#that isn't a bad idea actually
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If only Machete wasn't so distinctly white and waifish. Otherwise one could possibly use a lookalike to fake his death and just run away with vasco. But finding someone that resembles machete would be almost as hard as making the choice to end a life to save your own.
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#🤔#I've never faked my death so I wouldn't know#but wouldn't ensuring that the body isn't 100% identifiable be the first step in tackling that issue#make it seem that it's most likely you but no one can tell for sure#it's not like they had dental records and dna testing in the late 1500's#sorry this got a little morbid I just started to think about the logistics#answered#anonymous#that isn't a bad idea actually#they aren't going to come after him later if they think he's dead
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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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hope you feel better soon!
I am riddled with ailments, but I stay silly!
#ask#non mdzs#My health journey has been: Hernia -> acid reflux -> Vocal pain due to aforementioned reflux -> chest infection.#I'm terrified to know what's about to hit me next. Please let it be something kind. PLEASE.#The consequence of living with linguists is that you'll wake up with a wacked up voice -#suddenly you're sitting you down in front of a program called something like Praat having your shimmer and jitter levels calibrated.#They gave me a GRBAS of 33012. I have a fun thing called a pitch break where a whole octave just does not exist.#My vocal pain was bad enough I ended up seeing a speech pathologist and that whole experience was super neat!#I learnt a lot about voice - to be honest I might make a little comic on it after some more research. Fascinating stuff.#For example; your mental perception of our voice modulates the muscles of the vocal folds and larynx.#meaning that when you do have changes (inflammation = more mass = lower frequency)#your brain automatically attempts to correct it to what it 'should sound like'. Leading to a lot more vocal strain and damage!#And it gets really interesting for trans voice care as well - because the mental perception of one's voice isn't based on an existing sampl#So a good chunk of trans voice training is also done with the idea of finding one's voice and retraining the brain to accept it. Neat!#Parkinsonial Voice also has this perception to musculature link! The perception is that they are talking at a loud/normal volume#but the actual voice is quite breathy and weak. So vocal training works on practicing putting more effort into the voice#and retraining the brain to accept the 'loud' voice as 'normal'.#Isn't the human body fascinating?#Anyhow; Now I have vocal exercises and strategies to reduce strain and promote healing.#Which is a lot better than my previous strategy of yelling AAAH in my car until my 'voice smoothed out'.#You can imagine the horror on the speech path's face. I am an informed creature now.#I'm my own little lab rat now. I love learning and researching. Welcome to my tag lab. Class is dismissed.#I'll be back later with a few more answered asks </3 despite everything I'm still going to work and I need the extra sleep.#Thank you for the well wishes! And if you read all of that info dump; thank you for that as well!
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Odysseus: demanding Athena take off whatever enchantment she put on him the second the situation ends.
Odysseus: who constantly reminds Athena that he has great plans to grow old and die with his wife so don't even think about getting any ideas.
Odysseus: side eye diomedes who has started fucking glowing he has so many enchantments on him: bro you should talk to Athena about getting those removed. You're going to end up immortal or some shit
Diomedes: who has been a solider since he was 5 who has intersting thoughts about his own personhood who has a much more traditional relationship with Athena and would rather literally stab his own eye out with a rusted sword than speak out of turn: I don't know what you're talking about
#odysseus#Diomedes#Athena#This is more pulling from my own headcanons than any source material#But I have a lot of feelings about the narritive physically changing a character and how well that works with the idea that#Becoming immortal is a slow process more of a slide than an abrupt change#And I have a lot of feelings about diomedes becoming immortal and how odysseus only ever wanted to be a man#And how diomedes was having a much more mortal experience and odysseus experiencing so much magic and monsters and gods#And how every step of the way diomedes only ever politely thanks Athena never argues only does his duty#And how nearly everything odysseus met tried to change him or keep him and how he fought against that with his whole being#Also a lot of feelings about the traditional reward for heros was immortality#This obviously does not include all the times Athena treated odysseus like a barbie doll because ody was 98% not aware of that#Athena post the whole ajax going insane thing: that was fun#Odysseus: great yah super fucking fun love when my allies go mad with desires to torture me to death BTW#Take off the invisibility spell I want nobody trace of it lingering on me I am remaining mortal if it kills me#Athena: definitely not pouting you're no fun one little spell isn't going to permanently alter you#Odysseus: I am not taking any chances any invisibility I have is going to be my own fucking skill and your excellent training not magic#Diomedes: internally:after getting the ability to see through illusions and see gods#Should I mention this to Pallas Athena? Did she mean for me to keep it? Is it bad if I keep using it?#Is it even more disrespectful to not use it? Surely she is aware that I still have this? Surely it would be an insult to her intelligence#To remind her that would be casting doubt on her memory and perhaps it is part of a plan and#Who am I to question pallas athenas plans who am I but her devout weapon better to not mention it or any of the other lingering magics#Diomedes realizing a hundred years after the fact that he is in fact immortal: ....should I mention this?#Athena finds it funny to try to sneak magic onto odysseus it's a game for them because their both rat bastards#But not post odyssey it's just triggering then#Actual child solider diomedes#Greek myths
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this is my wishlist for TGAA's 10th anniversary. i hope we get TGAA merch. hopefully from Fanthful.
@ capcom:
#og post#my art#Ace Attorney#AA#The Great Ace Attorney#TGAA#Dai Gyakuten Saiban#DGS#susato mikotoba#iris wilson#kazuma asogi#ryunosuke naruhodo#barok van zieks#herlock sholmes#i have all the fanthful pins but there's no dgs rep i neeeeed ittttttt#i actually just got some of the capcom cafe buttons im so desperate for my bag 2 have dgs rep#'why is herlock on the prosecutor's side' because dgs has no other prosecutors other than auchi#and i've already drawn payne fanart this month#i used kazuma's school uniform rather than his prosecutor outfit bc that's typically how merch/promotional material tends to depict him#always with the headband especially. which he doesn't wear as a prosecutor#probably to avoid spoilers. which is fair. if he dies before he gets the second fit u know something's sus#technically plushie franziska isn't a keychain but.#fanthful plushie franziska is my white whale. i have no idea how i'd find her but i want her soso bad#i'm just rambling at this point LOLL
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rewatching your nightbane review and getting genuinely mad about how much the concept of a magically-bound divine right of kings (and how the populace can’t overthrow their rulers without all dying) fucking rules and how alex aster WASTED it. begging another fantasy author to please write this idea but like. good
(also your proclamation in that video that grim has “ice-cold yaoi hands” has haunted me since it came out. why did you speak that into the world social media user crow caller. why)
1. was there when the yaoi hands reigned. I know the signs and know them well. never call me a social media user ever again.
2. The divine right of kings thing Aster backward stumbles into IS very cool conceptually, you're right!! I nearly brought this up in my Skyshade review, but then realized it'd be the weirdest pull: Fallen London has an extremely good version of the same concept. I'm so so so sorry FL for referring to you as anything similar to Lightlark, but if you're interested in how 'magically bound divine right of kings which keeps a populace under control, treated as innate to the world but secretly artificial' can be done well.... well. let me tell you about The Chain.
The Great Chain of Being is a concept that the world is divided into a strict hierarchy, with some above others. In FL, the beings at the top are Judgements- cosmic gods who burn as bright as suns (okay, they are suns). They sit at the top of The Chain with the understanding This Is The Way The World is- they are often referred to as 'Kings', because they are analogous to them in many ways. Why do the Kings rule over us? Because the Chain is a facet of the universe, the Chain is true and says they are better than us. Why does the Chain say this? Because it is true.
.......Except, of course, it isn't. The Judgements created the chain, as kings created the Divine Right of Kings- to excuse their excess of power and abuse of it, they create the lie there is a divine truth to the world which just so happens to put them at the top. The universe doesn't make some people better than others, but some people will say it does in order to get away with heinous acts*. In FL, the Judgements abuse their power in far wilder cosmic horrors ways, able to enforce this division with their ability to rewrite reality with burning words. This power is again not necessarily something innate to them because they are sooo special- it is something they have because The Chain they've created to control reality says so.
This is key worldbuilding to fallen london, and is Sick As Hell- though quite Deep Lore, not apparent or relevant when you first begin playing.
(*The Great Chain is a real concept originating from medieval Christianity, which very much places all the world into a strict hierarchy with God at the top- followed by man, descending through various animals, and even including plants and minerals. A key aspect of the Chain was that this 'Absolute Hierarchy' was real, innate, holy, and... of course, an excuse for all kinds of racism. Sure, maybe they did think it mattered to decide lichen was closer to god than mushrooms, but ultimately an obvious reason the philosophy took root was to justify why certain humans mattered more than others.)
#lightlark#fallen london#those tags should never occur beside each other ever again#but yeah I nearly did in fact insert a bit into the vid where I explained how fl has a similar but better done concept#the diffs being many and significant but amoung them alex aster does not seem to think about anything she writes#she fell into this backwards for sure. I don't think book 1 she had the Nexus Curse in mind as some commentary about corrupt power structur#sometimes theres asks#alex aster has big 'actually the people being unable to kill their ruler is a good thing' energy#in that despite creating the idea book 2 it isn't fckng mentioned book 3 at all and the main moral of the series is like.#'its bad when bad people abuse power but if young sexy people (whose power is innate in their Bloodline) take over they will be nicer'#see: isla “queen of the liberation” the most powerful special important Bloodline Determined queen god ever :)#she's so good she will give up power willingly... later :) after she's used it to save us all (she is the only one who can)
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Do either Agnes or Caine pick up on Tagalog from Pauline?
They don't really usually hear Pauline full-on speaking in tagalog because there's no one else who could understand what she's saying (aside from their more intimate moments, where Pauline teaches them new tagalog words of endearment)...
... but there is the occasional casual swearing slip up, to which they would immediately ask what it means out of curiosity.
Of course, Zach (Jax) already knows a handful of the swears and insult in tagalog because Pauline (Pomni) calls him those casually, ESPECIALLY when he's up to no good.
#thanks for the ask!#tadc#tadc au#An Unexpected Reunion AU#the amazing digital circus#caine x pomni#tadc showtime#caine#pomni#jax#YOU HAVE NO IDEA HOW MUCH I'VE BEEN WANTING TO DRAW JAX GETTING PUNCHED BY POMNI#like i love him#but I swear he needs to get punched SO BAD#I still love him with all my heart#my first favorite character ever that isn't a decent human being and is actually an asshole#but still.... I love the ragdoll the jester and the ringmaster#they make my day everyday
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They play roblox together
#I want to make a full-well-made art for sh so bad AND I have a stp art going on BUT I have so little time((#so I thought “WELL I might make some quick sketch of these too just for little whimsy after the work right”#and then I thought that it would look so much cuter with colour. and I was right. but. y'know.#anyway they're so siblings#scarlet hollow#scarlet hollow kaneeka#kaneeka forsyth#miles forsyth#quoquesketches#BTW I DON'T KNOW HOW ROBLOX WORKS ACTUALLY??#I PLAYED IT ONLY TO CATCH UP WITH MY OWN SIBLINGS SO I HAVE NO IDEA IF THERE'S PURCHASABLE STUFF OR ANYTHING#SO DON'T JUDGE ME IF IT ISN'T SO. I'M TOO OLD FOR THIS.
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really do think why SOTR came across as disappointing following TBOSAS or even Mockingjay was that it really wasn't that ambitious/risky of a story
#sure dark stuff happens but like where is the complexities?#everything is just spoonfed to you and the characters are never allowed to do like actually bad stuff it feels#all of their bigger flaws are just easily explained away?#Maysilee is a mean girl because she has a justified anger towards the world and actually she isn't that mean all things considered#wyatt's family does shady stuff for money but of course he doesn't actually support it at all#every character who isn't a dumb capitoi citizen or career tribute doesn't fall for propaganda at all it feels#most of the story is just games because that is what most fans are interested in reading#get out with that pesky politics and political theories#we can just have the characters spell out these ideas for the reader so they don't have to think too hard about it themselves#anti sotr#sotr thoughts
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Y'know, it's unfortunate more people don't compare Louis and Violet in good faith.
Like, when I do see people compare them, it's usually through the lens of one is good, and the other bad. One is more canon than the other, and here's why. One is objectively better for Clementine, and the other is less impactful, worse written, didn't have chemistry with her, insert several insults here, etc.
I don't think it's inherently bad to express why you might not like one of them, or why you prefer one over the other. That's fine, that's a matter of opinion. It only gets to me when it becomes hostile, or passive aggressive... but even then, I've learned to just roll my eyes and move on. Some people make it very clear that they're not worth having a discussion with.
However, I wish I could read more nuanced comparisons of the two that didn't default to the "and that's why this one is better." At least some are kind enough to tack on a "for my Clementine" at the end.
You know how it goes: Louis is cute and he makes Clementine laugh, whereas Violet's boring, her love is shallow, she's still not over Minerva and she's using Clementine as a rebound. Violentine's a bad ship because Violet's actually a traitor, and they're practically the same person and that's bad.
Violet's loyal and reliable, whereas Louis is annoying, he never takes anything serious, he's a traitor for his vote, and he's nothing but a distraction. Clouis is a bad ship because how could any Clementine possibly like him after he voted her and AJ out? That's bad!
That's always the conclusion, right? One good, one bad.
This is incredibly limiting and it drives me nuts.
They're foils. They contrast one another, highlight each other's strengths and flaws, in such an interesting way that it makes Clementine's choice between them all the more meaningful.
One is not good and the other bad, they're different, and I think that's worth exploring.
Let's start with a common argument: Violet is the more impactful option due to her connection to Minerva.
Now, to be fair, I can understand why someone on Team Violet would believe this. Yes, it's true that the confrontation with Minerva is more impactful for a violentine shipper who has more investment in Violet as a character. Louis doesn't have as strong of a connection to her.
However, what they're failing to recognize is that Minerva isn't the only ghost to haunt this narrative. Violet may have Minerva, yes, but Louis has Marlon... and that doesn't just go away once Marlon's dead.
Violet's route has Minerva as her ex-girlfriend, and her bond with Tenn that all comes to a head on the bridge. Louis' route has Marlon's death and how that specifically impacts his relationship with AJ and Clementine, and the slow burn of forgiveness on all sides.
Marlon and Minerva are also reflective of Clementine's worst outcomes.
Clementine and Marlon were tied together through Brody's blood splattered on their hands and faces. They both killed a part of Brody, but only one of them lies about who killed her first.
After Marlon dies, Clementine gradually replaces him throughout the game; Rosie is her dog now, she uses his bow [which Louis gave her], she becomes the leader. Clementine gets them to fight back, and when three of her people are captured, she doesn't cut her losses. She does what Marlon couldn't; "we're getting them back."
When she chooses Louis, he does for her what he never did for Marlon: he steps up.
Clementine proves she won't become Marlon just as she proves she won't become Minerva.
After getting James to agree to help them, Clementine and AJ talk about what to do if she ever gets bit. AJ says he'd want her to bite him, too. He repeats this sentiment after she's actually bitten, telling her he wants to stay and they could turn together, peacefully.
When Minerva confronts them on the bridge, she's dying... and she wants Tenn to die with her. She doesn't care who she has to kill in the process. She's more monster than human at this point, and most times, she succeeds.
They're both bitten. Clementine could've become a monster like Minerva in the end. She could've killed AJ, and they could've become walkers together. But she didn't. Minerva wanted Tenn to die for her, and Clementine wanted AJ to live for her.
Also, I should mention she has Minerva's axe. She carries the key weapons associated with Marlon and Minerva throughout different points in the game, further solidifying these connections. She uses Marlon's bow to save her friends, and she uses Minerva's axe to save AJ, who in turn uses it to save her.
What's also so interesting about this is how Marlon's alive in episode one, and Minerva is thought to be dead. Louis has his best friend, and Violet's lost hers. But, at the end of the episode, Marlon's dead and Minerva's revealed to be alive.
Marlon becomes the ghost, and Minerva becomes the monster. Clementine becomes to Louis and Violet what Marlon and Minerva never could... how does that not drive anyone else insane?
So, no. One is not objectively better, or more impactful, because of a connection to Marlon or Minerva. They're different. It just depends on which storyline you personally find more compelling.
Actually, let's talk about that a little more.
In my opinion, the most intriguing point of comparison between Louis and Violet stems from their perceptions of survival, and how that impacts Clementine.
An argument I see made against violentine is that Violet's boring because she and Clementine are too similar. This usually comes from clouis shippers who prefer the "opposites attract" dynamic Clementine and Louis have.
On the flip side, there's the counter argument that Louis is reckless, that he doesn't take survival as seriously as he should and Clementine wouldn't want him because of that.
These are interesting to me because I get where they're coming from... but they ultimately miss the point.
The other day, I replayed TFS. Except this time, I did something a little bit differently. I played my usual clouis route, but then I had the violentine route pulled up on my laptop so that I could watch these scenes, comparing them side by side… and something occurred to me.
Louis is about challenging Clementine's perception of survival, and Violet is about validating it.
Louis challenges Clementine from the very moment we meet him—he’s playing music. His initial philosophy on survival butts heads with Clementine’s. The fact that hunting with him and Aasim challenges your perception of “your choices have consequences.” These games have conditioned the player to think along the lines of, “Yeah, Louis is more fun… but if I don’t hunt with Aasim, we won’t have any food.”
Except that’s just it. I hate to say it, Aasim, but in the grand scheme of things… hunting with you doesn’t matter. It's actually less rewarding. You know why? Because in the next section, we get food from the train station. It would’ve been more beneficial to spend time with Louis over hunting, hence how he challenges you.
This then primes you for the choice between choosing to follow Louis or follow Violet. I know people complain about how this is presented with Violet doing something productive [checking the walls] and Louis playing piano… but that’s the point. If you’re going through with Louis’ full route, you need to meet him at his level, and in turn, he will meet you at yours. You need to accept the challenge, the idea that Clementine isn’t entirely right about the way she’s gone about survival.
Oh, and do I even need to mention the vote? The debate over Louis’ vote is exhausting. Often times, people tell on themselves in how they talk about it. It’s not actually about the fact that he voted against them. If it was, these people would have a bigger bone with pick with Mitch, Willy, Ruby, and Omar… and yet Louis is the one who takes all the blame as if he’s the only one personally kicking them out.
Louis is reacting to the death of his best friend, and the complicated feelings that come with it being caused by AJ. He wants accountability, even if he knows something's wrong. You can either agree with him that it was murder, and set AJ on the path of atonement… or, you can double down and tell him to fuck off, AJ was justified.
But here’s the thing… the vote adds to the appeal of Louis’ route. To someone who hates him, or at the very least is critical of his vote, that sounds mad or delusional.
Except it’s really not.
Ever heard of a thing called tension? Because there’s a lot of it in ep2 between clouis + AJ and it’s fantastic.
Yes, Louis voting them out is problematic because we need a problem to solve. We need something to feed the tension between him and Clementine. He stepped in front of a gun held by his best friend in order to protect her, forever changing their relationship… only for that to seemingly be taken away from us the moment AJ shoots Marlon.
Yes, Louis’ route is about being challenged, but it’s also about challenging him. That he’s able to forgive them, that he’s able to question his own survival philosophy and understand theirs, that he’s able to apologize and actually change for the better… that right there is what makes clouis so damn good.
He becomes hardened whereas Clementine softens. By the end of the game, they’re on a similar level now without neglecting their differences, and they can move forward together.
That’s what makes Louis’ route appealing… and it’s also what makes it unappealing to people who prefer Violet.
By contrast, Violet’s already on Clementine’s level when it comes to this perception of survival. She validates that Clementine’s on the right path.
They have other similarities in the way that they’re both female, queer, they both have a kid they look after, they’re not always great with other people, etc.
People who prefer Louis might consider this boring, but I think to Team Violet, it’s comforting. It’s comforting to have a partner who takes this as seriously as you do, who wants to get shit done. They’re playing Clementine with a similar attitude, and don’t believe it needs to be challenged. It’s comforting to feel validated on something you already firmly believe in.
We also see this if we compare the hunting and fishing scenes. You have to make an effort to choose Louis by choosing to neglect hunting, but the game makes you fish with Violet no matter what.
Violet’s prioritizing fishing because they need food. That’s what they’ve set out to do, so let’s do it. The game is letting you know that’s the case, and if you value that, continue pursuing her.
While fishing, they discuss why things are weird with her and Brody. Violet doesn’t take well to Clementine’s blunt, “Because you make it weird. Brody tries and you just make fun of her."
That’s understandable because I think she already kind of knows why and is looking to have her feelings validated. She prefers it when Clementine suggests that it’s because Brody never said sorry for what happened to the twins.
There’s also comfort and validation in the way Violet sides with Clementine and AJ after Marlon’s death. She votes for them to stay, vocalizing how much she disapproves of the results. There’s this feeling that I recognize from a lot of the sapphic romance I read; “it’s you and me against the world, I’ll always have your back, even if you’re in the wrong, I’ll fight for you.”
In our case, it’s violentine + AJ against the rest of Ericson, save Tenn and Aasim. Violet validates that AJ was justified because Marlon was a liar and murderer, claiming that AJ and Clementine did nothing wrong. Violet fights to keep them.
The tension between violentine in ep2 is different because instead of one pushing the other away, they’re being forced apart by the vote and there’s nothing they can do about it. That tension is somewhat released when Clementine comes back and they’re reunited, working out a plan to best defend the school.
It’s also why Violet’s presented as doing something productive when you follow her instead of Louis, and why she asks if you want to hang out after checking the defenses.
All that being said, allow me to reiterate that one is not good and the other bad, they're different. These concepts of challenge and change/validation and comfort exist on a neutral road as diverging paths. It’s up to the player to pick what path they prefer, but that doesn’t mean the other path isn’t worth acknowledging or analyzing.
I should also mention that they’re not exclusive; there is overlap with validation being present in Louis’ route and challenges in Violet’s. They’re just more present in episodes 3 and 4 after we’ve made our decision.
There are several more examples of how this all fits together, buuuuut–
Ya’ll wanna compare some allegories?
Those familiar with my content might already know where I’m going with this as I’ve made a post about Louis and the piano in the past.
You see, I believe that there are allegories for Louis and Violet’s hearts present in their routes: Louis’ piano, and Violet’s pin.
I already have a thorough, in-depth analysis of Louis and the piano that you can read, so all I’ll say about it is that on the night of the raid, he asked Clementine to carve a piece of herself into his heart so that no matter what, their initials will be immortalized together in its wood…
And that makes me fucking feral.
But I'm also so normal about it.
As for Violet, her heart is the star gazing pin she gives to Clementine. She gives it to her so she’ll always remember that night… but she doesn’t give it to her until after Clementine’s saved her, and that fascinates me in the context of it being allegory.
Louis asks Clementine to carve herself into his heart right before the raid, cementing that from that moment on, he is utterly devoted to her. I believe this is part of the reason why Louis is still happy to see her if he’s the one who’s captured. Yes, yes, he’s also incredibly traumatized from having his tongue cut out and he’d be happy to see anyone, yada yada… but listen, if you romance Louis and he’s captured, his heart remains with her—that piano with their intitals is on full display. When he sees her, he’s still so devoted to her that he refuses to accept that it’s at all her fault. Even when she says it is, he shakes his head... and he so easily accepts her when they’re together in the end. From the moment Clementine puts knife to wood, he’s hers.
Now, look… you might think I’m going somewhere not great with this but hear me out.
I think after Clementine’s gone star gazing with her, Violet is fully ready to give her heart to her. Y’know, give her the pin. But, think about what Violet said about how people have left, but Clementine came back. Plus, with the impending raid to think about, maybe Violet should keep the pin until the right moment.
I believe a key difference between her and Louis is that Violet needs one last thing to solidify that Clementine’s the one.
Louis gives her his heart prior to the raid because of everything that’s already gone down between them following Marlon’s death. Violet needs to know that Clementine’s willing to fight for her the way she fought before. When Clementine saves her from the raiders, it’s solidified. Even after she sees Minerva again, it changes nothing.
It’s also worth noting that the pin is something Clementine wears. Like the piano carving, it’s a piece on display for everyone to see, to let them know whose heart Clementine has.
Violet literally handed Clementine her heart as a means of saying, “I’m yours. I’m devoted to you.”
This is why romanced/captured Violet is devastating, and is why she behaves the way she does in the cells. She was so ready to give her heart away and then nope, sorry, Vi! You get knocked unconscious by raiders instead!
If anything, you kind of deserve to be told to fuck off if you romanced her and then let her get captured. Just sayin’.
Look, I have a lot of complicated feelings about the captured violentine route, mostly with Violet being as forgiving as she is after her eyes are burned—yes, yes, I know, her eyes are burned and Minerva messed with her head so of course now she’s not hostile, yada, yada.
But I think it’s rather telling that you don’t get the pin in this route. Sure, Violet’s willing to forgive and possibly pursue this romance in the future… but she’s not ready to hand over her heart, not truly. Not after everything that’s happened.
And if you want to get extra angsty about it, imagine that Violet made the pin right after they parted ways, but before the raiders came. Meaning that if she’s captured, it’s possibly still sitting somewhere, abandoned.
Mmhmmm, very normal about this. I feel normal. My normalness about this continues... normally. I'm not losing my shit thinking about that. Nope. Why would I? I wouldn't! So normal.
Okay just let me talk about their reactions to Tenn's death and then I'll shut up.
This makes me want to gnaw my own foot off, I can barely handle it.
AJ shoots Tenn on the bridge because Clementine trusted him to make the hard calls. This saves Louis or Violet's life.
When Louis jumps across, he's completely silent as he watches Tenn die... and then he's pissed; "What the fuck?! How could you just shoot him like that?!"
AJ explains himself, that he did it for him, and Louis is so upset that he forces AJ to look at what he's done, to watch the walkers eat Tenn; "Tenn's dead. He's dead! Do you realize that?! Look! [...] He's... he's gone, because of you. Just fucking gone."
If Clementine says AJ saved his life, Louis says, "So what, we just cut him loose? Gun him down like he was nothing?"
If Clementine says nothing, Louis says, "Tenn was just a little boy!"
The reason Louis responds this way is because in this moment, he just relived Marlon's death all over again, but worse. So, SO much worse!
When Violet jumps across, she breaks down, begging, "Oh, my God! Oh, my God! No, no! No, no, no..." as she watches Tenn die... and then says to AJ, "No! What the fuck?! How could you do that?!"
AJ explains himself, that he did it for her, and Violet is faaaar from okay; "For me? I can't... Tenn is gone! That soft little boy who liked to draw, he's gone, because of you!"
If Clementine says AJ saved her life, Violet says, "You think that's okay?! Just gunning down one of our own?!"
And there it is.
Louis is hardened in this situation because he already went through this... Violet hasn't, not with AJ. She softened up throughout her route due to her relationships to him and Clementine... but this is the moment where she realizes that maybe AJ wasn't as justified as she believed, and this is the consequence.
This leads us to the ending where AJ asks if they're still mad about him killing Tenn, and I just... I'm biting my foot right now because the script has flipped.
Louis is forgiving and understanding. He's soft, he's sympathetic, he shakes AJ's hand to let him know that all is forgiven and they're okay; "I... AJ, I guess it's like... You saw something I didn't. About the situation, I mean. Minnie and the walkers and Tenn, it's just all this chaos in my head when I think back on it. [...] Clem says you saved my life? Well, then, that's exactly what you did. And how can I stay mad at anyone for doing that?"
Or, alternatively, "He was your friend, AJ. I know you are hurting just as much as I am."
As for Violet? She's understanding, too... but she's not quite ready to forgive yet; "The thing you said on the bridge...that he was messing up all the time. It wasn't something new, you know. Tenn got himself or other people into trouble all the time, long before you guys got here. He was always so lost. He lived in a world that just...isn't there, you know? And that's why I tried to look after him. But when I was pulling him away from the walkers, and Minnie, I could also see...he just wasn't there anymore."
"So you're mad, but sad."
"Can I be that for a while?"
And it's completely understandable that she's hurting and struggling with how she feels about AJ moving forward! She wants to be okay, she wants to forgive him, she just needs time.
Now, because I'm forever bitter, but I'm gonna mention this as well: whenever I see someone point at Violet's scene and say, "See!? This is how LOUIS should've acted in ep2!" like... they're telling on themselves again. Not just that they don't understand Louis as a character or his route, but that they don't fully grasp Violet's part in this either. Or time frames, for that matter.
Let me put it to you in simple terms... they react the same.
After Marlon and Tenn die, they're upset. They're pissed. They blame AJ and yell at him. After they've had time to process what happened [Louis after the two week time skip, Violet after time passes between the bridge and the ending] they share the same, "I'm still upset about Marlon/Tenn. Can I be that for a while and still be your friend?" sentiment.
The difference is that Louis is treated poorly for it because of the vote, and because we feel it first hand for longer... Violet got to grieve off screen and come back after she's sorted herself out.
It's a disservice to both of their characters because it's rooted in that same mentality that I criticized at the beginning: "This is why one is better than the other."
Do I need to say it again? I'm gonna say it again.
One is not good and the other bad. They're different.
There are so many fun discussions that could come from putting Louis and Violet side by side, and examining them. I haven't even covered the different ways they're introduced, or compared their ep3 dates to see what it says about them and the overall narratives! What about the cell scenes!? How they react when Dorian's about the cut off their fingers! The way they approach James upon meeting him!
That last one in particular is especially funny! They're all under stress about blending in with a herd of walkers to infiltrate a boat to save their friends, and yet Louis easily saunters up to the guy wearing walker skins with a smile, and makes him laugh by saying, "Functional and fashionable. I'll take two."
Violet approaches James like he's an injured wild animal that's going to bite her, and bless her heart, she tries with, "I, uh… hey. Hey there, James. Sorry about Willy." Then James gives her this judgmental side-eye, like buddy? She's not the weirdo here.
There is so much potential to dissect here, and I want to see people do it... but I want them to do it fairly, in good faith.
I want to get away from the idea of comparing them to "prove" which is better because there is no objective better. There isn't! That's a waste of time!
I'm so done with The Debate™; it's unhelpful, it's annoying, and it's boring as shit. I've heard it all before, and you probably have, too.
I want to put Louis and Violet under a microscope and study them with the thought process of, "one does this and the other does that... what does it mean!? what does it say about the narrative!? Oh my god, they have the same opinion on this thing, WRITE THAT DOWN!"
So yeah, that's my ramble for the night.
I'm gonna go replay TFS for further research.
#twdg#twdg clementine#twdg louis#twdg violet#twdg aj#twdg tenn#twdg marlon#twdg minerva#twdg clouis#twdg violentine#clouis#violentine#i'll be real honest with you--i had a larger essay planned on this topic#that expanded on these ideas i've put forth here; especially the challenge vs validation thing and the allegories#but there were some parts where i could feel my personal bias slipping in too much...#like i had more to say about clouis than violentine at points because i'm more familiar with it#but then it didn't feel fair y'know? that's why i wish more people would talk about them like this#so that i could get different perspectives without having to deal with terrible 'one good one bad' arguments like they're so UNHELPFUL#i don't wanna hear about how much of a bitch you think vi is because she's angry in her cell scene#and i don't wanna hear about how 'well ACTUALLY it doesn't make sense that ANY clementine would romance louis because of the vote' STOP#to be fair tumblr isn't as bad with this. i'm mostly referring to fandom spaces outside of tumblr like reddit insta youtube etc#though tumblr certainly has had its moments#i dunno i'm just gonna throw this out there and then continue to work on the essay i want to and am able to fully write#and if people want to engage with it then fantastic can't wait to see what y'all have to say
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glass houses and all, I've made bad deals in my time and I've failed to consult IP lawyers in cases where I probably should have, but putting your entire codebase up as collateral on a loan that you're paying more or less entirely through someone else's charity feels like it really shouldn't be fucking Plan A
#dragging my hands down my face as I read the explanation that this was somehow a better plan than selling 'real' equity in a company#this is such a bad idea that it should actually be your last possible plan. this is Plan Z at best#this is how you lose everything in the most catastrophic possible way with no chance at all of recovery#this is giving me a headache just thinking about it. did a lawyer even touch the paper this deal was written on#this isn't getting renegotiated. full IP rights is the ideal answer that issuers dream of getting their hands on. that's all you have
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The thing about Francesca is that it isn't just saying "loving you is worth any punishment," it's saying "a punishment that keeps me with you is no punishment at all." It's not that you can brave a hurricane if it's the cost of loving someone, it's that standing in a hurricane for eternity with the person you love is still an eternity with the person you love, and how could you be happy with anything else?
#it makes me so!!! bc like as much as the first idea is lovely its also very familiar. like 'love is worth any cost' is something you see a#lot in art and that doesn't make it bad obviously but this is just such an interesting way of looking about it esp in context of this being#the most explicitly about the inferno. lovers spend an eternity tossed around in a storm clinging to each other for how they let their#passions control them and hes not just saying that he'd endure that for love hes saying that holding the person you love forever isn't in#any way a punishment and is actually exactly what lovers would want#i feel like im just repeating myself but its so good!!!!#hozier#francesca#unreal unearth
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there is a difference between being born to a throne, maliciously vying for a throne, stealing a throne, and having a throne thrust upon you when you are already in the midst of an identity crisis. And I fear Loki's place in the line of succession has people unable to differentiate between any of these
#you can't really argue he planned the extent of Thor's downfall#that was all Odin#Loki didn't force Thor to invade Jotunheim he isn't even the one who gave Thor the idea -- Thor did that all on his own!#that he was doing waswasa @ thor didn't help but wasn't really crime worthy on its own#Thor himself took time convincing the other warriors to be okay with the trip despite the treason and danger involved#like. what. Thor can't differentiate good advice from bad and is emotionally volatile and reckless and that's Loki's fault?#THOR was the one who got them past Heimdall too#the entire ordeal inadvertently showed off the favouritism Thor was receiving in comparison to Loki#even though Loki was the one supposedly so easily influencing Thor to such an extent#call Thor a puppet the way he--wait. no. that sounds weird. uhhhhh#you get the point#people will claim Loki was all up in there rearranging Thor's mental processes to cause his downfall#when really it was Loki doing the bare minimum instigation and watching things only devolve from there#because Thor WAS reckless and immature ?? and he WAS quick to anger and enjoyed exerting his power with violence ??#Loki didn't STEAL THE THRONE FROM THOR he literally just is implied to undermine the coronation#that's not even confirmed but we assume it's true that he let the frost giants in near the casket etc.#Loki has his own actual crimes that he did against Thor and hugging his bro's arm and saying 'you're soooooo strong and correct' was not on#even if you manage to argue Loki was cheering Thor on for the invasion (he wasn't) it was clearly to dob Thor in with Odin#which he did when he had some guard inform Odin#that Odin's chosen punishment was for Thor's disobedience aside stop blaming Loki for the damage ODIN inflicted on him#focus on Loki making up lies to Thor about how Odin died instead like at least Loki DID SOMETHING for that#you can even ascribe as evil a motive as you want there bc Loki was slipping fr#twirling his hair and telling Thor he's smarter about the realm's safety than the king was on the normal scale#you want to talk morals go look at how eager Thor was to invade mass destroy and massacre in the other realm#and expected Odin to 'finish them off! together!' bc he was power high on whatever bloodlust pheromones battle apparently imitates for him#sigh. this is why you can't have nice things Thor. no Loki you're barely any better. sit down. have a cookie.
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What I want from a Red Hood story is for the child of one of the people he murdered to become a vigilante in an attempt to kill him. Someone who is a lot like him too. A lot of people act as if Jason only kills the worst of the worst or people comparable the literal joker but that isn't strictly true. Clearest example of this is when he's in prison and poisons the food supply killing 82 prisoners (that's actually why he ended up in Arkham).
So what if the child of one of those prisoners heard that their father was murdered in prison in a mass poisoning? That it was by Red Hood, the feared crime lord who oversees and manages all the organised crime in Gotham. The guy who (from what they know) is just profiting on a whole bunch of systems that can cause death and despair and suffering in their neighbourhood and sure, he didn't start these problems, but he damn well didn't fix it either. The same guy who cut off the heads of all the deputies of his rivals and shoved them in a bag to prove a point. That guy is the reason their father is never coming home. That their family's chief breadwinner is dead. Why their life will have a permanent hole in it.
So they decide they'll get revenge. And if the Bat won't deal with the Red Hood properly then they will have to. So they spends their days train and prepare themselves for the day they get to go face to face with the Red Hood. The man who killed their father. The crime lord who ruined their life.
And so they come before the Red Hood the same pain and fury that Jason recognised in himself. The same belief that sometimes the only way to get justice is vengeance and sometimes the only vengeance is bloody. How would Jason even respond to that? Someone who sees him as a villain of Gotham City and not its protector. Someone who in another life could be him?
#the idea of bloody revenge and murder as justice as a cyclical pattern is really interesting to me#especially with a character like jason#also like the parallels with two face killing Jason's well meaning but impoverished father who ended up prison#and leaving his family destitute#and then Jason todd killing a bunch of men in prison who likely have their own families#why has no one done anything with this?#also they haven't known what to do with him so I say interrogate his ethics more#and in a way that isn't the bats saying 'Jason killing is bad actually'#a way that makes him confront that he was causing the same problems he said he was fighting against#anyway not tagging because I'm not the biggest Jason scholar so I might have made mistakes here and there#Jason todd#batman#batfamily
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I'm tired of repulsed "positivity" posts always having "but romance negativity is bad" tacked on, as if t comes along with repulsion. Because Repulsion positivity needs a disclaimer because we are always seen as being negative. it's always "Sex and romance repulsion is valid AS LONG AS you're not Sex negative ^^" never just "Sex and romance repulsion is valid." end of sentence.
this ALWAYS happens on repulsed posts. We are always paired with sex negativity. And Im so sick and fucking tired of it. You never see this on sex and romance favorable posts. you never see people tack on how favorable people shouldn't push toxic sex positivity and shame people for not having sex.
I do not care if you think repulsed people are "prone to being sex negative" that thought process alone SHOWS that you don't understand us and don't fully support us. I hate you. I'm tired. It's obvious you see us as less willing of support all because you assume we are sex negative, a sentiment that gets tacked onto us for simply expressing our repulsion. I hate you. I'm tired.
I'm tired.
I'm tired.
#text#aro#ace#aroace#aromantic#asexual#aspec#sex repulsed#romance repulsed#i only mention sex negativity becuz the idea of romance negativity is stupid in it's current description#and isn't the same as sex negativity#but i am just...so fucking tired#it's so obvious y'all only are abt us if we are quiet and out of the way#it's so obivous you dont actually care or understand us because you pair our posts along with a 'sex negativity bad' message#surprise you can make a conversation abt sex negativity in parts of the aspec community WITHOUT pairing it with repulsion thanks#pairing it constantly with repulsion shows you think of us as the only sex negative group in the aspec community#we shouldn't be constantly tolds 'dont let ur repulsion turn into negativity' like fuck you fuck you fuck you
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Thoughts on Bertha Russell (Many Thoughts)
I am So curious about Bertha Russell's backstory. We have little snippets:
Her father was a potato farmer.
She has lots of mommy issues. (George mentions her mother said she was the only child "worthy of her dreams" to which Bertha angrily responds that her mother's dreams were worthless because she died with nothing which is A Lot)
She has sibling issues. (George offers to invite her sister to a thing and she refuses)
She and George met when they were both poor, they made the fortune together.
She had a distinct learning curve when they first got to New York. She bought The Wrong House and made The Wrong Friends and had to learn and relearn things over a period of years. (I am especially interested about this time, because she would know Nothing, being the ultimate outsider, but she is a tactical genius and viciously ambitious...I want to see young!Bertha in the early stages of the struggle before she knows how to dress/talk/act).
I hope we will learn more about her because more than any of the other characters she wants things. Things that are nebulous, but she doesn't seem to realize are nebulous, because she has clear goals but they don't satisfy her so she has to make another goal. Loving husband doing well? Not enough. They have enough money to hear the call of the guillotine? It's not enough, they need status. They have status? Not enough, they need to beat Lina Astor. Now they've beaten Lina Astor, but I don't think anyone thinks that's going to be enough. George points out multiple times that he is content where he is and content to let their children marry for love to people of what Bertha considers middling station. She's the sole driving force for continued social climbing. And it doesn't matter how high they get, she wants to go higher, she wants to go "all the way" but there isn't an all the way unless I guess you're Empress of the World. But then the moon starts looking awfully conquerable.
She claims she's doing it for their children, but both children have said her suggestions aren't what they want. And it is heavily implied she just sold her only daughter to the Duke so he would attend an opera performance. She wants Gladys to marry the Duke so that she will be grandmother to English nobility. It's for her. So she is willing to use her children, her alleged motivation, as pawns. They aren't her real motivation after all, even if she may think they are. I do think she loves her children and George. I also think that she thinks she's helping Gladys, but I also think there's a limit to that love because it exists beside the yawning void of hunger within her psyche. George outright asks her if his love for her is enough to make her happy early in s1, because her love is enough for him. She says it's "almost enough" and that's significant and enough for him, which is telling, when usually any answer other than "yes of course" would be taken by a love interest as a searing betrayal. Anyway, the point is, her kids/her family are, at least, not her entire motivation and might not factor into her motivation at all, if she is fully honest with herself.
So, the hunger. The call to Rise. The rage that has her hyperventilating in bed alone after her failed party instead of crying in her husband's arms like most television characters would do. The instinct to look upon a room of people and think you will all bow to me you sniveling mortals. Why is it there? Like...why is she Like This? I think some of it has to come from what we can learn just from George's comment about impossibly ambitious, ruthless, low empathy Bertha being the only one "worthy of her mother's dreams." Which means her mother had dreams that were very important to her and that she never achieved. Her mother also guarded said dreams and judged her children harshly, we know Bertha has at least one sister, who is apparently judged not worthy in the eyes of her own mother. We know Bertha does not like talking about this and tries to dismiss it. Was there pressure on Bertha to be worthy? When could that have started and how did it manifest? Circling back to my interest in young!Bertha in NY, if the social rejection was bad in s1, it was probably worse then, and constant social failures would have made her angrier and more determined to both to become the queen of New York society and to see it burn. This is all stuff I want to learn more about in season 3.
HERE IS WHERE I PRETTY MUCH JUST DO PREDICTIONS (WHICH MAY BE TINFOIL, IDK):
Because I think we will finally get to see Bertha Russell: Season Villain. Every season needs a villain, and Bertha has pretty much vanquished all of them. The first couple seasons the overarching villain has been New York Society with its inequalities and pointless social cruelty, if that holds, Bertha is now the head of that system, having beaten Lina Astor and set herself up as the queen. Additionally, side opponents (not really villains) like Agnes also aren't in a position to make major problems for the protagonists because the Van Rhijn household is now the Forte household and cinnamon roll Ada is now in charge. Unless Agnes attempts to usurp her sister in a subplot (which I don't think will happen except for maybe one episode of hijinx) she's not in a powerful spot. The Society character is indisputably Bertha. And Bertha has been up to some serious villain shit. If she did agree to marry Gladys to the Duke, she's now against All the Protagonists---a sure sign of villain status. She's even against her husband, who swore to back Gladys in her choice of love match, and Gladys doesn't like the Duke. If Gladys wants out, Larry will almost certainly help her. And Saint Marian will help Larry either for love reasons or moral reasons, and hopefully Peggy has better things to do but she will probably get dragged into it somehow and if Marian's involved Ada's also involved and you see where this is going.
Also, show pacing wise, Bertha is due for a loss. I love her and I want her to win everything and be declared Empress of Earth and Moon but realistically that isn't going to happen. In a show where villains lose, it checks out. Gladys isn't going to marry the Duke, and if she does, everyone is going to regret it. One reason I think we will learn more about Bertha and her history is because if she loses she's going to Lose It. Dramatic monologue style. When she had a party and no one came she swore eternal vengeance and spent the night Angry Breathing and presumably fantasizing about the Red Wedding. She doesn't handle losing well. A big public loss after achieving every status symbol she could think of would probably break her mind, and she'll probably tell whoever she's talking to (probably George) enough backstory info that we the audience can fill in stuff. This is also where I would guess she and George would reconcile where he would see she is the person he loves and has not transformed into an automaton, she's just Messed Up, which he always knew and loved so he is Back In.
IN CONCLUSION:
This is who Marina was writing about. She is a primadonna girl, and all she ever wanted was the world. She cannot help that she needs it all, in this case the primadonna life: both the rise and the fall. She also knows exactly what she wants and who she wants to be. This is why she walks and talks like a machine. Unfortunately, she is becoming a self-fulfilled prophecy.
Oh, oh no. Oh no. Oh no. Oh.
#bertha russell#the gilded age#tga#character analysis#meta analysis#I love my girl#but she is a complete disaster waiting to happen#I was watching that bit of season 2 like “Bertha my darling you are Icarus stop being Icarus”#But she literally Cannot Stop#I do not think she's capable#like someone could lay out for her why everything she's doing is a horrible idea for everyone and she couldn't change it#She just has to Keep Going#That instinct for More cannot be satiated#Unfortunately she is over a century too early for good enough therapy#So she's going to crash hard#Probably in s3 but maybe in s4#I want to know her backstory so bad you don't understand#Because she simultaneously hates everyone she talks to and desperately wants to prove herself to them#Like she wants to kill them so they'll be impressed at how well she's killing them#My tragic evil darling I love you so much#Anyway I'm excited for her to come under real scrutiny in s3#Because through putting blorbo in more intense situations we can see what combinations of mental illness and trauma is going on over there#Because there is definitely something#Also I'm like 70% sure Aurora has a crush on her which is a big mood#Bertha seems like the kind of person where she and Aurora are getting drunk while the men are drinking Porte or whatever tf#and Bertha smiles and leans closer and Aurora is like gay panicking like “....is this it...would she be mad if I...kissed her...”#and then Bertha goes “on good days like today when I drink enough of this- the void is quiet and I actually feel peaceful” *drunk giggle*#and Aurora is like “....wtf” and then decides it isn't a turn off and resigns herself to another night of gay yearning#I do ship Bertha and George though which makes my shipping complicated#every time they have a scene together the Doofenshmirtz “Evil Love” song plays in my head
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