#everyone in there is bad in a good way
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on Babel (RF. Kuang)
contender for one of my all-time favourite books
like ever
the storytelling is rich, the characters are believable, everyone is so very human in the worst ways
i adored the use of language and unfortunately i was not emotionally prepared for any of it as I first read the book in a 40 minute setting. sitting in the school library, on the ground
#babel rf kuang#babel an arcane history#rf kuang#i love her#the foreword was really funny#everyone in there is bad in a good way#please give me more authors like them#no other author has ever hit so close to home
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#illustration#trans man#oc#milomir#yuval#im finally writing down their story for my book..#Yuval is hard to be around. Often in a bad mood and makes reasons to not like everyone he meets. Excuses to not be close to people#A paranoid depressive lost in his head..But poetic and yearning when alone.#Milomir is also rough around the edges but very loyal to those he likes. Doesn't have good boundaries. He is obsessive and goes too far.#He's the fairy the other fairies are kinda like “Uh.. Dude.. Too much..” to#yuval thinks the sea is trying to kidnap him (and he's right)#milomir spent hundreds of hours crafting the wings he wears so he would look like a more acceptable fairy. He's actually a whirligig beetle#His hood covers his second set of eyes.#anyway I thought I would arrange their panels in a nice way..
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pvp civ nation...... this aint much but pls take my contribution for this series bc im going insane i love hate this man so much get him out of my head
#pvp civilization#pvp civ#I'LL MAKE A PROPER ONE I SWEARR I JUST NEED TO GET THIS OUT OF MYSYSTEM FIRST#if it turns out he gets a bad ending in ep 6 i dont think i'll be ok like#he deserves a good ending . or a villain arc at least. he deserves to go batshit crazy after how everyone treated him#ALSOO the chekovs gun video journal device thing?? The excessive 4th wall breaking?#Is it just me or does jt feel like evbo is gonna lose his memory/already lost his memory and was sent to the wood sword lvl with tabi#or like . Idk?? It feels kind of truman show ish. Well maybe not that but its just the vibe im getting w the way that everyone has their-#-own secrets. How the diamond swords seems to know who evbo n tabi is. How princezam knows about the diamond swords#and then theres also parrot whos just?? Weird overall?? Idk whats going on w him but i need to know his backstory wdym u think evbo will-#-hate you if he knows what you did??#ANYWAY BACK TO THE VIDEO JOURNAL AND POTENTIAL MEMORY LOSS.#I dont want jt to go that way (mostly bc i dont want to see evbo suffer more than he already did) but it rlly does seem like its heading to#that direction w the way that it also has become a way to narrate what he went through (ie when the ep shows his attempts to beat the-#gold sword lvl but hes narrating it from the future. from his video journal. where he already beat the lvl)#im going insane#Wait also what i meant by the truman show vibe in relation to the excessive 4th wall breaks it makes it sound like pvp civ is just a -#simulation#wait i just remembered its the matrix not that mb umm#anyways.#empty chattering#kokotehart
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bedtime story with my love !!
#mine#cats#oooooooooogh im so cold....bath time bath time :3 !#i hope everyone is hvaing a good week i am now DONE with work !!!!! hehe !!!!!!!!!!#i might not do any drawing for a little while . maybe just felt tips#also. cannnot for the life of me decide what 2 read...am like 30% way thro assassins fate but Um its . a little intense so im taking a brea#idk what im in the mood for....something....fun... but isnt bad#i feel like all 'light' books r bad. maybe i will just reread the goblin emperor. as i always do when all else fails#also. am going ice skating tomorrow i am SO excited . i hvent been in so so long its so exciting !!!!!!!!!!!!!!!!!!!!#mwah. hve good evening :3
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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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I'm a big fan of hurt/comfort tropes where the hurt is ongoing and escalating. Characters trying to cope with their situation and insisting that it's fine, they're fine, even as things get worse and worse and worse - especially if no one around them knows what they're going through.
Characters hiding their illness, even as they grow sicker and sicker. Characters trying to cope as their homelife becomes increasingly abusive or neglectful. Characters ignoring their injuries, only for them to become infected. Characters being stalked/ tormented by a villain and pretending that everything is fine, even as the villain continues escalating. Characters left homeless as winter approaches and their money dwindles.
I could go on. There's something very satisfying about seeing a character frantically trying to pretend like everything is okay until eventually they can't hide it anymore and get caught (and helped) by the people around them.
#and seeing characters attempting to self-soothe and all their maladaptive ways of coping on their own#that's the good shit#tropes#whump#hurt/comfort#or even if other characters are somewhat aware- but our main character has been massively underplaying the situation#and convincing everyone it's not as bad as it seems (even though it's actually Much Much Worse)#my posts
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for what it's worth I personally don't believe spite had anything to do with the pantry near-kiss experience at all. I think that was a 100% lucanis naturel disaster no supernatural additives present or indeed required. at most spite was watching that whole situation go down with mild puzzlement about approximately every part of it, I don't think he'd have much interest in it one way or the other. the explanation seems much more mundane and grounded and in some ways much sadder to me.
if your nervous system has never been in a place where any surge of emotion, even -- in fact sometimes especially! -- a good and exciting one makes you feel like your soul just touched a hot stove it can't get away from, then sincerely, from the bottom of my heart and without a trace of snark, thank goodness and I hope you never experience it. For the rest of you... fistbump of solidarity it's rough out here but *grits teeth* we stay silly etc. In the place lucanis is in during that part of the game, feeling like you're losing control (again even for ostensibly good happy reasons) can feel an awful lot like you're dying, or worse. on top of everything else going on for him -- again going only with non-supernatural elements and not even comprehensive: a year of non-stop horrific trauma added to pile of previous mountain of childhood and attachment trauma. chronic sleep deprivation. apparently dead grandma doubling as mother figure. cousin-brother aggressively fucking around and in real danger of finding out. fucked up the ONE thing he thought he knew how to do that's been the central pillar of his identity. the world might be ending even more than it already was because of it. keeps faceplanting with barely any dignity and having to get up again with alarming regularity GOD how could I ever not save treviso this man desperately needs a W (just one!!) like few people in the history of the world have before him. he's more caffeine than man because the alternative feels worse. it's bad in here. and ON TOP of all that he's in the process of falling just. appallingly soul-shrivingly in love, which can notably be playing on hard mode even when you're in a mostly functional place, that shit routinely rocks people to the core under the best of circumstances.
so I'm not surprised it's too overwhelming for him to handle when he tries to throw himself in head first -- in fact I'd have been more surprised if it weren't lol. he clearly wants it so much, which only makes it so much more painful that he can't actually bear to touch it when it's offered to him freely and eagerly. this is the tantalus-level awfulness of this kind of attachment trauma; food seems to be right there, you can see it, almost smell it sometimes, but no matter what you just can't seem to reach it. seemingly not for any flaw in the existence of the food, but because of something broken in you that can't or can't bear to actually eat. his deliberate flirting routine is kind of deeply dorky tbh lol (in the most endearing way possible let's be perfectly clear) and I don't think it's entirely natural to him -- that's a hastily cobbled together 'oh god I am getting the vibes here it is happening for some reason they like me for my personality quick what would illario do' approach if ever I saw it, supported by the fact that it never really makes a return after this --
BUT I do think his obvious near-unbearable delight with rook's existence and person that shines through in that scene is entirely real and unfeigned. he likes them so much. he wants so bad to be able to be close to them. he's so hungry for the reprieve and release and relief they represent to him, just for one moment, just one break from all the awfulness to have something uncomplicatedly good. and it's here, it's been offered, he's welcome!!! and he has to flinch away at the last minute anyway because he's an exposed nerve of a human being. there's a point at which every sensation including joy becomes indistinguishable from agony. he's pretty much exactly at that point. for the love of god have some mercy on him people. the feeling that salvation is right here but you're too broken a vessel to hold it is one I wouldn't wish on anyone. let him have a few moments to stare into the void before he's ready to get back up and try again surely we all deserve at least that much lol
#dragon age#dragon age: the veilguard#dragon age: the veilguard spoilers#dragon age spoilers#lucanis dellamorte#rook x lucanis#rookanis#this is literally just me ranting about the feelings he evokes in me and not really directed at anyone I just. I Feel. things#in case you can't tell. I'm the lucanis. him is me. we be like this. this all makes the too much kind of perfect sense to me#it's odd in narrative structure but it's uh. uncomfortably real in some ways. freeze is difficult to describe in conventional narrative#it's a bad time to have in a bad place. but very decent company to be in I must say I love him. so much#also I think we might have exposed some of the basic garrusness going on here haha (just one thing please just one good thing)#and how much getting there hinges on feeling completely safe in that relationship. anyway. everyone ok. I'm not but someone should be
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space sweepers but they're delivery people and are at no point on screen through the entire movie
#fantasy high#riz gukgak#kristen applebees#gorgug thistlespring#adaine abernant#fabian seacaster#figueroth faeth#the bad kids#half tempted to say these names are forum handles they use so much it pretty much became their professional names lol#I keep them teenagers bc its funnier that way#no real lore I just like drawing this. but I do think abt how theyre all weirdos too also bc thats funny to me#riz is a huge conspiracyhead who does everything by hands. he has a casio fx-570 in mint condition. nobody knows how he's maintaining it#he is nonetheless Really Good at his job. which somewhat tracks bc it's a job that requires keeping up with interstation conflicts#and new policies and an obsessive amount of planning. but he is Too Good at it. and also he dresses like that#kristen has the atomic engine that theoretically lets her unmake and remake matters with her mind. but it consumes a huge amount#of energy so it's mostly useless. she's still a cult survivor also#gorgug lives his entire life on a ship with his parents who quit a cushy deal maintaining a space station bc he wouldn't be allowed on#the low gravity let him grow very tall but also his oxygen saturation is pretty bad so he's got breathing support#fig is a robot who just found out she's a robot like two months ago. she's been assuming everyone's a robot like her and she's been feeling#very betrayed by her mom lying about that part. she's on a body mod spree which is rough bc system-specific parts are expensive#and so is adapting random parts to her system#fabian's still a pirate captain's son. can't say anything that'd be able to get the vibes across clearer than that#adaine went to tech/business school. she put her monthly allowance towards an ecoterrorist group in her academy which turned out to be an o#and she's currently wanted by UTS. more than fabian. which makes him slightly mad#she's also acquired a passion for low-tech weaponry on the way. she likes ice picks and cleavers#I think up all of this for no reason except that once again the idea of all these people being 1/teens and 2/on the same ship to be posties#is hilarious to me. esp. if they were in a forum group chat beforehand
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2025 has been the most non-year year of my life like i'm still waiting for this year to actually start, what is this mess
#sorry for being so negative i just forced to resign bc this person no one seems to like doesnt want to work with me#and they have no other shifts for me so lol!#and i was doing a good job i was excelling coworkers liked me customers liked me the manager and his wife liked me#whateverrrrrr!!!!#i promise you im easy to get along with and this is exactly what the manager said herself shes so confused by this#* the other manager#whatever luckily (since no one cares) i am really self sufficient bc i have multiple jobs and way of making money ill be fine#literally she has 3 bad reviews written about her in the past week alone...this isnt fair#thank god i know life isnt fair or i might be trying to make sense of why this is happening#i wouldnt have been able to save myself by telling them the truth bc if they arent listening to customers why would they listen to me#its so weird how no other person in the store wants to work these shifts with her like im the only one who was willing i guess?#whatever i really loved everyone else who worked there and i loved the job :(#i'm genuinely kind of heartbroken by this
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He's the only one I've seen outside of fnaf fans who gets it
#now I dont think the movies bad to preface#but hes the only one calling it bad who understands this is exactly what fans wantd and Thats Good#everyone else calling it bad is saying this negetively. sometimes things are bad in a good way#five nights at freddy's#fnaf#fnaf movie#kief.txt
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happy new year Ego!!! Just wanted to let you know that I absolutely adore your twst fanart and the tags are just an absolute pleasure to read! You are my greatest inspiration for my personal twst art and I just wanted to thank you for your wonderful masterpieces <333 if possible, may I ask what are some of your headcanons for the diasomnia family? If not for diasomnia then any other characters are fine as well!
thank you, and happy new year! 💚💜💚 that is amazing to hear; it's always a little bewildering but super flattering that other people like my silly little doodles so much!
I don't think I really have any really solid headcanons and also canon keeps validating me left and right (FLUFFY DOMESTIC DIAFAM IS REAL). mostly just kind of...impressions and general thoughts, if that makes sense! lately though I've been kind of obsessed with thinking about Lilia's hair, and specifically when/why he ended up cutting it. (l-look, we're bouncing around the timeline and I gotta make decisions about these things when I draw, it's relevant) (I mean I would probably be weirdly fixated on this anyway, but.)
I think I've settled on the idea that he kept it long until he went to NRC, partly because 1) I like drawing The Ponytail, and 2) I think he thought of NRC as a chance to reinvent himself a bit! he gets to go and be a wacky carefree teenager for a few years and have fun! (officially he's there to keep an eye on Son #1, but how much trouble could he get into, really.) so he gave himself a Cool Teen Haircut to go with his fresh new Cool Teen Persona!
also maybe he had some reflection on his hair's troubled past with three kids...
...and had to weigh his vanity versus the fact that he was going off to be around hundreds of kids on a daily basis, and. the choice suddenly seemed obvious.
#art#twisted wonderland#twisted wonderland spoilers#twisted wonderland episode 7 spoilers#twisted wonderland episode 7 part 6 spoilers#twisted wonderland book 7 spoilers#twisted wonderland book 7 part 6 spoilers#this is my blog and i'm going to write a million words about lilia and you can't stop me#but anyway i do genuinely get the impression that he's using Pretending to Be a Teenager as a chance to be even sillier than usual#he's a very silly man he's just being EXTRA silly#supported by his recent birthday card where he says he was specifically trying to cast himself as an adorable little brother-type#because he wanted the other students to give him free shit and save him seats and things like that#it worked for about a week before he turned out to be way too good at stuff and everyone just kind of ended up in awe of him instead#and he was like DANGIT. I'VE RUINED IT FOR MYSELF.#(then he and epel went on to talk about their hypothetical vtubersonas because the birthday cards are INSANE but anyway)#i'm bad at headcanons :( sorry!#unless it's dumb things like...what pokemon they would have or whatever#(malleus would have some kind of special fancy-colored dragapult) (but i digress)#i have a hard time putting things into words. just know that i love the grampa bat and his weird kids very much.#my brain is also still kind of fried from the last couple of weeks#i am however starting 2024 off the way i intend to continue it: in deep contemplation of anime hair#(sorry if these look weirdly aliased) (i realized about 3/4 of the way through i was using the wrong brush and i didn't want to restart :U)
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alright, i know being a manga reader makes you... dissatisfied about how certain scenes played out but literally after finishing the recent ep, i understood WHY.




I WAS CLUTCHING MY PEARLS AT 1 IN THE MORNING BC OMFG???????????????????????????
The cute Jinmao interactions in the beginning may not have made the cut but they sure as hell went up and beyond with their cave scenes and i gotta say, those were necessary sacrifices for the greater good 🙏
BECAUSE HELLO?!?!??!!!!!!!!??!
THE WAY JINSHI LOOKS AT HER HAS ME FLOORING MAOMAO IS SO STRONG
(she definitely wasn't tho. i saw the way she gaped at his face. I KNOW YOU MAOMAO!!!!)
and the way jinshi instinctively locked her in place with that delicious waist grab?!? my guy did NAWWTT do all that in the manga but if his slutty outfit and hairstyle in the beginning had to be sacrificed for this, then to hell with them 🔥
ALSO HELLO????????? THE CLOSE UP OF JINSHI GIVING HER A PASSIONATE CPR HAS ME WEAK ON MY KNEES
This can be taken out of context and I'M GLAD IT CAN BC HELL YEAH
the animators had to set their priorities with this ep and I'M GLAD THEY DID. THEY KNEW WHAT WE WANTED AND THEY GAVE ITTTT
I can't wait for the next ep!!!!
#YES GAAAAWWDDDDDDDDDDDD#i better see that leg lift!!!!!#god i was frothing at the mouth last night#this ep was so good i can't stop thinking about it#I WAS LITERALLY GOING INSANE FROM THE WAY JINSHI LOOKED AT MAOMAO AAAAAHHJFKAJDKAKDKSKS#I'M NOT COHERENT ENOUGH TO DESCRIBE IT BUT IT WAS LIKE HE WAS QUITE READY TO RISK IT ALL FOR HER 😭#THAT LOOK HAS ME FEELING THINGS AND MAOMAO MUST HAVE FELT SOMETHING TOO SHE'S JUST AS DOWN BAD AS EVERYONE#U CANT TELL ME SHE DIDNT MELT AT HIS GAZE GANG#and the way he pulled her closer omfg#i pray i will be as calm as this when the legit frog scene releases next week 🤞#the apothecary diaries#the apothecary diaries anime#tad spoilers#kusuriya no hitorigoto#knh anime#knh spoilers#jinshi x maomao#jinshi#maomao#jinmao
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Kiyi is not a Princess - A Look At the Fire Nation's Line of Succession
It's not even that much about Kiyi. But the creators seemingly got so lost in the sauce that their ideas about how absolutist monarchies work are as good as taken out of Disney movies now. So, let's set the record straight.
The Fire Nation line of succession
When it comes to royal lines, there were multiple elements that went into setting the line of succession: descent, sex, legitimacy, religion etc. For the Fire Nation, the ones we have 100% confirmed are descent and legitimacy (this last one seen with the Camellia-Peony War, where Chaejin was excluded from the succession because he was born out of wedlock). I would have gone on a whim to say sex counts as well, however, it is a bit foggy. In the Reckoning of Roku, it is mentioned that Firelord Taiso believed Zeisan (Sozin's younger sister) would have been a more competent ruler but could never become Fire Lord due to being a nonbender (I didn't actually read the book, so if someone who did wants to pitch in with the exact wording, please feel free to). This implies that being a Firebender is a requirement, but being a woman isn't. However, it also implies that Taiso would have been fine with ignoring the descent part (Sozin was older) if he deemed fit. Skipping the firstborn in favour of the second one isn't unheard of when it comes to succession so sure. And he is the absolute monarch, if he wants to pass papers to change the line of succession, he can. It is unclear to me if there is any power in place to veto or block a Fire Lord's ruling on any matter so for all we know, if he wanted, he could have. Plus, the fact that Ozai got crowned over Iroh because it was 'Azulon's dying wish'. For the religion part, it seems like the Fire Sages have to perform the coronation and acknowledge the monarch.
So to make it more digestible, the line of succession (while Azulon was still alive) is: Iroh → Lu Ten (firstborn of the heir) → Ozai → Zuko → Azula. With Lu Ten dead, Iroh MIA (at the time) then we have Ozai → Zuko → Azula. When Iroh came back, he gets added at the end of this line of succession. I am a bit unclear on Iroh in current times because it looks to me like he rescinded his role in the line of succession altogether with deciding to live in Ba Sing Se and letting politically inexperienced Zuko rule instead of taking over for a few years to create some stability.
Right now, we have Fire Lord Zuko and his heir presumptive (aka an heir that can be displaced if the monarch has children) Azula. Unless he wrote a decree to take her out of the line of succession — which would require a lot more brain cells than the writers are willing to give Zuko, not that he had a lot of them when it came to politics to begin with —then she's next in line. It doesn't matter how much anyone wants it or not, if Zuko drops dead tomorrow, Azula gets the throne.
Now, onto the other matter.
How does one become a Princess?
Option 1: You marry into the royal family. For example, Ursa was styled as a Princess, as she married Prince Ozai.
Option 2: You're born in a royal line. For example, Azula is a Princess because her father is a Prince, her grandfather, at the time of her birth, was the ruling monarch of the Fire Nation etc.
Bonus Option it's complicated: Royals had a habit of having children out of wedlock sometimes. Said children, if acknowledged, could be granted titles (Count of X, Dutchess of Y etc.) . Getting acknowledged and a title does not automatically put you in the line of succession, though. For example, Firelord Chaeryu was forced to acknowledge Chaejin and avoid dishonoring his noble mother and her house, but he excluded Chaejin from the royal family.
So Kiyi is not a Princess. Simple as that. Neither of her parents are of the royal line.
Could she become a Princess?
Well, this gets interesting.
Let's start with the fact that Kiyi got a pretty bad deal in a class-based monarchical society.
First thing, while her mother is a noble, her father is a commoner. Even if Ursa's family became destitute after Roku's death because of political reasons, it does not change the fact that she is still nobility unless Sozin revoked Rina's title, which I am not 100% sure he did. We don't know anything about Jinzuk besides the fact that he was the magistrate of Hira'a. While magistrates do not have to be part of the nobility, they can be. He could have been a second/third/fourth son of a small noble family with limited power/resources, given the position he was given was in a place like Hira'a, which is what I am inclining towards. He could have also been just some guy, but someone appointed him, and as a rule of thumb, you don't just go into the street and pick a random person to appoint to an administrative and leadership role, even if it's a small town. Given that Azulon was set on Ozai marrying Ursa because she was Roku's granddaughter, whether or not Jinzuk was a noble, it doesn't matter all that much in the grand scheme of things. However, in Kiyi's case, it does if Zuko wants to give her a title. It's more stigma than anything because people can be given nobility titles for specific services to the crown etc. But this is not her only issue. Which leads me to...
Second thing, Kiyi is a bastard. Which, in my opinion, would hold even more stigma than her father not being a noble. Ursa never divorced Ozai. As far as we know, polygamist marriages aren't a thing in the Fire Nation, so her marriage to Ikem/Noren is invalid. Could she be granted a divorce retroactively by the Fire Sages? Actually, yeah. Because Zuko named Shyu as High Sage, which was like the one sound political move he ever did tbh. We don't see what the Fire Nation's stance on divorce is, but given that Shyu is a Zuko loyalist, he'd probably grant Ursa retroactive divorce from Ozai. I am not a legal expert, however, as far as I know, retroactive decisions tend to be reserved for correcting a mistake or omission in the written record. She was still married to Ozai when she went and married Ikem. Though technically, she married him under a fake identity (and so did he), which might make the marriage void regardless in the eyes of the law. Idk how Spirit involvement affects legal matters in the world of Avatar, but as things stand right now, unless we pretzel-twist ourselves to make excuses, Kiyi is born outside of legitimate wedlock.
Now, Zuko might not care. In fact, he probably doesn't. He could still give Kiyi a title, including that of Princess. It was not uncommon for illegitimate relatives of rulers to be offered roles/titles once acknowledged. The real question is if he would put her in the line of succession. Kiyi has no business being there because she does not have royal blood.
Could Zuko do whatever he wants, give her the title of Princess and shove her in the line of succession while taking Azula out of it for good measure? Sure, he can. He'd probably love that, in fact. But that leaves two things open.
One, nobility would not take kindly to a bastard child of a commoner with no royal blood being in the line of succession. If we also add the angle of taking Azula out of it, it would just increase their ire. There is already a long list of why the nobility is probably angry at Zuko (and should attempt to assassinate him a lot more than they do), but I think this one in particular has other implications. There might be nobles who are neutral about Zuko. Shamelessly discarding societal norms on a whim might make their perspective swing towards negative. It could make him lose goodwill he might have or potential allies.
Two, it will make the commoners wonder. If this random girl, raised as a peasant, with a commoner father, born out of wedlock, can be put in the line of succession just like that — while discarding a princess of the blood if we are at it — then… is the royal line not that special? The whole premise of a monarchy is that the monarch and their descendants have the divine right to rule. Being part of that bloodline gives you the right to rule. So if that can be discarded, if that bloodline is not all that important… should Zuko be Firelord? And most importantly, does the Fire Nation really need a monarch at all?
Kiyi is not a princess, and for the well-being of Zuko's reign — which is already barely holding together — he better not make her one.
#kiyi#atla#atla meta#fire nation#azula#zuko#(tbh the easiest way to pull this is Ursa pretending she was pregnant with Kiyi when she left and she's Ozai's kid)#(that requires her to retain some sharpness from her show appearance instead of being the blandest soggiest piece of character cliche)#(so not happening)#(also you'd have to be a moron to actually buy that but there's no DNA testing so)#the comics really are wasted opportunity after wasted opportunity huh#like this is the source material that gave us Long Feng the the Dai Li plot in Ba Sing Se#and we could have such interesting political intrigues in post war FN#but no#what we do is go actually everyone was good all along#all the characters that matter have always been anti imperialist#indoctrination doesn't exit#fire lord azulon who ruled for like 70+ years?#don't know him#can I see how Zuko brought the Fire Nation from it's war self to the peaceful and prosperous country in LoK?#Ah yes through the power of retconning#my bad for having standards#I mean I also have beef with the way some people in the fandom have no understanding of how monarchies work#but that's expected#what's the writers' excuse?#okay I'll shut up now this got out of hand
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I really like how Little Nightmares explores masculinity and femininity.
The experience of a female presenting LN protagonist (and even character, if you want to extend to the antagonists, notably the Pretender) is generally one of survival induced solitude, where companionship can be sought but ultimately denied due to circumstance - especially among each other. Six, Noone, Alone and Raincoat Girl all display different degrees of longing for someone to understand them - Six being an extreme on the side of isolation with the occasional source of comfort (the Nomes), Alone being a comfortable middle where she is indipendent and curious while also having a companion, and Raincoat Girl being the other end, an helpful force who seems to desire companionship. In Little Nightmares 1 especially femininity is displayed as the painful experience it can be. It's raw, visceral, and worst of all it's isolating both when you conform to it until it destroys you, like the Lady does, and when you reject the standard of what is expected of someone like you, like Six.
The pain you feel, physical and emotional, doesn't seem to be as important no matter how deep it cuts you. Noone's tumor being hidden and neglected, her headaches being dismissed... and of course Six's hunger, unforgettable in how much it hinders her, but I could also point to her monster form and the physical and mental toll the entire ordeal in the Tower has left on her.
The conflict between Six and the Lady becomes especially poignant under the lens of this argument because it is a confrontation of the two opposing sides of the spectrum, metaphorically. It's a little girl who has yet to experience the devastation of conformity performed as a means of survival facing a woman who lived all her life so set on following these rules that anything outside of them is perceived as a threat.
(One can't ignore the more obvious point of the class difference with Six being at the very bottom of the chain and the Lady being at the top, which certainly influences the dynamic, but I digress.)
Femininity is hyperindependance in the Little Nightmares world. It's the desire to be left alone while also longing for understanding. It's ambition and curiosity, but it's also the loss of identity both in the pursuit of it and in defiance of it. You end up being alienated either way; you can't really win.
On the other hand, I find that generally, masculine Little Nights protagonists tend to be driven by sentimentalisms and emotion. They are often defined by what community surrounds them, be it a single friend, family member or group; the most lampant example of this are, of course, Mono and the Thin Man, but the same argument can be made for the Runaway, whose story ends up leading him into finding a genuine community with the Nomes, something that no female protagonist experiences. You could argue it was clever foreshadowing, and it was! But does it make the observation any less valid? Personally I don't think so. Low also seems to be pretty set on keeping Alone by his side, although it might be too early to tell; however we do know he's a dreamer who dreams of a future where he and Alone can escape the Nowhere. You could call him a romantic.
Masculinity in this world can be care and fortitude, but it's also singlemindedness. It's the ability to find companionship and meaning while also letting one's own hubris destroy it.
Otto himself is an incredibly interesting example of this because we can hear how his desires, his emotions, are eventually what ends up driving Noone into the arms of the Ferryman. It's a prime example of how masculinity and femininity clash with one another -how his emotional wounds and eventual loss of clarity caused a little girl to fall prey to that hyperindependance where she refuses to be helped by him even when he does mean it.
(Along with his vaguely misogynistic remarks, but again, I digress...)
This singleminded focus on one's own emotions is what I think makes the Thin Man and Mono as relatable to many as they are. His is an endless cycle of violence caused by his own hand; by his own inability to process his emotions in a way that can allow him to progress and move forward. It's not a justification of Six, whose eventual exhaustion was what caused her to react the way she did, but rather it is an observation through again metaphorical lens.
The Thin Man is stuck in a dark room that gets progressively smaller because his inability to understand his wrongs causes it to shrink. He's locked in a bubble that is not entirely of his own making, but it is his responsibility to burst. But how can you burst it when you have no conscience of the fact that the room has been getting smaller to begin with? How can you care, when all you can think about is the emotional hurt that brings out the worst of you, the part that you don't even realize is the worst of you?
Masculinity can be just as isolating as femininity not because it's visceral but because it's fragile. It's unaware of itself while also being incredibly concentrated on the self. It's based entirely on how one is perceived and treated and thus easily destroyed once one is left alone to their own devices, which is why it requires community. Once that community is taken from you, it shatters, and leaves one without the tools to rebuild it.
I suppose the true difference here is that, at their worst, while one is self aware to the point it is actively damaging to the self and everyone around you, the other is so out of touch with itself that it can cause unintentional hurt to the self and others which can't be processed properly.
At their worst, they're monsters that help make each other, you could say. At their best, they're companions who help each other.
(This is in no way an attempt to diminish one or the other, by the way, nor does this reading apply to every single character. Both social constructs have their good sides and bad sides. The main quartet of Six, Lady, Thin Man and Mono are very strong cases, but I was simply making a general observation.)
#carols.txt#scared to put this in the main tag because im not sure if I worded it properly#because i dont count on people understanding that im not saying 《female bad male good》 or the other way around#fuck it#little nightmares#little nightmares meta#six#mono#the lady#the thin man#{and everyone else yadda yadda yadda}#{these four were my main focus}#{please i hope someone understands that my analysis does not mean to attack either or but its simply pointing out how the world is presented#obviously it changes individually but i was discussing moreso the general social constructs#and all that#again i hope someone who can word it better than me finds this and understands😔#i AM honest in saying that I dont think we could genderswap the lady and the thin man. i think the points the two -#characters make wouldnt be as powerful if they werent respectively a woman and a man#then again thats why its in their names. the LADY and the thin MAN#not being anti woke or anything please hc them as you'd like#but i mean from a text analysis standpoint. I HOPE SOMEONE UNDERSTANDS}#{hashtag scared}
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Do you have anymore drawings that we haven’t seen of Cain absolutely fucking up Rire? Idk about you but there’s something about Rire being put in his place by Cain that really makes makes my heart quiver 💥💳💥💳💥💳💥💳💥

I drew this to a Vengaboys compilation mix
#boyfriend to death#btd2#art#doodle#caire#like 90% of pics where Rire is forced in the same frame as Cain he is having a bad day#the other 10% is Cain having a bad day lol#the way of the world#also you would not believe how fitting a vengaboys mix was for this was it started with UP AND DOWN and i was like...ok XDDD#this pic is subtitled 'if you didnt come to party...'#yes good anons continue drawing its good for you :D#Anonymous#also i get asks specifically about Cain and i'd just like to remind everyone he is not my charac and so i dont answer them
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This might be due to the fact that on my first playthrough I ended up creating a Rook more emotionally guarded than any of the companions except Minrathous-route Lucanis and perhaps Neve, so I was primed to look for it, but I never got the sense that the companions don’t care for Rook (the thought never even occurred to me until I saw other people post about it) — to me it seems much more like it’s Rook who keeps the last bit of distance, Rook who pulls away when the companions try to extend their care or worry too directly, who keeps themselves slightly apart. (Rook who is so full of grief they cannot know as grief and thus process that there’s no room inside them to let anything else all the way in, perhaps.) They deflect and flinch back when someone gets too close or approaches them too overtly about their feelings — especially when it brushes up against the theme of grief. They can offer care to all the companions who are grieving, come along to any number of funerals as emotional support, but the moment someone turns that towards them they shut that shit down Immediately, like when Taash almost gives the whole game away with ‘Like you’d know? You act like you haven’t lost anyone!’ and Rook just blandly responds ‘We’re talking about you’ and doesn’t engage. But they can also admit that they struggle with accepting compliments, or knowing what to say, or having confidence in themselves without Varric’s help.
Despite all their determination and even in their most stoic no-nonsense incarnation, Rook is awkward, with the struggles that entails. Someone who is eager and happy to be the helper wherever they can, and helplessly unequipped to know how to be the helpee, as it were. It’s not that the companions don’t return Rook’s attachment to them, there’s MUCH more of a ‘okay so what are the ways you will allow me to be good to you??’ desperation of care vibe behind all their invitations to conversations and hangouts together, to my mind. They bring Rook to their favourite places and share the things they love with them, they ask to spend time together (many times just to have their company, not because they have a problem they need help with! Sometimes the problem arises anyway b/c video game quest narrative of course), they bring them out for some direly needed grass touching, they introduce them to their families. Everyone is clearly getting the sense that Rook does Not want to talk about Varric especially (this is in fact what Harding says in banter, if she’s still alive after the reveal :’( ), but they are absolutely SCRAMBLING to find ways to show that they’re there for them even so. AND from the companions’ perspective, with the situation as they have the means to understand it, accepting that Rook isn’t ready to have that conversation and backing off is also a kind thing to do. (tl;dr: To Me Rook is that weirdly socialized friend who is a great hang once they’re actually there but you have to directly invite them or they don’t quite know how to initiate the contact themselves lol)
Just as a crushing sense of responsibility for their family is a trait that is built into Hawke no matter how you play them or how you make them respond to that, I feel like Rook — however helpful and earnest, warm, charming, jocular, stoic or straightforward they seem at a surface glance — is always someone who struggles deeply with connecting to themselves and other people. (Emotional Intimacy, the Final Frontier.) As, indeed, is the case with all of the Veilguard companions too! It’s clearly a deliberate theme. These are all lonely people struggling with their sense of identity and belonging in some sort of way. AND having, working on and eventually starting to overcome these difficulties also makes Rook a direct foil for Solas, who doesn’t learn that lesson unless you corner him at the end of the world to force feed him his medicine lmao. They don’t manage to break out of the regret prison under their own steam, it’s because even struggling and grieving they have managed to create mutual bonds with other people who show up for them in turn now — and with all the protective walls of denial around what happened to Varric crumbling and making them less of a stranger to themselves, Rook is finally able to let them. An outcome Solas seemingly didn’t even consider to guard against, because he’s become that deeply entrenched in his loneliness, the utter isolation of the self — he can no longer truly imagine an alternative. (It’s not that he can’t form these bonds, obviously, it’s that he resolutely refuses to value them. Whether it’s because he feels like he doesn’t deserve it or out of a need for control or the martyr complex where he must sacrifice everything he loves on the sacrificial pyre of fixing his mistakes, all of the above and more, the result is the same. Mind!Varric, who I think is mostly Solas speaking, even calls this out directly. So yet again a situation where he has some self awareness about it and it doesn’t help At All haha. Solas falls to the temptation of making people into tools again and again and again, no matter how many times it comes back to bite him in the ass and the eternal solitude it traps him in.)
And that deep deep loneliness… There but for the grace of… well the theological state of thedas being what it is right now, let’s just go with the grace of Something, Presumably go you as well, Rook. The same capacity/tendency to pull away from connection clearly lives in them as well in some form (again, for whatever reason and with whatever motivations and instincts behind it for any individual Rook). Solas and Rook coming together to create a blood magic paper doll of the mind Varric in response to acute loss and loneliness is one of the most deep , deeply fucked up and invasive acts of intimacy I’ve ever contemplated. I don’t think that’s accidental, there’s something There’s Something Wrong With You (there’s something wrong with you that’s also wrong with me (derogatory)) here that resonates no matter how both parties would hate to hear it. (A fitting legacy for Varric and his wild ‘I made my best friend into a story because it’s the only way I know how to love with this desperation of sincerity’ brain to leave in the narrative, methinks. I feel he’d appreciate it on a craft level, if nothing else.)
If you read through all of Rook’s potential backstories, one of the common threads through all of them, along with a certain maverick ‘I’ll do whatever it takes’ streak, is a sense of profound alienation. They did something or have some sort of quality that made it hard for them to fit in with the group they’re from, causing a conflict that cuts them off from parts of their identity as it’s been up until now. All of which also adds to how important Varric is to them — he was clearly able to break/see through some of that and be closer with them, even in the relatively short time they spent together. No matter what else goes to shit, they can trust that a) Varric sees them, b) he genuinely likes them and believes in them not despite who they are, but for it, and c) he’s got their back, we’re in this together kid. And then he is gone, and it takes them the whole game to be able to bring themselves to accept that and know themselves again, be able to let new relationships in fully. The very understandable ‘the last time I let someone in, they got stabbed before my eyes and the world ended’ flinch away, even if they’re not consciously aware that’s what it is. Anyway I love Rook. So much space to play around in here as to WHY they might feel or react like this, even when the framework is more defined.
#dragon age#dragon age: the veilguard#dragon age: the veilguard spoilers#dragon age spoilers#rook#solas#varric tethras#dragon age meta#some of the same stuff around how bellara feels like rare representation of the good AND the bad of being neurodivergent#and the ongoing nature of it -- there's no easy resolution or solution to this just ways to live with it both in joy and despair --#going on with rook being Like This. their bumbling awkwardness can be endearing and funny but it does also genuinely hinder them#(awkwardness can mean bluntness or insecurity or constant deflective quips or what have you it comes from the same source)#I personally like a slightly more set protagonist like this (as well as both Hawke and Ryder) -- it's more interesting to me#to have a specific person in a specific situation to build on than the more sandbox approach. but I think that's very much#just a personal preference thing I don't think there's a right or wrong thing here from either the creator's side or the player#just different things people respond to differently etc. I feel like rook's backstories are quite a good balance of set vs. open#to start to build a character within!#I do wish. perhaps. that there was more willingness in certain quarters to look at it with that kind of nuance and generosity#rather than having to read 'x is OBJECTIVELY a bad protagonist and everyone agrees!!' again and again. but you know.#at least I can focus on what brings ME joy (if people are determined to be wrong it's not within my power or responsibility#to change their minds jfskda)
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