#also literally every aspect of his personality
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oddyseye · 2 days ago
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What is Xenia?
Xenia is not just good manners. Xenia a test of character, and it's also a reflection of how the Greeks understood the relationship between humans and gods. Xenia was about more than offering food and shelter to travelers. It was a demonstration of how the gods governed human interactions and a reminder of the importance of hospitality as a virtue. The host was expected to offer protection, provisions, and shelter, often without asking the guest for any information or demanding any immediate return. The guest, in turn, was expected to be respectful, not to take advantage of the host's kindness, and to eventually offer something in return, though this could be more symbolic or reciprocal rather than transactional.
One of the key aspects of xenia was the idea that hosts could never know whether their guest might be a god in disguise. The gods were thought to frequently take on human forms to test mortals' hospitality. This divine oversight made it all the more important to treat every guest with respect, as any breach could bring dire consequences. This belief extended to travelers, strangers, and even those whose identities were unknown — showing hospitality was considered a moral obligation, an offering to the gods as much as to the human guest. While gifts were often involved, the true essence of xenia lay in the trust between the parties: the guest trusted the host to provide, and the host trusted the guest not to abuse their hospitality.
Violating xenia was one of the gravest offenses a person could commit. The punishment for such violations wasn’t just a matter of breaking a social norm; it was seen as a violation of divine order.
Xenia, in Homer's world, is a divine law.
The gods themselves are said to be the ultimate enforcers of xenia, so you'd better believe that disrespecting hospitality could get you in serious trouble. It's not just offering your guest a meal; it's offering protection, shelter, and a safe passage. If you don't uphold that, you're basically tempting the gods to mess with you, and they love doing that, trust me.
Remember when Telemachus first lands in Pylos? Nestor and his family treat him with the utmost respect, offering food, shelter, and stories (and Telemachus finds himself a boyfriend even LMFAOO). This hospitality isn't just a nice gesture; it's a social obligation that reinforces both the personal and communal ties within Greek society. Everyone's in this together, and they all have a part to play. Telemachus' growing appreciation for this custom reflects his coming-of-age journey, as he sees first-hand what it means to be both the host and the guest in the grand game of survival and honor.
For those who are yet to read the Odyssey, the scene basically goes like this:
“You’re the son of my old war buddy, Odysseus? Welcome! Come in, sit down, have food, have shelter, don’t ask questions- Here, my son is your age, share a bed with him :3 !!”
It's the perfect example of how xenia isn't just about being polite; it's about honor (excluding that last part lol). It's about building trust with someone you don't know based on a shared understanding that we're all part of this cosmic social contract. And Telemachus? He's learning that he's part of a much bigger world than just his little island. But he knew how to respect xenia even before he left Ithaca. We see this when he invites Mentor (Athena in disguise) into his home and offers him the munchies before even asking for the stranger's name. He's practically the golden boy of xenia.
And now let's talk about my favorite group of people — the suitors.
Honestly, they're just...the worst at xenia. Like, they didn't even try. Antinous? This guy is the poster child for everything you should NOT do in literally ALL of Ancient Greece. He straight-up mocks Odysseus, who's dressed as a beggar, by insulting him and telling him to leave, throwing a chair at him, and...shocker, he's the first to die. Who's surprised?
Xenia is a two-way street. It's not just what you get — it's what you give. You can't take all the food, drink all the wine, and then act like the host is just there for your enjoyment. You've got to offer something back. That's the whole point of xenia. And sure, you might not have gold and riches to give, but you can show gratitude. You can at least not insult the person whose house you're eating in.
Now, there's one suitor who stands out in the worst possible way, and I'm talking about Eurymachus. You know, this guy isn't just disrespectful, he's an outright traitor to Odysseus. Eurymachus was not just another arrogant man in Odysseus' hall; he was someone who, as a child, had been a guest in Odysseus' home. He was one of those who had been taken care of by Odysseus, fed and treated well. This relationship makes his betrayal all the more significant because it wasn't merely about a stranger dishonoring a host. It was about someone who should have known better, someone who had once been treated as part of the family, turning on Odysseus when the opportunity arose. Eurymachus' betrayal was far worse because it was not simply a violation of xenia; it was a betrayal of trust. He had been in Odysseus' house as a boy, and now he was trying to usurp everything Odysseus had built.
Then, of course, there's Amphinomus. The one suitor who has a tiny bit of decency. He's like, "Hey, maybe we shouldn't kill the beggar and the prince, maybe we should be decent human beings...Please??" And yet he's still part of the whole disgusting group. He doesn't even try to follow xenia; he just doesn't get as bad as the rest of them. So congrats, you're the “least bad” one. But that's like being the least offensive stain on a white shirt. You're still part of the mess. I still think he should have been spared and I would have kissed his cheek for it, but whatever.
The suitors were trash hosts because they didn't respect the rules of hospitality. They took, they didn't give back, and they thought they could get away with it because they were powerful. Well, guess what? No one's untouchable. Not even rich, entitled jerks like Antinous. There's a reason those guys met their end the way they did, and it's because they broke the most sacred rule in Greek society.
Because xenia is not just guarded by the gods, but by Zeus himself.
Zeus' disinterest in Odysseus' personal life is clear, but when it comes to the suitors? That's a whole different story. While he might not always be in Odysseus' corner, Zeus has no tolerance for anyone who dares to violate the divine laws of xenia — particularly when it involves the destruction of a sacred home. I will remind you, Odysseus was a KING. The suitors are not just disrespectful; they're an insult to the gods. And when Telemachus prays for their downfall, and Zeus takes notice, and he responds. His action is swift and dramatic, a sign to all that the gods are paying attention. The deadliest omen Zeus could send is unleashed — two eagles, fierce and fighting, tear at each other over the heads of the people. It's a promise that the suitors' time is running out. What's key here, though, is that Telemachus' prayers don't fall on deaf ears. Zeus doesn't just show his wrath through omens; he actively watches over Telemachus on his journey. When Telemachus sets sail, the sea itself is dangerous and unpredictable, but Zeus protects him, ensuring that he does not meet the same fate as many other men who venture into the vast unknown. In a way, Telemachus becomes the embodiment of the gods' will. He is protected, guided, and tested.
Zeus may be unpredictable, but when it comes to the suitors, he is clear. They've broken the divine laws of hospitality, and their fate is sealed. It's not just Odysseus who will return to Ithaca — it's Telemachus, now under the gods' protection, who will be key in restoring order. The suitors, as arrogant as they are, might have thought they could escape the laws of the gods. But when Zeus speaks, no mortal can escape divine justice. I would like to add that Penelope was not exactly the host. Penelope, despite being a queen, isn't really seen as the one holding the hospitality duties. It's Telemachus who's stepping up to do the job. He takes on the responsibility that comes with being the son of Odysseus. He is the man of the house, making him the proper host (no matter how unwanted these guests were). This is why Penelope is allowed to, you know, stay locked inside her room all day. Telemachus is not. As the host, he has to keep the suitors in check. Penelope's ability to host is muted because of the chaos the suitors bring, and because it's not her job in the grand scheme of things. She's playing a supporting role now, keeping the suitors entertained with her wit and tricks, maintaining the appearance of a woman in control, while Telemachus is out here actually doing the hosting duties. Had Penelope been the one to oversee the hospitality, Eurymachus could have been spared. Why? Because the suitors who gave Penelope gifts (and I'm talking about real, physical, valuable offerings) would have been seen as showing respect to Odysseus through her, and the gods would have intervened. If Penelope had shown Eurymachus even the slightest favor, Odysseus would've been in the position to forgive him. The gods might've even compelled him to spare Eurymachus for the sake of their bond. But nope. That's not what's going down here. The suitors aren't just disrespecting Penelope; they're disrespecting Telemachus, who is the true host of the household. So their fate is sealed the moment they disrespect him.
Amphinomus, for all his faults, wasn't totally awful. He had the sense to not join in on the worst of the disrespect. He even suggested that maybe they should go easy on Telemachus and the beggar. If Amphinomus had left, like, actually left, as per Odysseus' advice, he could have been spared. Why? Because his mistake was one of passive disrespect. He wasn't actively mocking Telemachus, but he wasn't doing enough to step up and stop the madness either. In the end, when he refused to leave, he sealed his fate. Because as long as he stayed in that house, violating xenia by staying after the laws were already broken, he was part of the problem. So yeah, the suitors had it coming. And if any of them had actually understood the sacredness of their role as guests, they might have seen the signs, repented, and avoided the mess they got themselves into. But as it is, none of them learned the lesson, and in the end, their disrespect for Telemachus (and Odysseus once he returned) led to their doom. At the heart of xenia was the idea of balance: a guest should not overstay their welcome, and a host should not neglect their duty to care for their guest. Both sides of the exchange were expected to uphold their part of the contract to ensure the social harmony that the concept of xenia represented. Whether it was a nobleman offering shelter to a wandering traveler or a stranger arriving at a city and receiving shelter from a local family, xenia was meant to bind individuals to a larger, sacred social order that ensured mutual respect and protection. Those who followed the rules of xenia were seen as civilized, as they respected the basic social contracts that allowed society to function. On the other hand, those who violated xenia were labeled barbaric, their behavior seen as a sign of moral decay. Xenia isn't just about food and shelter; it's about trust, honor, and not getting struck down by the gods. Offer respect or expect divine consequences. Hospitality isn't just a rule, it's a cosmic law. And the gods love enforcing it.
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waynes-multiverse · 3 hours ago
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Aww, glad you enjoyed the first part of this! I tried to capture him as best as I could. I definitely had too much fun with all the twists 😂🤍
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(A hot tub in the back, huh? Wayne, stop giving me ideas for ESC one-shots. 🥵🫠)
Yesssss, girl! Please write that!!! 🥵🔥🫠
Ooh yep! You really picked up on aspects of Russell's personality that I felt inherently when I was watching (studying) him, but hadn't consciously put into words. 👌🏽
He's for sure a little enigma 😏 (and a little shit lol) I found it interesting when I read the books that he was described as reclusive, and even though he comes off as charming and quirky in the show, I still get the feeling he's hiding the biggest stuff underneath the surface... I really wanted to showcase that his behavior and words don't always match his feelings and thoughts 👀
It's also so interesting (and crazy) how little Russ and Colter know about each other now as men. There's got to be shades of who they were when they were younger, but it's bittersweet in a sense. And now they're both trying to suss each other out like lone wolves that are kinda sorta friends. 😂
Yesss!!! That's always something I wanted the show to address, so I had to weave it in there! 😂 And considering they grew up pretty isolated and only had each other, it made sense to me they would've had a pretty close relationship as children (kinda like Sam and Dean if they'd ever been ripped apart for 20+ years 🥲)
But naturally, they wouldn't trust one another fully after all this time. I had a lot of fun writing their suspicion mixed in with brotherly banter 🤓
Okay, this whole thing with the reader is fascinating. Because why does he have to go through all this trouble to find her if they've been a thing for 10...12...14...20-something years?! (Love how the number in Russell's "memory" just kept getting longer. 🤣🤣)
Russell giving vague estimates of numbers actually became a running gag lol I used it first in the prequel before sprinkling it in here too 😂😂
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Not the "we were on a break" gif 🤣🤣 (But the topic of how broken up they really were comes up in the next part lmao)
I'm full of questions, but I know you have a brilliant master plan for all of this. I've noticed this about the most recent stories you've created, but you're so very good at writing these law enforcement/military men paired with heroines that share their world, almost the "same foxhole" type of deal. Except for that his heroine partners usually outrank him. 😏
Haha thanks!! I honestly think I get hung up too much on details and then it escalates into a monstrosity 😂
And you already now I love all things SVU, crime etc. A year ago, I then got super into spy/CIA novels and media (Homeland, The Americans etc.), so I've been dreaming to write something like this for ages and jumped on the chance with Russell's background 🤓
Lol yes they always outrank him, don't they? I might go with the "tough love" approach a little too much, but I always feel like the Beaus, Deans, Soldier Boys, and Russells of this world need that 😂🫶
Also something about a little submission in a strong guy is a turn-on... 🫠
I tend to go the opposite route, partly because I'm interested in the dynamic between these kinds of men and a "civilian," but also because I don't think I'd be able to do the "same foxhole" trope justice. So that's something I really admire about you as a writer. 💜
Oh, I know! It's actually why I love your stories so much because you go the opposite route of me and I get a different experience. I usually struggle more with the "civilian" characters 😂 For fluffier fics, I go more civilian as well, but I clearly had an agenda for this one lmao
The push and pull banter between Colter and Russ in this chapter was also so fun to read lol. I could literally quote every moment because it was all so well-written and priceless. And it just kept building up the mystery of the reader and why Russell is doing all of this, right up until that awesome cliffhanger!!
Aww, thanks! That means a lot 🥰 I had so much fun writing those two. At some points, they even gave me Sam & Dean vibes 🥲❤️
Thanks so much for that sweet comment, Alex!!! 🤍
Btw, I'm so excited to read the last parts of ATW and the ESC one shots!! I so wanted to read them before the new year, thinking a week-long stay with baby's grandparents would get me some Mommy time, but... family. My husband actually sent me this after we left and I still feel it deeply 😂👇
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The Exit Strategy – Part 1
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Summary: Russell is ready to hang it all up and retire, open up a brewery, and enjoy the rest of his civilian life. However, there's one important thing missing before he can take the big plunge. Luckily, he knows just the right person to help him find it.
Pairing: Russell Shaw x Female!Reader
Warnings: +18, language, mystery, a tinge of angst, humor & brotherly banter, one tiny surprise 🤓
Word Count: 5.8k
A/N: Happy holidays, guys! Enjoy 🎄❤️
Main Masterlist || Series Masterlist || Tag List
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Part 1: This Is Not a Pipe
The heavy truck door slammed shut behind him as Russell slid into the passenger seat with an exhaustive sigh. Colter’s big pickup was parked right next to his beautiful Chevelle in that same old motel parking lot in Virginia.
Russell hadn’t moved – yet. Well, sort of. He’d been away on assignment in some frosty region for a couple of weeks. He wasn’t allowed to say where exactly he’d been, and he knew better than to put it into writing, so let’s just agree he was at the North Pole looking for Santa Claus.
He could’ve ended up anywhere he wanted once he touched ground in the States again, but a very appreciated phone call from a former colleague made the decision for him. Besides, Russell knew this particular motel well. The coffee was more than decent and got the job done, the owner and employees were nice, comforting, and, most of all, trustworthy, and there were always fresh towels.
“Extra fluffy for you, Mr. Russell,” Rosa, the maid, would say every morning with the brightest smile.
Oh, and they had a hot tub in the back…
“Thanks for coming, man,” Russell extended his greeting without glancing at his younger brother once. He could feel Colter’s scrutinizing eyes on him, though, drilling for answers. Granted, his request had been rather unusual, so Russell understood where his younger brother’s ever-frozen furrowed brow stemmed from.
Providing answers didn’t come easy for the older Shaw, however. In fact, it had always been sort of a problem for him – even in the past. Especially in the past. Russell never lied, but he did omit things. Important things. On purpose.
“Yeah, uh, sure,” Colter replied with a polite smile as he started the car and rolled out of the lot.
Ah, yes, politeness…
That was what they were at, although it was progressively improving. It was only the third time the brothers were seeing each other since they had reconnected. And while the last two encounters had given the Shaws some well-needed time to talk things out and build trust, Colter was still naturally wary of his estranged sibling. As was Russell.
“So, what’s this about? You were pretty vague on the phone. You in trouble?”
That finally caught Russell’s full attention. He quickly shook his head, causing his hair to fall into his face. “What? No! No… No trouble,” he swiftly assuaged his brother with a dismissive hand gesture and a lighthearted chuckle. “Just need your help tracking down an old friend of mine, is all.”
Colter quirked an eyebrow at that. “Another Army buddy of yours?”
“Uh, something like that, yeah,” Russell replied rather mysteriously and didn’t even try to conceal the fact that he was hiding something more behind his ambiguous answer. But Colter only intensified his stare at him and wouldn’t let go that easily. Russell knew that. After all, they were related.
Persistence was a Shaw family trait. Another survival skill, if you will.
But this time, Russell wasn’t hiding a big government secret (or maybe he was). No lives depended on this particular mission (or so he thought). He wasn’t protecting a client, a company, or even his dubious employer (but someone else). He wasn’t choked by an NDA or about to save someone in grave danger (as far as he knew).
No, if anything, it was the fact that Russell didn’t know how much he could or should share with his brother. They were related, yes. But, technically, they hadn’t seen each other in decades, so they weren’t just considered merely estranged but strangers. Russell had always been aware of that fact, and Colter was beginning to catch on.
Especially during this mission.
See, once upon a time, the two hadn’t been just brothers. After moving to the cabin, societal contacts became scarce for the siblings. All they had was them. They were friends. Best friends. Always competitive, but friends nonetheless.
How much did they really know about each other now, though? How much of the old was still there?
“So, who are we looking for? What’s the guy’s name?” Colter asked, suddenly eager as he jumped into gear. He had always been restless, even as a kid, which fondly reminded Russell of their childhood.
But how much was he still the Russell that Colter once knew?
Well, Russell, on the other hand, remained calm and ruffled a casual hand through his beard. “Well, she’s, uh–”
Eyebrow cocked, Colter snapped his head to the passenger seat where his brother started to squirm. “Oh… Oh, so it’s a she,” he emphasized with a small grin. “Now I think I get it.”
There it is. I knew it, Russell thought with an internal sigh. In order for this mission to work, he knew he had to reveal some things. Private things. Things about himself and his life. Going in, Russell knew he couldn’t ask Colter for help without giving him something.
Their father had loved tests (and so did you – but that’s another story…). Russell always thought it had been the professor in him. So, Russell saw this as a test as well.
Could he trust Colter? And more pressingly, considering some long held accusations of murder, did Colter trust him?
A clear of Russell’s throat cut right through Colter’s chuckle. And then, the eldest tried his best to give no reaction at all. “Yes, she’s a… woman, but hold your horses. It’s not what you think, okay?” Colter lifted his eyebrow once more, causing Russell to heave another exhaustive sigh. “Fine, alright? It’s exactly what you think.”
Well, close enough, Russell thought. He knew Colter couldn’t even possibly imagine the reality in his wildest dreams.
Usually, Russell was an expert in avoiding uncomfortable questions. He was a pro at ditching answers and keeping secrets, even under torture and duress. However, there was just something entirely unique about dodging questions posed by little brothers.
And Russell saw it as a perfect bonding opportunity. He wanted to fill the chasm between them that their father’s death had caused – once and for all. But he couldn’t lie and say he wasn’t walking around on eggshells most of the time – something that reminded him of you again.
Learning from past mistakes, Russell wanted Colter to experience the fun side of him. The one that brewed his own beer, cared too much about his car, and had weird tastes in food. He chose to leave out the rest – the dark stuff and the very best stuff, too.
After all, Russell was good at omitting things.
Colter chuckled triumphantly. “Does this mean you’re finally giving up on Reenie?”
Amused, Russell let out a snort. “Ha! You wish… First things first, alright? Let’s just see how this thing pans out. It’s kind of a long shot. You know that exit plan I told you about?”
“Yeah, you wanna open your own brewery, right?”
“Yeah, well, let’s just say in an ideal world this, uh, woman would be part of that exit,” Russell said and sounded purposely casual as if he didn’t care the mission was successful or not in the end, omitting yet another thing – he did care.
He cared a fucking lot.
“Really? Okay.” Colter scratched his jaw and gave his words some thought. Then he offered a small, yet kind, smile. Honestly, Russell didn’t know what he had expected. “But, you know, if you want me to find the future Mrs. Shaw, I’m gonna need more information to go on. A name, last address, or a-, uh, a picture, maybe?”
“Well, name’s not gonna help you much in this case.” Your first name might’ve been shareable intel, but your last name was of the highest classification. “Her last address that I know of was in Berlin. And while I do have one photo of her, it’s not meant for your eyes, brother,” Russell said with a firmly territorial look that still carried a mischievous twinkle, revealing the exact nature of the photograph to be indeed inappropriate.
Russell had one naughty photo, yes. But he had a whole giant box of others, too.
Colter’s eyebrows met above his nose as he licked his lips. Customarily, people gave him more details when they needed him to find someone. But then again, those people usually weren’t his brother. “Do you know anything about this woman? How long have you two dated?”
“Uhm… not that long,” Russell supplied with a clear of his throat before mumbling the rest of his answer, hoping his beard would swallow most of his words. “Ten years. Give or take…”
What is time anyway if nothing but a concept, right?
Colter blinked at him and almost steered the vehicle off-road before gripping the wheel a little tighter. “I’m sorry… Did you just say ten years?”
“Well, might be more like twelve,” he admitted finally. “Well, anyways, saw her last three years ago.”
“Wow, okay, uhm…” Colter became quiet for a moment, speechless probably, the tiny bits of information running on a loop through his mind. He figured his brother still had lived a life while they hadn’t been speaking. Of course he had. He just never thought about what that life might have entailed, aside from classified military operations. “So, you’ve dated a woman for twelve years…”
“Fourteen.”
“…haven’t seen her in three, and know basically nothing about her?”
Russell snorted a laugh. “Yeah, I know. Ridiculous… Not even sure the name she did give me was her real one,” he said. It was a joke. He did know the name. He knew everything there was to know about you. So, maybe he did lie – sometimes. “But it’s the job, you know? It’s-, uh, it’s complicated.”
That part was true. Truer than he could ever possibly describe in words.
“I guess so…” Colter sighed, and Russell could hear the growing frustration. “So, she does what you do?”
Russell nodded. “In a way, yeah…” And Colter knew what that answer meant – he couldn’t say more. Again. “But don’t worry. We won’t have to turn over every stone on the face of this planet. I have a general idea of where she lives these days,” Russell provided. “One of my, uh, associates was working a job with her not that long ago. That’s how I found out she’s back in the States.”
Colter nodded in acceptance, knowing it was no use to try and prod more answers out of his brother. “Alright. Guess that’s something. So, where are we headed to?”
Russell then flashed him a grin with newfound determination sparkling in his green eyes. “Falls Church.”
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The short drive had remained quiet for the most part. Colter refrained from asking more questions, knowing he wouldn’t be able to get straight answers out of his older brother in one form or the other. To accentuate Colter’s assumption of receiving non-answers, Russell mostly stared out the window with an intensity that had Colter believe his brother was counting trees when, in fact, Russell was pondering what he would, could, or should tell Colter.
Of course, Colter could also always ask more questions about their elusive father, but he didn’t do that either. Sure, one could say he was curious. More than that even.
What did Russell really know about his death? Their mother? Their family? Their work?
Another time, he kept telling himself throughout whenever he stole glances at his long-lost sibling. It was too soon. What was the point when Russell was so clearly reluctant to share anything at all?
Thus, there was nothing left but silence among peaceful woods and dense foliage till Colter pulled his truck over curbside in the idyllic town center of Falls Church.
Patiently, he waited a moment for Russell to open the floor and tell them their next logical steps. He tapped his fingers against the steering wheel, blew raspberries, clicked his tongue, and waited and waited and waited…
Nothing.
If Colter didn’t know any better, he would’ve thought someone carved a lifeless wax statue out of his brother and planted it on his passenger seat. Russell’s entire body stood motionless, only a set of green eyes flickered alive every once in a while and swayed out the windshield in search of something – or someone.
“So, what’s the plan here?” Colter asked with a clear of his throat. “You just wanna stay here and wait till she accidentally runs across the street?” It was meant as a joke, but to Colter’s dismay, Russell remained dead serious.
“That’s exactly what we’re doing,” the older Shaw confirmed and squinted his eyes at the busy street. Again, he had omitted a few things. In his mind, Colter didn’t need to know why Russell knew to be in front of the post office at exactly 15:03 (UTC–4) on a Tuesday.
Colter snorted a laugh. “What? C’mon, that can’t be the plan… Do you know how many people live in Falls Church? Or in the general Washington metropolitan area? We could be here for days. Weeks even…” The younger Shaw then switched fully into work mode, grabbing his phone from the Bluetooth car mount. “We’re never gonna find her like this. You got a phone number, maybe?” But before Russell could answer, Colter replied himself, shaking his head at his own silliness. “What am I even asking? Of course you don’t.”
Russell only smirked at that. Restless, he thought again.
“What about an old one? Maybe even that would help. I could call Bobby, Reenie… You got anything? Nothing?” But the younger Shaw’s questions apparently stumbled upon deaf ears. “Russell? Russ? Are you even listening to me? I’m trying to help you here. You could at least–”
“Found her!”
Russell almost jumped out of the car as his voice rang with sheer excitement. His heart was beating a mile a minute when his emerald eyes landed on the target. It felt like the very first time all over again.
Granted, the first meeting didn’t go so smoothly – there had definitely been some bumps (all on his part). Then again, he expected this next meeting to go a little roughly too (again, all on him).
“Wait, what?!”
Russell downright beamed. “Told you this would work.”
Colter only scoffed under his breath, the familiar competitiveness crawling back to the surface. “Yeah, well, beginner’s luck, okay?”
One boot had nearly touched asphalt before Russell remembered this wasn’t a situation that required him to storm in guns a-blazing – not even covert. Gentle hands, he reminded himself and swiftly closed the car door again, falling back into his seat. His lungs deflated.
Colter, on the other hand, was more confused than ever. “What-, uh, what are you doing?” Half-amused, his brow furrowed a bit more. “If you’ve found her, go talk to her. Where is she? Who is it?”
Curiosity could only be contained for so long. Colter wanted to know who had been a part of his brother’s life for almost as long as he had. He felt this was a key piece of information that would cause the first domino to fall. And then, revelation after revelation about Russell’s past would unravel.
Basically, Colter was waiting for the big epiphany. No pressure.
Russell vehemently shook his head. “Can’t. At least not like this. I need more intel first. You need to find out her name, and then we need your guy Bobby to get onto this.”
And yet again, guess what? Yes, Russell was, indeed, omitting things.
“Me? Why me?” Colter blinked at him. Surprise, surprise…
“‘Cause, obviously, she’d recognize me,” Russell pointed out. Again, omission. Like he had explained earlier, it was a real problem…
Colter exhaled a deep sigh. “Okay, and I’m guessing you’re still not gonna tell me why we’re doing all of this, right?”
“Nope.”
“Yup, thought so.” Still not convinced, Colter narrowed his eyes at his clearly paranoid brother. Maybe paranoia ran in the family. Not to point fingers – he recognized it in himself, too. “Do we really need to go through all that trouble? I mean, you’ve known that woman for, what, fourteen years, you said? Isn’t that a little extreme… even for you?”
Fifteen, Russell corrected in his mind. Close to sixteen. Nineteen max.
“Just trust me, okay? It’s necessary,” Russell reassured, knowing those words bore some weight. Hurriedly (he was getting antsy – this was a time-sensitive issue), he pointed a finger out the window to the sidewalk across the street. “You see that woman walking into the post office? That’s her.”
“What, the brunette in the flowery dress with the golden cross necklace? That’s her?”
“Yup.”
“Wow, okay…” Surprised didn’t come close to explain how Colter felt. He had expected… different. His brow almost met his hairline, but he still tried his best to conceal his wonder – to no avail.
Suspiciously, Russell leaned back in his seat and assessed his brother’s demeanor with a small glare. “What?”
“Nothing.” Colter threw his hands up in surrender, swallowing. “Just… She doesn’t really seem like your type.”
Amused, Russell stifled a chuckle. “And what exactly do you think is my type, little brother?”
“I don’t know…”
“What, you think some nice Christian girl is too good for me?” Russell deadpanned. Admittedly, he enjoyed bantering with his little brother. It reminded him of what he had missed out on for years. This was what he had wanted and longed for since he had left the family at eighteen.
Well, “left” wasn’t really the right word for it now, was it? It implied a voluntary act, and his leaving wasn’t so voluntary.
“That is exactly what I’m saying,” Colter countered, laughing. “It’s just, you know… dental hygienist in a motel hot tub springs to mind.”
“Okay, alright… You done?” Russell huffed, shaking his head. He refrained from showing his honest amusement. “You’re gonna follow her in or not?”
“Alright, I’ll go,” Colter finally agreed somewhat enthusiastically and jumped out of the car, swiftly following the woman inside. After all, he was curiouser and curiouser…
Russell kept his eyes trained on his younger brother until Colter vanished inside the post office. Now, it was out of his hands, only hoping his little brother wouldn’t blow it. Chances were high he would. Not that Russell didn’t have some faith.
He just had more faith in you.
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Colter spotted you picking up mail from a PO box and decided on a plan of action in a matter of seconds. After all, he was quick thinking on his feet and the best at what he did. That’s why he was here. That’s why Russell had picked him for the job, right?
As you made your way back to the door, Colter eloquently intercepted you without disturbing the crowd. Another thing he had learned from his father.
He bumped straight into your shoulder and almost tackled you to the ground by the sheer force of his sneak attack. The mail in your hands scattered to the tiled floor like autumn leaves, and as Colter bent down to help you pick it up, he took a peek at your name on a postcard.
“Oh my God, would you look at that… I’m so sorry, Miss–,” the younger Shaw apologized clumsily, “Nora Laurier.” He uttered your name with a suave smile as he handed you back your pile of letters. The flirt in his eyes, however, he only added for Russell as revenge for Reenie. “Beautiful name.”
Your hands lingered on the letters between you for a moment as you took in his features and tall stature. It left you with a strange haunting of familiarity.
“Thank you,” you finally said with a hint of a smile as he let go of the mail. “Be more careful next time.”
“I will. Sorry again.” Colter chuckled with blushed cheeks and watched you leave. He waited till you had passed the row of windows before exiting himself.
He was a good actor, too.
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Antsy, Russell almost bit his lip bloody as he stared the post office down till a migraine began to form. God, what he wouldn’t pay for some X-ray vision and super-hearing. He could be downright Superman with that – and the hero always got the girl.
His heart dithered anew with longing as you walked out – it took his breath away. You always did that, and you did it well. But then, you stopped short for a mere second, which wouldn’t have caused a civilian to raise a single brow. But Russell did.
“Shit…” he mumbled in the silence of the truck and lowered himself down to the dashboard. He watched you reach for your phone in your purse and call someone as you headed down the street.
Eventually, you stopped three houses east and finished your call in the shade of a tree next to a busy (and noisy) bus station. Russell caught your eyes drifting back to the doors of the post office, though, just as his little brother walked out and jogged towards the car.
“Shit, shit, shit!” Russell ducked even further down, hitting his head in several places. “What did that knucklehead do?”
The driver’s door opened as Colter casually slipped inside. “Got a name,” he announced victoriously. Part of his happiness emanated from gathering yet another puzzle piece of his mysterious brother – meeting you. “She goes by Nora Laurier now… And she seems nice. Way too nice for you, actually…” As he drifted off, his eyes searched for the elder one before finding him almost kissing the floor mat. “Russ, uh… What-, uh, what are you doing down there?”
“What the hell did you do?” Russell’s tone was both snappy and frustrated.
“Whoa, what d’you mean what did I do?” Colter waved off defensively. “I did what you told me to do!”
“She made you!”
“She did not make me,” Colter brushed off with a laugh, quite confident of his own skill set. They’d had the same teacher. He would know if you had suspected anything.
“Then why did she wait and look after you, huh?” Russell pointed out in annoyance.
Colter’s lips itched to break a smile. He couldn’t help it. It was the perfect opportunity to teach his flirt of a brother a well-needed lesson. “Well, maybe I caught her eye… piqued her interest, you know?”
Russell cocked a brow from below, his stare lethal. “Did you flirt with her?”
Colter hesitated for a moment. Mostly for dramatic effect. “I-, uh… You told me to get her name. ‘Sides, I told you Reenie was off limits.”
“Oh, so this is about revenge? Very mature.” Russell frowned. “She still there?”
“Where?” Colter stretched himself a bit as he looked out the windshield.
“Tree. Bus station.”
An amused smile formed on Colter’s lips as he spotted you. “Oh, yeah. I see her. I don’t think she suspects anything. She’s not even loo-… No, uh, wait… Yup.”
“What?” Russell’s brows drew together as he rose a little from his crouched position.
“Yeah, she’s definitely looking over here.”
“Well, stop looking down,” Russell hissed through gritted teeth. After a deep breath, he spoke in a calmer, more advising tone, “Pretend I’m not here.”
“Trying to, trust me… Should I wave at her? Smile?”
“Are you nuts?! Just look ahead. Pretend you’re getting a phone call.”
Colter did as he was told and held his phone to his ear. “She’s still looking,” he informed with a pressed smile, barely moving his mouth when he spoke.
“Okay, what’s she doing now?”
“There’s a-, uh, there’s a car coming and pulling over by the bus station. Dark gray Audi A6. Virginia Plates. Yankee-Papa-Charlie-5824,” Colter said as Russell hauled a pen from his pocket and began to jot down the plate numbers on his left palm.
“Copy that.”
He’d memorize them anyway, but one could never be too safe. He could get a concussion in the next hour or so (most likely because of you), and then what?
“Okay, she’s getting in,” Colter narrated. “Driver’s in his late-thirties. Male. Glasses. Medium height. Medium build… I think you could take him,” he added with a teasing grin.
“Shut up,” Russell retorted. “Are they gone now?”
“Pulling away from the curb and… Yep, they’re gone. Headed south down the road,” Colter affirmed.
“Alright.” Russell popped back into his seat with a sigh and some sore muscles. He had been sure he’d heard a few bones crack while he’d been cowering down there. He might be finally getting too old for these missions. But that was part of the reason why he was here in the first place – retirement was calling. And Russell wanted to fill the chair next to him on the porch.
“You good?” Colter checked and choked the small laugh that wanted to escape upon the ruffled sight of his older brother.
“Yeah, go ahead and follow them. Just keep a low profile,” Russell instructed. “On our way, you might wanna call your op analyst, too. See what he can find out.”
“Alright,” Colter agreed somewhat reluctantly but still tailed the sedan. “You sure this is a good idea?”
“What d’you mean?” Russell said mindlessly, keeping his eyes focused on the target vehicle.
“Us… stalking your ex-girlfriend?” Colter noted with a cocked brow. “And her potentially new boyfriend?”
Russell only laughed at that. “We’re good. Trust me.”
Admittedly, though, a small part of him wondered (and worried) if this was all real. Maybe Nora Laurier wasn’t your real name, but it might be your actual new one – one you’d adopted as a safety precaution after you’d left it all behind. Maybe you had finally done it and retired, found a perfectly normal guy, and settled down – just without him.
Or:
Maybe you were still in the game, after all.
Russell was hoping it was the latter. Otherwise, he could probably expect a hefty restraining order in his future, but he wasn’t about to tell Colter that. Not until he knew for sure.
The Audi parked in front of an organic grocery store a few blocks down. Colter chose a spot across the parking lot, keeping a reasonable distance with the perfect view. Russell watched as you and Unnamed Man #1 sauntered into the store, an arm slung tightly around your waist and a smile on your face.
While on the phone with Bobby, Colter could tell that the sight of you in another man’s arms stung. “Okay, uh, thanks, Bobby.”
“What’d he say?” Russell fired as soon as Colter had removed the phone even just an inch from his ear.
“Uh, well, there’s some bad news,” Colter revealed hesitantly and licked his lips, not knowing how he was supposed to break his brother’s heart. “Bobby ran the plate number through the DMV. It’s registered to an Aiden Laurier.”
“Laurier?” Undeniably, Russell’s heart flinched at the connection. “Maybe a brother. Cousin…”
Or a colleague, Russell’s mind stubbornly added.
Colter bit his lower lip hard before he spoke, “They’ve been married for two years. I’m sorry, Russ.”
A hand comfortingly patted Russell’s shoulder. A part of him wanted to scream heavenward, but something else inside was gnawing on him.
He clicked his tongue. “No… No.” Sure, one could argue that denial was always the first step of grief. “No. No way she married sweater-vest John Mulaney over there.”
“I’m pretty sure she did. Bobby sent me the marriage certificate,” Colter countered and showed him the screenshot on his phone.
Russell glanced at it for a short second, not even bothering to waste more time on fake news. He shook his head. He knew better.
“Nah. I’m not buying it. You need to go in there and tell me what you see.” He sealed his words with an encouraging pat on the shoulder.
Colter exhaled deeply. “Russ, I-, uh, I think you need to let this go, man. You’re starting to… Never mind.”
“No. Go ahead. Say it,” Russell prompted with some thunder in his voice. “I’m reminding you of Dad, don’t I?”
Colter only twitched his shoulders. “I mean, yeah. A little.”
Russell’s head bobbed in thought before he met his little brother’s eyes. “You really don’t see it?”
“See what?”
“The post office, the road crew over there, the-, the fake documents?”
“What the hell are you talking about?”
“C’mon… Just think about everything Dad taught us, huh?”
Was Colter really not getting it? Russell found that quite hard to believe. He had known his little brother to be as sharp as a whip. While Russell didn’t always have the nicest things to say about their father, he could admit the old man had prepared them well for life. Well, one life at least. This one.
The nomad life, the odd jobs that required them to have a particular set of skills like Liam Neeson.
Colter shook his head. “I have no clue what you’re talking about, Russell.”
Russell let out a sigh and leaned back in his seat. “Alright, if you don’t see it, you don’t see it.” A smirk twitched in the corners of his lips. “It’s your funeral, brother…”
With narrowed eyes, Colter pursed his lips. “Alright, just tell me one thing, okay?”
“You know I can’t tell you anything,” Russell reiterated and brushed his beard.
“I know. I know… It’s not that kinda question,” the younger Shaw reassured.
“Go ahead,” Russell relented and curiously looked at his brother.
Within a second, Russell could think of a million questions Colter might want to ask him, but this hadn’t been one of them:
“In the past three years, how many times have you thought about her? And I don’t just mean ‘crossed your mind’ every couple of months. I mean ‘seriously thought’ about her?”
“Hmm.” Russell pondered for a moment before replying, “Every damn day.”
It wasn’t a lie, no omission of anything, and Colter could tell. You were the first thought that popped into Russell’s still groggy mind when he woke up and the last one every night that fluttered across his weary eyelids. Obviously, he didn’t give Colter the soppy answer, though.
“Fine. I’ll go,” Colter softened his stance. “You owe me,” he added with a pointed finger before setting foot outside the car.
“I do owe you. Anything you want, brother,” Russell agreed with a broad grin. “How about we start with a full case of my homebrew, huh?”
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Colter danced gracefully through the aisles, spying through canned goods and boxes of cereal. He watched you carefully select fruit with your husband, move through the dairy talking about “organic” and “locally sourced” till you landed on a few choices of toothpaste and finally strolled to the cash register.
Everything seemed boringly normal and ordinary. You chatted with the cashier. They handed you a coupon, which you slipped into your purse. Your husband paid with his credit card (which carried the same name matching the DMV records), and both of you left the store with two paper bags in your arms.
Once through the sliding glass doors, you stopped and turned to your husband. “Darn, honey, I think we forgot the milk.”
“You want me to grab it?”
“No, I’ll do it.”
“Okay, I’ll wait by the car and load the rest of the groceries.”
Now, Colter found that odd. He had watched you spent at least five minutes in the dairy aisle. How could you forget something as basic as milk?
As you hushed inside, your husband sauntered back to the car, and Colter followed you back in. You passed right by the dairy and, with a few looks that resembled a scan of your surroundings, you slipped past the door that led to the restrooms.
Waiting a beat, Colter went in after you. But you were long gone – just not to the restroom. An ‘Employee Only’ door that led to a dumpster alley outside was just falling shut.
Granted, Colter had a bad feeling about this. It was the same feeling he always got shortly before walking into a trap. In his defense, though, you were not a seven-foot-tall, 300-pound kind of guy. He wasn’t about to be ambushed by Shaquille O’Neal, which is probably why Colter didn’t find it necessary to pull his gun.
In hindsight, he should have.
The narrow alley was quiet and empty, except for some trash littering the ground around the dumpsters. It was closed-off, too, wedged between buildings with no view to the parking lot or nearby streets.
And then, something hit him. Or better yet: You hit him. With an elbow to the face and a stiff, flat palm to his throat, Colter stumbled forward before you gave him the final blow and knocked him off balance, tackling him to the ground.
Pressing his cheek into the rough and unforgiving surface of the asphalt, you jumped on him and restrained his arms tightly behind his back. While he squirmed to get out of your hold, he didn’t use as much brutal force as you expected he would.
“Shit,” he muttered below you, his voice muffled by the gravel. A light chuckle escaped him. “Okay, you got me.”
“Sounds about right,” you agreed with a smirk and tightened your grip on his arm.
Then, Colter heard a gun click above him. Hoping to see his brother, he looked up – only to find your husband with a weapon in hand as he stared down the barrel.
“Ah, I think you broke my nose,” the younger Shaw mumbled with a groan.
“Good. You’ve been following me. Why?” you prompted sternly. “Who are you? Who are you working for? Jafari? Mueller?”
“Listen, I-I think you’ve got the wrong idea. I’m not who you think I am,” Colter argued with a strained voice. What the hell had Russell gotten him into? “This is just a big misunderstanding.”
“Uh-huh.” You could only roll your eyes at that. How many times had you heard that line before?
“Let’s hood him. Get him to the Market,” your partner suggested. “We’ll see if he talks then.”
“No, really,” Colter insisted, growing a bit more uneasy. He had no idea what the Market was, but it didn’t sound pleasant. “You know my brother.”
“Who’s your brother?” With your elbow, you put more pressure on his back.
“Ow, alright…” Colter groaned once more as the pain intensified. “Looks kinda like me. Think two decades younger. He was in the Army, so probably didn’t have long hair and a beard. Uh, kind… green eyes? No? Doesn’t ring a bell?”
Colter watched your brow furrow in his periphery as he squinted upwards. He could see the gears starting to turn in your head. You just needed one final push to put all the puzzle pieces together.
“If it helps, my name is Colter. Colter Sh–”
“Shaw,” you shot like a missile. Your jaw plummeted to the ground, your heart springing right out with it. Your grip on the man caught between your thighs loosened, hearing Colter’s sigh of relief before you heard his voice.
“Hiya, sweetheart.”
Your head darted up, the man beneath you long forgotten. You swallowed as your eyes landed on an all too familiar face – even when it was covered by a bunch of hair that had never been there before. The heart-crushing smile was still the same as if it had been ripped straight from an old photograph you had of him.
“Russell?!”
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Part 2: This Is a Russell Mission
Quite the entrance! Writing Russell reminded me somewhat of Plastic Hearts Dean (minus the addiction problems unless you count lying) because of all the wild overthinking 😂
If you enjoyed this story, then I'll gladly keep working on its prequel. Was a bit nervous to post this since I filled in some family history gaps myself 😅 I also dove into the books a little and added some things that kinda fit their "show" personalities.
Please let me know what you think and if you'd be interested in a young soldier!Russell series 😉🤍
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c0rpseductor · 2 years ago
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emets only like 45 absolute tops physically so it feels like cheating to call him an old man even if hes like over 12,000 years old. however his shrimped spine is very old man chic
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caligvlasaqvarivm · 12 days ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
ASPECT
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.
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.
SPACE / TIME
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 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.
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.
"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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 codependent relationships, hoping to seek external validation, which can appear like Heart's fixation on feelings and desire.
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.
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!
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.
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. 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.
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.
A Life player's challenge is in accepting the merit in taking a pause to consider unpleasant words and alternative viewpoints, in trying to understand the actual problems instead of imposing their own will onto others, so as to better focus their healing energies.
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.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate. Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending.
A Doom player's challenge is in rising above the melange of suffering and pain, to grasp personal peace, and to fill their lives, if not with happiness, then with meaning.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - usually not particularly well-liked, for their inflexibility, for their lack of empathy, and for their dearth of wit. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous. Setting them on the wrong path, or breaking their Hope in twain, can result in disastrous consequences, as - one way or another - what a Hope player believes in comes true.
A Hope player's challenge is in seeing beyond themselves, letting others help guide their vision to something newer and more beautiful.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players grasp that their natural inclinations are bothersome to others, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment; in the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
A Rage player's challenge is in learning to be authentic and true, and to allow this to release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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clegfly · 4 months ago
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‘Puter mari can’t read rooms. Or screens I guess
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#my girl I’m SO normal about her#goes INSANE!!!#omori#omori au#omori mari#I’ve been just developing her character in my head because it’s so interesting#she’s mari but NOT mari at the same time#she has her own little quirks and parts of personality which she in turn questions if that makes her really mari#every single detail about her character is like a concentric circle#it just keeps going and going and the concepts derivative of previous concepts get deeper and deeper#she’s in the depths of an existential crisis let her brood#she IS very bad at socialising and reading rooms and moods and stuff#she’s been trapped her whole life!! both in the game’s storyline and literally on the computer too!!! give her a break!!!!#cw sui mention#some little facts about her for those interested#she speaks with like this tweaked tts that sunny made#in which he adjusted it enough so that it sounded like mari to him#:(#so like. whatever voice headcanon you have for mari bitcrush it and make it choppy thats her#she was the first vocaloid!!! puter mari did it FIRST!!!!#she also gets more advanced the more she’s around#at some point she figures out how to start transferring into electric appliances#sunny’s microwaving leftovers and his microwave starts talking to him in puter mari’s low resolution ass voice#BSJDJDJNZ I love her#I’m purposefully ignoring like the entire angst aspect of her character rn#it’s silly time!!!#ough puter mari you will now forever have my heart#I have more little facts about her lmk if you wanna hear them!!!#puter au
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evellynssocbrainrot · 14 hours ago
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I literally just saw that post and it made my blood boil. It's as if the line "I will have you without armour, Kaz Brekker, or I will not have you at all" flew right over that person's head.
Inej's entire character DOES NOT revolve around Kaz. If it did, she would have fallen limp for him the minute he said "I want you." But she didn't. She CLEARLY has goals and a life outside of her relationship with him. In fact, BOTH she and Kaz are highly independent people who have built their businesses, empires, and skills off of their own heads, but alongside that, THEY SUPPORT AND HELP EACH OTHER!!! WHAT PART OF THIS DID THIS IDIOT NOT UNDERSTAND!!???
That person also said that Inej has no agency, and WHAT!!?? AGENCY IS LITERALLY ONE OF THE BIGGEST KANEJ GREEN FLAGS, WHAT THE FUCK??? Kaz gave Inej a choice to work with him as a spy, and she agreed. Kaz gave her an option to come with him on the heist, and she agreed. When Inej said that she wanted to leave the Dregs, Kaz didn't even try to stop her. He had concocted a thousand ways to keep her to him but used none. And when Inej said she wanted to hunt slavers, Kaz not only supported her, but he explicitly said that he pitied the slavers. And when Kaz sold every asset he ever owned and had been collecting since he was nine without hesitating to pay off Inej's contract and free her from her debt, and when he bought her a ship and found her parents, it wasn't a gesture of stealing Inej's agency or "NOt GivInG HeR a ChOicE," they were genuine gestures of pure kindness, devotion, and selflessness. He was making Inej happy. And he did make her happy. Inej herself was infinitely grateful for his little (Not really so little) gestures of kindness. he wasn't robbing Inej of her choice, he was supporting her and aiding her up to the choice she had already made. Inej tells Kaz that she will return to Ketterdam because she chooses to. And she said that she wants Kaz to help her rid the world of evil people.
Everything Kaz did here was done because of his sheer love for her. Because he was thinking of only her and not at all of himself. 😭
Always remember that Kaz and Inej are each other's partner-in-life and confidant in every way. They are each other's best friend. Each other's biggest simp. Each other's biggest supporter. Each other's comfort and safety. And all the things they do for themselves and for each other are things they choose to do. The agency is one of the core aspects of their deep bond.
I DO NOT understand how this person didn't understand. You are right OP, some people really don't deserve to speak on Kanej.
some people don’t deserve to speak on kanej
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sunnibits · 6 months ago
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is anyone else like a huge fan of various medias, huge fan of characters, loves exploring plots and themes and character development, genuinely very enthusiastic about storytelling in general… but like, somehow physically incapable of making plot lines you care about with your own original characters. or like straight up being unable to create ocs you’re actually invested in???
like, you know what you like, you enjoy so many stories, you spend so much time digging into and delighting in the themes and tropes you like, and yet every time you try to make an original concept yourself it’s just impossible to make something compelling to you???? which makes no damn sense bc it’s literally coming from your own head so wouldn’t it be as self indulgent and perfect for you as possible??????
or is this just a unique me problem bc I swear to god it’s driving me insane
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carefulfears · 1 year ago
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Explain what you said on Twitter
assuming that you're talking about when i said that imo the conversations around "scully, you're making this personal" aren't aligned with the intent/impact of the scene (actually i think what i said was that the scene is very serious but y'all never talk about what's serious about it so you loop back around to being unserious) and tbh i can do a post on my own feelings about the scene sometime when i'm feeling more with it if y'all want but i just meant that people bitch about that line every single day talking about how it's hypocritical and how infuriating it is and how much you hate mulder in s6 etc etc but i literally never see anyone even think about like...the actual meaning of the scene and implications of the line and the context and where they're each coming from. it's all just a very shallow and reactionary discussion in my experience
(i ended up talking more in the tags lol i never shut up in the tags)
#interesting to watch byers' reaction in that scene tbh. considering he's the one who said he 'always wondered' why mulder and diana split up#he very much has a look of 'don't go there' when scully keeps pushing it#as pointed out in randomfoggytiger's analysis of the scene which is linked on their page#this obv isn't shade to anyone who's talked about the scene lol#asks#scully LOATHESSS diana lol and has literally every reason and more#i just think the convos around that scene are missing the biggest emotional aspect (scully's violation in relation to diana's participation#to like.....focus on a totally different angle and blow it up#when i say that the scene IS very serious but never in the way discussed#i mean that it's very much about scully begging to be heard and kind of quietly betraying how much her own exploitation impacts her#how much it IS personal#and it's also kind of a last ditch effort to try to get the person she loves out of this abusive/manipulative situation using evidence#and he IS listening to her (he goes from there to check diana's apartment and tells diana he has doubts about her. which he didnt before)#but she doesn't know that bc she just hears 'scully you're reaching' 'scully you're making this personal'#my interpretation of the line is that he's talking about her criticism of diana. which we know she's been vocal about from her#'you KNOW what i think THAT woman is' in the previous episode#i think he's taking it as input on HIS personal life and what he does with HIS relationships and HIS ex (wife) (lol)#but what makes the scene serious and kind of haunting is that that actually is not what she's talking about at all#she's talking about the chip in her neck. she's talking about her dead daughter. her dead sister. HIS dead sister. the dead MUFON women.#all things that she KNOWS diana is involved with. but she can't MAKE him see that or believe her#(even though he does take in her input moving forward)#they're just not on the same page for once and they're not talking about the same thing#like it's a very deep and very very difficult conversation because it's so convoluted in abuse and power structures and trauma#but my main thought on it is that like...i never see anyone think about the implications or even the aspect of scully's personal history#all anyone ever says all the time is like omg of course it's personal to her i hate him for this men are so stupid#NO ONE EVER EVEN REMEMBERS WHAT THE SCENE WAS ABOUT#and ofc people are allowed their jokes and not every post on every scene is gonna go into how people think about it or how they interpret i#it's just always a very shallow conversation surrounding a very important scene which bothers me! that's all
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mcybree · 1 year ago
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Ok ok ok I'm not Tryna start discourse but bluestars prophecy was my first ever warriors book and bluestar will always be my favourite so I'm gonna make some counterpoints to you about her being a Smajor character
bluestar has always been led by an intense loyalty and dedication to those she loves and cares for - this includes her mum, her sister, her clan, eventually Firepaw when he joins the clan, and she has a VERY strong moral compass when it comes to doing the right thing - when she sees thistleclaw teaching tigerpaw to hurt a then baby scourge she very much discourages it and is against it
Afaik scott is Not like that, he doesn't have an emotional or love-driven moral code, he does things because they're smart decisions in the long term or because he wants to. Granted I havent seen a ton of his stuff but I have seen his limited life and 3rd life perspectives and he is very much a singular team player there, there to look after himself and well if people align with him that's great he's got allies (jimmy and Martyn) but he won't go out of his way to care for them
Bluestars defiance of starclan in the first series is BECAUSE she gave herself to them and what the warrior code demanded so much - yes she broke clan rules by having kids with crookedstar but she did everything in her power to make sure they'd have a happy life and felt terrible that thrushpelt was willing to say they were his to save her reputation. She didn't do it out of a selfish want, she only ever wanted to help her clan and those she loved, and her becoming clan leader is emblematic of that want. When she rejects starclan so wholeheartedly in the first series it's because THINGS KEEP GOING WRONG WHEN SHES TRIED SO HARD TO STOP THEM FROM DOING THAT - starclan has never cared about the sacrifices she made to keep her loved ones and clan safe, she lost her mother, her sister, her kits, her mate, literally everything, and things STILL KEEP GETTING WORSE. it's not a demand that she deserves to have everything good, it's a cry for help that shouldn't something go right after she's tried so hard???
C!Scott isn't like that. He puts himself above others and inherently believes he will get the best if he just plays his cards right, and he is good at it, he's very competent at lasting a long time in life series and getting what he wants - the ruthlessness of gem driven by desperation kills him in secret life, Martyn's complete fucking about face kills him in limited life, and I'm pretty sure it's etho who gets him out in 3rd life by luck. He doesn't plan to look after the ones he cares about, because he cares about himself first and foremost. Yeah you can argue when he doesn't get what he wants he gets annoyed, but his is less of a 'why don't I get this don't I deserve it' and more of a 'oh fuck this didn't work. Ok new plan double down on getting what I want by appeasing to people cos they're easy to read and therefore account for'
I don't doubt Scott would make a bluestar adjacent character if he made a warrior cats oc BUT his character would honestly be closer to darktail or ashfur than bluestar and that's that on that.
(sorry you activated 13 year old me's unskippable cutscene sjdjsjsjja this isnt meant to be a serious argument I just love bluestar a lot and love talking about her)
OKAY 1. this is fucking awesome thank you 2. i am going to do something new and exciting (advocate for scott instead of beating him to death with sticks) because unfortunately this bluestar info has only made me believe she is a smajor character even more.
As a general note when I talk about smajor characters as a collective here I’m referring to characters more in the realm of esmp/traffic/rats/pirates/etc, less vampire scott or necromancer scott who are intended to be villainous.
Scott characters tend to operate under a “If I am not a Good Person I may as well die” rule, and consequently abide by a strict moral code to keep themselves feeling clean. For instance: traffic Scott will never go back on his word, he will avoid dishonesty, and he won’t take from others unless he is sure that he can repay them. He will never betray his seasonal primary ally (even when they betray him first), and will often give people things just because they asked him nicely. He stakes a lot of his own identity on this, because it is through being a “good person” that he justifies his superiority (and, by extension, his own existence); in his mind he deserves the best and *is* the best because he is such a good person. When things don’t go his way, he thinks he doesn’t deserve it because he has been nothing but good, so he tries to place a reason. He often assumes that somebody must “have a vendetta” against him, even if this somebody is the world (see: him asking if limlife episode 1 boogeyman is some kind of joke played on him for not giving in to the boogey curse in Last Life.) which is very Bluestar to me, convinced that her misfortunes are a divine punishment.
This is all to say that Scott does have a strict moral code and deep sense of loyalty. Being a “good person” and devoted partner in the ways he understands it are so ingrained into what he is that I think he definitely has the capacity to be a Bluestar if he were raised being taught clan values, even if his internal systems are often built around never letting gross emotions be fully felt rather than what those emotions compel him to do.
#ive always wanted to partake in pointless character debate on tumblr#considered maintagging this but didnt want people looking at your ask weird. sorry yall we serve fucked up scott here#“But bree” you might ask “what about pearl? He wasnt a very devoted partner then!”#and to that I say: pearl isnt a person to him. and neither is jimmy. Scott fucked up with both of them and unfortunately if he is not good-#and justified 100% of the time he loses his entire identity so convincing himself that they are incompetent or crazy so that he#doesnt have to self reflect is how he gets by. he would literally rather kill himself than earnestly admit fault for anything#… huh. about the above tags I dont remember the lore but is there any parallel there with the whole bright heart thing#genuine question bc I do not remember why blue star did that and I dont trust the wiki#(Trying to space out names so they dont tag)#I really hope this makes sense btw bc I feel like I usually list a lot more examples… but im tired#I can elaborate on any point here if need be ig. I dont talk about this aspect of him often because the literal entire fandom does already#Every scott analysis post out there is about his damn loyalty… anyways yeah scotts loyalty is transactional more often than emotional but#It’s still loyalty and also. hard to draw the line between where the emotions stop sometimes because he can stop giving a fuck about—#most things on a whim. How much scott genuinely cares about something is a forever undefinable concept#asks#he is genuinely a very good ally to have usually. like jimmy was very much the exception there#he does like helping people out he does. he’s just also emotionally detached so he tallies his favors and good deeds to bring up later if—#someone he’s helped decides to go against him. If that makes sense#sorry man I just keep talking. I love this blue animal…….#thanks for the ask genuinely I love when paragraphs about characters#anyways im gonna pass out and. Shakes myself STOP ADDING MORE TAGSSS i think im so tired man
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arcadianico · 2 years ago
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i think one of the reasons i dislike qtntduo as a ship is that wilbur hasn’t been on since literally before the brazilians arrived and everything about qq and elq was always made to be about him. and listen, i know qq’s obsession played a role in that but also qq’s thing about wilbur is so much more complicated that it usually gets portrayed. also having them be romantic and actually involved with each other would be boring sorry
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unproduciblesmackdown · 1 year ago
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also was revisiting a little bmc bway interview ft. william last night & him saying his favorite part of the show was probably doing the agtikbi reprise scene on the couch at the party & mentioning the Nonverbal aspect of jeremy & christine's interacting / communicating there & a way of exploring/depicting Love & Affection in a way you don't always see everywhere and like aaaarghhhhh so true good lord that specific scene. and Again the bway obcr version Existing and being like that, it's just like. winded exhale yeah obsessed 5ever thank you all
#sooo true so true....#bmc#love putting it right in like the eye of the storm#both of them basically just having had these breakups & with jeremy that means mitb scene And [all of that A Time he had prior]#also now reflecting on how you know obviously he was Not ready to hear it w/michael & ofc he was affected by what all Just happened#but it's also like probably the worst time to be very pushy even with the best intentions & thinking it's Urgent & right abt all that lmao#but jeremy's Just had like whoops autonomy revoked ten ways to sunday from two different squip figures like#even [being correct! having jeremy's wellbeing in mind!] behind trying to yank him into some outcome; he's gonna be like Not Again#& ofc the sunk cost re: his squip & he has not had time to catch his breath like literally; not in a place to Confront Shit#if even his missed bestie is; from his perspective here; not at all comforting & not giving him what he feels is a real option....#& anyways ofc we can sympathize / understand them both b/c that's what the show is giving at all moments re all characters#all this to say like jeremy & christine like having such a time being very at sea very uncomfortable but then having This moment#and the refreshment & relief finally of having this successful genuine connection & relative security being with this person rn#love & affection for sure....just say what's on your mind....lord first of all that they improvise those Noises every night. i'm gonna cry#second of all imagining not knowing how that scene goes & the pause & jeremy like [augh] & then christine just Yes Anding. aaaugh#head in hands haven't even relistened for a moment despite all this reflection. the downtempo quiet reprise waaah#it's Pretty killer to sit & chat with you....it's pretty killer for me too....sooo true Not getting this everywhere always & Waaugh ;;m;;#and wasn't even thinking of it as a joke like [and talking about devote specific focus on the Nonverbal aspect of such a scene: im putting#my hands on the shoulders of that & keep drawing a deep breath to start talking abt it but instead going Whew & making Expressions]#i.e. the significance of my nonverbal response as per conveying emotions & thoughts lmao. and just....You Know
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todds-rwby-liveblog · 2 years ago
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Ruby really just fucking went into the Ever After finding out just how badly all of her plan with Amity and getting help fast failed on top of the knowledge that she will always be a target for Salem to Grimmify her or worse for the rest of her life and also the way she has NO idea whether her mom is dead or worse anymore and having it left up to her imagination. AND on top of finding out that Atlas fell and so many people died and in the end it was quite literally all for nothing. AND on top of that Penny died anyway despite the fact that everything that she’d ever wanted (finally being seen as more than just a war machine and making new friends) was finally coming true. Everything has well and truly gone to all shit possible in her mind, Penny dying wasn’t even a last straw for her it was like half the payload getting dropped on her at maximum velocity. I’m gonna go to bed <3
#the way having Silver Eyes is such a personal concept to Ruby's character and something that causes her so much pain and fear every day#I really hope they can explore it some more in Vacuo potentially#just#wanna be able to see all the other magical people who aren't Oscar describe just how it feels to them to have those powers some more#the Maidens are a long chain of souls that are carried between all those different people#SEWs are constantly getting genocided and are so far apart in time and space that most of them probably never nor ever will have any idea \#\ just what they possess and how special and how dangerous it is#Ruby only found out through the Ozluminati and a survivor of said genocide#after she accidentally knocked herself out activating it while watching her friend die in front of her#and now from literal fucking god and the instigator of it as well#Now that Winter has fully embraced the power of Love and Friendship tm I think it would be really interesting to see a more empathetic#perspective on what inheriting a Maiden's powers means#especially since it was through a genuine emotional connection that was built up over a long time this time rather than just purely a last \#\ thoughts type situation#at least from Winter's POV we know that aspect of the transfer has a ton of weight to her#wondering how fast Whitley and Willow are also gonna join the Ozluminati#no Schnee left behind from that 😭#I'm also wondering if Whitley is gonna start to embrace his semblance how that his sister is a Maiden and his other sister is a huntress#and his mom's summon literally saved his life#and he doesn't have the business anymore bc Mantle is in the past and so is Atlas#so ik it's unlikely bc RWBY doesn't have time for filler but I really wish we could get an arc where Whitley starts to embrace that side of#himself some more#anyhoo enough rambles about magic people it's bedtime#riin rewatches v8
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mayspicer · 8 months ago
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Ok, the boss is no more! There were some super stressful moments but surprisingly we all survived o:
My animal companion got hit with disintegrate, but we had hero points to make him avoid it. I would cry actually, because disintegrate means no resurrection x_x
The war is prevented! At least this one, because Cayden's party is right at the center of a much bigger one just starting. Today we saved the country. Cayden is trying to not even save the whole world, just maybe slow the whole thing down and save as much people as possible...
#majek says shit#I have the diamond for a raise animal companion spell but it can only be used if you have a body and even then there are restrictions#and Kela wouldn't even know about it until after the fight because she got trapped between a wall of force and a stone golem?#or a stone Big Humanoid Fucker idk what that technically was but it would've killed me pretty fast#and it all was in an area of supernatural darkness emanating from the powergamer's character...#which interfered with so much of everyone else's actions and we even addressed it before the session that it's a bad idea to cast this#but its ok because HE will be able to see through it and HE won't be targeted easily:))))#he also almost ended the encounter in the first round of proper combat...#by using mechanics so outrageous but technically ambiguous enough that our GM can't deny them by using only RAW...#and he prefers to settle arguments by going as RAW as possible...#and it wasn't a problem until now when we have a player who exploits to an actually unbelievable extent#we shared our character sheets online yesterday and I finally saw his... still have no idea how the character works#because like half the stuff is custom and missing from the app#he has 9 AC in the app and allegedly 32 AC before buffs...#and the GM says the math checks out but 1. nobody saw that math besides him and 2. so far he trusted that player without too much questions#and only recently he actually realised he's been manipulated multiple times when me and some others started dismantling that players actions#I so hope this was the last session with that person#the worst thing is I think he's an ok guy when I'm not playing any kind of game with him#and I understand different people find enjoyment in different aspects of games - his being figuring out how far he can go with the rules#and there are whole groups of people who like to play like that and enjoy the challenge of making the most broken “build” possible#but the rest of the group are not that kind of people. maybe some like to have fun with researching what's possible#but it's never the purpose of the game and these things dont find their way into the actual game#I'm actually considering the possibility of just leaving the campaign if he stays there... I know I whine a lot in the tags#about different players that get on my nerves for various reasons. it sounds like I'm never happy about anything#but our group is big and we play together as a friend group in 4 different campaigns now (I'm in 3 of them)#and every one of these smaller groups has it's issues. sometimes it's the characters not matching and sometimes different expectations#or interpersonal stuff that can be worked out. this here is not a group composition issue because the powergaming attitude is everywhere#it's impossible to talk casually between sessions and confronting the guy leads to like actual temper tantrums#literally said “the fuck do I care if the party dies I'm not gonna be useful anymore” after the GM gave him feedback to maybe ease it up#he never says things like that when the gm or me are present but we still get info. he just can't be confronted by the gm like that
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urfriendlywriter · 1 year ago
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How to write smut ?
(@urfriendlywriter | req by @rbsstuff @yourlocalmerchgirl anyone under the appropriate age, please proceed with caution :') hope this helps guys! )
writing smut depends on each person's writing style but i think there's something so gut-wrenchingly beautiful about smut when it's not very graphic and vivid. like., would this turn on a reader more?
"he kissed her, pulling her body closer to him."
or this?
"His lips felt so familiar it hurt her heart. His breathing had become more strained; his muscles tensed. She let herself sink into his embrace as his hands flattened against her spine. He drew her closer."
(Before proceeding further, these are all "in my opinion" what I think would make it better. Apply parts of the advice you like and neglect the aspects you do not agree with it. Once again I'm not saying you have to follow a certain type of style to write smut! Creative freedom exists for a reason!)
One may like either the top or the bottom one better, but it totally depends on your writing to make it work. Neither is bad, but the second example is more flattering, talking literally. (Here is me an year after writing this post, i think, either is amazing, depending on the context. the type of book you're writing, your writing style and preferences!)
express one's sensory feelings, and the readers will automatically know what's happening.
writing, "her walls clenched against him, her breath hitching with his every thrust" is better than writing, "she was about to cum".
(edit: once again, hi, it's me. Either is amazing depending on ur writing style. Everything at the end is about taste.)
here are some vocabulary you can introduce in your writing:
whimpered, whispered, breathed lightly, stuttered, groaned, grunted, yearned, whined, ached, clenched, coaxed, cried out, heaved, hissed
shivering, shuddering, curling up against one's body, squirming, squirting, touching, teasing, taunting, guiding, kneeling, begging, pining, pinching, grinding,
swallowing, panting, sucking in a sharp breath, thrusting, moving gently, gripped, biting, quivering,
nibbling, tugging, pressing, licking, flicking, sucking, panting, gritting, exhaling in short breaths,
wet kisses, brushing soft kisses across their body (yk where), licking, sucking, teasing, tracing, tickling, bucking hips, forcing one on their knees
holding hips, guiding the one on top, moving aimlessly, mindlessly, sounds they make turn insanely beautiful, sinful to listen to
some adverbs to use: desperately, hurriedly, knowingly, teasingly, tauntingly, aimlessly, shamelessly, breathlessly, passionately, delicately, hungrily
he sighed with pleasure
her skin flushed
he shuddered when her body moved against his
he planted kisses along her jawline
her lips turned red, messy, kissed and flushed.
his hands were on his hair, pulling him.
light touches traveled down his back
words were coiled at his throat, coming out as broken sobs, wanting more
he arched his back, his breath quivering
her legs parted, sinking into the other's body, encircling around their waist.
+ mention the position, how they're being moved around---are they face down, kneeling, or standing, or on top or on bottom--it's really helpful to give a clear picture.
+ use lustful talk, slow seduction, teasing touches, erratic breathing, give the readers all while also giving them nothing. make them yearn but DO NOT PROLONG IT.
sources to refer to for more:
gesture that gets me on my knees !!
(more to comeee, check out my hot or kisses prompts on my master list!)
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sakitenmaenjoyer · 1 year ago
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tsukasa's so funny bc in earlier stories whenever he showed a hint of anything negative he'd go "AUGHHHHHHH IM A USELESS PIECE IF SHIT. WAIT DONT THINK THAT WAY I HAVE TO BE BETTER"
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1ddiscourseoftheday · 3 months ago
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Liam was a boy, and then a man, who suffered so much trauma and pain. He was bullied as a child and then lived a nightmare that I think none of us can really imagine of having that triggering experience replicated on a literally global public scale. He became a man who inflicted trauma on others. He was an addict who was unable to find a way out of that disease, and now never will, but who was open and vulnerable about his struggles. He was an incredibly talented musician and artist and an absolutely integral part of one of the most important bands of a generation; his voice and songwriting and skill in the studio shaped every aspect of what One Direction became at their best. He loved that band and being a part of that experience with his whole being and would never have stopped celebrating what they meant to us and to the world. He had problems and did bad things; that doesn't mean he was a bad person who didn't deserve to be loved and helped to heal- everyone deserves that- and the fact that that's not something that can ever happen now is devastating. I was very distressed by many of his actions; and I cared deeply about this man I didn't know and wished for better for him than this outcome.
I'm so deeply, deeply SAD tonight. I'm sad for Liam, who will never now have the chance to look back on this hard time and reflect on how far he's come, and for Liam's family, for his parents and his sisters who loved and supported him so much, and for everyone in the 1D band family and circles. And I'm sad for us. It feels like nothing will ever be quite the same, and that's hard and sad and shocking. It's a special kind of doubled grief, to mourn the loss of the person, and also of what he meant to us in this strange world of parasocial fanning, for the real him and also for the version of him that we made up and attached so much meaning to and for the escape that brought us. For him, and also for the easy uncomplicated joy of listening to those beautiful songs from happier times, which might never feel the same again. For the other boys, who we love so much and wish we could shield from suffering and loss and pain. For our fellow fans, who we also worry about the impact of this on. Everything about this is terrible, and I am sending so much love out to all of you. We are not alone, and it's okay to feel complicated emotions and it's okay to mourn and it's okay to care about how it effects you and your life, whatever you're feeling- it's okay. We are here with you. We are 1D family.
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