#and yeah i know there aren't many people like that but they are out there and they do baffle me
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omg i really love your slytherin!kaiser au. !!!! your writing is so good !! š i was wondering if you would do any other characters for this type of au if so could you do karasu hp au š«”š
character ; karasu tabito || wc ; 931 contains/cw ; gn!reader, no pronouns used, ravenclaw!reader, ravenclaw!karasu, hogwarts!au a/n ; this was sitting in my inbox for awhile and i honestly didn't really know what to write abt despite wanting to, so hope this is ok! another person added to the harem (ą¹ā¢Ģć
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karasu has always been a rather fascinating character to me personally; dare i say he's very relatable in terms of how he finds himself mediocre? so he gets very confused as to why he's sorted into ravenclaw when he first comes to hogwarts, the house known for producing the most extraordinary wizards because he doesn't think of himself as such. he thinks he's a fraud.
it doesn't help that such a mentality worsens over the years. he excels at his subjects, yes, but amongst the house that many of its students at the top ranks of their classes, karasu merely blends in with the rest of them. there's nothing outstanding about him in particular that makes him stand out from the rest of his house.
so he attempts to search for a way. quidditch catches his eye because of the fact that in all the houses, there are only seven people on a team and he thinks by being one of those seven, he'd be able to stand out from the house of three hundred-something people. he tries out in his third year and doesn't make the cut and it discourages him from trying again in his fourth because if he can't even stand out in tryouts, how the hell was he suppose to make a name for himself if he'd ever make the team?
what makes him destroy that mentality is when he meets you. early in the fifth year, you're in his group for care of magical creatures, where you pick up on his ability to tame animals just by knowing their weaker, vulnerable points. tells you to press on the side of a hippogriff's neck to help calm it down when he sees your tense on your first ride and that the beast could sense it.
you're discussing about the most recent loss ravenclaw incurred from slytherin during a class break, karasu listening intently. you complain that their newest chaser, chigiri hyoma, was an insane weapon on the field, for his speed was incomparable to the others on your own team and what you've seen in the past.
karasu, who was watching the game at the time, tells you that you should've been more perceptive, that you're the upcoming captain, aren't you?
when you furrow your brows and question what he means by that, disapproving of his tone, he merely tells you that you missed a crucial point in the game that would've obliterated slytherin's newest weapon. that chigiri hyoma can't ride for long periods of time since it puts a strain on his back that he suffered an injury on awhile back due to the resisting air pressure.
"yeah, sure, he can definitely fly fast," he says, waving a nonchalant hand, "but he can only do it when he's about t'score a goal. if y'were able to pick that up earlier, ya could've made sure that he exhausted himself faster."
karasu notices your wide-eyed staring after he finishes his ramble of possible tactics you guys should've done against the other players, pointing out some of their key weaknesses. he asks you harshly, "what?" and despite his sharp tone, your eyes just continue sparkling at him.
"have you ever thought about trying out for the team?" you ask him excitedly.
he frowns and picks at his fingernails, head down in shame. "tried to. in my third year," he mutters. "didn't get in."
"well," you start giddily, thinking you found a diamond in the rough. "one of our old beaters had to step down due to an injury... we're hosting tryouts soon for his replacement."
karasu catches your drift and is quick to turn it down, not wanting to embarrass himself like last time. "no thanks. i'm good."
"but!" you protest, "we could use someone like you. someone who's really analytical. all of us are a lot stronger on a physical sense, but you seem to really have the nail on the head of our opponents. imagine what you could do!"
"... i don't have much experience playin' quidditch," he admits, scratching the back of his heating neck, "i don't think i'd be able to do well as the others."
you bite your lip, trying to think of what to say to him. you suddenly think of a plan that may be just a tad bit unfair to the others that would want to try out, but you think karasu could really be an amazing addition to the team with analytical skills that could compare to a familiar prodigal redhead's.
"i probably shouldn't be doing this but," you beckon him with your hand and whisper into his ear, "i could practice with you. just so you can get a solid grip on the play."
he thinks despite the colder weather, he's heating up a little too fast for his sake when your voice sends shivers down his spine.
you pull back with an excited smile on your face as the professor tells everyone to gather together again.
"i'm serious, think about it," you say to him as you begin to walk off to join some other friends of yours. "we'd love to have someone as extraordinary as you on the team."
you throw him a thumbs up just before you run off, leaving karasu dazed with your voice echoing the one word he's been desiring to attain the status of for years now in his mind.
"extraordinary, huh..." he murmurs with a soft grin, staring at the back of your figure when you chat and laugh amongst your friends. "someone like you sayin' that to someone like me... that's pretty funny."
#blue lock#bllk#karasu tabito#karasu#karasu tabito x reader#karasu x reader#karasu x you#blue lock x reader#bllk fluff#mini series ; slytherin!kaiser#blue lock ; karasu tabito
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can you explain what you mesn by monkey ladder in reference to the CR fandom? as someone from C1 i would probably be able to give you the insight you asked for in your tags but im unsure of the angle you are coming from.
Oh yeah, it describes a phenomenon I've repeatedly seen in all aspects of my life but I wasn't aware there was an idiom for it. Basically, it describes how communities/institutions continue following patterns of behavior even when said behaviors are in response to a no-longer relevant problem and even when the people who originated said behaviors and remember the original reason are gone.
So: imagine an experiment with five monkeys, a ladder, and bananas on top of the ladder. Whenever a monkey goes for the ladder to reach the bananas, a researcher sprays all the monkeys with ice water. After enough attempts, the monkeys, understandably, begin attacking any one of them that reaches for the ladder in order to avoid this punishment.
The researchers then swap out one of the monkeys for a new monkey. When the new monkey reaches for the ladder, the other monkeys attack them and prevent them from reaching it.
They then swap out another monkey, and when the second new monkey reaches for the ladder, not only do the other monkeys attack them - the first "new" monkey joins in. And so on. Eventually, you can reach a point where all five monkeys in the room have never even been sprayed with ice water. They don't know why they are attacking people who reach for the ladder other than that they were attacked for reaching for the ladder. And here's the kicker: the researchers haven't sprayed anyone in ages, and actually, they've turned off the water, and if someone reached for the ladder, they'd be fine. But they won't.
So it's about groups enforcing behaviors that arose in response to something specific that is no longer present, even after the group no longer recalls, necessarily, why it was present.
Anyway: as someone with the specific experience of watching campaign 1 and early campaign 2 concurrently, having started with Campaign 2, ie, joined the fandom in Campaign 2 and have been here ever since, the following viewpoints are all imo "monkey-ladder" problems: people carrying forward stereotypes/fandom behaviors that I think originated in Campaign 1 but which many new fans never actually experienced:
specifically the one I mentioned in my previous post - the idea that Sam and Travis make stupid joke characters and aren't taking this seriously. (This sometimes splits into Sam Makes Dumb Joke Characters And Travis Is Himself A Stupid Person. The latter has fortunately abated but it was still alive and kicking as late as early C3)
The idea that Marisha and Laura; or Taliesin and Liam, make characters with exceptional romantic chemistry with each other. (They didn't have this in C1 either; while chemistry is obviously a subjective metric I find these specifically two of the weakest cases of cast romantic chemistry and definitely the two weakest of same gender cast romantic chemistry but they were held up as the only viable PC/PC queer romances given that Ashley was often absent, Grog wasn't interested, and people wrote off Scanlan as a dumb joke and Tary came around after Percy and Vex were already together)
Any criticism of Marisha is Forbidden Forever due to the harassment she received in C1 (we got monkeys who joined the fandom mid-C3 beating up people who were like I'm Not Vibing With Laudna who had been staunch Keyleth defenders during the actual run of C1, for example)
I'm sure there's others that aren't coming to mind but this is a good starting point: basically, it's people who weren't in the fandom in C1 and might not even have seen Campaign 1 carrying over opinions that really only made sense in Campaign 1 and honestly weren't even good then.
For a fun interrogation of this (carryover of an opinion/behavior with no other reason than This Is What I Was Told When I Joined) within the context of an actual play, see Iga Lisowski in The Unsleeping City 2.
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Two Hero of Legend's walk into a restaurant, and neither is ever, ever going to tell their respective group what they just saw.
Swift:
Legend:
Swift: ... Never talk about this?
Legend: deal.
Gates of Courage and Linked Universe are entirely different trees in the garden of time. They can see each other, and entangle their branches, but they can only ever grow and drop their own leaves. Legend is from a universe where he will - maybe - retire and have a life. Swift did... not do that. Did not do that at all. Legend dreamed and woke up, faith in happy endings shattered. Swift's nightmare kept going when he left Koholint, and that quest isn't the only one with nothing to show for it except bad memories and poor sleep.
(There is only one Ravio per timeline, after all, and Swift dreamt his away by accident. Much like many other quests he only barely remembers completing across time and reality itself... He's not really sure what number he's up to, and he's not sure quests in realms that may no longer exist after his timeline converges in the War of Eras matter in the count.
In the end, between the two, only one of them carved an Ocarina out of a time stone, and of all his regrets at least Legend doesn't have to lose sleep over that.)
Because of how massive the fandom base is for LU, I might as well state the differences up front so people don't get confused by changed characters and circumstances for each link. No, they aren't part of the same timeline (tree, I've decided to consider it) but they have a lot of shared patterns. The most glaring differences is both the number of Links (Gates has... an unholy amount) and the sequence of events. (The True OG timeline is the Downfall in Gates. Deal with that information how you will. Just know that Swift will be coming to terms with both saving untold numbers of people of the absolute destruction that originally awaited them when the Heroes Spirit broke, and condemning possibly hundreds of thousands of people to witnessing the same cycle of chaos that had plagued the world since the First Hero. You know that scene in Sinbad, where Eres shows the Sand Ocean? Yeah... close shave, mate.)
I can't not acknowledge the importance of LU in how I've made and altered certain characters - I've had to completely rejigg certain ones entirely whenever I notice I'm unintentionally mimicking or running alone the same ideas as Jojo - but that goes without saying, as does the influence all the other 'Link Group Quest' fics and comics have had over the years. There are so many that I, personally, have read and liked that it'd be impossible to list them. Regardless of that, I will happily tag my fanart of other people's pretty dam awesome depictions, and my own as vastly separate entities, and will do my best to extend that curtesy to all the others making their own Mega Works.
The most enjoyable part is, thanks to the Magic Systems and Major Divine Plot Bunny that makes my AU what it is, crossovers can be whatever you or I wish it. This is our sand pit, and we all have been given our buckets!
[In other words, don't let the size and complexity of LU scare you out of making your own variations of the idea. Nor the idea that others like me have been making ours for a while, or have seen the idea before. There is no crime punishable in playing with barbie dolls, go absolutely bonkers.]
#lu legend#gates of courage au#swift link#yeah perfect tag for him#linked universe#loz crossover#the legend of zelda#loz#loz fanart#zelda memes#hero of legend#baby legend took one look at adult swift and went#yeah I'm not even going to acknowledge that today#somewhere hylia is very nervous#zelda timeline#in this house we grab the timeline#hold it gently#and throw it out of a tall window#gently#alttp link#loz link
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"Even good person make bad decision sometimes."
True.
"Therefore Marinette is not a bad character."
That, is arguable.
Because I'm at this point where I would questioned where's the line that make a character "bad" and where's the line that make a character "just misunderstood/misguided"
Because if ChloƩ is bad character because she bullied Marinette and Lila is bad because she's a liar who manipulate others... then where's Marinette stand when she has done both?
Her bullying and humiliating Kagami (in extend Lila and Sublime) isn't even stemmed from misunderstanding, it's her own jealousy that told her "everyone who get close to 'her Adrien' is her enemy."
Her choosing to manipulate Cat Noir to reveal his identify isn't stemmed from misguided attempt, she get sick of Suhan keep nagging her about Cat's identity!
And I'm not even talking about the "Gabriel is hero who died sacrificing his life to saved her's." BS.
So yeah, where does she stand then? Because it's hard for me to see her as someone who "misguided" when everything she do is stemmed from her own jealousy and insecurity. She knows it's bad, she just choose to say "Who cares? I don't. š¤·"
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Yeah, for all Miraculous brands itself a romantic comedy series, the protagonist isnāt motivated by love, not really. Because the thing Marinette wants even more than love is control. She wants to control how people see her, think of her and feel about her. Iāve been calling her a control freak even before she started manipulating and gaslighting her most beloved people, because the need for control is that integral to who Marinette is as a character, a fictional person.
Almost anything Marinette does that isnāt motivated by her Love Quest, and even many parts of her Love Quest, is motivated by the need to gain control of a situation and nothing makes her freak out more than a lack of control. āMarinette has good intentionsā, isnāt a defense to begin with, but, in addition, Marinetteās āgood intentionsā, when they are even present, are just a mask for her true motivation, to control something.
Because, like, even if we apply the most good faith interpretation to Marinette's behavior, that she has an uncontrollable, untreated anxiety disorder stopping her from learning how to handle social situations with any amount of reasonability, that still doesn't make her look flawless. I know the writers and the passionate stans think Marinette having trauma absolves her of all guilt, but she is responsible for how her coping mechanisms hurt other people, it's her responsibility to get help when she has repeatedly seen herself hurt others.
But, like, when we look at how Marinette's interactions are written, it's clear the intended reading is that Marinette feeling bad about doing bad is all that's needed for her to be absolved. In-universe, the characters around Marinette tell her everything she does is instantly forgiven because she feels so bad about it, that she's a good person because she feels so bad. It's hard to blame Marinette for not seeing there's a problem with the way she behaves when people are literally telling her that, as long as she's the one feeling the worst, she's a moral paragon even when she hurts others.
As much as that kind of thinking would make sense, I still wouldn't see Marinette as a good person if that was the canon. On my pettier days I see Marinette as a bad person, but, that's not accurate either. She is toxic and exhausting, though. Still, if I saw someone in real life be as manipulative as consistently, regardless of their motives, I would not want anything to do with them. That's the problem with watching a show and seeing a character act the same way year after year. It doesn't matter if the TV show wants you to think her "mistakes" aren't in continuity, that you're meant to see them as episodic, disconnected, separate stories, all the while muddying the waters with a serialized continuity that increases as the story goes on. I'm still seeing her constantly do the same things but worse.
I also canāt see Marinette as a good character, because her writers are telling me she is a good person despite them writing her as a self-centered and petty person out to manipulate everyone around her, especially the ones she cares the most about. A character has to be truly badly written to have one of her defining traits contradict what the storytellers are trying to say about her this completely. Some of it is the awful mishandling of the show's episodic versus serialized nature, but some of it is just the writers not thinking about their show as a cohesive whole. It's also why their attempts at "refreshing the formula" don't actually change anything about the formula.
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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 naĆÆvety, 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 mƩlange, 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 faƧade 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 faƧades, and their faƧades 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, removingā¦ 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 āgetā 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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People saying that Davrin and Lucianis are really mean to each other or that Neve is an angry bitch if you help Treviso or that Taash is mean for finding Emmrich weird... Wouldnt last an hour in the asylum where they raised me or whatever:
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#dragon age veilguard#da:vg#datv#da:tv#mass effect#mass effect 2#look i get the comparisons to da2 are funny but those are entirely different kinds of stories one of which is#honestly enriched by abundant conflict between companions and there being no way to resolve the conflict.#so it's funny sure but this game is echoing me2 much more obviously. and I'm liking this game enough so far but me2 definitely#did it better. like really if you think taash is mean for calling emmrich a skullfucker. jack would kill you.#original posts#datv critical#da4 critical#i guess???? I'm lightly joking?????#and yeah i know there aren't many people like that but they are out there and they do baffle me
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Onyx Storm and LGBT+ Rep
How does everyone feel about the LGBT+ rep in the series post Onyx Storm? Personally, I'm not very impressed.
Now, the LGBT+ rep was never the best. Frankly it was always a blink, and you'll miss it type deal, but I have to say after reading Onyx Storm I'm seeing some worrying signs.
One thing I noticed in particular was that the two main LGBT+ characters we have are the only ones without clear love interests/ they're the characters pointed out as sleeping around and unattached. This is in comparison to the straight side characters, who almost all have clear end game love interests or close relationships with one person. The straight characters also have their love interests as part of the side cast, who have at least some lines, as opposed to the LGBT+ characters whose lovers are barely mentioned by name, let alone are a part of the group.
Take Dain. He's one the main side characters. This book it appears his love interest and end game (because no one simply has a crush in a romance novel, or breaks up) is Sloane. Sloane didn't have many scenes in this book, but she's still around, she still has moments. She's apart of their Wing. She has multiple interactions with Dain on page. Also she was a pretty big character last book, who has family ties with an important character from the first book.
In contrast, Ridoc. He was a major character in this book, getting far more scene time than he did in previous installments. He's gay and the only thing we know about his love life, something that's been brought up multiple times, is that he loves sleeping around. In the book where he gets upped scene time, his only romantic interaction is flirting with a new Flier who never shows up again. The only other thing he does romance related (if you can even call it that) is to jokingly mock his straight friends for having steady partners, instead of living it up by sleeping around.
Rhiannon gets similar treatment, though she's not as much of a player. Rhi is an incredibly important character in the first two books and Violet's bff. Her romantic partner is a woman called Tara. They have an off and on again relationship, that is implied to simply be sexual, not romantic. Tara maybe gets a line in one of the books, but I can't recall it at all. Tara is in First Wing.
Unlike the straight characters (or at least those pursuing opposite sex relationships) these two prominent LGBT+ characters are not allowed to have romantic interests, only sexual hook-ups, none of which who are other important side characters, therefore get zero character interactions.
Also, the only LGBT+ character that had a romantic partner (who again is not part of the main friend group) died in this book, so that's not great.
I'm not saying that Yarros has to write an epic LGBT+ romance, but it'd be nice if she at least gave one of these characters as much care as her straight side characters get in the romance department. I mean, would it have killed her to have Ridoc or Rhi have crushes on someone in the main friend group and have cute interactions with them, similar to Dain and Sloane, or Sawyer and Jesinia, or Imogen and Garrick? Why can't Ridoc be interested in Bodhi and get some cute moment during the sparing matches?
I doubt it was intentional, but Yarros is playing into the trope (especially with Ridoc) that LGBT+ people are very promiscuous and rarely have meaningful relationships based on love, rather than sex. Past that, it really feels like they aren't treated the same as the 'straight' characters (because they could be bi) who get at least some dialog with their love interests, who in turn have scenes independent of that relationship, because unlike the LGBT+ characters' love interests, their crushes are important to the story.
#fourth wing#iron flame#onyx storm#onyx storm spoilers#fourth wing critical#idk it just really stuck out to me after this book#because Ridoc was such a big character this time#ontop of so many more straight ships being set up this book#not to mention how she had Ridoc mock his straight friends for being in loving monogamous relationships#while he's shown to sleep with a bunch of men#it just really struck me as playing into the trope of gay men being sex driven and not into real relationships#and you know#some LGBT+ people do sleep around#just like straight people do#but given the two main LGBT+ characters in the series are like this#While we aren't really given the equivalent of a straight main side character who does this to a memorable extent#does make it come across as falling into harmful stereotypes#and yeah Quinn doesn't count because she fucking died#was not mentioned or as integral to the plot as other straight characters#and she didn't get any dialog with her girlfriend#I also know that many people (myself included) think Brennen and Noalin were a thing#but that's not any better because Noalin is also dead or possibly turned Venin and we've gotten zero info on him#Brennan doesn't talk about him and Violet never asks about him#so even if it is revealed he and Brennan were in love it doesn't really mean all that much#or change how sidelined her other LGBT+ cha raters love lives are compared to her straight cha raters
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i've been thinking a lot about how the need for efficiency can contribute to dangerous driving. it isn't the only factor, of course, but there's this desire to get things done as fast as possible, and get mad at people for having the audacity to not go at your pace. people honking as soon as the light turns, running lights, not bothering to properly check before going at intersections, cutting people off, to name some common examples. it's a manifestation of "time is money" and we have to rush things. in all cases, including driving, impatience is often discourteous, but with driving it can also become deadly.
#not really a point to this it's just been on my mind and last reblog just brought it up to me again#obligatory yes i know there are cases where people make honest mistakes or have other things going on that are in fact time sensitive#and that driving too slowly or overly cautiously can also be dangerous and cause accidents#but overall i'm just commenting on how especially in the city there's this mindset of going fast all the time.#like. we can and should practice taking a few extra seconds to let someone cross the road.#this applies to pedestrians too! like too often i see ppl running out onto really fast oncoming traffic!!#like yeah jaywalk if there aren't many cars or they're far off down the road or the light is just turning. whatever.#but ppl will cross in the middle of streets across several lanes of traffic that is going. so fast. like let's wait a little bit yeah?#the road may be hostile to pedestrians and designed in a way that doesn't account for how we need to cross#but the way ppl will refuse to wait a few seconds for the walk light on intersections with walk lights#or walk the few meters to get to the intersection. it's endangering and for what? to stick it to the car drivers? to shave 30 seconds?#idk. just think we need to all slow down a bit. it's ok to take time to do things.#before we had standardized time and shit i don't think ppl got this mad that someone showed up to a scheduled thing 16 insect chirps late#it's really annoying that everyone feels this sense of urgency all the time even when there isn't anything truly urgent happening#not on an individual sense but in a societal one. it's baked in with the capitalism and all.#they speak!
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Regarding the previous post, I think the way I approach trying to evaluate a piece of art is asking "Do I think the positive things I get out of it outweigh the parts of it that I don't like?" And when I call something a "guilty pleasure" song/show/book/piece of media/etc. it's really more in the sense of, "Given who I am as a person, the flaws I've found in this should be complete dealbreakers for me, but somehow they aren't, and it makes me feel like I'm having an identity crisis."
#like. I think something like...idk shiki or cxgf excels on multiple levels. I understand why I like them. given the things I look for in art#it makes sense that these shows would speak to me because they make the effort to showcase those things I look for. because the people#in charge of those works clearly valued the same kinds of things and cared about seriously exploring them.#but with something like. uh. ctrlz. that is NOT the case and I frequently found myself going 'why would anyone make this writing#decision?' but I still sat through all 3 seasons of it! I still really enjoyed it! those flaws SHOULD have made me give up according to#personal history but they never did. and I very very much genuinely question why. I have NO IDEA why I still care about this#silly convoluted teen drama show so much. but I do. I wrote SO MANY FUCKING POSTS ABOUT IT.#I really love wicked the musical. I've heard many people call it 'hokey' or 'cheesy' or 'objectively bad' but here's the thing! I DON'T#think it's bad!!! like literally at all!!!!!! and it does do some genuinely cool things in regard to the music and the way the characters#develop and what the show says about the nature of prejudice and human connection. is it like. idk Seriousā¢ the way that something like#Parade is? no. but it doesn't have to be. it does what it sets out to do and it does it well and this is why the whole '''objective#evaluation''' thing doesn't actually mean anything. I value thoughtfully-constructed music and dynamic female characters#(which this musical has). I value stories that deal with the complex and messy feelings that come with being a human (which this musical#has). I value stories about 'other'ness and romantic subplots that aren't just built on 'This Girl Is Pretty' (which this musical has).#and I value professional displays of technical vocal ability because I know how fucking DIFFICULT that is (which this musical...if you cast#it well...has).#if you value something else in a musical then yeah you will probably think THIS one is '''objectively bad'''#if you don't see the point of musicals as an art form you will probably think wicked is '''objectively bad'''#do you see where the problem with categorizing analysis like this is??
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Sometimes being autistic makes being in fandom so annoying because I cannot stand people who don't interact with content the same way I do
Like yes, I do believe that everything is open to interpretation. I do believe that everyone should be allowed to ship whatever they want, because it's all made up and you should do what makes you happy
However
My interpretation is correct. My ships are correct. All other ships are disgusting. My headcanons are correct and if you don't agree with them or you have a headcanon that clashes with mine, I wish bug infestations in your house
I know these thoughts are wrong, and I'm being stupid. I know everyone is correct because there is no incorrect answer. But stupid autism dictates that it's MY hyperfixation, so I am automatically correct about it and everyone has to agree with me
I do not like the ship JonElias. I find it very icky. I think that people should be allowed to ship that, if that's what they're into. If I see it or hear about it though, I have to take several minutes away from the Internet and maybe scream a little because it makes me feel so icky. If you ship JonElias, it doesn't matter if you're a cool person or not, it doesn't matter if I have the tag blocked so I don't see it anyways, I literally cannot like you. It's so stupid. I could block a really really cool person just for liking a ship that I don't. It's ridiculous
I'm just. So damn annoyed. I feel bad for the mean thoughts I get about people who have different opinions than me, but I literally can't stop them. It's so frustrating
#and for the life of me#i cannot make myself believe that it's even a LITTLE okay if people want for some reason to ship wincest#it's gross to me#and i know most people who ship it aren't gonna be bad peopel#but stupid autism brain sahs if you ship wincest you're a bad bad person#and once i decide on a ship i like#tgat this the ship. forever.#no multishipping allowed.#no changing the ship.#nope.#it's actually so annoying bc i see so many posts about āship and let shipā and all that and I'm like#yeah!!! everyone has their own ships!! everyone has their own kinks and likes thejr own tropes!!! they should be allowed to enjoy that!!!!#and the i see a foggyskies fanart#or accidentally read an omegaverse fic bc i missed a tag#and i literally get so angry and grossed out i have to turn off my phone for a while#IT'S SO STUPID THEY'RE MADE UP CHARACTERS LITERALLY WHO CARES#but the answer is me. i care. idk why but i do. and it's entirely stupid.#ugh#anyways#rant#fandom#shipping#shut up mori
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'I have bad vibes about lola today she's probably being run by --'
who cares. who honestly cares. you aren't defeating racism or standing up for victims by beating a dead horse about a woman who hasn't been online for years, we already know Lindsey's a dickhead. but I promise you can dislike her without inventing other reasons to do so or say that everything surrounding her is eeeeeevil + if she's nicely interacting with fans and liking their work thru lola hey thats a neat thing at least. ill give her that for once
#I do wish she could apologise for bothering to initially defend jimmy that was so disappointing when I found out about that#and acknowledging the harm that msi's music perpetuated towards BIPOC and other minorities that people should rightfully critique#so I am wary of her. but that doesn't mean im gonna go on about her based upon some fuckin blog that is conspiracy central for mcr fans#+ love when white fans claim to champion anti-racism in the fandom but when poc voice opinions about lindsey that aren't overly negative--#they conveniently ignore them or speak over them. cuuuuurious // as white fans shouldn't we be. you know. listening?#its almost like you hate her for other reasons that start with 'married' and ending in a word with the suffix '-erard'#and thats vile in its own right. mate gee isn't gonna fk you you can have a crush and leave it at that from personal experience its easy#tldr: many people run lola you don't need to use them as a vehicle to repeat the same convo about someone you should ignore currently#lola + g#lindsey way#mcr#mcr fandom#fandom talk#spend ur time championing BIPOC acts and providing links to corresponding charities and funds when you can instead#this is something I want to do too#sorry this turned into another rant lol. mcrtwt is just... yeah
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this fandom will never choose hoseok first huh? as long as ANY of the other members is an option?
why does this always always happen i really do not understand
#i can't comprehend it but then again i can't comprehend not choosing him first always#but yeah. anyway.#so many people in this fandom don't deserve him#yes this was prompted by the pre voting for m countdown but it's about sooooooo many other things#anyway i love jimin you guys know that and when i saw that hobi wasn't in the finale i voted for jimin obviously#i š him and i'm glad he's happy#this is not about jimin tho just like the fan n star individual awards wasn't about jin#and just like the mama awards weren't about the other nominees#and just like the weverse albums aren't about the other members#it IS about this fanodm tho and their lack of interest whatsoever in jhope#i'm always sooooo baffled because like i said i can't imagine being in the bts fandom which means KNOWING jhope and his music#and not loving him with your whole entire heart#like wow couldn't be me good luck to y'all tho#(btw this isn't about you guys it's about twitter as always)#imagine loving bts and curating your timeline in a way that let you ''forget to check out arson'' for 8 months after the release#huh must be fun#all the people i follow have been constantly crying yelling throwing up becasue of arson and all the live performances#anyway. wild. wow hobi will disappear soon and i WILL leave twitter then#bts#my post#bts negativity#<- it's about the fandom not bts but i want that anon to be able to filter the negativity
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I forgot to mention that I saw the trailer for the new the The Hunger Games movie when I went and saw Blue Beetle (the prequel, you know?) and it does look really good (even though at first I was unsure about it). I'm probably for sure going to see it when it comes out. Though this will be the first time that I haven't read the book first... unless I do end up reading the book between now and then.
#friends how do we feel about the 'the ballad of songbirds and snakes' novel?#because for me personally. and a lot of people i know... i honestly preferred the hunger games movies more than the books (even though you#have to love and appreciate the books. of course. because without them there would be no films)#is it the same with the prequel?#though i also know that many fans prefer the books and hate the movies: thinking the movies left out too much and that kind of thing#but yeah. since i DID prefer the movies. and think there's a good chance it might be the same way again. i'm thinking i might just watch th#movie first or maybe not even read the book at all#even though i'm usually of the mind of always reading the book. of course. and usually first#i think my reasons for preferring the movies are as follows... i really hated katniss in the books. i'm sorry. but i did. but seeing her#brought to life with the way jennifer lawrence played her really made me love her#also. people complain about some things the movies left out. and i definitely get that. to each their own#but i personally love the things the movies ADDED! that we didn't get to see since we're stuck in katniss' pov. that i think just bettered#the stories so much#and some (surely not all) of the things that were left out that people complained about i feel like aren't THAT needed?#like they didn't explain the avoxes#but i also feel like if you're smart you can clearly figure out what the capitol did to them#idk. this is just my opinion of course. anyone is free to disagree#but i say all as this as someone who isn't SUPER into the hunger games#i only read the books once. years ago. and i haven't seen the movies in a while. so i'm sure there are things i may have forgotten and migh#be getting wrong here#oh! another thing too is that i've seen people mention that they felt like suzanne collins' writing style with thg is almost script-like.#even though it's not a script of course#and that that might be another reason that i. and so many others prefer them as movies#because it was almost like she was writing the books TO be made into movies
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For the ask game: 1, 11, 18, 24 and 29 :)
- Parlerenfleur
Hey :)
No. 1 - favourite place in my country. Place, place, place. That's hard. Oh right! Sombor. Best town I've been in. Just so beautiful. Going there made me realize why someone would want to stay in one place, in the place they were born in, their whole life.
No. 11 - My favourite native writer/poet is Vasko Popa for sure. He's my favourite poet in general. His poetry feels like a wind that goes through you. In the original at least. Never read any translations
No. 18 - Do I speak with a dialect of my native language - Well yeah. I mean, everyone does, right? But my dialect is like. The one they use on tv. So the most basic one. Still recognisable though. People kinda hate us lol. Hm, sometimes I sound sort of Bosnian because I have some family that's from there
No. 24 - What other nation is joked about most often in my country... You know, I actually have no idea. I know there are jokes about our neighbours, Montenegrins and Bosnians, and I think we joke about Germans. But most joked about? Not a clue
No. 29 - Well my region, or rather, city, doesn't exactly have beef with anyone... Everyone else just kinda hates us lol. I live in the capital of my country, so, yeah, I think that's kinda common - everyone hating the capital. It gets a lot of attention and a lot of resources while other parts of the country are neglected. Unless the elections are nigh, of course :))))) Also, people from here can be quite... Entitled? I can't remember how to translate bahati. When they visit other places in our country as tourists. So like, it's justified, it's not without reason that everyone hates us. Also, people from here tend to look down on people from other places, I even catch myself doing it sometimes. I try not to.
#god knows how this sounds to someone else#I slept two hours last night and then napped for a couple more in the afternoon but I'm still like. kinda cloudy#I put No. in front of every number bc if I typed a number at the beginning of the row it would become huge. is this normal or is it just me#just a bug?#so yeah I'm sleep deprived but I'm on the budget yay! my parents won't have to pay for my uni#and I wrote out every question bc my memory is horrible even under normal circumstances#so that was easier than going back and forth from the page where I have the post with the questions open and this page#I get chatty when I'm sleepy. and slightly unintelligible#good night everyone#thanks for the questions :)#also me looking down on other people who aren't from here is so ridiculous bc. I'm barely from here#like this city spans itself and then like several towns and many villages#I'm from one of the villages. it takes me more than an hour to get to the center#and I kinda hate this city. I mean I love it bc it's just like. my life is there#but it's too big and dirty and crowded and...#(I would probably die in a big city america lol)#yeah. as I said. chatty#also when I started using this thing I cared a lot about my anonymity. not so much now. I'm not sure I like that#oh and thanks for the ask!
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woohoo spiraling out of control right now (what else is new really I've been fucked up and spiraling for weeks now) and trying to figure out reasons not to delete my tumblr and discord and myself along the way
but you know. talking about myself on my blog automatically means I'm attention seeking and fishing for pity right? should just shut up and stick to the news eh, it's all I'm good for :D
anyway if you need me I'll be in the corner reliving the past, coming to terms with reality, and trying to convince myself I'm not the problem despite every indication to the contrary āļøļø
#sterechats :)#09:58 pm - this is a bad idea but scheduling it anyway#what's the worst that can happen really? everyone leaves again? nobody talks to me again?#probably gonna delete this in the morning so. meh. not like it matters not like I matter :D#10:29 pm - wow it feels like my head is on fire#like my brain is actually burning and I can't do a damn thing about it#I should be happy right now! the devils are winning! my favorite guys are scoring!#but no! I'm barely keeping it together around my family and praying I don't wake up tomorrow <3#11:00 pm - I need to get out of here#I need to get out of here out of here out of here I can't stay here any more this is killing me#everyone hates me and I need to chew my arms open maybe then everything will make sense#why am I even writing these tags what does it matter#I was so much more in control of myself when I was sh-ing#maybe I should get back to that maybe it'll help I don't know anymore#I just want my friends back but they hate me hahahaha#11:24 pm - wonder how many people are gonna block me after this one#how many people will finally be fed up and leave for good#everyone leaves and I should be used to this by now#here's a truck stop instead of saint peter's (yeah yeah yeah yeah)#11:41 pm - it's friday afternoon/there goes antigone to be buried alive#in the next world I want to be something useful/like a staple gun/or in love#I would fall off a cliff for you/a thousand times and call it a good day#maybe I'm just incapable of being human! maybe that's it!#maybe I'm not even human at all... but something worse instead...#1:22 am - moving the posting of this back from 3 to 6 am#not that that matters and not that I matter but I don't think I'll sleep#and I don't want this to post when I'm awake#I know I'm just going to get unfollowed and blocked and left behind as always#because happiness and good things and friendships just aren't things I get to have really#I just wish people would stop lying and telling me they're different and they'll stay when they're not different and won't stay
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shoutout to todays customer who returned his sunglasses because they gave him headaches and when i asked if he wanted me to check to find the cause of it he refused ONLY to 5minutes after the return ask why they could cause him to have headaches when his daily clear ones donāt
fun fact 1: he was supposed to come in at 4pm because he wanted his money back in cash and we didnāt have that much in the morning, but he came during noon and i had to scrape some together fun fact 2: he asked my male coworker why they would cause issues when i was the one who took on his request for...some....reason....could it be....sexism.....no it canāt be (:
another shoutout to the woman insisting we give her mother who has diabetis, sees double AND canāt speak german and eye exam and tell them why she canāt see well even after me explaining to her that we canāt measure her prescription as well (or at all) like an actual doctor can due to both machinery AND lack of medical knowledge....surprise: it didnāt work out and the result were wonky and she may need prisms but maybe not who knows not fucking me because we skipped like 2dpt between slides at some points and none of the prescriptions i offered and adjusted cleared her seeing double (: yes hi hello i can actually do my job and know what is possible and what isnāt (:
#txts#on the lower end of rant news we had one customer who was angry his lenses were thick#....like....sir you chose the most basic ones which aren't even really sold anymore afaik with +3dpt#ofc gucci frames the size of half the head to over ex....aterate oh god i forgot the word....anyway#so they get extra big#i am just amazed he didnt insist on mineral ones tbh but hey a small win#but hey....surprise: if out of the at LEAST 4 options you pick the general very basic ones when you need big lenses....shits gonna get thicc#'it looks bad!!!' yeah no shit but you didnt want to spend money on the lenses i GUESS#idk i wasnt there#and i am not paid enough to discuss with customers what lenses best fit to avoid this case beyond a recommendation#you can always choose other ones but if you ever get mad and tell someone I either forced them on you or didnt offer anything else#i will maul you#and also no one will believe you because my coworkers know my sale rhythm and i know theirs....so....fuck you we all hate you and talk shit#about you#sometimes even while you're still there and sometimes w/ other customers as well#another favourite is people asking why we cant insert new lenses into certain frames#i swear i WISH i knew why they were made like this#i really.really wish i knew#but we are as lost as you#(actual favourite tho that wasnt sarcasm i just like to shittalk brand-name frames because so many are shit lol)#like the ones who actually specialize or focus on frames are usually got#-ray ban because they decided to fuck themselves hard#apparently they were rly good once? havent found a new one showing that yet rly but k i'll trust y'all#but some are just....literal plastic#for frames??? like the whole thing????#bitch this will break if i sneeze on it wtf are you doing#insta modeling?? tf are they for???#+another favourite is some of them going#'oh they have 100uv protection'#yeah so does every plastic lens+100uv isn't uv400 at least in germany fuck off
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