#because WHY is the set up so bad
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maybeiwasjustjade · 5 months ago
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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.
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imvec · 3 months ago
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Sequel to Sunshade
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caligvlasaqvarivm · 8 days ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
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.
A Space player's struggle lies in finding the strength to assert themselves, picking out the good from the bad, weeding the garden so it can flourish and thrive.
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. In the worst case scenario, detach entirely, coming to a standstill.
A Time player's struggle lies in finding peace with themselves, such that they can enjoy the fruits of their own labor - labor whose rewards only multiply when the cause and methodology become clear.
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 earnestness, which is not always well-received. 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. Their easy-come, easy-go natures make it difficult to focus them towards a goal, and it's easy for them to simply allow themselves to be tossed around by circumstance and the whims of others, or to simply run away from their problems entirely - never confronting their own responsibility or fault for a situation, passing along the blame.
A Breath player's struggle is letting themselves mature - letting themselves take responsibility, and understand that their actions have consequences for others. Only then can their breeze blow in the party's sails, aiming towards victory, breaking through all obstacles to reach it.
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, capable of cutting through to the core of other peoples' interpersonal issues. 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 a nag - desperate to make sure everyone is moving according to their vision, they'll fuss and bother and interfere and boss people around until everyone else gets sick of them. It's easy for them to wind up pariahs of their own making, severing their own ties with others by their efforts to establish them.
A Blood player's challenge is of learning how to turn that empathy and honesty inwards, to calm down and let themselves enjoy the presence of others; only then can they come to know how to build something stronger and better.
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 for those around them, who are reduced to supporting characters in their minds. Craving so much external validation, they're often blind to what would actually make them internally happy.
A Light player's challenge is of coming to terms with their own limited reach, and allowing themselves to shine not for their own desire for importance, but for the betterment of the world in which they live.
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 and reliable personalities on a team. However, this simplistic, feelings-driven approach often leads to complications and unforeseen consequences, and very easily to irrelevance, with which Void is so closely interlinked. A Void player's reliance on emotion and intuition can result in overindulgence of pleasure, to the active detriment of the party's goals or the Void player's self-improvement, leaving them lost and irrelevant, unable to act.
A Void player's challenge is in resisting the call of the Void's temptations, instead dragging the Void behind them, kicking and screaming, to where it can 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 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; this often leads them to seek codependent relationships, hoping somehow that they can find the validation they need externally, not realizing that they're deepening their own fragile self-images.
A Mind player's challenge lies in tempering their natural understanding of karma and justice with kindness and empathy - not just to others, but to themselves, and using that enlightened understanding to lead others forth.
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, and vulnerability often brings with it pain; 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.
A Heart player's challenge is in gaining the confidence to be open with others, to weather the pain of rejection, and let themselves share their gifts, that others may learn to share theirs.
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.
A Life player's challenge is in accepting the merit in taking a pause to consider unpleasant words and alternative viewpoints, in trying to understand the actual problems instead of imposing their own will onto others, so as to better focus their healing energies.
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.
A Doom player's challenge is in rising above the melange of suffering and pain, to grasp personal peace, and to fill their lives, if not with happiness, then with meaning.
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. 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 - usually not particularly well-liked, for their inflexibility, for their lack of empathy, and for their dearth of wit. 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. Setting them on the wrong path, or breaking their Hope in twain, can result in disastrous consequences, as - one way or another - what a Hope player believes in comes true.
A Hope player's challenge is in seeing beyond themselves, letting others help guide their vision to something newer and more beautiful.
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 grasp that their natural inclinations are bothersome to others, 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; 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 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.
A Rage player's challenge is in learning to be authentic and true, and to allow this to release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy.
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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budugaapologist · 1 month ago
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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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whetstonefires · 8 days ago
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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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eikichi-supremacy · 10 months ago
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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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artemisxrose · 3 months ago
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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.
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thoumpingground · 1 year ago
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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.
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commsroom · 6 months ago
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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.
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da-janela-lateral · 4 days ago
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MP100 AU in which everything is almost the same but Mukai and Shou are siblings
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kwyoz · 5 months ago
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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.
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uncanny-tranny · 2 years ago
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Other people have discussed this more eloquently, but the thing people don't always seem to get about "passing" (think "cis passing" or "straight passing", for instance) is that the concept of "passing" relies on more than just appearance.
Take me for instance, where I do pass as a man, but I have never (and will never) pass as a cishet man. People know I am queer, even if they don't see that I am a trans queer man. Passing is more than wearing certain things or saying certain things. My mannerisms are queer, my speech is queer, my inflection is queer, my stance is queer. People pick up on that. There's nothing wrong with me being seen as queer, but I'm still treated like a queer man, for better and worse. It seems that people forget that, you know?
My point is that passing is very conplex, nuanced, and individual. I use myself as an example, but that by no means indicates that I have a standard experience. I've noticed, however, that many people have over-generalized these conversations, and I think that doesn't do us - as a community - a service.
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bigskydreaming · 5 months ago
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The thing that kills me about the Star Wars prequel trilogy and why I will die on my hill that my problem is not that Star Wars is a tragedy, its that its a badly written tragedy, is that Anakin Skywalker was at his closest to being a good Jedi when he was ten years old.
#im not an anakin apologist by any means because I get the point of his character and Im not pro or anti jedi#my only real opinion on all of it is similar to what I was saying about Peter and Tony and the MCU yesterday#its badly written. its EVERYONE being contorted into shapes that dont make a ton of sense in service to#getting characters to where they need to end up for certain things to occur#my opinion is not that Anakin is inherently bad or good or that the Jedi are inherently bad or good#its that their entire conflict was set in motion by forcing the Jedi to act in ways that felt massively OOC when they were#first interviewing him as a kid and like.....I ACCEPT that the Jedi are supposed to be for the most part kindhearted and empathetic and all#of that which is why its so noteworthy in my opinion that this does not match with how they were FORCIBLY portrayed in those early movies#in order to ENGINEER the idea that this kid in desperate need of support but already with a lot of good instincts and positive traits#came to the order of kindly supportive literal empaths and everything went downhill from there#like kindly supportive literal empaths would not in my opinion look at a kid trying his best to be brave & stoic in completely intimidating#circumstances and surroundings and be judgmental and fairly dismissive about it as though theyve never met a kid before let alone a#traumatized one and the fact that thats kinda what happened is in contrast to how a lot of pro anakin people frame that NOT proof#that the Jedi order are inherently bad its that in that key scene and multiple others#the Jedi order were BADLY WRITTEN in pursuit of one pre-determined outcome that mattered more to the script/Lucas than#being true to their core conceit and characterizations. and thats just one example out of dozens I could list and the same holds true for#anakin's side of things so thats why I always steer far away from SW discourse#because Im like the problem with the characters in terms of the most iconic arc is not really any of the characters so much#as the plots refusal to let them actually consistently BE characters rather than just fixed and contrived stepping stones on the way to#the desired endpoint
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lupins-hehim-pussy · 7 months ago
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I wanna know ur Fontaine msq criticisms 👁️👁️👂I’m all ears
I'm not sure if you wanted me to talk about this secretly or publicly but! Here I go!
The TLDR: Fontaine MSQ aestheticised prison, poverty, child abuse, the justice system/court and didn't properly address any of it.
More:
Focalors/Furina has way too much of a sympathetic angle for a dictator who's lets people drown with her inaction.
Neuvillette feels Bad for sentencing some people to death/prison, but that's it. He's one of the most powerful people in Fontaine. If he felt like there are systemic injustices, I.E sending an abused Child to prison, he should be the first person to DO something about it, not just cry and be sad so the audience can be like aw, that's complex character writing isn't it? No it's not! And guilt doesn't absolve you!!!!!!! (These are stuff we deal with in OTCOJ read my fic now /j)
Meropide has children in it, both Sentenced there (Wriothesley) and BORN THERE (Lanoire), and this is just a quirk of the place. Not only that, Meropide accepts prisoners of all genders and crimes. There are abusers and abuse victims in one place. Do you know how bad that is? How much potential for crimes to happen in a place like that— oh wait, Meropide isn't under Fontaine's jurisdiction. If you are assaulted as an inmate it literally means nothing to the court.
Wriothesley had no qualifications when he took over. Depending on how long he lived on the streets, how old he was when he killed his parents, how old he was when he was first taken in by the orphanage, etc, the man might never have more than 4–5 years of formal education. Sigewinne probably had to teach him how to write reports. And do Meropide's spreadsheets. Edit because I forgot to elaborate on this one: This isn't a point brought up anywhere, which is bad, because when poverty and incarceration robs you of a proper education (and the rights to vote in many places too, too, by the way), it reduces your prospects for jobs, reduces many people's ability to get a home etc etc. Wriothesley was just, narratively, Given his position.
Meropide is an industrialized prison, and they portray this as a good thing. Prisoners are paid in coupons for their labour, and this is also portrayed as a good thing.
The One-Meal-A-Day reform was something Paimon gushed about being so great of a perk, that people might want to go to jail for food (could be interesting and reflective of systemic poverty if MHY had brains, but they don't, so I was just Pissed because essentially all Paimon wanted to say was "Prison isn't so bad, but still don't go to prison guys! Prison labour is really hard!"). By the way, in most real-world prisons they are obligated to feed you three meals a day. Because that's how much food a human needs. MHY went with one meal just so they can say "if you want to eat more, you have to work." And then the welfare meal is a goddamn gacha. So imagine you're a starving child who's too weak to work in the fucking robot assembly line, and you wander up for your first meal in 24 hours, only to luck in with a shit one. I'd kill myself.
They wrote Wriothesley, who's a victim of the system, into a guy who's say shit like "I'm the Duke I can do whatever I want" for a cool moment where he choke-slams an inmate (I know he was a bad guy. But also, in copaganda when cops are violent/disregarding protocols, they are always only portrayed to do that against bad guys, so what does our critical thinking tells us about this one?) They wrote Wriothesley, who was an inmate of a prison so bad, so notorious that it is the literal boogeyman of Fontaine, that has a legal (???) fighting pit, with an administrator who abuses his position to be unreasonable, to willingly stay in the place and become an Administrator who would choke-slam an inmate while saying a cool line about how he has the power to do whatever he wants. They wrote him, the guy who had to be fed on the streets by melusines, to think one-meal-a-day was a good enough reform (while he spends god-knows how much on his boat). This wasn't a victim-turns-into-abuser narrative either, they want all this to be seen as positive character growth.
And then, the final kicker is, they gloss over his entire abuse. You can only read about these shit in his profile, which most people don't because they don't Have Him or doesn't care to unlock it/read it online, and they jammed his entire backstory into a flaccid info-dump at the end of his character story quest. This man isn't Allowed to feel abused and neglected and show any reaction to it within the narrative of Fontaine itself, because if they actually Gave Weight to what happened to him, they'd have to confront THE FUCKING JUSTICE SYSTEM they had NO PLANS on criticising. I don't think they ever explicitly said the fucking Crime-Theatre nonsense was Bad either.
I could go on, but this is already so long. But yeah, I hope this gave you an idea.
#and then. and im putting my most controversial opinion in the tags bc im scared lmao. but like... then... you have the fans..... doing......#the same fucking thing.#the amount of times I have seen Wriothesley used as just a side prop for Neuvillette to feel bad about shit. While Wriothesley is just.....#portrayed as having the inner peace and acceptance of a fucking monk. I was shocked when I read some fics I swear#they really said this man has no trauma at all! the stuff in his past? he's over it!#i hate that passivity when writing victims. like ok if One is written like that#sure. but MHY write all their victims like this#I mean look at fucking Lanoire#and Neuvillette sentenced him to prison after he killed his parents who were never confronted by the law. That's canon.#that's more canon than WRLT itself.#why weren't they confronted? did wriothesley try to talk to someone about it? why did he feel like killing them is his only option ?????#at least have there be some sort of conflict and friction there. How does Wriothesley feel about the court and Neuvillette when#this is the literal system that allowed all that shit to happen to him in the first place???#are you Sure he won't be at least a little wary? the fact that some people think he's Grateful to Neuvillette or even idolises him is crazy#because the man literally subjected him to prison. and if you want to portray his prison life as easy breezy and trauma free#you undermine his entire shitty little 'prison reform' narrative#and if you think he'd be completely 100% accepting of the justice system. Then why the fuck would he kill his parents himself#don't you see that the whole 'I'll accept whatever sentence in order to kill my parents' thing in itself is an act of defying the system#and I Hate#this idea. about being some of the most powerful men in the nation. and yet they can't fucking TRY to set up a better system or smth#i can't believe I read a fic where leaving starving street kids croissants is the most they (the characters and the writer) want to do#like. what the fuck. the whole point of that scene is just to make neuvillette feel bad and be like aw......... poor people exist.... OK???#this is literally how MHY would portray him though.... tbf..... This is what ppl would argue as 'in character'#I just think the character they're in is bad.#I will say I'm giving the fic a lot of grief. there's more to the scene than that. and. ultimately.....#fanfic is (saying this through gritted teeth) ........ recreational....................and free........... in the end.................#i dont think this is reflective of the writer. I do think it is reflective of the way the canon material (genshin impact)#presents in the audience who consumes it. most fans only want these guys to fuck anyway. not think about systemic injustices#canon doesn't make it about the systemic injustices either so why should we. the aesthetic of slums and prisons are just there for fun guys#IM JUST CRAZY OK. I SHOULDNT EVEN BE HERE THIS IS NOT FOR ME . I DONT CARE THAT MUCH FOR PEOPLE FUCKING AND I CARE TOO MUCH
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starjunkyard · 9 months ago
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"Im not even sure anymore if we get to choose who our friends are" There is a part of me that resents you for making me a worse person than i want to be but i am inexplicably uncontrollably drawn to you. You make me a worse person which is the last thing i want yet i want you in every way. If i could leave i would. Maybe i can but i dont want to. I have fun with you. You challenge me and you captivate me and you push me and pull and run circles around me and it makes me feel like a younger man. For the price of being a worse person i get to feel truly, wholly alive. You are the blood that runs through my veins; vital, inseparable. I was reborn when i met you and you are the womb that haunts me. You are the one person on planet earth who knows me. I wish i could leave, move on and be the man im supposed to be but my heart is tied to yours in a gordian knot. There is a part of my soul that rests in yours, magnetic. For as long as i love you i cannot be better than i am. But maybe thats something i can learn to live with. Gregory House-- I think you're worth it.
#house md#james wilson#gregory house#hilson#johan being crazy about yaoi md#johan's mindpalace#Im crazy#like im tearing up#this scene is so romantic it genuinely makes me nauseous#the lowlight setting the lingering stares the soft little smile a dam thats finally broken#I need a 12 gauge bullet in the thigh#Please watch this scene screencaps do not do it near enough justice#do you know whats so genuinely actually sickening#its been months since i finished house md#and i have not watched a single show that has managed to fill even a quarter of the gaping bleeding hilson shaped hole in my heart#shows that have actual gay people actual representation and not a single one has managed to alter my brain chemistry the way hilson has#since day 1 episode 1#Like its actually nauseating a little its so over for me for the rest of my life#Like im actually never recovering#people say “they dont make xyz like they used to haha” But Guys they Genuinely dont#Im going through withdrawls#I need my yaoi cocaine so bad but my plug died 12 years ago and i cant fucking Move#House md capital of fatphobia homophobia transphobia early 2000s edgy humour outshining modern shows with actual rep like im sick#Its not even because i want to like i feel like there are worms in my brain. I feel like ratatoullie if the rat was evil#This is not what the stonewall riots were for#I feel like so nausous why couldnt i be crazy about an actual gay pairing like a normal gay person. Im gonna throwup#Why couldnt i like music and girls#Its not even that house md is objectively logically better than these shows like no. Im just crazy#Im so sick they make me so sick i feel like there are worms in my head. My head#Dont know when i will ever be onorlmal again. Sorr
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