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https://www.tumblr.com/dearweirdme/749385487529230336/do-you-think-vmin-had-a-falling-out-maybe-i-am
im the same anon!!
i should have been clearer about the timeline. i meant vmin used to be super close around like 2013-2016 and then around 2018-2021 they were a little strange with each other and ofc they were still friends and still supported each other but their dynamic was different and it is such a subtle difference to note which is why i said im probably delulu đ and after that i feel like maybe they talked it out cuz they're kinda better now in chapter 2 but yeah that 2018-2021 vmin era was kinda tensed imo
and also in no way im saying that they didn't love each other or anything, they have always supported and shown up for each other. i was just curious if something happened between them which changed their dynamic forever
(or maybe they just grew up lol)
Hi anon!
Aaah, thanks for coming back and elaborating.. I did not get this from your first ask.
Iâm afraid Iâm unqualified to answer this ask properly. I wasnât around in fandom during that time period, and I think something as subtle as what youâre describing is hard to pick up on with watching footage back (also not something Iâve been looking into, so maybe thatâs also part of it).
What I do believe though, is that 2018-2020 was very hard on Tae. We 2018 was difficult for the whole band and 2019/20 was when Tae went through depression.. we notice him being off in several instances. That ultimately has an effect on how he interacts with those around him. So maybe what you saw wasnât really specifically Tae and Jm having problems, but more that times were hard and Vmin was affected by that?
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Hii! Can you do ghoap x reader fluff? Like cuddles with mild flirting (from soap, obviously) and like soap is the little spoon, because in return he gets head scratches in return, reader in the middle, and Simon as the big spoon just pressing his face into the crook of readers neck?
Would rlly apreciate it <3
-đ
i loved this idea when i read it and then proceeded to take far too long to actually answer it lmao BUT!! here it is,, ghoap x fem!reader fluff - ty for the request đ
you picked up the cheap jar of pasta sauce and compared it to the branded version stacked next to it. as far as you could tell, the ingredients were the same and the little veg chunks included werenât any smaller.
you nodded to yourself. it was decided, you werenât paying two quid extra just for a name, fuck dolmio.
you looked higher to the top shelf and frowned when you saw the pasta had been pushed away from the edge and youâd be unable to reach it on your own.
âneed a hand, dove?â
you turned to see a handsome man with a mohawk beelining towards you, his eyes tracing your frame with hot familiarity. without waiting for your response, he bullied his way into your space to reach over you for the pasta. barely stepping back, he handed you the pack and looked you up and down.
âthanks, stranger,â you said, holding back a laugh at his amused smile. you saw the moment he decided to play along.
âpretty skirt,â he said and nodded down to your bare legs peeking out beneath the denim.
âhm, my boyfriend got me it,â you said, a little teasingly.
âoh? and this boyfriend, heâs left ye all alone to do the shoppinâ has he?â
âno, heâll be back soon. and heâs kinda protective, wonât be happy seeing me talking to other guys,â you said trying not to smile.
âahâm noâ scared,â he scoffed, his own smile breaking out as he looked around the aisle eagerly for the aforementioned boyfriend.
âi donât know, heâs pretty big and strong, wears a scary mask,â you said.
âaye? reminds me oâ my boyfriend,â he said and you finally giggled, leaning in to kiss him and giving up playing pretend.
âdove, they got their tiger bread in stock again,â simon said as he rounded the corner of the aisle and interrupting your kiss. âi haânât âad this in ages.â simon barely paused at the unexpected appearance of johnny, his eyes turning up in the corners as he smiled under his mask. âjohnny, look, tiger bread.â
âyeah, i seen, si,â johnny said fondly, crowding you back against the trolley. âonly getting the one loaf?â
simon paused. âhm. youâre right.â
you snorted as he dropped the bread into the trolley before heading back to the bakery section and leaving the pair of you alone again.
âwork was a fookinâ drag, dove, cannae stand all this paperwork theyâre keepinâ me busy with,â johnny groaned into your temple. you petted his arm consolingly before turning back to your list and shopping trolley.
âyou were injured less than a month back, john, you canât have been expecting to be back in the field so soon?â you hummed as you continued shopping with johnny leant over your back.
his silence spoke volumes.
you shook your head as you made your way through the store and waved simon over as you passed him by, hoping he hadnât harassed the bakery staff into making more tiger loaves last minute for him. the absolute fiend.
âwhaâs wrong with him?â simon asked as he got back, hands full as he nodded to johnnyâs slumped frame. you refrained from asking simon if you really needed three tiger breads and instead nudged your other boyfriend up from your shoulder.
âheâs bored,â you said easily, grinning when johnny pulled back properly to send you a betrayed look.
âfuckâs sake. câmere,â simon huffed before dipping down to kiss him, chuffing a laugh as johnny sputtered at the woollen texture of the mask in between them. âyouâll be back in no time. just behave or itâll be longer.â
âye sound like cap,â johnny grimaced. he wiped a hand down his tired face. âwhen are we goinâ home, hm? fuckinâ knackered, could do with a nap before dinner.â
âyâdrive âere?â ghost asked while you grabbed a box of eggs, checking for any cracked inside.
âaye.â
âthen you can leave whenever,â ghost said flatly, though the glint of his eyes in the overhead lights betrayed his amusement at johnnyâs plight.
johnny pouted.
âyer cruel, si. tell him, dove, heâs heartless,â johnny bemoaned dramatically.
âyouâre cruel and heartless, simon, would you prefer strawberry jam or raspberry for a change?â
âcould be a treat,â ghost conceded.
johnny groaned at the both of you, pinching your hip when you laughed.
âyou both know i cannae sleep without someoneâs arms around me,â he huffed, turning his big puppy eyes on you both.
you caved immediately.
âaw poor baby,â you cooed, biting your lip when you saw simon roll his eyes. âletâs get this done quick then, yeah? go grab the burgers we like from the frozen section and that ice cream we got a couple weeks back.â
âyes, maâam.â johnny jogged off.
âsi, can i trust you not to make your way back to the bakery if i give you a list of items to grab?â
âno,â he admitted without shame. âi saw the lad in the back prepping more for tomorrow, think i could convince âim to cook âem now for me if given the time.â
âright. hand holding it is as we find the toiletries then. âs like herding cats with you two.â
simon hummed, his eyes trained on the section you knew the bakery to be hidden in.
â
once home, johnny packed away the majority of your shopping in record time, snatching the jam from simonâs hands and almost throwing it onto the work top before plying his mask up one handed and dragging him down into a rough kiss with the other. you watched, amused, with raised eyebrows as johnny dragged him back towards the bedroom desperately, waving a hand at you and gasping out a needy, âdove, câmon, stop fucking around,â in between wet kisses.
you didnât need to be told twice before attaching your hands onto simonâs thick waist from behind, guiding them from bumping into any furniture or walls as they stumbled blind to the bedroom.
johnny pulled back with a dopey smile and pushed simon none too gently onto the bed. you took advantage of his lowered height and pulled off his mask completely, rubbing a gentle hand over his buzz cut hair and down to his jaw. you leant in for a soft peck before feeling johnnyâs hands and arms wrap around your soft stomach.
he clung to you, nuzzling at your cheek over your shoulder until you turned in his arms to share your attention.
you heard the bed creak as simon settled further up the bed as johnny kissed you. you shuffled back, parting from johnny just long enough to get your bearings and climb onto the bed, simonâs hands moving to guide you back as johnny hummed against your lips.
you flopped back into simonâs arms, got comfortable as he wrapped you up and held you tight against him.
johnny sighed in relief at the sight and shuffled down so he could rest his head on your chest.
you gathered him close and laughed when he started whining when your hands stayed on his shoulders.
âso needy johnny, have you ever heard the phrase âpatience is a virtueâ?â you teased as you started to run your nails through his hair, lightly scratching until he sighed and dropped his body weight against you and simon.
âtoo târed,â he mumbled.
simon lifted his warm hand from your hip and draped it heavily over the back of johnnyâs neck, keeping him close. soon enough, the scot was snoring.
you tried not to laugh, your chest bouncing johnny with your muffled chuckles. âi think that might be a record.â
âtired lamb,â simon said condescendingly, but he rubbed his thumb lovingly over the soft skin behind johnnyâs ear.
âdonât be mean.â you grinned back at him.
simon hummed and rested his head into the crook of your neck, tucking you in closer with the arm still wrapped underneath your waist. ânot beinâ mean.â
he nipped at your neck, a soft nibble that had you gasping and clenching your thick thighs around the one johnny had slipped inbetween.
âprick,â you huffed without malice when he stopped and let out a long tired breath in your ear. he hummed with closed eyes, clearly not listening.
you chuffed a laugh into johnnyâs hair. the low thrum of arousal simon had brought on was easy enough to ignore but youâd have rather heâd finished what he started. instead, you tucked your cold toes between his large calves behind you in penance and tugged johnny even closer, enough to smother him. with your arse perched perfectly in simonâs lap and johnny nestled close to his second favourite place on your body, you were sure theyâd give you what you were after once their nap is over. you closed your eyes with a smile; you could wait for them to get their energy up, and you loved your puppy piles just as much as they did.
#idk if you wanted fem or gn reader but i went fem in the end bc it was easier to write :p#sorry if you wanted gn!! feel free to put in another request for it and ill get started lmao#i hope you like it!!#i know this is a little bit of a toe dip into smut and not just 100% soft pg fluff but i couldnât help it#stellewrites asks#sorry but i had tiger bread for the first time in 2 years the other day and it changed my life#forgot how much i love that stuff#AND cheesy jalepeno bread OOO i need to get that again too#so basically put that into ghost here lmao ahdkajdjajsj#ghoap x reader#ghoap#ghost x reader#ghost x soap x reader#ghost x reader x soap#soap x reader#johnny mactavish x reader#simon riley x reader#simon ghost riley x reader#simon riley x reader x johnny mactavish#johnny soap mactavish x reader#iâve got a petty hatred for branded stuff vs aldiâs own like the price difference is crazy but theyâre exactly the same!!!#so that also jumped out at the start of this lmao
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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 naĂŻvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing⊠so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would âgetâ 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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Ok REALLY out there idea, but like Peter with the symbiote falling into the DC universe, but getting thrown through realities completely fucks up the symbiote (venom? Idk if I could do that to the Silly Guyâąïž)
So when they crash land the symbiote is like totally NOT the same, and is effectively a zombie virus/symbiote and just. Completely Fucks the DC universe, and Peter's the only one immune bc he was kinda there when that happened right
Could work great for either a Peter x dc character ship OR my beloved Dick Grayson = Richard Parker tbh
#im pretty sure i thought of this while i was in the clouds#and tbh it slaps#or rather it COULD slap#like if its kid peter? he might get a bit of pity but not a whole lot of trust#but if its adult peter w the symbiote? totes could have a slow burn angst rivals/enemies to lovers#not between peter and the symbiote btw#obligated to make everyone hate Peter at first bc i think itd be funny#âthat bitch started a zombie apocalypse and he aint even from here! jump his assâ#dc#batman#peter parker in gotham#spiderman in gotham#batfam#spiderman#peter parker#dick grayson#fanfic prompt#feel free to use#awhoreintheory#symbiote suit#venom symbiote#zombie symbiote thingy#zombies
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What runs/stories do you recommend for someone starting WW? Could you please be specific (/nicely)
Yeah ofc!
My Wonder Woman Starter Recs (specific style đ)
First stops: for an initial introduction to Wonder Woman, I'd generally recommend going to at least one of three places first. These three are:
Wonder Woman: Historia: The Amazons by Kelly Sue DeConnick
Wonder Woman: Year One by Greg Rucka
Wonder Woman: the Hiketeia by Greg Rucka
Of these I generally recommend reading Historia first, as it's a retelling of the origin of the Amazons as a race and how Diana came to be (so it essentially starts from the beginning) and is also the most recent of the them (if that means anything). Something to note about Historia though is that it's a DC Black Label book, so it's events aren't strictly canon in the main DCU and there are some changes and new elements present. I don't think this is something that should discourage anyone from reading it though, it's the best WW origin story out there, and even in strict main canon over the years her origin is one that has had many fluctuations and small (& sometimes big) changes. WW:Historia is three prestige format (longer) issues.
You'll notice the third book there is WW: The Hiketeia. Hiketeia is a great book if you're looking for a view into Diana as a professional and experienced hero. It's a graphic novel so standalone and not too long, and has a great Diana and really interesting plot (Diana vows to protect a young woman and finds herself pressed against the wheels of Greek Tragedy). This is also the first work with Diana done by Greg Rucka, one of her most prolific and loved writers. A sampling of this work (and also Historia) I think gives a good guide to where to go next in terms of runs on her main title.
Wonder Woman: Year One is the second book on the list up there, but I'm mentioning it last here as it's a bit more complicated in terms of format. Unlike other year one books, WW: Year One is actually a series of issues on her main title, showcasing Diana's arrival to man's world in Rebirth (and also current p sure) continuity. The issue numbering for this one is strange (only the even issues 2-14 on WW (2016)) so I recommend looking for this in trade form if possible.
These 3 books I think give a taste of some of the best standalone stuff in the Wonder Woman mythos, and give the reader a good idea of where they may want to go next in terms of longer runs on the title. So I'll break that down here as a Step 2.
STEP 2: WHERE NEXT?
Here I break down some highly recommended runs based on what they have in common with the standalone books from step 1. As a rule, these runs are going to be much longer than the above and generally more connected to the wider DCU and other books. Look for the italics to see the introduction to each new work. Explanation paragraphs follow after each italic/bold rec.
Curious about Greek mythology in WW and the Amazons' origins after reading Historia? Liked the prescence of a supporting cast and Diana learning about Man's World from Year One? Willing to read a longer run? I recommend: Wonder Woman by George PĂ©rez
George PĂ©rez's time on Wonder Woman totally reinvented the character after Crisis on Infinite Earths, and is fundamental in establishing many core concepts of her lore. At 62 issues, 2 annuals, and a 4-issue crossover event at the end (War of the Gods), it's definitely a commitment to read, but it's the most enduring and well-loved run on Wonder Woman for a reason--it's just that damn good. Lots of focus on mythology (although with a lighter tone than Historia) alongside Diana learning her role in relation to Man's World & establishing herself as a hero and ambassador. PĂ©rez's run also has almost-certainly the most expansive and developed supporting cast in WW comics, something that really drives the emotional core of the series, especially in later issues. Obligatory note that this series was written between 1987 and 1992 and contains some very occasional aspects that I thought were in some way dated/uncomfortable etc. while reading (details of Cheetah's origin, depiction of the Bana-Mighdall, Hercules) but despite that I still highly, highly recommend this run. The word fundamental cannot begin to describe it.
Liked the experienced Diana of the Hiketeia? Interested to see her attempt to balance the high stakes responsibilities of an ambassador and superhero? Looking for some really badass moments and fights? Haven't read enough terrible tragedy? I suggest: Wonder Woman by Greg Rucka 2003 EDITION.
Some of Diana's coolest moments of all time are collected here. Also one of her most controversial. The 1st Rucka run is very much the story for anyone who liked the Diana of the Hiketeia and the tragedy of that and Historia. 2003 Rucka Diana is a Diana tested, forced to make decisions that are anything but easy, and live with the consequences. She's extraordinarily capable, but her enemies know that and are prepared to that end. This run, along with the PĂ©rez run, rank among my favorite Wondy comics of all time (those and Historia are my top 3). This run is such peak Diana, especially in terms of sheer badassery. Her final confrontation with Medusa is in my opinion perhaps the greatest Wonder Woman fight scene of all time. Her encounter with Athena in the second-to-last issue breaks me every time. Cannot recommend this book more.
*a note abt this run is that it is more context-dependent than the other ones listed here, as it's the run that finishes out the Wonder Woman vol. 2 book and so has some guest appearances from characters introduced in other prior runs (Artemis of Bana-Mighdall, Cassie Sandsmark, and Vanessa Kapatelis, to name a few). I read this run before knowing much (if anything) about any of them, and still enjoyed it a lot, so I wouldn't be worried about this really but just thought I'd mention it.
Rucka's 2003 run is published from Wonder Woman (1987) #195-226. You can also find it in trade and I believe(?) omnibus. Sometimes the Hiketeia is included in collections of this series, as the 03 run is thematically similar in many places, just with a much deeper look at Diana and the world & with higher stakes.
Liked the specific characters and plot threads of Wonder Woman: Year One? Want to see what happens with Diana's exile, or learn more about Barbara Ann? Want a Diana in between the extremes of young and highly experienced? Wonder Woman by Greg Rucka 2016 EDITION may be for you.
...yes I'm putting ANOTHER Rucka book on here. He writes a great Diana, what can I say. This run is the same one that Year One came out of, just the follow ups to that story and versions of the characters. I have this run listed as separate from Year One though, as there's some really big time skips since the events of that first volume. A lot of time has passed since then, and there's more history between the characters, not all of it without drama. This run continues to be weird with the numbering, as well as some artist changes, so I definitely recommend looking into reading this in trade format (physical or digital) if at all possible. My recommended reading order is WW 2016 by Rucka vol. 2 "The Lies" (Wonder Woman: Rebirth Special #1, followed by 2016 main title odd numbered issues 1-11), then Rucka 16 vol. 3 "The Truth" (odds 13-23) then Godwatch (evens 16 through 24) followed by 25? But The Truth and Godwatch combine near the end so that doesn't really work either. This run is so good but recommending it is such a pain because the numbering is so all over the place. On God I never know which order to read this in. Going to revoke my previous statement and say read it as Rebirth Special 1, then only odds 1 through 11, then from 13 through 25 normally. That may lead to some weirdness as you read because the two stories take place at different times and have different art styles, but they come together at the end pretty dramatically so I think it's less confusing to read it this way? Maybe? So strange bc this is one of the go to good starter runs and yet it's set up so unintuitively. If someone has a better way to read this then let me know and ill edit, ik this explanation is super confusing bc neither way to read it is totally ideal imo and I feel I definitely read it in a weird order.
Going to call that a good rundown of some of my greatest recommendations in terms of Wonder Woman comics. If anything wasn't fully clear here or anyone (not just anon) has questions or wants to talk abt WW comics/my choices feel free to send as many asks or dms as you want. Have a good day everybody, & as Diana says, may the glory of Gaea be with you <3
#slept on this post for longer than i wanted to but yeah đ#ive got to go to bed now but this is how id do it#start w the great minis/short ones and then follow your favorite themes into the amazing longer runs#also ik there are some stuff ive seen recommended a lot that arent here. (namely the simone run and legend of ww by liz denae(?) but thats#bc i havent read them yet. also even if so idk if id send them rhere first when this exists#theres sooooooo much rucka on here to be so honest but i dont apologize. there for a reason#also didnt mention the other 2 runs i see starter recommended all the time which is nu52 and tom king bc uh no <3. we dont do that here.#yeah theyre easy to jump on bc they both start with 1 but theyre not a good representation of diana the amazons or why people like diana. or#in tk's case theyre just kind of mid/bad and weird.#idk. not worth mentioning so i didnt#anon if this isnt specific enough for you feel free to follow up. especially about the rucka 2016 because that one is weird with the reading#order and i think i only made it more confusing w my explanation there#diana of themyscira#reading guides#answered
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eli moskowitz - "am i making you feel sick?"
#blu edits#cobra kai#eli hawk moskowitz#demetri alexopoulos#hawkmetri#binary boyfriends#binary brothers#sorry randomly got bonkers about their dynamic in my head again#i love when demetri is spiteful give him edge give him that streak of pettiness he's always been secretly proud of#hes 17 his only sources of true joy are schadenfreude and free food#he humiliated eli at that party and he enjoyed it and yea they make up but he gets his licks now bc he's owed and eli lets him bc he's owed#and eli's approach to redemption is all roll over puppy eyes im sorry i'll do anything 'just tell me im yours' like thatll make it better#like thats productive. but he cant build demetri a sparring deck out of this so if demetri says jump... if demetri says join my dojo...#and so demetri will run him through his paces ragged for penance but it doesnt make it better and he looks at hawk and still feels sick#(and yes he loves him ofc he loves eli but that just adds to his turning stomach every time he sees those eyes looking up at him like that)#(its worse bc its eli making him feel this. not hawk doing something evil but eli trying to do something good and demetri still feels sick)#(because who does that shit and then comes back belly up like letting demetri claw his guts out makes them even)#(because who can claim to love someone and still get a kick of satisfaction out of making eli bleed <- verbally emotionally metaphorically)#(not physically. never physically. obviously. that's eli's thing. and so demetri's a leg up on him.)#^ im promise im a fan of interpreting them where theyre happy too#this derailed from the edit#if ur for some reason reading this then however you first interpreted this is prolly correct. i went a little rogue here in the tags
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Hey, Jake & Jack fans, is this anything?
Both men imprisoned (literal & metaphorical).
Both offered an out from their current predicament by an outside force (arguably in the case of Brain Ghost Dirk).
Both have loose ties to Lord English visually.
Yellow initial glow & Gamzee involvement too.
Sometimes a guy just needs to explode (same pose too).
Both dual wielding weapons.
That same said weapon type (for Jack Noir) having killed Jane Crocker.
It's really looking like Jake is going to do her in.
I would also like to point out that we've had interactions involving these three (Jane, Jake, and Brain Ghost Dirk) before that consisted of similar topics & themes.
Brain Ghost Dirk implying that he's just there as moral support, a manifestation of Jake's powers, and as a coping mechanism. Jane also talking about ruling an empire with him while talking down to him, similar to how she saw and/or still sees him in Beyond Canon's Candy timeline. Jake also being uncertain about doing anything to harm her despite all the bad things she's doing.
Brain Ghost Dirk going away tells us that Jake's more hopeful than he's ever been. This is the moment where he is the most sure of his decisions than he's ever been in his life, whatever those decisions may be in regards to Jane and how to handle this situation.
He is probably going to shoot Jane down, quite literally. I would also argue that after all this time, the lad isn't beating the Lord English allegations. We might as well have a parallel of him killing Jane much like how Jack Noir killed her right before he got possessed by Lil Cal & given some of Lord English's immense power.
Alternatively maybe we'll get to see what the power of hope or hope bullets can do to someone whose done so much wrong & come so far off the deep end in terms of moral wrongdoings. Maybe with every shot that hits her, she'll begin to be swayed to the side of good & start to self-reflect.
I'm still not fully convinced that Gamzee actually cured Tavros' peanut allergy, I mean just look at the panel.
This could absolutely be interpreted as Jake injecting his hope power into the epipen and by proxy injecting both his power & the epipen into his son! If younger Jake is strong enough to defeat Grimbark Jade, then adult Jake might just be strong enough to defeat a peanut allergy is all I'm saying! In fact, now that I'm rambling about it, this seems like the more likely outcome is Jake's hope power swaying or (in the very least) confusing Jane mid-fight. Hope bullets, they would look cool & would be pretty strong!
The power of believing in others & wanting things to change can be a strong tool indeed, Mister English.
If there's one person who still believes in changing Jane's mind (or bringing her back to proper canonicity depending on how you interpret the recent lore), it would be Jake English, the believer.
Okay, maybe this is something! Tally ho!
#I have not seen anyone talk about the visual; story; & character parallels yet so allow me to jump up on this box real quick#gonna start shouting into this megaphone because holy crap I just now noticed this somehow only just now#I know & am aware some of these are probably a stretch & the order of events isn't exactly the same; but hear me out okay?#did the writing team remember & know they were doing this??? anyone feel free to answer or ask one of them on twitter I just want#to know out of pure curiosity though i can see how answering something like this might be spoiler territory this early into beyond canon#Jake is on the war path & I love that for him; I trust him to rage responsibly tbh#this started off as me being certain of one hs outcome; but now im more certain of the other; feel free to guess which is which#I'm not here to say whether I agree with Jake or disagree with how he's going to handle the Jane Crocker situation; I'm just doing analysis#& finding parallels that may or may not be intentional because at this point I'm honestly not sure; but i figured it was worth pointing out#jack noir lord english and jake english parallels real? only time will tell; but i look forward to the coming updates to hs^2 or hsbc#homestuck beyond canon#homestuck#jake english#homestuck^2#homestuck 2#jane crocker#jack noir#homestuck theory#brain ghost dirk#homestuck candy#cw blood#homestuck upd8#upd8#homestuck spoilers#also yes i avoided having the flashing images be flashing images on purpose; less hassle with tags & stuff & things even if it looks cool
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every time someone calls moirallegience just an alien qpr i wilt a lil like YEAH thats more or less the CLOSEST human thing but its also Literally Not That. like a qpr is fundanmentally not romantic and thats not even going into moirails whole Actual Purpose of calming ppl down. its just. aughhhhh pisses me off i see the confusion but, as aformentioned, aughhhhh
OH MY GOD THIS HAS BEEN BOTHERING ME TOO.... but i don't want to get petty at the people in my notes always saying "moirails are QPRs!" because in some ways that is the closest human thing so it's hard to be mad...
i think there's definitely some overlap in some ways. but NOT because moirallegiance and qprs are the same at all really, but INSTEAD because both relationships can be outside of popular human norms.
you know... like any relationship.
like the only reason the two really have overlap is because they are both committed emotional partnerships that aren't required to involve sex? that should be true for all romance, even if it's not the norm right now.
they're both just romances* that are unconventional to human norms, which makes people view them as the same thing when they're not.
i think the REAL issue here is that humans insist on using human words to understand things that are just, fundamentally, alien. can't we just appreciate alien romance for being... alien romance?
no, moirallegiance is not platonic, it's romantic. it's just romantic in a way you don't understand, is all. that doesn't invalidate that romance.
*in generalization, most QPRs are not romantic, because they are made up of aroaces who are life partners in a non-romantic way. however i want to disagree with you that none of them are romantic, because that is up to the partners in question.
#quadrants#homestuck#moirallegiance#BEEN THINKING ABOUT THIS FOR SO LONG OMG THANK YOU FOR THE ASK#its just i USED to think they were the same#and then recently i kept getting pissy when people said they were the same so i was like. okay let's unpack this#what's the overlap here and what's the differences?#and really people THINK theyre the same because they think theyre both like. 'im gonna platonically marry my friend!' ^w^#(which is obviously not actually what either of them are like. lol)#when REALLY what they have in common is 'hey you're a person i want to have a committed partnership. but potentially not sex or tradition'#and it's not really fair to compare them because they come from totally different places and have totally different standards#QPR was created as an ALTERNATIVE to allonorms. its about saying 'hey lets make up our own rules. my life partner can be platonic if i want#whereas moirallegiance IS a norm and its not counter any culture. it's just 'trolls have biological romantic feelings/needs in This way.'#idk idk how to explain it any further because ive spent a fucking hour on this post and i have a massive headache so feel free to ask me--#more specific questions if the shit i said here doesnt make any sense (ïŒïżŁăŒïżŁ)..#<- wow haha the troll fictive autism really jumped out with this post huh. whoops#hsmeta#long post#op
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I don't really want to get in another spat with communist tumblr so I'll just say this here - the weird part of posts like this one to me is the lack of engagement with the actual criticism of Red Star OS (that it makes a mockery of all the principles behind Linux by being spyware for the North Korean government)
Most people who follow cybersecurity even distantly will acknowledge that the DPRK punches far above its weight in software and is only a step behind players like the US and China in terms of their ability to execute cyberattacks. North Korea is impressively sophisticated, especially given its isolation!
And I also think it's fair to say that the sanctions on North Korea and its continued marginalization aren't helping anything - they aren't helping the North Korean people or the world.
But it seems... unserious, to say the least, to make that point without engaging with the fact that the government exercises a tremendous and unacceptable level of control over its citizens, especially given that communists will (rightfully) protest far milder restrictions in the West.
#discourse#politics#do me a favor and don't jump onto that post from this one#not looking to bother the op#feel free to argue with me here tho
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YOUđ«”
I swear your tower ouroboros was actually a prediction! gempearl onesided breakup caused by a misunderstanding + towers are being built + tilly / billy + scarlet pearl creeping in
See the thing is I think it would've ended up a prediction either way, the nature of Pearl's life series is that it always ends up cycling back in some way
For every life series since dl, pearl has built a tower; Pearl is always drawn towards wolves and/or having an animal companion; and her reputation has never really escaped her, in last life she was seen as fairly reasonable outside her alliance (i believe scott said something along the lines of being glad he was allied with her and not against her at one point) but past dl people are much more willing to think of her as any team's wildcard (and i mean they're not always necessarily wrong but also she's just a silly guy)(and regardless of shenanigans, she's loyal!! She's loyal to those she commits herself to to a fault)
i got off track. Point is that i think traffic!pearl is in a constant state of ouroboros relating to dl :O after all, pearl said it herself that she never really left that tower
#sorry I don't mean to disagree with you anon you are right#you just also gave me a jumping off point to ramble#anon asks#wild life spoilers#life series spoilers#please feel free to disagree with anything I've said though#I'm saying this all in a tone of ''here is what happens'' because it flows best but I'm not the Ultimate Understander#and I do not currently have the reciept for the scott ll thing đ thought it might be around the dancefloor trap but no
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do you have reccomendations for ulysses/courier fics? I tried ao3 and didnt find many
the courier/ulysses fics in my head sorry haha
hmm i have to admit that i haven't been reading much courier/ulysses fic lately so the ones i'll recommend would be the ones i read long ago. honestly there's really not a lot of courier/ulysses fics... the 92 on ao3 right now is actually like double? triple? what it was a few years ago. yeah. so there's more now, but it's still scant if you compare the number to say, courier/boone. such is the fate of a rarepair
as for the fics, i can't recommend the mean old lady series by meanoldauthor enough. it's quite long, but it's complete, and there's so much happening there and it's all so interesting... there are some courier/ulysses fics in there, but it's mostly about adal, the titular mean old lady. it's really good!
for soft and fluffy fics, i absolutely love the one that my friend @dragonie wrote for me a few years ago (breakfast's on me)!! check out her other stuff too, she has a lot of great courier/ulysses fics featuring her courier jane! also love the courier/ulysses fics from my friend @couriers-mile and his courier six ezra :) my favorite is the blood and the bones but he has a series too
but honestly though if you can't find anything to your liking... be the change you want to see in the world and create your own fics and art!! that's why i started making fanart in the first place :) i promise it's so fun and rewarding!!
#anonymous#mail's here#fic rec#signed sealed delivered#that being said if anyone has recs feel free to jump in the replies and link em!!!#link your own ulysses/courier stuff!!!!!#i'd love to see em#ulysses
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i took some of my friends/guildies on a run through 'story mode' (listening to all the dialogue) of shattered observatory recently and some of them learned new stuff despite running fractals often, which made me realize a bit there's actually a decent amount of fractals lore that people might not know or have picked up on, especially if you ran through the fractals pretty fast?? imo it's genuinely one of the most fascinating and well-written areas of the game
so, here, some of my favorite fractal/dessa/arkk lore tidbits (and why i Really Love Fractals):
1. arkk and potentially dessa are implied to be ex-inquest-- in the nightmare fractals, arkk mistakes the players for inquest debt collectors, and in his chaos fractal journal entries mentions his 'witless subordinates', so the implication feels to be that his mists research was inquest funded before he ghosted them. in thaumanova, dessa mentions two of the inquest npcs as having been krewemates of hers-- in ls1 she refers to them as being from her 'old krewe', and still describes them as friends (she also refers to them as 'good technicians', like yknow, the inquest rank). also, it may be for aesthetics, but tiles with the inquest logo are used throughout fractals (and in mistlock sanctuary)
2. simon, the cat obtainable from fractals, is implied to have been arkk's cat as per the headstone next to it (does this make arkk's cat golems make sense? maybe! they're also a cheeky reference to the other cat golems throughout fractals)
3. there was a little incident back in ls1 that revealed the fractals lobby is, itself, a fractal, and it and all the creatures in it loop continuously just like the regular fractals. shattered observatory is also vaguely foreshadowed in it, in a sad way :")
3a. similarly, by the way, the mistlock sanctuary is a fractal too-- ever talked to the npcs in there? go speak to ilia-- and the bartender
4. dessa hates the consortium, supposedly 'lost' her boyfriend (potentially arkk's father?) to them, and is not aware that the consortium are the ones who started promoting the fractals to tyria as an 'attraction'
5. dessa is, in some way, connected to the asura boss at the end of uncategorized fractal-- a small fact we only know from the dreamer collection, combined with dessa freaking out and having to leave when the fractal begins. we don't know their relation
6. dessa seems somewhat aware that she is non-existent/a mists magic construct bound to the timeloops. in a now-lost lore interview from wartower, she is described as being afraid to leave mistlock observatory in case she can't return to it. at the end of shattered observatory, she is much quicker to have the revelation than arkk is-- to the point where you could read it as her having known the whole time
7. and now, my favorite, which is more of a headcanon with a solid lore basis that i tend to go full pepe silvia about-- there's two types of fractal we see: ones that are sort of 'possible' or somewhat alien alternate realities, and then ones that are repeating loops of events that actually happened.
chaos, nightmare, and shattered observatory are all evidently loops of events that actually happened. arkk very much does smash into the fractals, you very much do stop him, dessa and arkk very much do effectively sacrifice themselves to stop the fractals from becoming destroyed, and then the loop repeats-- as they explicitly state it will
here's the thing... during the dialogue at the end of shattered, dessa states that arkk did successfully account for all variables except for the reality that they themselves aren't sentient and are just echoes bound to the fractal loop. thus that arkk's DDR would have successfully worked to extract them from the fractals if they were real, corporeal entities.
but since the shattered observatory is an echo of an event that happened, then just like all the other 'echo' fractals, then there needed to have been actual people acting upon the mists to create the event that's echoed in the first place. that is, it didn't just pop into existence of its' own accord. and while we encounter the fractal looped versions of arkk and dessa, they definitely were real people outside in tyria at some point in time
so... in the original version of the fractal... what actually happened? did a real, corporeal arkk meet a real, corporeal dessa? if so, did his DDR work? did they actually escape the mists, and then the loop in the fractal only ended up like it did because the copies couldn't follow in the originals' footsteps? or was arkk real, only to find that dessa wasn't? if the arkk and dessa we meet are only impressions or echoes of the real things, then where on tyria are the real arkk and dessa?
we don't know!! we simply don't know! we also know very little about the consortium, their connections to the inquest, or the uncategorized fractal! there is SO MUCH lore they could expand upon in future fractals and i really really hope they do ;_;
#gw2#guild wars 2#gw2 lore#obvs theres fractal spoilers in here#truly wish it was easier to source a lot of this stuff but half the time the wiki doesnt have it or the link is dead#so sorry to do a bit of a source: trust me on some of this#btw reasonable logical jump--#the reason revenant legends are what they are is your legends are basically Fractal Loop versions of themselves#theyre an impression of a specific moment in time of that hero#instead of the mistlock observatory stabilizing them its the revenant doing it#thx#my stuff#feel free to add your own fave fractals things btw
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Everybody knows about the spoons analogy, right?? You wake up with a certain amount of spoons that you can use to spend on the day?
I woke up and got metaphorically bashed in the face with a metaphorical plank of wood, kicked in the side of the head, got hot coffee dumped on me and then bashed in the skull with the metal travel mug, hit by a car, had all of my spoons stolen, water boarded, kicked in the face again, and then was swarmed by tiny gnomes that used my stolen spoons to gouge out my right eyeball.
Metaphorically of course.
#fresh out of âfree therapist friendâ spoons too#come back later when I get a new shipment#otherwise youâll have to settle for apathy#turmoil#point blank and blunt#sorry not sorry but istg Iâd sooner jump than listen to 8 people all venting to me at once#LET ME BE JOYFUL#ISTG#I CANNOT LISTEN ALL THE WAY THROUGH LOBACHEVSKY WITHOUT BEING FLAGGED DOWN SO I CAN PLAY THERAPIST#itâs nobodies fault but mine but hOLY FUCK PEOPLE#you have a certain amount of âcareâ you can put into things#make the choice to care about the good things instead of the bad#but if you donât#do not make it MY problem#if you are not willing to listen or take the advice you ASKED FOR#FUCK OFF#OR LET ME HAVE A BREATHER FOR CHRISTS SAKE#unlicensed therapist sinceâŠ.2015#you people are the reason I will not be pursuing a career as a psychologist#the ramblings of a madman#ranting here bc literally any of my other spots have been invaded by people who regularly vent to me#and I donât want them to feel bad#so#have a jillion tags on tumblr instead
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ok u know what maybe if the world isn't ready for sunrazer post that means that the world IS ready for Amoveous siblings post. This is Milo and Enho and theyre my DARLINGS and i love them SO MUCH. i have. SOOOOOOOO many thoughts abt them but after the previous post massacre i do not really feel like typing all of that xoxo love <3
#THESE DRAWINGS HAVE BEEN SITTING IN MY DRAFTS FOR MONTHS LOL#meart#original character#robot oc#ily enho ily milo my darlings my angels my loves my funny robot guys.#ive posted abt Andromeda on here b4 if u remember her Enho is her best friend !!!!!#Enhos a battle robot who doesnt want 2 fight people..#hes the oldest sibling and theres a lot resting on their shoulders!#shes supposed to be this big metal protector but U.U she just wants to hide in his room.. and make music for the internet..#him and andy have this whole arc abt like. autonomy and identity and junk#being as andy is a government experiment who was raised to be a superhero who. has not yet realized that she HATES being a superhero lol#Enho inspires her!#milo um. does his own thing. he was the second amoveous bot and he is lucky to have been built without the responsibility of a battle bot#which means hes a LOT weaker. doesnt have a million weapons and lasers and such like enho does. no one expects much of him. he HATES IT!!!!#he wants to be POWERFUL! he wants to HURT PEOPLE!! he wants to be USEFUL!!! hes ANGRY ALL THE TIME#its EXSAUSTING.#yk that tinkerbell thing thats like. cuz shes so small she can only feel one emotion at once. and its so big it consumes her entirely?#hes that. he lives entirely in extremes. everything is 100% for him#he jumps to conclusions so quick and so violently.. hes incredibly impulsive and it gets him into a lot of trouble.#hes also a total NERD!!! GOOB!!! says mlady unironically. likes bad computer games. wears a stupid tie everyday. cartoonishly schemes 24/7#enho for the record is also a pretty angry person. they just dont rlly express it. they dont express much of anything lol.#shes semiverbal on a talkative day. he can be REALLY REALLY PASSIVE AGGRESSIVE THO. THAT MF CAN BE SO PETTY. GOOFY ASS#but shes TERRIFIED she'll lose control of her emotions and her body and that shell hurt someone someday. absolutely terrified.#enho is as afraid of his strength as milo is of his weakness. theyre both two ends of the same extremes in a lot of ways.#polar opposites and yet exactly the same. they resent each other a lot. they need to learn to meet each other in the middle.#anyway ''i dont feel like typing all that'' and then i ramble in the tags for ten million years lol ToT I LOVE THESE GUYS#theyre my oldest ocs in this universe and i have so many thoughts if you have any questions feel free to ask me lol
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I'm sending this ask for Rotom, since he wants to voice his concerns.
He thinks it's strange you know so much about undocumented history, you know Kamado's accent of all things, as well as a lot of personal details and stories of everyone from the Galaxy Team (btw thanks for letting me know that Tao Hua likes tea).
Plus, there's the whole Kicker thing (sorry about bringing him up again, I know it's a sensitive topic) with him being your starter, and a Hisuian Decidueye bringing back memories of him, and the Hero of Hisui in your timeline coincidentally also having a member of the Rowlet Line.
You knew Archie (yes I'm calling the Noble Arcanine Archie, you cannot make me change my mind) was being kidnapped specifically by bandits when it could very well be another member of the Pearl Clan trying to evolve it.
While I don't think there's anything suspicious, since your timeline could just have more information regarding the ancient times than mine does, Rotom insists there's something fishy about it.
Sincerely, your friend @clvr-the-insect-enthusiast
âŠ.! I-Well-uh-
A lot of records of the Galaxy Team w-were published! And there are some things that are different because timelines obviously!
Like the Misfortune- er, unidentified bandits! They were everywhere, stealing Calabaâs piece of the ruins! Attacking during survey runs, stealing from the Galaxy Team, Zizu had that poster up for a reason!
KickerâŠKicker a Decidueye, of course Iâd be reminded of it everytime I saw one doing Triple A-
âŠ.an Arrow attack.
Iâm nothing special. The most crazy thing to happen to me was that I got kidnapped when I was 15. Thatâs it.
#//if anyone else wants to join feel free#//JUMP HIS ASS!!!#lochland here!#post#ask#lore?(tm)#//new tag bois#pkmn irl#pokeblogging#pokemon#rotumblr#pokeblr
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hello!! i havenât interacted with your blog much but i just rolled in from the last tigh//nari post you wrote (so good!) and saw you might be looking for requests? iâm still really nervous asking and not sure what iâm doing so no offense taken if you disregard!
anyway, iâd love to read some cy/no content? if youâre along w any ships (cynari, haino, etc) thatâs totally cool. maybe like a [plant/flower] allergy situation when he visits the forest?
hope youâre well and thanks for sharing content <3
Thank you so much for the req!! I'm sorry for the wait, I really hope you enjoy!
reqs are open
Pairing: cynari
Words: 1044
CW/TW: sneezing content, mention of mess
Cyno had not anticipated anything special out of this trip to the forest. He was going only to see Tighnari- who had excitedly informed him of a new discovery made deep into the forest watcherâs patrolling area. The look on his friendâs face, combined with the eager swishing of his tail behind him, was more than enough convincing to get the mahamntra to venture into the greenery.
Itâs quiet as he pads along the roughly and hastily made trail, leaving him with his own thoughts- excitement to see tighnari again, listen to him ramble on about whatever he had found, a slight apprehension at the possibility of this being dangerous- not that either of them could not hold their own, but tighnari was often so eager to research that he did not stop to think about any possible consequences to himself, and he hated seeing him in pain. Muddled in with these feelings, a slight but sudden itch in the back of his nose. He presses a knuckle against the side of it absentmindedly, just as a pair of ears perking up quickly catches his attention.
âYou made it!â Tighnari calls out to him, tredging through ankle-deep tangles of weeds to meet him. Thereâs a smudge of dirt on his cheek, and a tangle in his usual well-kept tail. As Cyno nods his greeting, he cannot help but wonder how long heâs been out here. The other seems to be aware of it, occasionally flicking the appendage about in absent-minded frustration.
Tighnari leads him further into the forest, happily rambling on about the things they pass by and what his research has granted so far. Cyno canât get himself to focus, the itch in his sinus suddenly alight, forcing his breath to hitch just once before calming again. He can almost feel Tighnariâs concerned frown, but he decides to keep quiet about it for now, to Cynoâs gratitude.
Suddenly, heâs stopped. Tighnari moves to the side, looking at Cyno with pride clear in his eyes. Heâs meet with the sight of a large, blooming flower, encased in golden vines that seem almost-conscious, twitching at any movement around them. âI havenât been able to touch it yet, and my elemental attacks have no effect. Thatâs why I brought you out here, I was hoping maybe electrical- Cyno?â His ramblings cease as he catches sight of him, hands cupped loosely in front of his face, usually serious expression crumpled into one of desperation as he fights off the need uselessly, breath stuttering until he can no longer fight it.
âhEh-itSH! âtShi! hiH-â The third one is lost, leaving him sniffling, trying to rub the irritation out of his sinuses. âArchons, bless you! Are you feeling alright?â Cyno sniffles uselessly again, trying to will some of the congestion out of his voice before he speaks.
âIâm fine. You can romaine calm.â Tighnari groans in response. âYou must be, if youâve got the energy to make jokes. Anyways, can you try to hit ones of the vines with your elemental attack? Be gentle, please, and donât damage the plant itself.â Cyno nods, saluting in a âyes sirâ gesture, as he prepares to follow instructions. He presses the back of his hand to his nose, scrunching up the appendage as he aims carefully. But he was unable to fight against his body and control it at once, sent foreward with another flurry of sneezes the moment he releases the energy, causing it to be sent foreward towards the flower. Itâs reaction was instant, sending out a shower of pollen before curling into a ball, vines wound around it tightly. Cyno faintly hears a noise of frustration come from Tighnari, but he canât focus, paralyzed with the awful tickle that came as the pollen surrounded him. He was in the direct line of fire, and he felt it, nostrils feeling alight as his eyes watered, he couldnât even fight it, thrown into a desperate fit.
âhaHâTSCHhi- KSHhiew! hih- hidTâSHHih! âidtSHhiew- sCHih!â They tore at his throat, raw and painful as his body tried desperately to release all of the pollen. He felt almost embarrassed, unable to do anything as Tighnari watched helplessly. âtignarihHh-tSHhi!â Even just his name seemed to break his stupor, the fox-tailed man rushing over and grabbing Cynoâs arm, bringing him somewhere- he could not even keep his eyes open long enough to tell, the lower half of his face buried in an arm he threw up to avoid spraying the other. He felt himself be gently led into a sitting position, half aware of the sun now beaming down on them.
His breath caught, leaving him helpless into a rough fit of coughing that didnât seem to let him. He felt Tighnariâs hand on his back, rubbing comforting circles as he whispered encouraging phrases until the coughing finally let up. He leaned back against Tighnari, unable to resist the need to catch his breath. His face was wet with tears, nose running onto his upper lip. He roughly cleaned it up with the back of his wrist.
âThere you go, youâre okay. Any trouble breathing?â Came the soft voice next to Cyno, reminding him suddenly of his blunder. Tighnari had been so eager to research, and he had messed it up. Guilt shot through him. âSorry, ânari.â He pawed at his nose again while he spoke.
âItâs alright. I can bring somebody else another day.â Tighnari soothed, hands beginning to card through the others' hair. âRight now, we need to get you cleaned up. The pollen on your clothes wonât do you any good.â he stood quickly, reaching out a hand to Cyno, but he was distracted with the need to sneeze once again, raising a shaky hand in warning.
âhIhâtSChih!iâtsCHuh!â He sniffled once more as Tighnari waited patiently, before taking the hand offered to him, letting himself be pulled onto his feet.
âHey, âNari?â The forest watcher turned back to face him, âWhat is it?â âIâm very frond of you.â Tighnari huffed, turning back around and beginning to stalk off, stopping only a few paces in front of him. âI love you, too, Cyno.â Mahamatra grinned, catching up to his partner as they began the trek home, punctuated with the occasional sneezes.
#snz stuff#sneeze kink#sneeze#sneeze fic#ali talks#snz#sneeze stuff#gen/shin#im so sorry for what is probably violent mischaracterization!! i only had what very little ive done of the sumeru quests to do#go off of#but this was really fun to do!! i feel like the way i write snz's gets repetitive so i tried very hard to aviod that#i hope the spelling isnt wonky though đ#forgive any errors i tried my best to proofread but ive got too much caffiene in my system rn#<- did this to myself b/c i forget to eat#anyways#reqs are still open so feel free to shoot anything else my way! hope you all enjoy#going to jump over to desktop in a minute to put a readmore on here do not fret#ali?? actually posting a fic as planned?? not only that but the fic that he had planned???? unheard of#it probably wont happen again#queing this until the evening because i feel like snzblr is a lot more active then#if anybody thinks differently lmk! I like to try to aviod my stuff getting buried lol
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