#a cunning word
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"Smeems says he keeps himself to himself. He says he thinks the boy is cunning."
"Oh, good," said Vetinari, still seeming to find something totally engrossing in the layout of playing pieces.
"Good?"
"We need cunning people in Ankh-Morpork. We have a Street of Cunning Artificers, do we not?"
"Well, yes, but--"
"Ah, then it is context that has power," said Vetinari, turning around with a look of unmasked delight. "Did I say that I am a politician? Cunning: artful, sly, deceptive, shrewd, astute, cute, on the ball, and, indeed, arch. A word for any praise and every prejudice. Cunning...is a cunning word."
Terry Pratchett, Unseen Academicals
#havelock vetinari#mustrum ridcully#nutt#natchbull smeems#unseen academicals#discworld#terry pratchett#character description#self awareness#cunning#intelligence#politics#word games#word play#semantics#definitions#etymology#context#street of cunning artificers#any praise and every prejudice#a cunning word
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never let it be said that shen yuan doesnt fight for his man with bloody teeth
he started off already risking being sent back to his dead body to protect baby binghe the best he could on his first meeting and then continued to do so once the ooc shackles came off, made sure he felt loved and safe and at home on cqm, gave him every advantage he could think of (and then wondered why binghe got out of the abyss 2 yrs early, honey...), but bc those scum villain blinders were on so tight, he doesnt accept that he (the man shen yuan inside the character shen qingqiu) can change his own path enough to not be killed, and plans his own death accordingly bc he wont ever fight against binghe again if he can help it, i just...
this man loves binghe so much that he couldnt even conceive of a world in which binghe loves him back - and thats not just the comphet olympics in his brain talking, sy genuinely believes he's unlovable and only maybe sort of likeable by his fellow peak lords, and part of that comes from being forced into a scum villains role and not knowing the bigger picture behind sqq's actions (not even touching on how sy barely saw the entire cast of pidw as people until binghe actually looked hurt to him), but the rest was already preprogrammed before he transmigrated, and i want to know who hurt him so bad - bc all sy could imagine is that the whole world should love binghe, bc thats howmuch sy loves him the story is supposed to go, but all he could imagine for himself was gratitude at best and his demise at worst, until the very moment that it becomes clear that lbh has done everything, fucking EVERYTHING, to get sqq to love him back and i just SCREAMS
i cant imagine that sy would just let binghe go if he should ever decide to love someone else, the possession goes both ways with these two, and sy would fight tooth and nail to keep binghe for himself
#svsss#bingqiu#ur honor in unwell about these men#what im saying is i want more content of sy going absolutely feral over lbh being in distress#i want to see sy tearing entire civilizations down for daring to not love his binghe#someone mentions that lord luo is looking at adding more consorts to his castle and sy loses his entire shit about it#confronting lbh the only way he knows how with cold cunning and strategic marriages of those rumored beauties to someone else in the court#before saying some shit equivalent to 'i dont want to share you' but in sqq-ese to lbh#listen im promise ill get back to hatman au eventually but this has been digging at my brain for a week straight now#any world where sqq even gets a WHIFF of lbh suddenly showing him slightly less affection is not a world he will abide by#will he actually use his words to say so? no cuz theres no plausible deniability that way#but will he take action about it??? oh with spiteful glee
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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Keep your fangs sharp, and your cash hidden 🐺🪙
#reverse1999#reverse 1999#r1999#reverse 1999 fanart#r1999 fanart#pavia reverse 1999#centurion reverse 1999#i present thee the crime duo#Pavirion#can be seen as romantic or platonic#this is my blog so this leans in a 100% shipping territory#what can i say i like equally sly and cunning people together who also enjoy a gamble with life (symbolistically; if thats even a word)#the 2nd image is pavia being a 'guard dog' to centurion mostly because if you remember the daily logins our girl bankrupted 3 casinos lol#he's just there to ensure she doesn't get banned#no not to stop her from going too far btw#he's supportive over her swindling everyone out of their cash#and if things go awry he'll enjoy a slaughter party while she's just basking in her riches in the background-#^which btw was originally going to be a comic before i got burnout from college so yeah#p.s if you made it this far in my rambles; have a cookie#p.p.s i chose the joker card for its symbolism#(sobs i dont have centurion's skin busy being broke-)
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Born For It | Kyle "Gaz" Garrick
Enter: Rich-boy!Gaz who was never born into wealth, but rather, born for it.
Thankfully, his blagging skills were never subpar, as convincing the wealthiest blonde bimbo at a conference in Fort Lauderdale would have proved tricky had he not mastered the art of running his delicious mouth. It was, in his own words, piss-easy to convince the woman he was 'in love with' that he was, in fact, a very well-off, well-known auditor for numerous major tech companies, and he was, additionally, all too talented at forging the paperwork for a 2024 Kia Stonic in cerulean blue – that certainly did not cost him a month's worth of groceries to rent for two weeks – to prove that it was truly all his. And, goodness, thank the creator that his father was so devoted to owning three gorgeous, pin-striped Italian suits before he passed, otherwise he would have nothing prim and proper to wear on their first, second, third, fourth, and fifth dates! Well, before he devoured her on her velvet couch and stole her hand in marriage, of course.
Naturally, he takes to the role of pompous, spoilt, entitled husband like a moth to a flame, as he has an inordinate ability to stretch the truth with his long Ralph Lauren fleeces tucked at the elbows, VVS diamond-studded watches, and tinted Versace sunglasses.
Oh, but don't be fooled by the crass social act: the man knows a con artist when he sees one.
He doesn't spend long at the country club with a glass of red in hand, talking to Brian and James and Marcus and their wives Tiffany, Tiffany 2, and Tiffany 2.5, respectively, about the recent tax evasion scandal from Johnsons and Co. (and how they all might do it better without getting caught) before he spots you across the outdoor pool on a sun chair: the young, recently wed beauty with ample time left on your wrist to be doing anything with your life other than seduce poor, geriatric, twice-divorcée, once-widowed, thrice-Viagra'd Mr. Shepherd – or, more crucially – the vast riches he carries in those flabby jowls of his, just ripe enough for the taking as soon as that weak heart of his drops him dead in the shower on a cold Tuesday morning, months later.
It's a shame, really, that the old dog didn't put his conversation skills into the will, because it takes Kyle no more than three minutes of ogling to read the smudged guilt and lost desire on your face, and poses, to you, over a kiss on the knuckles and a well-timed whisper into your ear, the question of joining him one day for lunch in his large, supersized, monstrous mansion that hardly gets used by his married-to-her-work-first wife who, herself, would never think of Kyle wishing to screw another woman on the weekends to entertain himself in such a lonely... drab... suburb.
It does perplex you a little a first, especially when you aren't certain why he wants you of all the women at the country club, when every wife, waitress and pool girl would burst open their bras and dangle their naked breasts in his face at just a chance of that silver tongue on their bodies, because he's simply that irresistible.
Not only because he knows your golden secret to greed, and has been known to – again – run that scrumptious mouth of his to anyone he can throw under the bus for another grand or two, but because it's clear to anyone that dear-old Shepherd's cock does nothing for a pretty pussy like yours, and you desperately need to cream over his thick, severing, thigh-splitting one until you cum, to make up for all the flab he wiggles in and around your folds at nine in the evening before he conks out in his silk pyjamas – he has to wake up early to catch the morning run of his favourite radio show, don't you remember?
Though, you do agree that he is irresistible. In fact, you have to.
And you wouldn't tell on Kyle even if you could, even if he didn't have his wife's lawyer on speed-dial, due to that legally-binding, twenty-three page contract locked within a safe in your makeup drawer which clearly states that anything of yours from the inheritence – whenever your old biddie shoots the gun, kicks the bucket or collects his final paycheck, that is – is automatically his, too, as well as the properties in Toulouse, the estate in Dubai, the stocks and shares in Google and Facebook that only ever seem to be going up... oh, and that divine cunt of yours he laps up like a starved dog whenever his wife is away.
| Masterlist |
#kyle gaz garrick#kyle garrick#gaz cod#cod gaz#call of duty gaz#gaz x reader#gaz x you#kyle gaz garrick x reader#kyle gaz garrick x you#call of duty#cod#call of duty fanfic#callofduty#call of duty fanfiction#call of duty fandom#this was inspired by a drawing i saw of gaz being an absolute fashionista#they were giving summer afternoon at the country club playing golf and talking about claiming early pensions#its truly the level of greedy gaz i aspire to be#you cannot convince me that this man isnt the most cunning and clever thing with his words#he has the making of a sociopath with his charm#but chooses to be kind and respectful like the good boy he is#hes truly an icon
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What I think the English language is really lacking are proper diminutives and augmentatives. All you have is stuff like cat -> kitty or lord -> overlord. As a polish speaker, this sucks ass. Our diminutives and augmentatives are MUCH more expressive and y'all are really missing out. We can diminutivise words until they become nearly unintelligible. Example:
1. kot (cat)
2. kotek (kitty)
3. koteczek (smaller/cuter kitty)
4. koteczuniek (even more)
5. kotesiunieczek (holy shit)
Not only that, but we can also diminutivise adjectives, verbs, pronouns and adverbs. You can cuteify the adjective "cute"!
More linguistic yapping:
That is, because not only do we include the process of deminutiva sensu stricto, which is your average diminutive, but we also make use of hypocorisms (the process of pet-name-ification) in a much wider area of speech. The diminutive can also be used in a demeaning way and that is actually, factually a separate type of diminutive!
Not only that, but because of, yknow, the way language is used, often words which were already diminutives have replaced its root word in degree of usage, which led to NEW diminutives being created for these diminutives!
An example could be the word książka, as in book. It came from diminutivising the word księga, but soon the roles reversed and książka became the root word, with księga being treated as an augmentative. That meant, however, that książka still needed a further diminutive - that's how książeczka came to life.
I could write an entire article about it but I'll spare myself the work lol this is me exposing myself as a linguist
#linguistics#linguist humor#cunning linguist#philology#english language#the english language#grammar#english grammar#diminutive#augmentative#language#languages#learnlanguages#slavic#slavic languages#polish#polish language#slavic language#infodump#language learning#words words words#fruitful.txt
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"Yeah, yeah I'm a cunning boy but you should be giving me cunning-lingus, old man" - Will Graham after 4 beers or something Idk I don't watch his alcohol intake.
#hannibal#hannibal nbc#nbc hannibal#will graham#hannigram#hannibal lecter#trans will graham core#Idk if I framed cunning into the full word as best as I could#Whatever
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them
#ruined reality#favremysabre#ibispaintx#doodle turned fully rendered#not rlly I gave up with the rendering#rr cliff#rr Louis#neutral saw this and said “too pussy to die is crazy”#and I didn't how to correct him because. mods don't like the c word#I mean both apply so shrug#fanart#serving his country or serving cun 💥
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uuuu im obsessed with vale/jorge dynamic recently. Jorge used to obv hate vale during their years together but now its his biggesr fan and vale is very clearly fond of him nowadays (inviting him to la 100km dei campioni etc.)
They went from being each other biggest haters to a kinda friendship? Or at least respect and giggles lol
Also jorge/vale rivalry was one of my fav back then in 2008/9
so this has been one of the numerous jorge/valentino asks sitting unloved in my inbox because I burnt myself out on that rivalry after writing the 2008-10 long post, BUT I realised I had a take on this exact aspect... here goes. jorge in many ways is the valentino rival who has processed the whole experience™ the best. like he made it, he survived and kinda even thrived. and I have some thoughts on this
main take: jorge/vale rivalry at its height was definitely pretty nasty, but when it comes down to it jorge is the guy valentino feuded with who is most likely to fondly reminisce about the whole experience. this is obviously because he's insane and matched valentino's freak in the yamaha garage from day one... it's just pretty funny how intensely up for it he was going into the rivalry and how totally willing he was to move on afterwards. his happy memories of all the times valentino tried to murder him. picture frames for all the assassination attempts. for all the undeniable headloss jorge went through while fighting valentino, he actually emerged from the whole thing with pretty minimal psychological scarring. inspiring
secondary take: jorge and casey both still semi-regularly talk shit about valentino but it's a COMPLETELY different vibe. like jorge's kinda just talking himself up, wanting to make himself look good in that rivalry - BUT he's also going 'yeah we were the best... wish the guys today were still like us'. the most pro-alien alien!! whereas casey brings way more of a 'That Day Taught Me About Man's Capacity For Evil' vibe to the table. and a big reason for this. imo. is how jorge already went into that rivalry with so much psychological baggage BUT his issues are pretty disconnected from valentino for the most part. jorge desperately needed a positive father figure, not a less aggressive rival. so valentino did torment jorge plenty but also it's not actually adding any long-term psychological scars... jorge had to eventually make his peace with the fact that he wasn't going to be the next valentino rossi but he DID and in a way that was a good thing... jorge spent so much time trying to construct this persona for himself that would both be the ideal racer and get everyone to love him, and he needed to let go of that! he grew up a bit and he became his own person and he stopped trying to invent a perfect character for himself and he became somewhat less insecure in the process. and there's way less resentment towards valentino there, because valentino isn't contributing all that much to what remaining angst and even grief jorge is still going through related to the sport. if anything, with the benefit of hindsight, jorge kinda got a lot of the things he wanted out of the valentino rivalry! including, let's face it, the drama of it all... by contrast, valentino's entire deal just happened to map on at about 98% level of accuracy to casey's preexisting psychological baggage, it's actually pretty impressive. basically almost every single thing that caused casey angst throughout his career, including the stuff that goes back to his childhood racing experiences in australia, can somehow be related to the valentino rivalry - and casey is very happy to make those connections himself. so for casey his rivalry with valentino actively made everything so so much worse and is still massively interwoven with ALL of his angst related to the sport. because valentino is basically the most horrible casey foil anyone could possibly have invented. that's his shadow... kinda fucked up how they invented a guy to torture casey specifically
in conclusion: it's very funny how quickly jorge and valentino got over it after both of their yamaha stints, ESPECIALLY the second one. jorge can make motegi 2010 instagram jokes now. "this is only for p3 and we're team mates but fuck it: this is all about honour!" right........ yeah you really were the perfect valentino teammate, truly a match made in hell heaven. came in prepared for drama, got the drama, now fondly remembers the drama. knew what he was getting himself into and lived the feud experience to the max. made it out alive with minimal long-term psychological damage. an icon a hero a role model for us all
#it's soooooooo funny to me that jorge went into that yamaha 2008 situation bright eyed bushy tailed#little notebook in hand going. i am Aware valentino rossi is a monster. i wish to learn his ways#whereas valentino was just hoping that if he ignored jorge long enough the kid would go away. didn't work#surly baby casey's like :((( my title rival isn't chatting to me as much as he used to :( btw he's just making excuses because he SUCKS now#whereas baby jorge's going. ah yes valentino has not spoken more than a word to me in five months. he is such a wise and cunning operator#//#brr brr#//wt#//ht#batsplat responds#verdemint#the joy of the alien era really is that they're all completely deranged in completely unique ways. not one exception
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HC is so sarcastic and dislikes LQQ so much i'm crying 😭😭 This part in TGCF AD Ep 16:
XL: Lang Qianqiu is a good kid.
HC: Really? What are his good traits? Gege, describe it for me to hear, perhaps I might even be moved.
XL: Hmm... For example, he's guileless.
HC: You mean dull-witted.
XL (thinking of another good trait): He is very honest!
HC: You mean dull-witted.
XL: He is -
HC (interrupting, repeats even more slowly and lazily/contemptuously): You mean dull-witted.
#tgcf audio drama#hua cheng#xie lian#tgcf audio drama spoilers#ok the word hc says actually means 'simple-minded; guileless' as in too simple to be scheming/cunning#not super strong an insult in tone#but hc's verbal tone here is so... idk cold and drily contemptuous that i had to translate it stronger kjadfd#mp: tgcf#my translation
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can we also take a moment to think about how when mika salo finally got a chance in a race winning car, and he was leading a race, about to win it, ferrari enforced team orders and he had to give up the win to eddie irvine to help him in the wdc fight. and then eddie didn't even win the wdc that year. and mika hakkinen did
DC 🤝 Salo
Team orders over Hakkinen being their downfall
#they have the same temperament as well#hakkinen wasnt cunning too he really just got by with vibes (disssclaimer just jokes. but he didn't have to act the same way as them)#as per miIflewis' words msc's biggest crime is that nobody believes dc (& salo in this case) what hakkinen really is like 💀#pretty privilege is real & ruined careers (dc & salo's)#the universe pit two blonds against eo but made sure one was younger prettier & shaved. specifically made to fuck w the other mentally#still fucks me up that hakkinen won by 2 points. God#really smeared not only eddie's pride but also michael's salo's & everybody in ferrari lmaoooo#imo mika would've still won it even with michael uninjured#& im saying that as his biggest hater#ofc just jokey jokes disclaimer etc etc#6-asks
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Continued from (x) "You know...I have always detested the very notion of romantic triangles." Tristan mused with placid calm and the eyes of a sleeping demon. Staring back at him. "They are appealing enough for inexperienced dreamers, I suppose. Shallow fantasies of being desired. Still, the moment one knows love...Well...It is quite a vicious poison, is it not? Love roars savagely. With a hunger that surpasses even our appetite. It consumes and creates new corners of our soul just to fate them to burn evermore for the object of our affection. The most cruel thing the actions of someone you cherish can tell you isn't that they don't love you in return. No. There is, at least, a grotesque finality to that tragedy. The most horrifying truth of them all is to know that they do reciprocate your feelings...Just not enough as to not need to love someone else as well. That while you would choose their laughter, their smile, their happiness over the joy of any other, their own devotion is more divided. The mere existence of a competition must be agonizing. And for a man of your pride to find himself second best in such ranking...." There was no hint of a smirk. No biting, sardonic provocation. He simply stared back still. Like a raven turned owl at a bust of Pallas. "No. I did you no favors. Your attachment to your games of disguise is passionately tenacious. You adore to play pretend. To left the venomous ink inside the inkwell. But tell me. Could it be that I made her a favor? When have your interest ever been anything but arsenic for your unfortunate paramours, Lijah? The one who wore her face before we met? Not likely considering you failed to introduce yourself along a joyous partner. Aya then, whose devotion to you was repaid with cowardly abandonment? The one you so lovingly insinuated an ant a moment ago? Was Katerina Petrova lucky to know you the first time? Do you genuinely reckon Katherine Pierce will fare any better? That you are any less yourself?" The smirk finally appeared. Although it was distant and not directed at him. "I am your friend Elijah. Unless you can miraculously introduce me to someone else who would dare to call himself such after knowing you like I do. Why would that mean I don't find satisfaction in your suffering? You earned that. Although my enjoyment exists among many other far more riveting pleasures, I promise you. My eternity isn't nearly as grim as yours." An emphasis darkened the room. "Don't despair, old chum. The fact is...Your heartbreaking melodrama could end as soon as tomorrow for all we know. It is likely, even. A merry reconciliation and teasing promises of renewed adoration. I can envision it already. I am simply acting in the name of that helpful voice of what goes unsaid. Telling you nothing that you don't already know beyond your voracious self-delusion. Ensuring any instant of bliss is understood, on the back of your mind, as prologue to the next misfortune. And the unavoidable agony of those closer to you." His gaze, in that moment, was curiously open and sincere. "You are the problem. And you do not deserve an iota of happiness." @deceptivemorals with special allusions to @malka-lisitsa (I still have no idea how he ended up somewhat involved in this just because he played a harmless game. At least he is deescalating the situation.)
#Apologies for the potentially poor quality of this one. I am writing from the phone and I am not precisely the best at it.#Tristan: Again with this never-ending self-victimizing delusion?#For the hundredth time (and you should consider taking notes or printing a novelty shirt): I didn't steal my Strix. You abandoned them.#I'm awfully sorry for not letting them die so you could turn them into a sob story about how no one could have done anything to save them#I am just as sorry for being braver than you when seeking their survival. Or more cunning than you. Both of them more than likely.#What more do I want?...Interesting question. Hmm...Let's see...#A century of you suffering would be a pleasant start. More importantly: A century of your most beloved sibling suffering. Rebekah I presume#I want you to look into her eyes. Unable to find a single word or action that could bring her a second of comfort or release from the pain.#A perfectly fair form of justice. I'm not an unreasonable man. I would be perfectly willing to let old grudges die then.#I would even invite you to a share a neck.#A brunette since you appear to favor them.#Deceptivemorals
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my only general predictions for jjk is that Yuuji will be able to target the different souls in Sukuna’s body to be able to reach Megumi’s suppressed soul and attack sukuna’s. Im actually interested in how this will all go down, especially with Higuruma in the mix, since these fights can’t be as simple as two overpowered characters with the loss of multiple special grade sorcerers. With the potential of a court trial domain or Yuuji’s knowledge of the soul, I imagine it’ll become more psychological or metaphysical in the fighting, with a lot of good insight into sukuna and/or yuuji, megumi, etc. As for Kenjaku, I have NO idea where their story is going (apart from Yuuta wanting to kill them), but i enjoy that part of the story being unpredictable—it fits their character
#jjk spoilers#I feel like it’s a given at this point that yuuji is planning something w Sukuna’s soul#since yukis book and literally everything else that points to shit happening w the soul and body#the methods and execution are unknown but yeah despite general fan consensus I feel like it’s obvious saving megumi IS in the mind of Yuuji#and there’s probably gonna be a lot of metaphors and whatnot about identity and the body and soul#hopefully sukuna and heian era flashbacks 🤕#kenjaku on the other hand is simultaneously a detailed planner with a mission and an unpredictable entity who has to adapt to any situation#meeting takaba for example 😭#I’ve said this many times but kenjakus appeal is not just them being a typical evil mastermind who controls the plot#we get to know them. and how they ARE despicable and cunning. but they’re also kinda a loser who runs into a lot of issues and trials/errors#it makes it feel realistic. and also just entertaining to watch#there’s probably a more clever way of describing who kenjaku is vs what they desire but I don’t have the brain for that lol#I’m just vaguely very fascinated by their character#kenjaku#sukuna#itadori yuuji#if making excessive rants in the notes was a competition I would destroy any competitor 😭#i feel like there’s a lot of interesting stuff with kenjaku and sukuna that I never see people discuss 😭 but I’m also terrible at writing#so I can’t put anything to words
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#polls#poll#daily polls#i love polls#polladay#linguistics#cunning linguist#words and phrases#words words words#learning
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tragic yet funny thing w the alfira stuff first is that I didn’t really get to talk to the companions about the murderous desires so it feels kinda moot. the companions are all like. yeah we know. we know. we all know now
#anyway thinking about how I unintentionally put dirge into lore college bard#a subclass that gets cutting words (my beloved)#and took the spell vicious mockery#truly like. a guy who will be so pointed w insults#words are. so important 2 dirge#the power words have and the cunning behind them#I love. high charisma characters so so much#i can see there being a running joke that they could become a great politician#to wit they reply they were a cult leader so it’s not too far off#thinking about how they are the same and different#there is still the charm but there’s no…need to be dogmatic?#being infallible. being closed off and intolerable#there was no real room for attachments beyond. adoration#and they liked it. craved it. the charisma born out of the desire to be liked and it’s a oroborus#I think for dirge it’s being deprived of the environment that fostered their attitudes + the brain damage#where there is a degree of genuineness between people#that and the memory loss#seeing people more like people and not just in the lens of the cult + the thumb of a violent deity#makes it easier to see people as people#it’s when the regrets of death and the desire to preserve life#I’m just puzzling out how they come to reject the urge#why not go crawling back to the familiar? it’s the one thing that makes sense in their head#so why reject it?#much to think about aaaaaa#oc: dirge
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Kingdom of Ash Chapter 64
Chapter; Highlights
Hours later, Yrene was still shaking.
At the disaster they'd narrowly avoided, at the deaths she'd witnessed before that wave had struck, at the power of the queen on the plain. The power of the prince who had prevented the ensuing steam from boiling alive any caught in its path.
Yrene had thrown herself back into healing during the chaos since. Had left the royals and their commanders to oversee the aftermath, and had returned to the Great Hall. Healers drifted onto the battlefield, searching for those in need of help.
All of them, every single person in the keep or the skies or on the battlefield, kept glancing toward the now-empty gap between two mountain peaks. Toward the flooded, decimated city, and the demarcation line between life and death. Water and debris had destroyed most of Anielle, the former now trickling toward the Silver Lake.
A vision of what would have been left of them, were it not for Aelin Galathynius.
She'd been asked to inspect the queen when she'd been carried in to a private chamber by Prince Rowan, the two of them borne off the plain by Nesryn. Yrene hadn't been able to stop her hands from shaking as she'd hovered them over Aelin's unconscious body.
There had been no sign of harm beyond a few already-healing cuts and slices from the battle itself.
Nothing at all beyond a sleeping, tired woman.
Who held the might of a god within her veins.
Yrene had then inspected Prince Rowan, who looked in far worse shape, a sizable gash snaking down his thigh. But he'd waved her off, claiming he'd come too near a burnout, and just needed to rest as well.
So Yrene had left them, only to tend to another.
—
To Lorcan, whose injuries ... Yrene had needed to summon Hafiza to help her with some of it. To lend her power, since Yrene's had been so depleted.
The unconscious warrior, who had apparently tumbled right off Farasha as he and Elide had passed through the gates, didn't so much as stir while they worked on him.
That had been hours ago. Days ago, it felt.
Yes, she needed to rest.
But a horn, clear and bright, blared from outside.
Everyone halted-then rushed to the windows. Yrene's smile grew as she, too, found a place to peek out over the battlefield.
To where the rest of the khagan's army, Prince Kashin at its front, marched toward them.
Thank the gods. Everyone in the hall muttered similar words.
From the keep, an answering horn sang its welcome.
Not just one army had been spared here today, Yrene realized as she turned back to the water station. If that wave had reached Kashin.
…
Lucky. They had all been so, so very lucky.
Yet Yrene wondered how long that luck would last.
If it would see them through the brutal march northward, and to the walls of Orynth itself.
Lorcan let out a low groan as he surfaced from the warm, heavy embrace of darkness.
"You are one lucky bastard."
Too soon. Too damn soon after hovering near death to hear Fenrys's drawl.
Fenrys's smirk was a slash of white.
"You've been out for a day. I drew the short stick and had to look after you."
A lie. For whatever reason, Fenrys had chosen to be here.
Lorcan thumped his head back on the pillow. "Elide." Her name was a rasp on his tongue.
The last he remembered, they'd ridden through the gates, Aelin Galathynius's unholy power spent. Then oblivion had swept in.
"Helping with the healing in the Great Hall," Fenrys said, stretching out his legs before him.
Lorcan closed his eyes, something tight in his chest easing.
"Well, since you're not dead," Fenrys began, but Lorcan was already asleep.
Lorcan awoke later. Hours, days, he didn't know.
The candle was still burning on the narrow windowsill, down to its base. Hours, then.
He didn't care. Not when the dim light revealed the delicate woman lying facedown on the end of his cot, the lower half of her body still on the wooden chair where Fenrys had been. Her arms cradled her head, one outstretched toward him. Reaching for his hand, mere inches from hers.
Elide.
Her dark hair spilled across the blanket, across his shins, veiling much of her face.
Wincing at the lingering ache in his body, Lorcan stretched his arm just enough to touch her fingers. They were cold, their tips so much smaller than his. They contracted, pulling away as she sucked in a sharp, awakening breath.
Lorcan savored every feature as she grimaced at a crick in her neck. But her eyes settled on him. She went still as she found him staring at her, awake and utterly in awe of the woman who had ridden through hell to find him ...
Tired. She looked spent, yet her chin remained unbowed.
Lorcan had no words. He'd given her everything on the back of that horse anyway.
But Elide asked, "How do you feel?" Aching. Exhausted. Yet finding her sitting at his bedside... "Alive," he said, and meant it.
Her face remained unreadable, even as her eyes dipped to his body. The blanket had slid down enough to reveal most of his torso, though it still hid the scarred-over wound in his abdomen. Yet he'd never felt so keenly naked.
It was an effort to keep his breathing steady beneath her sharp-eyed gaze. "Yrene said you would have died, if they hadn't gotten to you when they did."
"I would have died," he said, voice like gravel, "if you hadn't braved hell to find me." Her gaze lifted to his. "I made you a promise."
"So you said."
Was that a hint of color stealing across her pale cheeks? But she didn't balk. "You said some interesting things, too."
Lorcan tried to sit up, but his body gave a burst of pain in protest.
Elide explained, "Yrene warned that though the wounds are healed, some soreness will linger."
Lorcan gritted his teeth around the sharp stab in his back, his stomach. He managed to get onto his elbows, and deemed that progress enough. "It's been a while since I was so gravely injured. I'd forgotten what an inconvenience it is."
A faint smile tugged on her mouth.
His heart halted. The first smile she had given him in months and months. Since that day on the ship, when he'd touched her hand as they'd swayed in their hammocks.
Her smile faded, but the color on her cheeks lingered. "Did you mean it? What you said." He held her stare. Let some inner wall within him come crumbling down. Only for her. For this sharp-eyed, cunning little liar who had slipped through every defense and ironclad rule he'd ever made for himself. He let her see that in his face. Let her see all of it, as no one had ever done before. "Yes."
Her mouth tightened, but not in displeasure.
So Lorcan said softly, "I meant every word." His heart thundered, so wildly it was a wonder she couldn't hear it. "And I will until the day I fade into the Afterworld."
Lorcan didn't breathe as Elide gently reached out her hand. And interlaced their fingers. "I love you," she whispered.
He was glad he was lying down. The words would have knocked him to his knees. Even now, he was half inclined to bow before her, the true owner of his ancient, wicked heart.
"I have loved you," she went on, "from the moment you came to fight for me against Vernon and the ilken." The light in her eyes stole his breath. "And when I heard you were somewhere on that battlefield, the only thing I wanted was to be able to tell you that. It was the only thing that mattered."
Once, he might have scoffed. Declared that far bigger things mattered, in this war especially. And yet the hand grasping his ... He'd never known anything more precious.
Lorcan ran his thumb over the back of her hand. "I am sorry, Elide. For all of it."
"I know," she said softly, and no regret or hurt dimmed her face. Only clear, unwavering calm shone there. The face of the mighty lady she was growing into, and had already become, and who would rule Perranth with wisdom in one hand and compassion in the other.
They stared at each other for minutes. For a blessed eternity.
Then Elide untangled their hands and rose. "I should return to help Yrene."
Lorcan caught her hand again. "Stay."
She arched a dark brow. "I'm only going to the Great Hall."
Lorcan caressed his thumb over the back of her hand once more. "Stay," he breathed.
For a heartbeat, he thought she'd say no, and was prepared to be fine with it, to accept these last few minutes as more of a gift than he'd deserved.
"Say it," she whispered, fingers stilling in his hair. Lorcan opened his eyes, finding her gaze. "I love you."
"Yrene said you might always have this," she said, her hand mercifully falling away.
"Then it will be the scar I treasure most."
Fenrys would laugh until he cried to hear him speak this way, but Lorcan didn't care. To hell with the rest of them.
Another one of those small smiles curved her lips, and Lorcan's hands tightened in the sheets with the effort it took not to taste that smile, to worship it with his own mouth.
But this new, fragile thing humming between them ... He would not risk it for all the world.
Elide, thank the gods, had no such worries.
None at all, it seemed, as she lifted a hand to his cheek and ran her thumb along it. Every breath was an effort of control.
Lorcan held absolutely still as she brought her mouth to his. Brushed her lips across his own.
She pulled back. "Rest, Lorcan. I'll be here again when you wake."
Anything she asked, he'd give her.
Anything at all.
Too shaken by that soft, beautiful kiss to bother with words, he lay back down.
But until then, he wanted her here. Sleeping at his side, where he might watch over her. As she had watched over him.
Elide seemed to read that on his face, and her cheeks reddened further. "Later, then," she breathed, limping to the door.
Lorcan sent a flicker of his power to wrap around her ankle. The limp vanished.
A hand on the knob, she gave him a small, grateful nod. "I missed that."
He heard the unspoken words as she disappeared into the busy hall.
I missed you.
Lorcan allowed himself a rare smile.
#Chapter 64#Kingdom of Ash#Sarah J. Maas#Yrene Towers#no spoilers please#first read#read with me#read along#First Read along with me NO SPOILERS PLEASE though warning for post & tags up to KoA 64 & more reacts/notes/quotes in tags below#Elorcan#Yrene-Shaking-Queen&prince quote a pair-Blood glowing-the Line-No time for those levels-He watched her#A tired sleeping woman who held the might of good within her veins-He can heal himself but should take the help but also sweet#to want to tend each another-Carranam with hafiza? How do the healers work-a smile-another prince has arrived-not just one-luck again#GET TO ORYNTH-LorcanLIVES-Fenrys-Darkness embraces him-lol-Their fight-Chosen-Since you’re not dead?-A candle to tell time#A kindness-His hand-Utterly in awe-Through hell to find him-He’d given her every word-Aching exhausted alive&he meant it-#I made a promise-Didn’t balk-😂-Inconvenience-She smiled2-Forgiveness can you imagine🥹-Only for her-For this sharp eyed —#cunning little liar who had slipped through every defense-Let her see all of it-Many loves kindling-poor Gavriel just avoiding everything#What then?-So Lorcan said softly-Every word-And I will-I love you-I will be with you always-I have loved you-He was glad he was lying down -#-so he didn’t pass out-the light of her stole his breath-Since vernon-The only thing that mattered-Most precious-For all of it-#A mighty lady of Perranth-History repeats-I know-With wisdom in one hand and compassion in the other-A blessed eternity-Stay#ALL THESE STAY LINES-So Close-Defiant storm-All these ship making me nervous it’s going to well don’t hurt my bbs-The scar I treasure-BOTH-#Fenrys would laugh talking this way-He would not risk it for all the world-She wasn’t worried for once-Anything at all-I’ll be here#Soft beautiful lingering-Sweet who would’ve thought he’s a lil softie after all-Unbreakable-Dundundun-Watch over him#Driving eachother insane but in a hot way lol-I missed that-I missed you-The brace -Lorcan smiledAGAIN2times-No cages ever again#WELCOME HOME KASHIN YOU ARE GOOD NEWS WE NEEDED YOU#what’s the speech Fenrys?-never known anything more precious yeah that’s elide
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