#and how independent she is
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kurthummeldeservesbetter · 3 months ago
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I feel like something that should have been explored more in Arcane is that despite the dangers and pretty much horrific conditions, Zaun children seemingly grow up a lot more caring and have a larger understanding of family in comparison to Piltover children. And if such a reflection of the real world in a sense.
The kids of Zaun seemingly grow up with a lot more adult support. Ekko is easily welcomed under Benzo’s wings. Vander adopts 4 kids (two of which we learn he knew of before their parents death, two of which we can’t be sure of). Silco, despite all what happened, and his ulterior motives, shows no problem adopting Powder/Jinx. In the alternate universe it seems as though he’s still played a part in the kids lives. Jinx adopts Isha easily and Sevika cares for her as well. Hell, even Mr. War Crimes Against Humanity does well with little Viktor (until ya know, the animal abuse).
Hell, up until Vander dies (the first time) there seems to be a large understanding of if there’s an orphan or a kid in need of guidance, take them in! (And certainly don’t inform them of your plans to turn a giant pink salamander into drugs and be confused when a nine year old doesn’t understand). If a kid wants to be your apprentice, let them! For the most part, until things all went wrong in the end of act 1 of season 1, the worst parts of Zaun seem pretty typical for any city in poverty.
Match that with what we see with how Caitlyn and Jayce grow up. Caitlyn is given adult support, yes, and it’s clearly a good adult mentor, but it’s not entirely by her choice. It’s been chosen for her. She’s safe, but there’s a lack of freedom of choice. Meanwhile, when Jayce gets older, and that same accident in Act 1 happens, the family that supported him and his mom turns their backs. His own mom doesn’t support him either, because she’s afraid of what he’s talking about, but also because he’s damming them to being outcasts.
Conversely, Vander is more than willing to take the fall for what Claggor, Milo, Vi and Powder did. He’s willing to go to prison for a long time, in order for them to have a better future. Despite Vi’s best efforts, he’s not going to listen to her (she is just a kid) and he’s not letting his family go down and get hurt.
Meanwhile, a man who grew up in this mentality, where there’s a wide sense of family support from people who aren’t your biological family, is the one to go to Jayce, a stranger, and tells him he believes in him. It’s why it’s such a shock to Jayce; his own family and family friends denied him. They didn’t support him.
I think that’s what makes all the difference. Piltover and Zaun have wildly different understandings of family and forgiveness. For Piltover, it shuns and damns the lives of those who upset the balance. For Zaun, it provides safety and never ending understanding.
Just. I’m thinking.
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moongothic · 1 year ago
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Crocodad AU where immidiately after having left Dragon and his baby boy Crocodile finds an 11 year old Robin. And while he's 100% only recruiting her so they can make a beeline for the Poneglyph and Pluton in Alabasta by the two of them... Crocodile accidentally sorta kinda adopts Robin.
At this point Robin's been running for her life from the Government for three years so her deep trust issues and fear of betrayal are starting to take root in her little heart. Like perhaps they haven't taken fully over yet, and being still a child I'm sure Robin might've still had that genuine hope that she could find a safe place to stay in. But I'm sure the though of "what'll he'll do with me once he gets what he wants?" would be nagging at her at the back of her mind. Meanwhile Crocodile's struggling between the pain and hurt he's already gone through and given him his trademark trust issues, as well as the aftermath of The Dragodile Divorce. But he also has his Fresh Paternal Instincts and probably misses his baby. So when given a small, scared child who is running for her life, being chased by the very same Government that'll want his son dead if they ever find out about him... Yeah that might fuck with your brain a little
You know this post was supposed to be just that first paragraph and just a few footnotes from the following two paragraphs. And then I kept on Having Thoughts. And I kept on writing them down. And oh no what happened when did this post get so long (Look I was going to either kept on writing my Additional Thoughts in the tags or I just put them in the actual fucking post)
Like considder this: based on this one SBS, we can kinda tell that if Crocodile was given a chance to raise a child, that child would be a spoiled little shit, right
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So in this scenario, where Crocodile's looking after lil Robin, would he be kind of torn? Unsure how to feel about her?
Because on one hand, this strange child would have the potential to not only ruin his plans, strip him of his Shichibukai Privileges by outing him and his plans to the World Government, but also put his son in grave danger by extension (if she found out about him having been involved with the Revolutionaries and/or having a child). But on the other hand, his paternal instincts could make him want to spoil this poor little girl rotten. But only because he needs to (perhaps literally) buy her trust so she'll behave. No other reason, he doesn't feel sorry for her one bit, no sirree. (But maybe he did feel sorry for her, since his son could very well end up exactly like her. Poor little thing) (Which is why he needs to nuke Marijoa out of orbit as soon as possible, no matter the cost, and this child can't get in the way of Crocodile protecting his son) (But also this is a child. Like how bad could she be. Besides all he really needs to do to win her trust is be nice and make her feel safe, right?)
Of course, while I'm suggesting Crocodile could have some parental instincts, realistically, he hasn't actually spent any time being, you know, a father to a child (looking after his newborn for an unknown though short amount of time aside), so it's possible he wouldn't even know how to parent Robin even if he wanted to, would he? (Like taking care of a newborn and an 11 year old kid aren't the same either) So if he was kind of just emotionally flipflopping between No Trusting Ever and It's Just A Kid for God's Sake, Crocodile trying to be nice to Robin to make her feel safe and then telling himself to stop being so soft and vunerable... Yeah that would make for an absolute mess of a relationship. (Not to mention, let's be real, dude's a scary motherfucker too, and a bloody giant compared to itty bitty baby Robin. He could keep on accidentally scaring the shit out of Robin (who would be On Fucking Edge To Begin With) by just Being Himself. Like for example, can you fucking imagine if he caught Robin trying to cheer herself up with a little "dereshishishi" only to tell her to stop because "it was stupid"? 'Cause I can imagine him doing that, and boy howdy would that make Robin feel bad)
Or who knows, maybe Crocodile was just Born To Be A Dad, maybe he just Fucking Gets It. Like Crocodile is canonically pretty good at manipulating people to do what he wants them to do (see: how he played Vivi like a fiddle), so knowing Robin's position and understanding how she feels, maybe he COULD completely nail how she needed to be treated. Not being too familiar but still making her feel safe and happy, knowing exactly when to be stern and when to spoil her, etc. Dude just goes off and wins the Dad of the Year Award while being a deadbeat dad himself. The only thing Crocodile would have to worry about then would be making sure HE doesn't get too fond of her. And certainly that could never happen, he's so in-touch with his own feelings and so grounded, he's not a softie, get outta here. Or maybe he does but never realizes until it's too late and good luck backpedalling on those emotions now dumbass
Alright so, the reason I went on that whole rmble is just that like. I'm so interested in the relationship Robin and Crocodile already have in canon. I'm so facinated and curious about how the two feel about each other, considdering they did spend 4 whole years of their lives together as criminal business partners, though neither ever trusted the other. A partnership that was only ended because Robin betrayed Crocodile, out of her own trauma. (God, I want to see these two "reunite" so bad, I want to know how they feel about each other now after the timeskip and Robin joining the idiot in flipflops who foiled Croc's plans)
My question here is just that... if they had met 13 years earlier, would things have been different? Especially if Crocodad Real? Because as I mentioned in the begining, Robin would've been on the run for only 3 years by this point, as opposed to 16 years before running into Crocodile. Simultaneously, this would be before Crocodile went onto spend an entire decade all alone, slowly losing his marbles in his emotional solitude. They'd both be emotionally traumatized, yes, but would it have been as bad in this scenario? Like I did start this post kind of joking about Crocodile adopting Robin, and for clarity's sake I don't think they'd have like a father-daughter relationship nececarily. But it would be a strange relationship still, because we'd have two broken people, both struggling to trust anyone. One who had lost her mother and her only friends, leaving her all alone and afraid while running for her life. The other a father who had just given up his son whom he probably missed dearly. Both having these holes in their hearts from loss of family, holes that could not be filled with replacements. But could they find comfort in each other anyway, because they still as people occupy similar roles to their respective loved ones? If they both could just get over those trust issues?
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Okay I've been going off on the Emotional Side Of Things for this AU Concept, THERE'S PLOT TOO
So if Crocodile did pick Robin up like 19 years ago, that should be before he set up base in Alabasta, long before he had built is homebase and financial empire etc.
Now the thing is, while we don't know when, where and how Crocodile learned about the Ancient Weapons, Pluton specifically and how the lead on it would be in Alabasta... Considdering Crocodile did once upon a time aim to become Pirate King, it would make perfect sense if he had learned about Poneglyphs during his past adventures, as he would have needed to get the Road Poneglyphs to find One Piece. And while the World Government did bury the truth about why Ohara had been burned down and why Robin had been given her bounty (remember, the WG claimed it was because she had sunken a fleet of battleships, which she had not, it was because she could read the Poneglyphs), considdering this is a Crocodad AU specifically, you could totally make an argument Crocodile could've learned about what actually happened to Ohara from Dragon and co. So, just to make this AU work, you could just assume Crocodile learned about the concept of the Ancient Weapons from Dragon. And who knows, maybe he overheard the truth about why Robin had been given her bounty from Dragon too (maybe Dragon was able to get intel from Garp in secret) or while going to Marijoa himself to attend a Shichibukai meeting or something IDK.
Maybe he learned about Pluton being in Alabasta before finding Robin by accident, and maybe they made a beeline for Alabasta the second Croc recruited Robin. Travelling takes time and the guy would've most likely had to find an Eternal Pose to Alabasta just to get there (also canonically Robin didn't enter the Grand Line until her 20s so they should've met in West Blue probably, since that's where Ohara was) Or maybe Crocodile had to haul Robin around for a few months while looking for That Missing Piece of Information that would lead him to Alabasta. (Imagine the two travelling from like island to island, library to library, Crocodile trying to find that leads while Robin's just so excited about ALL THESE BOOKS (she's helping too with the research) (but to her, research is playtime, so she's just having the time of her life) (Also, notice how Crocodile's Theoretical Child is a fucking loser ass nerd? Yeah Crocodile would encourage Robin reading and studying, surely. And that would be fucking cute))
But like, once they set sail to Alabasta...
Sure, Crocodile could try to do it The Slow Way that we know he tried in canon, building trust and creating his little empire etc. But also, in canon, Crocodile couldn't have jumped into action head first because without Robin, even if he had found the Poneglyph he couldn't have read it and found the location of Pluton. Crocodile choosing to do it the slow way may have been partially because he didn't have much of a choise and it could've felt like the smarter move long-term.
But in this scenario, he already has Robin. Yes, he could do it the slow, secure way.
But what'd be there stopping him from infiltrating Cobra's palace and kidnapping him (in the night, when nobody suspects a thing), demanding Cobra to spill the beans lest Crocodile kills him and/or his pregnant wife* (*Vivi was born 10 months after Luffy so depending on how long it's been between Crocodad leaving Luffy behind and this scenario... Yeah either the wife is there, still pregnant, or there's a newborn Baby Vivi)
Like it'd be a risky move but depending on how ballsy Croc's feeling and how confident he feels in being able to kidnap the king without being noticed... Yeah he could probably do it. And I'm sure he'd have no problem killing Cobra either, if anything it'd be required if he didn't want the Government to find out he was out to find Pluton, and god knows Cobra would tell on Crocodile if left alive. I could see Crocodad being maybe a little iffy about killing Baby Vivi though (it's not like the newborn baby could report him to the WG anyways), but if nothing else, he just needs to be able to pull off the bluff of his life to convince Cobra to do as he's told. And we all know Crocodile's good at convincing people.
The only question is, how would Robin take that?
Watching Crocodile go into Full Murder Mode, hearing him say he'd kill a pregnant woman/a newborn baby if he didn't get what he wanted? Like yeah, I'm sure 11 year old Robin would be fine with that, that wouldn't make any alarm bells go off in her head at all, it'd be fiiiine. IT WOULD NOT BE FINE, SHE'D BE SCARED SHITLESS. That fear of "what will he do with me when he gets what he wants"? Well, Robin may not have found the answer to that question in particular, but she certainly found the answer to the opposite question, and it's not good
So say Cobra, kidnapped (perhaps with Baby Vivi) by Crocodile in the night, guides the two to the Poneglyph under the tombs. Crocodile puts Cobra out of his misery because he's not needed anymore. And he asks Robin to read the Poneglyph for him.
Robin, who has spent the last little while, be it weeks or months with Crocodile, him having become her "guardian", the thing keeping her safe. Crocodile, who has now shown how cold blooded and cruel he can be. Robin, who might be scared out of her mind. Of him.
And the Poneglyph says Pluton, the thing Crocodile wants, isn't there. It's in Wano.
What's she going to do?
EDIT: I wrote a sequel post, enjoy
#Moon posting#OP Meta#Sir Crocodile#Crocodad#Nico Robin#THIS POST WAS AN ACCIDENT. I DON'T KNOW HOW THIS HAPPENED. WHY DID I WRITE THIS. WHAT DEMON POSSESSED ME#I'm sure someone's written this already right#Right#Surely this fanfic already exists#Please tell me it exists#I dunno what to tell you I am not immune to a Juicy AU#Anyway on a more wholesome side of things: Robin accidentally calling Crocodile ''dad'' and he just inhales and swallows his whole cigar#Nearly chockes to death. Gets burns on his throat.#Robin feeling less alienated because of her DF ability because Croc has seen weirder AND is made of sand himself#If anything if they're literally by themselves then Robin being able to literally lend a hand to Croc at any time could be extremely useful#Like. In regular life situations. 'Cause Croc only has one hand. And Robin as many as she wants. Perfect duo.#(Also if they were travelling on like a small ship then it'd probably be built for a Tall Motherfucker like Croc right)#(Robin's ability would just make the ship more accessible to her and Croc would find that independence good)#Robin still gets a codename because Croc can't have anyone realize who she is. Maybe she even wears like a mask or summin' in public#If Crocodile's openly trans and the news of him transitioning recently broke out. Like. No avoiding that convo eh#Baby Robin's like ''...I read in a book once that some reptiles can change sex but I didn't know crocodiles could do it too''#''💦.../Humans/ can't do that normally either''#''Hmmmm. Weird. I don't think being a girl would suit you though'' // ''...I'll take that as a compliment''#I just. I think they could have really cute interactions if they warmed up to each other after a little while#And I'm Extremely Normal about that
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vakariaan · 5 months ago
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"Though the world sees a strong and independent woman, I have never known someone with such gentle grace and more pure heart." ⬨
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strobbylemonade · 1 year ago
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let sleeping dogs lie / let loyal dogs die
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caligvlasaqvarivm · 2 months 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.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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luuxxart · 2 months ago
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glad to be home for the holidays
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luxaofhesperides · 1 year ago
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For ghostlights: baby Ellie + tired Danny + Duke the baby whisperer?
He has no idea how his parents did it. 
Babies are exhausting. Toddlers more so. Any infants in the strange stage in-between? Doubly so. 
Ellie is wonderful and sweet and cute and such a terror that Danny genuinely has no idea how his parents managed to raise not one, but two kids. For all their eccentricities and absent-mindedness, he and Jazz turned out pretty well. Ignoring the whole halfa thing because that’s more his fault than theirs even if Jazz says they shouldn’t have created the dangerous environment in the first place.
That environment is exactly why Danny refuses to let Ellie go to his house in Amity Park. His parents say they’ve disabled all the weapons and ecto-sensors since he’s had to reveal himself as Phantom, but he knows that things slip their minds and if they can’t guarantee that the house is safe, then Ellie isn’t going in there. Simple as that. 
This means that they live somewhere else now. Danny had thought about it, during the hours Ellie was asleep and he was awake, exhausted and worn down to his bones, and took Jazz’s advice to accept Vlad’s offer of buying a house for him. Except he argued Vlad down to an apartment in a city of his choosing where he wouldn’t stand out too much and he would be safe, or as safe as he can be, from anyone trying to hunt down ghosts. 
So here they are. Standing in the empty living room of their new apartment in Gotham. 
Gotham may not be very safe as a city, but it’s good for two ghosts trying to pass as normal. 
Danny sighs yet again, and looks at the space he’ll need to fill. At least Vlad is footing the bill. It’s the least he can do for creating Ellie. Frostbite was the one who was able to stabilize her, though it was almost too late and resulted in her reforming as a baby, just one and a half years old. Jazz is the one who’s choosing most of the furniture, thankfully, so it’s something that Danny doesn’t need to worry about it.
It’s a new start to their lives and it feels so empty. So overwhelming. How did his parents do it? How do any parents do it?
Ellie smacks a small palm against his cheek and babbles lightly.
“I know, Ellie,” Danny says, giving her a tired smile. “Don’t worry, we’ll have this place looking good in no time.”
He adjusts her in his arms, then heads towards the bedroom. It’s the only room that has any furniture, and all that’s there is a bed, a crib, and a bookcase. There are a few boxes on the floor, labeled ‘bedroom’ and ‘clothing’ and ‘books’. Most of it came from his bedroom in Amity Park, but he’s pretty sure he caught Jazz sneaking a few things in before they closed the boxes and loaded them up into the car. 
“Can you be good for five minutes?” he asks Ellie. 
She babbles again and smacks his shoulder.
“I’m taking that as an agreement. Just let me open these boxes and start unpacking before you start causing trouble, okay?”
Ellie makes another sound, but it seems agreeable so Danny carefully lays her down in the crib and gets to peeling off the tape on the boxes. The opens the one labeled ‘bedroom’ first, finding blankets and sheets folded and stacked in vacuum sealed bags. One of them is his old childhood blanket, the one he carried around everywhere that was faded with age, barely blue, with white bunnies decorating it. 
He was so small when he had this. It makes him oddly emotional to unpack it and pass it on to Ellie, draping it over her so her pudgy little hands can grab at it. 
This is no time to cry, though! He forces himself to focus and makes his own bed, shaking out the sheets and fluffing up the pillows. He’ll worry about washing everything later; Vlad made sure to get an apartment with an in-unit washer and dryer, which means he was actually sensible while apartment hunting for Danny. 
He doesn’t mean to flop onto the bed once it’s made, but he ends up there anyways. He’s barely gotten a full six hours of uninterrupted sleep since Frostbite deemed Ellie healthy enough to leave his care. The drive up to Gotham was long and wore him down to his bones.
He doesn’t mean to fall asleep, but he does, drifting off as he wonders, distantly, when Jazz will be back from getting them dinner.
Ellie wakes him up at dawn with a loud cry. Danny jolts awake, heart pounding in his chest as he panics because Ellie isn’t here, she’s supposed to be in his arms, where is she? And then he sees the crib, where Ellie is staring at him through the bars, and he nearly collapses with relief. 
“Morning, El,” he says, voice rough from sleep, as he picks her up. She just stares up at him, then leans forward and rests her head against his shoulder.
It’s quiet moments like these that make his heart melt. Ellie’s had a hard life already; he wants to give her a better one, this time around. 
A quick check of the time on his nearly dead phone shows that it’s barely past six in the morning, and Jazz texted him a few times. All about furniture, saying that she didn’t want to wake them and that food is in the fridge. 
It’s only the mention of food that makes him realize how ravenous he’s feeling. Danny makes a beeline for the kitchen, ignoring everything else, and pulls out the boxes of take-out Jazz left stacked in the fridge. He devours it like he’s been starving for weeks, then gives Ellie her Ecto-Jello, the only food she’s allowed to eat until Frostbite gives the okay for solid, human food. 
Once he’s got her burped and cleaned up, Danny looks out of the kitchen and realizes that Jazz was very productive while he was asleep. The living room isn’t empty anymore; a dark green couch is against the wall, a low, rectangular coffee table made of dark wood in front of it. Two armchairs are on both sides of the couch, and a television has been installed, fixed into the wall. 
Jazz is asleep on the couch. Her legs hang off an armrest and she’s drooling slightly. 
Her phone is charging on the floor, so Danny takes it and snaps a picture of her for later teasing, then sends it to himself and writes a note to her that he’s going out with Ellie to explore the neighborhood.
He’s finally feeling more settled, energized from sleep and food.
In the warm dawn light spilling in through the windows, Danny looks down at Ellie and thinks that they’ll be just fine after all. 
. . .
Four months ago, Danny had hope. He was optimistic. 
Gotham was a fresh start, a new lease of life for Ellie. It is Danny’s attempt to be a single parent, sacrificing college for Ellie, and he’s planning to go out and beat the gangs black and blue if they start anymore shootouts in the next year.
He had just gotten Ellie to sleep. She was actually peacefully taking a nap.
And then a drive by shooter raced down the street, gunshots echoing down the road, and Ellie work up crying. She still hasn’t stopped, despite how Danny rocked her, soothing her as best he could.
They had been outside when Ellie fell asleep, her head on his shoulder. He had been catching up with Sam and Tucker when the car drove by, people ducking and crying out to avoid the bullets. Danny instinctively covered Ellie and made them both intangible, saving them from any stray bullets, but they ruined her nap and he needs to make them pay for that. 
“Shh,” he soothes, “You’re okay. We’re both fine. It’s okay, El, it’s okay.” 
Her little hands clutch at his back, twisting the fabric of his shirt, and she lets out a heartbreaking wail. He pats her back, hurrying down the street to get back to his apartment building, ignoring the looks people were giving them as they passed by. 
“I know it was scary, but you’re alright. You’re always safe with me, El.”
Ellie’s cries down down a little, but they don’t stop. She whimpers, burying her face against his shoulder as he finally reaches their apartment building.
The door’s locked, which wouldn’t be a problem except Danny can’t get his keys from his pocket. He knows he has them! But his pocket refuses to relinquish them and he has to stop every few seconds to pat Ellie’s back, trying in vain to calm her down. 
“We’ll be inside in a second,” he tells her, trying to keep the frustration out of his voice, “as soon as I can get these freaking keys!”
“Hey, you alright?”
Danny startles, whirling around so fast it makes Ellie go quiet, clinging to him so she doesn’t get flung into the air. There’s a guy standing before him in a gray hoodie, looking at him with clear concern. It speaks to Danny’s level of constant exhaustion that he hadn’t clocked someone sneaking up behind him. 
The guy offers an awkward smile. “Sorry, didn’t mean to scare you or anything. Um, do you need me to open to door? I live here too.”
Danny wonders for a moment if this someone dangerous, someone hoping to hurt Ellie, but she starts to cry again and he steps to the side. “Please. I can’t get my keys.”
“I’m Duke, by the way. I don’t think I’ve seen you around here before.”
“Danny,” he replies, watching as Duke pulls out a large key ring, jangling with the amount of keychains on it, and easily opens the door. “I’ve been here a few months, but I’m usually inside. Or walking around in the mornings with this little monster.”
“That would explain it,” Duke says as he holds the door open, letting Danny in first. “I’m usually in classes at GCU, but I decided to take a mental health day after my lab, so here I am.”
Danny walks in and waits for Duke to follow, making sure the door closes properly behind them. “Thanks. How is GCU? What do you study? I was thinking of going there myself once she gets a little older and can go to school.”
“Oh, I’m majoring in English and Human Services.” He goes to say more, but Ellie wails again and Danny winces.
“I’m so sorry. That drive by woke her up and it’s really rattled her.”
“Hey, no need to apologize. I get it, Gotham is rough to kids.”
Danny tries rocking her back and forth, but it doesn’t help. He resigns himself to another hour of her crying before she exhausts herself, and makes for the stairs, going up to the fourth floor. Duke holds open the door again, then follows after them. It makes Danny wonder if Duke is planning to do something to them, then decides he can beat Duke in a fight, so it’s fine.
Duke doesn’t try to hurt them or steal Ellie away. He opens the door to their floor and stops before they do. “I’m in here,” he says, “If you ever need me to open more doors.”
“Thanks. Um, actually, I might need help opening mine?”
Duke just smiles and makes his way back to them, following them farther into the hall until Danny stops in front of his apartment. 
“If I could just get my keys,” he starts.
“Here, let me hold her for a second so you can get them,” Duke offers. Danny wants to insist that it’s fine, but Ellie cries directly into his ear and Danny, at the end of his rope, passes her over. 
Like magic, Ellie settles as soon as she’s in Duke’s arms. She sniffles and hides her face away, clutching to Duke’s hoodie, but she stops crying. They both go still, surprised, and stare down at her. 
“Seriously?” Danny says as he finally pulls out his keys, “Are you trying to say that I’m the problem?”
Ellie babbles lightly, and Duke turns his head to futilely hide his grin.
He grumbles as he unlocks the door and pushes it open. Ellie is acting as if she’s never been upset before a day in her life, making herself at home in Duke’s arms. 
“I can’t believe this. Betrayed by my own blood.”
Duke laughs as he follows Danny into his apartment, lightly patting Ellie’s back. “It’s always the smallest, cutest ones that do this.”
“Yeah? Do you work with a lot of kids or something? Used to being betrayed by the little ones?”
“I don’t work with kids per se,” Duke says, “But my foster family is a hot mess and the youngest of them likes to keep us all on our toes.”
“Family,” Danny says in a tired, fond tone.
“Family,” Duke agrees.
With his door open and Ellie calm, Danny’s ready to just lay face down on the floor for the rest of the day and not deal with anything else. He moves to take Ellie back, holding his arms out, and Duke tries to pass her over.
The key word being tries. 
Ellie tightens her grip and kicks at Danny. She refuses to be taken away from Duke, making him awkwardly try to pry her off his hoodie. Danny really hopes Duke doesn’t notice how she goes slightly intangible to make his hands fall through her arms and legs. It shouldn’t be noticeable, but it’s hard to focus on anything but a kid that clings to you, so Danny holds out for Duke’s goodwill and silence.
“As nice as it is to meet you, you need to go back to your… parent?” Danny nods when Duke looks at him in askance. “You need to go back to your parent. Okay? Come on, kid, he’s waiting for you.”
Ellie shakes her head, makes a frustrated noise, and then turns and reaches out a grabby hand towards Danny. 
She still refuses to be taken from Duke when Danny tries to pick her up again, so he settles with just letting her hold two of his fingers. 
“I’m so sorry about this,” he says to Duke, face burning. This is why he hasn’t been going out and being social since he moved in; Ellie is a handful even on the best days, and Danny doesn’t want someone to judge him as unfit to parent her and have her taken away.
Duke shakes his head, stepping closer. “It’s all good, man. I don’t mind. It’s not like I had any plans today. I’m already skipping my classes, might as well spend it with you two than sleep all day.”
“Are you sure? I’d be happy to invite you in, but I know Ellie can be a lot and not everyone wants to spend their day off with a baby.”
“I’m sure. Besides, I’d just be down the hall anyways. It’s no skin off my back, man.”
“Well,” Danny says, stepping to the side to give Duke full access to his open doorway, “Come on in, then.”
Ellie keeps them connected, one hand in Duke’s hoodie and the other holding Danny’s fingers, and though her cheeks are still red from how hard she had been crying, she’s calm now with her eyes shining with mischief. 
As the door closes behind them, Danny realizes that this is the first time someone he’s not related to has been inside his apartment. Not even Vlad has come in, always choosing to invite Danny and Ellie out for lunch instead. 
It should make him nervous, but Duke is calm and easy going and kind. 
He’s making silly faces at Ellie to make her laugh, completely at ease with her in his arms, as if he’s done this a thousand times before. 
Gotham is a second chance at life for Ellie. It’s a sacrifice for Danny, to be alone and without friends or family around. He’d been ready to give up everything for Ellie, to focus solely on raising her, but with Duke filling his apartment with laughter, he thinks that he can make a life here too.
All he needs to do is take that first step, reach his hand out, ask Duke to stick around.
He can do this.
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mollysunder · 2 months ago
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The fact that Jinx killed Silco, or that he was specifically killed at all, is so irrelevant to s2 (for everyone including Sevika) is so weird to me. If I never watched Arcane and randomly started from s2, or if some marathon came on and I made it to the start of s2, I wouldn't even remember that Jinx killed him.
To be fair, Jinx did straight up tell Smeech and they included Silco's death in that awkward black and white clip show recap of silco in s1, but it's just so completely inconsequential to the plot. Actually, it's also a bit confusing because despite knowing Silco's dead, Caitlyn still lists one of her objectives as neutralizing "agents still loyal to Silco". Do these supposed loyal "agents" even know he's dead? Do they know Jinx killed him? Why didn't Caitlyn mention any of this to the general public?
Tldr: In s2 it's easy to forget that Jinx killed Silco because it doesn't matter to anyone, not her allies or enemies. If I was a casual viewer, like I watched it s1 during the premiere and came back post-hiatus to watch s2 without a rewatch and you quizzed about how Silco died, I'd probably get that answer wrong.
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poorly-drawn-mdzs · 1 year ago
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Hi! I hope this is okay but I would love to hear more of ur thoughts about the Yunmeng siblings because they are important to me and your tummy hurt comic hasn't left my brain as just,,, such good immediate characterization! ^^ Thanks!
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I have too many thoughts on the Yunmeng siblings to fit into a succinct post, but I can offer you a Jiang Yanli addendum to the tummy hurt alignment.
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solarisburns · 8 days ago
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Lily Evans who people only viewed as valuable due to her relationships with other people. Lily Evans who was a soldier at 17 years old. Lily Evans who faced down Voldemort. Multiple times. Lily Evans who is only spoken about as a love interest. Lily Evans who was a prodigy. Lily Evans who never got to fix her relationship with her sister. Lily Evans who got married young. Lily Evans who fought back. Lily Evans who spent of all of Hogwarts being told to choose "the right guy". Lily Evans who had dreams and goals of her own. Lily Evans who will always be known as the mother of the chosen one. Not the witch who saved his life through her love alone. Lily Evans who was spoken about as an accessory. Lily Evans who is only called Lily Potter.
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rustedleopard · 4 months ago
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"Why did Ceroba inject her child with an experimental serum despite Chujin's warnings? Is she a total idiot? That makes no sense, she's a bad parent! This is bad writing!!!"
SHE THOUGHT IT WAS SAFE!!! Chujin blamed the serum failing solely on the fact that the SOUL he used was "impure." Nothing about his technique or anything he did; to him the problem was that the SOUL was "impure." So when Kanako pointed out that Ceroba had improvised a method to extract impurities from the SOUL sample, then it made sense that, since the only issue with the serum was taken care of, it should've been safe to use. That was likely the only deviation that Ceroba did when crafting Chujin's serum, and she probably figured that she'd screwed up removing the impurities instead of questioning anything about her husband's serum; hence why she tries leading a "pure-hearted" Clover to the Royal Laboratory to try making the serum with Kanako all over again. Ceroba's admiration and inability to find fault with Chujin led to her injecting Kanako with the serum, not bad writing or whatever.
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vaguely-concerned · 28 days ago
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so when adaar tells harding that they got her mother out of danger in ferelden before the blight really hit, and that she's safe with 'some old friends' for the duration... good people of tumblr I was just hit with the incredibly funny concept that harding's ma is spending the entirety of the veilguard double blight hanging out with the valo-kas mercenary company. ma harding and shokrakar is the buddy comedy duo I didn't realize I needed until right in this moment. they butt heads to begin with but end up seeing eye to eye eventually. with the help of some crates, and creativity.
(...in fact since harding's parents have canonically amicably divorced since inquisition.......( ͡° ͜ʖ ͡°) hello my second nichest but also perhaps most valid dragon age pairing thus far. lace bringing taash home with her for the first time only to find her mother standing on a chair to also be passionately making out with a powerful and bluntly hilarious vashoth warrior is something that can actually be so personal.)
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markantonys · 1 month ago
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me: wheel of time season 3 is coming out in march
mom: oh! dad was just watching dune, and it made me think about an image of a stone city that was all yellow and then there was a big tower that everyone was up on. that was from this show right?
me: yes!
mom: [slowly having her memory jogged] and there are the main five people. are they all still alive?
me: yes, there's the five friends, and moiraine and lan-
mom: [immediate full memory regain] OH LAN!! i love him!!!
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lbhslefttiddie · 3 months ago
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the qiong ding peak disciples 100% have petty beef with lbh for stealing their favourite didi lmao
they're not gonna Actually beat him up (without Reason) but they're very emphatic about how thoroughly they WILL if lbh messes with sy. it's like a shovel talk that never ends
sy isn't actually completely oblivious to whats going on but he doesn't get why they're like this and he thinks theyre being fucking stupid (and he trusts them to not actually bully binghe) so he's elected to ignore their antics entirely
#arts#mottau#next chapter almost done so im letting these loose now#hou jingxing is standing on the Box of Dramatic Height Effect in the first image. she is actually shorter than lbh#bai yunqi does not get in on their antics but he is Watching lbh to make sure he's not Problem#lbh is not scared of these bitches he WILL fight for the right to hang out with sy if he has to#most of this (particularly for hou jingxing + li yanying) is just childish jealousy over how much sy obviously likes spending time with lbh#part of it is that having an interested alpha who they don't know hovering around the omega of their group#does clock as a Potential Threat on a purely instinctual level#but there is also a Not Insignificant portion of this (esp for bai yunqi)#which is that they met sy when he couldnt talk or walk on his own and clung to yqy like his life depended on it#its sort of left an impression on them! esp bc nowadays its very clear he wasn't like that because thats normal for him/his preference/etc#the younger two especially probably wouldnt even be able to put into words that its something that worries them but it does all the same#lbh on the other hand only met sy after he was already growing MUCH more independent#he's never known sy as anything other than how he is now. what he DOES know is that sy was the first person who ever REALLY helped him here#so he's never thought of sy as someone who needs to be sheltered or protected even though sy is a few years younger than him#and that's a HUGE part of why sy spends so much time with him
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monabee-draws · 3 months ago
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Caitlyn's slow but inevitable decline into facism was painful to watch but it's Vi's tacit support of that that REALLY hurts me.
Cait was raised at the top of the hierarchy and it only took her being the one 'in danger' to flip from sympathetic to the undercity to desperately angry and wanting to return to the status quo where she and piltover are in power/control/oppress the weak 'for their own good.' I expected this to happen from the moment her rhetoric began to shift (us vs them, calling Zaunites animals, general dehumanisation.)
Vi knows that the issue is structural and the structure that's used to exercise violence against the oppressed is the enforcers, yet she still joined them anyway. It's excellent writing but the implications that has for her as a character who has been shown to have strong convictions and morals is so heartbreaking. It feels like her years in prison have eroded at the heroic spark in her to the point where she'll justify anything to return to the past. I keep asking myself how Vi could justify using The Grey as a weapon against the undercity, and her parotting what is probably Caitlyn's justification - that they used it to clear the streets and keep as many safe as possible - just rings so hollow. She felt like a lost soul just vaguely drifting through life in Act 1, and of course she did. She has no one left BUT Caitlyn. She has no place in the Undercity because it grew away from her. Her base of motivation as a kid was to fight for and protect the Lanes and now that the Lanes are gone who even is Violet anymore? If only she could rewind time and restore the uncomfortable uneven past.
Vi and Cait are actually the same person, the only difference is that Caitlyn has the power to enact her vision and Vi doesn't. I'm so sore.
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eddith · 5 months ago
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every time nami refers to sanji as "sanji-kun" and he refers to her as "nami-swan" my heart jumps around full with happiness
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