#Dealing with some personal shit
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uhmhmhmmm just occasional thoughts about Daniel's interaction with Marius
#(can't wait to see old Daniel shutting him up immediately)#sorry i can't stand Marius's hypocritic ass and since his role in Lestat's life is unavoidable then i just need to see Daniel's reaction#because old Daniel is definitely going to be much different from the book one (who ended up living with Marius at some point 😭)#like oh damn he isn't going to deal with Marius's bullshit and his “im the smartest person in the room” behavior#and ofc im sure he is going to call the fucker out for all the shit he did to Armand#iwtv#interview with the vampire#amc iwtv#amc interview with the vampire#iwtv daniel#daniel molloy#marius de romanus#iwtv fanart#vampire chronicles#my fanart
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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.
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.
A Space player's struggle lies in finding the strength to assert themselves, picking out the good from the bad, weeding the garden so it can flourish and thrive.
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. In the worst case scenario, detach entirely, coming to a standstill.
A Time player's struggle lies in finding peace with themselves, such that they can enjoy the fruits of their own labor - labor whose rewards only multiply when the cause and methodology become clear.
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 earnestness, which is not always well-received. 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. Their easy-come, easy-go natures make it difficult to focus them towards a goal, and it's easy for them to simply allow themselves to be tossed around by circumstance and the whims of others, or to simply run away from their problems entirely - never confronting their own responsibility or fault for a situation, passing along the blame.
A Breath player's struggle is letting themselves mature - letting themselves take responsibility, and understand that their actions have consequences for others. Only then can their breeze blow in the party's sails, aiming towards victory, breaking through all obstacles to reach it.
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, capable of cutting through to the core of other peoples' interpersonal issues. 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 a nag - desperate to make sure everyone is moving according to their vision, they'll fuss and bother and interfere and boss people around until everyone else gets sick of them. It's easy for them to wind up pariahs of their own making, severing their own ties with others by their efforts to establish them.
A Blood player's challenge is of learning how to turn that empathy and honesty inwards, to calm down and let themselves enjoy the presence of others; only then can they come to know how to build something stronger and better.
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 for those around them, who are reduced to supporting characters in their minds. Craving so much external validation, they're often blind to what would actually make them internally happy.
A Light player's challenge is of coming to terms with their own limited reach, and allowing themselves to shine not for their own desire for importance, but for the betterment of the world in which they live.
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 and reliable personalities on a team. However, this simplistic, feelings-driven approach often leads to complications and unforeseen consequences, and very easily to irrelevance, with which Void is so closely interlinked. A Void player's reliance on emotion and intuition can result in overindulgence of pleasure, to the active detriment of the party's goals or the Void player's self-improvement, leaving them lost and irrelevant, unable to act.
A Void player's challenge is in resisting the call of the Void's temptations, instead dragging the Void behind them, kicking and screaming, to where it can 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 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; this often leads them to seek codependent relationships, hoping somehow that they can find the validation they need externally, not realizing that they're deepening their own fragile self-images.
A Mind player's challenge lies in tempering their natural understanding of karma and justice with kindness and empathy - not just to others, but to themselves, and using that enlightened understanding to lead others forth.
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, and vulnerability often brings with it pain; 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.
A Heart player's challenge is in gaining the confidence to be open with others, to weather the pain of rejection, and let themselves share their gifts, that others may learn to share theirs.
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.
A Life player's challenge is in accepting the merit in taking a pause to consider unpleasant words and alternative viewpoints, in trying to understand the actual problems instead of imposing their own will onto others, so as to better focus their healing energies.
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.
A Doom player's challenge is in rising above the melange of suffering and pain, to grasp personal peace, and to fill their lives, if not with happiness, then with meaning.
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. 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 - usually not particularly well-liked, for their inflexibility, for their lack of empathy, and for their dearth of wit. 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. Setting them on the wrong path, or breaking their Hope in twain, can result in disastrous consequences, as - one way or another - what a Hope player believes in comes true.
A Hope player's challenge is in seeing beyond themselves, letting others help guide their vision to something newer and more beautiful.
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 grasp that their natural inclinations are bothersome to others, 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; 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 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.
A Rage player's challenge is in learning to be authentic and true, and to allow this to release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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I think a big misunderstanding is the power people give Curly to actually change things about the way the pony express operates or could’ve done things on the Tulpar.
We are talking about a company that docks pay for bad synergy despite mandated psych evals that should tell which staff members would work well together, only allots for 5 hours of sleep despite having literally no other tasks to truly do and locks all resources behind the access of one person. The last one is likely to manage resources and make it easier to justify collective punishment and blaming one person for it; someone needs something in “excess” or the captain gives in? It’s all on them your pay is docked. Instant resentment.
It’s insidious how the company works, it’s by design to distract you from coming after them, to force tensions to line their own pockets. With all the restrictions and forced interactions, altercations are bound to happen. 5 hours of sleep a day, limited sources of entertainment, no real tasks… the monotony alone would cause bad cabin fever, mix that with just only one absolute mediator and you get the exact environment that allows shit like in the game to happen.
The idea he could just complain and try to throw his weight around to get them to dig into their pocket for the crews comfort is laughable and misses the predatory and dehumanizing aspect of capitalism the Pony Express represents. Curly was and is still just another asset to them. Being a top show pony doesn’t mean he’s anywhere close to the actual top. He is the top of the working ladder, not whoever’s in corporate, he wouldn’t even be on the bottom step unlike what Jimmy perceives. The resounding recommendations he would get are almost mocking as they throw him out like nothing just like the rest. Being a shitty fucking company, how much do you bet they’d mean anything anyways, especially since he wanted to leave the field all together.
He made a fuss and they didn’t listen, he says he should’ve done more but you can tell he knows it wouldn’t have changed anything. Jobs like this are willing to make a sacrifice if it means even a penny more. Curly makes a bigger fuss they likely would’ve just found an “unrelated” reason to fire him, hired a more pliable guy or, terrifyingly, promoted Jimmy. The company was failing, going to shut down whether anything happened on the ship or not. But knowing that they were shutting down and that everyone, including him, would be out of a job with this being their last paycheck, he had to factor in not destroying the last bit of their financial stabilities combined with every other issue on the vessel and his own. He gets another cryopod or locks and then he has to break to them that they are not only fired but there will be substantial cuts to their paychecks due to the “upgrades” (things that already should’ve been in place on their part) on top of anything else that could be docked along the way.
You can blame him for saying it so early into the trip but then again, if he mentioned it later who’s to say it wouldn’t have been worse? On the capitalism side alone how would people in a galaxy away from home, out of a job and already stir crazy react? Don’t get me started on how Jimmy would have reacted if he realized he only had two days left to fix what would be a very hard to miss “problem” in his head…
I can’t even consider explaining this as devils advocate because it’s just facts of the world we and they live in and factors that heavily affected the situation. People are just so quick to make claims on the ease of the choices when P.E literally makes it hard to choose to do anything but suck it up.
#this is also like a sort of point that while I wanted Curly to do more for Anya I realized he would have to jeaporsiE the crews safety in#some way like if they needed the cryopods one person would be left without one and like it would be curly he’d offer but don’t think any of#them would be happy or feel okay with letting him die over a rapist? he kills Jimmy and now he has to stand trial and be arrested for murder#because it’s not self defense or manslaughter like they could obviously lie but he wouldn’t let them do that in case of a sort of black box#or guilt on their mind specifically with Daisuke who would likely be kept out of the loop not to mention it’s a dead body with a limited#likely recycled air supply so again he’s getting tried for murder and they are down a cryopod#not to mentions again the fact that you need a copilot like I know like aviation law and shit is crazy and like not common knowledge#but you bed a second set of eyes or someone to trade off with so you don’t loose ur concentration or doze and crash#like they don’t just sit their and do nothing like Jimmy probably did some of the time cause Curly likely didn’t want to make him#cause like pissed off and spiteful Jimmy manning the controls even if just helping is not something he wants to deal with and risk their#lives but i digress I genuinely think the biggest flaw of Curly’s in the situation is being a man who could not handle or understand the#emotional gravity of what Anya experienced especially at the hands of someone who he was also#emotonal/mentally mistreated by and wanted to so badly to believe was his friend and improving#like he did not offer her enough or the proper emotional/physical security he could’ve as a captain nor friend but in that it goes right#back to the systems at play that make it so he isn’t meant or supposed to understand so it can’t be perpetuated and blah blah blah how many#times do I have to explain systematic oppression to certain groups in this fandom and it isn’t cut n dry of good guys bad guys and victims#as outliers of the tow categories l#mouthwashing#captain curly#mouthwashing game#curly mouthwashing#the pony express#The Tulpar
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#ok look#1) u gotta deal w the inevitable manspreading. and he'll probably be bleeding or some shit#2) the tense divorced couple + child seat.also i feel like ifrit would bother u bcs she'd get bored asf and would constantly turn around#3) no comment#4) constant passive aggressive beefing#5) no comment#6) no comment....#7) no comment....#8) i personally think elysium is the most annoying man on earth and he would NEED to be talking to somoene the whole time#be it thorns or pray to god you#anyway#arknights#mine#arknights memes#silverash
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RUFIOH PROPAGANDA: Literally everything he has ever done to and about Damara - cheating on her and lying to her for years, seemingly never standing up for her when Meenah was terrorizing her, still chasing her image as a sex object to this day (particularly Aradiabot, who he says acts “just like the real thing”), and calling her his “psycho ex” behind her back constantly while acting nice to her face.
KANKRI PROPAGANDA: Straight up doesn’t think Misogyny is real and denies its existence outright, calling it a meaningless pseudoscience not worth any concern, discussion, or consideration. Slutshames Porrim directly to her face.
#homestuck#homestuck polls#alpha trolls#rufioh nitram#kankri vantas#damara megido#porrim maryam#nekro.txt#my vote is personally on Rufioh since he is more of a danger than Kankri is#both physically and in how his misogyny is expressed#Kankri doesn’t seem like he could survive a physical altercation and his misogyny. while more direct. is also just stupid as fuck#and doesn’t really do much other than annoy Porrim and cause crazy fandom discourse bc the fandom is also full of misogynists#who take him completely at his word for no reason#despite his whole deal being that you shouldn’t listen to him#Rufioh meanwhile is ABSOLUTELY capable of beating my ass in a fight AND he’s exercising his misogyny in very tangible ways#that can will and HAVE caused actual legitimate harm to people in universe#he played a very active role in damaras mental downfall and not only does he still mock and blame her for it#but he has the audacity to be nice to her face shit talk her behind her back and sexually objectify her image#aradiabot is a child and he still targeted her for ‘acting just like the real thing’#way more dangerous than some dumb fucking idiot saying obviously stupid shit imo#like while Kankri’s misogyny is more overt bc he’s practically saying the words ‘I’m a misogynist’ with his whole chest#Rufioh’s misogyny is more *tangible*#you know
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so i got to thinking about the timeline a bit
#dont get me wrong HE DID DO THAT SHIT!!#but like if i personally had to deal with an absolutely unbearable amount of pressure from the us military#while also being intentionally cut off and isolated from my closest friends#and already being a person predisposed to trying to think my way out of everything to the point of doomspiraling into my own brain#while also likely being under an extreme level of surveillance#and my best friend is rapidly dying of a terminal illness#and after JUST GRADUATING COLLEGE#I WOULD ALSO BE DOING SOME CRAZY SHIT!!!!!!!!!!#DO NOT MISTAKE ME. THAT WAS FUCKED. HE DID DO ALL OF THAT SHIT AND IF YOU PRETEND HE DIDN'T I WILL GET MAD#BUT LIKE#JESUS CHRIST!!!#anyway. im a big asukahead. can anyone tell#guilty gear#asuka r kreutz#mouse.txt
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"A dyke, according to geology, is a sheet of magma born in a fracture. Dykes are best understood as the veins of a volcano, coursing hot and varicose toward the surface to erupt. Because of this, dykes are always younger than the body of rock in which they’ve made their home. Born differently than the mother rock, they make their presence known in rebel coloration: black against white, striped against mottled, crystal against sand. Geologists consider dykes intrusive formations, in part because they were formed underground until exposed."
-From Dyke (Geology) by Sabrina Imbler
#Holy fucking shit#I went and looked up some fiction that deals with geology#Like journey to the center of the earth#This popped up and I was immediately sold by the description alone#It's not a long book but I'm on like page 3#And the whole thing is intertwining geology with queerness#And I feel like I'm falling into the exact place I want to be#To bring science and queerness and writing together#Fuck this is so cool#Sdk reads something#Obligatory 'terves get fucked' addition#This book/set of prose poems also grapples with colonialism and dating as an Asian woman#Went and double checked - as a mixed race person who makes a lot of cutting observations on 'yellow people'#Of which they consider themself one at least in this first book of theirs
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Crazy wild shit man
#how are we straight up accepting the emmrich romance lich choice for how it’s written#does anyone feel me#hello???#no one else can see the inherent tragedy in this?#maybe I’m too mort ass pilled but um. trading away your life to escape death is no life at all#and why can’t rook be like. you killed yourself and took yourself away from me and now you have no skin for me to caress and no warmth for#me to share and though it’s still your consciousness you’ve a) gained a perspective I can never ever share and b) you have accepted#outliving me so thoroughly that I will be just a drop in the bucket of your life even if I get another good 50 years out of life.#why can’t I ask him is all this worth it without your heart????!??#why can’t I break it off?!!!???#why do I HAVE to celebrate this choice#emmrich volkarin#dav spoilers#and that’s not even getting into the philosophical questions surrounding fear and what it means to live like.#emmrich… has ocd. and I have no doubt that those fears are truly debilitating (despite this almost never coming up in the narrative)#and essentially this choice is one about how to deal with it. acceptance vs avoidance. and we see no consequences for either!!!#if he chooses to accept this fear as a part of him and work through it WE SHOULD SEE THAT WORK#he should struggle!! and that struggle should lead him towards making peace with that fear#AND!!#if he chooses to escape from that fear— to actively avoid ever resolving it— we should see him struggle with that too!!!!#molding your entire existence around this fear to the point you embody it… where are the emotional consequences for that!?#WHY DO I— AS SOMEONE WHO SUPPOSEDLY LOVES HIM— NOT GET ANY OPPORTUNITY TO PUSH BACK OR ASK SOME TOUGH QUESTIONS?!?#in a game about the tyranny of immortality… we can send our beloved to kill his mortal self to come back as an immortal husk.#and we’re not even allowed to be sad abt it the very next scene is some goofy cartoon shit at the lighthouse where every single person just#immediately accepts this reality and has no issues. not even taash 😭
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Date in the Ghost Zone
@seamistagle
Sorry it took so long, I've cjaged ideas, like, five times along the way because my dating expirience is almost none existant. To make up for that, I decided to write them kissing (i also have no expierience in that) but anyway, I hope you'll like it
“Hi starlight!” a voice rang from her ceiling. At this point, she didn't even startle, too used to Danny's dramatics. Popping out of nowhere, halfway through solid objects was so low on the list of shenanigans that she didn't even respond until she finished a scene of the “Hello, Megan!” episode she was rewatching. That's what he got for not using the door and knocking like civilized humans should.
“Hello sunshine“ She leaned back in her chair and smiled at her boyfriend “What brings you to my humble chamber?”
“You're busy this weekend and it's not a question. We're going on a date” he said, determined and anxious in a way that usually translated to ‘I have an unconventional date idea and I hope you like it’. Her smile widened. She loved Danny's unconventional ideas.
“Sure love, do I need to bring something with me?” She started slowly flying up, careful to not be fast enough to bring Danny's attention to it. He took a moment to consider her question but eventually shook his head.
“I'll get everything ready. Just come to Amity on Saturday morning and let everyone know we will be offline whole weekend”
Her smile got a bit softer. Whole weekend with Danny sounded like a dream, especially after a period when life stuff kept them apart for almost a month.
“Alright,” she just needed to stall a little longer. “Can I make cookies though?“
Just a bit higher, less than two feet.
Danny visibly brightened, looking every bit like an angel from an old painting.
“I'll never say no to your cookies”
“I know,” she said and kissed him. His lips were cold and dry as if he spent just a bit too long on the snow, like always when she made out with him as a ghost. She loved every millisecond of the experience.
Obviously, she also loved when he was human, warm and soft and breathing.
She just adored every bit of her boyfriend, okay?
She let go to take a breath, relishing in a way Danny blushed and spluttered. He was an adorable mess every time she so much as smooched him.
(She said, as if she wasn't exactly the same).
“I love you. See you on Saturday“
“Yeah… See you”
***
Danny carefully stared at M'gann when he phased blindfold off her face. It wasn't as much of a surprise as he wished it could be, there wasn’t many places where could he go to from his house, especially ones that she didn’t see already. But he wanted to give her just this little thing, so he lead her in a little bit further.
She seemed to like it, if his reading of her emotional projection was correct. Apparently he should know it instinctually but he was just tad too alive for the instinct to kick in. From what he knew about M'gann, she liked it. Maybe.
“It's… really green”
Danny blinked. How was he supposed to respond to that?
They both snorted the moment they caught each other's eyes.
“I mean… you warned me but wow–” she said, clearly suppressing out right laughter “–even air is green”
“That's Ghost Zone for you! Green over green with green undertones”
That won him a laugh. Ancients, there weren't many things more beautiful than this laugh and he was willing to do far too much for it.
“Alright, let's go, I have so much to show you. We won't be able to get to Martian sector now, but if you want, we can save more time next–”
“Later. Show me around now, please”
“As you wish”
He grabbed her wrist to lead the way.
***
Danny didn’t stumble when landing on the snow, he didn’t. He just kinda slipped and almost ate dirt or well, ice. M’gann of course was graceful as if she was born in the air. Actually, for all he knew, she could be.
This was not a moment to think about it.
“Welcome to Far Frozen, literally and figuratively the chillest place in the Ghost Zone” he said with a cheeky grin, trying to sound like and overenthusiastic tour guide. They both quite enjoyed when he was in this role.
“This is the Yeti part, right?”
“Exactly! And the main prize goes to- oh!”
Something small and fluffy hit him in the stomach, tiny hands wrapping around him and forcing breath out of his lungs.
“Phantom!”
“Icefang! It’s great to see you kiddo!” he said, hugging little yeti back. “And you guys too!” he yelled, so group running up to them could hear him.
There was something incredibly funny in a fact that there was group of ghost children who treated him as this cool older friend. No way anyone on the living side could ever consider him that.
“Who is that?” one of them asked, pointing at M’gann like there was anyone else they could mean. She smiled and waved at them.
“This is Miss Martian, my girlfriend!” Ancients, they were together for months and being able to call her that still made him giddy “I’m giving her a tour through coolest places in the Realms”
“It’s nice to meet you all, Phantom talked a lot about you”
He wouldn’t say he talked a lot about them, but he certainly mentioned them from time to time… Like the time when he spent half an hour excitedly explaining how Snowstorm managed one fight move he thought them or how Snowdrop made him really cute drawing or… okay, so maybe this counted as a lot.
“Hi, what is girlfriend?” Icefang asked, cocking his head to the side while other kids stopped behind him and also peered curiously.
“Did you say girlfriend?! It’s a special friend with kissing and saying dumb things!” Snowstorm yelled running up to them, clearly winded. Danny hoped they were late because they had to finish dinner or something instead of getting into yet another trouble. They were magnet, really, Fenton Luck wasn’t as bad as- “Like Snowflake and Frost Junior!” nevermind, little shit could be in all the trouble they found. These two were famous among his little group as an embarrassing teen couple and equating him and M’gann to them was an untrue insult, thank you very much.
Kids giggled, because of course they did. Danny rolled his eyes. M’gann seemed to catch enough to realize the weight of the ‘they’re just like Snowflake and Frost Junior’ insult.
“I’d say that Snowstorm is lying but I know you won’t believe me. Sorry I won’t play with you, today I wanted to just walk around with Miss Martian. We will play extra long next time, alright?”
M’gann leaned on him a bit, projecting tiniest bit of playful possessiveness, as if she tried to tell kids ‘mine now’ and barely stopped herself from laughing. Icefang looked up, up, up at her, eyes narrowed and mouth twisted, like she was most hated person in the whole world. Maybe she was actually. From kids perspective she was someone, who was taking away his cool friend.
“We should put her through Trial of Ice” he almost hissed, like it was the worst thing they could do to her. It certainly wasn’t, but he still would prefer to not go through that.
Danny cursed inwardly, because he really should’ve remember about that when he decided to bring M’gann here. It was supposed to be calm pretty date not… that.
There was quiet ping in the back of his mind, a warning that the Mindlink was established.
“Am I supposed to be scared?” she asked, without an ounce of fear.
“You’ve certainly fought harder battles, but they probably won’t leave us alone unless we do it”
“Isn’t Trial of Ice a family thing?”
“Have your family done that?” Snowstorm asked, in this truly condescending way that only preteens managed to access.
“Well, they haven’t met her and they’re human so…”
“You see? We’re picking up their slack. Now, enough yapping, Phantom go over there, to your place”
“We can evacuate if you don’t want to indulge them”
It certainly wouldn’t make kids happy, but he didn’t want to pressure Meg into anything.
“Why would we?”
Well, who was he to disagree with all of them. He walked over to the place Snowstorm pointed.
“How will it look like?” she asked out loud, leaning down a bit to be closer to kids level “It’s probably obvious to you, but I don’t know the rules”
She looked at them like it was genuinely important to her, like it was almost life and death and Danny was once again reminded why he loved this girl so much and that he could and would commit great crimes for her.
Icefang perked up like an overeager puppy. If there was one sure way to buy his favor it was by letting him share his knowledge. Or have cookies, cookies also worked.
“You have to prove your decli- degi- deti-”
“Dedication”
“Right, that, thank you Briarheart, and show that you’re worth being Phantom’s special kissing friend. To do that, you need to get through us and kiss him while we will do all we can to stop you, mostly by throwing stuff at you. You can use your powers but if we hit you ten times you loose and can’t be Phantom’s kissing friend anymore”
“You can’t fly out of the throwing range for more than ten seconds and can’t phase through the ground”
“Alright, I get it. I have one question. One of my powers is that I can move things without touching them, can I just use it to move Phantom to me?”
“No, he has to stay were he is”
“That’s what I thought, thank you”
Snowdrop tugged at small bit of Snowstorm’s fur and started signing rapidly. Danny was learning Yeti Sign Language but it was slow going, mostly because of everything else he had to get done at the same time. But he was learning when he had time! He even understood a few signs! Not enough to actually catch what she was saying but… Yeah, no, he should do better.
“Good point Snowdrop”
“I didn’t see what did she say?”
“You can just say you can’t read yet Icefang. She said that we should put Phantom through Trial of Ice too. It’s always to ways thing”
“Aw, thank you sweetheart”
“We won’t be good for the task though” Briarheart Junior pointed out, always the rational one “Phantom is our friend so we won’t put up good fight against him. Someone else needs to do that”
Yeti kids all started nodding with various levels of enthusiasm. Snowstorm seemed to already think about logistics and candidates since, again, it was Snowstorm, their involvement could only mean chaos.
“Give us two weeks, we’ll be back with candidates by then”
M’gann looked like she tried to hold back laughter. Instead, she nodded and thanked them again. Snowstorm told everyone to move to their positions, with M’gann exactly one hundred twenty three ‘big steps’ away from him. Then Icefang got to use new trick he learned and made wall around Danny. It was less than one feet high, but they really didn’t need anything higher. He was sufficiently praised for it, which made him smile brightly enough to rival the sun.
For all it’s worth, Trial of Ice was pretty boring when he was the prize. Don’t get him wrong, he was proud of the kids whenever they did some trick he thought them and M’gann ‘fighting’ was one of the hottest thing he could imagine, but still. He itched to join.
Or maybe not. He liked what he was seeing. M’gann changed her clothes into something resembling her night suit, just in white and pale blue to better match surroundings. It looked good on her, emphasizing lines of her body and how they changed in the movement, in such way that he couldn’t drag his eye away from her. He didn’t often get the chance to admire her like in action, to look at the way she was in the air, when she evaded attacks, all grace and power and precision. Usually he was right next to her, or if sidelined, too stressed for her life to ever really look.
He could appreciate this chance.
It made him once again wonder how he managed to get someone as amazing to date him. Like, really, how did it happen?!
This train of thought was abandoned when after last refined loop M’gann descended right in front of him. He looked at her face, maybe bordering on staring but how could he not? How could he not stare at her freckles highlighted by the teal blush from all the exercise? How could he not stare at her perfectly shaped lips, now that he knew how they felt against his?
Damn it, he wanted to kiss this girl five minutes ago.
M’gann leaned forward, close enough that puffs of their breaths mixed together.
“You realize I can still hear all of your thoughts?”
He did, actually, not realize that.
“Good thing, I’m not thinking about anything you shouldn’t hear then”
She finally did kiss him after that, though unfortunately it was just a quick smooch (he said as if it didn’t leave him just a little bit brain scrambled for a moment and wait did she use blackberry lip balm? It was hard to tell when their lips barely touched). Then she grabbed his elbow and dragged him up and away before he fully caught up what was going on. Mock noises of disgust turned into open protest when kids realized they were getting away.
Danny and M’gann kinda laughed as they were sprinting away before kids could caught up to them. It took him a moment to calm down enough to scrap whatever he knew about Far Frozen, so he could point them somewhere where they could hide out until kids got distracted (about half an hour at most).
They dipped into some small ice cavern and curled up next to each other, still slightly shaking from giggles. There was enough room to sit straighter and keep personal space but they didn’t want to.
M’gann laid her head on his shoulder.
“This is so weird, you know? Nice, but weird. Like uncanny valley but without uncomfortable part. Or at least not as much of uncomfortable part”
***
M’gann wasn’t sure why she kept talking after Danny hummed with small projection of curiosity. It would probably just sour the mood, but it was maybe a little too late now that she started.
“It’s just… you know, it’s all so similar to M’arzz. Which is great! Don’t get me wrong, I loved it! I missed it, even if I didn’t realize it! But you know, it not the same,” her voice broke a bit, and she felt an arm circling her back. She took a moment to gather herself “They were all so emotive and loud, I almost started reading their minds because it couldn’t not be deliberate. But it was. Kids didn’t look to different from my peers back home, I could certainly imagine them playing with shape-shifting and testing this type of form for longer time. It’s colder than Earth but too cold to actually be M’arzz. Everything is going on above the ground which isn’t dangerous here but I was raised knowing it was not safe. We also have this thing about proving our worth but it’s with heat instead of ice and right before the wedding instead of right from the get go. It’s all just kinda itching.”
“Oh.”
“Yeah”
“Um, sorry. I haven’t thought about it. I should. Do you want to go back? We can chill in Amity if you want to. Or, you know do something else on the living side”
“No, no, no it’s fine, I like it. It’s nice. It’s familiar, but in a good way. There isn’t really a way for me to just go back and it’s nice to have it even if a little bit”
Danny shifted a bit, as if he tried to look at her, but she kept her face buried in is arm. She shouldn’t have said anything. She should’ve swallowed nostalgia and just keep going. It was such a great time before too.
There was nudge at her mind, clearly deliberate even if clumsy. Absolutely incomprehensible, like Martian’s babies and toddlers did it.
Another nudge, more defined but still unable to carry any ideas more sophisticated than vague invitation to connect.
“Danny?”
“Do you want to talk telepathically? To make it better?”
Oh. Oh.
“Sure. Thank you,” she took a deep breath, trying to collect herself once again “Are you trying to make me cry today? You’re lucky I don’t wear make-up or it would be all ruined”
“You would be stunning anyway. I don’t think there is anything you could do to not be, let’s be honest”
“And now you’re trying to sweeten me up, you dork” She roughly dried her eyes against his suit. It’s absolutely useless to this purpose but she wanted to hide for a bit longer.
“I am not sweetening anyone up, it would have to be untrue for it to be that’
“Oh shut up”
“Never~”
“It’s not even my true form”
“M’gann, Meg, my starlight and love of my Afterlife. When I saw your true form I was so enamored my brain ceased higher functions. I watched ‘Hello, Megan!’ because you liked it, but the main character was just… kinda meh in terms of looks. Do you understand? I think you’re beautiful because it’s you, not because of anything else. No matter what form you’d choose to be in, I’ll love it and want to be as close to you as you’ll let me”
M’gann finally raised her head and with small startle she realized that between their faces were only inches. There was still small blush on his cheeks and his eyes were almost hipnotizing, with the way they focused on her like she was only thing that mattered. His hair was ruffled from wind, just asking to run finger through it. Once again their puffing breaths were mixing but this time they were alone. They could savor it, they could-
“Great One? I was informed you came with your suitor?”
Of course. They couldn’t even kiss in peace.
Thankfully, encounter with Frostbite, even if awkward, was quite short. She didn’t have anything against the yeti, really, she couldn’t even begin to tell how much she appreciated help he extended to Danny but still…
It was not the type of moment she wanted to be interrupted on.
Thankfully older ghost caught it, despite both of them trying to be subtle, and didn’t seem to be too angry about it, so soon they were on their merry way to ‘'one more place’ Danny wanted to show her.
He even brought back up the blindfold, which made her stomach do funny things. She was excited to see what Danny wanted to show her, but also…
There was something really intimate about flying blind, not in a way even their deepest kisses were, but in the absolute trust she had to have in him. In the Ghost Zone she couldn’t even navigate with her telekinesis and telepathy like she could try on the living side. In the Ghost Zone, she had just Danny, and this made something as simple as getting off the ground, into the air all more electrifying in the way that would be almost scary, if she was with anyone else.
She got a little worried when instead of lightly holding her wrist like he did before, Danny caught both of her hands and grasped her like he didn’t plan to let go for the rest of eternity.
“Do you trust me?”
“Of course”
And then they were off, faster than she’d ever dare when blind, faster than they usually did, faster than they sometimes went when racing even. Danny kept her close, practically clinging.
Then they were falling and twisting and turning like on some crazy roller coaster and it was breathtaking in both best and worst ways because they were close and it was exciting but she had no idea where they were going or when were they going to turn. Her stomach was doing funny things. Actually, she liked that. She liked that a lot. Especially when Danny slowed down a bit and brought her to his chest before kicking off again.
This was electrifying.
She let out a little yelp when they stopped abruptly and gently landed on the snow. For a long moment they both just stood, panting with soft giggles, getting of off adrenaline high.
***
Danny’s breath caught in his throat again when M’gann grasped sides of his face. It was a bit clumsy, with fingers getting on his mouth and ear but it just made it all more… more.
After few months in relationships he should probably get better at handling all the times she did things like that. As it was, he was barely able to focus on anything other than fingers in his hair and cold hands on his cheeks.
“It was amazing”
He shuddered when she whispered in his mind. It used to terrify him beyond belief, the idea that someone could hear all his thoughts, could touch his very being, made him rebel on the most instinctual level. Now, when M’gann did it, when by just being next to him she rewrote his brain to associate her with mind-reading, it was intoxicating.
“I know, you’re welcome” he managed to stuttered.
She leaned closer, obviously aiming for his mouth and it took all of his will to not meet her midway. They stayed just close, with Danny’s eyes fluttering each time warm puff of air hit them.
“Never do it again”
Instead of answering, he put his hands between her shoulder blades to bring her closer, reached up to cross the remaining distance and kissed her.
Oh, it was definitely blackberry lip balm. He loved it. He loved it all so much.
He loved the way her lips felt brushing against his, cold and smooth despite the time they spent in cold. He loved the way he could almost feel her heartbeat, pressed slightly above his own heart, how he could hear it above his own blood rushing in his ears, faster that it was when they were flying moments ago. He loved the way her hand moved through his hair to press against the back of his head, a wordless command to get closer. He happily complied, adjusting slightly and almost locking on her closed mouth. One of his hands moved lower as he rammed forward, kissing her with enough fervor that she had to arch back a bit. Like that he couldn’t reach her without climbing to his tiptoes, but he didn’t mind.
Her mouth opened slightly, so he took invitation for what it was and started to devour what she had. As he was, draped across M’gann’s chest, with her hands barely holding on his neck, her lips against his and her tongue brushing against his teeth, the whole world could disappear and he couldn’t be bothered. Being this close, with her, was all that mattered and all that could fill his brain.
It got sloppy, when hand laid on the small of his back, full body shiver making their teeth clank. Before he got himself at least a little bit together other hand appeared in his hair. It yanked him back on just the right side of painful, while the arm around his waist pressed him forward and all at once he couldn’t find his footing, bend back so much that if his hand didn’t grasp the edge of M’gann’s cape they could probably touch the ground. Other one by miracle stayed on her neck.
He was fully at her mercy and there was nowhere he could rather be, hanging in her arms all nice and docile. He was stuck in almost addicting cycle of telepathic projection of his excited-eager-confident and M’gann's giddy-greedy-restless response and how it made him all fervent-dizzy-thrilled and how much he could feel it, how intimate this type of closeness was, how kiss dissolved whatever it was that made sensing emotions so much harder and more muted at any other time.
He let himself be handled and adjusted sometimes grasping her hair when he felt too much, in the best way he could imagine, but frankly he forgot about everything else after that.
They had to let go at some point, to catch breath if nothing else but they stayed close. Close enough that he could smell the lip balm that by now was probably mostly on him. Close enough that their noses would touch if they turned their heads just right. Close enough that he could count her freckles and connect them into little constellations, as if her skin was map of the space that gave her to him.
It wasn’t rare, for them to be this close, but it never changed the fact, that when he caught her eyes, half closed but striking, sparkling in the cold blue-green light in the way that was almost iridescent, he couldn’t help but think he wouldn’t be mad to get lost in them. He wouldn’t be mad to be trapped forever, like mosquito in amber with which her eyes shared color.
“Okay, you can do that again”
He needed a long moment to realize why that would ever be in question or what she was referencing, or were they were and what they were doing before. By the time he scrambled his brain again, M’gann’s eyes were closed and she was going for another kiss. He tilted her by the chin just slightly away, because they came there for a reason and he wanted to fulfill said reason before he totally forgot.
M’gann looked back at him, slightly dazed, straightening just a bit. She brought him with her, so his position was just a touch less parallel to the ground, which was also nice.
“I have nothing against round to but before that, I wanted to show you something”
He waited for a moment until she full caught what he was saying. It was overwhelmingly exhilarating to see that she was affected by it just as much as he was. When she nodded, he turned her chin to the left, slowly so she could fully admire the view.
He didn’t turn. He knew what she could see, the breathtaking spectacle of Far Frozen, the wonderful mix of futuristic and traditional, shining in the Ghost Zone’s lights like under aurora. He knew this view well.
Arms around him went almost lax, so he slipped and fell on the snow. He could catch himself or stay were he was, close enough to smell her ever changing shampoo, but he preferred it that way.
“Oh… it’s… It’s beautiful”
He propped himself up on his hands and looked up at her, at the curves of her face and shape of her nose and the little scar she could shape-shift away but just didn’t want to. He looked at her hair, the way her red contrasted with Zone’s ambient green and snow’s reflected cold white and how disheveled it was from flight and the kiss and he wasn’t sure if he wanted to brush his fingers through them until they were neat again or ruffle them even more during another kiss.
He looked the golden clasp of her cape, slightly greener ever since they learned he could be summoned and figured out how to make M’gann always have this chance. He looked at the red ribbons crossing on her chest, only thing she kept from her ‘true’ form, only symbol she let herself keep from the home she could both hate and miss. He looked at her fingers, covered in freckles like the rest of her, short and slender, grasping at the improvised railing now that they weren’t holding him. He looked at the way her back curved as she leaned forward to see better. He looked back at her face, at her slightly opened lips and wide opened eyes and her raised eyebrows. He looked at her open, almost child like delight over something he, at this point, seen as almost mundane.
“Yeah, beautiful”
#dpxdc#dp x dc#dc x dp#dcxdp#danny fenton/m'gann m'orzz#anyway i think Trial of Ice officially is more of a 'right before marriage/some other formal signifier of relationship' type of deal#that's preplanned and scheduled and shit#but kids got excited#and don't understand the concept of “you don't have to end up with the first person you fall in love with”#M'gann acidentally finished off correctly because Trial is supposed to work as this symbolic more than any real trial of fighting prowess#you're taking away member of our family to-#- make them your own#but kids did get it correctly that it's gender inclusive and both parties have to fight for each other#Snowdrop decided not get involved in fighting and instead made cut little ice crowns for both Danny and M'gann#she was really offended when they didn't stick around long enough to actually get it#she forgave them by the time they came back but acted like she didn't until they apologized a lot and gave her human cookies#she likes human cookies#anyway#spearmint ship#(almost) New Years fic special#part four#wandixx writes#have a nice day dear stranger who got to this part
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the one #veilguardcritical opinion i can never get behind is that it would be better if the inquisitor was the protagonist... everyone would be mad about mischaracterisation and it would be even more of a solavellan wankfest than it already is lbr
#rook isnt a good protagonist but it's not the concept that's the problem...#i personally can deal with mary being ooc because. well. what did i expect#but some of the shit they did with an inquisitor who vowed to stop solas going 'cant we reason with him 🥺' annoyed me so bad#imagine an ENTIRE game of that
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btw tw for talking about abuse
I've seen a lot online about how the game never mentions Caterina's abuse of Lucanis while he was growing up (being beaten and starved, which is mentioned in the Wigmaker Job) and I think there's a small mention to it if you're a crow (when asked, he says it was torture training under the first talon and that he resented her for a long time)
And while I do think part of the reason why this isn't brought up is just due to how sanitized this game is when it comes to the crows, I think I do understand why in world wise it's not possible to just be like hey lucanis, fuck your grandma.
It's really hard, loving someone who hurts you. Because you know they're hurting you and yet, you still love them. It's even harder when they're family.
Because its not like Lucanis doesn't know that she hurt him. He says so himself - he hated her, he resented her, and althought I do think him 'justifying' it by saying that at least it prepared him for the life of a crow, at least he still admits that it happened.
But the thing is that despite all this shit, she's still his grandmother. And like, yes, blood shouldn't excuse justifing this behaviour, I feel like it's cultural. Idk how spain or italy works when it comes to family, but here in brazil, you'll hear so many stories of physical abuse happening in families, and its still a situation like Lucanis - i hate them, i resent them, i love them, they're my family.
It's a...complicated situation and I think Lucanis's situation is made worst by the fact that he only has two family members alive and that he cannot let go of.
She beat him, she starved him, he hated and resented her, and he was afraid of dissapointing her, even if in her eyes, i don't think he could. I mean, he comes back an abomination and she still tenderly says 'my poor boy' when you rescue her in the Villa.
All in all...it's tought and I think that it would not be Rook's place to suddenly make Lucanis want to kill his grandma bc he wouldn't. Sorting out those feelings is something he has to do himself, and i'l almost glad the game doesn't make rook do a therapy session with him to talk about it.
#its complicated ok#i've just been thinking a lot about this#bc of my relationship with my mom#and coming to terms that i may be experiencing verbal abuse from her#and the very complex feelings i have in regards to her#so i kinda understand where lucanis comes from?#and why its not adressed in game#this is something lucanis has already come to terms with#there's not a lot you can do about it#maybe after caterina died he would think about it#but its not something that can just be 'solved'#in fact i think if caterina straight up died it would be worst#at least with her alive he could have some time to like fucking properly deal with these feelings#idk i'm not defending caterina#i'm just saying its complicated#idk i just see some posts about 'making lucanis realize all the shit caterina did and go kill her'#and i'm like idk if that would do anything for him#btw don't come for me this is a complicated topic and i did my best to express myself in the wretched language that is english#and when i talk about the cultural part#its bc more than once here you'll have people “brush off” that their parents did those things to them#bc its like...'its been so long and its made into the person i am today and there's not much point in dwelling on it'#it may not be the healthiest thing ever#but sometimes its what you have#sometimes you can't think about it too much if you just want to get on with your day#sometimes its does it even fucking matter its so in the past now#anyways#tw talk of abuse#again DON'T COME FOR ME#lucanis dellamorte
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So I've already shared parts of this on a discord server, but I have to scream about Ketheric Thorm on here as well. Obviously spoilers about the character under the cut! It's a long one.
The entirety of act 2 is about him, right? Jaheira, Shadowheart and numerous other NPCs shit on him for his fickle faith. First Selune, then Shar, then, as we meet him, Myrkul. You hear about his changes of faith on a whim, you hear that he's the person responsible for the shadow curse, he is painted as a villain, plain and simple.
You can figure it out pretty early on that Isobel was resurrected and that she is his daughter; the detail as well that he wants Isobel alive is so on the nose, it gives him away completely but there are still a few questions that remain unanswered, mainly about his faith.
And then you get to the mausoleum and the picture assembles; this entire tragedy, the death of hundreds if not thousands and the complete ruination of a landscape was all, ALL because you had this absolutely wrenched, heartbroken father who had lost everything and nobody answered his grief. He was left woefully alone, the Goddess whose daughter his daughter was involved with did nothing to save Isobel.
Imagine outliving your wife and your daughter. Imagine dedicating your life to fight the Lady of Loss, your Lady of Silver's enemy, and then be left so completely alone and in silence with your grief, with your loss. It's so, so poetic how and why he turned from Selune, and it's so understandable as well; he broke. His spirit completely broke. He couldn't deal with that void of having lost the only two important people in his life, seemingly undeservedly so. He was going mad with this and a lot of his ire was likely targeted at Aylin who, in his eye, represented Selune; she's literally her daughter, after all, and it was implied that even before the deaths of his family, he sort of saw Aylin courting Isobel as Selune taking his daughter from him, despite his service. This relationship was clearly not seen by him as a boon of "giving his daughter to the Moon-maiden".
His ways in the past clearly didn't spare him from tragedy and having to cope with it (which he clearly didn't, he snapped under the weight of his grief). He was clearly angry and unable to do anything, furious and helpless, which is a dangerous combination. A good part of his first change of heart must have been fuelled by a sense of revenge.
But then Shar didn't provide any balm to his aching heart either. If you read his letters in Grymforge and in act 2, he is so focused on enacting the will of Shar because he believes that healing lies in oblivion. Everything would be easier if he could just forget, if the damn world could just forget, if nothing was remembered because without Melodia and Isobel, nothing was worth remembering.
Then came Myrkul. Literally the only god who was not only able, but WILLING to give back his daughter to him. Imagine spending your all, EVERYTHING you have to serve two gods who would not give a single shit about the greatest suffering in your life. You were basically nothing, your loyalty didn't matter for shit, everything that was taken from you amounted to no recognition whatsoever: you should simply cope and seethe. Your grief will not simply go unanswered (which is not inherently antagonising) but ignored.
And then comes this supposedly evil entity who can alleviate your pain just like that, snap of a finger and it's a done deal.
I am so serious when I say that I believe Ketheric's main incentive was to extend Aylin's immortality to Isobel as well. You can read in her diary that she feels a taint after having came back, and there are things not even Selune can cleanse, but at this point, Ketheric doesn't care about Selune, vengeance is secondary if not tertiary, he's done that war during his Shar years and what did it give him? Literally nothing.
He doesn't even care about the fact that Isobel is still her cleric. He cares about the single most important fact: Isobel is back. Life is worth living again, there is something for him, and it was not Selune or Shar who gave it to him but Myrkul, and for this singular gift, he would raze the world for the Lord of Bones. Like people can clown on him for being disloyal but the man has the loyalty of a dog bonded to its owner.
He is powerful and is willing to go to insane lengths for crumbs. What is raising a single life for a god? Nothing. It has happened and it will happen again. But Ketheric will go to the ends of the earth to serve the single god who actually listened to him. The one god who didn't ignore him.
He knows that what he does is not the morally upright thing! He is so insanely self-aware that allying with Orin and Gortash and doing this entire plot with them only to then betray them is morally reprehensible at the best of times, he knows that people hate him, etc-etc. He was a Selunite at one point and he's not stupid. He just doesn't care; it could be literal Asmodeus and he wouldn't care as long as he got what he wanted, no matter the price.
He is probably the only one from the three of the chosen who has complete clarity over his situation, he almost sways (if you pass the check during his confrontation), he is not an inherently evil man blinded by power.
But he is inherently loyal to those deserving, and as of the story's standing, completely broken by his grief. In his eyes, at this point, the only one deserving loyalty is the one who actually listened to him. Isobel lives. It doesn't matter that she hates him, that his entire life has fallen apart, that literally nothing else that is good has come of it, because Isobel lives.
I don't think he regrets a single thing. His consciousness might tear at him at the end, but I believe he would do everything over again, exactly as he did, because in the end, his daughter was brought back. Because what would a grieving, broken parent give to bring back their child? Everything. Absolutely everything. And it's such a simply given answer, no second thoughts, no doubts.
Nobody can tell me that this man is fickle. Nobody. This man was willing to burn the world to the ground, create a Boudica destruction layer all by himself for the one single thing he wanted. For any God that would listen.
I don't know, I just have a lot of thoughts about his character.
#bg3#baldur's gate 3#ketheric thorm#and I also have a lot of thoughts of how Aylin foils him#I fully believe that he was in the right in the capacity that he switched around his gods when he was literally ignored despite his life's#work. despite all that he has given. I think it's reasonable to expect in the world of gods who actively meddle in mortal affairs on their#whims and make shit worse that in just one single case they would. idk. NOT expect one of their devotees to remain blindly loyal to them#after their prayers go unanswered. like yes; go and try your luck elsewhere because this devotion of yours is clearly being taken for#granted. you get NOTHING out of your worship. you can't even sleep well because your loved ones are dead and you are expected to just what?#deal with it on your own? and remain loyal? why?#some sense of 'honour'?#I really like this depiction of faith actually. I really like when clerics and paladins are given agency and critical thought that hey!#this is actually giving me nothing despite me dedicating my entire life to it! and I have only one of it so why not take it somewhere where#it's actually valued. you know. as a treat.#I *personally* much more prefer this depiction of a crisis of faith than what we got with Shadowheart or Lae'zel; their stories are very#interesting on their own but I think throwing yourself from one end to the other not because you actually have a goal that it could serve#but because you are desperate for a purpose#is a slightly less potent character narrative than having an actual goal yourself. not by much but by a little.#again#PERSONALLY
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Something I realized (which was obvious to me subconsciously) is that... The family that vehemently didn't accept me when I first came out but now do accept me are still the same family that I am most unwilling to be open about things I feel protective over.
I remember that my dad reacted so poorly, not to my coming out, but to my transition specifically that my therapist was the one to ask if I wanted to put it on my file that I wanted nothing to ever be shared with him about my health after I broke down multiple times due to my anxiety that I would never transition. While there are and were protections for me, I was incredibly fearful at the time because I was a minor, and I was so worried that he would have prevented my transition that I couldn't have said for certain what (if any) lengths he would have gone to to prevent that.
He's grown a lot as a person, and made some commendable strides. But he didn't find out from me when I medically transitioned the second I turned eighteen, and I think that's among the things that truly made him realize the scope of the issue.
I'm not here to guilt trip parents, guardians, or other members responsible for the care of the children or teens or young adults in their care.... but this is a cautionary tale. You aren't saving the people in your care when you do this, you simply reinforce an idea that you will never care for them, never want them as they are, would rather them be shoved away.
When you give people reasons to be secretive, they will behave secretively. When you give people reasons to doubt their safety around you, they will become sneaky, defensive, and withdrawn. When you give people reasons to doubt that you value their life, they will believe that you don't care if they live or not.
#queer#lgbt#lgbtq#ally advice#transphobia#transphobia tw#i always feel the need to preface that i have a rebuilt relationship with my dad specifically...#...but that my experiences with them have served to me in many ways to illustrate... well... what NOT to do if you are in his situation#i do still grieve that my relationship with him looks very scarred and that it took a long time to get to where he is now#but i recognize that in many ways this is a product of the world and culture we live in and that he lived in#in a world he grew up gay was used as a slur. would i expect that trans people would be treated better?#and he was responsible for how he reacted but also... it's nuanced as to why he reacted so poorly#and i want people to AVOID being like he did if they EVER want a decent relationship with the other person#i want this to be a cautionary tale and that my ending is unique. not all of us are even ABLE to repair a relationship that was THAT broken#some of us die trying. some of us never get closure. some of us are in active danger because of those reactions#and that's the more common reality i have found. most other queer people have no-contact with families who pulled the shit my dad had...#...and that's - frankly - a good idea in 99.9% of cases. i will never judge someone for the way they go about dealing with that#i'm just emphasizing that i am unique in the sense that i was able to somewhat repair that
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My mental health dipped significantly last night. Time to look at VAT7K content to generate serotonin and get me though my maladaptive daydreaming and dissociation.
People please send me your wildest headcanons, hot takes, or just tell me your favorite Tangled or VAT7K character and why.
#vat7k#*holds out hand like a beggar*#Please kind traveler would you give this poor woman your hot takes?#tangled the series#ill also take some fic recommendations#varian#hugo rottewange#varigo#maybe i should offer my own headcanons hot takes and fav character#headcanon: Hugo cuts Varian's hair once they become friends and continues to be his personal barber after their journey's end.#at some point in their trip Varian's hair just gets too long and in his way and Hugo catches him about to chop it off but stops him#Hugo offers to trim it and Varian isnt sure because hes not the biggest fan of Hugos undercut but allows it#Hot take: despite being the youngest in the group Yong is the most self actualized.#sure he accidentally causes explosions but hes true to himself and accepts his shortcommings without letting them hold him back#Favorite character: Hugo Rottewange#he's the moment he's an icon#but best of all he's a little shit#what can i say? i like blond bad boys that are just dealing with the trauma of being raised by adults using then for their own gain#and end up having their on realization of what friendship is how their importance is not tied to their usefulness#and fall in love with a dark haired character that teaches them to be more honest with themselves#*puts Hugo and Hunter from TOH away in my box of favorite characters*
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"women need to be meaner! Men shouldn't dictate a girls boundaries"
You couldn't handle Connie Maheswaran setting healthy (and much-needed) boundaries with her best friend. You freaking called her toxic and abusive. While season 3 of Amphibia is a hot mess Sasha Waybright being upset with Marcy isn't the problem! It makes sense she'd be pissed that she found out her friend borderline kidnapped her! Even if she can be read as kind of hypocritical, I think she has every reason to be upset! She's like what 14 at the oldest? In a terrifying situation?
It's always "set healthy boundaries" until they set boundaries with your favorite baby and don't spend 100% of their time supporting them/don't forgive their friends for their actions that hurt others
I'm sorry that Steven is your woobie child and Marcy is your comfort character but Connie and Sasha have a right to their feelings and a right to focus on their needs! It's always 'don't feel guilty about focusing on your needs' except not really because apparently focusing on yourself is actually selfish and it's morally wrong to feel certain ways about people! Connie isn't toxic- she acted really mature about the whole situation and while Sasha definitely is toxic- I think she has the right to be mad her friend borderline kidnapped her and broke her trust.
I am a firm believer in setting healthy boundaries and never letting anyone decide your boundaries for you especially when it comes to being supportive. Even if the person you are helping is a good person going through a rough patch you should still have boundaries with them- you can be supportive if you want but you should be your main priority in the need and as callous as it sounds it's not mandatory to give support to everyone especially if your being worn thin
#steven universe#connie maheswaran#amphibia#sasha waybright#I have my issues with both of these shows but these takes are cold#“Everyone has a right to feel upset or angry even if its over something dumb or hypocritical or something they've done to themselves”#And then y'all got mad at sasha#“we need to teach kids to have healthy boundaries”#You called a 12 year old toxic for needing a break from a stressful friendship#apparently Connie has to manage her future boyfriend's emotional state to be a good person#apparently sasha can't be mad she got kidnapped because she was emotionally abusive and 'brought it on herself' with her toxicity#-she's a freaking middle schooler with a bad homelife- how the hell does that translate to her deserving this shit?#don't get me started on the atla fandom#Zuko has to drop everything in his life to help his little sister even though he's not equipped for that shit at all and she tried to-#-murder him#Whether or not you think Azula should be redeemed- Zuko should not have to be her therapist- he's her brother she traumatized him and she -#needs actual help with like a therapist- not a perfectly forgiving older brother that will put up with her bullshit endlessly#but I wanted to focus on how people tend to be pissed at girls for having boundaries and not being cool team moms/sisters with everyone#god forbid women want space#heck i get mad at Yang from RWBY a lot but her not always being there for Ruby is a dumb complaint#'she ditched RWBY on her first day and didn't reply I love you back after Ruby woke up from a coma! what a bad big sister!'#NVM that yang and ruby could've ended up on separate teams and she can't coddle her forever/has friends and hobbies outside of being her-#-sister#never mind yang was still dealing with intense amounts of trauma#like a lot of RWDE takes actually hold some water but this one is so stupid#RWBY#Anti-RWDE I guess even though I think some people would count me as a RWDE#yang xiao long#ruby rose rwby#i swear to god
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I would love for the party to see Mal, I think it would be fascinating to have them see Siffrin's saddness in full bloom. The voice mimicry, the almost perfect copy, the horrid things spilling from its mouth... I think it would be interesting <3
#Isat#Isat spoilers#isat mal du pays#I JUST THINK. IT WOULD BE FUN.#Like that's some deep personal oh holy shit Siffrin thinks this stuff kind of deal#Imagine it!! Imagine the reactions!!#Personally I think it would be best if Siffrin wasn't there to mitigate and deflect some of the um. Bad stuff :3#And I do think they could hurt Mal... Even if Mal was immune to the damage Siffrin was dealing#I think the party COULD THEORETICALLY hurt it but. I don't think they'd try??#I'm a big fan of all things terrible and being forced to reckon with someone else's mental illness#Specifically if it has to do with YOU in some way
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