#either way it pleases me
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proffbon · 3 months ago
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Rook not beating Teia and Viago's foster child allegations
(source)
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azuronel · 2 months ago
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my predictions for the end of book 7
EDIT: part two here
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rayday-mayday · 3 months ago
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Saw @muwwwsky's cute designs of Anti-chan and Proship-chan here the other day, and just had to draw them. Toxic yuri goes brrrr + I might genuinely start to ship these 2.
Here's the original post from muwwwsky
I also might've changed some of Anti-chan's colors for the sake of a more readable black/white colorscheme, but uh ignore that lol
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[ Zoom-in on Proship-chan's phone + Anti-chan's full rant under the cut so yall can read what those things say ]
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Idfk what the censored words are either fyi, so feel free to fill in the blanks yourself lmao
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willowbirds · 6 months ago
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Honestly what is so fun with watching this cast play as gods is that they are both playing them as how they are described in the lore, but they are also adding their own twists to them and making them more then just gods.
They are making them Characters.
They are making them People.
Taliesin’s Wildmother being jagged and angry, always hungry, representing that force of uncontrolled nature while we normally imagine her as this caring motherly figure (as the name suggests)
Nick’s Dawnfather being this caring figure, giving hope and resources to those struggling, while also having a level of arrogance that we not only saw portrayed by Matt, but also in how the Dawnfather sees the Exandrian’s as children he lead towards ‘A better path.’
Laura’s Matron not only understands life and death and is what you would expect, but she was once mortal. She knows of the threat Aeor poses to them and is not afraid to tell the others that there is no saving it.
Ashley’s Everlight is this goddess of light and deeply cares for the people of Exandria. When she created her avatar she went all in and started a family. She is now so much closer to the Exandrian’s then any of the others, and if any of the gods there are going to keep fighting to keep the people of Aeor alive, it is going to be her.
All of these characters are going to be so interesting to watch, and I am so excited to see what happens!
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aiiwa · 8 months ago
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when mr nonchalant turns out to be very chalant about you >>>>
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fictionalsownme · 1 month ago
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...can we get more of our sweet boy Damien cause he deserves the world but the world doesn't deserve him? :D
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JUST ONE CHANCE DAMIEN I SWEARR
I am actually incapable of just sketching him it's ridiculous, he's just too pretty 😩 where's the rabid dog emoji!!! that's how he makes me feel!!! I went with cold boy version this time and it's like collecting the shiny version of your favorite pokemon. Like... I know the classic like the back of my hand... but I hadn't even considered the possibilities of the special edition, yk what I'm sayin?? lmao ANYWAYY,, drawing this got me to thinking about how much of a good loyal boy Damien is yk? Like Celine constructed the cabin to keep Damien's soul appeased so she could try to maintain control right? and she knew her brother well enough that she knew he needed a sense of responsibility and caretaking and even if it's not glamorous work or he doesn't totally understand what's happening, he'll do it for her day after day. LIKE HE'S LITERALLY A MAYOR HE'S LIVES HIS LIFE IN SERVICE OF OTHERS AND HE'S SO GENTLE IM CRYING IDK OKAY T^T
anyway thank you v much for the request I hope youlikeitokiebye--💞💞 (flat ver under the cut)
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secriden · 11 days ago
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This line. God, this line! It has been eating me up inside for 2 days now, because let's not forget, this line isn't about love, it's about trust. And that has implications that make me want to scream.
It's a direct reference to this moment earlier in the episode:
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At the start of this discussion, Style and Fadel still have a kind of playful air about their conversation:
Style: Oh? Not even me? Fadel: You're at 80% at best. I feel like you're hiding something from me in the 20%.
In this exchange, though, there's a sense that Fadel is issuing a challenge, like there's something specific which Style can do to gain Fadel's full trust. And while Style knows there are things he cannot (yet) reveal to Fadel, I think a part of him is determined to be as honest as he can be, which is why he issues a challenge of his own by asking for more specificity:
Style: What do I have to do to gain your complete trust?
Part of this question is a simultaneously inquisitive and deflective - What (and why) do you think I'm hiding (something) from you? - but there's also a moment after Style finishes speaking where he stills and goes quiet that feels... genuine, weighty. Or, as @airenyah has pointed out in her meta on Style in episode 4, the "grounded[ness]" in Style's demeanour is a signal that Style means what he's saying in the moment. Maybe about his own desire to be worthy of Fadel's trust, maybe about how he genuinely does want this relationship to be real in whatever way that matters to Fadel.
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I think Fadel sensed that too, because the moment looses all the lightheartedness it had before. Fadel pauses, and then gets a look on his face that just... breaks my heart. There's a sombreness there, like he knows he's going to have to say something that makes him sad. Fadel looks away, and then down, before he seems to steel himself and says:
Fadel: It'll never happen. No matter how much you love someone, I just don't believe that you can completely lay yourself bare in front of them.
Fadel says this like it's fact. Like what he's expressing is something foundational and true and irrefutable. It's not even about his doubt in Style's honesty, because this statement has no qualifiers or conditions put on it to connect it to Style. Rather this is what Fadel fundamentally believes about relationships and trust: he finds the very concept of being fully known and still accepted an impossibility.
Sure, maybe this is because of the falling out (or betrayal or disappearance) associated with the former lover; but I also think it might be because Fadel is acutely aware not only that he's hiding a rather big and dark secret (not to mince words, but: actual literal premeditated murder), but also about what it implies about Fadel. Because being able to kill another human, coldly and clinically and without remorse, takes a certain type of person. Because, yes, Fadel has lived through an absolutely harrowing and traumatising event (his parents' murder), but it's also undeniable that it changed him. Because there's something about Fadel that twisted dark and which he never quite got back. There's an anger, a hurt that colours every moment of his life; that enables him to look a man in the eyes, smile politely, and pull a trigger.
And at this point in their relationship, Fadel's understanding of Style is that he's... well, kind of innocent. Especially in comparison to Fadel and Bison, and even Kant.
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Style, who easily reveals facts about his life which Fadel already knows (winning a car tuning competition), making Fadel doubt his own instincts about Style hiding secrets. Style, who also reveals the things Fadel doesn't know, like the tender and secret pain of a mother lost to cancer (which, now that I think about it, Fadel may also know) and his worries about a father who "lost his bearings for a bit" (which he probably doesn't). Style, who tries to comfort Fadel in his own loss by offering a safe space and a sympathetic ear.
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Style, who doesn't just see Fadel for his tragedy, but is asking to be given the chance to accept all of Fadel as a person. Style, who not only wants but has the capacity, to be the only person Fadel needs to rely on. Style who, despite the sea of differences between them, understands Fadel on a level that is so very foundational.
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I'm going to slightly segue and mention something that may not resonate with everyone, but really hit me in the gut this episode: because I lost my father when I was 16 after he battled cancer for 2 painful years. And this revelation about Style has totally shifted and coloured everything Style has done in a new light for me. Because not only does this totally explain Style's sometimes almost stubbornly childish demeanour (it's common in adults who've had to 'grow up' too early), but also why Style shows seemingly random flashes of insight and maturity when they are most crucial. Notably, Style has this almost instinctive sense of when he needs to back off a sore point with Fadel that I couldn't quite put my finger on until this episode.
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I've seen a few jokes about Style's awkward subject change, but I've actually got a friend who I hold very dear to my heart who was one of the only people to give me a sense of normalcy and comfort when my dad was on his last few days and then at his funeral. And part of that was the instinctive way she would know when I needed to just. Not be a grieving daughter for a few minutes. To get a small respite from the overwhelming hopelessness and sense of impending loss. To get a moment to breathe and gather my strength, because knowing I was never going to see my dad again, or hear his voice, or hold his hand was tearing me apart back then. Sometimes she'd talk to me about college drama, sometimes she'd introduce a new kpop video to me, sometimes she'd just ask me what I wanted to eat and take me to go have a meal with her. And sometimes there really just isn't anything else to say other than "I'm sorry." Nothing you say - nothing you can say - is going to ever, ever make this grief go away, and in most cases, it was better when people (especially those who couldn't really understand) didn't try.
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And I think if you look at Fadel very closely, there's a moment of genuine surprise (Fadel wasn't expecting the subject change at all) and then... something that looks like fondness mixed with exhausted relief. Because I don't think Fadel was ready to talk about his parents yet. This was honesty he wasn't ready to give Style, mostly prompted because Style himself had willingly been so vulnerable that a part of Fadel wanted to reciprocate. But further down that path lies not only his darkest memories, but also the connection to the part of his life he is not willing to share with Style yet. So this subject change is a relief, it's a blessing, but it's also Style knowing when he shouldn't push any further with Fadel's fragile heart.
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Which brings me back to how well the episode's theme of trust (both deserved and undeserved) was woven in this episode. This is true on multiple levels and characters but I'm not even going to attempt to touch Kant in this post because... Lord, that is beyond me at the moment. Someone else needs to do that, pretty please, so I can reblog it and scream.
It starts, somewhat unexpectedly, with Fadel asking for entrance into the intimate spaces of Style's life.
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So, this episode was not about Fadel's fear of his own feelings, desires, or even affection for Style - that appears to be fully addressed in episode 4. I think that's why we see Fadel be so physically affectionate and indulgent of Style in this episode. He's come to terms with his lust for Style's body (hence his comfort in initiating sex), he's accepted Style as his boyfriend and so can enjoy Style's playful teasing (still reluctantly, but Fadel is still an introvert even if he's mostly enjoying Style's rambunctious nature), and give into Style's (and Bison's and Kant's) cajoling with relatively little fuss.
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He's even comfortable toying with the edges of revealing his darker and more sinister side by reminding Style implicitly about how violent Fadel has the potential to be. Recall that Fadel knows Style knows some of his capacity for violence; he just doesn't know how very thoroughly Style is aware of the full scale of this truth. It does help that Style evidences no actual fear and, in fact, looks positively euphoric. Like, buddy, pal, dearest one... please control yourself.
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And yet something very, very telling is the way the show makes it a point to depict Fadel very deliberately getting drunk during the double date. Even before the date has started, Fadel looks to be about half a beer in and we see him constantly drinking, drinking, drinking during the whole date. From the conversation about trust he has with Style while Kant and Bison are being off key and adorable about it, to after Kant leaves and Bison gets worried. And we've seen Fadel cope with emotional and mental distress with alcohol before, so we know that Fadel is internally fighting some kind of very intense battle even as he is also very clearly enjoying moments with Style on this date (most notably when they're dancing by the bowling lanes and when Style asks him to go home with him).
So here's my take: rather than being about love, this is about Fadel fighting to hold onto his own philosophy on relationships and trust. Because as much as I do believe Fadel believes he's telling the truth when he tells Style that 100% trust is "impossible", I think it's clear that's not what he wants.
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What he wants is to finish this last job so that the only thing he can't be honest about with Style will finally stop being a factor in his life. What he wants is to fully and completely reciprocate the openness Style seems to be giving Fadel. What he wants is to switch off his brain and let his heart lead for once, to stop fighting a battle he has no desire to win anymore, only he can't. Trust (not love) is Fadel's final frontier, and one which he can't quite give up in spite of himself.
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Which is why I think Fadel intentionally gets himself drunk here. Because he wants to let his guard down around Style. He wants to open himself fully, he wants to "lay himself bare" for Style, he wants Style to know the full truth and accept him anyway - and he gets so close, but can't quite get there - because he doesn't know that Style already has.
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When Style says this, Fadel thinks it's empty words, not knowing that Style has long passed the bar Fadel thinks is insurmountable. And just like Style was able to offer safety and reassurance to the vulnerability Fadel was showing in episode 4, Style instinctively gets to the core of Fadel's darkest fears again:
Style: One day, I'll be your 100%.
This isn't (just) a promise that Style will wear Fadel's stubbornness down, or that Style will be worthy of Fadel's 100% (which, already, has me in tears, ngl). Beyond that, this is Style promising Fadel isn't ruined for this; that it isn't too late, that whatever hurts and wounds Fadel has can be made whole again. That the kind of honest and all-encompassing and unconditional trust which Fadel says is impossible can, in fact, be his. That Fadel still has the capacity to trust and be trusted the way he so desperately, painfully longs for.
I know a lot of people have said Style in this episode is writing cheques he has no ability to honour, but I think it's more layered than that. Because in a very significant and profound way, Style is wholly deserving of Fadel's trust. Because in all the ways that Fadel has ever known he should want, Style actually IS worthy of his trust. Style knows the truth Fadel is hiding, knows what this man is capable of, knows the danger of being in his arms, knows the likely nonexistent future Fadel has to offer him -- and wants him anyway. Style is a man who would stare into Fadel’s darkness and reach out first. Strip away the complication of Kant being blackmailed and dragging Style into his mission, and Style is literally perfect for Fadel. He is exactly what Fadel wants (and possibly has wanted for a very long time). He is, in fact, exactly what Fadel needs to ever experience anything beyond the shadow of a life he's had so far.
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But oh, the cruel narrative means that Style is also, simultaneously, painfully undeserving of Fadel's trust; and this is something Style is very much aware of. I think that's why he's trying so very hard to be worthy in all the other ways he can be. Style's awareness of what Fadel is hiding enables Style to (counterintuitively) be completely honest about his feelings for and about Fadel even as he cannot reveal his motivations. So he gives Fadel as much honesty as he can: offers the vulnerability of his own pain and hurts; the comfort of his true understanding and acceptance.
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And just as Fadel's vulnerability in the abandoned factory was met with Style choosing a form of physical connection that prioritised Fadel's pleasure (it's made very clear that Style is jerking Fadel off and that all his focus in that moment was on Fadel, not his own pleasure), so too is this moment met with Style very intentionally choosing to worship Fadel's body with all the tenderness and genuine emotional weight that Style wanted Fadel to have in their first time in the storeroom.
Because, crucially, this was Style giving Fadel the chance to lay himself at least physically bare. This is the closest either of them can get to full honesty with the secrets they both are keeping. It's why Style tries so very hard to show the care and adoration and genuine feelings he has for Fadel. Why he makes sure that the vulnerability of Fadel getting himself as drunk and as relaxed and as trusting as Fadel can allow himself to be is tied only to gentleness and tenderness and pleasure.
Because Style actually knows that Fadel can't (and shouldn't) trust him in the way Fadel truly wishes to.
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And as much as I believe that Style genuinely means this from the bottom of his heart, the horrifying full truth is that it is Style that has the metaphorical knife hovering over Fadel's chest. He is the one with the capacity to actually give Fadel a new scar that would truly matter. He is, in fact, the only one Fadel wants to fully trust -- and this, along with Style's compromised heart, makes it so that the circumstances will doom them both.
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inkskinned · 2 years ago
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oh you know it's all latestage capitalism but the thing is. how are you supposed to be a person inside of this. a person trying to be a better version of yourself.
oh, you started working young, which was kind of hard, but it's just the way stuff works sometimes. and it was 2008 and your family couldn't afford heat. but it's fine, you grow a spine and get used to the professional world and besides it was the suburbs we're talking about here, like, your life could have been actually hard, so what if your father lost his job and you can't afford to move or turn the lights back on. and once you start making money, it's good. you keep doing that. because now they're relying on you. so you have to do that.
oh you were in thousands of dollars of debt at 17 years old so that you could go to school, because you have to go to school if you want to get a "real" job. you even did it "right", you worked parttime and attended community college before you transferred to a public school. you were under so many merit scholarships.
which is fine. you pick yourself up and you say like, okay. i graduated college. i'm holding down a job. i'm doing the Adult Thing, which looks and acts like this, according to all the books i've read. you start with the shitty job and then you climb that corporate ladder.
but the shitty job doesn't cover rent and you stretch yourself too-thin so you get sick. good luck with that. the shitty job no longer pays for your meals. everyone asks why you don't just move, but there's nowhere to move to. and with what money are you going to be moving? and then the loans come back, because they were never going to forgive them, because you were 17 and trying to do the right thing, which was stupid. people are now saying you shouldn't have even gone to school.
which is fine. but because you have no other option, so you do the shitty job, and you apply every day for like 5 new ones, and despite the fact everyone says "there's no one who wants to work!" it's actually just that nobody is fucking hiring so you can either work for 13 dollars an hour in the shitty place you know (where at least you have a passingly friendly relationship with the manager) or you can start from scratch again with a different 13 dollars an hour without knowing how much abuse from the new job you'll be taking.
and if you quit you lose your insurance. if you quit you lose your housing. if you quit, you'll be another burnout kid. the lazy ones. these assholes, look at them!
and you come home to a family dinner and you hear from your father the same old thing. how he worked hard at his job and yes it sucked for a while but he was able to provide for the family and then the house and the dog and the rest of barbie's dream vacation. how the insurance did cover some of it. how you just really need to start speaking up more in manager conversations so they know you're a go-getter. you want to tell him - did you know we're actually doing more now hourly than any previous generation? - but you can't remember where you heard that statistic, and you're far too tired for the fucking argument. and then he starts in on his usual bit. where's the house? where's your kids? where's your ambition.
the same job the same money the same hours doesn't do it anymore. the same nose-to-the-grindstone now just shreds your face off. there's no such thing as upwards mobility, not really. and as far as you're aware, the money certainly is not trickling. you do the soulless stupid shit you signed up for because you fucking have to or else you literally risk your life (food, the apartment, the insurance), but it's not getting you anything. you download the stupid "save more" app and you budget and you do every right thing and then the price of eggs is 7 dollars and you say - oh great! another thing i have to fucking worry about now!
and you go to your stupid job and everyone in your father's generation just tells you to be better about being an adult. they have their homes and their savings account and their bailout and they say. well have you tried not drinking starbucks. well your generation just spends too much on clothing. well you might just be too addicted to travelling. and you - because you need the job - you bite your tongue and don't say i am being held prisoner and you're suggesting i stop pacing my cell if i don't like the scenery and you don't say what the fuck do you think i've been doing with my money and you don't say i haven't spent a cent on something nice in literally forever much less coffee you arrogant asshole. you open and close your bank app and check your loans and check your credit score and check fucking zillow and ziprecruiter and apartments.com just one time more. and still they give you that demeaning little grin and say - see, what you need is -
what you need is for your meds to stop being so fucking expensive. what you need is for the housing bubble to explode into dust. what you need is for billionaires to choke on their wealth. what you need is actual help. what you will get is more economic advice from people who are older-and-wiser.
and above you, almost in a glimmer, you can see the wedged smile of your debt getting toothier, wider.
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professorjirt · 3 months ago
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I’ve discovered my favorite genre of Bagginshield art is where Thorin is a lovesick idiot who is Losing It and Bilbo is unbothered or oblivious to Thorin’s suffering LMAO
#thorin oakenshield#bilbo baggins#bagginshield#if anyone has more please send it to me I have like four rn#I know I made a post a while back talking about how I wish there were more posts that focused on each of their lives outside of each other#and I still stand by that but I also can’t deny the fun in a Important Dwarf like Thorin turning into an idiot around Bilbo#tbh this works even platonically. this guy has friends bc he’s lucky not bc he’s actually friendly#so I can imagine becoming friends with Bilbo is like ‘fuck now I have to be nice bc he WILL actually leave. uh. oh god’#love men who are grouchy and offputting <3#and Bilbo is oblivious not as a flaw but bc he’s just not wired that way and he’s just accepting that Thorin is weird#bc he has no basis of which to assume he isn’t just Like That sometimes same way the dwarves don’t know shit abt hobbits#and it’s not as like. Bilbo being extremely innocent either he’s just not thinking about it LMAO#and Bilbo Also doesn’t have a ton of friends (different reasons but he IS also grouchy and petty) and he’s just ‘?? ok’#they’re both fucking stupid and everyone around them is dying and in anguish#I particularly enjoy when a character who is emotionally constipated and stoic and whatever just starts losing it#not even necessarily in a sappy or angsty way just. those emotions gotta come out eventually#so for a guy like Thorin who takes himself seriously and is very closed off emotionally it’s fun to just imagine that facade cracking#meanwhile Bilbo is just like ‘you ok??’#Bilbo himself has some emotional issues so it’s double the entertainment
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caligvlasaqvarivm · 4 days ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
A Space player's struggle lies in finding the strength to assert themselves, picking out the good from the bad, weeding the garden so it can flourish and thrive.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so. In the worst case scenario, detach entirely, coming to a standstill.
A Time player's struggle lies in finding peace with themselves, such that they can enjoy the fruits of their own labor - labor whose rewards only multiply when the cause and methodology become clear.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere earnestness, which is not always well-received. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others. Their easy-come, easy-go natures make it difficult to focus them towards a goal, and it's easy for them to simply allow themselves to be tossed around by circumstance and the whims of others, or to simply run away from their problems entirely - never confronting their own responsibility or fault for a situation, passing along the blame.
A Breath player's struggle is letting themselves mature - letting themselves take responsibility, and understand that their actions have consequences for others. Only then can their breeze blow in the party's sails, aiming towards victory, breaking through all obstacles to reach it.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, capable of cutting through to the core of other peoples' interpersonal issues. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone. Thus, it's easy for the Blood player to wind up a nag - desperate to make sure everyone is moving according to their vision, they'll fuss and bother and interfere and boss people around until everyone else gets sick of them. It's easy for them to wind up pariahs of their own making, severing their own ties with others by their efforts to establish them.
A Blood player's challenge is of learning how to turn that empathy and honesty inwards, to calm down and let themselves enjoy the presence of others; only then can they come to know how to build something stronger and better.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire. Their desire for the limelight can quickly spell disaster for those around them, who are reduced to supporting characters in their minds. Craving so much external validation, they're often blind to what would actually make them internally happy.
A Light player's challenge is of coming to terms with their own limited reach, and allowing themselves to shine not for their own desire for importance, but for the betterment of the world in which they live.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable and reliable personalities on a team. However, this simplistic, feelings-driven approach often leads to complications and unforeseen consequences, and very easily to irrelevance, with which Void is so closely interlinked. A Void player's reliance on emotion and intuition can result in overindulgence of pleasure, to the active detriment of the party's goals or the Void player's self-improvement, leaving them lost and irrelevant, unable to act.
A Void player's challenge is in resisting the call of the Void's temptations, instead dragging the Void behind them, kicking and screaming, to where it can be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty; this often leads them to seek codependent relationships, hoping somehow that they can find the validation they need externally, not realizing that they're deepening their own fragile self-images.
A Mind player's challenge lies in tempering their natural understanding of karma and justice with kindness and empathy - not just to others, but to themselves, and using that enlightened understanding to lead others forth.
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves. With this sincerity comes vulnerability, and vulnerability often brings with it pain; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection.
A Heart player's challenge is in gaining the confidence to be open with others, to weather the pain of rejection, and let themselves share their gifts, that others may learn to share theirs.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed. It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process.
A Life player's challenge is in accepting the merit in taking a pause to consider unpleasant words and alternative viewpoints, in trying to understand the actual problems instead of imposing their own will onto others, so as to better focus their healing energies.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate. Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending.
A Doom player's challenge is in rising above the melange of suffering and pain, to grasp personal peace, and to fill their lives, if not with happiness, then with meaning.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - usually not particularly well-liked, for their inflexibility, for their lack of empathy, and for their dearth of wit. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous. Setting them on the wrong path, or breaking their Hope in twain, can result in disastrous consequences, as - one way or another - what a Hope player believes in comes true.
A Hope player's challenge is in seeing beyond themselves, letting others help guide their vision to something newer and more beautiful.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players grasp that their natural inclinations are bothersome to others, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment; in the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
A Rage player's challenge is in learning to be authentic and true, and to allow this to release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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julijbee · 10 months ago
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girlbossing too close to the sun.
#art#ive literally just been treating this game as a library simuator#i walk from bookseller to bookseller opening up all of their books#vivecs sermons are either a highlight or the point at which i stop reading#ive been trying to convince the ordinators that imitation is the highest form of flattery but it hasnt been working#let me wear your helmets please theyre so funny..#posting morrowind in 2024 isnt a cry for help but youre not wrong to be concerned.#morrowind#almalexia#vivec#im going to explain the chitin armor give me a moment#so the bonewalker nerevar on the shrines is adorable and it was only after drawing it however many times that i realized#it looked relatively close to a modified chitin armor#and so i modified chitin armor a few times and this was probably the cutest result#i also know i drew almalexia relatively pristine and untouched by years and vivec not so much but my thought process was#vivecs role as if not a favorite then the most accessible divine or the most “hands on” in a manner of speaking#acting in ways visible to the general population or actions explicitly brought to their attention#like not that almalexia isnt doing anything she is#but the dissemination of information regarding that is very different etc etc etc#anyways to a certain extent a god is the face on a shrine or in art or upon a statue or carving#but vivecs presence is interwoven with the geography of vvardenfell especially and his actions and writings with pubished materials#and the arts and culture and customs etc etc etc#so to me the face of a god you know and feel a commonality with or a god that walks alongside you is a face you would recognize#and vivec is already otherworldly looking enough#the simple mark of the years on his skin in some way grounding him in reality felt more right#that and i think the ways in which he and almalexia care about outward appearance are slightly different- they prioritize different things#and the ways they present outward power and their embodiment of their respective attributes share some similarities as they both have that#important preoccupation with physical power and physical strength to a certain degree#oh my god nobody read this i am yapping so bad.#tes
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cuppajj · 1 month ago
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currently
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deafening-radio-silence · 1 year ago
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"—No but like, why?" "Because you have neuroses, Barnes."
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ganondoodle · 2 months ago
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(OC Lore and design time!)
(it got longer again ... sorry ... idk how to make things short, i just need to talk, but i guess if you can read the written stuff in the pic thats the barest bare bones of what i wrote here)
i was asked what new lore story stuff i had thought about that made me sad which i mentioned a bit ago, and while that is too hard to explain given all the missing context i thought i could at least talk about lore having to do with it :D
so, (Lord) Eadrya is one of my fav OCs (big blue lad, here a rough sketch in humanoid form) they are both one of if not THE most powerful demon alive and the most battle trained;
at the mid point of the story the demon world gets invaded by the celestials (the angel inspired things i talked about in the previous lore post with Xaror) and Shargon, as the king, should be their first and only frontline, but at this point his life is only being sustained by maschinery after being mortally wounded, he cannot fight (he realizes what is going on, rips himself off the maschinery to get at least his youngest child to safety, barely managing it before dying- the guardian, the demons god, takes over his body to attempt to fight against the celestials but cant keep itself alive long enough since its host is already dead) Eadrya takes the role of the frontline fighter (despite being very full of themselves and aggressive they care about their 'job' of protecting their own, also giving them the chance to show off just how strong they are); the fight was going well for them all things considered, but when the guardian activates it drains the power of all elemental lords (which Eadrya is one of, and since they have the most strength it also takes the most from them), so much so that they lose the fight and suffer deadly wounds (the worst being a spear through the chest made of a material that grows hard, root-like formations when in contact with demonic blood like a fungus but worse, also stopping any self healing processes) after the guardian falls apart it creates a huge shockwave of energy that stuns every living thing within a certain distance and possibly more-
Eadrya (in true demon form, so like a blue whale in size at least) was likely taken through an active gateway to the human world in a large tidal wave also created by the guardians fall; they wash up in the harbor of a small secluded village, the head of which is 'lady 13'; although never having seen a demon before and everyone being afraid (largely thinking its a strange hurt animal, only she suspected otherwise), they still gather all villagers to pull out the celestial spear, which is diffcult and brutal given that its already taken root, but the village lacked both knowledge and means to help any other way- doing so damaged their heart which is how they were able to collect samples of all three demonic blood types ('normal' -red like humans-, energy -essentially purely magic- and heartblood -highly concentrated energy only found within the heart of a demon and the only one to contain genetic material) (this is the start of Eadryas character arc, having to deal with the fact that their world is likely destroyed, them failing what they didnt think they could fail, having lost a battle so badly (even if not really their fault) for the first time and not knowing if literally anyone else has survived .. also being now stuck in the human world, which they dont like)
Lady 13 (placeholder name? stands for experiment 13) is a human that was tricked by demon hunters to enroll into a series of experiments trying to create hybrids of demons and humans, which they hoped would be powerful and easily controllable tools for their endeavours, though the two are inherently not compatible, they tried grafting body parts of demons on humans to make them compatible- all experiments failed except for her, more or less, though she never got to see the hybrid she carried and was then told it had died too, they threw her out believing she wouldnt survive much longer either and all such experiments were cancelled due to the high cost of human life, research material (demons are still rare) and upkeep with no successful results Lady 13 survived though (perhaps even via the pirates picking her up?) and she ended up living in said small village far away, hiding her half demonic body, though most know there soemthing 'wrong' with her (her being this tall when it doesnt fit the rest for one), only few know the full extent; she enjoys the life she has now, perhaps on the more poor side but safer and more loved than ever before; she largely lead the efforts to try and help Eadrya when they ended up in the harbor, though there wasnt that much anyone could do it was still enough- they leave immediately after waking up, but return after really having nowhere to go and struggling to deal with everything that has happened; over time (probably years) they start to open up towards the people there (though not .. very much) enough to get rather close with Lady 13 too- she actually falls madly in love but after Eadrya (extremely aro/ace) rejects all her attempts quite clearly she respects their boundaries
However, after hearing news of potential demon sightings Eadrya decides to leave in hopes of not being the last demon left after all; Lady 13 then decides to reveal her secret to them (though hearing and seeing what lengths hunters would go to for their experiments makes them absolutely seething with rage- she insists on not being out for revenge) and asks if they would be willing to donate a small amount of heartblood; shes always wanted to be a mother but is now incompatible with humans too- through things she picked up back at the experiments facillity, hers and her doctors research she is sure that is all that is needed, she dares to ask since she does not know when, if ever, she will meet another demon, much less one she could actually trust enough for this though Eadrya hesitates (why would she want to go through the same thing again that didnt work and threatened her life, if it does work, do they want to be involved with any of this? what if hunters find out it worked after all?) but after her ensuring that they would have no part in it other than giving up a little blood and would not be considered a parent in any way, nor made responsible for anything that might happen to her, but considering it all in the end they agree to it
only for her to reveal shes had a small bottle of it already, along with multiple samples of the other types, which she collected when Eadrya was bleeding out into the harbor not knowing if they will survive, though not wanting to make use of it without their consent either way (they are actuallly rather touched by this)
alot later the main group returns here and it turns out to have worked (though she is unable to walk/bedridden for a long while bc it did alot of damage to her body, which can heal since its demons parts, but only really slowly bc she does not have a full functioning system and no demonic blood of her own -she uses the other samples for the healing process-) though its a little awkward to explain, especially considering that 13.1 took alot after Eadrya xD (their theory as to why it worked so "well" that time is that even though the sample was already taken, them giving their consent for it still made it less likely to be rejected; demons dont need partners to have offspring, and all can do it, they just have to decide to- so them agreeing to it, even though its long been outside their body, still had an effect on the blood sample)
#ganondoodles#art#ocs#original art#oc lore#demons#monsters#WHY does writing things liek this take me so long#i spent two hours again on this and im falling asleep as we speak bc its almost 2 am#ANYWAY this was alot again ... sorry#but its a relatively new storyline that i have been afraid of telling#since it touches on things im afraid might come across wrong and uses themes im a lil uncomfy with#but i found it interesting ... and works well with eadrya as a character bc it challenges alot about them#yes im wrote and mean this genuinely#i would have made the cut from her human body to the demon parts more smooth ... but this hard cut is the point#so that she looks rather normal on the upper part and can hide the rest#thoguh im unsure about the color scheme and if maybe i should be more creative with the demons parts#then again its largely just legs lol#if anyone actually reads this ........ i hope it comes across correctly#i like to use darker and more mature themes but am riddled with anxiety over how it will be understood#im gonna work on zelda comic stuff again now .. sorry for all the oc spam#but if there are questions PLEASE feel free to ask im pretty sure i have answers to almosst anything?#also i havent thought of a name for her or the kid .. though im starting to like lady 13#13.1 wont do as a name though poor kid deserves a proper name after already being a weird hybrid that shouldnt exist#either way ... going to bed now GOODNIGHT q-q#(any typos are excused by me being deadly tired ok)
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frownyalfred · 11 days ago
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look, any typos in a post with 1k+ notes are between me and god
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ruedesfillesducalvaire · 7 months ago
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i puzzled over this for a long time.......and then i realised:
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i have to ask: does. does this person somehow think...that javert and petit gervais are. the same person?
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