#answer - not as many as I would like
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vaguely-concerned · 25 days ago
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the strength it must have taken for illario to not immediately go full 'lmao since when have you even had a kiss hello lucanis' sibling violence mode during the café talk. inspirational. rook and lucanis really were doing all that right in front of his salad huh
#lucanis is being SO cringe with that line right out there in public and I would die for him. it's just such a weird thing to say#tbf if anyone in the world is used to the insane things lucanis says and would go 'yes yes lucanis waxing poetic about coffee#in ways normal people reserve for trying to get in someone's pants (the roast won't fuck you lucanis)#we've all heard it' like it's all normal I suppose it would be illario. and also he's too busy with the 'shit fuck shit he's not dead#he's not dead of the family members 'supposed' to be dead we're at two definite failures out of two and woe me if the twain should meet#if that IS a demon in there it sure talks exactly in the same bizarre way only my cousin does#does that mean anything what the fuck do I do who do I kill about this' internal monologue I guess#dragon age#dragon age: the veilguard#dragon age: the veilguard spoilers#dragon age spoilers#illario dellamorte#lucanis dellamorte#rook x lucanis#rookanis#I mean he does very much say that to a non-romancing rook too which only makes it all the more delightfully odd#is it a very lucaniscore way of testing the waters. is it just how he always talks about coffee. many plausible approaches here#no one forced him to bring up kisses and 'you should try it' out of the blue like that is all I'm saying. he could have acted normal#(theoretically)#i feel there are reasons to read some stuff into it lol#lucanis when rye says he prefers tea: it's so over cautious overture I don't quite understand myself yet gently rebuffed#lucanis when rye takes him up on the 'so what should a first kiss be' theme: oh we're so back!!!! wait. what. what do I do now#what is this#it's kind of really sweet that rook answers with their own playfully florid beverage based barely hidden metaphor at the end too#matching freaks and having fun with it#as far as lucanis is concerned rye's only true flaws are 1) prefers tea to coffee (oh well. no one can be perfect. cross-cultural love#can conquer all even in this) and 2) weird taste in interior design (did we really HAVE to bring your 15 foot tall corpse statues#with us home rook. I can understand a tasteful skull here and there but this seems excessive. well if it makes you happy I guess)
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heartorbit · 7 months ago
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find another role, carry on the show
#EDIT IT DIDNT SAVE MY TAGS. hey so this post got a thousand notes huh. interesting. surely nothing will change#i'll leave all the old tags. for my thought process. and its kinda funny#take a bow stupid idiot (throws a tomato at them)#in stars and time#isat#siffrin#siffrin no middle names no last name ദ്ദി ˉ͈̀꒳ˉ͈́ )✧#... or is it. Smiles#i'd like to draw mira for her birthday but um (hasnt open artfight website in a few days) im scared.#also i have NICE ASKS TO ANSWER.... But im scared. give me a minute#Uawaaaaagh i drew this bc i was trying to animate a little bit but it just . Didnt look good. im not good ag 2d animation#tch. ill keep trying cause there ar e way too many songs that and now about isat because i have brain worms. i need amvs.#IM SCARED TO POST THINGS THAT ARE SPOILERY BECAUSE I WANT MY FRIENDS TO PLAY ISAT. BUT.#isat spoilers#in stars and time spoilers#sasasap#sasasa:p#WHAT IS THE PROLOGUES TAG.#tshirt that says 'i <3 killing the image in the mirror and taking its place' on the fromt#and a list of megan thee stallions tour dates on the back. お金稼ぐ俺らはスター#Im kind of tempted to edit this to be the versiom with the eyes. or maybe twt can have that. or. well#all of my friends are on twt (trombone slide sfx) so maybe thats where i should worry about spoilers.#ill see if i want to slap an eyepatch on them in the morning#Im one of those people who was like idgaf about twohats (lets it simmer for a week) Oh my god. Oh my god. Ohmy god#EDIT. i swapped it out for the Eyes version it should be fine as long as its tagged formspoilers right...#ill post eyepatch vers on twt partly bc spoilers but also ppl over there can be .. annoying ..... ....#i fear i would get 800 You Forgot The Eyepatch replies. PLEASE JUST SEE MY VISION.#[BANGING MY HANDS ON THE GLASS] HIS HAND. LIKE IN THE PROLOGUE. WHEN THEYE. HANDS. HELD[EXPLOSION
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letsplaythermalnuclearwar · 5 months ago
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Homer!Odysseus and Epic!Odysseus would try to kill each other if they ever met
#Homer!Odysseus: you sacrificed your men to save yourself? Detestable coward! How I wish I was never born if it would ensure you had not the#Epic!Odysseus: you’d understand if you *loved your wife.* But I guess a guy who stayed with Circe for a year wouldn’t know that!#H!Odysseus: do not speak of things you know nothing about! I long for my return to sweet Penelope but I have a duty to my men#E!Odysseus: A YEAR. A WHOLE YEAR. I WOULD KILL ANYTHING AND ANYONE TO GET A HOME A YEAR FASTER#H!Odysseus: that was clear when you served Scylla six men like they were cattle!#E!Odysseus: it was them or me! And don’t keep talking about my friends like you did any better. you’ll go home alone too#H!Odysseus: they doomed themselves when they ate Hyperion’s golden cattle. I am not responsible for their suffering. But you could have ens#H!Odysseus: Now Eurylochus’s body lies at the bottom of the sea where there can be no burial and no honour#E!Odysseus: AND I’LL GO HOME TO MY WIFE. MY BEAUTIFUL PERFECT LOVELY LOYAL WIFE WHO’S BEEN WAITING FOR ME FOR TWENTY YEARS.#E!Odysseus: and when I go home and she asks if I came back as fast as I could I’ll be able to answer honestly#H!Odysseus: WE HAD BEEN THROUGH MANY TRIALS. THE MEN NEEDED TO REST#E!Odysseus: FOR A YEAR???? DID THEY NEED TO REST FOR A YEAR??? AND DID THEY NEED THAT REST RIGHT AFTER A MONTH’S LONG REST WITH AEOLUS??? S#H!Odysseus: IF YOU WISHED FOR ITHACA SO DESPERATELY WHY DIDN’T YOU OBEY PALLAS ATHENA AND KILL THE CYCLOPS#E!Odysseus: *drawing sword* I WAS HAVING A ROUGH DAY#Epic the musical#Epic odysseus#The odyssey#odysseus#Homer#Greek mythology#Jorge rivera-herrans#nuclear war speaks
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jq37 · 9 months ago
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Siobhan Thompson, who has casually translated Elvish and Latin on this show on multiple occasions: Why do you expect me to know the etymological roots of British slang?
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knifearo · 11 months ago
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ultimately when it comes to shipping and fandom space treatment of aspec characters i just don't accept "aro/ace people can still date/have sex" as an answer from nonaspecs. like yeah. mhm. okay. now i think we both know that you're not saying that out of real interest in the diversity of aspec experiences. so you can turn in your seventeen-page essay on why and how you plan to examine this character's aspec identity within the context of a romantic or sexual relationship complete with evidence from canon and peer reviews from multiple aspec people within the next week or i'm putting you in the pit from the edgar allen poe story
#you know. the one with the pendulum#'hey. why are you as an allo person shipping this aspec character like this'#'oh aspec people can still date/have sex!'#'yeah. now can you answer the question that i actually asked you'#like goddamn just say you don't care they're aspec and you want to fulfill a sexual/romantic fantasy with them. that's Fine#it like. sucks. for sure. lotta aspec people will be unhappy with you. but everyone is entitled to their own wants and experiences.#but i'd prefer you just be honest with it rather than using our community's conversation points as retroactive justification#and ONCE AGAIN. you guys are real fucking cavalier with this shit and it shows a real fundamental lack of respect for aspecs#when most of you would NEVER ship a canonically gay character with the 'other' gender. cause again. it would suck.#you can do it. nobody's Stopping you. but it would suck.#and we understand that putting a queer character in situations that erase that queerness is shitty! until it comes to aspec characters!#and whoa... there it is again... people don't consider aspec identities to be queer... crazy how it always comes back to that#anyway. you all know what i'm talking about. have seen many posts about this lately#it is [ long sigh ] unfortunately a very hot button issue with the advent lately of alastor hazbinhotel#which. again. god i wish there were other canon aspec characters to be having this conversation about.#but we'll have to do our best with what we have#aromantic#aromanticism#arospec#aroace#talking#aspec#asexual#asexuality
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miiilowo · 2 months ago
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slightly over-engineered red leader tord design because i really really reaaaaallly like military uniforms & i thin k he deserves better than a hoodie under a blue trenchcoat. he doesnt tbh but i maybe deserve to see it. anyway
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caligvlasaqvarivm · 1 month ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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demaparbat-hp · 2 months ago
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YOOOO DEMA YOU LIKE ARCANE???!! omg who's your favorite character??? and favorite moment(s) from s1??? (and fav ship too 👀 👀) will you draw for Arcane in the future???? (peak show with peak art =perfection, just saying)
Anon, you have the. Best. Timing. Ever. I literally just finished an Arcane artstyle study with Katara of the Undercity as a subject!
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My favorite Arcane character is and forever shall be Ekko (best boy). Other faves are Viktor (chronic illness baby) and Jinx (trauma gremlin).
As for the S1 scene... Besides the finale and that breathtaking Guns for Hire sequence? The Ekko/Jinx fight from ep 7. It broke me. (And turned me into a Timebomb shipper. Which was arguably worse.)
#dema answers#atla#avatar the last airbender#atla fanart#katara#atla art#arcane fanart#arcane netflix#arcane#atla katara#katara fanart#katara of the southern water tribe#Except here it's#Katara of the Undercity#Because I say so#And because an Arcane AU would be so fun to think about#arcane au#Katara and Sokka would be from the Undercity. Which has pretty intense connotations when you realize that means Kya was killed by Enforcers#But I digress#Sokka is an engineering genius whose dream is to study at the Academy and change science as we know it. At the same time he's a pragmatist.#He knows that's all they ever will be: dreams. So instead of chasing useless wishes he focuses on using his talents to help his community.#Katara is all about the social cause. She's a natural leader who would do anything to help those in need. Which gets her in trouble often.#She would never cross the line like Jet and so many of their fellow Zaunites do—she wants peace and prosperity for her people.#But that doesn't mean she's afraid of having to fight for their rights. On the contrary.#I think she and Sokka would create some Firelights-esque community. They bring people together and care for them.#Even weird tattooed kids with an odd connection to the Arcane itself.#Zuko is a former Heir from Piltover. His father holds a seat in the Council and is not afraid of underhanded tactics to gain more power.#Ozai banished Zuko from his home with the condition that he could return only if he brought an end to a rebellion in the Undercity...#...and got rid of an object of great power that would only bring destruction upon his people.#(But nobody ever told Enforcer Zuko that this supposed great weapon that the people of the Undercity stole...was a kid.)
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chaotic-carnifex · 1 year ago
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No hold on I'm gonna make an extra post about this:
I wouldn't choose to be alloromantic
If I were given the choice to either remain aro or become alloro again, I would choose aromanticism.
And I think a lot of people need to hear that.
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arrgh-whatever · 8 months ago
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fuckyeahchinesefashion · 3 months ago
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OP: Check out. The fully-sexual charged cinematic movement design.
Cnetizens: How did the director come up with the idea to have him kneel on a playing card, adding so much aesthetic energy, is that some kind of genius?
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#china#cdramas#dramas#lmao#They are siblings and they're discussing serious matters#this scene is actually rather heavy because the younger brother is involved in drug trafficking#carrying more than 50 grams of heroin will result in a death sentence in china let alone being involved in drug trafficking#the older brother is a gangster king#but even he doesn't dare to get involved in the drug business because it will bring about the demise of his family#sorry for digression I mean how did the director make this scene which has absolutely nothing to do with sex#so sexually charged?#btw there're many posts with rich information about China's crackdown on drug crimes on xhs and douyin#especially about how the four major drug-trafficking families in Myanmar were wiped out overnight#they buried undercover Chinese counter-narcotics police alive and kidnapped and brutally excuted civilians#so if you're interested you can go with the key words 缅甸四大家族覆��� on xhs and douyin#cnetizens' views on drugs are related to modern Chinese history#the first chapter of modern history in high school textbooks is the opium wars#There's a very dark joke on xhs about which country in the world would least like China to withdraw from the P5#and the answer is the UK#because it's in the first chapter of China's modern history#the Destruction of opium at Humen in 1839#no offence but Breaking Bad can't last for more than one episode if it happens in china because of the sewer detection technology#they can detect the tiniest amount of drugs in feces in a body of water the size of a lake for up to six months#which can be quickly locked down to neighbourhoods and portals#Once a foreigner was caught smuggling and selling 222.035 kg drugs in China and sentenced to death with two other Chinese associates#his country's prime minister asked for his extradition#cnetizens commented that there was an opium war and he still dare to come to China to sell drugs be like 找死court death#All the above information is to explain the gangster king's attitude towards his brother's drug business
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satoruxx · 3 months ago
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don’t ask me why i’m back at midnight i don’t know either. BUT EEEEEE
thinking about wolf!toji who when he finally gets comfy w touch and you are all comfy w teasing him and playing w his hair and ears and out of nowhere he nips your arm w his teeth
he’s just as surprised as you are— the action just came out of nowhere and just before he opens his mouth to apologize profusely and retreat into his old ways, terrified of becoming someone you are afraid of, you giggle.
“did you just chomp me to get me to stop? you’re the cutest thing ever!”
and he’s once again reminded of your near foolish fearlessness when it comes to him. how you trust him entirely and would never even fathom him in that angry, mean way he used to embody. no, from the looks on your face you’re just barely restraining yourself from grabbing his cheeks and cooing like a grandmother.
“yeah, and next time ‘m taking a finger with me”
okay i’m sorry im done I shall leave you be
OKAY SAGE SERIOUSLY ARE YOU IN MY HOUSE??? THE WAY I LITERALLY HAVE A SCENE WHERE TOJI TRIES TO PLAYFULLY BITE YOUR FINGER IN THE NEXT CHAPTER....
anyways yes i fully believe he would snap his chompers at you the way dogs do... obviously not to hurt but that's just their way of playing yk??? first time he does it he literally goes rigid. you’re being silly, sitting next to him on the couch and poking at his ears without a care in the world. he rolls his eyes at the antics—you seem to enjoy the way his ears flick every time you touch them. he halfheartedly tells you to quit it and yet makes no effort to get you to stop, too busy focusing on your quiet giggles.
and then without any warning, he finds his teeth nipping at your arm. you freeze. he freezes. he knows it wasn't hard enough to draw blood but it appalls him that he even bared his fangs at you in the first place. the guilt that washes over him is almost dizzying, intensified by a strange sense of fear. that's it—he's now exposed himself as the uncontrollable animal he's always been. you'll see it now, just how dangerous and scary he is.
he's waiting for your anger with bated breath, but all he hears is a chime of laughter. he glances at you, and finds the most amused grin he's ever seen. "i hope you know that lil chomp is not stopping me."
he blanches. "that... it didn't hurt?"
you raise a brow. "of course not. it basically felt like a tickle."
toji's head spins. the way you catch him off guard is scary. he always needs to backtrack and remember that you don't view him through that lense—that to you he's nothing more than an overgrown puppy. which, to him, is extremely ridiculous. but only someone as naive as you could stare at a wolf hybrid who has known nothing but violence and say that his teeth are nothing but a tickle. you are so stupidly compassionate, sweet in a way that warms his tongue—addicting and vice-like.
"you know these teeth have bitten off literal flesh, right?" he questions. you grin, eyes crinkling in a strangely familiar way.
"so? not like they'd do anything to me." your smile is blindingly smug, and toji's shoulders relax. once again, you are too trusting. it infuriates him—how correct you are. there is a pulse against his ribcage that seems to steadily speed up the longer he looks at you. so frustrating.
you reach up and jab your pointer finger into his cheek, and he doesn't think twice before trying to snap at it. your laughter echoes through his ears as you pull your hand away quickly, and the wry grin on his face seems all too natural.
"not do anything, huh? careful, next time 'm taking that finger with me."
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marc--chilton · 11 months ago
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house having a reputation for being soooo unserious that all of his passes at wilson are brushed off when in reality he would let wilson fuck him in his fishbowl if wilson would let him
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deoidesign · 4 months ago
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Time and Time Again comes back tonight!
Thank you all for being so patient with me, I know it was a long hiatus.
My health was struggling, my arm was (is) hurting, and I decided it wasn't worth it. I'd rather be slow!
So thank you for giving me that grace, and I hope you'll be there with me for the rest of the series.
#like straight up. it's not worth it. idc how many people get mad at me#i would rather work fuckin. anything else than maintain this impossible schedule and keep hurting myself#if thats what it takes to do comics full time. then i can't do comics full time. simple as that!#i hope that for my next work i can have a healthier schedule and still make this work as my job#but if not. I'm never going back#i can't do it. 3 more years at this pace will take my ability to draw#anyways. its really good!!!#like genuinely i can feel a marked improvement in my skills#which is WILD!!! And I'm extremely happy about that!!!#just one more step into being better built to give people the quality stories they deserve.#ive not properly had the fire under my ass to finish stuff up but. its fine.#like i said? not worth it.#if i have to pause again then ill pause again. like i literally simply can not my body can't handle it#so. hopefully stuff goes smoothly but whatever happens will happen#whatever will be will be#i keep getting distracted lmfao#im excited about it coming back#and also. will. probably be distracting myself...#other creators dont read their comments. I'm like straight up not capable of that LMAOOO#i check for comments like all the time#love seeing em. love reading people's thoughts about my work#it makes me a better writer and keeps me connected to what matters most. which is my audience!#so i dont regret doing that but also. jts extremely distracting#i get straight up nothing done on big update days#cause im in the comments absolutely massive eyed refreshing.#this sounds obsessive. and it is. no jk#its just fun and keeps me in touch w peoples perception which helps me learn to write better#plus people are nice and ask me questions that i wanna answer#or if someone is being an ass. then i wanna tell them to leave (cause i cant block people) cause i consider it my responsibility#time and time again
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poorly-drawn-mdzs · 1 year ago
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Bonus 9: So that's where the turtle came from!
[First] Prev <–-> Next
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crispyjenkins · 6 months ago
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mandalore the young cont.
original post/discussion here! it was just getting really long and i for one hate scrolling so far, so. here's this. have also added this au to my masterlist in my pinned post!
@malcontent-crow
#i had a whole wall of tags and it didnt save! lets try this again#i am loving this. the potential for world building and the consequences of knowing more than you should (literally)
#i had forgotten that DW wasnt in peoples thoughts as a threat during the Clan Wars#and the idea that Pre was so far underground with the movement is a very good thing to remember as well! #on one hand you have this driven and spirited young verd that is inspiring Clans to start reassessing who they are fighting and why#on the other you have this clanless outsider that knows waaaaay too much about all the potential major players and is saying#that this major threat isnt really as gone as everybody thought and hoped. sith parallels out the wahoo for ppor obi#and hes standing there watching them all argue over his head about this threat that he KNOWS needs to be dealt with#he is seeing himself as pretty on par or above with the Old Guard in terms of mental age or prowess or large scale battles#so he sees them doubt him maybe even to his face and knows he'll need to get things started on his own
#and becauae everything in the galaxay has at least one person watching it from the outside... how quickly does the news of a jedi padawan#going off the rails on this mission get out? whos keeping track and who points fingers at the jedi for attempting to control the outcome#of the war of their historical enemies in their favor? the senate (read sith) want mandalore defanged before their war but what does it look#like the jedi want? how does the council answer for his actions? do they condemn or condone him? do they try to stay out of it?
#the world building potential of the Manda and the Ka'ra is delicious.#what does it mean to be a mando or darmanda? can you walk around and have people look at you and know you have failed in your oaths?
#and ouch! Obi-Wan considering the fact that he has never been allowed to be his own person.#from padawan to knight/master and then a general and councilor and sheesh. hes really never had the chance to see who he is as a person#outside of his responsibilities to everybody around him and right now hes a war worn adult in a war worn teens body#hes always had somebody else there. as a battle companion a teacher a student as somebody to protect and guard and guide#and now he has this entire culture looking at him and waiting for his next move. and im guess it still feels like less than a burden than#the care and raising of an entire child on his own. sure he had the temple resources and other jedi to lean on but anakin always looked to#him first to solve any problem or teach him something new or cuddle him after nightmares as hes trying to hide his own dreams#and grief and flounding to find his footing as an independent adult
#so right now hes looking around at the entire mando population and realizing thats he might need to reshape himself again for somebody else#to make himself what others need and knowing he can and will do it if it means saving somebody else
#and when exactly did he come back from the war? did he have satine die in his arms and see the ruin that is madalore after a pacifist reign?#does he see the potential for that ruin to happen right now if he doesnt succeed? where does he see himself in regards to the jedi?#has he considered the consequences of stepping up to be the Mand'alor to this culture he has never seen as his own?#has he let himself think about the choices he needs to make and how some things you cant always come out the other side the same as before?
(following the trend of each of these getting longer, this has hit just under 5,000 words, so just a heads up lol? so much world building is happening in this one)
sorry you had to rewrite so much! that last exchange was cursed, it seems lmao
it's so easy to write Obi-Wan as prescient, or the route I'm going with in Dha Kar'ta, so i think it's a fun change-up to have him knowledgeable for completely different reasons! I'm actually going to avoid visions almost at all for this Obi, but everyone else certainly won't know the difference, and he doesn't tell them otherwise (though he won't encourage it either. I do actually have a Naruto time travel where Nart pretends to be psychic à la Shawn Spencer, so that isn't the route I wanna go for this Obi). the consequences of knowing too much, indeed
hmmm many of these questions depend on how deep into Jedi and galactic politics I wanna go, and I'm not sure it's very deep at all. or at least, not very dragged out. i'll explain in a mo
SO first: yes, this Obi is from after Satine dies, in 19 BBY, maybe a month or so after, but before the bombing of the Temple so before Ahsoka left the Order. He was back on the front, no time to properly mourn, though he was doing his best, and was meditating on the whole war, but especially the Sith and their hand in everything that happened on Mandalore. It went deeper than Maul, he knew, had been going on longer than Maul and even Dooku, and it occurred to Obi-Wan that the Sith either wanted a Mandalore that will side with them but not be too much a threat, or they wanted them not a threat at all. He realised his hand in that, in helping put the New Mandalorians on the throne that led to the demilitarisation of the entire sector. Obi-Wan had practically teed Mandalore up for Dooku and then Maul's interference, and if the Republic won the war, he could all too easily see them doing another excision. won't get too much into it to save it for the fic, but he is mediating with something beskar, and he gets a lil too deep into the Force, and of course this is post-Mortis so...... 👀
so this Obi-Wan, back in time, is helping Mandalore to prevent any more Sith machinations in the future, to change the future for the whole galaxy, but even before he's Chosen, he realises he's also doing all of this for Mandalore. for his own hand in its destruction, for the Jedi's hand in the Excision, for his personal connection to Satine drawing Maul to it. it's for atonement, for reparation, and also because Mandalore deserves to be saved, and Obi-Wan is in a place he can help do that. it isn't just about the health of the galaxy, anymore.
I usually shy away from having Obi-Wan leave the Order, no matter what AU I'm throwing him in because I believe in the fundamental goodness of the Order and the people in it, and Obi-Wan is fundamentally a Jedi, one of the best, one of the best. however, in this case, I don't think he can have his cake and eat it too. if Dooku had to leave the Order to accept his countship, then Obi-Wan would have to leave to become Mand'alor. Jedi are (supposed to be) politically neutral, and Obi-Wan is all too aware he'd nullified his own neutrality the moment he decided to go for Keldabe to find Jango.
one of my favorite... tropes? in time travel fic is Obi using his future fellow councilmembers' access codes to get into things he shouldn't, and he certainly knows how to work the Order's internal systems in his favor, so he
wait so i was gonna have him go in and tender his resignation from the Order directly into the systems, and backdate it for before the Mandalore mission, so that anything he's done on Mandalore so far cannot be blamed on the Jedi BUT WHAT IF he just. deletes himself. like completely. from admin to the Archives to the crèche's own internal systems to the Shadow's private servers, Obi-Wan Kenobi was never a Jedi, was never a Temple bastard, was never Qui-Gon Jinn's padawan. his mission records are all in Qui-Gon's name now, his medical file simply doesn't exist, his crècheling clan is listed as simply having been a person short compared to other clans that year. he goes so far as to delete comm histories with him or mentioning him, it's like Obi-Wan Kenobi just doesn't exist anymore.
he does this first thing after leaving Jango, he spends the entire week back to Mandalore ensuring he's been completely erased from absolutely anything relating to the Jedi, and then uses his future councilmember knowledge (and lessons from Quinlan) to erase himself from Republic systems, too. any planet he'd helped as a padawan will suddenly have no records of him as having been there with his master, so the senate or Order can't subpoena them for the info, though Obi-Wan knows he can't have gotten everything (such as any planet not in the Republic, or who don't have holonet access to their files, or both, like Melida/Daan), but he figures he's done enough to absolve the Order if anyone comes knocking about what he's doing.
he buries his lightsaber in the deserts of Mandalore, not knowing that in his old future, he'd have done the same on Tatooine.
so as far as the Jedi are aware: Obi-Wan went on a mission with Qui-Gon that (predictably) went to hell, got separated from his master for weeks to months, then suddenly changed, at the same time their Jedi with the highest prescience collapsed due to his visions, which have also changed. Obi-Wan left Qui-Gon behind to hightail it through the Mandalore sector, and Qui-Gon couldn't catch up or find him, and then Obi-Wan disappeared from anyone's radars for two weeks. then Qui-Gon senses him reenter the Mandalore system, right before breaking his training bond with him, and the Order wakes up to Obi-Wan completely erased from their systems like he never existed in the first place. everything is going so so wrong, and yet. and yet.
and yet the Force is telling them all that this is right, that this is the least Dark course of action, that whatever Obi-Wan is doing is indeed the Will of the Force
so the Order mourns one of their own, and tells Qui-Gon to let him go. and then the Order ups their cyber security because what.
i think he leaves an unsigned letter/comm message for a few people. Bant, Quinlan, Mace, Feemor, his old crèchemaster, Yoda, maybe Jocasta Nu. it's short, basically thanking them for their hand in his upbringing (Feemor hasn't even met him before so is very confused by this), apologising for leaving abruptly, but to follow the Will of the Force, he had to leave; the first part of the message is all the same, but ends with little individual notes. he apologises to Madam Nu for fucking with her archives and hopes she can one day forgive him; he asks her to keep her friends close and to mend the tension between her and Dooku, that Obi-Wan should not know about. He tells Yoda that the future is always in motion but they must move with it; he asks Yoda to meditate on his dwindling lineages and learn to accept all that he cannot control. He reminds Quinlan to wear his gloves and asks him to thank Tholme for looking out for him when Qui-Gon wouldn't or didn't; he thanks him for their years together, and asks him to check in on Feemor every now and then. He apologises to Mace for all the shatter-points he likely caused and will continue to cause, and suggests he put a permanent reminder in his comm to remember to refill his migraine prescription that sixteen year-old Obi should not know about. He asks Bant to look out for a young Togruta initiate that will join in seven years, and suggests Bant might like the healer track rather than the knight corps; he thanks her for being his longest and most dearly-held friend. He thanks his crèchemaster for realising his visions were more than dreams (which will inadvertently lend credence to that theory for why Obi-Wan changed so suddenly), for supporting him when Bruck was at his nastiest, and for always being someone he could turn to even after he became a padawan. For Feemor, Obi-Wan apologises that they hadn't had the chance to meet before then, and for the relationship they won't have anymore; Feemor has no idea who this message is from, until he starts hearing the gossip that Obi-Wan Kenobi has left the Order again. He too mourns never getting to know his padawan brother.
and Obi-Wan sends Qui-Gon a message, of course, thanking him for his teachings, apologising for "leading him on" as an apprentice, leaving and coming back so many times only to permanently leave this time. he reminds Qui to reach out to his friends and his support system, asks him to at least consider talking to a mind or soul healer about Xanatos (knowing that once it gets out that Obi-Wan is a planetary leader, it will likely badly trigger Qui-Gon), and asks him to at least try and mend his relationship with Dooku, though understands if that's not something Qui-Gon is willing to do. asks him to keep Satine safe, but to deeply think about why the Republic is so intent on helping her faction, and why Qui-Gon had questioned so little of the New Mandalorian ethos.
so by the time Obi-Wan finds the Old Guard, he's broken from the Order completely, has buried his saber, has broken his training bond, has cut his braid. I think he shaves his head entirely to let it grow out at the same rate, because the padawan cut is *Eliot Spencer voice* Very Distinctive. he paints his armour white for, yes, his men, his vod'e, but also for cin vhetin. he can't be the man he was before, nor the teen he was before, neither are who Mandalore needs, and as long as he can stay true to his morals and upbringing, he will be what Mandalore needs him to be.
okay now onto the Manda vs. the Ka'ra vs. the Force. the Force is a scientific concept of an energy connecting absolutely everything in the universe, and the Jedi have a religious view on the scientific concept. for both purposes, the Force just is. I really like the idea of other non-Jedi ideas just being different aspects of the Force, different religions and cultures based on the same scientific concepts. for Mandalorians, their "aspect" of the Force is the Manda, the collective souls of every Mando'ade that's ever marched on. just what it means to be Mando'ade has varied greatly through history, and is varied between different groups even now, but none of that changes what the Manda is, which is an aspect of the Force only Mando'ade can touch. sort of like their beliefs of it being separate from the Force have made it so?
now I haven't really talked about this before, but from the beginning of me writing Mandalorian related things, i've separated Ka'ra from ka'ra, which was a little bit me misremembering there was another term for "stars", and then it became it's own thing. kar, meaning "star", with it's plural kar'e or kare, to me, means physical stars, the way we'd call our sun a star. ka'ra, uncapitalised, is the more poetic and/or spiritual "stars", the way we might say something is "written in the stars", which actually aligns with how jate'kara is spelled; for my writing, i've used this form for Mandalorian Force-sensitives being Star-touched ka'ra-touched. Ka'ra, capitalised, is that "ruling council of fallen kings", the Mandalorian myth and it, the way I've always interpreted it, is a separate part of the Manda made up of specifically the souls of every Mand'alor already marched on. So, Tor Vizsla could have joined the Manda after death, but not the Ka'ra; make sense? all that ka'ra vs Ka'ra worldbuilding was done very early in my writing for star wars, and has since expanded to include the idea of the Manda as something separate, and I would now actually consider Manda-touched over Star-touched to describe Force sensitive Mando'ade, because that's really what I think Mandalorians would consider causes their supernatural powers: ancestors rather than the stars.
so what does that mean for this fic? the Manda is directly influenced by all those that consider themselves Mandalorian, Force-sensitive or not. it is, however, not affected by New Mandalorians, unless they worship the Manda in some facsimile, and I think many, many, many do not, not the way they were raised to. this worship looks different for every clan and every individual, and I've always interpreted it as more of a broad spiritual practice across the whole culture rather than a religion, per se, the way a real-world broader culture might pray at shrines at New Years even if individuals themselves or their family aren't religious. this is what I'm referencing when I say the Will of the People: the alive Mando'ade and their choices and emotions affecting and influencing the Manda, the collective amalgamation of every passed-on Mando'ade, and it's when these two are in tandem that they "pick" a Mand'alor. HOWEVER, such a pick is also up to the Ka'ra, the Mand'alor'e that have all marched on; to one day enter the Ka'ra themselves, a Mand'alor must be "picked" by both the People/the Manda, and the Ka'ra. Tor would be "picked" by a significant part of the People and the Manda, and so would Jaster have been, but (according to me, myself, and i, obviously), only Jaster had been chosen by the Ka'ra. Pre is "Mand'alor" only in name, only in a tenuous loyalty existing in House Vizsla and Death Watch, not even by the Manda; just simple human (et al) loyalty. Jango had a weaker "pick" from the Manda than Jaster did, but was picked by the Ka'ra, meaning if he did not declare himself dar'manda (even just internally; I don't think he's ever said it out loud), he would have joined the Ka'ra after death; if he ever reconnects with himself as a Mandalorian, I like to think he'd have that chance again. Canon Jango, though, who went on to make the clones? Absolutely not.
what does this all mean for Obi-Wan? he'd spent weeks inadvertently drumming up support in the people and therefore the Manda, and maybe most haven't really looked at him and thought "sure I'd follow him as Mand'alor", but they have looked at him and thought "that one has mandokar, that one wants what's best for Mandalore, that one is touched by destiny". I dunno, man, like. Obi-Wan is their hope before he is their leader. That will make all the difference when he does end up uniting them. His searching out Jango had made Jango finally confront that he feels dar'manda, until then he hadn't really lost the Ka'ra's support, but that severs that connection. and now the Ka'ra are without a Mand'alor, but look at that, there's a mandokar'la little idiot right there, already strong in the Manda, already rallying hope and purpose, already so invested in the nurturing and the future of Mandalore, how could the Ka'ra not choose him?
I posed the question previously whether or not Mando'ade can tell who has been chosen to be Mand'alor, and I think I've ironed out what that'll mean for this fic. non-Force sensitive Mando'ade will have this sense when near their Mand'alor, a subconscious and inherent trust in them, and indeed, some will be disturbed by this and fight it. that's alright, that's their right. Some never clock this extra sense, some are aware of it always, some just chalk it up to "gut feelings" and the like. The more spiritual or religious Mandos maybe put a little more stock in this feelings, I think especially goran'e and other spiritual leaders, but the fact that the Manda can technically pick more than one person at a time (like Tor and Jaster, and then Jango), this extra sense isn't a perfect indicator of a properly chosen Manda'lor.
now. what about Force sensitive Mando'ade? Well, the Manda is an aspect of the Force, and is in fact how said Force sensitive Mando'ade connect to the Force, by going through the Manda, first. their relationship with sensitivity is inherently different from others in the galaxy, at least those that connect to it directly. they are the ones that can sense or see if someone is chosen by the Ka'ra, depending on their sensitivity. Some see the ghostly line of previous Mand'alor'e stretched out behind them (like the Avatar cycle lmao), some see a wavering crown of stars around their head, some just sense there is a duplicity (/neutral) to their Force presence that doesn't exist in anyone else. how common is Force sensitivity in Mandalorian space? not fuckin very. Jaster had three in his entire faction of aprox. 2 million (fanon number), at least that were aware they were sensitive. Jango only had a few more, and only because he had gained a couple hundred thousand more followers before Galidraan. so i'll make the nearly-arbitrary number that Force sensitive Mandos are 1 in 1,000,000, across the entire sector. by some calculations, in the whole galaxy at around the time of the Clone Wars the number of Force sensitives is 1 in 5,000,000 but these calculations do not generally include societies and species with a near or 100% chance of Force sensitivity, because we simply don't have the data for it. does this all make Mandos slightly more likely to be Force sensitive than others, by my own numbers? sorta. which i'm making an issue of underreporting, based on Mandalore not being a part of the Republic, and also contention with the Jedi and Sith; they don't consider those Manda-touched to be Force sensitive, and with the way I've built this, they aren't exactly wrong.
for the purposes of this story, there are maybe eight Manda-touched Mando'ade in the Mandalore system at this time, and all but one are goran'e. that single non-armorer is part of the Old Guard. I have the roster for the Old Guard decided, so I'm debating whether the Manda-touched one is Cort Davin (a journeyman protector), or one of the women. Instinct wants Vhonte Tervho, but I have plans for her to be related to the goran Obi-Wan got his armour done by, who I wanted to be one of the seven Force sensitive armorers, soooo. lmao how fucked would it be if Isabet Reau is the Force sensitive one? I like the angst of that, since I definitely do not plan on redeeming her, but I kind of want the only Old Guard that can sense Obi-Wan is Chosen by the Ka'ra to be really quiet and accepting of it, while everyone else is arguing. hmmm I have an unnamed Wren as part of the Guard, that I haven't fleshed anything out for yet; perhaps them?
okay I think I've solidified what it makes a Mandalorian, at least for the function of this fic. it is tied to the Resol'nare, and following it, which does allow those who had Chosen Tor Vizsla as their Mand'alor to technically still be following the Resol'nare, and are therefore not dar'manda. at least not for that. but part of the reason the Resol'nare is even able to determine who has a Mandalorian soul, is because they believe it does. Those alive and those dead influence the functionality and reality of the Manda, which also allows for those pre-Resol'nare to still exist in the Manda. What causes someone to become dar'manda, if they are technically following the Resol'nare?
maybe it's reductive, or over-simplified, or maybe even too broad, but it makes sense to me and allows for many many different types of people to still fail, and this is obviously not the only way to become dar'manda, but one thing that will always strip someone of their Mando soul? treatment of children. caring for children. not harming children. this allows many of Death Watch to still maintain their Mando souls, but still be fucked up awful people in other ways. It allows even True Mandalorians to have lost their souls and not realised it because they otherwise adhered to the Resol'nare, because they'd chosen to interpret "defending oneself and family" and "raising your children as Mandalorians" to not include other peoeple's children. Or maybe they were abusive in the belief they were caring for their children. This would also make every single one of the Cuy'val Dar dar'manda, which I think is a fascinating concept.
to answer your question directly, no, one cannot look at someone and know they're dar'manda, even the Force/Manda sensitive ones. one will only know in death, whether or not they have a place in the Manda.
NOW what does this mean for New Mandalorians?? well, by technicality and the way I've set the Manda up, one can interpret the Resol'nare in ways that could align with New Mandos. Perhaps they interpret "armour" as more than specifically "beskar'gam", maybe they wear armourweave or other protective fabrics. Maybe they interpret "defending one's family" as putting down arms instead of raising them, in order to create a peaceful future for their children. I think there are plenty of New Mandos that technically tick off all the boxes, and believe in themselves and their fellows so much that the Manda is like "yeah sure why not, we'll make that count". I think some tenants are more easily... bent, like swearing to the duchy in place of the Mand'alor, but I think an easy one New Mandos miss, is "speak Mando'a." I think many New Mandos were all too quick to switch to Basic for everything except religious and spiritual ceremonies, and I think those already in the Manda would find that very hard to forgive. I actually get into this a little in Dha Kar'ta very soon, but for this fic, i'll have Satine not outright outlawing Mando'a, but it is socially heavily discouraged. you're not allowed to speak it in the palace unless in aforementioned ceremonies, you cannot fill out paperwork in anything but Basic, you're not allowed to use Mando'a titles (including Mand'alor), you're not allowed to teach it to your children. no outright like. punishments for speaking it in public, but if your kids are caught, there are repercussions, including investigation into how else you're raising your kids, and if you're found to be doing anything else, they can take your kids from you. not every New Mando agrees with this, of course, and go about adhering to the Resol'nare as best they can in secret, but so many do give up the language by convincing themselves it's not as important as the other tenants and, well, the duchy hasn't steered them all wrong yet, has it?
okay so on the subject of what the outside galaxy is seeing. I like the headcanon/trope/idea of like. the one thing all factions of Mandalorians agreeing on is fuck everyone else. oh, the New Mandos will emulate the Core and the Republic, but they aren't the Republic nor want to be, and this animosity extends to keeping as many internal Mandlorian issues just that: internal. no faction can keep news from leaving the system or the sector, obviously, but there also isn't a lot of interest in Mandalorian news? "oh look all the Mandos are fighting again", except that's been the standard for like. actual thousands of years. I like when fic have people outside the sector not evening knowing there are different factions, so I'll be doing that here, too, and I like the idea of non-Republic sectors having their own holonets, separate from the Republic one. so like, if Obi-Wan happens to go a little viral during his mad dash to Keldabe, that would be on the Mandalorian holonet, not the Republic one, so even if Obi-Wan was visibly still a Jedi (and he wasn't), actual news of him wouldn't reach the Mid and Inner Rims until like. possible years after it happens.
could this maybe be expedited by Sith machinations? absolutely, though I'm not sure I want to go that route, since I don't think the Sith are overmuch interested in Mandalore at this point, at least not in any hands-on capacity. I'm unclear on whether them funding Death Watch is fanon or not, but it is a headcanon I subscribe to, and I think they'd have stopped funding DW after Galidraan, to cause worse infighting and prevent DW from gaining enough power to actually restart their imperial conquering days. Palpatine has been senator for about ten years by this point, but has very little political power overall, and Demask would be looking basically anywhere but Mandalore at this point in time, both of them having written it off until they actively need something from the sector. if anyone had clocked Obi-Wan as a Jedi, this all would have gone very differently, news would have spread much further and quicker and I think undoubtedly would have reached Palpatine, but since I have Obi-Wan just... cutting ties to anything Jedi, news of him remains in-sector. is this perhaps unrealistic? maybe, but I kind of want to focus on Mandalore and not worry about galactic-wide politics for once, lmao, actually very much like Obi-Wan is doing. however, he will clock a lack of Sith interference and thinks That's Very Weird.
haven't decided how he finds Palpatine out yet, but I think it'll have to do with his Manda senses being different than his Force ones, maybe the Ka'ra even gives him a few tips or gifts to sense Sith since they've allied and fought with them so much in the past. regardless, that'll be after he's become Mand'alor and united the clans.
now to actual plot progression! Obi-Wan meets up with the Old Guard, they don't know what to make of him other than "he's kriffing weird. and young. and creepy. and probably Manda-touched." whatever other verd is Manda-touched will see him blessed by the Ka'ra, which causes them to look inwards more closely and realise they trust Obi-Wan inexplicably, which means they're blessed by the Manda and the Will of the People, too. they wonder if Obi-Wan has noticed, if any of the other Old Guard have noticed. they are one of a few that notice Obi-Wan sneaking back out while everyone is arguing.
Vhonte Tervho is another. She's at this lil summit to represent clan Tervho, tho isn't the clan head, because her ba'vodu, a Manda-touched goran, had sensed she needed to be at the summit. said ba'vodu is of course the armorer who reforged Obi-Wan's armour (need to find a name for them hmm), who had told their clan they were to cease fighting until their new Mand'alor called on them. Vhonte sees Obi-Wan, realises at the same time as everyone that he's the Kih'Manda, the Mand'ika that the entire system had been gossiping about for weeks, and she thinks of what her ba'vodu said. she looks inwards, like they had taught her to, and finds, yes, she trusts Obi-Wan, just like she used to trust Jango. And, well, her Mand'alor is obviously leaving to go do something, and she isn't going to let him go it alone.
the Manda-touched verd doesn't go with them, wanting to see what comes of this, but they already know Obi-wan is Ka'ra Chosen. they will come when he calls.
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