#doesn't feel great actually!!!!
Explore tagged Tumblr posts
Text
im actually 👌 this close to taking that fic from last night down :) if one more person tells me it reminds them of a different fic it's dead and gone <3 since apparently only one person can arrive at a given idea ever :")
#rimi talks#sorry this sounds so very paggro but two different people going haha this is just like that other fic someone else already wrote.#doesn't feel great actually!!!!#didn't know that person invented and now owns the idea of ttk as physical intimacy but okay!#you're right guys i will never publicly play in this space again!#it's all two cakes until the second guy goes hey i made a cake! and you apparently have to tell them someone already made a cake.#god. okay. anyways. good morning to me i fucking guess lmao
47 notes
·
View notes
Text
on a completely separate note; shizun luo binghe with a disciple shen yuan who fell into the abyss??? *thinks about LBH canonically stealing SQQ's corpse for 5 years* he'd hallucinate i think. like, like visual and audial hallucinations.
Keeps thinking he's seeing SQQ in the corner of his eyes, or wandering between the trees, amongst a group of disciples. Thinks he hears him calling for him, but its just the wind or another disciple.
Gets Xiu Ya reforged but patently fucking refuses to make a sword mound. Because his disciple Is Not Dead :))) There was No Body. He's Not Dead. And If You keep Insisting That He Is, He's Gonna Skewer You :). He's holding onto Xiu Ya so he can return his most favored disciple's sword when he returns. It's on his hip right next to Zheng Yang where it's supposed to be.
Also this motherfucker?? does not sleep btw. He has the image of SQQ, wide eyed and hysterical and standing at the mouth of the abyss burned into his fucking eyelids. Can't use the dreamscape to escape it either because he keeps trying to save him and either he does and it's an incredibly cruel trick to wake up to, or he doesn't and he gets his heart broken in several different pieces again.
There is no convincing this man that Shen Qingqiu is dead. Absolutely nothing at all. He is buried so deep in denial that moles would be jealous of how deep he is. He keeps making tea for two in the bamboo house only to remember that it's just him. SQQ's fans are hiding everywhere, little reminders of his presence. He goes to wake up SQQ on the mornings he sleeps in-- only to find the room empty.
#svsss#luo binghe#svsss au#scum villain#scum villian self saving system#shen yuan#shen qingqiu#disciple shen yuan#lbh. visibly exhausted and with twitchy eyes: im fine :) | everyone else: ho no the fuck you ARENT.#SQQ was hysterical not because he found out LBH was half-demon but bc he was having a long-awaited mental breakdown over his autonomy :)#or (limited) lack thereof. he was having a sudden onset crisis of mortality and was handling at quite literally the WORST time. oops#im thinking very hard that LBH would never push his disciple into the abyss especially with no system to force him to. so SQQ either#had to goad him into it (failing always) or throw himself in. he ended up doing it himself but not before some very impressive hysterics.#BUT ALSO. IF THIS HAD BEEN WHERE SQQ WAS THE HALF-HEAVENLY DEMON INSTEAD IT WOULD'VE BEEN SO GREAT.#and by great i mean horribly angsty bc SQQ is NOT doing too hot and has. in very SY-like fashion. convinced himself that LBH will kill him#when he finds out he's a demon. so when it comes out i have this mental image of him lunging at LBH and LBH flinches back. but SQQ wraps hi#hands around the blade of Zheng Yang and yanks it up so the tip of the blade is digging into his chest where is heart is. LBH can't yank th#sword away without risking slicing into SQQ's hands. SQQ's hair has fallen out of its tail/bun and is now messily spilling down his#back and its NO helping the kinda deranged look he has going on. he's visibly shaking and his eyes keep flittering away and back at LBH's#face. SQQ is looking at the messages from the system warning him that he has to go into the abyss or punishment will occur. he's like.#rambling though. talking about how shizun doesn't *like* unclean things and there is nothing more unclean than a demon. like he is#INSISTING. LBH can't?? get a fucking word in. actually. SY isn't listening that much either anyways. too overwhelmed with the system and#the amount of stress he's under and his crumbling mental state and the innate and primal desire to live even when he's standing in front of#his own executioner. it all ends with him sitting on the ground at the lip of the abyss with his hair falling in his face. he looks so#unkempt and fallen apart and so distinctly *non-Shen Qingqiu* that LBH feels physically ill over it. tears are streaming down SQQ's face#and despite everything he is smiling. its not a nice smile. its a very frayed falling apart at the seams about to crack smile.#he tells shizun not to worry about staining his blade with this disciple's filthy blood because this disciple will take care of it himself.#and then he falls into the abyss before luo binghe can so much as grab him. the only reason LBh doesn't literally jump in after him is bc#he was numb with shock and the abyss was already closed before he could feel his legs again :]
2K notes
·
View notes
Text
i know it will never happen but i so desperately desire an origins-type playable backstory thing in all games but especially veilguard. i feel like it added so much depth to origins and made you feel instantly connected to your character in a way that gets lost in games like inquisition where you fill in the blanks as you go except for the bare basics. like, i do enjoy the freedom to willy nilly decide where a character was before the events of the story from a creative perspective, but the playable origins were just so good! especially when you go back to where your warden is from and can engage differently with the arcs there
#i'm so sorry to anyone who hates da that follows me lmao i will keep stuff tagged#i'm probably going to be so annoying about this new game even if i hate it aofijeoijw which is probably likely#maybe i'll actually get around to replaying the other games now. we'll see#i had started origins but just wasn't feeling it bc tbqh it's just a bit clunky and none of the romance options really speak to me anymore#morrigan is great but i feel like she doesn't fit the character i wanted to play afoweijaoi and leliana scares me in dao lmao#i get such ick from overly religious characters faowiejfao#like i like her and cass in theory but in reality i want to run away screaming#it's different if the fake religion isn't overwhelmingly christianity-based but the da one is#and it makes me feel like there are bees under my flesh#dragon age#*dykeposting
2K notes
·
View notes
Text
how i imagine Minecraft Alex's personality to be like vs how i imagine Minecraft Steve's personality. duality of minecraft
#pinyatart#minecraft#minecraft steve#minecraft alex#im pretty rusty with drawing humans rn hhhhdhhhhsss..........#how i see it........#alex represents survival mode. she's more serious rational and focused on getting the resources needed to survive in an endless overworld#while steve represents creative mode. he's laid back chill and doesn't give a fuck and makes whatever stupid shit he feels like making#much to the annoyance of alex. he takes things way sillier than she does. they still kiss tho lmao#she sees an undescribable beauty and horror to the great twisting wilderness around her. he sees somewhere to fuck around and have fun in.#alex is a pro at survival and fighting while steve despite seeming pretty lazy is actually really fucking good at programming redstone tech#which kinda outstands alex cuz she always found it very difficult for her to wrap her head around with all those moving parts to it n such#alex is just pretty good at crafting weapons and survival gear. steve crafts the silly dumb shit for entertainment#anyways end of tag rambling seeya
694 notes
·
View notes
Text
Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
487 notes
·
View notes
Note
If you’re still taking requests could you please draw some more art for The Disabled Tyrant’s Beloved Pet Fish? I finished the first book and am starting the second one. I really love your art!💖
thank you (❁´◡`❁) i need to go and get the second book myself...
anyway, I really respect Li Yu's unrelenting willingness to risk his entire identity on the opportunity to get a good snack. the number of times this guy's stomach nearly gave him away in a single book...
#disabled tyrant's beloved pet fish#dtbpf#dtppf#li yu#prince jing#mu tianchi#wang xi#does wang xi have anything approaching a canon appearance? i can't find anything so he just got a silly lil hat and i called it a day#i have no idea what a personal servant in ye olde fantasy china would look like#i feel like wang xi has got to be watching the pure insanity that's going on with this pet fish and be continuously like#well???? it is somehow not actively killing the fish and they both seem happy so????? great??????? not gonna question that actually#i really never expected that i would be drawing a fish character with any regularity i don't know how to draw fish...#but that's fair because li yu doesn't know how to act like a fish either#my art
563 notes
·
View notes
Text
Something I really like about timebomb is that Ekko actually knows what he's getting into.
I'm not really seeing it get talked about but in season 1 they mention that Ekko and the firelights help people addicted to shimmer get off it and lead more fulfilling lives within the community. I should probably rewatch the scene for the exact wording (might be misremembering tbh) but that comment implies A LOT.
First: Ekko's mission is helping people where he can, he would probably try and help Jinx even if he wasn't in love with her
Second: He has experience dealing with severe mental illness as that often goes hand in hand with drug abuse, namely depression/suicidal ideation like what Jinx was exhibiting
Third: He's probably mapped out best course of action FOR dealing with this and has already figured out his own limits/boundaries. Meaning he knew what he was getting into trying to talk Jinx out of suicide, and was thus more equipped to deal with the aftermath
Fourth: He's probably helped ex members of Silco's gang. The firelights seem to have a theme of healing and repairing and recovering, so they've probably also learned to forgive. If they're mission is to rebuild the lanes into a safe space, they can't exclude people they don't like, they have to make room for them. I think they fought Silco out of necessity, and I doubt Jinx would be the first person they help who's killed one of them.
These all might be a bit of a stretch but I think it really fits. Beyond that, it shows that Ekko can ACTUALLY help Jinx. As much as unconditional love can do, Ekko has the tools for Jinx's recovery and a path ready for her. He also probably knows that her "healthy" will look different from AU Powder's "healthy." On top of that, I expect he knows how to respect her even in the middle of psychotic breaks and won't agitate her already frail mental state
#if you would like to (respectfully) disagree with me I'll GLADLY talk with you. I can think of nothing but Arcane atm#timebomb#ekko arcane#putting it in the tags bc I want to let people agree with my timebomb takes without having to listen to my other ship opinions#uh on that note I have some Caitlyn and Vi opinions that go a bit hand in hand with this#but I think that in contrast Caitlyn and Vi are mutually self destructive#see neither of them seem to make the others mental health... better.#Vi is desperate and needs love wherever she can get it#and Caitlyn... I'm not sure. I have a hard time reading her but a lot of the vibes I get off her feel like she just likes having the power#over vi#I KNOW THAT'S A STRONG CLAIM#hear me out#Vi in her search for unconditional love does a lot of enabling#a good example is when Caitlyn arrests that henchman in episode 3(?)#Vi is VISIBLY uncomfortable with that and for good reason!#Caitlyn just locked someone up for life for... nothing?#kinda like Marcus did to her (yes Marcus was trying to protect her but I doubt that's how Vi sees it)#but Vi doesn't voice this or push Caitlyn on it#instead she asks Caitlyn not to change#not great communication on Vi's part#but also indicative of how little their values align#and how little Caitlyn actually considers Vi and her problems and history#Caitlyn doesn't help Vi heal and she turns on Vi the second Vi stops enabling her and letting Caitlyn do as she thinks is best#neither of them are ready to deal with the others problems or communicate well#again. willing to discuss this. my opinions are swayable.#I just personally found Caitlyn made the most sense and was most compelling when she was going down facist dictator path#sure she could be more but I don't think the show ever really transitioned her away from that#you can see it in the way she treats Maddy#hhhhhh I should go to bed rather than spill every last thought I've ever had
288 notes
·
View notes
Photo
You're still standing off to the side. Somehow, center stage has shifted from under your feet without you realizing, and you're standing in the wings, performing to no one.
Starring Role (Patreon)
#My art#ISaT#ISaT Spoilers#Siffrin#Loop#Technically - you know how it goes#Me when I relate to Siffrin: Oh no haha that's probably not great whoops haha#Me when I relate to Loop: Oh. Oh No.#Lenti has such a deathgrip on my ISaT opinions wtf how is she so powerful I thought my fave was Sif?? But I mean well-#Lol#Does this count as vent idk lol#It was fun to write tho :) Very easy! Done all at once!#As was drawing this! Also done all at once! And black and white is still really fun to work with hehe#I got to use some pretty cool outline/lineart tricks for this one yay :D#The original draft of the fic had a different title but ''Starring Role'' is kinda?? too perfect???#To the point where I looked around and I was like#Kinda shocked that there doesn't Seem? to be another fic with the same title?#Which is.........oddly relevantly thematic to this fic actually hahaha#Not to get too exacting about it but the whole thing of Loop feeling replaceable well#It would imply that other someones could do what they do better than them#What an odd refutation. Huh. Weird#Anyway - behind the scenes fun fact!#I actually really love the song Starring Role but I didn't think of it until after writing this#And now that I sing it to myself it's actually kinda perfect what the heck#So that's something to think about as well#Anyway if you're going to listen to it pls listen to the Axiom remix it is The version in my heart <3#The glitches and stutters are perfect.....#And the clock ticking?? Why is this song so ISaT I'm gonna think about this for a while now heck#Animatic in my head shower thought -core lol
291 notes
·
View notes
Text

moth-flowers #21
#moth flowers#comics#my art#blood cw#autobio comics#pen and ink#Made this one a few months ago a little after we first made out and i was lowkey getting rlly obsessive and it sucked ass#Like recognizing its infatuation doesn't make it go away as it turns out ToT#Anyways. we were fwb for a while and it was cool n chill then they ended it. and i thought i was cool n chill and over it but SIKE#They get a BF and I am consumed by an overwhelming amount of the Jealousy Beast and overall lots of Big Emotions.#That was what the 'dyke drama' post was about btw#Its been a few days I'm doing a lot better and I'm greatful for that. lotta help from my friends by just hangin' out and talking and asking#For their opinions n shit. been pretty good. made a cake and it fucks and im so sexy for that actually#Like damn the person who was lowkey my ideal partner told me they weren't in a place for commitment#And then they get into a commitment. and although i know it realistically wouldn't have worked out in the long-run (I'll b moving. they def#aren't) I was still fucked up about. But I bet I'm a better cook than him. and also sexier and cooler#(IM ACTUALLY FRIENDS WITH THE GUY AND HE'S PRETTY COOL BUT ALSO LIKE. LET ME BE A PETTY I THINK I'VE EARNED IT)#Annnnywayssss. This is lowkey one of my fav comics i think :D i mean i feel that way about most of them.#But i REALLY like the way the perspective n stuff turned out. like ough fuck yeah#And i make references to the last line all the time with friends that I've shown this to.#ramble in the tags#Thank u to whoever is reading this. pls share ur thoughts and experiences! connection and shit is one of my fave parts of this <3
87 notes
·
View notes
Text




[saltburn characters + text posts part 2 (but it's just felix being poisoned)]
#saltburn#saltburn 2023#saltburn spoilers#incorrect saltburn quotes#oliver quick#felix catton#felix x oliver#oliver x felix#sorry about this#also i know technically it was an OD and not traditional poison but still#i don't actually know what felix and oliver's ship name is#cattonquick#?#i saw a few people using that but feel like you could use that for any of the cattons and ollie though so i feel like it doesn't work great?#idk something to think about
547 notes
·
View notes
Text

rewatched Kurogiri's holiday story from ultra impact (not related to sketch at all)
(but it did inspire me)
on another note
finally!!
#fanart#sketch#my art#bnha#shigaraki tomura#tenko shimura#kurogiri#I cried a bit while playing it I missed the classic LoV I missed Kurogiri WITH the LoV it's been so long :(#and it feels like last chapter (423 atm) broke the seal of sketching them as anything but something static#it took me two or so days to just understand that Kurogiri is... yeah#I can't believe it took Horikoshi so long to bring him back but as I said and will say it again I glad it happened at all#after some thought I just want to sit with the chapters#anyway getting the preordered book was so much fun#it was full of LoV from Toga and Dabi talking about her house to Tenko being upset over being told that he doesn't have friends#and everything in-between basically only Compress left to join in the next volume#I think????#I actually want to get another one already they're so goodddd#and the translation sounds pretty good but I checked some pages not the whole book it'll be boring#it's actually so weird to think that I started a goal of reading the whole series ad it was now officially coming out like this back in 201#and now it's 2024 and the translation is pretty much ahead of anime and maybe it'll be faster than viz volumes too#since it's 2 in 1 basically - I think it's really great since I save some money but get LoV chapters every time#because they appear every 2 books at the start of the series and back then it was hard for me to get them#but I felt content seeing all the books that I bought when I was visiting family for holidays this month because there are so many of them#and I don't need any wi-fi or internet in general to read them back to back now with an addictional volume#they have some mistakes but I don't mind them it feels good to just hold all of them (and a bit heavy after like 8 books) and now it's 18
238 notes
·
View notes
Text
oh. kirishima is that guy that tries to go on date after date after date and it just. never works out.
so genuinely into it, even has butterflies ! but he's at home getting ready and buttoning up his shirt and he takes a last look in the mirror and — he just wishes it was with you.
his date that night is so great and lovely and funny, but there are little moments when he looks at their face and feels a deep ache in his heart because he shouldn't want for someone else while a wonderful individual is sitting right there in front of him. but he does. thinks about what you would order to eat, to drink, if you would let him hold your hand on the way back to the train station, if you'd let him kiss you goodnight. just a small one, even.
and it doesn't help when he returns to work the following monday, just for you to gently knock on his office door, all bright-eyed and curious.
"so...how did it go? are we hearing wedding bells yet?"
his date was great. 10/10. he laughed and he joked and he blushed at their flirting and even texted them afterwards to make sure they got home alright. just as he's done with all the previous ones.
"nah," kirishima rubs the back of his neck and smiles lamely. hopes you read his disappointment as how the date didn't go and not over who it wasn't with. "plenty of fish in the sea, right?"
"aw, kiri, you'll find someone that's great for you soon, i know it!" you frown at him and he feels the back of his eyes sting, his chest grow heavy with all the things he wish he could say to you.
"yeah, no, you're right!"
but he just can't.
#he's literally sitting there having a great time and then his date goes to the bathroom#and he disassociates for the next 5 minutes wondering how different it would be with you#and then when they come back he tries to smile and laugh and go right back into it#but he actually feels SICK bc this person doesn't deserve to have their time wasted :(#but he can't stop thinking about how much he wishes it was you WAAAAHHHH#Bye#✿ willow writes#✿ thoughts: kirishima
767 notes
·
View notes
Note
you think kankri and cronus
like all the dancestors, kankri and cronus mirror their counterparts (and as we all know, karkat and eridan are soul mates), but the brief interaction we do see of them makes them seem pretty toxic for each other. i think it's funny for that reason though!
Karkat and Kankri both love going on long, endless rants and walls of text, but where Karkat fills his spiels with self-loathing, Kankri fills his with incredible smugness and self-satisfaction (often calling his spiels "sermons" or "lectures" before catching himself and correcting them to "discussions" or "conversations," which have a less one-sided "i'm right and you're wrong" connotation). Moreover, where Karkat loves all his friends, and masks that under disdainful insults and screaming obscenities, Kankri tends to hold his friends in contempt, masking that under kind language and politeness.
KANKRI: And really, it's every9ne's 6usiness t9 examine their privilege, even 6urgundies, wh9 may 6e su6ject t9 the pitfall 9f 6elieving inc9rrectly there are n9ne 9n the scale 6eneath them wh9m they enj9y certain privileges 9ver, which 9ff-spectrum tr9lls will never kn9w, such as th9se identifying as 9ther6l99ds 9r caste-multiples, "p9ly6l99ded", any wh9 hem9gl96ically ID as having a caste which manifests n9where (as yet kn9wn) in any9ne physically, 9r f9r that matter 9ffspecs wh9 physically d9 p9ssess such a 6l99d type, 9r "mutants" (VERY pr96lematic term, highly triggering t9 s9me, 6e warned), such as y9u and I, Karkat.
Translation: lowbloods think they have it SO HARD, try being a mutant 🙄
KANKRI: I just think there is inherent danger in muddying the waters 9f disc9urse 6y intr9ducing s9cial issues which are suspect at 6est, thus c9nsuming crucial res9urces fr9m the limited cache 9f rhet9ric which pr9pels these narratives. And furtherm9re, 9ne c9uld argue it's m9re than a little pr96lematic, 9ffensive even, f9r y9u t9 6e appr9priating the lexic9n 9f sensitivity used t9 advance awareness 9f maj9r issues, thus reducing it t9 the level 6uzzspeak and pseud9science. It makes it m9re difficult f9r th9se 9f us wh9 are genuinely f9cused 9n p9sitive change t9 6e taken seri9usly, that's all. PORRIM: Appro+priating?? #That's no+t #what that even #means? PORRIM: PSEUDOSCIENCE??? #Yo+u did no+t just… KANKRI: I'm s9rry, I just d9n't think there's much there. We aren't like humans, wh9se species 6izarrely en9ugh includes highly specialized r9les f9r 69th sexes in the pr9cess 9f repr9ducti9n, and s9 this naturally had s9cial ramificati9ns f9r the way their civilizati9n ev9lved. 6ut that's n9t h9w it w9rks f9r us, s9 I fail t9 see h9w gender fact9rs int9 the discussi9n in a way that can 6e effectively and rati9nally pr96lematized. Where is the r99m f9r unexamined privilege in the dich9t9my? I d9n't see it. And appr9priating the talking p9ints and awareness-raising tactics f9r du6i9us issues like this is, frankly, fr9wned up9n, t9 put it p9litely. Such appr9priative gestures 9nly serve t9 marginalize and invalidate th9se su6ject t9 seri9us, real life struggles and 9ppressi9n, and I guess I'm a little disapp9inted t9 see y9u 6eing s9 6lithely and inappr9priately appr9priat9ry. #Fr9wned up9n #Fr9wns all ar9und #Welc9me t9 fr9wn t9wn PORRIM: Kanny, I'm starting to+ feel just a little bit triggered by all this "appro+priatio+n" bullshit. #Trigger warning: #Abo+ut to+ kick yo+ur tall pantsed ass KANKRI: 9h! My sincere ap9l9gies. I sh9uld have d9ne a 6etter j96 tagging my statements, 6ut f9r future reference, it's helpful t9 alert y9ur c9nversati9nal partners t9 y9ur triggers well in advance. Sh9uld I g9 fetch y9ur m9irail t9 help settle y9u d9wn? And if s9, wh9 exactly w9uld 6e filling that quadrant t9day? #It's the may9r, right? #G9tta 6e the may9r
Translation: Stop trying to steal my spotlight by bringing up your own social justice pursuits. Shut the fuck up. Oh, are you offended? Maybe you should go cry to your moirail. Slut. God I hate women.
KANKRI: 9n the 9ther hand, if I'm 6eing h9nest, I've f9und Mituna's entire existence t9 6e a pretty pr96lematic impediment t9 the advancement and 9verall awareness 9f a6leism and its painful manif9ld c9nsequences f9r una6ilitied pers9ns. The speech impediment, frankly, I c9uld d9 with9ut, and I'm 6y n9 means ecstatic 9ver his t9rrential 6ig9try and h9stility. 9n the 9ne hand, I want t9 6e sensitive t9 him as a pers9n and as a friend, 6ut 9n the 9ther, what kind 9f message d9es his 6ehavi9r send? And frankly, I'm n9t crazy a69ut the helmet, either. MITUNA: W4LT5 WR00NG W17H MY H4ML37 8( KANKRI: N9thing, friend, it's a really c99l helmet and it's a g99d l99k f9r y9u. 6ut are we n9w t9 assume that all th9se wh9 are stricken with y9ur particular disadvantage9n will 6e similarly pr9ne t9 require such headgear, due t9 falling d9wn and hitting their heads frequently? MITUNA: 8U7H 1 D0 F4LL D0WN 4ND H157 MY H34D FR3QUN3UN74NY KANKRI: 9h, I kn9w y9u d9, and I think y9u sh9uld c9ntinue wearing it f9r y9ur safety, particularly if y9u c9ntinue t9 insist 9n fl9undering a69ut 9n y9ur danger9us t9y. It's m9re a69ut the unf9rtunate message y9u are sending 9verall, with certain aspects 9f y9ur pers9nality and existence, that's all. MITUNA: 1M 50RRY KANKRI: As a friend, I w9uldn't want t9 change anything a69ut y9u, well, n9t m9st things. I just think y9u may n9t 6e d9ing y9urself 9r th9se wh9 are similarly disadvantaged any fav9rs with, what I'm h9ping, is a perfectly inn9cent array 9f traits and mannerisms. 8ut again, I say this with all due sensitivity. MEENAH: vantas youre being a shit dont talk about him like that
Translation: Mituna, you're such a goddamn embarrassment, I wish everything about you was completely different.
The big difference between Beforus and Alternia is also the definition of "culling," which on one meant killing and the other meant coddling. Naturally, this is its own form of oppression, as the longer-lived highbloods still hold great power over the lives and fates of those deemed cull-worthy, which includes a lot of lowbloods, and definitely mutants like Kankri who didn't have a lusus. However, it creates a different kind of mindset from that of more standard abuse, like what Karkat suffered for his off-spectrum nature - where Karkat spent every day fearing for his life and cursing himself:
Your name is KARKAT VANTAS. As was previously mentioned, it is your WRIGGLING DAY, which is barely even worth mentioning. It is an anniversary, if anything, to lament the faults of your existence, of which there are assuredly plenty.
Kankri was experiencing the opposite: being told that his mutation made him exceptional, made him special, made him MORE worthy of attention and praise than other people. At the same time, his agency was taken away from him, but the thing is, being 13 when he started the game, I don't necessarily think he'd have missed that - around the age of 13 is when kids START to crave agency, and he got it by playing the game. Kankri's dialogue suggests to me that he genuinely believes in his superiority to the people around him, more in line with being spoilt.
This is why, although he talks a big game about how bad casteism is, and how you shouldn't say slurs because they're offensive, he still unironically uses the term "Royal-V" to refer to violet bloods and chastises Mituna for calling Meenah a wader, which is an anti-seadweller (and anti-seadweller apologist) insult. Sure, he acknowledges within that chastisement that because Meenah and Royal-V's DO have privilege, the weight of the insult is not exactly the same, but then he follows up by saying that he wishes everything about Mituna was different, to the point MEENAH feels the need to defend him.
This is because Kankri is a fucking wader.
If you'll notice, he's actually quite agreeable and sympathetic to Meenah (despite Meenah being a confirmed bully, especially to the team rustblood):
KANKRI: Wh9a, Meenah. I didn't see y9u c9me in. Y9u sh9uld have c9me say hell9. ... KANKRI: I've als9 heard y9u're recruiting mem6ers f9r a militia? An9ther 69ld endeav9r. N9t surprising, th9ugh. 6ef9re y9u em6ark, I d9 h9pe y9u'll set aside at least several sweeps t9 listen t9 s9me 9f my…
KANKRI: And Meenah, while I can understand y9ur frustrati9n 9ver 6eing ver6ally assaulted under any circumstance, it is incum6ent 9n me t9 remind y9u that Mituna requires a certain am9unt 9f special c9nsiderati9n and m9re than a little patience. Please try t9 resist taking his 6ait, which I'm guessing is m9stly well intended(?), 6ef9re its c9ntenti9us undert9w pulls y9u further int9 an exchange laden with deeply pr96lematic expressi9ns 9f a6leism, a6leist slurs, and 9ther such manifestati9ns 9f unc9nsci9na6ly unchecked a6ility privilege. #a6leism #a6ility privilege #6ait #undert9w #are the aquatic terms helping?
... And he's nice to Cronus. I just don't think it's a coincidence that Kankri is super mean and shitty to land dwellers, while being super kind to the two sea dwellers on the team, the caste he was presumably culled (raised) by - to the point of emulating their aquatic terms to try and ingratiate himself to them (something Karkat thinks is stupid and cringe.).
KARKAT: (not really.) #SHELLF IMPORTANT ABALONEY? #GODDAMN SEADWELLERS
And that brings us to Cronus. Now, I've written extensively about how Eridan is not actually casteist, but the TL;DR is that Eridan genuinely doesn't treat people differently based on their caste, but it's societally expected of him and he has an overwhelming amount of anxiety about living up to those expectations, so he will say a lot of slurs. He and Feferi are actually the only two highbloods that never say anything disparaging about Karkat's blood color.
In contrast, Cronus is a casteist; where Eridan tries to play up how casteist he is while secretly not being so, Cronus does the opposite and tries to play down how casteist he is while secretly being so.
CRONUS: nowv, please don't tell anyone i said so, but you and i both knowv pretty much all these people should feel honored to go out vwith a guy like me. CRONUS: vwhat being royalty and all, and not evwen slightly put off by dating dowvn on the spectrum. i mean, really, howv much more evwident can i make it to evweryone that im really a cool, progressivwe, easy going dude, vwho doesnt take the social order seriously or buy into any of the stereotypes? first of all, as if the hemospectrum scene isnt 8EYOND played out. #you should be sticking your fork in THAT CRONUS: i barely EVWER evwen bring up my high social status. it couldnt be LESS of a big deal to me, but i think people maybe are still intimidated by it? theyre probably putting me on a pedestal, in spite of all my easy going assurances that my royal lineage is something i nevwer evwen think about. like, no friend, i am just like you. vwe laugh at the same jokes, listen to, vwell, to some extent, the same music… #i at least USED to listen to music you like #does that count? CRONUS: all these cats and kittens, im telling you. theyre alvways drawvn to the freaks and rejects. you havwe to be 8ROKEN in some vway to get a little concupiscent attention. #cats #kittens #freaks #rejects #broken
You got a whole bunch of SEA DWELLER BLING! It's pretty obvious this all belongs to Cronus over there. He's just not wearing it right now so he can convince everyone he doesn't feel like his royalty status is a big deal, even though he does.
Moreover, we get a direct parallel to Eridan's final conversation between him, Feferi, and Sollux, with the interaction Cronus has with Meenah and Mituna - in both cases, the violet-blood has a crush on their fuchsia, while probably having some sort of blackrom thing with the mustard (ashen for Eridan, pitch for Cronus). The differences really highlight how different the two are.
First, Eridan doesn't actually mean all the casteist things he says to Sollux - we know this because he's actually mentioned Sollux twice before, and both times, felt no need to comment on Sollux's lowblood status at all. Eridan is so transparently full of shit that even his own teammates don't think he's actually being casteist, and instead take it as ashenflirting:
ERIDAN: hey finless this doesnt concern those wwith mustard sludge slippin through their vveins ERIDAN: its a matter for royalty only ERIDAN: so keep your mouth closed or ill slit you open ovver my next meal SOLLUX: w/e bro, not iintere2ted. FEFERI: -Eridan, please! I don't want to see any more dueling. FEFERI: Don't try to provoke )(im. It's not like I don't know w)( you're doing! You keep trying to spark a rivalry wit)( )(im to get me to auspiticize between you two, and pull us out of your quadrant! FEFERI: It is t)(e oldest and lamest trick in t)(e book. It didn't work t)(en and it won't work now!
But while Eridan leads with casteism he doesn't mean, after being rejected by his fuchsia blood, Cronus rounds on Mituna to vent his frustration, revealing HIS real feelings:
CRONUS: i said shut up. do you havwe any idea vwhat a man of my class vwould do if a mustard blood like you spoke to me this vway on alternia? honestly, sometimes i think i vwas hatched in the vwrong univwerse, let ALONE the vwrong body. CRONUS: i am so sick of havwing to pretend to treat you vwith the dignity you vwouldnt deservwe evwen if you COULD count the scars on my forehead. you couldnt tell me the ansvwer if i asked vwhat your favworite number vwas. ... CRONUS: you are a brain damaged reject on a team full of rejects. a rejects reject. i vwould havwe culled you myself if that vword meant vwhat it should havwe on our planet.
Moreover, Eridan is genuinely wracked with emotional anguish basically 24/7, but he refuses to allow anyone else to provide him with emotional support, lashing out at Feferi when she insinuates that she's been taking care of him up to that point.
CC: I can’t look after you anymore. CA: I DIDNT EVER NEED ANYONE TO LOOK AFTER ME CA: i was totally fuckin fine my ambitions were noble
On the other hand, Cronus outright admits that his constant talk of being a "sensitivwe soul" is bullshit he uses to attract the ladies:
MITUNA: 1M 50RRY CRONUS: no youre not. youre lying. CRONUS: your vwhole bifurcated demeanor is such an act. half the time you are noxious and incomprehensible, and the other half you are mild and contrite? sure, "PAL." CRONUS: as if im not SO on to you. you only pretend to say youre sorry to get girls to like you more. sure seems like pyropes a sucker for the ruse. like im not familiar vwith THOSE tactics. vwho do you think vwrote the book on that??
CRONUS: guess ill attempt ghost suicide YET AGAIN. CRONUS: of course by vwhich i mean, tell people i did, to vwin sympathy points. MITUNA: D0357H H47 W0RK CRONUS: not really.
This isn't to say that Cronus doesn't have legitimate emotional issues - just that they aren't the ones he says that they are. When Aranea is expositing on Cronus to Meenah, she winds up explaining that Cronus used to believe in a prophecy where he was Harry Potter and LE was Voldemort, and that it was his destiny to destroy this evil wizard, but that his team basically bullied that belief out of him:
ARANEA: The 8ard of Hope may seem a little jaded these days, 8ut he once had a deeply a8iding faith in magic, and dedicated himself to 8ecoming a great wizard. He 8ecame convinced he was hatched to defeat an extraordinarily evil magician, one he swore the angels foretold of. [...] I'm unsure why he suffered this crisis of faith, aside from the o8vious reasons having to do with an overall lack of character, or any other redeeming qualities. Perhaps someone talked him out of his 8eliefs. May8e a friend close to him. Or, if one is to 8elieve his fantasy held any water, perhaps someone who was in league with the evil magician. Whatever the case, it was pro8a8ly for the 8est, since pretty much everyone who had half a think pan thought it was all a 8unch of ridiculous nonsense.
Which, you know, given that he was their HOPE player, was probably a not-good thing that they did. Put a pin in this conversation, we'll return to it in a bit.
His humankin stuff is mostly treated as a joke, but it's also a symptom of this - we know that it's actually a portal to something Cronus genuinely feels bad about, because despite complaining about how you need to have something wrong with you to get concupiscent action, he's uncomfortable bringing it up to Meenah.
MEENAH: i heard a rumor you think youre a human now MEENAH: that true CRONUS: its a privwate matter. i dont see vwhy i should havwe to talk about it vwith you, and open myself up to more of your judgmental scorn.
He's a Hope player who lost what he believes in - so his actual emotional problems stem from directionlessness, exacerbated by the fact that he's generally untalented, feels entitled due to his high caste and resentful that it's not being respected, and doesn't seem to have any real goals aside from sleeping with other people (and now he's dead). As a result, he's clung onto this idea that maybe the reason he feels so empty inside is because he's not actually a troll - not wanting to be himself, he tries to be something else.
So let's go back to the pin we put into Aranea talking about how he was talked out of his beliefs. Cronus very nearly reaches self-awareness about how being humankin is just a cover for his actual emotional problems... and then "a friend close to him" - maybe the only friend close to him that he has - talked him out of that epiphany.
KANKRI: Listen, I was d9ing y9u a fav9r. Y9u d9n't need t9 6e dating any9ne wh9 can't appreciate y9u f9r wh9 y9u really are, 9r m9re imp9rtantly, which fantasy versi9n 9f y9urself y9u m9st str9ngly identify with. CRONUS: yeah, youre probably right. she doesnt appreciate me. so fevw of you cats do, really. #evwen the ones vwho literally identify as cats CRONUS: to be honest, she might be right. sometimes i think i might only be saying im a human to get attention. maybe i should givwe it up. KANKRI: I'd 6e extremely disapp9inted t9 hear that, if it were true. That w9uld 6e such a slap in the face t9 all th9se wh9 kn9w themselves t9 6e an alien while trapped in the pedestrian 69dy 9f their 9wn race. It w9uld 6e unspeaka6ly invalidating 9f their struggles and massively triggering t9 their em9ti9ns. #TW #invalidated struggles #triggered em9ti9ns KANKRI: 6ut f9rtunately, I kn9w y9u w9uld never st99p as l9w as that. Y9u understanda6ly have d9u6ts a69ut y9ur feelings and pr96a6ly d9wnplay them as a defense mechanism, since s9 few are prepared t9 rec9gnize the legitimacy 9f y9ur plight. 6ut I am, and I just wanted y9u t9 kn9w that I'm here f9r y9u, and am prepared t9 lecture t9 y9u extensively, I mean, listen t9 y9u extensively, a69ut y9ur ultra-imp9rtant pr96lem. CRONUS: vwowv. thanks, pal. CRONUS: youre right. my feelings really are real. not fake, like the huge disappointing fraud that magic turned out to be. CRONUS: i guess the truth is, deep dowvn i alvways knewv i vwas a 1950s-style human greaser. CRONUS: i just needed to finally be introduced to human culture to make sense of those feelings. KANKRI: W9nderful. I'm s9 happy y9u have f9und the light 9f truth within y9urself. N9w j9in me in tagging 9ur discussi9n with righte9us warnings, as we c9nsecrate y9ur disadvantage in the h9ly annals 9f Pr96lematics.
She also mentions it might have been someone "in league with the evil wizard," which would indicate Damara or Kurloz, but he never mentions Damara even once, and he actually seems to be on neutral terms with Kurloz:
and i vwouldnt dare to intrude on your longstanding moirallegiance vwith kurloz, and not because he scares the shit out of me either. that just really seems to vwork, you and him, doesnt it? i dont get a peep out of him of course, not evwen if im super nice and compliment his hideous hair[.]
So since we literally see Kankri exacerbating Cronus's problem by not only insisting that he not introspect, but expresses that he would be extremely disappointed in Cronus if Cronus did, I'm inclined to believe that the one who talked the Hope player into giving up his Hope beliefs was Kankri.
So what I'm saying is, if Karkat and Eridan are beautiful soul mates who make each other better in basically every way, Kankri and Cronus are incredibly toxic for each other and are in desperate need of a fucking auspice. Somebody please middle leaf these two, they cannot be left alone. Kankri's wader tendencies validate Cronus's entitlement and stagnation, and Kankri loves manipulating Cronus into believing whatever BS Kankri is espousing, because that's how Kankri gets his validation.
Kankri and Cronus means love loses.
Thank you for reading.
#homestuck#eridan ampora#erikar#karkat vantas#cronus ampora#kankri vantas#crokri#this is very critical of crokri so please don't read if you think they're a cute/sweet/wholesome couple#actually i really like cronus and meenah as moirails#meenah stops cronus from shitting on mituna#and then they immediately jump into taking each other to task for their own personal failings (& cronus IGNORES HER saying 'lets make out')#to the point cronus actually considers that maybe he should stop with the humankin thing before kankri ruins it#and since kankri is the SEER of BLOOD and his convo with cronus honestly sounds so so so much like paleflirting#'oh dw cronus ill listen to ur ultra important problems'#it kind of gives me the vibe that kankri jumped in BECAUSE he doesn't want cronus and meenah to figure that out#and also itd be really funny and thematically appropriate#if eridan and karkat were great for each other and cronus and kankri are horrible each other#that cronus and meenah's problem is that cronus keeps trying to pursue her in flushed when he really feels pale#when eridan and feferi started out pale but wound up with eridan loving her flushed
214 notes
·
View notes
Text
extremely important question do any buffy fans here actually like angel (the series not the character) because i swear all i see lately is people saying it sucks and they couldn't get through it and it's like you can't ALL be that wrong
#season 1 is i guess a bit slow if you're not into the initial premise#at least the beginning#and yeah the soap opera dramatics of s4 get ragged on for obvious reasons#but 2 and 3 are insane#and 5 is just a lot of fun indespersed with some of the most devastating shit you'll ever watch. great times#angel has some of the best storylines in the entire buffyverse argue with the wall#it's not as solid all the way through as buffy by any means but the heights of angel absolutely rival some of the heights of buffy#doesn't beat them out though but still#also s4 is way better on rewatches is what i've realised#first time i was like. what#but once you know what's actually causing everyone to act like they are it isn't as crazy as it first seems lmao#still a mess and joss whedon must pay for his crimes regarding cordelia#but it's definitely much better still#i just don't understand how you can watch wesley completely unraveling throughout the show and not agree it bangs severely#the father will kill the son????? peak television i don't CARE#also angel gets sooo much darker and adult than buffy it's so interesting!!#and darla... oh my darla.....#most people hate connor when he grows up and thats fair i did too#i still don't love him but i appreciate his character a looot more on rewatches#and from a psychological perspective he's fascinating#he gets a bit of a dawn treatment from audiences i feel like. like you can call them annoying thats fair#but when people claim they're annoying for no reason im like lets look at their lives so far please 😭#anyway. regardless of your opinion on older connor. that initial storyline before and right after he's born#absolutely fucking crazy and also so good#you're telling me you watched darla sobbing being like i won't even be able to remember that i loved it and you felt nothing????#i could go on about this forever probably sorry
42 notes
·
View notes
Note
Tbh I feel like going to the US while the Nazis are in power is suicidal. So of course I don't understand your choice of going instead of your SO coming to Europe. But while I don't understand, I wish and pray for you to be safe. Whatever you choose, I hope you guys will be okay
You might be right. I have no idea what the future has in store or if I'll come to regret it. But I've already stated my reasons. As it stands, with the year-long process we've already started and that we can't just flip on a dime overnight, my partner can't come and stay in Europe legally just like that. Legal immigration is not that easy in one way or the other. Also... Yeah, I've stated that before, but one shouldn't underestimate how shitty things have been getting in Europe for the past few years as well, and how the influence of the US (which is huge) is likely to make things worse. So again I'm not 100% sure whether that'd have been better anyway.
Also also... Ima be real, I've shared that before, but the time where I was separated from my partner due to the travel ban was the only time in my life where I had actual suicidal ideation. I don't want this to happen again. That's why I'm making moves so it doesn't, first and foremost.
#tw sui ideation#tw sui talk#again i can't just pick and choose it's actually a really tough process and not just something i can go willy nilly about#it's a bit of a headache having people telling me otherwise#i'll do what i can and we'll keep doing our best to stay safe but it's not like i can just switch roads overnight#i wish i could but it's never as simple#or maybe it is for people who are already us citizens i have no idea#but i'm not quite sure#either way tbh i'm not sure moving to europe as so many people are throwing in online rn is that great a solution either#europe is the us's playground and geopolitically its bitch#some things definitely are better than in the us but in a world where money rules everything i don't feel it's quite as fool proof#as everyone makes it sound#as someone who was born and raised there respectfully#who's felt that influence for life#and btw as someone who also grew up not speaking english and who had to painstakingly learn#don't think you can just move to a random country you can't speak the language of and that everyone will be as nice about it#as if you were a tourist#language is important#my partner doesn't speak my country's language#so yep there's that#i've already said that several times anyway it's getting tiresome#we COULD have tried for the UK in a timeline where those dumbasses didn't choose to leave the EU#but that ship sailed almost 10 years ago#i wonder if anyone realizes that#sorry for saying that after such a wall of text but thank you for the concern though sincerely
53 notes
·
View notes
Text
so for obvious reasons, rye is not generally all that popular with most of the senior watchers. however. I think there is a certain type of younger watcher to whom he is The ultimate hot badboy icon and fantasy. (we're talking about a group of extreme indoor kid goth nerds who've barely been outside. it doesn't take a lot ot achieve bad boy status in this context and the only thing in this world that lasts forever is a bad reputation in a small insular group like the watchers.) it's SO funny because rye thinks of himself as such a disappointing fuckup of a son of the grand necropolis. and meanwhile there are novices kicking their feet and giggling as they're like
'Ingellvar is so cool. no one knows where he's from he was found down here as a baby. mysterious orphan appeal. he could be a secret dalish prince or something for all we know. (*annoyed extra nerd watcher novice voice*: umm actually the dalish don't have princes, merrivar?? read a real book sometime maybe???) he's a rebel. he doesn't care what the senior watchers think no time for politics he just gets the job done. (*small sad rye voice* I care a lot what the senior watchers think actually. a pathetic amount, in fact. it just rarely seems like it helps anything at all) I heard he graduated almost top of his class even though he spent all his time as a student partying up in the city and having a torrid affair with the son of a noble family. sometimes in his spare time he wears a cool punk leather jacket but like the fantasy version of that. he has tattoos apparently but no one's seen them for years. yuh-uh it's true too, I know someone who knows someone he dated once. they say he saw a knife fight once. like, in a bar brawl, with living people. all that, and he's even sneakily emotionally unavailable. *starry-eyed sigh* what a dreamboat'.
needless to say this only grows worse with the events of the game, after he takes out the formless one and rumours start to spread that he maybe killed a god or something too???? and this being nevarra, more importantly he's out there killing dragons with his sworn companions?? like a fucking fairytale prince but with that devil-may-care rebellious streak???? he's the safely unavailable first crush at a distance of many a young watcher. now imagine the reaction when he shows up home for the first time in a year after the war of the banners accompanied by The one true bad boy fantasy to rule them all: literally the sad brooding crown prince of the crows of antiva in leather pants who has WINGS and a dark tortured side of his nature that he has to constantly battle against for the sake of those he loves.
(the perception vs. reality situation for both of these characterizations is. so unspeakably hilarious needless to say. consider how much of the above lucanis characterization is accurate to the person he actually is and then you've basically found the level of distortion lens being applied to rye as well. is most of it technically true? sure. 'technically' is having to do a whole world of heavy lifting there tho fhdfska)
what I'm really saying here is that there is a subsection of this group that's been ferociously writing rye/lucanis rpf from the moment they were seen trotting down into the necropolis depths together (other pairings within the lighthouse gang as a whole, caught in tantalizing glimpses as they visit the necropolis, of course having their own devotees), and when this fandom subgroup eventually discover they were right it's with all the insane glee of a sixteen year old fanfic writer on wattpad (is that still where the kids are these days. idk i'm getting old folks) finding out that their dark mafia prince AU is basically true. varric might be gone but the legacy of friendfiction lives on after him. the king of thedas rpf being the shoulders of titans that young watchers are standing on to write fevered WILDLY inaccurate depictions of the private life of two of the most low-key domestic quietly devoted and undramatic people on the continent, one of them being varric's own poor little meow meow slash mentee, is something that can actually be so personal. rye does not end up terribly famous in the end considering the shit he manages to get done in this game, and he thanks his lucky stars for it. but to a tight-knit community of mourn watch fic writers he is blorbo from my apocalypse. it's all I could have wished for him.
(funniest possible outcome of all this: myrna gets so fucking tired of trying to understand what the novices are being so tittery about that she asks rye 'watcher ingellvar with the realization that this is a long shot and the admission that vorgoth and I have exhausted all other avenues of investigation: do you possess secret insight about what an 'x reader' is. and also 'ship war'. your name seems to come up in this context a surprising amount'. 9000000 points of incoming psychic damage about to hit the fan.)
#all the bellara/rye shippers devastated at rookanis reveal of course. (no basis in anything whatsoever rye and bellara? no vibes)#rye did date the spoiled youngest son of a noble house for a while in his twenties and it was Pretty Bad! not great times#*rye voice* you know I think I like this spin on 'I was a barely functioning alcoholic in an awful toxic relationship#helplessly watching my life fall apart even as I was the one actively tearing it to pieces' a lot better too#can I borrow it. my self delusions could use a fresh shine#dragon age#dragon age: the veilguard#dragon age: the veilguard spoilers#dragon age spoilers#oc: Ellaryen Ingellvar#lucanis dellamorte#rookanis#rook x lucanis#this idea came to me perfectly formed while out on a walk and I ugly laughed to myself the whole way home#again rye doesn't even feel like an oc he's just a guy who exists in thedas and his life is a farce#my only regret is that varric can't be around to laugh hysterically at this. he deserves to know what a mark he left in the world#he was many things to many people. friend. ex (level of divorce not always congruent with actual state of having been married). storyteller#occasional unwelcome tagalong. viscount of kirkwall for nearly a decade (oh yeah!). literary icon. merchant prince#friendly neighbourhood gangster and mother hen to the most contentrated group of disaster bisexuals on the planet#lover. hater. committed centrist (affectionate and derogatory). hawke's forever guy (deep queerplatonic intent)#but first foremost and always king and patron saint of the rpf writers of thedas. rest in peace bff of all time you did great
56 notes
·
View notes