#because WHY is the set up so bad
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Alright y’all, place your bets on the timeline for the rest of the show.
This season has been a mess and a half, and if the new leaks are through then this season has been basically a boring filler for over half of it. Rumor had it that the Fall of King’s Landing happens in the finale. New leaks have come out that nothing of the sort seems to be happening until S3.
Assuming the show lasts five seasons, how do you think each season will pan out?
* 5 seasons because I think there’s too many battles and events for it to end in 2 more seasons, and HBO does not have the budget for a dragon battle almost every episode after 3x01. Also half the cast would be dead by s3 ending alongside almost all the dragons. Even if the show ended with Rhaenyra’s death, a lot of fan favorites will die in quick succession to make up for the shit storytelling. And knowing how pro TB the writers are, I doubt it’ll end before Aegon III is crowned.
What I think:
Season 3:
King’s Landing falls within the first 2 episodes. Aegon is snuck out by Larys alongside Jaehaera. There’s a minor timeskip during the season to prolong Rhaenyra’s reign because the writers seem to be obsessed with her. And because it gives the child characters time to grow up enough for certain events
Maelor is born in captivity, and then snuck out during the chaos of the aftermath of the Gullet.
Honeywine is mid-season episode, and the true introduction to Daeron and Tessarion
Butcher’s Ball will probably happen this season too
The Gullet happens at the penultimate episode. With Joffrey being so young still, he’s sent away with bby! Aegon and Viserys to Pentos. The battle happens; Aegon barely escapes, Viserys is lost, and Jace is more than likely going to be killed by trying to get to Joffrey on time (who probably also dies). Rhaena-as-Nettles feels insurmountable levels of guilt; Rhaenyra blames her for Jace (which leads to the Nettles-Daemon part of the arc).
Finale is Aegon conquering Dragonstone and killing Moondancer. Baela’s fate is left up to interpretation (for now)
Season 4:
Maelor is killed in the premiere as a shock value. Doubt the writers are brave enough to go the Mushroom route of the Brothel Queens arc, but who knows if Rhaenyra goes insane after all but one son is killed. His head is delivered to Rhaenyra. Helaena goes insane. First Tumbleton happens.
Considering the show seems to be trying a little too hard to redeem Daemon at the moment, and if Rhaenyra does go insane after the Gullet, then Daemon might actually go the Nettle arc for Rhaena. Gods Eye happens as the mid-season arc; Aemond and Daemon are both killed.
Second Tumbleton will probably happen before the Dragonpit, making that event the damning end of the dragons. Daeron, Addam, Hugh, and Ulf are all killed, and their dragons too.
Driven to insanity over what happened to Maelor (because it was too similar to Jaehaerys) and the deaths of nearly all her brothers and her daughter and Aegon still ‘missing’, Helaena jumps to her death in the penultimate episode.
The Storming of the Dragonpit takes up most of the finale. Depending on whether Joffrey and Tyraxes do die at the Gullet (or just Joffrey) then Joffrey is lost in the chaos, and all King’s Landing dragons killed. Rhaenyra and bby! Aegon escape.
Season 5:
The premiere episode will probably end with Rhaenyra and Aegon arriving on Dragonstone.
Episode 2 is Rhaenyra’s death. Knowing the show they’ll probably make it that she tries to tell Aegon bout the damned Prophecy while she’s dying. Followed by Sunfyre’s. Chaos reigns in King’s Landing. If the show follows through with the existence of Trystane Truefyre, then he and Gaemon will make an appearance.
Aegon returns to the capital by the end of episode 3. Episode 4 will probably be about Aegon trying to hatch another dragon + agreeing to marry Cassandra Baratheon. The Battle of the Kingsroad begin.
Aegon is poisoned and killed in episode 5. Aegon III is crowned. Cregan Stark and his army arrive at King’s Landing.
The Hour of the Wolf would take up over an episode so maybe 6-7
Series finale will be the marriage between Aegon III and Jaehaera, and the regency of Aegon III. Morning hatches to signify that it isn’t the end of House Targaryen (it is). Alicent dies, representing the death of the Greens.
Alternatively, Rhaenyra dies in the premiere, speeding up the events. Aegon dying and bby! Aegon is crowned as part of the mid-season episode. Aegon III and Jaehaera are married by episode 6, and Jaehaera is killed by episode 7 when Daenaera Velaryon is introduced. The series ends with Viserys’ miraculous return (because Condal and Hess just loves TB that much)
*Hilariously, before the season began I was so sure it wouldn’t last more than four seasons. Rook’s Rest would be 2x04, the Dragonseeds by 2x06, and the Gullet in 2x07. Honeywine and The Fall of King’s Landing by the finale. But for that to happen Maelor and Daeron would have to exist…2 years ago in the writers room.
Then Butcher’s Ball, Tumbleton, Gods Eye, and Dragonstone falling by the end of s3. The ending shot of s3 (or even rhe beginning of s4) would be Aegon claiming Dragonstone after being missing for over a season. Then s4 would just have to deal with Tumbleton redux, and Helaena dying by episode 3. 4x04 would be the Storming of the Dragonpits. 4x05 is Rhaenyra and Aegon III’s mad dash to Dragonstone only to discover that it has been taken. Rhaenyra dies, then Sunfyre. 4x06 deals with Trystane Truefyre and the Kingsroad Battle, Aegon’s agreement to marry Cassandra Baratheon, and then Aegon’s poisoning. 4x07-08 is the Hour of the Wolf, and the series ends with Aegon III and Jaehaera being forced to marry.
#hotd leaks#hotd spoilers#hotd speculation#team green#anti team black#not really I just don’t want to deal with them over this#hotd critical#because WHY is the set up so bad#the Dance is only a chunk of f&b#it really doesn’t need more than 4 seasons if done properly to reach the post-dance era#except now they can’t do 4 seasons anymore because season 2 has been a MESS#hotd#if y’all don’t agree then don’t interact???#i dont know how else to explain the lack of cohesive storytelling this season has been#and the weird deviations from source materials for the sake of side quests
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#what did chris think he would think 😭#ethan winters#chris redfield#resident evil#resident evil fanart#rebhfun#resident evil village#resident evil 8#re8#kills the person disguised as ur wife#doesnt elaborate#leaves immediatly with ur child#likee bro set himself up to look like a villian why u frustrated with ethan for 😭#every chris cutscene in re8 is so bad because its just him getting frustrated with ethan for not knowing whats going on
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![Tumblr media](https://64.media.tumblr.com/8f2dda432ce73ed7b4c5d179a452191f/c688a561a448ea65-07/s540x810/5c8fe2378ca32dbe47b7449ed7af8864a51df67b.jpg)
Sequel to Sunshade
#my art#warrior nun#wn fanart#avatrice#still set in:#au where they get to go home and take a nap at the end of s2#Ig I felt bad I drew a fluffy snuggling scene and still didn’t let poor B rest#my painting ‘sunshade’ is structured around a visual pun#(cause people call B a ‘sunshine protector’ and funny if more literal)#but what makes avt so good is how A coaxes B out of the protector role and A is given space to not always be sunny#the sunshine protector/knight-princess dynamic is exhausting for both parties (which is why JC/ Ava doesn’t work)#so here’s the natural follow up#couldn’t think of a good pun for the caption though. Moonshine?#I actually really enjoy where the series left off. Their relationship is thematically complete.#(<- Burying this deep in the tags because I know nobody agrees with me)#imerr fanart#me: I’m totally over WN — also me:
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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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still dont see how so many people say that dawntrail is poorly written in comparison to other expansions like. what, did you realize you had to learn about a new culture and immediately not care anymore lmao? you've done it before, was this one not white enough for you?
genuinely i think more people should do side quests during msq so idk you can form a heart about the characters you're interacting with if you struggle with that and understand the land better so when impactful shit happens your illiterate ass can actually read and have empathy. theres no excuse for this.
if you can't handle storybuilding and character introductions from the expansion that feels like stormblood and shadowbringers had passionate gay sex that got one of them pregnant and birthed a beautiful daughter they both love and care about then idk what to tell you, maybe youre just lame and can't read. best of luck with that.
#'they dont take as many risks as shadowbringers and endwalker!!' okay one WHAT risk did ENDWALKER take lmao#and two DID YOU PLAY PAST ZORMOR LMAO?????????? HELLO?????????? DID YOU LEAVE TULIYOLLAL??? WHAT ARE YOU TALKING ABOUT#like i genuinely think you guys just complain about shit without actually playing the game#god forbid you have to learn about another world#some people heard this was stormblood 2 and immediately gave up caring#oh im sorry you were able to care about literal racist elves in cold france but a refugee? a non white civilization? oh i see#shadowbringers literally set up its societies too they were already in war dawntrail wasnt already#i think people should replay stormblood. it was never a bad expansion and i dont know what people are talking about???#half of the complaints i see for stormblood are racist and the other half werent reading any of the dialogue#'the horrors of war expansion has horrors of war in it i just wanna play on the playground with gay elves'#bitches will literally say they dont understand stormblood or dawntrail and then say yotsuyu was justified zenos is hot and wuk lamat is bad#why play a fantasy game if youre not interested in exploring new worlds#dawntrail takes so many more risks than shadowbringers and endwalker combined and sticks the landing with just about all of them#i think my only problem was how many times theg brought up they arent related by blood. no i can tell lol#some of yall are just haters that cant form their own opinion and are just mindlessly nodding along to somebody#you follow on twitter that was gonna hate DT regardless because zenos didnt come back to life this time#consume new media. go do side quests. touch grass. walk a trail at dawn and perhaps you have appreciation for story building#you guys are pathetic and i wish you the worst <3#dawntrail's twists are on par with shb and stb thats why i call it the love child of stormblood and shadowbringers#ffxiv
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You know I'm realizing one reason you keep seeing mdzs modern AUs where the Jiang parents are alive mainly so they can dramatically fail and betray Wei Wuxian by cutting him off financially--defaulting on his college tuition or formally disowning him etc--isn't just that people want to translate the Burial Mounds II arc into modern terms while keeping Jiang Cheng clean of it.
(Despite the fact that the internal logic of Jiang Cheng's character is largely built around him being a person who would abandon someone he intensely cared about under these specific circumstances.)
It's because it's hard to set up a modern analogue for the way that Jiang Cheng is responsible for Wei Wuxian, as his Sect Leader.
We live in a highly individualistic society. People are trying to write Wei Wuxian Tragically Wronged, and because there's a normative expectation that people in the position of parents will provide you with resources, and certainly won't withdraw them without warning, but no such assumption that people in the position of siblings necessarily owe each other support, making this work in modern setting with Jiang Cheng in his canon role would require a lot of extra work, just to get a less readily resonant result.
But I keep thinking about it. Because something that's getting lost here is, not just the nuances of character and relationship, but like...it's sort of key to the story that cutting Wei Wuxian off was, in fact, Completely Socially Appropriate.
The level on which it was a betrayal is subtle, and deeply cutting. And intensely tied up in the very different opinions each of Jiang Cheng's parents had about what obligations existed in their family wrt Wei Wuxian, and what these meant.
The level on which it was the obvious, normal course of action is blatant. That is to a huge extent why it happens: because Jiang Cheng's instinct to conform is a survival instinct, reinforced by trauma, and Wei Wuxian's choices meant he had no coherently compelling reason not to obey it, and enormous peer pressure to do so.
The fact is that Jiang Cheng was making a reasonable choice, the actual thing 'anyone would do in that situation,' unlike Wei Wuxian and Jin Guangyao's respective wildly warped ideas about what that is.
Wei Wuxian wasn't betrayed by Jiang Sect like your foster parents cutting you off because you're disobedient. Wei Wuxian was betrayed by Jiang Sect like your brother refusing to drop fifty grand to bail you out of jail.
Of course Wei Wuxian tells him not to. And of course the fact that Jiang Cheng already chose in the moment not to pay a cent because Fuck You Wei Ying still stands there glaring, a precedent that can never be taken back.
And then later he's betrayed by Jiang Cheng like your brother cooperating with a police investigation into a manslaughter you really did commit, that's being handled like domestic terrorism. And then like your brother calling the cops on you. And then like your brother helping the cops find where you're hiding.
I'm personally fascinated by the way Jiang Cheng's lifelong resentment for the way Jiang Fengmian reliably bailed Wei Wuxian out of everything informed those decisions to do the normal thing, the way he's reacting against his dead father as well as against Wei Wuxian and the actual situation.
But even without that daddy issues angle, the fact that the person who made that choice was Jiang Cheng, and that it was simultaneously the reasonable appropriate normal upstanding citizen rational thing to do and so shitty Wei Wuxian would be entitled never to forgive it is sort of. The Point.
Of the scenario, and also to a considerable degree of the entire finely tuned narrative construct that is Jiang Cheng.
#hoc est meum#mdzs#jiang cheng#wei wuxian#meta#like sometimes people commit transgressions#and you have to actually decide what that means to you#what you're willing to let them cost you#whether you agree that that transgression deserves punishment#and even if it does what role you're willing to take in that process#jiang cheng is someone whose sense of right and wrong operates along emotional and pragmatic axes before consulting the moral#which means that without being a *bad* person he's someone who's highly susceptible to pressure#as long as it comes from either a superior or Society At Large#especially if his insecurities get tripped#but like sometimes just for example it's illegal to be gay#or people have less rights because of who their parents were#and those instincts can lead you into bad choices#it's good to be able to set boundaries but jiang cheng is not good at setting them where he personally actually wants them#and when he does they're the boundaries Angry Jiang Cheng wants#and calmed-down jiang cheng just has to live with them#which ofc is something that applies to wwx too in very different ways#the fact that BOTH jiang cheng and lan xichen when the chips are down choose society over their respective halves of wangxian#at one crucial point#and that lan xichen does so in a way that he can live with and not withdraw from the relationship because of#while jiang cheng is almost insane with the need for wei wuxian to deserve everything that happened to him#and how much of that is who they are as people?#and how much is that lan wangji is not dead#and how much is it that lan xichen understands exactly what happened and why#while jiang cheng doesn't and can't so he has to make up his own story to make sense of it#so much going on here
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"MelJayVik can't work because both Jayce and Viktor are too possessive to share."
And it just might be the stupidest argument I've ever heard to be honest.
But I think what pisses me off the most is that I only see this argument being used for MelJayVik, and that is so interesting considering I adore a lot of Poly ships and I have never seen such an argument before.
Interesting isn't it.
So what's the problem? Is it because Mel is a woman? (I doubt it. Alucard X Trevor X Sypha is a popular ship).
So it's because she's black isn't it? 🙂
"That's not true. We love our Queen Mel."
Ah but you've all unanimously decided that she's not Queen enough to work in even a platonic relationship with Jayce and Viktor. 😌 Don't give me that queen shit until you treat her like the queen she actually is.
I swear y'all jump through hoops to keep them apart. If it isn't pushing the agenda that Mel and Viktor hate each other (which they don't. Having a disagreement does not mean loathing. What's wrong with you? 💀 You guys did the same thing with Jayce and the bridge scene after season one), then it's pushing the agenda that Viktor and Jayce don't share.
MIND YOU, while they are both OBSESSED with each other, Jayce kept trying to pull Viktor into the world of popularity and fame. He wanted Viktor to expand and have fun. And the second Viktor realised he was being too clingy his first instinct is always to pull away and push Jayce towards others. Don't give me shit about them not sharing. Their problem isn't that they want to own each other, it's that they think the other wants nothing to do with them. Stop pushing your fantasies on Jayce and Viktor. It annoys me.
#I hate it I hate it I hate it#I hate the way the fandom treats Jayce#I hate the way the fandom treats Mel#I hate the way the fandom treats Viktor#I don't think any set of characters have been more disrespected than the Arcane characters#genuinely#how does such a large cast get misinterpreted so bad by so many people#to the point that the misinterpretation is being treated like canon#the problem does not even begin with the oversexualisation (which is a problem on its own but we'll cover that later)#why is Mel often left out of art involving Arcane characters?#why is her very significant contribution to Jayce and Viktor's development consistently erased?#they treat her like an obstacle in their plot#like she wasn't wandering the halls of the Administrative building waiting for Jayce to show up#like she didn't work hard to elavate Jayce because of her cute girl crush (that was not very cute because of her upbringing but still!)#and wouldn't Jinx be more possessive? She only just got reunited with Vi and already wanted to kill Caitlyn#but no one says Ekko x Jinx x Lux? No way Jinx would not want to share#I want to scratch my hair out#I did not.....spend two years fighting for Jayce and Viktor just so you guys could turn around and demonise Mel#leaves a bad taste in my mouth#meljayvik#arcane#jayvik#meljay#melvik#mel medarda
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If nothing else Koenma is a Kuwabara stan and I'm right there with him o7 (I need to write the kuwameshi fic that goes with this fr)
#maybe one day i'll write that au i have sitting in my head#ever since the comment he made about making kuwa spirit detective instead ive been thinking about it#like...what if yusuke is still recruited same as canon but like#kuwa was already spirit detective? doing assignments for the guys upstairs and all#and they made yusuke help him after his resurrection instead of going solo#and it's hilarious because they still have the ''rivalry'' set in place so it's like#now i gotta be coworkers with this guy i was in a fist fight with last week?#yusuke is like you can't be serious you want me to fight DEMONS with the guy who cant even beat ME? lmaooo okay#kuwa would be more in tune with his powers atp in this au and super offended like hello#why would i use my reiki on a FELLOW HUMAN CHILD you DICK i can hold my own on my assignments just fine#but he's actually really excited to be able to spend time with yusuke doing something besides getting his ass handed to him#they're both genkai's students (she's endlessly annoyed but they grow on her)#i just think it'd be fun cos like#it'd be harder to exclude kazuma from shit if he's literally been involved in this shit before he even met#kurama and hiei#kuwabara isn't really told about yusuke's resurrection so things go mostly the same up til he's brought back#they're both called to koenma's office and it's the spiderman pointing meme 💀#it's koenma's first time seeing kuwa in person as he usually just sends assignments with botan#yusuke has already seen him cos of the resurrection arc#and koenma is SUCH a fanboy ''kuwabara it's such a pleasure. you know you're my best worker 🥺''#''um urameshi am i seeing things or is that a fuckin baby'' yusuke will NOT stop laughing#it fucks koenma up so bad he makes sure he's in his adult form when he's around kuwa next#cos he wants to be the respected boss but also guy that you can chill with!! he's so cringe#okay yeah i need to write this it's such a fun concept#kuwameshi#yu yu hakusho#kuwabara kazuma#yusuke urameshi#koenma
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FUCK Liam Payne! I will no longer support OT5 and I don’t even want a 1D reunion anymore. It’s so disgusting how so many of you defend these boys actions, but especially Liam, in light of everything that has come out. Maya Henry has every right to speak about her experiences. And it’s gross that I’m seeing literal threads and tweets upon tweets of people calling her a liar and saying all these horrible things. You’re proving Liam right! “No one will believe you anyways and the fans will always defend us!”
Is that not absolutely horrifying to yall? That this man is weaponizing his fanbase against women that he has treated poorly? And yall continue to enable him! Everything Maya said in her recent TikTok was true! Yall defend this abuser because of boy band nostalgia? What the fuck is wrong with some of yall? It makes me sick. It’s always “believe women” “believe victims” until it’s your fave, right?!
We don’t know these people! “He would never do that…” YOU DONT KNOW HIM! These parasocial relationships are going too far.
What’s scary is based on some of the stuff Maya said, I wonder if this is only the tip of the iceberg with Liam. He’s probably done so much shit we don’t even know about. Maybe even the other boys???
I know I’m ranting and no one probably cares but some of the tweets I saw defending Liam were so triggering and upsetting. Trending hashtags like #FreeLiam and #WeLoveYouLiam when a woman CONFIRMED that he abused her is just so sickening. This is why women don’t come forward. This is especially why victims of celebrities and people in power don’t come forward. Because this is how they’re treated. Maya literally even confirmed that Liam and his team have tried to silence her and didn’t want the book to come out. I just… there are no more words.
This whole situation is so triggering… I’m so angry and upset.
Fuck Liam Payne and Fuck all of yall defending him.
#Liam Payne#maya henry#one direction#tw abuse#if she is lying why isn’t he suing for defamation#because she’s not lying#Liam is an abuser and yall need to accept that#I will never support him again#and I’m side eyeing all of the boys who will continue to associate with him after this#there’s no way they or their teams aren’t seeing the accusations#and I’ve been feeling weird about Zayn too ever since the alleged incident with Gigi’s mom#and some women have implied some stuff about him too so I just#and apparently Niall is a cheater which we been knew#Louis and Harry have their own share of drama#the older I get the more the parasocialness is wearing off thank goodness#we don’t know these people#I wouldn’t be surprised if 5/5 are actually horrible people at this point#don’t even get me started on none of them speaking on Palestine#I could go on and on#this situation with Liam is just so messed up and fucking with me#like we knew since Maya’s book came out but still#to hear some of it from her own mouth is different kinda#the stories she could probably tell#I feel so bad for her and hope she is in a place of healing and this doesn’t set her back#end rant
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The fandom can't make up its mind on what's supposed to be a joke and what's supposed to be serious because the show can't either half the time. It's a tonally disjointed mess that wants to have absurd over-the-top humor as well as a plot and moments of drama, romance, and angst that demand you see the characters as people and feel for what they're going through. Except you can't do that without also treating the dumb bullshit in a somewhat grounded way. Like, you're still dealing with the same characters. You can't just go "Oh, that? Let's ignore that!" the moment it's no longer convenient to you. You've opened this can of worms and now you have to sleep in it. So, every character flip-flops between two different versions of themselves depending on what the writers need in any particular scene.
This is not to say surreal humor can't be used right alongside characters you're supposed to empathize with, Teen Titans (not Go) did that and it worked. It's just that the absurdity can only come from the setting (Mad Mod, Mother Mae-Eye, pretty much anything Control Freak is in) or from designated joke characters (Date With Destiny). Teen Titans never had the main characters acting in clearly absurd ways as the butt of a joke unless those characters were brainwashed somehow, because the writers knew that would ruin any of the more grounded moments they wanted to write. The writers of Miraculous missed the memo on that one.
I don't disagree. A perfect example is Derision where the show takes all of the bad jokes about Marinette's crush and decides to take them seriously as if you can possible take them seriously without making Marinette come across as unhinged and dangerous. You can't, which brings us to the topic at hand: how do you even begin to understand these characters when the show is constantly making character-breaking choices?
My approach - and the approach I recommend others take if they're going to keep watching the show - is to focus on the characters' cores and reject anything canon does to violate those cores. I don't argue for this stance because I love the characters so much that I only want the good things to count. I take this stance because, if you don't, then the characters fall apart. There is no way to make them work as fully realized characters while embracing every choice canon has made. Miraculous has massive characterization issues that go well beyond the humor.
For example, Adrien has multiple moments of terrible behavior that are played in a serious manner such as the moment in the episode Frozer where he tries to start a fight with Ladybug in the middle of an akuma attack because she wouldn't accept a rose from him earlier:
Setup
Ladybug: I can't accept this rose from you. I told you already. I'm in love with someone else. Cat Noir: I know, M'lady. But if he weren't here, would things be different between us? Ladybug: Well, you know, I can't even begin to imagine him not being here. I'm sorry, Cat Noir. I really gotta get going, and you better do the same. (Swings her yo-yo to head back home; Cat Noir is sad, looking downwards, with one petal of the rose falling.)
Payoff
Ladyice: Cat Noir. We need to set up a trap for whoever turned the city into a giant ice rink. (throws yo-yo) Icecat: (bitterly) My feline instincts prefer to track and observe before I attack. You go your way, I'll go mine. Ladyice: Please don't tell me you're mad at me about the rose. Icecat: There may be a certain chill now between us. Ladyice: I get it, but we should really focus on saving Paris right now. Icecat: We don't always have to do everything together, after all. It's not like we're a couple. (skates away)
There's no way to argue this off as a bad joke. While Adrien has every right to feel hurt, those feelings don't excuse him acting like a pouting child in the middle of an akuma fight. It doesn't excuse him acting like this at any point! Ladybug is not a villain for telling him no. She wasn't even mean about it!
I clearly fully agree that Adrien looks awful and selfish here, but I'd still argue that it's not something that should be used to define Adrien's character if your goal is to tell the "ideal" version of Miraculous. "Ideal" being the version that canon seems to be going for based on the overall picture we can sort of make out if we back way, way, way up and look at the extremely abstract picture canon is clumsily painting.
Unless canon is going to do something monumentally stupid, Adrien is Marinette's endgame romantic interest. It's also clear that there is no plan to cut him from the team. He's going to be Chat Noir for the rest of his life or at least well into his adulthood. This means that he is supposed to be a good hero who deserves his miraculous just like he's supposed to be a charming and cute romantic lead. These are the two things I keep in mind when trying to shift through canon to figure out what writing choices I should fully embrace and what writing choices I have to either ignore or treat as true flaws that get an actual character arc. In my book, either approach is fine because most of the characters are deeply flawed at this point and you can't give them all arcs without bloating the story to nonsense levels.
My goal with this approach is never to say, "oh, that moment shouldn't count in terms of how people feel about the character." It's more, "that moment goes so hard against who this character is very clearly supposed to be that I can't take it into account if I want to tell the kind of story that Miraculous is trying (and clearly failing) to tell."
As an example, let's list off Adrien's worst behaviors. The things that make him look terrible:
He sucks at communicating his needs and feelings, leading to multiple moments where he gets mad at Ladybug for things she's totally unaware of
He has quit or considered quitting without warning multiple times and only one of those was because of something he did "wrong" (NYC Special)
He puts his feelings before the safety of Paris on multiple occasions, even going so far to purposely miss akuma fights to see what happens
He is incredibly pushy about his crush, often ignoring Ladybug's feelings on the topic by continuing to bring it up even after she asked him to stop
There have been multiple instances where he almost cataclysmed multiple people in a fit of anger
His love for Ladynette isn't strong enough to let him break free of things like akumas and nightmare dust even when he's looking her in the eyes making him a pretty crappy romantic lead
People will argue that some of this behavior makes sense for his character because of the abuse that canon has technically introduced, but that the writers seem blissfully unaware of. I don't disagree with that argument, but that doesn't change the fact that none of this is acceptable behavior for a hero and Adrien is a hero who keeps doing these things. A sad backstory doesn't give you the right to behave poorly without consequences.
At the same time, if I fully embrace these elements of canon, what I get is an Adrien salt fic where he loses his miraculous for good while Marinette finds her real true love or even just a non-salty fic where Adrien leaves for his own meatal health and gets replaced by someone who can handle being a hero right now. Canon's not writing either of those, so the only way to engage with these flaws while enjoying canon or aiming for the same end goals as canon is to say, "I guess this doesn't count" or "I guess I need to tone this way down and work through it via a character arc" or even "I guess that was just a bad joke maybe?"
That is the essence of what I mean when I call myself a writing salt, character sugar blog. It comes from looking at canon and seeing that there's simply no way to embrace the worst moments and the best at the same time. We're not dealing with a coherent plot and/or complex characters. We're dealing with a nonsense plot that will warp the characters to bizarre shapes to make random ideas work even if those idea go wildly against canon's end goals.
As an example, Glaciator and Frozer should not exist in the same universe or, at the very least, something should explain why Chat Noir randomly changed his stance on Ladybug's crush from acceptance to pushiness. As is, the pieces don't fit together. The behavior is too contradictory. Remember, this is how Glaciator ends:
Perhaps Ladybug will love me someday. I mean, like, I love her. I have to believe. In the meantime, her friendship is the best gift of all.
Where did this version of Adrien go? Why did he regress in Frozer? There's no in-universe reason. It happened because the writers weren't ready to let the love square date or grow close, but they also wanted the love square to cause drama, so Adrien ends up looking terrible just like Marinette ends up looking terrible when it's her turn to cause love square drama. Her terribleness takes a different flavor so it can be hard to realize that this is a systemic issue, but that's what it is. It's deeply frustrating, but it also clearly stems from cheap writing and not quality characterization.
This is also why my stance is that canon as a whole only supports my Doyalistic core-character analysis style of approach. The writing is too poor quality to do Watsonian analysis where you embrace the full picture and try to put it all together. The closest I'll get to Watsonian analysis is pointing out how much the writing botches a Watsonian take by showing you all the way the writing contradicts itself, twisting into a nonsense pretzel of frustration where the payoffs never satisfy! (See the season four rant for an example or anything where I talked about Chloe's supposed damnation arc.)
There are even characters where canon is such a total mess that you can Doyalistically argue for two separate takes! Gabriel is a perfect example. He is all over the place and his ending was so poorly handled that you can make strong arguments for writing him as a cold-hearted villain or a sympathetic villain without the end result feeling like it spits in the face of canon because both takes maintain his one core element: villain.
That's the big thing I keep in mind when I look at the characters and the lore and the plots and try to come up with versions that the average fan would like. I don't think that there's one true version of any of these things, but I do feel comfortable saying that there are versions that will very clearly only appeal to people who are salty about a specific thing that canon did poorly. That's not who I want to appeal to in my adaptions, so while I'm not going to argue that those takes have no backing in canon, I will argue that those takes are not supported by canon as a whole. Embracing them requires you to take the worst parts of canon at face value while ignoring what canon is clearly trying to do with the overall story.
I get the appeal of that, but it's not fun for me because that approach feels like rolling around in the mud with the pigs. I don't want to sink to canon's level! I want to have fun! That's why I talk about how to make canon into its best self, not its worst self. If you want its worst self, just go watch the actual show. I will be shocked it if disappoints you.
#anon ask#ml writing critical#ml writing salt#pandaofsecrets#character core#Once again none of this is meant to excuse any specific actions as “not that bad”#This is just me explaining how I approach the characters#I know there are fics out there that try to be sugar while embracing some of the bad parts of canon and that rarely works for me#To address these issues correctly you basically have to rewrite canon with the goal of properly setting up and addressing a specific issue#You can't just jump into canon as-is and fix anything in a truly satisfying way because canon is such a disaster#Lila and Alya is a perfect example#Alya's writing in Lila's episodes goes so hard against who Alya is supposed to be that you have to completely rework Lila and/or her lies#Which is why my list of favorite Lila takedowns is so short#Even the ones that are kind to Alya have her painfully gullible because of how badly written the Lila stuff was#You can't have Alya smart and clever while including all the things she's canonically done in the Lila plot and I hate it#Season five at least temporarily killed the fun of writing for this fandom for me#I hope to get it back so I can finish my in progress stuff because I really do love these characters#Canon just makes it so hard to have fun these days#The stuff I've heard about season six is just depressing#I hope my love for the characters and ideas comes through on this blog in addition to my frustration#I wouldn't be here if I just hated everything about the show#Canon is so beyond saving that I can't even read a lot of non-salty fanfic these days#The stuff that tries to embrace the later seasons while also giving happy endings just depresses me because it never works.#I can only read early canon stuff AUS and reboots#Only way I can enjoy the fandom is to treat canon as a popular but horrible fanfic that a bunch of the fandom is embracing for some reason
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The best part of osomatsu's 8 billion aus is how often people get swindled by it. Oh sorry, this cool fanart is not ocs or something cool. It's the loser gooner show. Sorry.
it's like. no, the incredibly in-depth and well-done characterizations and themes are real. they're true. but they're most effective BECAUSE you don't expect them to be there. if you go in expecting a poop and shit anime you will be blown away by karamatsu's character depth. however if you go in expecting karamatsu character depth. you will be very underwhelmed by the poop and shit anime.
and then the extremely cool AUs build off of this wealth of character depth potential which is yet another layer of removal from reality. and then because you cant actually experience the canon of the AUs due to EOS/language barrier you're left with the base source material. the poop and shit anime
#ask#i think if i had been in-depth exposed to osomatsu-san before i watched it for myself i would not have cared about it#like i didnt know ANYTHING going in beyond a broad recollection of tumblr's karamatsu obsession in 2016#me going in with 0 expectations is why it was able to sucker punch me so bad. my guard was down#but this also means i cannot recommend it to anyone because that is Setting An Expectation#well except my beautiful oomfie who went straight for the bait i set under the box held up by a stick#blows a kiss @awittlebabyboy i wuv you thank you for falling for my sawtrap#them aside this would not have worked on anyone else though.
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So when Darcy went to fix the Lydia/Wickham situation, he first tried to get Lydia to return home, only bribing Wickham into marrying her when she wouldn't. This is sensible by modern standards, but we know from everyone else's reactions Lydia *failing* marrying Wickham would bring the Bennet family shame. Darcy knows this, and doubt he planned to leave the situation as is. So how did he originally plan to fix it?
I think Mr. Fitzwilliam Darcy was gonna channel his inner Emma Woodhouse (didn't have to dig far, they're very similar people) and play matchmaker. In my headcannon Darcy checked his "Possible Husbands for Georgie" list against his "People who owe me Gargantuan favours" list and offer whoever came up money to marry Lydia.
Now, he would want to spare the Bennets of as much of the scandal as possible, and wouldn't want to take the merit in front of Lizzie, so all would most likely happen discreetly through Mr. Gardiner, while Lydia was in London, and she would move to her husbands immediatly after.
However, I wanna propose a different scenario: Lydia returns to Meryton. Scandal ensues, the Bennets are disgraced. Then, within two weeks, a random well-off man shows up intent on courting Lydia and *only* Lydia. He heeds nobodys warnings and gives no explanations. Lydia loves it. Every other mum in Meryton is furious. The Bennets are confused and paranoid. Imagine the drama. The intrige. The million questions still unawnsered long after Lydia eventually gets married and leaves. Bingley marries Jane (cause of course Darcy still told him he'd been wrong to pull them apart, and Bingley would) and Darcy's still somewhat around. Maybe him and Lizzie get together, maybe not, but every time the topic comes up he gets all sheepish and awkward and she gets suspicious and it's a thing. It's their new dynamic.
#picture a binder for “people who owe me Gatgantuan favours”#and like a few pages for “Possible husbands for Georgie” in a folder#“why would Darcy waste a good man on (ugh) Lydia?” i fear someone might ask?“#because Darcy's a good considerate person. he was trying to save her for a bad marriage in the first place.#not saying he'd give up the top pick but he wouldn't set her up with anything less than safe and decent#also as annoying as Lydia is she doesn't deserve abuse. Austen makes a point of telling us even with Wickham she's got her family's support.#also also the top pick is probably Charles and he's taken so#jane austen#mr darcy#lydia bennet#mr. gardiner#lizzie bennet#decent guy.#pride and prejudice#classic literature
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honestly, i wonder a lot about eiffel's past relationships, when 1) the way he describes his relationship with kate gives the impression it was intense and burnt out quickly (though i can definitely imagine they were very on-again-off-again for quite a while as well), 2) if we go by gabriel urbina's estimate that he imagined anne was about ten by the end of the show, eiffel was about 23 when she was born. they broke up before anne was born, and i don't think they were ever together again after (i would imagine kate was probably adamant about that, and about prioritizing anne's well-being), but eiffel was obviously still in her life, in some capacity, until kate got full custody.
eiffel's got that line in a matter of perspective: "i've been awake for twenty-six hours straight, half of it because i've been sitting by the phone waiting for a call that never came. it's like my teenage love life played out on an intergalactic scale." and while it's a self-deprecating joke, it's probably not... entirely untrue about his dating life in general? we know why his relationship with kate was toxic (the implications of "things get real sid and nancy" speak volumes), and eiffel strikes me as the kind of person who prefers emotional intensity to casual indifference, even if it's terrible for everyone involved. i don't like to lean too much on things the writers have said - not least because gabriel urbina has been very clear that nothing that isn't in the show is strictly canon - but this is all speculation anyway, and the idea that eiffel was a "tv is my parent" kid who grew up unsupervised has always explained a lot about him, to me.
kate is his most significant ex because she's the mother of his daughter, obviously, but i'd be surprised if there were many other people he was that involved with for... a long enough period of time. like, don't get me wrong, i think eiffel has had plenty of hookups, one-or-two-dates, and even ex-girlfriends, but these aren't people who stay in his life; he comes on too strong for casual and doesn't have the day-to-day stability for someone who wants commitment. he's a lonely, stimulation-seeking person - he was a teenager who didn't have luck in love, and then a young adult who made a lot of bad choices (and didn't maintain any stable friendships), and then just... kinda a guy with a lot of baggage. a lot of things just kind of fizzle out because he assumes disinterest from people who don't meet him with that immediate intensity, or, otherwise, he says he's fine keeping things casual, but then he hooks up with someone once and he gets weird whenever he sees her from then on like, wow, crazy that you're here and i'm here... just two people who are both here... hanging out... like friends do. yup. and he tries to put his arm around her and she blocks his number.
#wolf 359#w359#doug eiffel#i've been so bad at tagging things because i can never decide what Deserves to go in the tag. and i don't know if this does either#because it's just speculation without any real point but. oh well. he's on my mind. i don't even have a set in stone opinion on this really#i'm just thinking. i think he also... his pop culture brain tells him that One Big Romantic Gesture will work out for him but he always#times it poorly and/or doesn't understand why it's not enough to make up for all the smaller less interesting things he doesn't do. etc.#i also have thoughts about that line in context of 'what really happened the night of your junior prom' but that's even more speculation
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If you can't handle me at my Willem x Rom you don't deserve me at my Yurie x Rom. 😔
#shitposting#personal#I am still bitter at that long term mutual who blocked me over willem x rom hcs post tbh ffhgkjv#and then vagueblogged about how fromsoft fans are such weirdos they want to-#-delete their from fanart so it isn't touched by us lol#why do you get into a fandom for media with dark topics and get baffled at dark content?#status imbalance and discomfort of manipulation is not even the worst thing these guys do#sir they kill mothers to abort and sacrifice their infants in this setting!#but teacher who is a bad person getting crazy over a student who 'actually listens' is worse?#sigh.....#additionally bitter because I LOVED their art and got excited over it#like if my mutual posted hcs that make me uncomfy I'd just unfollow or ask them to tag#again I am only overreacting because fromsoft games ARE horror#and full of bad people#but it isn't the first time someone is upset at really fucked up shit?#like remember the guy who told people that ship sulyvahn and aldrich while using-#-gwyndolin's corpse to 'explode'?#maam sulyvahn made a princess he usurped into a sex slave in this game!#these games have scary shit! maybe 'weirdos' are target audience!#fandomry rambles
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MP100 AU in which everything is almost the same but Mukai and Shou are siblings
#can you imagine their dynamic#toichiro expects shou to be his heir but mukai is already a scar at age 11#his little sister being harmed and turned into a scar by his own father must be one of the things that made shou change his mind#he is disapproving of mukai's stay at claw but. she is younger and spent much more time with those terrorists#her relationship with the 7th division was much stronger than shou's with the entire headquarters#even though mukai likes tsuchiya more#I could even dare to say tsuchiya became mukai's elder sibling figure when shou wasn't around#and a positive female figure overall when her mom left#mukai spends a LONG time thinking 'hmm shou doesn't know how fun this actually is... what a killjoy'#until the events of the 7th division arc#when she immediately wants to see him after she and tsuchiya leave claw#wait so this means. tsuchiya dealing with two messed up ginger kids + one of them's lackeys#also toichiro ordered claw members to set fire on mukai's sacred tree because he was close enough to her to know what she cared about#WHAT you are doing to your kids man#imagine being such a bad father both your children turn on you#either way. bizarre suzuki dynamics 2: why is that child here#mp100#mob psycho 100#shou suzuki#mukai kirari#lalá rambling...
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wow, i love when the dragon age fandom is very normal about veilguard's companions being pansexual and totally not being lowkey really fucking pan and bi phobic.
#like oh wow#so i guess bisexual and pansexual characters are bad or weak writing#and theyre easy in terms of romance#totally not fucking bi and pan phobic#i fucking loathe some of the mfers in this fandom#i love my sexuality being reduced to playersexual!!!#and every time people ONLY bring up dorian as an example of why we need set sexualities but#why would i want to be stuck with 1-2 gay romances?#more than half of the time when i play a game theres only 1-2 gay romances and like 2-4 straight romances like...#and most of the time none of the characters i want to romance are the gay option#and i usually hardly see male bisexual romances :((#also im a TRANS MAN#im not going to fucking make a female character for a straight romance#i only did it with cyberpunk for river because i wanted to create a mox and you hardly see your character anyways#i feel like a lot of people who dont like it are straight because they clearly dont get why somebody like me is happy with it#dragon age#dragon age the veilguard#sorry for the ranting im just so fucking upset#so many people have said some fucking awful shit.#kwyoz.txt#fandom related
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