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caligvlasaqvarivm · 6 months ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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electroniccollectiondonut · 5 months ago
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I have not been in this fandom long enough to reasonably judge others' takes however. "EPIC fans are so silly to characterize odysseus as feeling guilty for his actions don't you know he's a war criminal" is definitely a wild one. like first of all to each their own so settle down and let people enjoy things ok. and secondly making choices with a bad outcome, even knowingly and deliberately, does not exclude the possibility of feeling bad about it later. in fact it makes for a much more in depth character because then you get to explore what he does or doesn't feel guilt over, and why, and if that guilt ever edges into regret or not.
#and thirdly i actually find it fascinating the way EPIC had him take a very conscious role in the greying of his morality#it's interesting to me because from my point of view odysseus in the odyssey is almost a passive player in his own myth#and i enjoy taking that very active moral choice and applying it to some of his non EPIC actions#odysseus#epic the musical#uh what is the tag for the epic cycle#as far as I'm aware it's#tagamemnon#?#idk i just think that if you were to ask your character what they would do differently the answer should not be ''nothing lol''#that is either a character who needs wayy more development or a storyteller who needs wayy more practice#also. WAR CRIMES DIDN'T FUCKING EXIST IT WAS THE BRONZE AGE#regardless of how socially acceptable or not his actions may have been#none of those men on the plain of fucking troy was about to sit down and agree on what constituted a crime of war#like if achilles can get away with flaunting straight up deliberate corpse desecration#i don't think anyone gets to say a word against odysseus for being a sneaky underhanded bastard who doesn't fight fair#coming back an hour later to add yet another point. the point of the people with this take is ''haha dont you know hes a bad person''#which fine yes by modern moral standards he is and even by contemporary standards* some of the stuff he does is super yikes man#but that STILL does not preclude him from feeling guilt. 'bad people' can feel guilt#gonna go ahead and explain those quotes around 'bad person' btw um i do not believe in morality like that. no one is fully good or bad#i shant speak on THAT further unless someone asks though#*contemporary is an iffy word here i feel because the default is to call the time of the penning of the text contemporary#despite the events in the text taking place several centuries earlier.#in this particular case because i am speaking from a point of textual analysis i will use the former#however i think that the latter is also a useful reference point
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yea-baiyi · 2 years ago
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the key to understanding hua cheng’s appearance and how he occupies space is that he’s a transmasc goth who’s committed to red and silver as his aesthetic. ok. the layered hair the outfits the boots the chains. he doesn’t shave off his eyebrows and redraw them only because he is a shapeshifter and so his eyebrows grow the way he wants.
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sysig · 1 year ago
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i want to go on a big and elaborate date with papyrus SPECIFICALLY bc of the way u draw him bc he’s so bbg cutie patootie
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PapyrACE 💚💜 Happy Valentine's Day!
#DDoodles#UT#Papyrus#AroAce Papyrus Supremacy#Lol#I'm actually really delighted to see how much aroace positivity there is around the skelebros :D#I was a little on the worried side since y'know - Sans especially. I've been in the fandom for a while lol I'm Aware#But genuinely there's so much lovely energy towards the bros being aroace which I - unsurprisingly - am very inclined towards lol#Me constantly: And you're ace! And you're ace! And you're ace! Ace for everybody!#I'm tongue-in-cheek about my Projecting Constantly lol but I do try to base my headcanons on The Actual Text haha#I think Papyrus is kind of a no-brainer lol he literally turns you down if you go on a date with him that's pretty textual#And you have the option to completely avoid going on a date with him and he still clarifies platonic affection!#I like him very much haha <3#As for Sans I know some of it stems from my Handplates filter lol - their codependency points to an interesting interplay with romance#I'll start thinking about the Vargas Dating Sim again if I keep on that train of thought tho lol#But to me it feels more than just ''He's too busy'' or w/e - Feels Different#It's all speculation anyway haha - I'm glad you like how I draw Papyrus! :D He's the sweetest boy and I love him!!#Wanted to try something a bit Extra hehe ♪ I keep wanting to make animatics and the like!#Storyboards - animations if I can swing them lol - but I'm very impatient :P And perfectionistic >.>#So have something a bit more sloppy and silly :) It's good practice for me!#All told it wasn't too bad! :D I had fun making it and I'm fairly pleased ♪#Hope you enjoy hehe <3 Happy Valen's! :D
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tempered-grace · 1 month ago
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gonna be absolutely cracked at close reading and analysis after this summer
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gristlegrinder · 2 months ago
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ultimately i think if i went back for my master’s i want to master in digital media studies or film archiving and not english since like, that was my original plan. i did kinda get forced into english lit by circumstance. but a master’s is not happening for me any time soon (no money, fucked up brain, no writing sample, no letters of recommendation) so we’re not thinking about it.
if i went back for a second bachelor’s i’d rather focus on something with more practical skills i could use to complement my BA being more about writing and critical analysis— if i don’t go to grad school i at least have something i can transfer directly into work, y’know? i was thinking like, interaction design or film and media production.
film is scary because i technically did broadcasting for a bit the first time around and hated it but that might have been a side effect of audio i and video i being taught by the same guy and him being fucking insufferable. interaction design is more unfamiliar to me but it feels more flexible and could also open up stuff in game design, working in tech, and museum work (more on the exhibit design side than curation or archival but still). ixd is just tricky because it’s a computer science degree at one school on my list and a design degree at the other and i’m not sure which side i’d rather focus on.
just thinking out loud
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butchtwelfthdoctor · 4 months ago
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pet peeve of mine as per my post from yesterday is when people ascribe the doctor to being xyz companions space-[family member] like idk just bc youre putting space at the front of the word literally when has the doctor ever had a traditional relationship dynamic with anyone. theyre not bill's space grandpa theyre Barely rose's space boyfriend they sure as hell arent clara's space husband
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sharkface · 9 months ago
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I have never enjoyed utopian fiction
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xserpx · 9 months ago
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Someone clutched at his leg. Curly hair. Freckles. Looked bloody terrified. Everyone did. Didn’t seem to have a weapon. Maybe surrendering. Leo smashed Freckles on the top of the head with the rim of his shield, gave his horse the spurs and trampled him into the mud.
This was no place for good intentions. No place for tedious subtleties or boring counter-arguments. None of his mother’s carping on patience and caution. Everything was beautifully simple. In battle, a man discovers who he truly is, and Leo was the hero he’d always dreamed of being.
— A Little Hatred by Joe Abercrombie
The Young Lion himself! On his great warhorse with his officers around him and his sword drawn. A bloody hero, like in the storybooks. Starling joined up ’cause of what that man had done at Red Hill. And beating Stour Nightfall in the Circle, and all. He’d seen the way the girls gasped when they heard the tale told and thought, Bloody hell, that’s the job for me.
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golden42 · 4 months ago
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Interactive Models for Understanding Chakra Energy Flow
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Key Takeaways
Chakra energy flow can impact your physical, emotional, and spiritual well-being.
Understanding chakras involves knowing the seven main energy centers in the body.
Balancing chakras can lead to improved health and harmony in life.
Interactive models like VR and apps can enhance chakra learning and practice.
Incorporating chakra practices into daily life can bring noticeable benefits.
Chakra Energy Flow Basics
Have you ever wondered how your body's energy affects your overall well-being? The concept of chakra energy flow offers a fascinating insight into this. Chakras are energy centers in the body that play a crucial role in maintaining balance and harmony. Let's dive into the basics of chakra energy flow and how it can benefit you.
Introduction to Chakra System
The chakra system is a complex network of energy centers that originated in ancient Indian traditions. There are seven main chakras aligned along the spine, each corresponding to different aspects of our physical and emotional health. These chakras are the Root, Sacral, Solar Plexus, Heart, Throat, Third Eye, and Crown chakras. Understanding each chakra's role is essential for maintaining a balanced energy flow.
Imagine your body as a flowing river. When the river flows smoothly, the environment thrives. Similarly, when energy flows seamlessly through your chakras, you experience optimal health and well-being. However, blockages in this flow can lead to physical and emotional issues. Therefore, keeping your chakras aligned and open is vital.
Significance of Energy Channels
Energy channels, also known as nadis, are pathways that facilitate the flow of prana or life force energy throughout the body. The three primary energy channels are Ida, Pingala, and Sushumna. They crisscross the chakras, creating a network that supports the harmonious flow of energy.
Ida, often associated with the moon, represents the feminine energy and controls the left side of the body. Pingala, linked to the sun, represents masculine energy and governs the right side. Sushumna is the central channel that connects all chakras and balances the energies of Ida and Pingala. When these channels are open and balanced, you feel more centered and energized.
Benefits of Aligning Chakras
Aligning your chakras can lead to numerous benefits, enhancing both your physical and mental health. Here are some key advantages:
Improved Physical Health: Balanced chakras can boost your immune system, improve digestion, and increase vitality.
Emotional Stability: You may experience reduced anxiety, enhanced mood, and better emotional control.
Spiritual Growth: Open chakras can deepen your connection to your higher self and enhance spiritual awareness.
For instance, a friend of mine once struggled with constant fatigue and emotional instability. After incorporating chakra balancing techniques into her routine, she noticed a significant improvement in her energy levels and emotional resilience.
Exploring Interactive Models
With advancements in technology, understanding and practicing chakra energy flow has become more accessible. Interactive models, such as virtual reality experiences and mobile applications, offer innovative ways to explore chakras. These tools provide immersive and engaging methods to learn about and balance your energy centers.
Most importantly, these interactive models make it easier for beginners to visualize and understand the chakra system. Let's explore some of these exciting tools.
Virtual Reality Experiences
Virtual reality (VR) offers an immersive way to explore the chakra system. Imagine putting on a VR headset and finding yourself in a vibrant world where you can see and interact with your chakras. These experiences can help you visualize energy flow and identify blockages more effectively.
By using VR, you can engage in guided meditations and exercises that focus on each chakra. This interactive approach makes learning about chakras fun and memorable, helping you integrate these practices into your daily life.
Incorporating Models in Meditation
Meditation is a powerful practice for aligning your chakras, and incorporating interactive models can elevate your experience. Imagine sitting in a quiet space, wearing a VR headset that transports you to a serene environment where each chakra is visually represented. This immersive setting allows you to focus on each energy center, enhancing your meditation's effectiveness.
To get started, find a comfortable seated position and put on your VR headset. Begin with deep, calming breaths and allow the visual cues to guide your focus to each chakra. As you progress, you'll notice a heightened sense of awareness and connection to your energy flow. This method not only aids beginners but also deepens the practice for seasoned meditators.
Guided Exercises for Chakra Activation
Activating your chakras doesn't have to be complicated. With the help of guided exercises available in many apps and VR experiences, you can easily incorporate chakra work into your routine. These exercises often include visualizations, affirmations, and breathing techniques tailored to each chakra.
For example, to activate the Heart Chakra, you might engage in a visualization exercise where you picture a green light expanding from your chest. Accompanied by affirmations like "I am open to love," this practice encourages energy flow and emotional openness.
Such exercises are designed to be user-friendly and can be adjusted to fit your schedule, making chakra activation accessible to everyone.
Tracking Progress and Improvements
Keeping track of your progress is crucial in any self-improvement journey, including chakra work. Many interactive models come equipped with features that allow you to monitor changes in your energy flow and overall well-being. This can be a powerful motivator and provide insights into your personal growth.
Consider maintaining a journal where you record your experiences and any noticeable shifts in your physical or emotional state. By reflecting on these entries, you'll be able to identify patterns and recognize improvements, further encouraging your commitment to chakra practices.
Scientific Backing and Studies
While the concept of chakras is rooted in ancient traditions, modern science is beginning to explore its validity. Various studies have examined the effects of chakra balancing techniques on physical and mental health, providing some scientific backing to these practices.
Research has shown that meditation and breathwork, often used in chakra balancing, can reduce stress, lower blood pressure, and enhance mental clarity. These findings align with the reported benefits of chakra alignment, suggesting a connection between energy flow and overall health.
A study published in the "Journal of Alternative and Complementary Medicine" found that meditation can improve psychological well-being.
Research from the "International Journal of Yoga" indicated that pranayama (breath control) positively affects the autonomic nervous system, promoting relaxation.
These studies highlight the potential of chakra practices to enhance well-being, although more research is needed to fully understand their impact.
Moreover, personal testimonials often speak to the transformative power of chakra work. Many individuals report feeling more balanced, energized, and at peace after engaging in regular chakra practices.
Research on Chakra Energy Flow
Research on chakra energy flow is still in its infancy, but interest is growing. Scientists are exploring how energy centers correspond to physiological processes, and some findings are promising. For instance, the Heart Chakra's association with love and compassion aligns with its location near the heart, a vital organ for sustaining life.
Impact of Chakra Alignment on Well-being
Chakra alignment can have a profound impact on your well-being. Balanced chakras contribute to a harmonious life, reducing stress and promoting emotional stability. By engaging in practices that align your energy centers, you open yourself to a more vibrant and fulfilling existence.
Combining Traditional and Modern Approaches
In today's world, combining traditional wisdom with modern technology offers a unique approach to understanding and practicing chakra energy flow. This fusion allows you to benefit from ancient practices while embracing innovative tools that enhance learning and experience.
Integration of Ancient Practices
Yoga: Integrates physical postures that align and balance chakras.
Meditation: Focuses the mind and enhances awareness of energy flow.
Pranayama: Uses breath control to influence energy channels.
These ancient practices have stood the test of time, offering profound benefits for those who incorporate them into their daily lives. By integrating them with modern tools, you can deepen your understanding and experience of chakra energy flow.
For instance, combining yoga postures with VR-guided meditations can create a holistic practice that addresses both the physical and energetic aspects of your being.
Modern Technology's Role in Chakra Study
Modern technology plays a significant role in advancing chakra study. With the rise of apps, VR experiences, and online platforms, accessing information and guidance on chakra practices has never been easier. These tools provide interactive and engaging ways to learn about chakras, making the practice more accessible to a wider audience.
Balancing Old Wisdom with New Tools
Balancing ancient wisdom with new tools is key to a comprehensive understanding of chakra energy flow. By embracing both traditional practices and modern technology, you can create a personalized approach that resonates with your unique needs and preferences.
Ultimately, the goal is to cultivate a balanced and harmonious life, and the integration of old and new methods offers a pathway to achieving this. As you explore chakra energy flow, remember that the journey is personal and ever-evolving, and the tools you choose should support your growth and well-being.
Further Resources for Exploration
For those eager to delve deeper into the world of chakra energy flow, a wealth of resources is available to guide your journey. These resources offer insights, techniques, and community support to enhance your understanding and practice.
By exploring these materials, you'll gain a richer perspective on chakra healing and discover new ways to incorporate it into your life.
Books and Guides on Chakra Healing
Books are an excellent way to deepen your knowledge of chakras and energy flow. Here are some recommended reads:
"Wheels of Life" by Anodea Judith offers a comprehensive guide to the chakra system, blending ancient wisdom with modern insights.
"The Chakra Bible" by Patricia Mercier provides a detailed exploration of each chakra, along with practical exercises for balancing and healing.
These books serve as valuable resources for both beginners and seasoned practitioners, offering a blend of theory and practice to enhance your chakra journey.
Online Communities and Workshops
Joining online communities and attending workshops can provide support and inspiration as you explore chakra healing. Engaging with others on a similar path fosters a sense of connection and shared learning.
Chakra Healing Facebook Groups: These groups offer a platform for sharing experiences, asking questions, and receiving guidance from fellow enthusiasts.
Online Workshops: Platforms like Udemy and Insight Timer offer workshops led by experienced instructors, covering topics from chakra basics to advanced techniques.
By participating in these communities, you can gain valuable insights, find encouragement, and enhance your understanding of chakra energy flow.
Expert Recommendations
Consulting with experts in the field can provide personalized guidance and support for your chakra journey. Consider seeking advice from certified yoga instructors, meditation teachers, or energy healers who specialize in chakra work.
These professionals can offer tailored practices and insights to help you achieve balance and harmony in your energy flow. Whether through one-on-one sessions or group classes, their expertise can be invaluable in deepening your understanding and practice.
Frequently Asked Questions (FAQ)
As you explore chakra energy flow, you may have questions about the practices and their effects. Here are some common inquiries and their answers to help guide you.
What is the purpose of chakra energy flow models?
To visualize and understand the flow of energy within the body.
To identify and address blockages in energy flow.
To enhance meditation and healing practices through interactive tools.
These models serve as valuable aids in learning about chakras and optimizing their balance for improved well-being.
How accurate are virtual reality models for studying chakras?
Virtual reality models offer a unique and immersive way to study chakras, providing visual and interactive experiences that enhance understanding. While they may not replace traditional methods, they serve as complementary tools that can deepen your practice and offer new perspectives.
Can interactive models substitute traditional meditation practices?
Interactive models can enhance meditation practices by providing visual cues and guided experiences, but they should not completely replace traditional methods. Instead, they can be used alongside meditation to enrich your experience and understanding of chakra energy flow.
What are the signs of balanced vs imbalanced chakras?
Balanced chakras typically manifest as physical vitality, emotional stability, and spiritual connection. In contrast, imbalanced chakras may result in fatigue, anxiety, and a sense of disconnection.
Physical symptoms: Digestive issues, headaches, or tension.
Emotional symptoms: Mood swings, irritability, or apathy.
Spiritual symptoms: Lack of purpose or feeling stuck.
How often should one practice using these interactive models?
Consistency is key in chakra work. Aim to engage with interactive models regularly, such as daily or several times a week, to maintain balance and enhance your understanding. Tailor your practice to fit your schedule and personal needs, ensuring it remains a sustainable and enjoyable part of your routine.
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herbertwest · 6 months ago
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"Maybe I should try and make Courtesan au Chocolat again" <-something I should absolutely positively not be saying
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asha-mage · 2 years ago
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Okay, but I think it's worth remembering that Rand IS as outraged as everyone presumes he would be, and spends a whole book falling into the exact trap Nynaeve describes above: mistaking killing and violence for justice. Rand spends all of Path of Daggers waging war against the Seanchan, attempting to beat them into either surrender and submission or utter retreat, and it does not work.
Counter invading the Seanchan is a useless exercise for a lot of reasons, but maybe the largest one that Rand later realizes in CoT is that hitting back at the Seanchan with violence dosen't undermind their system, it reinforces it. The Seanchan Empire is a giant war machine, built on the idea of 'expand, subjugate, consolidate, repeat'. Rand's war against them in Path of Daggers plays into that, helping the Empire justify it's imperialistic policies and to unify them behind a concrete plan of action ('go to war with the Dragon'), while also helping justify their use of the damane system, both to oppose Rand and more dangerously in it's underlying principle (those born with the One Power are inherently untrustworthy and will wreck chaos and destruction left unchecked).
Rand might eventually win an all out war against the Seanchan or he might not (another point of Path of Daggers is that being morally in the right isn't enough, and doesn't magically assure victory) but in the mean time those that suffer the most among the Seanchan will be the ones least culpable: everyday rank and file whose worst crime is believing in the society they where raised in. Not to mention all the conscripts from recently conquered Altara and Tarabon, who aren't even guilty of that. All the while Rand depletes his own forces and spends the lives of his own followers all without making any real tangible gain against the actual enemy their supposed to be fighting: The Shadow.
And if he does win, what then? If Rand had succeeded in destroying the Seanchan in the Path of Daggers (or worse gone through with his plan to decapitate the Empire's entire government with the Choden Kal in The Gathering Storm) what would he have actually accomplished? Plunging half the continent into chaos as bad as anything the Forsaken did (in the second case literally the exact same thing that Semirhage did in Knife of Dreams!), creating ANOTHER massive refugee crisis, another power vacuum destined to end in civil war and ruination, another swath of innocent common folk sure to watch their homes and lives destroyed in the absence of any way to maintain them. Rand certainly isn't in a position to step in and take over- he's barely managing to hold his own territory together as it is.
None of that is true justice, and Rand realizing that it isn't- that it's just revenge and killing and destruction is a big part of him avoiding falling to the Shadow. In fact the only person who comes up with a good concrete plan to take down the Seanchan empire that also approaches being just is Elayne. Elayne takes the prisoner of war sul'dam Rand sent her (which Rand did because he didn't have a plan beyond 'kill Seanchan until they stop being a problem' and failed to realize that would include women, who Rand was still vehemently against killing at that point in the series) and forces them to confront that they can channel, then sends every woman that wants to go back to Empire. Everyone is horrified by this: Elayne consigning women to life as damane, even women who themselves where once leash holders. But as Elayne points out if anyone deserves it they do, and if enough of them go back the Seanchan will not be able to keep their secret any longer, forcing a cultural reckoning that actually might do some good to change the underlying systems, and destabilize the Empire in a way that could prompt, if not its dissolution, at least an end to it's expansion. It's frustrating and slow going and it may not pay off in the timescale that we the reader hope it will, and it certainly isn't a grand glorious battle that would make for a good legend, but The Wheel of Time for the most part dismisses simple solutions to complex problems, and that is it's credit, not it's cost.
“She hurt me, Nynaeve. She hurt me. They all did. They hurt me, and hurt me, until I did what they wanted. I hate them. I hate them for hurting me, and I hate them because I couldn’t stop them from making me do what they wanted.” “I know,” Nynaeve said gently. She smoothed Egwene’s hair. “It is all right to hate them, Egwene. It is. They deserve it. But it isn’t all right to let them make you like they are.” Seta's hands where pressed to her face. Renna touched the collar at her throat disbelievingly, with a shaking hand. Egwene straightened, brushing her tears away quickly. "I'm not. I am not like them." She clawed the bracelet of her wrist and threw it down. "I'm not. But I wish I could kill them." "They deserve it." Min was staring grimly at the two sul'dam. "Rand would kill someone who did a thing like that." Elayne said. She seemed to be steeling herself. "I am sure he would." "Perhaps they do." Nynaeve said, "and perhaps he would. But men often mistake revenge and killing for justice. They seldom have the stomach for true justice." She had often sat in judgement with the Women's Circle. Sometimes men came before them, thinking women might give them a better hearing than the men of the Village Council, but men always thought they could sway the decision with eloquence, or pleas for mercy. The Women's Circle gave mercy where it was deserved, but justice always, and it was the Wisdom who pronounced it. She picked up the bracelet Egwene had discarded and closed it. "I would free every woman here if I could, and destroy every last one of these. But since I cannot..." She slipped the bracelet over the same beg that held the other one, then addressed herself to the sul'dam. Not leash holders any longer, she told herself. "Perhaps if you are very quiet, you will be left alone here long enough to manage to remove the collars. The Wheel weaves as the Wheel wills, and it may be that you've done enough good to counterbalance the evil yo have done, enough that you will be allowed to remove them. If not, you will be found, eventually. And I think whoever finds you will ask a great man questions before they remove those collars. I think perhaps you will earn first hand the life you have given to other women. That is justice." She added to the others. Renna wore a fixed stare of horror. Seta's shoulders shook as she sobbed into her hands. Nynaeve hardened her heart- is it justice, she told herself, it is- and herded the others out of the room.
This probably my favorite moment in The Great Hunt, maybe my favorite Nynaeve moment overall, which is saying something since she has a truly impressive number of amazing moments. It's easy to forget sometimes that as a Wisdom Nynaeve wasn't just a healer and guide to her people, but also a judge, an arbiter, a leader. This is a woman who has to sit in judgement, to weigh the lives of men and women, to give justice and know that when she spoke it, it would be as law. The stakes might not be has a high as they are for say, Morgase, yet that doesn't mean her choices matter less, especially to those she presided over.
And her insight here: about how men often mistake killing and revenge for justice, and instead lack the stomach for real justice, rings both true to real life, and true to Nynaeve's character. What she does this in this moment, leaving Renna and Seta at the mercy of their fellow sul'dam, and their own twisted culture, facing the very real possibility that they might be chained, might suffer, in the way they have chained other women, made other women suffer, is a lot more harsh then simply killing the women, especially in light of what we as readers and Nynaeve as a character know from first hand knowledge of Egwene's experience as damane. Killing them would likely be more merciful given the bleak existence they are now faced with.
Maybe worst of all, she gives them an unlikely sliver of hope. Maybe fate will allow them to go free, maybe the Wheel will have mercy on them, as unlikely as that seems.
And maybe more interestingly the Wheel does give them mercy, but not because they deserve it, but rather to offer them a chance to attone for their deeds many books later. They both live, but suffer in the mean time, prisoners of Suroth, having lost all their status and power within the sul'dam. And when Mat has need of aid to save three Aes Sedai from captivity in Ebu Dar, Renna and Seta get the chance to aid in the escpae and perform some small measure of atonement for what they did to Egwene. (And when Renna rejects that chance at redemption and tries to flee back to the Empire, to her old life, she dies for it, killed before she can ever sight the Seanchan army again).
Anyways Nynaeve great, and Jordan's themes of what justice means, what balance means, are still awesome.
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anam-mana · 7 months ago
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It fascinates me that Alistair gets lumped in with the “Chantry Boys” in discussions about Dragon Age Archetypes because it’s just. Very untrue. But it’s an idea the text actually pushes you to connect with in a way I think is purposeful.
This guy introduces us to the lore of the Blight by asking if we want “the chantry version or the truth.” If we ask if they’re not the same thing he smirks and says with some attitude “they rarely are.”
He sums up his religious beliefs saying he’s “not especially” Andrastian, and that “believes in the Maker well enough.”
He’s actually LESS religious than Zevran, who describes himself as fully Andrastian with a regular prayer routine in optional conversation branches.
The things that people use to categorize Alistair’s supposed “Chantry Boy” boy status all have non-religious motivations.
For example, the big one, his virginity, is because 1. He’s nervous around women, which is the gender he finds most attractive 2. He’s actually the youngest Party Member, being freshly 20 years old. 3. And most importantly, he correlates sex with love and was brought up to see them as requiring the other and so feels uncomfortable having sex without what he sees as “true love.” And he just hasn’t been in love yet.
Another example would be his reaction to the Urn of Sacred Ashes. He reacts with wonder akin to Leliana where many others react with a contrasting blasee attitude. Even the Andrastian Zevran.
But you gotta read between the lines here. Zevran doesn’t hold remains as sacred. He’s an assassin. So his prophet’s body is in that urn. It’s a body. The least remarkable and most mundane, perhaps even the hardest to swallow, thing she could ever be to Zevran is a corpse. Kinda takes the wonder out of faith for an assassin if she dies and rests just like any one else.
But Alistair is fascinated, in awe. 1, probably because the Chantry he doubts so much now has some kinda proof that something they said was true, unlike what he previously believed. 2, Alistair is WAY more patriotic than he is religious and we gotta remember that the Fereldans pride themselves on Alamari heritage, and Andraste was probably the most powerful and influential Alamari person to ever live. 3, he’s actually a giant history buff. He info dumps history on you often, with the memorized readings of whatever question you ask. If asked about the King and Loghain before the betrayal at Ostagar, he shows respect for Loghain’s service in the War for Independance, and knowledge of his tactics. And when speaking about his time in training with the chantry as a child, he says the education was actually what he liked most. And a lot of his gifts are things like replica soldiers, Fereldan historical things, maps, (along with his interest in magical artifacts but that’s for another day.) etc. Given his patriotism and love of learning history, yeah, the Urn is a big deal to him.
I have more things I could say, but really, I just find Alistair to be one of the most misrepresented by fandom characters. His character has a TON of subtext that challenges you to look beyond what others represent him as and the low opinion he holds of himself.
The perception of him as Andrastian and devout is one pushed on him by people like Morrigan (and others to some degree) who fights Alistair more like a straw man representing society than she engages with him as himself. She sees him as a Templar even though he left the order specifically because they abused him And he fundamentally disagreed with their practices, The Harrowing specifically being what pushed him to fight to leave.
There are, textually, two ways to interpret Alistair. Through face value aesthetics and symbolism pointing to association with the Chantry and by observing other’s opinion of him. Or through actually listening to what he says and watching what he does.
And it’s just interesting to me that a lot of people get caught in the trap of what he represents aesthetically rather than who he is.
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ethicopoliticolit · 2 years ago
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Dwelling too long on problems of rabbinic self-definition or the issue of originality in traditional literature may be missing the point, however. The question is less to determine if the rabbis thought they were doing something ‘new’ when they wrote the classic texts, than to consider what this enterprise is all about on its own terms. [Para.] Let us consider, then, the issue of the relationship of Torah to the vast body of literature that attempts to comment upon, elucidate or explain the Torah—that is, the great traditional texts of postbiblical history. Or, to use the language of the tradition, let us ask: what is the connection between the Written Torah and the Oral Torah? In place of the modern issue of originality I would suggest that the Oral Torah had a different goal: namely a special kind of interaction.
—Barry W. Holtz, “Introduction: On Reading Jewish Texts,” Back to the Sources: Reading the Classic Jewish Texts (Summit Books, 1984)
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todayisafridaynight · 2 years ago
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My For You page puts way more Yong Yea on my TL than you do (I literally thought I accidentally followed him or something lol) BUT NEVERTHELESS DO NOT BE SORRY BROTHER I ENJOY THE POSTS... I haven't watched his videos in a long while so I'd forgotten what he sounded like, but the Baka Mitai duet sold me, they were IDENTICAL. I'm Going To Get Shot For This One And I Understand but I honestly found Kuroda's delivery got a bit one-note outside of his big acting moments for most of the series (although he pretty much agrees and has improved immensely over time), so it's admittedly not too "high-stakes" for me, I guess? Like I love him, the voice is iconic etc etc., but it's a lower bar to clear for me than with like, Ichiban. Aside from Kurylo because I never really liked his take, I'd probably have been happy with just about anyone lmao
But like I said, I'm actually excited! Yong really seems to get it, everyone's energy was infectious, and I'm even (tentatively) excited for KSON's hostess stuff and her return in 8 even if live action segments in RGG Historically give me the heebie jeebies. Mine + Ishin fans gotta stick together <3
thats probably because i follow him and like a lot of his posts, so algorithm probably assumes youd like it too (´▽`;;;) in any case, i hope you enjoy mr yea and whatever content rgg brings in the coming games (❁´◡`❁)
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thydungeongal · 3 months ago
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I find the sentiment of "Any game I play turns into a queer game" frankly insulting. Like, okay, I understand it doesn't come from that kind of place: it is ultimately not borne of "I want to undermine the efforts of actual queer creators who are actually making textually queer games." The chain of cause and effect is usually just reversed: people don't flock to D&D, the most popular game on the market, out of a sense of a need to "queer it," they flock to it because it is the most popular game on the market and then decide that they need to queer it.
It is ultimately cope borne out of individualism, a sleight of hand where they hope that people will buy their framing of playing the world's most popular RPG as somehow revolutionary because they have the gay Midas touch to turn any game they touch queer.
And like don't get me wrong it is also hostile to actual game design: the idea that an individual can simply transform a game that doesn't interface with queerness in any meaningful way into a queer game simply by association kind of implicitly states that game designers actively working to insert themes of queerness and marginalization into their games are doing a bunch of work for nothing. Don't those idiots realize that you don't actually have to game design these things? You can just play D&D and it'll turn queer!
And ultimately there is very little I, an individual trans woman writing words on a blog, can do to get people to stop playing D&D. Goodness knows I've tried, but sadly the mind control doesn't seem to be working. But I would like us to practice some intellectual honesty: I would like people to consider for a moment whether D&D, the game of some dragons in some dungeons, actually has anything meaningful to say about the queer experience or whether you just projected that meaning onto it, and that it might be actually better to elevate games made by queer and marginalized people than try to delude ourselves into thinking that the game made by a huge capitalist corporation "belongs" to the queer and marginalized folks now.
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