#active passive with examples
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"Unlock The Secrets To Mastering Twitter Microblogging, Pat Flynn's Take" Discover expert tips for crafting impactful tweets, building engagement, leveraging analytics, and driving marketing success on this dynamic platform."
Keywords: #Twitter microblogging #Pat Flynn
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#Twitter marketing tips
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#Engaging Twitter audiences
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english-mirror · 7 months ago
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english-learning-hub · 1 year ago
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Simple Past Tense in Passive Voice with Examples in six ways
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strwberri-milk · 6 months ago
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hii can i ask u to write hc about boys when they say something in conversation that will hurt mc, for example when they will mention her appearance like rafayel in ebb when he said 'its round like u'. hope u have great dayy<33
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Zayne, being a doctor, has lots of opinions about some of your unhealthier habits. He doesn't share them all the time because he never wants to come off as nagging but you don't need him to say anything to know that he's staring at you judgmentally. He averts your gaze when you turn to him but it's already too late.
You feel yourself becoming demoralised, whatever you were doing totally abandoned as you decide to leave. Zayne knows exactly what happened, cursing himself for not keeping himself in check around you. He just can't help but worry, wanting to see you take care of yourself. The second you try to leave he grabs your wrist, apologising as he tells you it's just because he loves you.
He promises to use his words next time. You sniffle a little, deciding to act a little immature as you tell him that the issue is that he makes it very clear what he thinks. You'd rather him just tell you rather than look at you judgmentally, Zayne unaware just how it looked to you. Generally, he keeps his expression neutral but whenever it comes to you he wears his heart on his sleeve. Or he thinks he does - you've just become so attuned to him that you know what every slight quirk of his brow means.
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Xavier also does micro expressions that seem a little judgemental, generally whenever you say something he finds a little odd. He isn't sure if it's just because he's missing some context but when he does it one too many times in a conversation you begin to mutter an apology for boring him.
He's tripping over himself to try and correct you, wanting to tell you that it's not that he's bored, he's just struggling to follow the conversation. You confront him by telling him that even when he's following the conversation just fine he still makes faces at you sometimes. He's now forced to admit that he thinks he makes faces the more tired he gets, body subconsciously trying to get the conversation to end so he can go flop onto the nearest fluffy surface.
However, since it hurts your feelings he does his best to monitor himself, trying to be more active in your conversations. You can see how tired he is though, taking pity on him and telling him to go take a nap. You'll be there to infodump on him when you wake up anyway.
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Rafayel says things off handedly, especially when he's not feeling well. Normally you can take it well but today you just couldn't, his passive insult hitting you hard. He watches your face cloud over, brows furrowing as he tries to understand what this sudden shift in your mood is attributed to.
You make it clear it's because of what he said about you, the one statement being the straw that broke the camel's back. You ignore him, not wanting to even look at him as you walk away from him. You try to cool off, your mind spinning as his unintentional words play over and over again. It takes you a while before you can even speak to him normally and when you seek him out he looks like a scolded dog.
He immediately perks up when he sees you, apologising profusely when you come back to him. Despite being mad at him, you also know he provides the most comfort so you crawl into his lap and begin to scold him. He takes it in stride, knowing that he messed up and promising that he'll take better note of your mood to know when he should and shouldn't joke with you about things like that.
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Sylus has a sharp tongue like Rafayel but he sounds slightly more "serious" when he says those things. His voice doesn't lend well to jokes unfortunately, meaning that if you're feeling a little more raw one day then you're going to take his words seriously, just like today.
He doesn't let you run from him though - grabbing you and asking you what the problem is. You normally can take his teasing, returning it to him twofold. When you don't quip at him he knows something is wrong, waiting for you to use your words and tell him. He's patient whenever it comes to you thankfully, letting you take your time. You struggle in his grip a little, not wanting to tell him right away but the warmth he provides is just too good so you bury yourself in his chest, telling him that he hurt your feelings.
He coos at you sweetly, telling you how adorable you are and apologising by peppering your face in kisses. He hates making you sad and even if he doesn't overtly say it, you know he regrets it by how he's careful not to insult you if you don't start it first, using how you speak to him as a gauge before returning with some of his usual playful nips at you.
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clandestinegardenias · 1 year ago
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Okay fine. I teach an ethics course and I just keep seeing all of this discourse on whether or not to vote in the upcoming US presidential election and I just wanted to lay a few things out here.
People who are saying they will abstain from voting because they see voting for anyone as supporting/endorsing genocide are operating from a Rights Theory perspective.
Basically, Rights Theory posits that you should never take any action that could violate someone else’s rights. EVER. The balance of benefits and harms does not matter. There is NOTHING that can justify taking away the right to, for example, life.
And I think that’s where these anti-voting folks are predominantly coming from. They see voting as endorsing/enabling genocide, full stop, and therefore it is morally indefensible EVEN IF IT WILL RESULT IN LESS OVERALL HARM.
People who are arguing that you SHOULD vote, and vote for Biden specifically, are operating from a Utilitarian Theory perspective.
Utilitarianism is all about balancing benefits and harms, and essentially prioritizing overall harm reduction. They recognize the harm the system is creating, but are willing to participate in the system because through doing so they can ensure that various harms are minimized--certainly not eliminated, but reduced, and, importantly, made easier to eliminate eventually.
Through utilitarianism, we can actually make people's fundamental rights EASIER to defend! But a lot of people are so caught up in the idea of moral purity, and Rights Theory, that they're willing to let their inaction erode people's rights because at least they aren't actively participating in the system. (they are still passively participating, however, and we can argue about inaction being a form of action, but I digress)
Point being, VOTE. Because of Utilitarianism, but also because, if you believe in the inalienability of people's fundamental rights? Voting will make it much easier to protect those in the long term, and that's frankly more important than you getting to feel exempt from an exploitative system you are nonetheless inherently a part of and complicit in.
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txttletale · 2 months ago
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hey what’s up, i think you’re pretty cool but disagree with you on the whole ai can make art thing. to me, without the purpose from an actual person creating the piece, it’s not art but an image; as all human art has purpose. some driving factor in a work, compared to a program which purely creates the prompt without further intention. i was wondering what your insight on this is? either way, hope you have a great day
well, first of all, does art require 'purpose'? there's this view of art which has very much calcified in "anti-AI" rhetoric, that art is some linear process of communication from one individual to another: an Artist puts some Meaning into a unit of Art, which others can then view to Recieve that Meaning. you can hold this view, but i don't! i'm much more of a stuart hall-head on this, i think that there is no such transfusion of Intent and that rather the 'meaning' of a piece is something that exists only in the interplay between text and reader. reading is an active, interpretative process of decoding, not a passive absorptive one. so i dispute, firstly, that 'purpose' is to begin with a necessary or even imporant element of art.
moreover i think this argument rests on a very arbitrarily selective view of what counts as "an actual person creating the piece" -- 'the prompt' is, itself, an obvious artistic contribution, a place where an artist can impart huge amounts of direction, vision, and so on. in fact, i completely reject the claim of both the technology's salesman and its biggest detractors that genAI "makes art" -- to quote kerry mitchell's fractal art manifesto: "Turn a computer on and leave it alone for an hour. When you come back, no art will have been generated." in the past, i've posed questions about generative art pieces to demonstrate this
secondly, of course, the process does not end after image generation from prompt for serious generative artists--the ones who are serious about the artform (rather than tech guys trying to do marketing for the Magical Art Box) frequently iterate and iterate, generating a range of iterations and then picking one to iterate on further, so on and so forth, until the final image they choose to share is one that contains within it the traces of a thousand discrete choices on behalf of the artist (two pretty good explanations of this from people who actually do this stuff can be found here and here)
third and finally, that very choice to share the image is itself an artistic decision! we (and by we, i mean, anyone who cares about what art is) have been talking about this since fountain -- display is a form of artistic intent, taking something and putting it forward and saying 'this is art' is in and of itself an artistic decision being made even if the thing itself is unaltered: see, for example, the entire discipline of 'found art'. once someone challenged me, yknow, "if you did a google search, would that be art?" and my answer to that is, if you screenshot that google search and share it as art, then yes, resoundingly yes! curation and presentation recontextualizes objects, turning them into rich texts through the simple process of reframing them. so even if you granted that genAI output is inherently random computer noise (i don't, of course) -- i still think that the act of presenting it as art makes it so.
since i assume you're not familiar with anything interesting in the medium, because the most popular stuff made with genAI is pure "lo-fi girl in ghibli style" type slop, let me share some genAI pieces (or genAI-influenced pieces) that i think are powerful and interesting:
the meat gala, rob sheridan (warning: body horror!)
secret horses (does anyone know the original source on this?)
infinite art machine, reachartwork
ethinically ambigaus, james tamagotchi
mcdonalds simpsons porn room, wayneradiotv
software greatman, everything everything (the music is completely made by the band, but genAI was partially responsible for the lyrics -- including the title and the several interesting pseudo-kennings)
i want a love like this music video, everything everything
cocaine is the motor of the modern world, bots of new york
poison the walker, roborosewatermasters (here's my analysis posts on it too)
not all of these were necessarily intended as art: but i think they are rich and fascinating texts when read that way -- they have certainly impacted me as much as any art has.
anyways, whether you agree or not, i hope this gives you some stuff to think about, thanks for sharing your thoughts :)
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astroismypassion · 2 months ago
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Astrology observations 🐏🌾🐰
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Credit goes to my Tumblr blog @astroismypassion
🌾 If you have Jupiter at 19 (Libra) degree or Jupiter in the 7th house in the Natal chart, people that enter your life in form of a romantic partner, a friend, co-worker, business partner, you can get an opportunity through them, they bring you luck or because of them you can expand in your own individual life.
🐰 But the thing with this placement, there can also be some kind of "downside" to it. Because of that this placement often finds a romantic truly only when they are NOT looking or even when you are somewhat oblivious of partnerships. When you are actively looking, you find yourself unlucky, because with you it works the opposite way. You get more lucky, when you are not actively looking. You have to get more passive when searching for partnerships.
🐏 Saturn in the 4th house: can also be a cold home (quite literally, low heating at home), emotionally aloof or emotionally unstable parents (or just one of them, usually the mother, but it could also be the father) or a feeling that you have to play a role of a grownup at home, because of your parents. It can be that you had a very structured, disciplined childhood. You were probably taught that anger is "bad", so you repressed a lot of angry impulses. Or that early on you had to prove in your family circle that you are "worthy" of being loved. What you secretly crave is actually comfort, stability and safety, but you feel like the road to get there is full of obstacles and challenges at the moment. If you have this, you likely didn't "inherit" a peaceful home. But you have to build it yourself. You usually create that "real home" a bit later in life, but at that time is stable and calm. For example: if you grew up in dysfunctional family, you might create rules for your own home that there is peace and no yelling. Big thing with this placement is that when they learn with time that not everything is your responsibility, they are unstoppable, because they learn how to get a healthy feeling for naturally setting boudaries and limits in connections.
🌾 Oh you have Jupiter in the 7th house? And your romantic partner doesn't uplift you intellectually, emotionally, financially and spiritually? This relationship ain't it. But still beware of blind faith in relationships or having too high expectations for a connection that is not even committed yet. You can expect fair play, open-mindedness and fairness in connection too early on and you end up disappointed. Also beware of blindly following your partner's dreams instead of your own.
🐰 Aries Saturn people often supported their parents emotionally and materially/financially early in life.
🐏 If you are on the Virgo North Node/Pisces South Node axis, it's interesting, because you were probably born with the feeling of wanting to help others. But throughout life, you get to understand that you have to give that help with a system, on a schedule and with order. That's why you can't just mindlessly help people around you. Also, stop thinking "everything that could be", instead start setting and choosing "what will be".
🌾 With Jupiter in the 7th house you can be prone to attract educators, teachers, counsellors, lawyers.
🐰 Gemini/Virgo MC get promoted only then when they stop jumping from a career to career, from one work field to another. You get a promotion or see progress when you are long enough in your work field to actually specialise in it.
🐏 With Virgo North Node the key is NOT to serve others, but to create something concrete that serves others. You have to accept responsibility (not run away from it, Pisces South Node) and make that responsibility into something useful, either in your work field, in society or even art.
🌾 Also, Pisces South Node people keep searching for their "purpose", when in reality, for them is not searching for it, but instead "creating your own purpose" in life. When others just dream about their goals, you are building up those dream goals.
🐰 People, who have both Pisces and Aries over the 4th house, usually grew up in a home where emotions took over or were not expressed clearly (Pisces), yet there was a feeling of fighting for yourself (Aries). You felt you yourself can create safety. In adulthood, instead of chaos at home, you recognize your need for peace and order.
🐏 I noticed Virgo Midheavens excelling in fields of therapy, counseling, oganization, coaching, nutrition, psychology or analytics.
🌾 For Virgo North Nodes it's crucial to have a schedule, your rituals, excellent sleeping and eating schedule.
🐰 If you have Part of Fortune in the 1st house the only real gift you can give others, is your body, your presence and your energy.
🐏 Sagittarius Part of Fortune means you are a natural motivator and you feel the happiest when you are in movement or learning. You have a gift for seeing the bigger picture.
🌾 Gemini Part of Fortune means that you have very precise and excellent intuition for timing of your words, ideas and information.
Credit goes to my Tumblr blog @astroismypassion
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anomalys-bane · 6 months ago
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Male and Female Sexualization are NOT Equally Bad
given the new popularity of games and other media such as Love and Deepspace and yaoi and stuff, i see many men going 'SEE! women are just as depraved as men are, now stop complaining about female sexualization in games!'
and oh my god you idiots. lets take some super typical examples from popular media. what differences can we see?
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note how much male 'sexualization' (more of a power fantasy on men's part) focuses on musculature, on explicit strength, power, vigor and toughness. they don't even need to be showing any skin. all these are considered sexually attractive by men and women, as a result of our lovely culture. now for female sexualization, its mostly about the showing the (unnatural) curves and arches of their body, being coy and inviting, passive and alluring. women are a spectacle to be acted upon and men are the actors.
look at the filmography, angles and posing for each image, look at how sexy men are shown as relaxed, yet towering and active, and how sexy women are dressed skimpily, are coy and posing unnaturally to invite attention. this is the standard across genres, aimed at both men and women.
imagine if you opened a survival game you were greeted with a man in booty shorts and a ragged crop top, with his back arched, looking longingly at the the player. is it the same as a shirtless man with defined abs and a smoldering look? exactly, it is fucking NOT the same. men would consider it extremely humiliating to be sexualized the way women are sexualized. if its humiliating for a man to do, its humiliating for a woman to do, you're just used to women being humiliated.
take a moment and imagine if sexy women were almost only shown as dominant, active and physically strong, and sexy men as only meek, coy and passive. now imagine if these unnaturally posed meek, coy and passive sexualized male characters were absolutely everywhere, in games, tv shows and movies where it made no sense for them to be there. imagine if they were the only male characters present and you couldn't change their looks. if this held true for at least half of all sexualized characters in media, i would cede my position and admit that male and female sexualization are just as bad as each other. until then, shut the fuck up 😘
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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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alicentflorent · 4 months ago
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Honestly I was kind of shook when Shauna and Melissa walked out of the cell after cutting Ben’s Achilles to find that the entire group was waiting for them. The whole group (yes even “the good ones”) either agreed or allowed the cruelty of permenently disabling his ONE leg when all they had to do was take/destroy his crutches to ensure he couldn’t go anywhere. This is a perfect example of Shauna and Melissa’s active violence that they enjoyed versus the passive violence of the others. The ones who felt uncomfortable listening to his screams but didn’t intervene, who didn’t even go and do anything to help like cleaning and covering his wound or even just checking they hadn’t slashed an artery because that would involve staring the violence in the face. It’s easier to walk away, maybe even dehumanise the victims as people who don’t deserve to be looked in the eye when the reality is that you don’t want to look them in the eye when they’re being killed or tortured and you voted for it.
( @alicentsgf made a great post on passive violence in yellowjackets here)
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marsprincess889 · 6 months ago
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The differences between women of the three Venus nakshatras:
If you're one of them, I suggest you read them all, not just yours. Most will read Bharani first, then P. Phalguni and lastly P. Ashadha, but a more interesting order would be P. Phalguni-P. Ashadha-Bharani.
Bharani:
The birth of Venus_ the intense and transformative place that determines the journey.
The most passive energetically, perhaps the most visibly defensive. Focused on self-preservation, on deeper causes of their desires, wants, needs, attachments and love, and protective of their energy while relentlessly using it to get "what they want". More compassionate then Purva Phalguni, for example.
The themes of Bharani are physical creation, preservation and decay, along with the overarching rules or "mysteries" behind beauty, desire, attachments and love. Since it's Venus channeled personally, and connected to the sign of Aries/the active manifestation of Mars and the first house, it IS Venus, and so it lays the foundation for the other two. What that means is that one of its main concerns is secrecy and gatekeeping necessary for cultivation of everything that Venus represents, more so than other Venusian nakshatras.
It's also the only one that is Outcaste(Mleccha), which gives it enormous power and energy free of conventions. There is also en extreme sensitivity here that is not present in the other two. There's an awareness of energy and the core essence of everything that leads to the understanding or embodyment of "the ultimate", whatever that is.
Bharani women are embodyments of mother nature. They seek someone who can give them exactly what they want and need and nothing else. There is definitely a broad worldview that is naturally deep in them_ Bharani is an elephant yoni nakshatra, it has deep and profound memory, and some consider it the last nakshatra (most consider its yoni consort_ Revati as the last nakshatra, so that's some great insight into Elephant yonis). Despite this broad and deep view, Bharani women have a determination and a drive that can translate into an intensity with a "one track mind". Intensity and depth is in them almost always.
Definitely have the potential to be spiritual, because of a love for depth and an understanding of purity. Their yoni consort_ Revati is perhaps the most spiritual nakshatra, connected with the theme of "Godhood". Bharani's spirituality can be fused with romantic or sexual love and manifest as fierce devotion. They have an inability to tolerate "impurity"_ the error or fault between worlds and energies between them, for example, between the inner substance and the outward manifestation, or between the masculine and the feminine, between this world and the other. This can translate to a radical love of and demand for honesty and justice.
Balance and harmony are necessary for Venus but its sign rulership of Mars is the energy that drives them and in a sense, grants identity. The fusion of foundational energy of Venus with the active Mars is the theme of sex and death so prominent in this nakshatra. Life is the result of the sexual act but the culmination of that act is called "a little death". Love and desire drive sex so they also drive life and death. So, if Venus is the equilibrium and the balance then Mars is the other side_ the need for release. Together, they grant life and rule over the two components necessary for existence_ identity and the loss of it through love. Bharani is about defining existence itself, their own or of the world, through love.
Bharani women can act in a very enthusiastic and driven way, but also have a side to them that is extremely serious, to an extent that neither Purva Phalguni or even Purva Ashadha really reach.
Archetypically they represent the "damsel in distress" or "the princess in the tower". Bharani is something or someone nearly impossible to get or even find, which could be also associated with its symbolism of the yoni. It's also connected to the Holy Grail, or "The Philosopher's Stone" (that one was said by Claire Nakti recently and I have always gotten that vibe energetically from Bharani but could not articulate why. It makes so much sense though. This can also be another confirmation of why I associate Bharani with Rapunzel's tale so much).
Another archetype that they remind me of is the princess with high standards in fairytales that is so common. A similar one would be a young women who is fearlessly defiant, especially about choosing her own love.
Out of all Venus nakshatras Bharani women need gentleness the most, since's it's the most high tension/triggering placement among them. Bharani women can feel defenseless and abused, especially from harsh or crude(mostly masculine) energies. This ironically increases their defensive nature and a need for protection, despite being naturally gentle and passive. There's a clear difference between when a Bharani women is given her justice and when she is not. Their fierceness and gentleness are, in truth, the same in spirit.
Bharani moons Claire Holt, Gaia Weiss, Isabel Lucas
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Purva Phalguni:
Out of the Venus nakshatras, Purva Phalguni is the one that is the least expressive emotionally. At least, not obviously. They too feel a lot, but their Sun rashi rulership grants them an "unbothered" nature.
So Purva Phalguni is the Venus nakshatra of pure unashamed enjoyment. They have clear preferences and after establishing the foundation in Bharani, Purva Phalguni is free to be prideful about their love. It's connected to ease, contrasting Bharani, which is more full of melancholic beauty and the meaning of struggle.
Purva Phalguni women are connected to material things and love it. Their personality is more "Sunny" than other Venus nakshatras. It's the most "neutral" Venus nakshatra. Definitely very sexual along with Bharani. The difference is that Bharani is represented by the yoni and the passive feminine principle, but Purva Phalguni is represented by the phallus and the active, masculine assertion of self through Venusian themes. In this way, they have a connection that is reaffirmed by the "special relationship"(traditional texts say so) between their yoni animals_ the rat and the elephant.
Women of this nakshatra, being the feminine representatives of the nakshatra of masculine assertion, have a friendly and easygoing nature, due to being relaxed. They have an energy of being "provided for", but they're still ruled by the planet of mutual exchange(Venus), so they're very giving in their own way. They like to pamper their beloved with gifts and/or attention, they love to feel special and make them feel "special"(Leo/Sun rulership) in return. Their tendency towards fun (5th house association) makes them a memorable presence. They do love spotlight more than Bharani and Purva Ashadha.
One interesting association of Purva Phalguni is discernment, which leads to their tendency of favoritism. Bharani and Purva Phalguni both love being passive in a sense of having someone take the reigns that helps them relax into a receptive, feminine role but they both also love to give back. Bharani is more receptive though, hungrier and harsher than Purva Phalguni, which is more relaxed and willing to give. Because of this, in a way, Bharani and Purva Phalguni women might become great friends with each other.
Charisma is a big thing here, due to Leo/Sun/5th house associations. Venus here is expressed through soul identity(Sun) and shown in the most adorned light among all three Venus nakshatras.
An important association of Purva Phalguni is procreation. Bharani as also explicitly associated with the sexual act and bringing a life, but Purva Phalguni focuses on the pleasure aspect of it, on the leisure and continuing the bloodline. Its yoni consort_ Magha is associated with family trees and bloodlines and is also fully in Leo(5th house/children association). Bharani on the other hand, focuses on immortality of love, attachments and transition between worlds, and sex for them is the ultimate point of change.
Even though they're the most outwardly stoic and act the most unaffected out of the three, they're also most prone to dramatics. There's a side to them that loves to show off and display, even if they don't show everything to everyone.
The dramaticism is for self-confidence and enjoyment(mainly, their own). It's not a placement that is concerned with gossip or everyone else's lives. Quite the contrary. If they don't like you, they will just pay you no attention. In this way, they're the least personal of Venus nakshatras. They have an aversion to anything unnecessary(kind of similar to how Bharani can't tolerate impurity) and outward harmony and empowerment is essential.
The archetype that Purva Phalguni women represent is the loving wife/girlfriend or "the spoiled lady". Purva Phalguni is Brahmin(highest) caste and is associated privilege and the ease that comes with it. Partnerships are important to them(the second stage of civilization/others. Bharani is the first stage of the individual, and Purva Ashadha is the third stage of universal). They can also be seen as "the nice rich girl", but that one is not necessarily true. They value politeness and manners but they themselves are not nice as much as they're unbothered. They're just not mean. The combination of Venus and Sun ensures that they're too focused on themselves and their wants to care about most others. In short, they live by "I am what I love".
Purva Phalguni moons Taylor Hill, Jane Birkin, Mia Wasikowska
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Purva Ashadha:
Venus nakshatras all embody classical traits that are associated with the planet's archetype, but none are directly associated to the Goddesses Venus and Aphrodite like Purva Ashadha. This is the nakshatra of Venus' universalization. Being in the sign of Sagittarius (ruled by Jupiter), it has an inner desire to share its Venusian ideals(Sagittarius/9th house) with others.
Bharani is intense fire, Purva Phalguni is the fertile earth, Purva Ashadha is the relentless waves of water.
One obvious difference between Purva Ashadha and the other two Venus nakshatras is the lack of sexual associations.
When Venus is filtered through active Jupiter(sagittarius/9th house), then the action is sharing or spreading it. After the birth(Bharani) and the hedonistic pleasures(Purva Phalguni), Venus is ready and has an inner desire/neediness to make itself be heard.
The drive to spread its influence on this level is not present in other Venus nakshatras. Purva Ashadha women too know the importance of privacy, secrecy and gatekeeping, but they've come to a place where they've realized that beauty, love and all that is most precious cannot exist in a vacuum, but also cannot be ruined by what is below it in value. So the natural manifestation of that curcumstance is a constant tug of war between secrecy and sharing, between shutting off and spreading outwardly. Eventually, or sometimes immediately, they realize that they need allies to maintain their "Venus"(beauty, love, aesthetic preferences, all of them tied to morals and idealism), and then maybe, after strengthening, they can conquer all that is unworthy(in their eyes) together.
They can be extremely careful with who they choose to associate with, since to these women, people are either allies or enemies. In the end, whether they like to pretend otherwise or not, that's what it comes down to. They try to not show that they're trying to silently influence you, trying to get you to see that what they value is better or superior, that they'd like people to back them up in that way. It's still a Venus nakshatra, so they move in silence, but out of all Venus nakshatras, they're the most likely ones to break that "I'm just minding myself" Venusian attitude. They can become really triggered in general when something touches their ideals.
In friendships and with acquaintances they observe to see if they're worth trying to influence. Overall, these views may be why they like the idea of cliques or elitism that much.
Purva Ashadha women can be melancholic and intense like Bharani, but Bharani has a nature of fiery anger(active Martian/1st house/Aries), while Purva Ashadha is softer and watery. Another commonality they have with Bharani that Purva Phalguni does not is a creative drive to bring something out into the world. While in Bharani that manifests as literal birth/death and karmic changes, Purva Ashadha has a need to birth ideas, ideals, creative projects.
Their tendecy to look for allies and gather strength is further explained by its title as "the former victorious" one. It can be associated with revolutions, how the power of masses(Jupiter) empowered by fierce idealism(Venus-Jupiter) can grant said people victory. Their yoni consort_ Shravana, is associated with extreme receptivity and hearing everyone/everything. In this way, it is clear why they are consorts of Purva Ashadhas, who desire allies, support and victory.
A commonly manifested attitude among them is "others just will not get me"(that rarely is true irl). Jupiter, they rashi ruler, is connected to Godhood and their yoni_ Vanar, is a being from other dimentions. This might inspire a sense of superiority but also generate a feeling of alienation.
The most fitting archetype for them would be "warrior princess" or the "alluring siren". The siren's association with this nakshatra is quite famous. Purva Ashadha is another Brahmin caste nakshatra. Bharani has associations with fighting and aggression too but they do it on a more personal level. Purva Ashadha wants to fight with and for masses, backing what they fight for together.
Purva Ashadha moons Hailee Steinfeld, Astrid Berges-Frisbey and Liv Tyler
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english-mirror · 7 months ago
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astra-ravana · 7 months ago
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Sigil Magick: Illustrating Your Intent
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Sigils are a cornerstone of contemporary and chaos magick and function as keys to unlock the doors of reality and bend it to one’s will. These potent symbols serve as physical embodiments of one’s intentions, cast into existence through the fusion of art and willpower.
The crafting of a sigil begins with a clear and focused intention, which is then worked into a unique symbol through a creative magickal process. The magick practitioner inscribes deep personal meaning and style into their designs, making each unique to its artist. Sigils are ideal tools for manifesting your desires, imbuing objects with specific purpose and energy, protecting spaces, and communicating with the spirit world and should be used responsibly.
Origins
The practice of crafting sigils traces its roots to the ancient world but was modernized in the early 20th century by the works of Austin Osman Spare, an occultist and artist. He introduced the method of creating magical symbols by condensing letters of a desire into an abstract design. Aleister Crowley, too, influenced the practice by intertwining sigils with ceremonial magick, embedding them with a rich esoteric significance.
Some occult grimoires employ sigils as a means of contacting spirits, for example; Ars Goetia, The Book of Oberon, and Pseudomonarchia Daemonum.
Basics of Sigil Magick
Sigil magick emerges from the belief in one’s ability to manifest their focus into reality. Through a process of creation, a sigil becomes much more than mere ink on paper—it is the illustrated essence of desire. Individuals can use sigils as focal points for their will, empowering these symbols through meditation or ritual to enact change. The universe of sigils is vast and varied, types of sigils include:
• Pictorial Sigils: Intuitive symbols drawn from the subconscious
• Runic Sigils: Combinations of runic alphabets that resonate with specific energies
• Word Sigils: Derived from statements of intention, where letters are crafted into a unique symbol
Correspondences also serve a purpose in this class of magick, in order to help align one's intent to universal energies. As an artist crafts their sigil, they intertwine traditional symbols with personal significance, creating a bridge to the metaphysical world. Some relevant correspondences are:
• Numerology: Numbers carry vibrations that can enhance a sigil’s purpose.
• Zodiac Signs: Celestial influences infused to fine-tune the focus.
• Elements: The classic forces of Earth, Air, Fire, and Water lend their power to sigils, grounding them in natural harmony.
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Sigil Creation
Before you take pen to paper, first envision your intent with clarity and purpose This may involve some deep introspection into the true nature of your desires. A precise intention lays the foundation for the sigil's power. Once ready, write out your intention and cross out any duplicate letters. From here a couple different methods can be utilized. Naturally you could always draw your sigils from pure instinct, creating spontaneous shapes to represent your intentions, but there are other techniques available.
The Wheel
This method employs a wheel to be used as a map for drawing your sigil. Simply start at the first letter of your intent and draw lines to each subsequent letter. Example:
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My Method
I make my sigils by breaking up the letters to create shapes. I will often decorate with extra shapes, symbols, and pictures as well. Here is a simplified example of my sigil creation process:
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Next you must charge your sigil. Charging is the act of infusing the sigil with energy. The creator might enter a meditative state, focusing intently on the sigil while envisioning their intentions intertwining with the design. This act of focused concentration serves to embed the intention within the sigil, making it a beacon for the desired change.
Passive and Active Sigils
Intentioned sigils fall into either the passive or active sigil category based on how that sigil's energy is best utilized. Passive sigils are usually drawn on the body, item, or surface and then left alone to release their power over time. Active sigils involve some action to trigger the release of the sigil's energy, such as burning, burying, soaking with water/oil, and more. Some sigils can be used both passively and actively, but most will fall into one category.
Spirit Sigils
Many spirits and deities have sigils that represent them and these can be powerful catalysts for interacting with these beings. If the spirit you're working with doesn't have a sigil made for them (or even if they do) you can design your own symbol to connect with that spirit. Follow the same process, but instead of focusing on your intent, focus on the spirit/deity and connecting with it. You can even perform a ritual and provide an offering to invite the spirit into your space. This will allow you to draw divine inspiration straight from the source. Here are some examples of spirit/deity sigils, as well as some I created:
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almostempty · 4 months ago
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it’s not that deep but it is that serious!
(editing and reblogging to clarify a couple things at the end of the post - edited once more to combine the second reblog into one)
I just want to come to this app to talk about deep throating mean!Joel and to make friends with other hot freaks. But I need my fellow heathens to hear me out for a moment.
I’ve tried to keep this space a little escape from reality, but that’s not a realistic privilege because life and art are inherently political.
I've seen friends and mutuals receiving hateful, racist, and cruel anons recently. I know these issues aren’t new for our Black and brown peers.
I see a lot of folks jumping to offer support and to express their disgust at the racist remarks.
I also see a lot of shock and disbelief and I want to talk about that.
Racism, bigotry, and prejudice are not new issues for Black and brown folks. If you find yourself shocked, surprised, and outraged when folks share the hate they receive I ask that you reflect on this. It’s a privilege to be surprised, to not be used to navigating and experiencing that vitriol.
I know it’s well intended when folks say things like, ‘if you’re a racist piece of shit get off my blog’ or similar messages, and i understand the anger and frustration. (*i appreciate seeing solidarity and i also do not want to police (acab) how people respond to the hate they receive)
I also don’t think anyone who is aware and actively spreading hate will be deterred. I imagine there are 4chan incel type trolls that just thrive on the attention and reaction of using the most inflammatory language they can, and trolls will troll. They inevitably will pop up.
What I want to address is the levels below the overt and active hate. The accidental or inadvertent covert racism. The micro aggressions. The passive silence or enabling of rhetoric that lets folks perpetuate harm without even thinking.
Black and brown creators in our community have been disregarded or overshadowed when they speak up about diversity or inclusion in this fandom or feeling unwelcomed.
They wade through oceans of moodboards with faceless, thin, white women paired with our favorite characters. They power through reader inserts with freckles, red marks, and pink pussies that say and do things they might never feel safe saying or doing in those universes. They scroll through bad Spanish or fetishized latino caricatures and romanticized colonial values. And they still show love and support by commenting and reblogging and uplifting other writers.
Maybe there are footnotes about the moodboards only being for inspiration, but that doesn’t erase the constant messaging that it was easier to find those pictures and add a note than to search harder or leave the pictures out.
When I saw a fic with a detail about the pedro character having a confederate flag in his trailer I had to pause. This is a perfect example. I don’t read this as malicious or intentionally harmful. I understand the stereotype it’s rooted in and the general humor of the story as a whole. I get that it’s a small detail and that racism wasn’t a core part of the character or the story.
But if we sit with this longer.. what does this tell our Black and brown peers? When the reader notices it and it’s just as notable as a calendar on the wall? And she fucks him willingly anyway?
Hate symbols aren’t unserious. Background or not. Imagine writing a Joel fic and giving him a swastika tattoo just as a background detail. Sounds extreme right? Maybe you’re writing an AU felon Joel and just trying to show how hardened and dark he is. Maybe in your headcanon he only got it in prison to protect himself and he isn’t a racist.
But to nazis it says this is a safe place to be. To the general audience it says you don’t care if this makes them feel unsafe or invisible.
To folks reading that a confederate flag isn’t a big deal, it signals that it’s an acceptable symbol. It shows that people are reading and commenting and sharing this story and are unbothered. That maybe people don’t even notice.
I’m not asking anyone to send hate and I’m not writing this as an attack on the author or anyone who shared the fic. We don’t know what we don’t know, but we have the opportunity to learn!
I am asking my peers to step in and step up, because I think y’all are smart and capable of more.
I am not an expert on anything. But as someone who went to grad school for social work — a field that only exists to combat the societal harm of power, privilege, and oppression — I don’t take it lightly. I work in advocacy fighting discrimination and prejudice from institutions built on systemic racism daily. I’m aware that I have the privilege of training, language, and awareness around diversity and inclusion, and that not everyone has the same knowledge or experience.
I also know this fandom is full of incredibly smart and well spoken folks who craft moving stories and analyze characters with nuance and passion.
I’m not interested in censoring what anyone writes and I happily abide by don’t like; don’t read.
If I only wanted to read I would stick to ao3. But I’m here and I stay here because of the community. The friendships and the extra tag games and challenges and support and camaraderie.
I know I make mistakes myself. And I know it can be uncomfortable to be called out for something you never intended to hurt anyone with. I know it can feel like your voice won’t be heard or your experience won’t be validated in such a big space.
I shared a post a while ago by a creator that doesn’t write for this fandom. It was an ode to Black fanfic writers in general, and in the comments Black writers were tagging each other to show love. And I knew there was something wrong when I wanted to share it but felt deeply hesitant about tagging anyone because I didn’t want Black writers to receive hate.
One of my favorite things about this fandom is how global it is. Getting to make friends with folks around the world is such a treat. I also know racism and fascism are not unique to one region.
It’s Black history month in the states and in Canada. I know other countries observe Black history month in other months. It’s an intentional observation for a reason.
For us, this is a hobby. We’re here voluntarily, and mostly anonymously, but we’re all people. Community is so vital to thwarting the dangers of fascism and hateful rhetoric.
This IS a post about racism.
But racism is absolutely entangled with sexism, classism, ableism, ethnocentrism, capitalism, colonialism, imperialism, patriarchal hegemony, etc.
This isn’t just a rant. It’s an ask. I’m asking my peers—writers, readers, gif makers, lurkers, etc.— to help.
Reflect on what you share and post. Think about how others perceive you.
I’m asking my peers to be curious and open to discussions. To ask questions if you see covert racism. To be willing to accept feedback.
We can be gentle with one another.
Like, ‘hey, I saw this and am wondering if you’re aware of the origin or the impact it might have?’ or ‘can I share how this may be misinterpreted or harmful?’
Be kind sure, but be an advocate!
If you see someone posting about a character being their ‘spirit animal’ — send them a DM! If you read something that stereotypes a race, let the author know! There’s plenty of online resources for writing characters from other races without falling back on harmful tropes.
And even better… support your Black and brown peers. Share their work. Show them you value their presence in the fandom.
I encourage folks to read fics with original characters or reader characters with explicitly diverse ethnicities and tell the author you appreciate that character! Recommend the work to friends.
I never shut up about how much I love Heat and the story is incredibly compelling *because* the reader is a Latina written by a Latina.
Anyway, I come to this hellsite to laugh and be horny—but at my core I am an ethical hater and I only wrote all of this because I care and I want this space to be inclusive.
I’m not speaking on behalf of anyone else and I don’t want to speak over anyone. I’m open to feedback or ideas.
I’m tagging some mutuals I interact with and some that I don’t know very well, not to curse y’all with reading my long winded post but to ask: when you have the capacity will you help take action to make this community stronger? Will you commit to being open to feedback and growth?
Bottom line I just wanna read about getting railed by that fictional guy and I want my Black and brown peers to have the opportunity to enjoy the same escape from reality.
I feel like this is worth posting because I think y’all can make a difference. So many of y’all write and analyze stories and characters with such nuance and passion and detail—and that’s why i believe you can help spot subtle and insidious forms of racism and make real changes.
TL;DR: I’m asking everyone to be proactive when you see microaggressions or covert racism in the fandom, and to be willing to accept feedback and learn from each other. Being passive is a luxury and a privilege our marginalized peers do not have. Let’s be more than performative or not racist. Be active. Be anti-racist.
some tags for folks (no pressure to share, I don’t want attention I just want to encourage folks to take time to reflect or let me know what you think idk): *not calling anyone out as having committed any offenses just feeling compelled to share the message i guess
@auteurdelabre @joelmillerisapunk @lotusbxtch @probablyreadinsmut @ace-turned-confused @baronessvonglitter @yxtkiwiyxt @slimybeth69 @bitchesuntitled @thundermartini @sin-djarin @strang3lov3 @mermaidgirl30 @for-a-longlongtime @mrs-hardy-hunnam-butler-pascal @evolnoomym @wannab-urs @sanarsi @yopossum @almostfoxglove @itwasntimethatdidit40 @syd-djarin @miss-oranje-disco-dancer
to anyone: please start conversations or reach out to me or send me an anon ask if you want to discuss something or share, idc but i’m begging y’all to listen to each other and advocate for one another and be open to self-reflection 💗 editing to add: if i tagged you it was not a callout that i think you've done something specific to reflect on-- just a general invite to join me in being intentional and to invite feedback if you have any! if i made anyone anxious i apologize! - to clarify when i said 'it's not that deep' i mean that maybe fanfic is easily brushed off as not that deep, but every blog is a real person (minus the army of porn bots) and we form real connections in this community <3
edit:
one more thing, 
first and foremost! a reminder that i am speaking about the inclusivity in this fandom as a whole. i don't want to lose the plot over one specific example that blew up. my point is the bulk of the racism in this fandom is perpetrated through micro aggressions and covert racism EVERY DAY. we can make sweeping statements and tell racists to fuck off, but next week we will be back to the status quo (aka where many non-white folks feel unwelcomed, aren't represented, and are disregarded when they raise concerns, etc.) unless we commit to examining ourselves first and looking for the more subtle things that perpetuate the current culture (e.g. harmful stereotypes and racial tropes, fetishizing latinx characters, bad Spanish, writing reader insert fics with specifically white features and characteristics without tagging, using slurs or coded language, etc.)
(i am behind on everything today and haven’t gotten back to everyone who added insightful thoughts and considerations to my original post yet) 
i did see some folks share examples of positive experiences calling-in peers or learning something new themselves and wanted to say thanks and highlight those positives. 
maybe other folks have already brought up the rest of my points and if so i do not mean to speak over anyone, but i wanted to add on to my first post: 
i originally asked everyone to step up and commit to advocating for each other— but i’d like to explicitly ask white folks to step up and look out for our Black and brown friends (who are tired and don’t get to check out irl or online). i am asking white folks to be open to learning and growing with compassion. i am asking white folks to be persistent, proactive, and brave enough to be uncomfortable or wrong. 
when i say we can be gentle with each other i do not mean to minimize pain or anger. i gladly and willingly validate that everyone has a right to be upset and outraged by hatred and racism. i am not asking my Black and brown peers to soften their reactions or dismiss their experiences.
i am (again) asking my white peers to be mindful, to take a breath and listen to what BIPOC folks have to say. to sit with the discomfort and know that seeing hate or racism might be shocking but it is not surprising if you’ve been listening. 
i am asking my white peers to be kind and also strategic. if you have the patience and capacity then do what you can to increase the odds that your peers will be willing to listen and learn. it’s free to try at least. 
most of us that commit micro aggressions or covert racism don't consider ourselves to be racists. we see posts that say 'racists and bigots aren't welcome on this blog' and we agree! we reblog those posts! we pat ourselves on the back for being an ally and continue on without making any other changes-- not because we are bad people, but because we have the privilege of feeling welcomed, represented, and valued as a baseline.
this is also my call-in to myself because i’ve allowed myself to stay quiet. i’ve relied on the comfort that my close friends know who i am and what my values are, but i have been passive. i have seen comments or posts that i recognized were ignorant or offensive and continued scrolling. i felt like it wasn't worth the drama to speak up.
i’m fallible and open to feedback ! i am also comfortable being an example, being vulnerable and sharing my mistakes or opportunities for growth. i've gotten more comfortable because i have hours of training and practice but i don't expect others to feel good being called-in or to anticipate what might make them act defensively.
i know the core principle of cultural humility is that nobody is an expert on culture, that the best practice is to remain open and curious, to identify your own values and beliefs, and to confront stereotypes. it is an ongoing process of self-reflection and commitment to growth 
and so i volunteer to be here for any of my white friends that want to make this fandom a more inclusive space, but are feeling uncertain or uncomfortable. (i am not offering to defend racism or excuse hate)
there is extreme cognitive dissonance in believing you are a good person, a not-racist person, and a friend and ally— and being confronted with the idea you are perpetuating stereotypes, inadvertently causing harm, or alienating folks you care about. 
I know it seems like a safe option to stay quiet if you think you might say the wrong thing or make a situation worse. 
I know it’s hard enough to send someone a friendly message or to know what to comment on a fic you loved, let alone to feel empowered to point out something that might make someone else react defensively. I’m not volunteering to be the morality police (acab) but i’m here for all of my friends, mutuals, and peers in the fandom who want support with calling-in others or learning. i encourage and welcome discussion and curiosity. 
i ask white folks to make conscious changes so that when these conversations die down we don’t fall back into enabling white ignorance to infect the fandom and harm our friends.
bonus thoughts
i see and am grateful for the folks that called my first post eloquent and at the same time i am deeply aware of the ‘angry Black woman’ trope that undermines and minimizes Black women’s voices (especially when they are rightfully angry). i guess i’m just repeating that i don’t want to speak over anyone but i am committing to speaking up. 
i don’t want to harp on the confederate flag example anymore, but i would like to be clear that this isn’t about censorship. Consider the context and don’t turn this into a straw man argument or dilute the message with whataboutery. It speaks volumes if you’d rather argue semantics than listen to your peers about the reality of impact vs intent with that example or others. 
thank you for reading and being here <3
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study-diaries · 3 months ago
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How To Study For Longer Hours
These are some of my tips that I used for studying for longer hours during my junior and senior year in high school. I generally studied 4 heavy content subjects and 2 languages. And, yes, i did get good grades.
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Studying is a task that requires you to be consistent and driven. That is why, I want to make one thing very clear. This is not a promotion of toxic studying when you feel too tired.
I will start with a simple process that i formed.
Work => Compensation => Repeat.
Quality Matters
By quality I mean. One hour spending time recalling facts and answering questions and filling gaps is better than 5 hours of reviewing notes. Just focus on improving your focus and methods. I call it the "FM Method"
You choose one specific method, and you consistently follow it for a specific period.
Longer Hours Should Not Exceed 5
If you have to study for long hours, don't let it exceed 5 hours. The reason is simple. It's useless, and your body will drain up and use all your energy. I used to study for 9 hours some days in my junior year. Now i study only for 3-4 hours every day. The results? Practically the same. My grades didn't drop but i feel more motivated to study and complete everything.
So, don't extend the hours you study. Make your focus and methods better.
20 Second Breaks
When you complete a topic, small or big. Just close your eyes for 20-30 seconds and lean back on your chair and calm your breathing. Process the information. Let everything sink in. Take out the tension. DO NOT TAKE YOUR PHONE. And then after those 20-30 seconds, just glance through the topic before moving to the next one. So, take 20 second breaks.
Active Studying > Passive Studying
This is the same thing i spoke before. Use active methods of studying. Active recall and filling gaps, visual representation, learning through stories and mnemonics.
Passive studying is when you learn through notes, repeating things over and over again, trying to memorize instead of learning and understanding the concepts.
One hour of active studying is better than 5 hours of passive studying.
Rewards
When you complete an hour or two, give yourself a small reward. But the reward should be as productive as your time spent. If you spent the last two hours studying and then you watch 3 hours of your favourite tv show then that is not a good reward.
A reward should actually compensate, you need you calm your brain, not indulge yourself in instant dopamine hits.
Actual Rest
A reward is different from rest.
Rest is essential for your body. Sleep is the body's soother. You used your brain for hours and if you don't let it rest than definitely it doesn't matter how well you're actually studying. You. Will. Feel. Tired.
Burnout Effect
In one way, burnout is good. Honestly, some people's highest point is 30 mins or an hour. They find burnout creeping in after some time had passed. And that is why, if you want to reach at least two hours of studying. You need to push that limit. Every single time. Try moving 30 mins every week. Your max limit is 1 hour. Then this week, study for 1 hr 30 mins. The next week, study for 2hrs. then 2hr 30 mins. Do it for a few weeks.
If you don't push yourself to the max limit. Then you'll never actually reach your goal.
Consistency
This is an indefinite rule. You want to improve your grades. Do it every day.
Your work ethic and your willingness to stick to habits will determine your success.
Make a "Your" Environment.
This is a very underrated thing; you must have a "you" environment. It doesn't matter what it is. Basically a "you" environment is whenever you're there, you're motivated to do work. It doesn't have to be a place really. Another example would be, whenever i'm on my phone, i'm likely to waste my time doing unnecessary things but whenever i'm on my laptop, i'm automatically in "work" mode. So, for you it might be your study desk or even school sometimes.
(I remember, during the last 2 months in senior year, i used to go to the very corner of my classroom, sit on the ground, face the wall, put my headphones on, placed my bag in front of me as a table and just solve accountancy sums because that place was my "work" environment. Honestly, it looked so weird but whenever i was there, my focus was just amazing)
Additional Posts That Might Be Helpful:
Study Trick That No One Told Me How To Use Previous Year Papers Tips To Understand Complex Topics Small Things To Get Additional Points In Exams Questioning Method
Hope This Helps!! :)
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literaryvein-reblogs · 10 months ago
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Writing Notes: Fight Scene
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How to Write a Convincing Fight Scene
In practice, writing a realistic fight scene for your novel is one of the hardest things you’ll ever do.
That’s because fight scenes can be boring to read.
A movie allows the audience to take a passive stance and have the action wash over them.
In contrast, reading a fight scene requires the audience to activate their imagination.
The audience must participate in constructing the fight scene from your clues and seeing it play out in their mind’s eye.
That’s a lot more difficult than getting it fed to you visually.
Below are strategies for writing fight scenes.
Fight Scenes Should Move the Story Forward
The very first rule for fight writing (and writing any scene in general) is to ensure that it moves the story forward.
Say “no” to gratuitous fight scenes that only show off fancy moves or writing skills.
Here’s the easiest way to find out if your fight scene moves the story:
Delete it.
Now, read the scene before and the scene after.
Can you still make sense of what happened?
If the fight caused some type of transition in your story, keep it in.
And remember: Not all transitions are physical. Some are mental.
You don’t always have to discuss the physical aftermath.
You can also explore the mental fallout after a fight.
This can be how the fight moves the story forward.
Fight Scenes Should Improve Characterization
Because reading a fight scene can get boring quickly, it’s important that you focus on more than the bare-knuckle action.
Use fights as a way to explore your character(s) and provide more insight on the following:
Why does the character make the choices that they make in the fight?
How does each choice reinforce their characterization?
How does each choice impact their internal and/ or external goals?
Is this conflict getting the character closer or further away from their goals? How?
What are the stakes for each character? What do they stand to win/lose?
What type of fighter is the character? What are their physical or mental abilities? (Remember that not every protagonist will be a trained assassin, so they’re prone to make sloppy mistakes during a fight.)
Use the fight scene to reveal necessary information about the characters.
Be sure to give the reader a glimpse into the character’s soul and not just into their fighting skills.
Fight Scenes Shouldn't Slow the Pace
In movies and especially in real life, fights go by quickly.
But in literature, fight scenes can slow the pace.
That’s because you have to write all of the details and the reader has to reconstruct the scene in their minds.
However, if you employ certain literary devices into your narrative, you can actually create a taut fight scene.
Here are some tips:
Write in shorter sentences. Shorter sentences are easier to digest. It also speeds up the pace of a story.
Mix action with dialogue. Don’t just write long descriptions of what’s happening. Also, share the verbal exchange between your characters.
Don’t focus too much on what’s going on inside the character’s mind. Introspection happens before and after a fight, not during.
Keep the fight short. Fights should never go on for pages (unless you’re discussing an epic battle between armies, and not individuals).
Hit ’Em With All the Senses
One of the best ways to get visceral when describing a fight is to activate every sense possible.
This includes sight, hearing, taste, touch, and smell.
Think of how you can use these five descriptors in your writing to immediately transport the reader to the scene.
Sight 
Perhaps the most obvious.
You’ll describe exactly what the characters are seeing and what the reader should pay attention to in the scene.
Hearing 
Is a little more delicate.
A fight scene is a perfect time to introduce onomatopoeia into your narrative.
Onomatopoeia - a word that sounds like what it is describing.
Try using more subtle examples, such as:
Boom, Clang, Clap, Clatter, Click, Crack, Creak, Crunk, Fizzle, Gargle, Groan, Grunt, Gurgle, Hiss, Howl, Hum, Knock, Plod, Rattle, Roar, Rustle, Sizzle, Smack, Splash, Splatter, Squeal, Tap, Thud, Thumb, Whine, Whisper
Taste 
Be careful with going abstract here.
Instead of using phrases like, “he could taste fear in the air,”
go for something more concrete like, “blood mixed with strawberry lip gloss was a strange taste.”
Touch 
Perhaps one of the easiest senses to convey.
Describe how the characters feel and interact with each other physically.
Smell 
You often see or hear a fight, but can you smell it?
In person, what would the fight smell like? Probably sweat.
Consider other scents, such as the ambient aroma in the scene.
Example: If the fight takes place in a car garage, there may be the lingering scent of motor oil and tire rubber.
Don’t be afraid to add that into the scene to introduce a different dimension.
When Writing a Fight Scene, Edit, Edit, Edit
A good story is an edited one.
The same rule applies to fight scenes.
A sloppy fight scene can slow the pace of your story and/or confuse the reader.
When editing your fight scene, keep the following in mind:
Don’t include a blow by blow of what happens in the fight. After your initial draft, remove non-essential details that can slow down reading.
Delete flowery language. Extra words drag the pace. Remove every single word that you can.
Consolidate characters to reduce reader confusion and frustration.
Source ⚜ Fight Scenes (Part 2) ⚜ Words for your Fight Scenes Word Lists: Fight ⚜ Poking/Hitting ⚜ Panting ⚜ Running ⚜ Pain
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