Bellamy has long accepted the violence in him too, knowing it’s a tool that is sometimes necessary. What helps him through most of the murdering and fighting is knowing he has a purpose, that this fight is for the 100 and his people. To survive is to live, and Bellamy will do just about anything in the name of survival – including the irradiation of the entire Mt Weather population, when it becomes clear that the remaining 48, his sister included, are going to be killed after the alliance with the Grounders falls apart and the only option to save them is to destroy the mountain, he makes that choice with Clarke and Monty to save his people and his sister. Despite the mountain men he knew and trusted inside too, he chose to pull that lever because his people always come first. When the lives of people he cares about are at stake, it never feels like a choice so much as a duty, a responsibility he’s accustomed to holding.

Octavia is his priority. Clarke is his priority. The 100 are his priority. He is willing to do a lot, whether at his own expense or someone else’s expense, to keep them safe. He is loyal to them (his people) above all else. They are the ones who accepted him when the Ark floated his mother and let him down. Clarke in particular has influenced him strongly; though he was once determined to cut off her hand if he needed to in order to remove the wristband that transmitted her vitals to the Ark, she has grown into one of his most trusted allies, a partner, and someone he would defend to his own death now. The 100 teenagers had no one else to look after them, and through both Bellamy and Clarke’s guidance, they created a community for themselves, despite the trauma of a hostile, violent world around them. Bellamy is a natural leader, drawing on charisma and his own strengths, his lack of fear about being in the middle of the fray alongside the very people he leads. Despite his gruff and hostile demeanor, there is something in him that calls to people. He is raw and open and willing to get his hands dirty, self-deprecating in one breath while he encourages people in another. He proves over and over how far he’s willing to go and proves his loyalty with each move he makes.


◎ Powers/Abilities:

canon:
gunner: he was training to be a guard on the Ark, and that skill proved more than useful on the ground as the only one with arms experience. He possesses excellent aim and skill with a variety of firearms.
hand to hand: again, something he first learned in his guard training on the Ark, it turned into something more wild and ruthless on the ground; he can and has used his hands as weapons to hurt and kill.


eachdraidh/cr au import:
swordsmanship: weapons come naturally to Bellamy; he trained with Jason Todd and numerous soldiers in the Drabwurld to perfect his technique with a sword. He also learned how to wield crossbows, lances/spears, knives, a bow, and more, maximizing his use of all weaponry he could get his hands on.
parkour: self explanatory, taught by Jason Todd
elemental magic: both short and long range spells that he spent the entire time in the Drabwurld learning and practicing | ice/water (expert), dark (expert), fire (proficient)
blood magic: through the use of his own blood, this magic allows the user to amplify current magic, boost and cast spells, and imbue items with power. Other rituals and spells make use of blood, flesh, and bone. Bellamy learned from Clarke who learned from a native to the Drabwurld, then advanced on his own over the next year or so. (proficient)
rune magic: makes use of runes to cast spells, whether sewn into objects, carved, combined with blood magic, etc. His best runes are those that enhance weaponry or boost strength. (proficient)
weapons transfiguration: granted as a gift (boon) from the monarchs, this magic allows Bellamy to transform any object into a weapon of equivalent size that exist in the same technological level as the world around him. As soon as he stops touching it, the weapon transforms back to the original state/object.
shadow travel: having learned from Clarke, he’s still at the early stages, but shadow travel allows a person to move from one location to another between the shadows. He is only capable of taking himself at the moment.
basic medical magic: he can perform a minor healing spell, something to clean up scrapes, cuts, bruises, etc.


◎ Weapons & Other Special Inventory:
- a dog, Rhea (x)
- a cat, Bellona, orange and fluffy
- a pocketknife, magicked to allow the holder to teleport to any location they’ve been before
- a homemade bag, with a handful of books packed inside
- an oil pastel portrait of his sister, Octavia
- one sword, transcribed with several runes and enhanced with blood magic
- a basin engraved with a rune on the bottom, one that allows him to view memories akin to a pensieve (only it requires writing the memory + the rune on a slip of paper tossed inside the water filled basin)

CEREALIA-Specific

◎ Element: Fire; Bellamy is quick to ignite and terribly hot headed. He’s incredibly passionate, aggressive, and harsh, but just as quick to burnout under the right circumstances.
◎ Sense: Sight; he relies on his sight to watch around him for danger, to watch out for his people and himself, which is often the most important thing to him. He relies on his vision to be observing, to make the first move, and to communicate when necessary; it’s important to read a situation for what it is and react accordingly. He also has a tendency to become tunnel visioned towards whatever is in front of him.
◎ Seven Character Traits: [+] loyal, protective, persuasive [-] reckless, stubborn, abrasive [o] passionate

Samples

◎ First-Person Sample: one & two

◎ Third-Person Sample:
Bellamy has not had many bad dates in his life, but that could probably be chalked up to how few actual dates he’s been on. His sister was always a factor in what he tried to do for fun, and it just led him to be better at avoiding that sort of thing. At least until now he could have said they were all human (or humanlike). The thing in front of him is gross and his first instinct is to kill it, because anything that looked like that at home would immediately be classified as a threat.

But it’s supposed to be a date, and he hesitates, if only because of that small chance that fucking up here fucks up the idea of saving home. Computer program or otherwise, he’s not sure he wants to trust CERES’s judgment on anything after this anyway, which isn’t that hard to roll with. He’s always found it easier and safer to greet the “overlords that be” with a healthy degree of skepticism. None of them have ever looked after his own interests in the end.

Any thoughts on the matter are thrown out the window when the monster flips one of the tables and plows forward. Despite the claws threatening to rip out his insides, the motion kicks Bellamy into a familiar mindset that’s far easier to deal with than being on a date. Violence is easy and he hates that sometimes, but at least here it’s going to save his life. He grabs one of the forks that clattered to the floor and it transforms into a knife, one he uses to slice off part of the beast’s tongue.

It bleeds all over the floor and lets out a pained sound, but it just kicks Bellamy into gear even further. An angry monster is a deadlier monster, and it isn’t like he’s the only one in the room. There are other targets, and maybe they’re strangers, but he doesn’t know how equipped they might be to handle it (which is unfair against them, probably, but holding the monster’s attention he’s not about to try and shake it off on someone else regardless).

But he destroyed a mountain. It should be even easier to destroy something inhuman that so clearly would rather have him for dessert, and not in the fun way. He steps on the tongue accidentally as he brings the knife up and slices through the monster’s neck, all too familiar with the spray of blood that follows. It’s a little sad that there’s a part of him thinking at least it’s not human.

“Don’t expect a second date,” he grumbles as he stabs the monster again, the gesture natural. It finally dies, and Bellamy scowls. Not at what he’s done so much as just – this was the biggest waste of time in his life. He’s sure there was some kind of agenda by putting people through the worst dates of their lives, but it doesn’t stop it from being fucking annoying.



◎ Is your character retaining any previous game memories? yes! From two IC years over at [community profile] eachdraidh

The world of Eachdraidh is called the Drabwurld, and upon Bellamy’s arrival it was in the midst of a war –a very long, centuries old war between two courts, the Seelie (order) and the Unseelie (chaos), with each side fighting to get the shards from the other to gain the power from the great gem. The shards lay inside the chests of shardbearers, those called from other worlds to one of the courts where they were drawn into battle for their courts’ respective causes. The seelie wanted to reset the world and its cycle and start anew; the unseelie wanted to continue the current cycle as it was and let the worlds live without a restart.

Bellamy was brought in under the Unseelie Court in February 2701, right in the middle of a battle. Having been drawn out of his own fight back home, he was extremely hesitant to throw himself into another war for people he didn’t even care about, preferring to play defense against his only allies at the time from home, Clarke and Raven. Anti-authority to his core, Bellamy rejected the court systems, and with Clarke they tracked down a more neutral party by the name of Waver Velvet, who offered them alternative means to end the war of the Drabwuld by telling them about “team neutral,” a middle ground between the courts. He took a quest with Clarke from Waver to investigate the Cult of the Fox, a hostile organization sprung up around a dead figure named Reynard the Fox (an in game npc). Their investigation would last the next couple months.

The battle in February decimated the castles, leaving the unseelie without a place to live. Bellamy (and Clarke and Raven) ended up moving to a town called Diasbaile at the Third spire (out of ten, a ring of protective spires around unseelie territory) after Clarke fulfilled a quest for the spire’s baroness. He took his own quest for the baroness in which he helped to spread propaganda for her Cult, earning himself the title “Speaker of Darkness.” He would live with Clarke in Diasbaile for the rest of his time in the Drabwurld, and it became his home there.

Bellamy spent the next few months training at Diasbaile, both in magic and in combat, as well as investigating the Cult of the Fox. Despite his distrust of the monarchs, he also reached an agreement with them after the battle. They would allow him to travel into enemy seelie territory undetected under the promise of reporting back information he gleaned as a spy; his real purpose, however, was to make one trip each month in the hopes of finding anymore of his people that might be on the other side, especially with communication across court lines being closely monitored. Shortly after making his agreement with them, the monarchs on both sides disappeared.

His investigation into the Cult of the Fox ended in July, after making several contacts and getting one small lead. The Cult sent them a message in the form of four severed heads, a warning to stop investigating immediately or else. Bellamy and Clarke both also became targets of the cult, with several assassination attempts on their lives, including one in a public tavern in which they were poisoned. It set off fresh and intense paranoia, causing both of them to cease eating and drinking in public unless they personally handled the food or drink. Another attempt had Bellamy literally falling from a balcony and breaking his arm. It made him all the more determined to keep himself and Clarke alive, and he pushed himself even harder to train and prepare himself. Though the investigation hadn’t resulted in the results they hoped, it still earned Bellamy the title of “The Bloody Hand.”

In September, Clarke began learning blood magic from an elf mage, and she passed on the lessons to Bellamy each night she learned them. He’d been training with Jason Todd for a few months already, both in close quarters combat as well as parkour, and it escalated as he fought to get even stronger to fight back against the Cult, who he wanted nothing more than to kill with his bare hands most of the time.

With October comes Samhain, and though he allowed himself to have fun at the holiday festivities, it was not quite so open. He attended with a wolf mask out of reckless spite, since wolves eat foxes, and he (and Clarke) wanted to spit in the face of the Cult. Before the parties though, he and Clarke made a sacrifice to the Black Shuck, the god of death in the Drabwurld, in the hopes of getting his advice on how to go on from here, as well as to ask after their dead allies from the investigation over the summer. The Shuck was unimpressed, having felt disrespected, and their audience cut off. Despite the close brush with death, it left Bellamy with respect for the god, far more than he had for the monarchs, and though he would never claim to be religious or join the shuck’s cult, death is something he felt no one could escape. Lesson learned.

The rest of the year passed quietly. He celebrated his first Yule and learned how to Give Out Hugs after receiving an emotional present from Clarke. It was a step forward in his openness towards showing affection and in just being more open about his feelings in general. He also participated in the Hart Hunt, in which those capable seek to slay the White Hart as a part of the Drabwurld’s cycle, and despite having become an excellent hunter, he was not successful.

Early in the new year, Bellamy and Clarke both fell into an enchanted sleep in which they saw further into their futures at home (canon update, yay), as well as visions of great destructive machines in the Drabwurld. It toppled spires and burned down lands, leaving them shaken on top of what they’d learned about home, including his own torture inside Mount Weather.

The monarchs returned in the spring, not that Bellamy cared much. Their absence did little to reassure him of their deserving of power. He attended audiences only on the sidelines, accompanying Clarke. The more important part to him was being contacted by the mercenary group known as the Red Hand. Lead by a woman called Aly Red-Hand, the group was currently contracted under the Seelie, but their loyalties were towards no monarch without cost. If he and Clarke agreed to serve as bait to capture a Cultist, the Hand would offer protection against further assassination attempts and welcome them into the ranks officially. They both accepted. The plan to capture a Cultist would take a few weeks to finalize and execute.

In May, another battle was sprung, this one far more brutal than the last, and one in which Bellamy could not simply sit back and play defensive. The Unseelie King especially was cracking down on loyalties, and in order to prove himself a loyal member of the unseelie court, Bellamy had to participate hence he be implicated as a traitor and executed. The king created a league of undead soldiers known as Dullahan, only repelled by gold, and set them loose on the White Citadel, the powerful military base of the Seelie.

Even before he would take the next step, the battle was rough on Bellamy, messing with his head and sense of self worth even further, especially since he had no real loyalties to the monarchs forcing his hand in battle. To make it absolute that he wasn’t a “traitor,” or that he wasn’t “neutral,” Bellamy joined forces with Clarke, Waver, and a woman named Rin Tohsoka to create magic grenades full of acid to melt the gold walls popping up around the citadel to stop the Dullahan. He and Clarke took command on the battlefield and organized several teams to make use of ten grenades. Bellamy handled three of them, and two of them collided with people instead of walls. The first was a battle in which he and Clarke went up against a friend on the Seelie side, Dorian Gray. He threw a grenade and Dorian intercepted, causing the man a death that should have stuck in being burned alive, had he not been immortal. He didn’t have any time to process, immediately moving into a second battle with Jason Todd, against Lancelot and Faolan, two high ranking Seelie. There were no clear winners, and the second grenade Bellamy launched managed to burn some of Lancelot’s skin.

The battle devastated him. The grenades were meant to be used on walls not people, and he nearly lost it after getting home post battle. It was only Clarke (and their dog Rhea tbh) who’d been able to remind him that he was a human too and not just a soldier meant to kill.

He didn’t have much time to breathe, though. The Red Hand plan was launched soon after, a battle in which twenty-four Red Hand agents fought to subdue one man. Many of them died, Aly Red Hand lost a chunk of her jaw, and Bellamy and Clarke sustained several harsh injuries. Immediately after the capture, the Hand put the two of them in charge of the interrogation. Bellamy tortured the man, whose name was revealed to be Eugen, while Clarke used her healing magic to keep the man alive every time he came to close to death. While they managed to get a handful of information out of him, Clarke mixed Lauralae’s blood with her own, and it summoned the Black Shuck. The god ate the Cultist alive, thusly ending the interrogation. It triggered trauma of his own torture back in Mount Weather, and it left both Clarke and Bellamy feeling inhuman, incredibly guilty about what they’d both done, despite the fact that the Cult had been trying to kill them for almost a year. It earned him the title of “The Red Gauntlet.”

There was little time to dwell on it, as a silver sickness plague struck the Drabwuld soon after. Clarke, as Midach of Dorchadas, was pulled into work and action immediately, and Bellamy threw himself into helping her however he could. He contracted the disease, finding himself turning to silver slowly over the next week or so. His cure, along with Clarke’s, came in the form of Dorian Grey, whom they ran into accidentally while following a lead on another cure. He forgave them for what they’d done at the citadel, and it had a profound effect on them both, as no one they had harmed directly had ever forgiven them before.

He took a quest from Grell Sutcliffe later that month, helping to train some soldiers at her outpost tucked away in the woods. There were six of them, and Bellamy spent the week teaching them how to fight better, how to parkour in the trees, and teaching magic to those who could learn it. He grew attached to them, and Grell would later take him on as an emergency contact of sorts, should anything happen to the outpost. Alongside the outpost, he worked a lot with soldiers at Diasbaile and the Third Spire. He didn’t like the monarchs, but it didn’t mean the unseelie soldiers deserved to be cannon fodder, and in return, he earned their loyalty.

July brought a second meeting with the Shuck, after following Lauralae (Clarke’s blood magic teacher and confidant), Clarke, and Grell to reach him. His respect for the Shuck faltered when the god ordered all shardbearers to be killed regardless of court. It left him unsure of what to do, since Bellamy harbored no loyalties to his own court much less the Seelie. He’d always hoped perhaps the Shuck would be part of a third way, but not at the cost of every single person’s death.

By August, the war was escalating and things were going badly for the unseelie. A massive magic void of darkness cleverly called The Void was eating the Drabwurld, threatening a restart much earlier than anyone anticipated. It put pressure on both sides to escalate the war, to get as many shards as possible for each respective court. It was hard for Bellamy to feel it as much as his allies, because while all of them had become so entrenched in the unseelie court and cause, Bellamy could still not bring himself to trust the monarchs. He went on a brief quest with Hiro Hamada over into Seelie territory, where they investigated some riots being held by the elves there, raging against the unseelie court, the Shuck, and the vampires in Dorchadas. They discovered the elves were working on a plan to kill the Shuck on Samhain, but before they could find out more, Bellamy was recognized, forcing he and Hiro to make a quick escape. The experience created a deeper bond between the two, and Bellamy grew even more protective of Hiro, taking him fully as one of his own. It earned him his final title, “The Embattled.”

At the end of August, Bellamy found himself in a shitty, isolated place. Clarke had shut herself down, his sister wasn’t around, and he felt lost in what he wanted, in what he felt might be best for himself and his friends with little opportunity to vocalize it. He still felt no loyalty to the courts and never would. He couldn’t sleep through the night and found himself sleeping around with natives in Diasbaile, much like he had when the 100 first came to the ground; he pushed himself hard training during day and night to the point of exhaustion, and spent little time at his house. The only thing he had to work with was an offer from John Grimm, his commander in the Red Hand: The Red Hand was planning to steal the shards from both courts. If caught, this would clearly mark him as a traitor to the unseelie on penalty of death, but by using the combined numbers of all the shards, the Hand hoped to push back the Void and buy more time for this current world and cycle. Compared to all other options, Bellamy felt this one most aligned with what he wanted for his people, and he agreed to help John, provided no one know about his involvement unless/until necessary.

The final battle came in September, marked by the dwarven machines Bellamy and Clarke had seen in their dreams and massive clashes on all sides. The Red Hand plan was executed in the middle, the Commanders deciding to use the chaos of war as a cover. Bellamy was part of a team that broke into the Seelie castle; he served as a runebreaker, helping to bust through the traps and safeguards in order to help his team reach the shards inside. All the shards were successfully stolen. Refusing to be part of what came next, Bellamy returned to the battlefield and waited for the results.

The shards were used in a ritual that ended up reforming the great gem, creating a giant mountain in which interested parties could and did try to fight their way towards the center. Though Bellamy never made it to the center himself, never made his own wish, others did, and the results found shardbearers being thrown back in time, prior to the formation of the two courts in what was akin to a soft reset. In this earlier time period, the courts were divided into seven, and Bellamy found himself in what was called the Amethyst Circle. Again, he had no real interest in serving a court, but trying to create a better future felt like a better goal. It was remarkably similar to all he wanted at home.

Bellamy spent the first few weeks enjoying some down time in between continuing to hone is training both physical and magical. He was reunited with the people he cared about most, and felt at ease for the first time in months. It settled him in ways he hadn’t been able to be at peace with for actual years, despite not knowing if he wanted to stay in the Drabwurld forever or find a way home. Towards the end of December, however, he fell into another enchanted sleep (canon update 2.0), which caught him up on what was happening at home through the irradiation of Mount Weather. But instead of waking up back in the Drabwurld, Bellamy found himself in Cerealia.

His time in Eachdraidh did little to alter who he is at this core, but it was two years of warfare. It hardened him in a lot of ways, deepened his guilt complex, and pushed the limits of what he felt capable of. At the same time, he allowed himself to open up and grow closer to friends over these same years, especially Clarke and Hiro, allowing them to see more vulnerable sides of himself he often tried to shut down and ignore; it left him slightly more in touch with his own emotions, even if the war aged him on the flipside.