#as long as people are happy she's happy
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lyra may not be the protagonist but that does not change the fact she is filled with joyous hope and whimsy and is determined to stay silly despite her internal crises and wants to make sure everyone else is just as joyful and whimsy. including the girl in her computer who tried to steal her body.
#lyra kawamoto#just like ethan she does everything for the sake of others but not herself#she's a bit of a ditz who's easy to push around but thats ok#as long as people are happy she's happy#combine that with a gigantic identity crisis#and shits unfortunate#godddd her relationship with kris makes me so fucking sad#even after what kris did. she doesnt want. everything theyve been through together to be. a lie#she still wants to be her friend#even if she knows kris hates her#and she should hate kris#she. just.#cant
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DCxDP AU where Dani fakes being an alien.
Dani's obsession with travel also left her with a desire to know more about the places she couldn't travel to, like Krypton and Mars. Considering the vast majority of both those populations are dead, it was easy enough for her to befriend some ghost aliens. From them she learns about their culture and language.
At some point one of her new friends jokes that her ghost powers kind of function like a mix of Kryptonian and Martian biology. She laughs. It is just a joke.
At least till she is in danger. The GIW finally found her. She is scared and desperate and tells a lie. Dani screams out, "Superman, if you can hear me, I am Kryptonian too and they are trying to capture me. Please help."
She doesn't actually expect this plan to work. It was a last ditch hail Mary. She figured she would (fully) die here, but even if he was on the other side of the earth he hears her and comes to her rescue.
But see, actions have consequences and now that she is safe she needs to keep the lie going. It is a good thing her alien ghost friends are willing to help her create a fabricated story about how a Martin and a Kryptonian managed to get to earth, have a child, and for some reason aren't around anymore.
It is not an ideal situation, but being an alien is legal while being a ghost isn't, so what's a girl to do? If there is one thing a child who travels the world alone knows how to do, it is lie and bullshit their way through any situation.
Meanwhile, Clark and J'onn are thrilled and fighting each other for custody.
#danny phantom#dani phantom#superman#clark kent#j'onn j'onzz#dc#dc comics#dc x dp#dc x dp crossover#dp#dpxdc#dp x dc crossover#danielle phantom#danielle fenton#martian manhunter#justice league#my post#the real question is how long can she keep this up?#I think the answer is a while because they are so happy about her existing that they overlook issues with her story#by the time they learn the truth they have already adopted her#like yes they are disappointed but she offers them the chance to talk to ghosts of their people which makes it a bit better
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i hope the magic of being trans never dies. i dont think it will
#had a long talk with my mom over dinner#about my transition and me being an egg since i was 6 and about the climate in america and about my orchiectomy and insurance and my name#change and her experiences with trans people#its so wonderful how supportive shes been ever since i came out a couple years ago. im really happy#she literally said if our state bans trans care or anything we can move to the next state over
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I got a really tough question.
What’s your favorite Twst event of ALL TIME?
I like Harveston
this truly is the hardest question. :( but after much consideration, I think Endless Halloween Night wins out for me, because it's nonstop Characters Being Silly the whole way through. the whole thing is just lots of these little dorks having the most ridiculous interactions, which is always my favorite! and of course the big twist is SO delightfully stupid and doubles down SO hard that it becomes AMAZING and I 100% unironically adore it. AND it's Halloween! everyone is in their cute little costumes and having a spooky adventure! it's great!
however, I am ALSO a big fan of the Harveston event! how can I not be! everyone is wearing comfy winter outfits and getting along really weirdly well with Epel's grandma and he's getting a little worried about that! my terrible loud son sews a plush squirrel and then gives it a silly little nickname and refuses to leave it behind when it breaks! the ending shot with the sled! I LOVE IT.
obviously we need the best of both worlds now
#art#twisted wonderland#malleus in the background: RYUU } >:(#(this is an au where sebek wears his own halloween costume and isn't obsessively trying to match with malleus)#(unless malleus is also wearing a patchwork squirrel costume. hold on wait i should've drawn that instead)#my favorite is when people draw sebek's room and have risugurumi just hanging out on his desk or something#SHE GAVE HER LIFE FOR HIM#well she gave her leg or something anyway#it's been a while i forget#anyway endless halloween night also has my favorite cutscene#which is the five second long cutscene that is literally just floyd going OOH WHAT DOES THIS BUTTON DO and then a battle starts#thank you twst#i believe this is also when trey finds out that sebek's dad is a dentist and immediately makes it weird#while rook is just. dancing around and singing opera in the background.#'did...did he hit his head when we fell through the mirror?' 'no he's just like that'#i have to stop or i'm going to end up recounting the entire event#(sorry this took so long!) (i have been back in Deadline Hell)#(i didn't mean to actually answer this on halloween but it kind of worked out! HAPPY HALLOWEEEEEN)
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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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Here’s a bit of a departure from my usual art posting but I’d like to get the word out about my dear friend Edrian and his friend Angeles’s endurance performance and hunger strike for a free Palestine in Los Angeles starting today, June 17th. (More info on Edrian’s Instagram and at venerations.cargo.site)
Edrian will begin cutting out paper dolls and ribbons to reach 35,647 of each, reflecting the reported death toll of Palestinians killed by Israel’s genocide in Gaza since Oct. 7th. He will not move from the venue until he is done and do nothing aside from cutting with few exceptions made for his own physical and economic survival. In addition to that and to represent a microcosm of the suffering in Gaza and Palestine, he will be on HUNGER STRIKE until he finishes. It’s an impossible task to do alone before starving so audience participation is essential. I’m spreading the word to ask for support through participation!
You can participate in a number of ways (more detailed instructions here):
Spread the word. Word of mouth and social media sharing are crucial as this performance is being promoted pretty exclusively via word of mouth.
Donate money to Palestinian aid funds! Certain high donation amounts can help Edrian continue his endurance performance by allowing him to engage in life-giving activities like showering or socializing with a loved one, and reaching the 100k total goal allows him to end his hunger strike.
If you live in and around Los Angeles, visit the venue (800 Date Ave, Alhambra, CA 91803) There you can help him cut and show your support. ***The performance is on the second floor of the venue and there is no elevator so it is not accessible except by stairs :(
If you don’t live near LA, you can cut paper dolls and mail them to the venue address to count towards the total. (printable templates here) This is what I will be doing. It’s easy to do with any spare time you’re not using your hands. I recommend mailing them in small batches if possible to get them in on time and reduce the risk of losing mail. I also recommend including info about the count of paper dolls in each parcel (for example include a note telling the total number of paper dolls) Every small amount counts!
If you are an Art Center College of Design student or alumni, sign the petition to pressure Art Center to divest from Israel! Art Center has refused to host Edrian and Angeles for their performance, torn down their posters promoting it, and in general refused to take a stance against Israel’s genocide. As artists and human beings we must resist genocide and refuse to support institutions that side against the people.
He is also live-streaming his performance and documenting progress if you would like to show support just by being present.
If you’ve never participated in a political performance before now’s a great chance, any little bit counts! I appreciate any time or effort you take to read this, support my friends, and work towards a free Palestine! ♥️🇵🇸
#venerations#free palestine#ik I don’t really talk much or connect with people on social media ^_^; but I appreciate if despite that you support me and my friends! ♥️#please seriously consider participating you can do it for just the cost of postage#also if you’re an ACCD student or an art student in LA it would be really cool of you to show up ♥️#I’m friends with Edrian from taking classes at the LA Animation guild back in the day…and then we found out we went to the same school#and were in the same department too. he’s always been thoughtful brave and radical so it’s really cool of him to do this!#we’d been discussing it for a long time so I’m happy he’s able to get it off the ground now. I hope people consider supporting!#Angeles is Edrian’s friend from ACCD. If Edrian becomes physically incapable of continuing she will continue the performance after him
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sorry I got posessed by the wattpad demon I'm normal now (lying)
+alt version that didnt fit the #aesthetic but it better represents my #vision of them ^_^ hashtag couplegoals
#I am not immune to 'she can fix him'-ism. jk that's not why I like them#got#game of thrones#joffrey baratheon#margaery tyrell#my art#sorry 2 the marg fans I haven't drawn her in so long and this is what I give you. if it makes you feel better I'm also disappointed#ok jokes aside im actually really happy w the like. messy scrapbook vibe it was so fun :3 I need to do it more ^o^#I'm so jealous of people who fill up their canvas like this n I finally did it yipeee#whats their ship name btw is it just a slightly misspelled version of one of their names that would be funny. does anyone even ship them#...I know what this looks like but um ackchually I like them in a ironypilled divorcecel way. it's different -_-#and I also like drawing them being cute but um its because ☝ um. well its fun :3
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What if we were both magic prodigies and it otherized us in different ways and we devoted ourselves to protecting a family member who has general other goals & priorities. What if we both did self-sacrifical devotion in opposite ways.
What if we were dark mirrors of each other and where I've grown overcontrolling you've grown complacent. What if, bought as a servant into a pretty loving home, ownership and control is what love looks like to me, and to you neglected and lonely growing up, love is gratefully taking any scraps of it you’re lent.
By belonging to someone, even if she comes back injured or fails at finding Delgal, she feels like she belongs and is cherished, by owning someone he feels safe in them not leaving him.
She’s what’s tethering him do you see… And he’s the only thing giving her direction and purpose in her state. She needs a compass and he needs a support.
They’re both so out of it 😭 It’s the weirdly intense and unearned mutual trust and reliance on each other?? They’re each other’s weird little comfort codependent teddy bear. Or at least they were headed towards that before SHE DIED THEN HE DIED THEN THEY BOTH FORGOT ABOUT EACH OTHER AND NEVER MET EVER AGAIN. Though she’s also the guard attack hound keeping him safe… And vice versa he heals her and can rewrite her very being with just one wave of his hand. They’re both so so mentally and physically vulnerable both but they cling onto each other. They can’t perceive things accurately but despite it all someway somehow they stumble into something closer to resembling companionship just before they both die. Falin is just that kind and Thistle is just that lonely. Overworked.
We both haven’t lived for ourselves in a very long time, haven’t we.
They both have a similar devotion to the people they love but again the difference is that Thistle starts overtsepping while Falin is self-effacing. The other difference between them is that people care about Falin <3 People have given up on Thistle long ago, and he has given people reasons to, while people refuse to give up on Falin. Yaad has a mini arc about it dw about it it’s ok he’s not all alone in the end 😭😭 He reached out for Marcille’s hand but they already all wanted to help him, they just had to be given the chance to, Yaad just had to be given the chance to, it’s okay I’m okay
Hey what if we learned to get in touch with our own identity and the world around us and living in the present again through being in the worst codependent situationship ever.
Falin and Thistle sitting in a tree, sucking on flowers together because they’re h-u-n-g-r-y 💕💕💕
I bet he’s only ever thought of flowers as useless ornaments. Weak weeds. But she shows him they’re tasty and useful and good and pretty in their own right too and deserve existing without proving their worth and waaa <33 Thistles…... Did you know thistles taste sweet if you remove the thorns and eat them?
"Even as a chimera, her kind nature remains" you can’t suppress her in the way that matters. You can’t soothe him in the way that matters. It’s doomed. You’re doomed. It’s all doomed. Save me.
#Spoilers#dungeon meshi manga spoilers#Thistle#falin touden#thistlin#OOOOH UNHEALTHY RELATIONSHIP THAT SOMEHOW WORKS OUT SAVE ME#I need them to be traumabonded kittens to not separate post-canon#I’m seeing a raise in post-canon thistle content/interest which makes me v happy#Fumi rambles#Falin learning to disobey orders with Thistle is one of my fave things. EAT THAT CURRY GIRL!!!! Nvm that it’s gonna get you killed#It’s good for the character arc#Falin and thistle sitting on a web o-b-s-e-s-s-i-n-g <3#This is somewhat of a tldr of my huge thistlin post. Plus some thoughts i had in discord or twitter#Keeping it for another day but tbh if you see their dynamic in canon as her thinking/having picked him as her mate it changes nothing#about her behavior which I find funny. Thistle accidentally claimed himself a parrot mate bc he’s bad with monsters confirmed#Ik my thing of them learning to relax and live in the present moment again is pretty fanon BUT IT’S WHAT KUI POINTED TOWARDS#With her calming him down from a panic attack and eating berries. With the baths for dandruffs. Etc. Thistle hasn’t socialized in a long#time and he wouldn’t if it wasn’t a tool he needed to interact with BUT it’s still socialization and it’s getting him in touch with his#surroundings again even if just a bit slowly but surely!! The Toudens have a superpower in reaching Thistle. Bless#How’s that one post go again. he refuses to develop he's part of the problem he maintains the cycle he's trapped in the cycle.#she's growing she's finding her place she escaped her original role she wants to help people she will never save him she will never save hi#Something something they have to abstract each other bc relationships with humans have always been too charged and unsafe#Only by seeing each other as more concept than person more object than peer can they truly be vulnerable#Like the fuckedupness lf their dynamic and state is WHY they’re so attached. Why their dynamic could be so raw and needy#The stars aligned in the worst way. Mission successfully faile#Tfw we both need to feel needed
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you. youuuuuuuu. ineed to eat your fantasy wato imdying im dyign im fyign im dyigntbrirvf9ebd
hiii !! i have more witch merchant wato for you :3c and some watobu because i'm definitely making them kiss in this au /silly
#☆ inbox .#☆ mutuals .#☆ my art .#giggling im so so so so happy people are liking them becuase like i said im so insane about this au rn#you guys dont understand#this au is just rotating in my mind rn#wato1876#wemmbu#watobu#mcytshipping#i think wato said he has long hair and im obsessed with it now#shes so pretty#wato and their unhinged harpy boyfriend who broke into their house to steal from her with his best friend#relationship goals lowkey
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Referring to Arya's development in Braavos as "brief descriptions" when her AFfC/ADwD chapters are almost entirely dedicated to showing us her training is...certainly a choice. Doing so to claim that Sansa has the more detailed learning arc? Pure clownery. You'd never guess from this response that the original post was about detailing Arya's training with the FM (using quotes from the book!) and makes no mention of Sansa anywhere. Notably this response provides no evidence from the books and makes objectively false claims; nowhere across five books is Sansa mentioned to have a grasp of High Valyrian but, of course, Sansa has to be handed every skill that Arya has without any page space dedicated to learning it. I know this is a wild concept, but Arya exists as her own character and not everything about her story can be applied to Sansa.
#arya stark#asoiaf#anti sansa stans#really wish people would stop handing Arya's development over to Sansa just because they think it /fits/ her better#mind you I had to streamline quotes from Arya's chapters and restrict them to AFFC/ADWD to avoid the post getting too long#compare that to /Sansa is learning from LF/ as the catch all /proof/ of Sansa's development and it's clear whose is more detailed#Sansa's development is intentionally vague because she's being manipulated and is an unreliable narrator#while Arya's training was so important that wanting to show it is one of the reasons George trashed the time skip#Arya's development is objectively more detailed and better defined then Sansa's and I would be happy to go quote for quote on that 🤷🏾♀️#people can't admit that the skillset they project onto Sansa is actually Arya's because then they'd have no idea what to theorize for her#one step outside of familiar tropes and archetypes and people get scared 🙄
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☆ de fontaine
{☆} characters furina {☆} notes cult au, imposter au, drabble, gender neutral reader {☆} warnings angst, suicidal thoughts, hurt / no comfort {☆} word count 1.4k
This wasn't fair. This wasn't fair. This wasn't fair!
She thought, for one moment, she could put the mask down and breathe – for one moment of daydreaming, she thought she could just be Furina. She thought she would finally get to live the live she should've had in the first place, the life she threw away to play God to an audience who saw her as nothing but a circus animal, dancing to their whims. Furina just wanted to be selfish for one brief and fleeting moment..and it was gone before she could even grasp it in her hand. A comet soaring past far out of her reach.
She can barely keep her hands from violently shaking as she looks down at them – broken and bloody and more a corpse then a person – and she feels so numb she can't even feel the rain pelting against her back. None of this is fair, she wants to scream, why is it always me? But her voice is silent beneath the torrent of rain. She wonders if the ocean would take her if she sank into it's depths – just for a moment, she wonders how it would feel to finally be able to sleep at ease.
Furina is tired.
But Furina is nothing if not useful, isn't she?
So she forces her feet to move, dragging against the stone beneath her heels, and drags their bloodied body into the nearest empty building, letting the rain do the work of washing away the smeared blood following her path. The smell makes her feel sick, the feeling of it sticking to her hands and gloves makes her lightheaded, but she persists. Because Furina is useful, because Furina won't let them die out in the rain, because Furina won't stand by and just let them rot on the streets like some..pest.
Furina wants to go home. She wants to sleep and she isn't she if she wants to wake up, this time. But she keeps going anyway.
Because it's all she's ever done, and the habit sticks.
An Archon she may not be, not anymore, but the expectations of five hundred years still linger like eyes on the inside of her skull. They watch her, pry and prod at her thoughts, mocking laughter and judging eyes following her as she forces herself to dance to the song they weave with glee. Furina never stepped off that stage – she's still there, she thinks, watching the crowd stare at her in disdain as the curtain call looms above her like a guillotine. She still hears Neuvillette deliver her damnation and salvation with a trembling voice, still feels her hair stand on end when electro crackled like the crack of the whip, Clorinde's blade aimed at her like a loaded gun.
She's trapped on that stage and she never left, not really.
She hates it. She thinks she hates them, but it's not their fault. They didn't ask for this, didn't ask for everyone to turn against them, didn't ask for her to save them. Neither did she..yet here they are, she thinks.
She tries to tell herself she's in control this time, though. She can stop performing her part in this horrible, bloody play any time she wants. It makes her feel better, just for a little while, if she convinces herself she's still Furina, painfully human.
And Furina has always been good at lying.
It's the believing that's the hard part.
There isn't time for her to wallow in her own self pity, though. They're still bleeding out onto the dusty, creaky floorboards of some random, broken down house and she's just standing there as the blood stains the wood. She can fix it – she's good at fixing things. She's done nothing but fix things – try to, anyway – for five hundred years. She can fix a little wound, how hard could it be? Her hands are clenched so tight they ache as she kneels down, wincing at the creak of the floorboards beneath her heels– she hesitates just long enough to wonder if she's making a mistake before she peels away just enough of the outer layer of their clothes to see the deep, bloody gash across their chest. She tries not to think about it – it's deep, too deep, and she feels dizzy just looking at it, but she's handled worse, right?
Furina can fix it. That's what she's good at.
She doesn't feel so confident when she tries to wrack her brain for..something. Five hundred years, and a little wound stumps her? No, she had to have learned something, right? She's decidedly not trying to buy time because she's panicking, parsing through hundreds of years of memories like flipping through a book. Furina isn't made for this, not really – she's running on nothing but adrenaline and she's really not sure what she's doing, but she's trying. And just like before, it won't be enough, will it?
She'll fall short again – she'll be too late to fix it before she's alone again.
Furina was an Archon..used to be. What use would she have for that sort of knowledge? Which makes her predicament all the more harrowing and bleak. What was she supposed to do?
Furina had heard it first hand, that vitriol in Neuvillette's voice. She isn't sure she's ever heard him that..angry before. She's not sure he would listen to her if she tried, either. And that scares her more then anything. All of Fontaine was up in arms about this..imposter, yet here she was, staring down at them bleeding out in front of her, and she was trying to save them.
Why? Why is she throwing away her only chance at normalcy for a fraud? Why didn't she just turn them in?
They were dying – that should've been a good thing, shouldn't it? So why didn't it feel like it?
"Why you?" Her voice breaks as she speaks in harsh tones, grabbing the front of their shirt in trembling, bloodied hands. "Why now?" She wants to scream, to demand answers they can't give, to claw back the reprieve she was promised after five hundred years of agony..and all she can do is sob into their chest, pleading for an answer that will not come. "Why me?"
Silence is their answer, and it hangs heavy on her trembling shoulders as she cries.
Of course they don't, she thinks bitterly, no one has ever answered her pleas spoken in hushed sobs. Not her other self and certainly not them.
Furina has always been alone. Furina will always be alone.
Because Furina never left that stage, never left that moment when she looked at herself in the mirror and took up a mantle too heavy for her to bear. She always finds her way back eventually. There's no one on the other side anymore – she stands alone on a stage, waiting for an inevitable end she isn't sure will come.
"Please," She pleads through tears and choked sobs, clinging to them like they are all that keeps her from sinking. "Please don't leave me, too." The words burn on her tongue – how pathetic is she that she craves companionship from the bloodied body of the imposter? Perhaps she's truly lost her mind after all these years..perhaps she's finally gone mad. She must have.
But their presence is like the first feeling of gentle warmth upon her skin as the sun crests the horizon, like the gentle lap of tides along her heels, the sway of branches and leaves as the wind blows through them like an instrument all it's own. They are the soothing sound of rain against the window as she watches the dreary skies in fond longing, the first bloom of spring as color blooms upon the landscape like paint had been spilled across the hills and valleys.
They are like the faint spark she carefully nurtures and stokes, so fragile even the smallest wind could blow it out like a candle. She cradles it within her palms, pleads with whoever will listen – prays that someone finally listens, because if not for her, then for them.
She's failed to protect too much already, let too many people with so much trust in her fall between the cracks of her fingers like grains of sand. She won't let them go – she can't.
If nothing else, if she couldn't be saved when she begged for salvation from that five hundred year long agony, even if she never got that chance..
Furina will make sure they do.
#sagau#genshin sagau#self aware genshin#genshin impact sagau#self aware genshin impact#genshin cult au#genshin impact cult au#fic tag#furina#so um. looks around. okay look. i know im like THE ts@r1ts@ dealer (censored so it doesnt show in tags. hopefully)#but the moment i saw furi in fontaine the day it released she became my fav even more then the tsaritsa SORRY SHES SO..#this is my love letter 2 furi (making her suffer unimaginable horrors)#open ended kinda in case i decide on making a sequel maybe#furi makes me feel cuteness aggression so bad i start acting like a rabid animal#furina the woman that you are. thats my girlprince meow meow id kill someone for her#playing her part as archon so well but being so horribly irrefutably human in every way..#five hundred years not even knowing what the real plan was. when it would end. knowing if she slipped up it was over.#and in the end almost no one knew what really happened. a select few people know the real weight of her sacrifice.#furina's story was always a tragedy. it was never going to be anything but a tragedy.#and thats one of the most tragic parts of it isnt it? she didnt know how itd end. she didnt know her story was always going to be a tragedy#furina never knew a thing. and still she did it for the people of fontaine and succeeded.#how do you define “yourself” when you havent existed for 500 years?#to be so selflessly human you give up “yourself” to save people who will never know of your sacrifice.#sometimes i think about the confrontation on the stage and have a week long mental breakdown#sacrificing EVERYTHING for fontaine and still. still! the people closest to you turn on you.#heavy on clorinde. she was as close 2 furi as neuvi fight me on this. i bite.#her bodyguard and friend and she ends up staring down her blade wondering if this is it. she failed. she failed them all#because even when faced with the trial. with losing everything. she still thought only about fontaine. oh furina.#do you think she has nightmares. wonders if she was never meant to win this game of g-ds. that her story was always meant to be a tragedy?#do you think she still wonders if she was ever meant to have a chance at a happy ending? a doomed tragedy from beginning to end
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Viktor x Reader Personal Pigments (Part 15) - Rich Gold
This is a jayvik x reader fic now but it'll still be labeled as a Vik Fic until it's fully implemented. Ft. a visit from Mel! Find my imagine that inspired it here. Previous and next chapter will be linked at the bottom.
Planning on writing as much as I can this weekend to post in bulk before Christmas week, I'll be traveling a distance away and can't bring my laptop with me.
stay tuned and Thank you for reading <3
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The two men had been working over there for the last hour. The last thirty minutes of which they had spent muttering too quietly to discern. When you cast a look their way, curious about the whispering, you are presented with something very interesting. Jayce was standing by Viktor’s chair, his hand tracing a pattern you couldn’t make out on the lithe man’s back. That usually would not be cause for concern, it wasn’t something you had really seen before but nothing that risqué. The fact that Jayce was bent down by Viktor’s face whispering something that made his pale skin glow red? That was new. And intimate. And something you probably shouldn’t be seeing.
It stirs a warmth deep in your stomach that you furiously try to tamp down. Whatever was happening over there was not your concern. The sketch you were working on was. When you had shown Viktor and Jayce your sketchbook they both lingered at the same spot. Answer enough. You had several iterations of it sketched out, that should have been a sign. You’ve had this happen before though. Where your subconscious had fully decided on something, and pushed it to you again and again, and it took something else to make you realize that you already knew what you wanted. So you tear your gaze away from whatever flirtations the two were engaging in to go back to your sketch.
General composition confirmed. Now you need to decide on little details. Foxgloves for ambition. Or Hollyhock? The former also could represent ambition for another person, not just your own glory. Fitting for their commitment to each other and their Hextech dream. Golden Rod for encouragement and Grapes for charity. King Cup for yellow to go with the Golden Rod, and to represent their wish for it to prosper. Purple or yellow for the Carnations to show pride? So many options. The petals of all of these flowers and more were sketched out in front of you. Changing their colors, layering, placement. Part of your panic in selecting a final composition earlier was knowing that Mel would be visiting today.
She had come in a few days ago looking for Jayce. Something about their next council meeting, What to and not to say. Who to kiss up to. Who to placate. Versing him, and Viktor by association, on the proper etiquette. Viktor had told you once that Jayce already knew everything he really needed to know from his patrons the Kirramans. Yet he listened to her with rapt attention. When she was done with them she floated by your station, ever graceful steps on the tile. Her jewelry clinked softly with each movement, like a quiet chorus of bells and crystals. Something about her presence was anxiety inducing and enchanting all at the same time. She thrummed with something otherworldly.
Mel had set a date and time for her to visit with you, something that you considered a luxury. A councilor taking interest in your art was one thing. The idea had crossed your mind when you had applied for this project, part of why you had considered it in the first place. Not to climb any ladders, but to make sure you could stay here in Piltover. Now you were teetering on an edge of potential friendship or securing stability. You felt that you were not one whose words were graceful enough to secure, well, anything. Felt that your skills laid in your hands. Hands that you were doing your best to keep moving despite the appointment you had set grew closer and closer to the present.
You were finally hitting a groove when there was a familiar sound pulling you away from the sketchpad. A scraping sound. The lab door is opening and Mel’s gentle footsteps clack against the tile floor. Smooth and swift movements to cross over the lab. She held a box in one hand. This time she didn’t immediately stop at Jayce’s or Viktor’s station. Direct line of motion to you. You stand and brush your hands against your slacks. When you glance in the men’s direction, they had separated and turned to the both of you. You realized that you did not know if Mel was aware of how deep their partnership ran. A blush on both their faces. It was cute and you try not to smile at the sight. You instead shift your gaze to Mel and offer her your smile instead.
“Forgive the intrusion,” her voice like honey, “are you ready?”
“Yes! Just a moment.” You’re grabbing a pouch and sketchbook. Today was going to be more of a walk-and-talk situation, you doubted you’d have the time to really draw anything. Still, you wanted to be prepared. As you’re gathering your supplies you hear Mel talking with Viktor and Jayce.
“Councilor Hoskel sends his regards.” You turn to see Jayce opening the box, the largest bottle of wine you had ever seen and two glasses inside. Piltover’s iconic gold filigree crawling up the bases, stems, and swirling around the bottom of the bowls. Expensive.
“Whatever for?” Viktor’s holding one of the glasses now, turning it in the light of the lab. Watching as it glitters, it seems that there may be small jewels set into the whorls and swirls. Very expensive.
“Truth be told, it’s a set he gave me. I thought that it would be better enjoyed here. I know that these meetings are growing repetitive. Consider it an incentive to continue your hard work.” Usually Viktor would scoff and mutter some reply about how they did not need incentives, but he’s eyeing the bottle of wine. It’s Jayce who stutters out their thanks and puts the box on the table behind him.
Mel just nods, pristine and simple before turning to you. “Shall we?” You give Viktor and Jayce a nod of your own and trail behind her when she starts walking towards the door. The two of you make your way to the hallway.
“Thank you for making time for this Counc-,” Her head tilts with her raised brow. “Mel.”
“Despite the finery and brilliance here in Piltover it is hard to find minds worth talking to.” Your cheeks heat. That was a compliment right? “If those two let you stay with them, then you must be intriguing.”
“I’m just painting.” It’s hard to keep the doubt out of your voice. Doubt that she thinks you are worth spending her little free time with. Doubt that Jayce and Viktor find you intriguing.
“You have grown close with them. I'm glad. The two are so busy I worry that they forgot how to make friends.” When she notices you falling behind she slows her pace. Having you at her side like you were equals.
“You're a friend too aren't you?” A genuine question. Jayce had a crush yes, but her frequent visits didn’t imply to you that she returned the sentiment. Her energy was so kind, warm like the sun. It was hard for you to believe that she didn’t want companionship.
“Mmm. Perhaps. I'm not sure both of them would agree with that." You both give faint laughs at that. She continues. “I would like to be a friend to you though. We will need to find time to paint together soon.” The statement settles around your shoulders, the air around your ears buzzing.
“Yes, I’d like that too.” This time it’s your chest heating, swelling at the thought of being friends with Mel Medarda. “Those two could probably use a solo lab day.”
“You know with your skills, you could help promote them.” Your steps falter for a moment.
“What do you mean?” Promote them how? Why? Questions she is reading on your face.
“Job security after your painting is done. They'll need someone who can help them advertise, especially once Hextech goes public.” She says it like it’s the only logical conclusion. Finality in her belief alone.
You hadn't thought about that. Well, you had. When you first met them you had brought it up as an idea for someone else to do. Not yourself, you hadn’t assumed it would be you. And the look on her face tells you she knew that. Like she knows everything. Not in a patronizing way, but in a calming one.
“I’m not sure how they’d feel about that.” They both didn't like the amount of schmoozing they were having to do now. If you helped with anything it could be selecting designs but you weren’t a designer or typographer. And if the other advertisements you’d seen plastered around Piltover spoke for what she would want you to make, it would be their faces. Having their faces plastered around everything is not something you thought they'd like either. This city is all about claiming credit for things that went well and sweeping things under the rug if they didn’t.
“They are fond of you. I’m sure they would agree to it.” You give a friendly scoff at that word. Fond of you? The word makes your heart warm more than it has already. And your face. The upturn of Mel’s lips doesn’t help either. Nor does the hand she places on your shoulder. “Consider it for a friend?”
You’re looking at her hand, her arm. Eyes meeting hers. Such genuine eyes. Green and glittering with the gold in her hair, on the freckles speckling her face. You raise a hand slowly to place on hers. “For a friend.”
“Good!” She pulls her hand away and motions for you to walk with her. “Enough talk of those boys.” You join her side again as you travel around the halls of the Academy. You talk about art, about the pleasant memories you had of Zaun and she lets very little slip of her childhood in Noxus. She shares artists you recognize the names of, some you don’t. You shared that you make your own paint as a hobby. Leading the two of you to the topic of what paints you each preferred. It was nice. Talking to someone about things you truly did understand. Viktor and Jayce would explain their work to you, and you would listen. But finally talking to someone that was just as knowledgeable about art as you were was a breath of fresh air. You were explaining the process of tempera paints, and why you liked making them, not using them when someone calls for Mel.
A woman holding folders approaches, giving you a onceover before closing the distance.
“Elora. Is it that time already?”
“Yes, it seems that-”, she pauses before looking at you again. When Mel nods she resumes. “That there’s been a development on those trade routes we discussed earlier.”
“Hmm, it’s always something isn’t it.” She turns to you. “Thank you for our time today, a nice escape.” Mel places her hand on your shoulder again. “I do hope you’ll keep our talk in mind.”
“Ofcourse.” With that she leaves, Elora following behind her. When they round a corner you can hear their voices talking in a hushed tone. Imports and merchants being discussed as their voices and footsteps trail away. You’re left standing in the hallway. Realizing that with the couple hours that have passed you and Mel had traversed to a part of the Academy you were not familiar with.
A groan leaves you as you turn to where you had come from. So if you had taken a right here, then you should see a vase on your left…
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-------------.·͙*̩̩͙˚̩̥̩̥*̩̩̥͙ ✩ *̩̩̥͙˚̩̥̩̥*̩̩͙‧͙-Part 14-.-Part 16·͙*̩̩͙˚̩̥̩̥*̩̩̥͙ ✩ *̩̩̥͙˚̩̥̩̥*̩̩͙‧͙ .----------------
------------‧̍̊·̊‧̥°̩̥˚̩̩̥͙°̩̥‧̥·̊‧̍̊ ♡ °̩̥˚̩̩̥͙°̩̥ ·͙*̩̩͙˚̩̥̩̥*̩̩̥͙· Master Fic List *̩̩̥͙˚̩̥̩̥*̩̩͙‧͙ °̩̥˚̩̩̥͙°̩̥ ♡ ‧̍̊·̊‧̥°̩̥˚̩̩̥͙°̩̥‧̥·̊‧̍̊--------------
#I feel like Mel would be radiating arcane energy long before she became a mage and that plays into her playing wolf and fox so heavy to me#I honestly want to write an angsty melxreader fic where she wonders/realizes how much the people around her are there for her and not there#<- becuase she unwittingly manipulated them via the arcane. Not what is happening herebut i wonder#<- <- also i want her to be happy and writing her sad hurts me#fanfiction#fanfic#arcane#viktor arcane#x reader#viktor league of legends#viktor lol#jayvik#jayvikmel#jayce talis#mel medarda#elora arcane#artists talking like artists
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Yang: Look, If you’re going to date my sister, can you at least take her somewhere….I dunno, nice?
Jaune: I can take her to chilis
Yang:
Jaune:
Yang:*sigh* just have her home by 8
#rwby#lancaster#rwby lancaster#jaune arc#yang xiao long#I think yang would actually be very supportive and happy for her sister and whoever she dates#at most she’d tease ruby’s partner a little but she’s glad there’s more people in the world who love her sister whole heartedly#ruby rose#ruby x jaune#jaune x ruby
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Every time Jancy shippers have to see another post about Jonathan and Nancy dying in s5:
NOT GONNA HAPPEN.
#would jonathan sacrifice himself? yes. will nancy let him? NO.#that aside people are saying this bc natalia and charlie haven’t been seen much lately#NEWSFLASH: they are hardly ever seen#they are picture ninjas istg#plus most paps wouldn’t recognize charlie anyway#so long story short… there is ZERO proof either die#so stop it… they aren’t dying#cool steve gets his pick-up truck and RV… happy for him#but nancy isn’t with him and she isn’t dead#she’s in college#with jonathan#jancy is endgame#nancy wheeler#jonathan byers#jancy#s5 speculation
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look, not to be a hater but the whole ekko/jinx alternate universe situation only proves that jinx was only ever loved entirely and completely by silco, that's kinda the point of how tragic jinx really is as a character,
vi either only sees her little sister out of guilt/sense of duty mixed with a desperate need to come back to something or as consequences to her own actions(taking away agency from jinx in the process);
ekko sees her through the eyes of an idealist which is exactly what he is and that's not bad by itself, but it makes her either A Problem or Someone That Needs Saving, that's what's going on in his head after that AU he transported to. he's comparing jinx to powder and he likes powder much better, so he wants jinx to be powder or to reignite the powder in her - basically, he thinks how vi used to think;
isha is a complicated matter because she did show kindness and affection towards jinx that wasn't equal to anyone else's, it was pure and idolizing, she loved what she knew of jinx.
the people of zaun don't love her, not by a long shot. she became a symbol to some(as we can notice in the reunion by vander's statue) and overall the assumption that she would get involved more after her attack and silco's death is a fair one; that doesn't mean they like her,
sevika maintains a connection to jinx through grief and a sense of helplessness along with familiarity, silco's death affected jinx's psyche but it also affected sevika's dream of zaun, they feel left behind by him;
vander... well, he only got to see powder and warwick quite literally just had the memories,
the ONLY character we see that meets her as powder and stays with her as jinx is silco; yes, he isn't a good guy and he does cause the whole separation, he sharpened her edges to make her into a weapon, he lied to her and manipulated her at times, none of these things exclude the fact he does love her so strongly, with zero conditions.
she fucks up in missions, she does as she pleases around zaun, she kills their people, she stabs him in the eye, has psychotic episodes and breakdowns, she kidnaps him, ties him down, SHOOTS HIM, she doubts him and his love, keeps running after the past when he's done everything to strengthen her and she was, at a point, the only thing keeping him from his dream of an independent zaun - none of these perceived sins and flaws made him wish for anyone other than her, as she is.
all silco wanted was to keep her, while everyone else either wants another version of her or none at all. that's the tragic part, even if she suddenly decided to be good, she would feel like a burden for not being entirely like people want her to be.
#sorry not sorry but there's no happy ending here#loving someone without accepting how they've changed(for better or worst) isn't loving at all. it's cruel even.#also after the attack on the council vi treats her like a mistake she has to get rid of???? and that was vile#i simply can't forget that#yes i'm biased cause i dont like ekko and i ship jilco. this is literally the Why Im Biased About This Piece Of Media Essay website#so maybe chill idk#before anyone says it#loving doesn't mean condoning. but you gotta at least acknowledge their flawed personality. who they are instead of who they could've been.#yes u can hope for change but jinx isn't a mask powder keeps. she's violent and highly insecure and apathetic. she's needy and childish.#she doesn't care for whatever is happening to zaun or piltover. there's no difference for her they're all fleshbags that could hurt her.#at her core she won't suddenly start giving a shit to people. that will never happen. and she won't look up to someone 'good'#or ever stop being so high maintenance so needy and possessive. trauma won't ever just puff outta existence.#god these tags are so long#imma shut up now#arcane spoilers#character study (?)#arcane season 2#this is my opinion#if you don't like you can just disagree on ur mind and ignore me#make ur own post or smth idk#arcane jinx#arcane powder
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For reasons to be expanded upon at a later date (because I love the little bits about Boothill and possible paranoia/betrayal canon gives us so very dearly HNGH) I think Boothill like... He won't let himself fall into disrepair or anything of course, but he reeeeeeeeeeally does not like letting other people poke around at his body. It's a necessary evil to him. He does whatever maintenance and repairs he can himself. He started out with a massive knowledge deficit, simply because he didn't really have any exposure to that kind of technology until he left Aeragan-Epharshal, but he's taught himself a lot since then, he worked really hard at it!
Anyway, the point being, Boothill generally isn't super trusting of people.
But I think he would come to make an exception for Himeko, since he trusts Dan Heng a lot, and Himeko is one of Dan Heng's once-in-a-lifetime dearly beloved companions.
Himeko is so unflappable, I don't think she would even bat an eye about anything he throws at her, either. Like she enters the Parlor Car one morning (she's always the first one up) and Boothill is already there, waiting for her.
"Mornin', Madam Navigator."
"Good morning, Mr. Boothill."
And despite the fact that he blatantly broke into the Express (Pom-Pom is NOT happy about this JDKSAJDSKL), Boothill tips his hat, greets her politely, and is nothing but respectful when he says he has a favor to ask of her. Except it won't stay a favor long, of course- he has every intention of paying it back.
Himeko never agrees to things blindly, but she does bring up that all the knowledge Boothill contributed during the Charmony Festival was essential to preventing the universe from being pulled into Ena's Dream. And they were able to hold onto the Jade Abacus because Boothill used Tiernan's burial relic to summon the Galaxy Rangers instead. The Astral Express owes him a debt of gratitude, and besides, he's a friend of Dan Heng's. Of course she'll try to help him.
Boothill fidgets a bit, quickly brushes off the thanks, and tells Himeko he's having a problem with error codes. He keeps getting the same one, seemingly at random times, but the darn thing has no obvious cause. Dan Heng mentioned Himeko had been the one to rebuild the Astral Express. He knows it ain't the same, but it's not like he's askin' for any major repairs or nothin'. He was wonderin' if she could just take a look, maybe offer him some insight, since she seems to be somethin' of a mechanical wonder.
So Himeko walks him back to a another car, where she goes to tinker with machines without them crowding her bedroom. It's all neatly laid out and organized, and it only takes a second for Himeko to locate some specific device with a long cord. Instead of plugging it in herself, she holds the end of it out to him, like an offer rather than a demand, and Boothill visibly relaxes a bit. He still eyes it just a little warily for a second, but he accepts and plugs it into the port on his side.
Himeko pulls up the list of all recent errors, and they really are all the same. Boothill has had multiple temperature alarms over the past couple of weeks since the Charmony Festival, and they know it's not the environment, because Penacony is mostly dreamscape and kept mild year-round. The long-forgotten natural deserts are too far away.
Boothill is staring from the corner of his one good eye, so Himeko turns the hologram to let him see what she's doing easier. They don't appear to be false alarms. His internal temperature spikes and then slowly lowers again, high enough that if it lasted it would eventually cause damage.
One option is for her to start rooting through personal data, figuring out what he was doing at the time of each code, and tracing cause and correlation.
Instead, Himeko reads out the timestamps, and asks Boothill if he minds sharing what was happening around him when it occured.
Two weeks ago: He and Dan Heng went to explore Dreamflux Reef and found a bar- nice place, good atmosphere. Woman runnin’ it was a doll. Boothill left fer not even two minutes to get them drinks (Dan Heng knows like nothin’ about liquor, Madam Navigator, can you believe this guy) and when he came back, someone had already stolen his seat and was hittin’ on Dan Heng! Dan Heng didn't even care, just shooed ‘em off. Boothill laughed and said not to let him get in his way if he wanted to meet someone. Dan Heng looked at him like he'd grown a second head. Why would he want to leave with someone else, when he came here to be with Boothill?
Twelve days ago: While laying low- er, just rustlin’ up some grub- in the Moment of Blue, Boothill passed Dan Heng with March and Caelus playin’ on the beach, buildin’ sandcastles and the like. When he passed by again almost two hours later, they were still out there, with Dan Heng pullin’ March through the water on her inner tube and Caelus hangin’ off the back of it. He swam so fast! You'd think he was part water snake or somethin’. He looked happier ‘n a cat in a sunbeam… He has a nice smile, doesn't he?
Eleven days ago: Boothill was killin’ time in Dreamflux Reef when he turned the corner down a shady alley and saw Dan Heng, surrounded by three men demandin’ “protection money.” None of ‘em stood a chance, they were all on the ground before Boothill even blinked! So cool! Boothill wants to see that spear of his closeup- Anyway, Dan Heng stepped on one of ‘em on his way out, hahaha! Boothill stepped on the same guy a second time as he hurried to catch up.
Eight days ago: Here on the Express, actually. Boothill had mentioned bein’ curious about the archives, and Dan Heng personally invited him.
(“I remember that day, I saw you in the hall.” “Was there any problem with the heating that day?” “No, none. I don't think the temperature has anything to do with these error codes. I have a different theory, keep going.” “If ya say so.”)
Boothill was fascinated by an entry on aeons, and from a single question he asked about Lan, the two of ‘em ended up talkin’ fer hours. About aeons and Paths and Emanators, Acheron and Self-Annihilators, the Sea of Nihility, Tiernan, the Nameless and the Galaxy Rangers, their burial relics and their customs. Dan Heng finally just started writin’ and editin’ the entries in real time, with Boothill pointin’ things out and tellin’ him what to add in. They were at it so late that Boothill ended up sleepin' on a couch in one of the cars.
He'd figured there had to be something to make Dan Heng chatty- he'd caught just a glimpse of it that first night they met, sittin’ at the bar in the Reverie together. He'll have to ask about the archives more often, if it gets him all revved up like that.
One week ago: After that night of energetic discussion, Dan Heng was apparently hyped up, because after he'd downed some of Himeko's coffee (“You had some too, right? What did you think of it?” “It was great, even better'n chewin’ bullets!” "Thank you! That was my newest brew, I can't wait for everyone else to try it.") he actually asked Boothill to go hunting with him. Boothill asked who their target was, and was surprised when Dan Heng pulled out photos that looked like they were from March's camera, of all things, instead of a bounty or wanted poster.
And as he sat there, studying these pictures, Dan Heng explained that he wanted to hunt down these specific memory zone memes to record them into the archives. Planets with so much memoria are a rarity, especially with the Stellaron's activity thrown into the mix, which has surely affected the local “wildlife.” He might not get another opportunity like this for a long time. And Boothill had talked last night about his extensive expertise in tracking and hunting, so he should have plenty to offer here, Dan Heng would like to learn from his experience and see how he does things!
And oh, Madam Navigator, by the time Dan Heng was done speakin', his eyes were practically sparklin'! Just lit up like the sun! Boothill could scarcely believe it! The two of them couldn't even wait another day, they set out that very morning. It had been a long, long while since Boothill had tracked someone- er, somethin’- without the intent to capture or kill. It was…actually really nice. Nostalgic, but in a good way. It might even have been his favorite day on Penacony…so…far…
Boothill trails off as a couple of realizations crash into him. All the temperature alarms he's spoken about thus far- they've all happened in the company of Dan Heng. And now that he's thinking about it, he's pretty sure even the ones he hasn't yet talked about were with him, too. Dan Heng has been responsible for all of his error codes, every. single. one.
The screen in front of Himeko suddenly refreshes to the top of the list, displaying a new notification for the current time. Alert! Core temperature above normal range.
Himeko's knowing smile is sly as a snake.
Wwwwwelp, would ya look at the time, Boothill has some errands to meet, people to run, y’know how it is, he should really get goin'-
“Oh, Mr. Boothill? About that favor.” And Boothill jolts to a stop in the doorway because fudge, he can't just leave without hearing her out. He'd given his word. He has no problem running out on someone he thinks deserves it, but Himeko really had been kind to him to try and help him out. Her voice is just as knowing as her smile, Boothill can't turn around to look at her, or else he knows he won't be able to disguise the sound of his cooling fans kicking on.
“Don't make Dan Heng wait too long, ok~?”
“Y-Yes, ma'am.”
#honkai star rail#henghill#bootheng#Himeko KNOWS abort mission abort!!!#I really love Himeko sorta looking after Boothill the same way she does her crew even if he's not one of them haha. She's so sweet with-#-Dan Heng. She really seems to adore him and wants him to be safe and happy. I think she would be so happy he's found a new friend!#She wants to help this happen!! So get to it Boothill!!!#Was yapping about this fic to Ray and she nearly fucking oneshotted me: 'It's especially funny because we've got a Vidyadhara and a cyborg-#'-they literally have all the time in the world. SHE's the one who wants to be around to see it happen akfbbsbd''#AND JUST. GOD. Himeko knowing that she won't outlive Dan Heng. She's only human. She can't compare to a Vidyadhara lifespan. So she wants-#-to make sure Dan Heng has as many people as possible. She wants to know he'll be taken care of and not be lonely even after she's gone.#Himeko wants to see this important moment in his life happen she wants to be around for it *sobbing*#I'd been wanting to write this for a long time though because for me henghill is all about the little moments. like. they talked so much-#-back and forth in 2.2. they spent so much time together. they get along shockingly well. Dan Heng could have gone almost anywhere to wait-#-for the trailblazer to wake up after defeating Sunday. And instead of anywhere else Dan Heng returned right to Boothill's side. Was still-#-hanging out with him at the Reverie's bar. Still just chattering away. The point is that these two have a strong friendship to build a-#-romance on! They enjoy each other's company! They like spending time together! And I love that! I want to see their mundane nights!!#They'd have such fun dates uweh... They go on a coffee date and miss Himeko's coffee haha#(fun story Boothill's dialogue about Himeko's coffee was originally going to be 'it was uh...an experience. ain't nothin' else like it in-#-the world.' 'thank you!' But then I read Boothill's parlor car dialogue and? it turns out he LOVES Himeko's coffee? go figure ajfldjas)#(afaik he and Dan Heng are literally the only ones. how cute is that haha)#hsr#boothill#himeko#dan heng#hsr boothill#hsr himeko#hsr dan heng#my fics
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