#and i think she needs some support
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It's not that I think she can do no wrong, but I get Pin, and I support her.
#the loyal pin#i know others will have differing views#but i understand her#she's in a very difficult place alone and doing what she was raised by and what she thinks is the only thing she can do#among a whole host of self-sacrificing tendencies and ptsd and social and abandonment#issues#and i think she needs some support#hence this post#i stand with pin#khun pin#this has been a post
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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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A Jayroy fic where Jade drops off baby Lian and they just.. retire.
There’s a really difficult conversation they have about dating and raising a kid and vigilante work and they decide screw it. It’s not safe to raise a kid around.
And by retire, I mean they disappear. Go to ground.
(Talia knows what it is to want the best for your child even if they have different opinions on what best is. She gets them off the grid and funded in some sort of suburban hellscape that takes the both of them a while to adjust to. They say they have a deep space mission and just, don’t come back.)
Roy works in a rehab clinic and Jason gets a degree in Literature. He becomes a professor at a small college, taking on graduate students and falling into academia.
They go to therapy, the make friends with other parents, they become normal people. And they have an insane security system for their house, and AI that scrapes cameras of their faces, and a modified basement that Roy compares to the Batcave exactly once that has a gym and space to work on equipment and a method of escape should it be necessary to uproot their lives again.
Because they want to be civilians, but that doesn’t mean that if their past lives come knocking, they’ll be caught unaware and too out of the game to defend themselves. In fact, because they don’t go on patrol, they’re at peak performance at all times and rarely injured more than a sprained wrist or paper cut. Gone are the days of concussions, GSWs, and stab wounds.
The superhero community doesn’t know what to do, what to think. Because all of their resources are expended elsewhere. And because space is a big place, and trying to find two humans in its vastness is an exercise in futility.
So Lian grows up normally. She’s a girl whose parents love her. And her problems are ordinary, like homework and sleepovers and playing soccer.
And when she’s in middle school, the same age as Roy and Jason were when they started superhero training, they tell her about their past lives. About the danger it will bring if they’re found. Because they promised never to lie to her, and to never let her get wrapped up in the vigilante scene.
They’re well adjusted people raising a normal daughter.
And they explain to Lian that they came from very large and complicated families. Families that did dangerous work, work that put anyone who knew about it at risk. And that Lian was a baby, and that all of that risk of their jobs, was not worth her life. That they loved her more than their families, their jobs, their previous lives. But that it meant they could be discovered, and that those old lives would be dragged back up again and she could get hurt.
Lian thinks of it like witness protection.
So Lian memorizes code names and pictures of people that may try and approach her. She learns the differences between friendlies and uglies. Between ex-family, and rogues. And she doesn’t ask questions, doesn’t look into things when her parents ask her not to. Because she trusts them to protect her. She trusts them like a well adjusted young girl who could very well ask her parents for more information, but doesn’t care about the answers because she trusts they’re not important. That it doesn’t change how much they love her or what their lives are.
There are a couple of versions of this:
1. Jason, Roy and Lian live out their lives happily and away from their families. They are never again vigilantes or found out by them.
A) Alfred dies and that is the only thing that almost breaks Jason, that he didn’t get to see the man again before he died.
2. The Bats track them down, ask them what they hell they were thinking, that they thought they were dead. To come home, be part of the family again. They’re told no - and the three of them disappear again to somewhere they’ll never be found.
3. Alfred finds them, says nothing to anyone and once a year, on Lian’s birthday, goes to visit. None of the Bats ever figure it out.
4. Alfred knows where they’re going from the beginning, he keeps them updated on their families and helps hide them from everyone. He never once tells a soul that Jason and Roy are alive. He is allowed to visit Lian sometimes and they are all happier for it.
A) When Alfred gets old enough, he tells Bruce he will be retiring. He asks that he is not followed, that no one from the super hero community is allowed to keep tabs on him. He tells him he’s sorry, but that it has to be this way. Alfred goes and lives the end of his life with Jason, they speak about literature every day, about Alfred’s parents about anything he wants to. Jason buries Alfred in England and Bruce Wayne gets an unmarked alert to its location.
5. The Bats find them, and never approach them. Each Bat basically figures out that Jason is alive, doesn’t say anything to the rest of the family, and keeps tabs on him and Roy. Once they realize that Lian exists, none of them ever breach that level of trust, even as they all grow into old age and move on with their lives.
6. Bruce finds them.
A) He waits for Jason in a cafe, watches him realize who he is and turn to look at the Roy Harper, who nods once and walks away. Jason approaches him and sits down. He asks how he found them. Bruce doesn’t say anything, just looks at his son, alive, seemingly happy. Tells him it was an accident, he had genuinely still thought they were in space, maybe dead, until someone plagiarized Jason’s work, submitted it through a Wayne Enterprises competition of some sort, and it flagged the system. It had been entirely work related, pure coincidence. No capes.
B) And Jason laughs and it’s lighter than Bruce has heard it in years. Jason asks how much Bruce knows about him now, how much intel he gathered before approaching him. Bruce says he knows about their marriage, their daughter, their jobs and habits. Jason nods and he’s smiling. Bruce doesn’t know what to do. He had checked the area, and there were no reports of anything approaching vigilantism, no anonymous casework, no decrease in crime, nothing to suggest the presence of the Red Hood and Arsenal. He hasn’t spoken to Jason outside of business in years, isn’t sure he knows how to anymore. And he looks happy, he’s alive, he’s a civilian.
C) He wants to ask him everything, ask him to come home, wants to know the man his son became. He asks Jason why. Why they disappeared. And Jason is still smiling and it’s honest and Bruce can’t stand to look at him and can’t help it either. So Jason tells him that they will never let their daughter into vigilantism. That they quit, and needed it to be absolute. That he and Roy couldn’t do this halfway, that if they loved their daughter they had to do only what was best for her, and that meant burning their old lives entirely, becoming civilians.
D) Their lives had been too complicated, too many people, too much history. So many ways for things to go badly, to leave Lian without parents or get her killed as leverage against them. And for as much as he and Roy had cared about the people in their lives, couldn’t stop caring about them, they knew that they would just drag Lian into all of the emotional problems that come with being a vigilante. That it wasn’t healthy, for any of them. That trying to do so would kill them. So they disappeared. And Bruce thinks of the pain he and his family had gone through over Jason, wondering how he was doing, if he was dead, hearing nothing and trying not to let it eat at them. But right now, his son is in front of him smiling, something he can’t seem to stop doing. Something Bruce never thought he’d see again.
E) And he has a son in law, a granddaughter. His son has a family, one he built himself. He looks healthy, he’s not closed off, he’s more open than Bruce thinks he’s ever seen him. It’s jarring, like Bruce is wrong footed. He doesn’t know what to say. Wants to tell him about everything that’s happened, to his brothers to their family, to Gotham and old contacts. Wants him back in the loop. Wants to ask about their lives, and college, and his wedding and his daughter. Bruce wants to know all of it. And he wants to know how he did it, how he hid himself so well in plain view.
F) And the detective in him will always prioritize the how over everything else. He wouldn’t be Bruce if he didn’t. So Bruce asks how. And Jason laughs, says he’s not going to tell him.
G) You know I can’t tell you that, old man.
H) He can’t let it go, Bruce can never let anything go, that’s his burden to bear. He tries to push old buttons, doesn’t notice he’s doing it. But Jason won’t stop smiling, won’t switch from civilian to vigilante. There is no trace of anger, of the Red Hood. He doesn’t look surprised and Bruce’s arguments, about flaws in his code, software, he’s just smiling. Won’t rise to the bait. And for once, Bruce has a feeling he’s only felt around Clark. A feeling of being outmatched. Jason knows all of his buttons, isn’t pushing a damn one. Isn’t letting Bruce push his either. It’s not even a stalemate. Bruce has no openings.
I) He starts telling him about his brothers, about missions and life developments. He tries to tell Jason everything. And Jason listens, hears everything he has to say. And Bruce asks him about himself, his life, his husband, his daughter. And he hears about NA and AA meetings, about therapy and raising an infant, and being a professor and his students about their friends and neighbors, about Lian’s friends at school. All of it. Except the how. And at some point, it’s been a couple of hours, but not very long at all, Jason gets a text. He doesn’t look at his phone. And Bruce knows that whatever spell had been cast over the cafe, whatever bubble of another universe he had crossed into, he was about to watch it close. Implode on itself with only him inside. Because Jason was about to leave. All of it, the cafe, the conversation, the smiling and the laughter, it was the one distraction that Bruce was liable to. And Jason has him right where he wanted him. It was something that wouldn’t work twice, and they both knew it.
J) And Jason says, I can’t stop you from telling anyone. I can’t stop any of you from looking for us, but this was the third life of mine that you ended. Of the two of us, I would go to greater lengths to protect my daughter. I am asking you not to make me do something you’ll regret. I am asking you not to look for us, not to tell anyone, not to put it in a report. I did not want to hurt you, any of you. And you have made that unavoidable. I know you, Bruce, and I have spent time healing from everything I’ve been through. I cannot allow you to pull me back into it, to pull the three of us back into your world. I know that this conversation won’t stop you, now that you know. So I’m sorry, I didn’t want to have to say this. I know who you are, who all of you are. It was never a question before, that I would keep your secrets. If you look for us, I will go public. It’s not just your life I’ll be placing at risk, it will be the entire league. I will burn every bridge, every alias. I have redundancies in place, you send a super my way you better be sure to send them all. You better be sure you’ve caught all my backups, all of Roy’s backups, everything. We have avoided you for years without triggering any of your, or the league’s, systems. I can’t predict another accident, but if you know what is best for you and everything you’ve built, you will prevent even that from happening. Do not force my hand.
K) Bruce stands, trying to memorize his son’s face. And then Jason is gone. Disappearing down a street and out of sight. And Roy is waiting for him, their house had been cleared of all traces, Talia has new lives set up for them and Lian is asleep in the backseat.
L) Their lives are busy for the next few weeks, traveling and covering their tracks and looking for new methods of being traced. And they change their names, change their lives, are prepared for the upheaval of being new people again. This time, it sticks. They watch Lian graduate school, college, get married, have children of her own. And the media is inescapable - they learn very little about their old families lives, but not nothing. There are funerals and weddings and probably so much more in private, things they will never know, never be part of again. And then they’re just old and together. Their grandkids visit, Lian visits, life is good and long and they are happy.
• Or, it sticks until one day, a spell is cast in Gotham and he’s standing on a rooftop, no mask, identity on full display, surrounded by other vigilantes in mixed states of gear and civilian status. Some being or other from another universe required all hands on deck in this universe and had used a spell to summon them all here.
• Jason spotted Roy appearing near him on the rooftop, both of them stunned. No one had noticed them yet, but their moment of indecisiveness and a moment of pure awareness on the Batfam’s part, meant there would be an inescapable confrontation. Batman seemed to notice them first and looked to Jason, who shook his head. It appeared Batman was trying to talk to the person who had summoned them all here, to argue they should be sent back or ask if it was possible.
• Jason moved himself and Roy towards Batman, doing their best to avoid looking at any of the other vigilantes at all, including but especially family. They walked into a tense conversation.
• You must send them back, they are civilians.
• Batman, you of all people understand the threat we are up against, if the spell believes they are necessary to combat X then they were brought here.
• I understand perfectly well, I am telling you to send them back. Having them here is a security risk, not during the fight, but after. This is not your universe, things are different in ways you can’t know of, this is one of those circumstances.
• Jason and Roy approach, Roy tapping his shoulder in a way that means he’ll follow his lead.
• He announces, You are in violation of the Hempstead agreement. You have one hour to return us to our previous location before we are a security risk.
• They can hear intakes of breath around them, some of the arrow clan and bat clan have approached, uncertain of what exactly is happening, but not comforted by the fact that Batman seems to understand the situation without telling any of them. The argument continues, Jason standing just behind Roy, separating him from the group slowly forming around them, people pushing their way to the center to see their son or brother again. Their friends.
• A decision is reached, It will take me 10 minutes to establish a connection strong enough to send them both through. Do not interrupt me while I prepare, follow me.
• And Jason and Roy are walking away, backs turned to their families. To their friends. There are shouts behind them, their names, other things they choose not to hear. It is all held at bay by Batman.
• They are speaking with the universe hopper, giving him a location to send them while clearly stating that he is not to give out that location to any of the vigilantes here, that violation of these terms will risk the hero community at large. The closer it gets to the ten minute mark, the more the riot behind them frays between silent understanding and desperation. Neither of them turns around, they can’t allow themselves to look. It is excruciating.
• Roy looks Jason in the eye and neither of them are fully able to stand it, but the fact that they’re not alone has to be enough. Jason can see the itch start, the overwhelming feeling that can’t be tolerated, the one that motivates people to seek out something that will just stop. He reaches out his hand, taps it against Roy’s and is met with one of the worst smiles he’s ever seen. It threatens to bring Jason to his knees, but Roy threads their hands together. The portal opens before them and without turning around, they step through.
• There is a shared panic attack, a moment of grief and regret where both of them realize just how greatly they hurt all of the people they used to care about. They break apart together and rebuild each other enough to pick up Lian from school and begin the process of torching their home. Whatever fight they had been summoned for had not happened yet, so they had a larger lead time than they had when Bruce had stumbled across them. But now, the entire hero community, many more points of being able to be convinced, was now aware they were both alive and on Earth.
#jason todd#batman#bruce wayne#redhood#roy harper#jayroy#royjay#arsenal#alfred pennyworth#retirement!au#i really think that the best way jason and roy could heal is to stop being vigilantes#that’s probably true for most of the heroes and vigilantes honestly if looking at a personal scale and not global#jason specifically is stuck in some toxic web of family and vigilantes where he can’t separate them#and he never got the time other kid heros did where they figured out who they were as they grew up jason got it dumped on him#and the distinct brand of hero judgement that comes from people trying to uphold morality being leveled at you when trying to stay sober#isn’t healthy for roy so honestly both of them need new support systems and time to learn how to cope away from life threatening traumas#i don’t know how to work in jade so either she’s exempt and can see lian or she makes talia promise she’ll be safe#i think talia would absolutely go to bat for jason against bruce in this and if bruce finds out he’s alive and they’re okay she’s in for#a worse screaming match then when he figured out she put his kid in the pit i can’t imagine his rage over her stepping in twice#but jason would absolutely appreciate it and roy would be nervous as hell meeting The Talia al Ghul
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one of the things that i think we should pay attention to, socially, about the disney v. desantis thing is that it is really highlighting the importance of remembering nuance.
in a purely neutral sense, if you engage in something problematic, that does not mean you are necessarily agreeing with what makes it problematic. and i am worried that we have become... so afraid of any form of nuance.
disney isn't my friend, they're a corporate monopoly that bastardized copyright laws for their own benefit, ruin the environment, and abuse their workers (... and many other things). this isn't a hypothetical for me - i grew up in florida. i also worked for the actual Walt Disney World; like, in the parks. i am keenly aware of the ways they hurt people, because they hurt me. i fully believe that part of the reason florida is so conservative is because it's been an "open secret" for years now that disney lobbies the government to keep minimum wage down, and i know they worked hard to keep the parks unmasked and open during the worst parts of Covid. they purposefully keep their employees in poverty. they are in part responsible for the way the floridian government works.
desantis is still, by a margin that is frankly daunting, way worse. the alternative here isn't just "republicans win", it's actual fascism.
in a case like this, where the alternative is to allow actual fascism into united states legislation - where, if desantis wins, there are huge and legal ramifications - it's tempting to minimize the harm disney is also doing, because... well, it's not fascism. but disney isn't the good guy, either, which means republicans are having a field day asking activists oh, so you think their treatment of their employees is okay?
we have been trained there is a right answer. you're right! you're in the good group, and you're winning at having an opinion.
except i have the Internet Prophecy that in 2-3 months, even left-wing people will be ripping apart activists for having "taken disney's side". aren't i an anti-capitalist? aren't i pro-union? aren't i one of the good ones? removed from context and nuance (that in this particular situation i am forced to side with disney, until an other option reveals itself), my act of being like "i hope they have goofy rip his throat out onstage, shaking his lifeless body like a dog toy" - how quickly does that seem like i actually do support disney?
and what about you! at home, reading this. are you experiencing the Thought Crime of... actually liking some of the things disney has made? your memories of days at the parks, or of good movies, or of your favorite show growing up. maybe you are also evil, if you ever enjoyed anything, ever, at all.
to some degree, the binary idealization/vilification of individual motive and meaning already exists in the desantis case. i have seen people saying not to go to the disney pride events because they're cash grabs (they are). i've seen people saying you have to go because they're a way to protest. there isn't a lot of internet understanding of nuance. instead it's just "good show of support" or "evil bootlicking."
this binary understanding is how you can become radicalized. when we fear nuance and disorder, we're allowing ourselves the safety of assuming that the world must exist in binary - good or bad, problematic or "not" problematic. and unfortunately, bigots want you to see the world in this binary ideal. they want you to get mad at me because "disney is taking a risk for our community but you won't sing their praises" and they want me to get mad at you for not respecting the legit personal trauma that disney forced me through.
in a grander scheme outside of disney: what happens is a horrific splintering within activist groups. we bicker with each other about minimal-harm minimal-impact ideologies, like which depiction of bisexuality is the most-true. we gratuitously analyze the personal lives of activists for any sign they might be "problematic". we get spooked because someone was in a dog collar at pride. we wring our hands about setting an empty shopping mall on fire. we tell each other what words we may identify ourselves by. we get fuckin steven universe disk horse when in reality it is a waste of our collective time.
the bigots want you to spend all your time focusing on how pristine and pretty you and your interests are. they want us at each other's throats instead of hand in hand. they want to say see? nothing is ever fucking good enough for these people.
and they want their followers to think in binary as well - a binary that's much easier to follow. see, in our spaces, we attack each other over "proper" behavior. but in bigoted groups? they attack outwards. they have someone they hate, and it is us. they hate you, specifically, and you are why they have problems - not the other people in their group. and that's a part of how they fucking keep winning.
some of the things that are beloved to you have a backbone in something terrible. the music industry is a wasteland. the publishing industry is a bastion of white supremacy. video games run off of unpaid labor and abuse.
the point of activism was always to bring to light that abuse and try to stop it from happening, not to condemn those who engage in the content that comes from those industries. "there is no ethical consumption under late capitalism" also applies to media. your childhood (and maybe current!) love of the little mermaid isn't something you should now flinch from, worried you'll be a "disney adult". wanting the music industry to change for the better does not require that you reject all popular music until that change occurs. you can acknowledge the harm something might cause - and celebrate the love that it has brought into your life.
we must detach an acknowledgment of nuance from a sense of shame and disgust. we must. punishing individual people for their harmless passions is not doing good work. encouraging more thoughtful, empathetic consumption does not mean people should feel ashamed of their basic human capacities and desires. it should never have even been about the individual when the corporation is so obviously the actual evil. this sense that we must live in shame and dread of our personal nuances - it just makes people bitter and hopeless. do you have any idea how scared i am to post this? to just acknowledge the idea of nuance? that i might like something nuanced, and engage in it joyfully? and, at the same time, that i'm brutally aware of the harm that they're doing?
"so what do i do?" ... well, often there isn't a right answer. i mean in this case, i hope mickey chops off ron's head and then does a little giggle. but truth be told, often our opinions on nuanced subjects will differ. you might be able to engage in things that i can't because the nuance doesn't sit right with me. i might think taylor swift is a great performer and a lot of fun, and you might be like "raquel, the jet fuel emissions". we are both correct; neither of us have any actual sway in this. and i think it's important to remember that - the actual scope of individual responsibility. like, i also love going to the parks. Thunder Mountain is so fun. you (just a person) are not responsible for the harm that Disney (the billion dollar corporation) caused me. i don't know. i think it's possible to both enjoy your memories and interrogate the current state of their employment policies.
there is no right way to interrogate or engage with nuance - i just hope you embrace it readily.
#does this make sense#to do be deleted probably yikes#(takes a swing at a wasp's nest)#like i think ppl have started to just be really quiet when they like something 'problematic'#and im like... u can be like -#girl tswift NEEDS to just TAKE A BUS . LIKE?????????????????????#while also being like.#''she's a lot of fun''#if ur personal policy is that u don't support her for that reason that's great#but it's like. eating meat???#like yeah some people won't bc the environment. but the fact i eat meat doesn't mean i hate the earth#like i can say that i think the meat industry is HORRIFIC and also downright cruel to its employees#but like. still enjoy a chicken nugget....#there are people who choose otherwise. it's okay . we are people. i make like no money. u probably don't either#us fighting about whether or not it's Right To Eat The Chicken Tender just distracts from like.#actually turning your ire on the corporation#i hope it's clear what i'm saying here is like. when we fight each other for Purity Reasons#we are just doing the work of corporations . for free. like they WANT us to be doing this lol#it's the fucking DREAM of the upperclass that now ALL forms of responsibility fall on the individual
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I love how people are only ever interested in defending Arya's right to be weird-looking. It's never defending her intelligence from people who claim she's incapable of thinking for herself, highlighting her importance to the plot and refusing to see her as just a prop, acknowledging how much of her story gets stolen and given to other characters, talking about her trauma or how often it gets erased and overlooked, seeing her as more than just an attack dog/bodyguard, etc. Nope. It's just a "why can't people let Arya be ugly/unconventional looking? :(" post every other week because people are, for whatever reason, obsessed with how Arya is visually perceived. One of the most misinterpreted characters yet the issue is only ever with her being portrayed as "too pretty" or the wrong "type" of pretty. This fandom will entirely rewrite a character's motivations, values, and role in the story to the point that they consider references to canon "hate" but! The true injustice to canon is we acknowledge that she is described as pretty several times. Arya simply existing as her pretty, important, and non-conforming self is too complex and confusing for people to comprehend 😔.
#arya stark#asoiaf#fandom nonsense#how can Arya be considered pretty?! she's literally non-conforming?? being pretty belongs to /feminine/ female characters...right? 😱#I feel like these people tell on themselves with how much they value beauty because they make it /such/ a big deal#when her self-esteem issues regarding being a lady are infinitely more relevant to her story (and more interesting to discuss)#her being mocked for having the Stark look is a supporting story element that also reinforces her being an outcast considering#her mother + all of her trueborn siblings have a southern look and she was raised with southern standards#not to mention her non-conformity and often messy appearance heavily impacted how her looks were perceived#George writes Arya's non-conformity as parallel to traditional femininity so it makes sense that beauty is one of those aspects he subverts#(also why it makes sense that her future includes accepting her identity as a Lady while redefining the role but that's off topic)#this is why you need to look at the writing instead of judging based on the /type/ of character you think Arya is#and! it's truly not that serious 😭 I'm sure it will be a plot point eventually but it's not 98% of her story like these people pretend#Arya is such an interesting + well-written character but we constantly get people rewriting her and nonsense discourse around her looks#such rich material and all you can say is that she's an /odd-looking feral gremlin/ and I'm supposed to take your opinion seriously#at this point the obsession with Arya being /weird/ looking has to be some projection of personal self-esteem issues#there's no way /this/ is the hill you're willing to die on with all the terrible takes about Arya from this fandom#wish people who didn't care about her would just stop bringing her up so we could have our discussions about her in peace
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im feixiao dad brainrotting and methinks modern feixiao would work in the military, maybe she adopts a kid too who like her also grew up in an active warzone and lost their parents. maybe she rescues this kid and the kid is now attached to her and vice versa.
she's definitely making that kid get into boxing when they are old enough
omg this could be an expansion to modern!au feixiao lore… feixiao who goes into the military after college maybe for family reasons to honor yueyu or to become like her. she climbs up the ranks with remarkable speed, known in the barracks for her strength, resilience and courage. she makes a point to always call you when she can, even when she’s on deployment. knowing you’re back home waiting for her is always motivation for her to push through.
borisin territory is always a model of hell, though. she slogs through it, gunblades at the ready, her finger always on the trigger. jets shriek over her head, and in the distance she can hear the xianzhou LUX cannons powering up. it hums in the back of her mind, a low vibration in her ears, and she thinks it’s the worst part about the whole job. but she presses ever onward, like a bullet, cutting down borisin slavers and breaking the chains of any slaves under her heel. each one both breaks her heart and drives her forward, but one particular one has her stilling.
a child, with a shock of pure white hair, kneeling in the bloodstained mud, looking up at her with a look feixiao recognises—a look she remembers.
she swallows, then casts her gaze again back to the battlefield. the borisin are retreating, fleeing with their tails between their legs. the lux arrow sings overhead, then detonates the routing borisin with a dull, distant final note. she moves without thinking, crouching down and shielding the child with her body from the harsh winds produced in the fallout.
she feels tiny hands fist in the front of her uniform, wetness in the crook of her neck, and something in feixiao’s heart breaks.
she takes the child back to the xianzhou base, and they refuse to part from her. even when it came to getting the child a medical check-up, they nearly wept themselves unconscious at having to be separated from feixiao. feixiao had to be the one to bathe them; or at least, pass a wet rag over their skin and face for now since she physically couldn’t get them to let her go to properly bathe them. as the child dozes off in her arms that first night, still clinging tight to her, she leans her head back and sighs softly.
what is she even going to tell you?
she prepares for the worst, but you take it… remarkably in stride. you’re surprised, certainly, but she thinks you can see the bond that’s formed between the two, from the way the child holds onto feixiao when she walks through the airport terminal to you. she told you about it in advance over the phone, of course, she wouldn’t spring something so huge as a child on you out of nowhere. but still, it makes her knees nearly give out in relief when she sees you offer the child a small smile and a gentle greeting. you make a point to not get too close to the child when you give her a quick welcome back kiss, ensuring they get to have their personal space, and it warms her heart.
it takes some time for the kid to open up to you, but it happens faster than feixiao expects. or maybe she does expect it somewhat; you’ve always been good with her. in any case, progress is steady—for the first few months the child only ever speaks to feixiao since she knows firsthand how to handle such a child, but soon they start asking you for little things with one word questions, then full sentences, and then they start really talking to you, pointing out things they notice or asking how things work. her heart feels like it might burst the first time she sees the child take your hand in a crowded mall, and she quickly leans over the tiny tears of joy that gather in your lashes.
sometimes she’s so full of love for the both of you she feels dizzy with it. the first time she comes home to see you snuggled on the couch with the child in your arms, both sleeping soundly, she nearly weeps. instead she grabs a blanket from the wardrobe then cuddles right up next to you both, wrapping you in her arms. this is her family now—hers. and there’s nothing in the world she wouldn’t do for you both.
#sev.responses#modern!au#feixiao x reader#the lux arrow is like an icbm btw lol#anyway. the child needs a Name#and yeah fei def gets the kid some self defense classes. i think it helped her as a kid herself#to have that reassurance she cld protect herself so she wld def want her kid to have that same security#she wouldnt let anything happen to them obvs but maybe in a situation she cant be around she knows her kid isnt fully defenseless#she'd wholeheartedly support them if they decide to go comp level too though#cos in my au she used to do comp level mma and all. but she wld be very strict abt it to ensure her kid is still safe yk#like cte is no joke
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Happy fix-it AU where Padme leaves Anakin anyway because she realizes how bad he is for her, and she ends up retiring because she REALLY doesn't want to be a Senator anymore (it was also maybe encouraged by her Queen after her secret marriage to a Jedi was discovered) and she goes back to Naboo to be with her family. She's left behind her responsibilities but she doesn't know what to do now, she's just... adrift, sort-of in limbo and mourning her relationship with Anakin. She has to keep convincing herself not to go back to him because she KNOWS she doesn't want that anymore, she KNOWS she doesn't want to be the person she was with him again, but the thrill of the secret marriage to someone who was so passionate about being with her is also sort-of like a drug.
Her parents both offer to let her come help them in their respective jobs, but she doesn't really have the energy for that right now. She DOES like helping Sola with her nieces because their energy and innocence seems to be a balm for her heart. One day, Sola asks if Padme can take the kids to a local festival in Theed one day while she and her husband go do something else, and Padme agrees. The girls are old enough and Theed is safe enough that they can wander off on their own away from Padme as long as they know not to go TOO far and come back to her after a little while. As she peruses the different artwork on her own, one artist's work stands to her more than anyone else's, it just hits at the core of her and she's not even sure why. She stands in front of a painting of a bird in flight for what seems like hours, though it can't be more than a minute or two, before the artist himself comes over to speak to her.
He addresses her as Senator Amidala, and she quickly tells him that she's not a Senator anymore and she doesn't really want to go by the name Amidala either, she prefers just Padme these days. He agrees, and something about him, maybe his eyes, seems familiar but she can't quite put her finger on it. They talk about his art for a while and everything he says about his inspiration feels like it's speaking directly to her. Eventually, Pooja and Ryoo come up to her and start pulling at her hands, demanding that she come see something with them. Before she leaves, she finally realizes she didn't even know his name and asks him.
It's Palo. The first boy she'd ever loved. The last time she'd seen him she'd been twelve in the Legislative Youth Program. She knew he'd left politics to become an artist instead, but she'd never actually seen any of his art before or ever tried to get back in contact with him. Now she wishes she had. Pooja and Ryoo are still pulling her away so she doesn't have time to really get over her shock at this revelation before she has to leave him behind and someone else comes up to ask him a question in her place.
He shows up at her parents' door the next day with the painting of the bird she'd so adored, and offers it to her as a gift. He refuses to accept any payment for it no matter how much she insists, but asks if she'd be willing to take a walk with him instead. She agrees. They end up spending the whole day together, just talking. For the first time, Padme doesn't feel like she's drowning in her own feelings or floating with no direction. She feels a lot like she's finally come home.
#star wars#padme amidala#palo#palo star wars#anakin critical#anakin skywalker critical#anidala critical#anti anidala#i guess these two would be palodala#palodala#palodala au#i don't think artists on naboo would ever struggle for money#i feel like naboo is so committed to investing in its artists of all kinds that that just doesn't happen#but i kinda want padme to be palo's sugar daddy anyway#“padme sweetheart i make plenty of money i don't need you to keep giving me more”#“i am going to dress you in the finest fabrics and give you literally everything you have ever wanted just because i can”#“will it make you happy?”#“deliriously”#“fine”#they have like 6 kids together because padme wants a big family and he's super happy to oblige#all of padme's handmaidens THOROUGHLY support her new choice of beau#he has no ambitions beyond what he's already accomplished for himself#he likes to tell padme that he had only had one major life goal left and that was to paint a portrait of the queen#and now he gets to paint portraits of the queen everyday if he wants#and he's supportive of whatever padme wants to do#if she wants to just settle down and be a housewife that's totally fine#if she wants to occasionally go out to help with the refugees in some sort of grassroots organization that's also fine#between their two families and the handmaidens there's no shortage of help taking care of the kids#and she's never gone for that long when she knows she has something so beautiful to come home to
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normal girl activities
#zeno's art#ocs#reassassination#wip#jaundice myers#octavia krankenstein#sorry crosstitch lovers im smoking dat jauntavia crack#they need a better ship name whateva#even if i make them semi canon they will not be endgame. just a situationship or whatever its called#but i think - a little spoilerly ahead#jaundice is the only student at school who knows octavia is a zombie#she works at the graveyard so she sometimes lets octavia take corpses home to eat#one of antilethe's side effects is ofc a growing desire to eat human flesh#so when octavia's side effects are really flaring up jaundice might give her some of hr blood to drink#girls supporting girls
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*picking the purple option with lucanis' mind caterina to call her on her bullshit in the vain hope that maybe something subliminal might get through in the long run* it ain't much but it's honest work
#like. does he need comfort in this moment. yes. can I bear to hear her go 'my poor boy...' like she must have done a thousand times#when she was in fact the reason for his poor boyness. no. we've come too far for false comfort here I think this needs to cHANGE#I can't be a collaborateur in this we'll get you some other support structures yet if it kills me lucanis b/c this is grim#(I do like the 'the little boy you raised' phrasing in the 'nice' option a lot though. even though it's like... no. no I don't think#that her turning him away is ever going to be the problem. quite the opposite perhaps. but interesting that it is something#that he he clearly IS afraid of and worries might happen)#dragon age#dragon age: the veilguard#dragon age: the veilguard spoilers#dragon age spoilers#lucanis dellamorte#caterina dellamorte#unwell about dellamortes over breakfast again. not that I was ever gone but we are also so back
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The whole China Suarez/Colapinto mess makes me think of this words of wisdom from Argentina: If you like the peach, you have to take the fuzz 🤷♀️
#franco colapinto#don't get me wrong#I love the guy and want nothing but success#but he really needs to wise up fast#la china suarez is absolutely despised in Argentina#it's naive to think that people would react differently#and I don't support what some of his fans are doing#but let's not blind ourselves to the dual nature of the argentine parasocial passion#he has to stop being so naive about his public persona#especially considering how uncertain his future is#she is trash but what does it say about him dating her?
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#I do not want to hustle and some of my most beloved people do not understand this#I was talking to my honorary big sister on the phone today about why I'm taking a gap year#the main reason is that the final semester of the program I was accepted into is around 50 hours per week of unpaid field work#which means you aren't allowed to have a job during that semester. this information was not presented until after the application process#anyway she was like “well that's fairly normal for healthcare professions” which is true#however this is a community college program and I would have expected them to account for people needing to work throughout college#anyway I responded “yeah true but I'm considering that maybe healthcare isn't for me then. I don't want a job that requires that much work.#And I don't! I don't want 50 or 60 hour work weeks! I want to work 40 hours and then leave and live my life!#but she made it seem like any job that requires a college degree is going to require that. And I don't think that's true#but also she is older than I am and has much more job experience so idk.#maybe she's advising based on the fact that as a teenager I was super type A and ambitious and really wanted a career?#whereas in the past couple years...idk I just want a reliable job that I don't hate that pays the bills and leaves time for enjoying life#so. I'm not sure#And now I kind of feel bad for not having that ambition anymore/ not wanting to have to give myself ulcers to get through school#But college is not worth my sanity and I found that out the hard way.#And I also feel bad for not being one of those people who CAN handle that much workload! Like I can certainly learn#to do more than I'm doing currently#but I will never be one of those constantly busy and insanely productive people. And I don't even want to be anymore#and yet that feels like an error.#I am not lazy! I used to think I was but no. I enjoy getting work done and doing personal projects and going to work and improving things.#It's not even as though I don't have things I want to do with my life. I have a lot of short term and long term goals!#I want to contribute to my community and support my family however I can and make art and tell stories and be a safe place for people!#and so much else!#but those ambitions aren't necessarily directly connected to school or a job for me anymore#and I value rest and having a social life too much to completely put my health on hold for years and years#sure college does take up a lot of time and energy but it shouldn't wholly consume your life as far as I can see.#and now I feel very unsure if that approach is realistic.#thinking I should talk with her again and try to explain myself a little better and ask what she meant.#diary
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Imagine you're Mr. Wu and your weird gay daughter runs away in tears after destroying some unespecified object while yelling about you ruining her life. Because you told her you'd be moving to another state. This is the last time you see your daughter in half a year, and when she comes back, she comes back... wrong. She's wearing a light leather armor, a fur-lined cape, and a green flower crown. She has two long scars, one alongside her spine and the other along her chest, the tissue around them covered in burn scars. Doctors say she shouldn't have survived. Doctors say she didn't. Yet she's right here, in front of you, hospital gown clinging to her small, fragile, trembling frame. She fidgets with her hands. Getting her to stay still has always been difficult, but now it seems impossible. She won't let go of her phone. She's always texting her two friends. When you take it away, she gets anxious. You always knew those damn phones cause kids to act weird, but your kid having a panic attack seems too extreme, even for her. Then again, she's always been odd. Nowadays, she wakes up crying and screaming almost every night, and you realize she's been stealing her phone from your bedside drawer every night to text her friends, returning it before you wake up. You catch her once and decide to give her that damn phone back. It's the only thing that calms her down, as if she were a baby with a pacifier. She spends her last weeks in LA clinging to her friends, having sleepovers and playing her weird board games with them. Everytime they drop her back at her house, there's an excessive amount of hugs and tears. But the moments when they call her, or when she leaves to meet with them, or when they show up at their door to pick her up... those are the only moments in which you see her happy. One of her friends, the rude and disobedient one, came back with a big scar on her face. She's been acting a lot nicer, though. The other one too. She acts a great deal more adult now. You doesn't know what happened or where your daughter went. She won't tell you. But you can tell this friendship is the only thing keeping her afloat right now. Maybe you know, deep down, that no one else would understand.
And then you decide to move anyway because fuck her amirite
#amphibia#marcy wu#my posts#so like what if marcy moving away was a proper tragedy#what if things were WORSE for her#what if *smashes marcy with a ROCK*#i realized that.#despite my parents being shitty (just found out literaly today my mom had doctors give me the wrong treatment because she assumed my body#would react the same way as hers. instead of doing what literally every doctor told her to do. now i need to get it fixed)#they still asked me how I felt about moving away to a different province when in like. 8.#like. oh right. this is something parents generally ask their kids about. instead of uprooting their entire lives out of nowhere.#marcy's situation is complicated in a narrative sense because#in order for her arc to work her departure must be dictated by morally neutral forces outside of her control#but her parents' decision seems very shitty with the context we're given. you COULD give context that justified their actions#i.e have them explain that they really do need this if they want marcy to go to college or some shit like that#but then it stops being Marcy vs. Forces of Nature#and it becomes Marcy vs. Her Dad (and she has to accept he's right in this one)#the show is clearly for a Marcy vs. Forces of Nature conflict (in this case it's the inevitability of change)#and in order to keep the antagonistic force abstract you CAN'T have her dad be a proper character#BUT. as a consequence -> Marcy has to give into the ''#the ''natural order'' which would be accepting her parents' power over her as natural and inevitable#it's not even like... accepting her parents are right or anything. just that their o#that their complete control of the situation and marcy's total powerlessness is natural and inevitable#and that's tragic! from a more watsonian ñerspective#perspective* : Marcy is sent back to her shitty parents and she just needs to learn how to deal with it away from her support system#the solution imo would have been to change the motivation behind her family moving away so that it's outside her parents' control too#it really has to be completely inevitable. i can't think of an alternative reason but it's just what it#it's what would fix this problem imo#it's a simple fix really
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marcille overcomes her internalized homophobia with the power of friendship
#dunmeshi#really cool art i thought up#laios touden#marcille donato#WOW LONG TIME NO MARCILLE !!!!!! deepest apologies#does this need some kind of tw ??#i dont think she's actually christian or something but she definitely has some Very conservative views on gender... and gayness too#THIS HAPPENS the first time falin goes on a trip ! and in the first week marcille is like Oh shit shes an adult. we are peers. she makes her#own decisions now. shes not a little kid. i think i like her. and thats so scary to her ... but with the help of her boy best friend and#everyone else she will learn to accept herself. and she will be who she is for her pride !!!!!!!! farcille Will happen but waaaaayyyyy later#yeah ok thats all 👍‼️ marcille we support you
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The fact is tho that no matter how you look at it, no matter how insufferable she is, no matter how Out Of Touch, regardless of whether she’s doing herself no favours: Eloise is right about society and just about everyone else in the show is wrong.
Like, she’s not got the full picture, she’s blinkered and her political philosophy is not very in depth or well thought out. But she’s right, and I think that’s why a lot of people watching really don’t like her because she’s breaking the illusion. All in all, the 1810s were a shit time to be alive for most people, and you can “well actually” it all you like, but the Luddite movement existed for a reason, the Chartists existed for a reason, Porto-feminist writers like Wollstonecraft and de Gouges wrote what they did for a reason.
So when you keep being reminded that it was a terrible social order for women - in a show targeted mainly towards women for escapist purposes then that character is going to come across as irritating, because she’s ruining the immersion.
Really, her attitude isn’t more anachronistic than the dresses, or the hairdos, or the diamond necklaces (men and women had been advocating women’s right to vote since before Eloise was born, lads), but it’s a problem because people are watching the show for the sweeping romances and the general regency vibe, they don’t want to think about how the regency was for most people. Which inevitably leads to some incredible projection, when watchers of a show with the central conceit of only being interested in the love lives of the top one percent of the one percent of the British aristocracy acting as though Eloise is the only privileged person on the show.
And yeah, she is better off than most of the people who exist in all of Regency Britain (though if you were to take the show as read, Britain is made up of about 70% aristocracy, 1% gentry, 5% urban bourgeoisie and 24% urban workers), but she’s the only one whose privilege is harped on out of her whole family and social circle. 99% of the speaking characters in the show come from a posher background than Beau fucking Brummell.
And! Eloise is literally just about the only main character who ever has to question her privilege! And when she is in season 2 she doesn’t throw a shitfit, she’s willing to learn! She goes out of her way to hear perspectives that she wouldn’t have heard in her social circle! But the narrative punishes her for that, and that’s because for all the criticism she gets about needing her privilege checked, they don’t actually want her to learn, they just want her to shut up and enjoy the trappings of regency decadence as much as they do.
Also - I know it’s really fashionable to rag on “pick-mes” and “Not Like Other Girls” - but actually, no, “traditional femininity” has never been socially unacceptable for women the way being GNC is, and it is in fact ruthlessly socially enforced against GNC women, even more so in the 1810s. Eloise is a teenaged girl in a society that stigmatises her for her wish for more legal autonomy, the idea that she’s somehow the villain for not being able to enjoy “feminine” hobbies without seeing them as just another element of the way women’s education is trivialised as ornamental, is farcical. “Sewing is a valuable and useful skill” so is cooking, but there’s a reason my mam, and not my dad, had home economics lessons, and that reason is still misogyny, despite the fact that it set her up better for being able to operate independently as an adult.
Idk I’m just kind of uncomfortable that in a world of rising reactionary political sentiment towards women, and this seemingly increasingly re-normalised view that women need to be wives and homemakers, people feel that the person on the show who needs to do the most introspection regarding their politics is an eighteen-year-old who is vocal about the fact that she has limited legal rights, and not any of the adult men in the show (a lot of whom probably have seats in the Upper House!!!) who never mention politics at all.
And frankly, given the shower who were Having Political Opinions in the long eighteenth century, Eloise’s brand of semi-anachronistic protofeminism is infinitely preferable to Hannah “I refuse to teach the poor how to write in my schools” More, or Edmund “don’t read my big thesis on revolutions too closely it’s definitely not all lies and junk history” Burke, or even a load of prominent members of the Bluestocking Society.
#anti bridgerton#i guess#eloise bridgerton#there’s been something of an uptick in posts being like#oh women have always been able to /influence/ politics#oh women weren’t treated incredibly terribly as a rule they were mostly fine#women had support circles and family and-#but all of this is second to the fact that they were literally legally lesser than their male couterparts#any and all political influence women managed to have#was in spite of society and the law#i think people really like to reach backwards to see the similarities between then and now#and so the fundamentally alien way that women were viewed rankles#we need women to have been fine with it or blind to it or working around it#Eloise’s impotent rage at a system she can’t hope to change as much as she’d like - if at all is irritating#but i feel that impotent rage now towards a lot of political structures#and privileged though i am compared t most people who have ever lived (i have access to disposable income and sweets)#i also can’t change much#Eloise can’t change the minds of everyone around her - no one in her family takes her seriously#but she can spoil their fun and their peace#so she does#not an uncritical Stan of either wollstonecraft or de gouges but they’re p clear that at least some women Were Not Fine with their situation
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#persona 4#p4#persona 4 arena ultimax#p4au#hanamura yosuke#yosuke hanamura#satonaka chie#amagi yukiko#hello i have spoken recently about how yosuke functions as the team's morale backbone#even when hes not around chie and yukiko think of him when they're frustrated or worried#consciously or otherwise they know they can turn to yosuke to cheer them up or at least alleviate some of their anxieties#chie calls yosuke because she needs to rant - even though she complains about how unserious he is she knows he can be relied on to listen#yukiko calls yosuke because she thinks he'll know whats going on with their friend - she sees HIM as the connected person in the group#i think its part yukiko seeing yosuke as yu's substitute and also part just... a general recognition that he's the most on the ball#and even when he doesnt know the answer#yukiko still finds comfort in hearing him talk#however yosuke sees himself i think its nonetheless true that his friends love him and depend on him!!!#and i love that so much guys#yosuke team wrangler but also team emotional support and just all around good friend confirmed!!!!#he's good with his queue
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Remember George's outline notes that had "joy of giving" and "mercy at the gate" for Arya? Mercy is crossed out and we obviously have that as her sample chapter, so what if Arya's next alias is "Joy"? Over-thinking the significance of that phrase and how it could apply to the rest of her Braavos arc🤔
#arya stark#asoiaf#something something /joy of giving/ could align with /all men must serve/ and Arya's apprenticeship with the courtesans#Arya learns more about courtly manners and becomes more comfortable with engaging in highborn spaces#while becoming more privy to Braavosi politics and how that connects to her responsibilities/identity as a Stark#when I imagine Arya reclaiming her identity I imagine it coming with her acceptance of even the /hard/ parts of her identity#I think Ned's words about /summer games/ and growing up will be incredibly relevant to her here#her reclaiming her identity while ignoring the /Lady/ aspect of it makes no sense...especially considering how often we're reminded of it#literally every time she reveals her identity it comes with people acknowledging her highborn status#one thing that makes me wish we had on-page Cat/Arya interactions cause I think her twow arc will be heavy on remembering Ned's words 😭#imagine her reuniting with Jeyne before she knows Bran+Rickon are alive and deciding to reclaim her identity at the unmasking festival#I have a pet theory that she could end up /taking responsibility/ for Jeyne's marriage to Ramsay in order to offer some protection to Jeyne#I think it fits considering she has a very protective nature and could feel guilty since she had the opportunity to reveal herself to Roose#basically I want the reclamation of her identity to be incredibly personal and about her feelings + values#which is why I like to imagine it happening before she's aware rickon+bran are alive but after she gets news that Jon is dead#I want her motivation to return home to be primarily about her internal development while outside factors are supporting#/need/ Arya exploring and accepting her identity in her own way#deciding to be Arya while her family is lost to her and that identity is connected to an unwanted marriage would feel so significant#(and yes it was Jeyne that was married to Ramsay but it was Arya's name used and it's still (partially) about/will impact her)#anyways I think about Arya's Braavosi arc a normal about can you tell? 😀#one day I won't put the majority of my post in the tags but today is not that day#I definitely thought too hard about this though that's why I have to hide it lol
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