#and yeah. i feel really good about it :)
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you're in the habit of denying yourself things.
if someone asked you directly, you would say that you love a little treat. you like iced coffee and getting the cookie. you drink juice out of a fancy cup sometimes, and often do use your candles until they gutter out helplessly.
but you hesitate about buying the 20 dollar hand mixer because, like. you could just use your arms. you weren't raised rich. you don't get to just spend the 20 dollars (remember when that could cover lunch?), at least - you don't spend that without agonizing over it first, trying to figure out the cost-benefits like you are defending yourself in front of a jury. yes, this rice cooker could seriously help you. but you do know how to make stovetop rice and it really isn't that hard. how many pies or brownies would you actually make, in order to make that hand mixer worthwhile?
what's wild is that if the money was for a friend, it would already be spent. you'd fork over 40 without blinking an eye, just to make them happy. the difference is that it's for you, so you need to justify it.
and it sneaks in. you ration yourself without meaning to - you don't finish the pint of ice cream, even though you want to. the next time you go to the store, you say ah, i really shouldn't, and then you walk away. you save little bits of your precious things - just in case. sometimes you even go so far as putting that one thing in your shopping cart. and then just leaving it there, because maybe-one-day, but not right now, there's other stuff going on.
you do self-care, of course. but you don't do it more than like, 3 days in a row. after that it just feels a little bit over-the-edge. like. you can't live in decadence, the economy is so bad right now, kid.
so you don't buy the rice cooker. you can-and-will spend the time over the stove. you can withstand the little sorrows. denial and discipline are practically synonyms. and you're not spoiled.
it's just - it's not always a rice cooker. sometimes it is a person or a job or a hug. sometimes it is asking for help. sometimes it is the summer and your college degree. sometimes it is looking down at scabbed knees and feeling a strange kind of falling, like you can't even recognize the girl you used to be. sometimes it is your handprint looking unsteady.
sometimes it is tuesday, and you didn't get fired, and you want to celebrate. but what is it you like, even? you search around your little heart and come up empty. you're so used to denying that all your desires draw a blank.
oh fuck. see, this is the perfect opportunity. if you had a mixer, you'd make a cake.
#warm up#this isn't good#writeblr#this is complicated by the fact i can't stand up too long or i fuckken pass out and <3 hit my damn head <3#but i did take a deep breath and buy myself the stupid rice cooker#and!!! a very cheap sushi kit!!! i have been wanting to try making sushi for literally YEARS#the kit was only like 15 dollars!!!! and i haven't purchased it bc?!!??!?!?!?!!?#..... i didn't get the mixer tho that felt. like a lot. like too much.#on my list is a kitchenaid. one day when i get a check and i have paid off my student debt#and medical debt#i will put that first little bit of cash#into a kitchenaid 5qt stand mixer (with attachments)#i really do just go into their refurbished section and stare lustily at each option#but yeah i feel guilty about the rice cooker even tho i know for a fact this damn thing is gonna be a lifesaver#oh shit also fuck i forgot to mention . poached eggs
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keeping him safe
#you’d do it for her—that is to say—you’ll do it for him#ml#miraculous ladybug#miraculous#my art#nathalie sancoeur#marinette dupain cheng#adrien agreste#i was trying to explain this art to my brother#and he said ‘so it’s like political art? but about miraculous ladybug?’#and i said. well yeah that’s actually a really good description#anyway i feel great about the s5 finale and the london special and it makes me want to draw normal art
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Okay can I be a bitter Anders fan for like. Just 2 minutes here lmao
Cause bioware released some game stats for veilguard and apparently 72% of players redeemed Solas which is like. Okay yeah the game kinda pushes you towards that. But when I think of all the shit I used to have to put up with just for enjoying Anders like at all and…
(This is not me being anti-Solas, I do not care if you love or hate him, but I am gonna say what he’s done is like. Objectively worse than literally every other companion so lmao. And that’s fine! You can still enjoy him! I’m not saying you can’t and it’s important to me that people understand that! I’m just saying he did in fact do objectively morally worse things in game than Anders did and I don’t think that’s really debatable. And I can’t really make my point here without saying that but I do want to make it clear this is not some moral condemnation of Solas enjoyers cause it’s not)
Getting anon hate on the regular, being told “oh you’re allowed to like Anders as long as you regularly talk about how much he sucks”, people gleefully describing how much fun they have killing him ON your posts about the fact that you like him, the devs making jokes about shitty fates for him when fans asked innocent questions about him, the absolute audacity of his writer to say half the shit she did in interviews (about bisexuality and mental illness, most critically), and then being beaten over the head again in inquisition about how Anders is the worst character to ever exist and there’s no redemption for terrorists who lie to you one time in the entire game and he deserves death or worse and that’s it
And now… 72% of people are down to redeem the guy who lies to you for 2 games straight and who did a lot of questionable things that includes creating the fucking blight and. Like. I guess I’m glad that Solas fans can live in a world where they aren’t constantly harassed and can give their ship like. A pretty damn good ending all things considered. And that the devs love Solas and actually give the option for that happy ending and have characters go to bat for Solas throughout the game and the most annoying thing they have to see are people making scrambled egg memes. I would not wish anyone to have to deal with the shit Anders fans had to put up with back then cause it sucked. It really sucked. And I’m glad it’s not being repeated with a different character, if nothing else
But like. Man there really is a difference when the writers actually like the character who does the thing, huh
#shut up nerd#anders#I’m sorry it’s just. really hard to not be bitter tbh#like the shit we as fans went through#just for liking a damn character#tbf I do actually think if the game came out today perceptions would be different#I think people would be more comfortable with revolutionary action now than they were then#but even still#it’s not even about that you know#it’s about people (both fans and at times the actual devs) being mean when they really didn’t need to be#and the DA trenches are probably why literally no harassment phases me anymore lmao but#that’s not a good thing slskd it’s just a useful consequence I guess#so yeah idk#am I jealous that Solas fans get to have a better experience?#yeah I can’t deny I feel a bit of that#but I’m also just. idk tired and sad for what that time was. and also glad that it seems to be over#but also a little bitter that I had to go through it when it didn’t need to happen at all#idk just feeling a lot here in this chili’s tonight lmao#(why do I say that I don’t think my country even has chili’s)#ANYWAY#dragon age#veilguard spoilers
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Happy Birthday to Fallen London; My favourite British people beefing it with bats simulator.
#fallen london#ambition: nemesis#mr.cups#Happy belated birthday to me: I finished my Nemesis ambition. I get to make a fun comic about it. THAT WAS THE DEAL!!!#...Is what I would have said had I not spent *four* days trying to draw a cool dramatic comic. This is all I have to show for it.#I also missed posting this on the Flondon anniversary so I'm double Smad and frustippointed at myself.#This is niche content but I know there are flondoners following me who will understand.#I had to make a second account because all my friends who I played with *also* picked Nemesis and dropped the game at various gates.#I failed every possible check at Knifegate. I was on the verge of madness. And yet I still love this game.#Little known secret about me: over 70% of the blogs I follow on tumblr are flondon rp blogs.#The cool art and character lore brings me a lot of joy!#With that said; what the hell is the coincidence that right as I finish Nemesis -#The flondon community starts a Nemesis Race.#Guys. it’s not worth it. It is a revenge quest about losing everything you have to see your task through.#All to culminate in the discovering that you are beefing it with a fanfiction writing bat.#That said; I do feel like this story was very satisfying for my melancholic doctor.#I knew I would get the choice between sparing or killing my nemesis (the bat) and I had a long time to think it through.#Someone who wants to save lives and (does as much as possible to do make things better for others) choosing against mercy?#Someone who never permitted themselves to let the city truly become a home because they were not a person - they were a tool for grief.#Alright..Yeah the ending was really good.#I will be back with a part two. Clearly I'm tenacious enough to commit to what I started.#If I am not excommunicated on sight by the flondon community I will be back with comics for the other ambitions.
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can't believe fnaf brought me out of art hibernation man what a turn of events
#my art#clou's art summary#dca fandom#fnaf security breach#art summary 2024#ayo rant in the tags#like everyone else on this planet my 2024 was tough haha#but it was really good artwise#ngl going back to drawing and being unapologetic about it irl was liberating#fr i met some real irl grinches since going to uni#the kind that make you feel bad about liking stuff other than work#i sorta felt ashamed at first and toned it down to focus solely on work#the fnaf dca worms were too strong though lmao#ngl this fandom is awesome#like#last time i checked what was going on in the arcane fandom and this place is a straight up warzone#also it turns out people work a lot better when they're happy how bizarre#no but really this fandom gave me a good deal of confidence in general :D#like YEA i love robots they're so cool how could anyone not like them#YEA i watch arcane every weekend even though i have mixed feelings about s2 it's a literal work of art#though some irl peps used to make me feel bad about enjoying stuff now whenever i meet one i feel sorry for them instead#especially when you ask them about THEIR hobbies instead and they answer 'idk tiktok?' like bruh#hey you#yeah you#if you're reading this don't feel ashamed of your interests#it's not worth it fr#go crazy have fun#draw that character you like#make a playlist for them#draft that fic you were thinking about
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What are your thoughts on a decepticon prowl?
Oh I'm all for it. But! Only if he's actually a Con. Like. Wholeheartedly.
Not "nnnooo we're doingg a bad thing and I kind of dont wanna do bad thing but I have no choice poor me".
You know how in canon he truly believes he's on the right side and makes everything to ensure that Optimus wins the war? You know how he's willing to make every tough decision so Optimus doesn't have to risk his reputation? You know how he literally makes Autobots look like shiny brave and clean heroes who did nothing wrong ever?
I want all that but the other way around. I want him to do that for Megatron and for the Decepticons. The implications would be so fucking dramatic I could write a whole essay.
Low rank Cons would hate him so fucking bad.
Starscream would try to murder him at least once a day.
Megatron would absolutely treasure him. Autobots would have it r o u g h
Can you imagine
#I saw a bunch of great fics that were “Autobot character but he's a Con AU”#really enjoyed them#I love that kind of AU#but I think I only saw two Decepticon!Prowl fics so far#and they both made him that poor little kind thing that got abused and wronged but secretly a fluffy sad kitten or something#anyway#Just like with Decepticon!Jazz and Decepticon!Ratchet and Hot Rod#I love when authors arent shy about making characters Decepticons#I love it when fic stands proudly with it's concept#yeah he's a Con and he fucking means it#if you know any good fics about Con!Prowl that arent trying to make him look innocent - please feel free to share#the guy murders a lot of people while being an Autobot. You can't convince me he would magically be merciful as a Decepticon haha
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ANOTHER SKETCH DUMP! Featuring more of me playing with lineless art. Batman reborn era trio (dick, damian and steph) I miss you...when will you return from war. Also featuring Steph designs bc I've seen ppl dissatisfied w/ her current look, some good mom Talia, and Jason Todd poetry club. Duke is confused not that Jason would start a poetry club but that he'd have such mid poetry opinions. (ID in Alt)
#dc comics#batfamily#damian wayne#stephanie brown#dick grayson#talia al ghul#duke thomas#cassandra cain#mine#woo new art tag. please god let me keep this up all year#uhh anyway yeah! still a big backlog of sketches but i got burnt out which means i had time to collect some#i feel like my art looks. extremely different w/o lines compared to with? idk i worry that's it weird/off-putting#but hey at the end of the day I'm hardly worrying about my brand integrity on tumblr dot com#duke and cass being at poetry club is based on them canonically being into poetry and for a good while duke and jason got along well#Steph is there for both jason and cass' emotional support (unfortunately there's a design flaw. she can't do both simultaneously)#(which is fine bc cass is fleeing the scene at the idea of having to casually hang out with jason)#(they're the exact amount of similar and more importantly different that it's like putting two firecrackers together. bad)#i really like the steph mask designs... it'd be fun to do something with them but idk what y'know?#I'm just like. if we're assuming that her mask has to be different from both babs and cass then this is what I've got as alternatives#i mostly wanted to practice character interaction with the talia and damian one... and also i love them#looking at james gunns batman movie proposal. you keep your hands OFF HER MR GUNN#please if shes evil in a movie they're never gonna let her be good in the comics again 😭#dc when you inevitably cave and do your next big reboot let the ppl finally have the son of the demon origin (w/ tweaks of course)#idk it's canon in my heart. heartcanon if you will <3#anyway yeah uhhhhhh enjoy?
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"I didn't know what happened to me. I just lived life normally. But it was my life in the past. Like events in the past were playing again in my mind. But there was one thing that didn't feel real. I could see four minutes into the future."
4 MINUTES (2024). EPISODE ONE.
#4 minutes#asianlgbtqdramas#asiandramasource#thaidramaedit#tvedit#*#faiza gifs#yeah i hate boc but bible's just got a Pull u know ....... really good 1st ep too tbh.#god this quality is so fucking shite @mkvdrama plz do a 1080phd version upload ASAP#i'll see how i feel about giffing this hmmmmmmmmmmmmm.
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i've been thinking about exactly why people portraying one of the other crew members successfully killing Jimmy as a "for what you did to Anya" kind of thing rubs me the wrong way a bit and it's because like..... this is just another form of taking agency away from Anya, in a way. it's kind of framing her as some meek, shivery woman-thing who's entirely at the mercy of the men around her, either to hurt her or save her.
(i understand these are mostly for wish fulfillment on the audience's behalf because everyone would like to see Jimmy pay for his crimes. whether or not this is the intention of the person writing it isn't really relevant, characterization happens with or without intent. i feel like it misses the point by portraying it as an 'ideal ending'.)
because... Anya is a capable person. she takes things into her own hands when she can. it was partially(?) her idea to get into the cargo,
(before he interrupts her.. remember when she interrupted Curly in the dead pixel segment?)
it was her idea to get the code scanner from the cockpit,
it was her idea to get the medication from behind the foam.
(the chance to do these things herself is not given to her.)
she'd been keeping Curly alive for months in a critical state somehow, her psych evaluations at the start are only so useless because Jimmy refuses to take it/her seriously and Curly is obviously biased when he puts it into his own hands. he's known him a long time, like he said. "I'll just put good for that one."
there's not a lot of material to work with because of how the game is framed, but it's there. we are working with two very biased perspectives and neither one lends Anya what she deserves
there's significant changes in how she speaks post- and pre- crash, and depending on who she happens to be talking to. i recommend re-reading her dialogue, because the difference is drastic
she acts the way she does around Jimmy because he has tangibly done horrible things to her, is actively hostile, and physically could not escape him by any means. she can't take away Curly's agency herself, in my eyes. you have to remember that Especially in the post-crash segments of the game, it's entirely from Jimmy's POV, and he obviously does not (and has never) thought very highly of her or treated her with a shred of respect
i've seen a general idea that she can't bear to hurt other people for any reason, but that doesn't really track to me. this is the real point of the post by the way
it seems based on the parts where she says she struggles to give Curly medication. "It just hurts him so much, I can't stand the noise." "It makes me nauseous."
it's not really the same thing as, say, hurting someone in self defense
this sounds like she did want the gun itself. this never felt worded like someone who would refuse to, at very least, threaten Jimmy with a gun, with violence. if she had been given the agency to make that decision on her own. she wasn't though
she still tries to reclaim some of it even as she's denied it
by the end she's still trying to keep that gun out of his hands
i think some people overly soften her, for similar reasons the game itself is trying to comment on. she's not a tender victim who couldn't cause pain to another out of the softness of her soul, she's a person who's had every last bit of agency ripped from her repeatedly until she couldn't take it anymore. that's the point. that's why framing her that way, "needing" someone to save her, is odd to me
she didn't need Curly to save her, she needed him to take responsibility
she didn't want to escalate things, but she's not an idiot. self defense was absolutely on her mind
but who knows im just saying shit *smiles serenely*
#dib noise#mouthwashing#sorryyyyyyyyy lol#i will defend you anya o7#its been fun to roll this game around in my brain. gives me something to do#long post#could be reaching though. it's unfortunate so much of her screentime is hammering home how poorly jimmy regards her#or her being scared/nervous in his presence#or trying to placate him#yes i know that's the point#are my feelings on how anya is treated by the the characters the fans and the game itself weirdly personal? yeah sorry#unfortunately i do think they didn't get the anya parts as solidly as the rest but oh well#everything has flaws#i've gone through a playthrough of this game like 10 times for this#you KNOW im sourcing my claims!!#not really an attack on the people who made the stuff i mentioned at the start#more of a commentary on how they relate with the source material itself#yes yes i know giving a crewmate a lethal weapon is probably not the best idea to curly#does that make this situation any less horrifying?#remember: these aren't real people. everything they do was written on purpose for a reason#i still need to write down my general thoughts on the game as a whole..#also not about one specific person post image writing ect it's a collection of things and ideas thrown onto one post#I'm not any good at ending posts like thase it kind of devolves by yhe end but thats ok
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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she says he won't let her get a dog, which is fine, because they're in an apartment, and that's the kind of thing people say about their partners. he won't let me get a dog. and you're at a dinner party and you tilt your head a little to the side just like that dog he won't let her get, because is this the thing that's going to upset you? you don't know every corner of their relationship, she could be joking, they could have had so many healthy conversations about the dog, right, and maybe she's not letting herself get the dog because of money and time and whatever. but, like, she did say let
and she wants to move away from his hometown and he wants to stay and then he tells you with a wink and a conspiratorial stage whisper don't worry i'll convince her and she laughs about it - so clearly this is something they laugh about. but you do just stand there and stare at him like what the fuck, man. you can't say what you want to say which is why do you get the final say on everything because they're both obviously aware of the other person's stance on this and have obviously had private conversations about it and what are you going to do about it except make a scene and then he'll be mad at you and call you one of those bitches behind your back and she'll cut you off, which is a loss that doesn't feel worth it just because he makes you a little skeeved out every 3rd comment
and they both agree he just isn't the type to get flowers which is fine because everyone shows love differently, and are you really gonna judge someone based on their sense of individual relationship responsibility? maybe he's constantly cleaning her car and writing her poems and making her furniture or something. maybe she doesn't even like flowers and this is perfect, actually. and no you couldn't date him, obviously, ew; but like, she tells you she's happy. you almost send her a tiktok that says don't be 25 and the cool girl that doesn't need anything, you'll hate not getting flowers at 30, but that's like, starting drama & you shouldn't start drama needlessly.
and you're a little older than her but not so much older you can pull the whole trust me on this one babe thing and besides that wouldn't have worked anyway (when does it ever) and besides you have trauma so you and your therapist both agree that you're always looking for a problem even when there isn't one. and you tell yourself that just because you see them for 15 minutes every month does not mean you can identify every single red flag based on a single shitty half-joking(?) comment
and besides, what are you going to do? she says i actually wanted another stand mixer but thankfully he stops me when i'm about to spend too much money and you're standing there like are you okay? is this normal? is this just something people say? and again - what are you going to do?
to your therapist you try to language it - it's not, like, any of my business. but sometimes, doesn't it feel like - you should do something. there's got to be something, right? you've tried dropping little hints but they sail right through and you've tried having a single serious conversation and she got upset because why does it matter to you, yes it's different but we're happy, it doesn't need to make sense to you and you're like. really unwilling to push a boundary about it anymore; because the truth is that you know logically it shouldn't matter to you, as long as both parties are happy.
and besides, you've been wrong before. it's just... like, every time you see them both, something else happens, some kind of shiver down your spine like do you even hear each other when you talk. it's their strange, bickering orbit. just the way he's on his phone through dinner or watching sports instead of helping in the kitchen or, fuck, another one of these little throwaway comments he makes about we'll see about that, babe. she laughs when he calls her passions stupid shit and meanwhile she gets him tickets to see the knicks and he tells you well at least she's smart about something and still! it's none of your business.
you say get the dog anyway and she laughs. like, this is is you being funny. and not you saying - no really. get the dog. get the dog and get out of here. pack up and start running.
#this btw is not including toxic friendships this is legit just something ive experienced MANY times now#writeblr#you ever have a friend in one of those relationships where ur like#u don't HATE their partner explicitly#but ur like. what the fuck y'all#like the weird part of being an adult is that you can't be like . CERTAIN their relationship is toxic#and also if u move too fast or push too hard u can hurt someone who is already in a scary situation so you just are like#frozen there. laughing awkwardly. saying ''haha..... yeah..... couldn't be me....''#and like u can't tell - is this banter or does he actually think like. he's better than her.#all you can do is be there for your friend and hope they wake up to it#or ... that it really IS good#and it's just odd to you#tbh btw id rather have my friends feel safe coming to me if they have a concern about my relationship#like yes it's not ur business but it also IS bc im making u hang out with them and also ur my friend#it's a weird thing to experience as an adult bc it is such a blurry line and when u spend time#around couples that aren't like ACTUALLY ur friends but instead ''extended friend circle'' ur like#.... i don't know y'all well enough and he just called you a cow. and ur okay with that . and i don't know how to respond.#so ur like :) okay. um. go to couple's counselling i think#but also you are NOT supposed to pass judgement so it's like.... this weird limbo of feeling like you SHOULD say something#but knowing you CANNOT#idk that there's a way to resolve it!!!!!!!! it's probably a different approach person to person#edited my tags bc tumblr's new system fucked em up#PS EDIT: btw i should have said:#the pronouns in this can work in any and every direction. every gender and every sexuality and every#type of relationship tbh. even non-romantic relationships where ur like ''what do u mean ur bff calls u stupid''
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veilguard spoilers regarding a josie romance. but can we talk about the letter josie sends to a romanced inquisitor because. i’m sorry. fucking losing my mind at the fact that the inquisitor and josephine are close enough friends with the guy the inquisitor duels in her romance to be invited to meet his third child. implying they’ve been invited to the other two. at a baby shower and getting introduced as the one who dueled the baby’s father because he was trying to steal your girl. antivan romances insane.
NO LITERALLLYYYYY. AND HE’S AN IN LAW. ITS TOO FUNNY. i cannot imagine how they met and how yvette probably was like “teehee…. the man that my sister spurned…. has fallen in love with ME!” and the best/worst part is that ortranto really has. i like to think of them running around with each other and secretly meeting as though their families actually hate each other (they really don’t lol) . the ortrantos would probably be delighted to have their son actually marry a montilyet like they wanted, even better that they’re actually in love and it’s not arranged!
i have this image of josie going like “you can’t marry him. is this a joke, because it’s not funny. i almost embarrassed him! the only reason the ortrantos do not hate us is because he is a very kind man who saw that i was in love with the inquisitor! ….yes i suppose a very kind man like that could love you…….. yes of course i want you to be happy…… yvette gabrielle montilyet, i fear you are not hearing what i’m saying— DON’T SAY YOU ARE ALREADY AN ORTRANTO. DID YOU ELOPE? ah okay. don’t do that. i said don’t do that. yvette come back and listen to me” etc etc
of course i must believe that there was a big scene caused (once again) by a montilyet and ortranto that ends with lord ortranto making a speech where the publicly declares his love for yvette in front of all of antiva city to see and hear. so there’s no backing out from this one. in my mind there’s a rehash of the big “BECAUSE I LOVE HER!” (ortranto, desperate but genuine), “you do?” (completely aghast josie who has somehow missed the fact her sister has been giggling even more than usual), plus an “OF COURSE HE DOES!” (a thrilled yvette) that reminds josie so fondly of her own love story that she's immediately relaxed (and suddenly accepting) about this whole thing <3
#josie to me also feels more awkward than she lets on because she's quite good at being graceful and kind#but he is kind of. you know. the guy she rejected in front of val royeaux#i think the most out of character thing is that josie doesnt notice her sister and ortranto meeting up and falling in love etc#but i also think she can be busy enough being an ambassador/running the family business/eldest daughter#that she somehow misses it. for the sake of this beautiful idea i have. and also it would be cute and funny <3#also like the image of yvette saying ‘i’m getting married to adorno!’ and inq is like yeah ok :] congrats!#later asks josie like ‘oh yeah. who was the guy ur sister is marrying’ and josie pauses thinking abt how to say this LOL#this is also how trev finds out ortranto’s first name is adorno. nearly dies laughing over the whole situation i think#he really is like a footnote in her mind where she's like ':/ guy who almost married my beautiful wife' and then almost#without any issue she's able to go like 'GUY WHO IS MY IN LAW. AND WAS REALLY GRACIOUS ABOUT THE WHOLE ARRANGED MARRIAGE THING.#HE'S QUTE COOL ACTUALLY!' <- and has no issue about ortranto after this#much to josie's amusement and exasperation <3#josephine montilyet#adorno ortranto#yvette montilyet#not to mention josie's unseen brothers. they do intrigue me#the idea of either of them kind of finding out their youngest sister is running around with ortranto they probably sighed in relief like#yeah we can distract josephine with this. that will get her off my back about marriage for about a year.#even more if theyre planning the wedding!#evelyn trevelyan#<- mentioned briefly. i guess#veilguard spoilers#for a codex entry but when i saw it i did melt. everyone deserves to experience this firsthand#long post
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I don’t like minimizing the importance and gravity of Laios and Toshiro’s fight into just being a childish squabble, even if to a degree it is framed that way, because to both of them it has a lot of personal significance and emotional weight and runs very deep to their characters… The fight isn’t nothing it’s a LOT, they made up but it’s not something easy to express and to get over for either of them which makes it all the more meaningful! I’m on both sides but there very much are sides, there’s no "they’re both having a ball, Toshiro and Laios hand in hand yay" side to the fight, that comes after
The fight with Toshiro WAS very scary to Laios, almost existentially so, but it’s moreso the "I thought I’d made a friend!!" bit and my god. My god actually
Like it’s not "just" about oh his friend liking him less than he thought, THAT IS SO MUCH. It’s a bond he thought he had being a lie it’s all the time and moments spent together either being a lie from his perspective or marred now looking back. It’s not only being upset at Toshiro for lying but upset at himself that he’s so easy to fool, it’s being upset that there’s something so wrong with you that you can’t even tell if your "close buddy" even actually likes you or not, it’s like. Holding my head. He can’t trust his own vision of events that happened do you see. There’s always this film of distrust that it could be a lie that should be there when he interacts with people there’s always this sense of cloak and dagger to expect backstabs out of nowhere because you CAN’T see it coming you CAN’T you CAN’T there’s something about you which makes it impossible so you CAN’T-
He’s so scared of not being able to read people. He knows it’s a weak spot he has, he’s always known. All of these bits are centered around social expectations and betrayals, the assumption that he doesn’t belong either in society or with other humans.
And Laios’ level of awareness is actually sort of complex to analyze, but it’s there, there’s how out of him and Falin he was the one sensitive to the ~aura of hatred~ he felt from the townspeople, there’s of course his nightmares whispering to him about the mocking looks, and how yeah actually he realizes that his gold stripper coworker was taking advantage of him. There’s of course the Winged Lion speech about his trauma and how he fundamentally mistrusts/dislikes humans to some deep seated degree, this distrust that he still keeps under control always. There’s how pre-canon he often wanted to suggest eating monsters but never worked up the courage to bring it up with the others. There’s how he gets across as stoic when he isn’t being enthusiastic…… We don’t know how aware and wary he is exactly in the moment but we do know he has some anxiety around social stuff, and looking back he does notice and aughh augh, the sense you have to hide yourself to not get hurt and be on your guard and shit and.
When you don’t know what to look out for and when to look out for it, the general ‘common sense’ of not always trusting people or noticing when someone’s messing with you becomes hypervigilance in social settings
"Man they really know what you hate huh." Being socially unaware literally plagues him, he knows, he knows it so well.
It’s so quick that it’s almost hard to digest how literal and blatant Laios summoning his monster to crush all the people who’ve hurt him is. His literal go-to coping mechanism for comfort in his literal monster-induced emotionally intense nightmares, saving him by taking away the upsetting element (the humans)
"Monsters are his coping fantasy, where they can whisk him away from humanity, all the hurt it’s caused him and its arbitrary rules" with the subtlety of a brick. Monsters are his comfort safe zone "because they kill humans" yes but no it’s because he pits them as the guardians against humans who to him are in the role of the agressors. To him they represent freedom from the shackles of what it means to be part of humanity, a fundamentally social species
#Fumi rambles#Was asked to post this but a lot of this is present in my shuro-Laios fight analysis from Laios’ pov#Bite sized fumi#Laios touden#Meta#happy nightmare chapter day#Character analysis#Spoilers#dungeon meshi manga spoilers#And humanity being a social species is ofc ultimately not shown as a negative.#Dunmeshi is about unity and coming together when seeking to understand that which you do not!!!#But yeah like imagine if you will that you can never really trust your own perspective of events because you literally can’t tell#Wether the person likes you or hates you and you just can’t tell. Even when they ARE being obvious about it#The nightmare scene is so real like I def have vivid memories where I’m like ‘Ah yeah they cringed here#that should have been a dead giveaway’. It wears on self-esteem and self-trust. Like “you don’t belong in society” in a way they’re#sorta like factually not wrong and like. Oh ok man. Sitting down#Just spitballing here obvi. Personal experience. Hey did you guys know that dunmeshi is good. Man. It’s good#Dungeon meshi#Analysis#Feeling The Owl House Gus meltdown episode in tha club tonight#Sobbing about how the flashbacks we see of Laios’ childhood are only happy when it centers around Falin or the dogs
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Uploading all my Tomgreg art at once from the past few week before season 4 hits, who knows in what kind of mental state i'm gonna be once it does :')
#tomgreg#succession#dont even talk to me i started watching this show when i had nothing to do at work and now i watch it with averiel my good friend averiel#and we are going to watch s4 together and i feel physically ill from bein so excited#so ya thats what ive been up to... anyway. i love these idiots they desever nothing but the worst (affectionate)#im also a tomshiv lover btw. im the one who yells 'THIS IS HOW TOMSHIV CAN STILL WIN' while they are actively losing on screen#thats the kind of person i am#dont look at me (lying on the floor)#okay i was not going to say stuff in the tags and let the art speak for itself but i NEED to point out details in the wine Painting..#i put a lot of work into that one. thinly veiled metaphors and symbolism yknow..#greg is gripping the stem of the wine glass with his full fist. tom and greg are dressed in the same outfit (sock garters included)#greg look appalled but he is not doing anything about the spill. tom is fondly pouring greg more and more wine. he is doing him a favor#i colored the red wine the same way i would color blood :) oh and tom is not really touching greg#only holding the chair in place. greg is making himself look smaller than he is like usual#oh and @ the person who said that it's the inverse of the tom and nate scene i love the way you think. i did not think of that before#but god. yeah. i actually thought about the scene change from when roman uhh.. christens his office in s1. the one with the coffee machine#i always go insane at that cut. this is not exactly the same since it's more.. about emotions but yknow.. it can be.. the same...
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I just want to fall in love with someone who makes me feel safe like even when we’re angry or sad or upset i just want to know that both of us are still going to be okay
#wlw#wlw mood#sapphic#sapphism#lesbian#today was….not good#and at one point i had a moment#where i was just unbearably SAD and LONELY because i didn’t have anyone to call or talk to about it#but im still really hopeful it will happen some day#because all i want in this world is to feel secure#and for others to feel secure around me#and for everyone to feel secure around people they love#because it’s so painful and scary when you don’t#but one day im going to be warm and happy in someone’s arms and will barely remember this at all#im manifesting it#im completely okay btw things just got a little rough#and in the incredibly stressful and dramatic times i was experiencing my brain STILL had to be gay#im gay and i like sleeping#also yeah i said i wouldnt post after midnight again like two days ago but whatever#im sad and want to yearn on the internet we can make an exception tonight
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Your interpretation of Hector talking with Bauhauzzo post-game (if you can see that happening) would be neat!!
oh the horrors of knowing no one can fix the problem except for you
#you can tell i really hit my stride drawing bauhauzzo at the last possible second lol#great god grove#great god grove spoilers#hector great god grove#bauhauzzo#requests#i have mixed feelings about whether or not hector and the gods would interact or not post canon#but i think bauhauzzo is a pretty good candidate to make those first steps#but knowing hector he'd probably go to him at an absolute low point#and like. he already knows how the conversation is gonna go but god does he try anyways#maybe THIS time divine intervention will fix all his problems#alas#it might just make them worse#hes already lost so much of himself in the process i think.#i truly believe he puts on a brave face but he has no clue what to do with himself anymore#33 years passed in the blink of an eye. you're old and greying and you dont remember how to be a person anymore#anyways yeah#im normal about them#thanks for the request! i really need to draw mr hauzzo more
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