#how has everyone been? good i hope
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#shining nikki#yes i have been gone for awhile#how has everyone been? good i hope#im now finally back and may start posting ever so slowly XD#plz be patient with me XD DX
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2023 favorites
#artists on tumblr#so colorful this year#the first pieces i have planned for 2024 are more horror themed again#doing my best to relax until the new year#i love freelancing but i haven't had a single vacation this year#so trying to actually just... not draw for a few days :')#i always feel guilty when i don't#but no matter how much you love something you need to do other things too#be a person outside of it#even if the algorithms hate that#i hope everyone has a great rest of the year#especially sending strength and good vibes to anyone working customer service over the holidays#been there#i wish a very āstep on a legoā for any customer being shitty to you
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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 naĆÆvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
A Space player's struggle lies in finding the strength to assert themselves, picking out the good from the bad, weeding the garden so it can flourish and thrive.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so. In the worst case scenario, detach entirely, coming to a standstill.
A Time player's struggle lies in finding peace with themselves, such that they can enjoy the fruits of their own labor - labor whose rewards only multiply when the cause and methodology become clear.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere earnestness, which is not always well-received. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others. Their easy-come, easy-go natures make it difficult to focus them towards a goal, and it's easy for them to simply allow themselves to be tossed around by circumstance and the whims of others, or to simply run away from their problems entirely - never confronting their own responsibility or fault for a situation, passing along the blame.
A Breath player's struggle is letting themselves mature - letting themselves take responsibility, and understand that their actions have consequences for others. Only then can their breeze blow in the party's sails, aiming towards victory, breaking through all obstacles to reach it.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, capable of cutting through to the core of other peoples' interpersonal issues. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone. Thus, it's easy for the Blood player to wind up a nag - desperate to make sure everyone is moving according to their vision, they'll fuss and bother and interfere and boss people around until everyone else gets sick of them. It's easy for them to wind up pariahs of their own making, severing their own ties with others by their efforts to establish them.
A Blood player's challenge is of learning how to turn that empathy and honesty inwards, to calm down and let themselves enjoy the presence of others; only then can they come to know how to build something stronger and better.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire. Their desire for the limelight can quickly spell disaster for those around them, who are reduced to supporting characters in their minds. Craving so much external validation, they're often blind to what would actually make them internally happy.
A Light player's challenge is of coming to terms with their own limited reach, and allowing themselves to shine not for their own desire for importance, but for the betterment of the world in which they live.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable and reliable personalities on a team. However, this simplistic, feelings-driven approach often leads to complications and unforeseen consequences, and very easily to irrelevance, with which Void is so closely interlinked. A Void player's reliance on emotion and intuition can result in overindulgence of pleasure, to the active detriment of the party's goals or the Void player's self-improvement, leaving them lost and irrelevant, unable to act.
A Void player's challenge is in resisting the call of the Void's temptations, instead dragging the Void behind them, kicking and screaming, to where it can be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty; this often leads them to seek codependent relationships, hoping somehow that they can find the validation they need externally, not realizing that they're deepening their own fragile self-images.
A Mind player's challenge lies in tempering their natural understanding of karma and justice with kindness and empathy - not just to others, but to themselves, and using that enlightened understanding to lead others forth.
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves. With this sincerity comes vulnerability, and vulnerability often brings with it pain; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection.
A Heart player's challenge is in gaining the confidence to be open with others, to weather the pain of rejection, and let themselves share their gifts, that others may learn to share theirs.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed. It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process.
A Life player's challenge is in accepting the merit in taking a pause to consider unpleasant words and alternative viewpoints, in trying to understand the actual problems instead of imposing their own will onto others, so as to better focus their healing energies.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate. Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending.
A Doom player's challenge is in rising above the melange of suffering and pain, to grasp personal peace, and to fill their lives, if not with happiness, then with meaning.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - usually not particularly well-liked, for their inflexibility, for their lack of empathy, and for their dearth of wit. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous. Setting them on the wrong path, or breaking their Hope in twain, can result in disastrous consequences, as - one way or another - what a Hope player believes in comes true.
A Hope player's challenge is in seeing beyond themselves, letting others help guide their vision to something newer and more beautiful.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players grasp that their natural inclinations are bothersome to others, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment; in the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
A Rage player's challenge is in learning to be authentic and true, and to allow this to release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a faƧade 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 faƧades, and their faƧades 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, removingā¦ 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 āgetā 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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I was accepted to a paid video editing internship and a lot of the work is very reminiscent of what I used to do here. It makes me so happy to know that my silly little Tumblr blog gave me good practice :3 I hope everyone is doing well <3 Tell me what you're going to be for Halloween!
#I'm editing down video podcasts of tech bros yappin about whatever into tiktok sized chunks#getting good practice on trimming dialogue and adjusting subtitles#I'm already pretty good at getting the videos paced well though!#very reminiscent of trimming down and subtitling a Tingting video#or trimming down a long cooking video#I decided this year that my new goal in life will be to become a professional video editor so that's what I'm working towards now#hope everyone is well š«¶š»#For Halloween I'm going to be Marina Domek from Fear and Hunger 2#fear and hunger has been my hyperfixation for over a year now lol#also I moved to a new apartment and then had a mental breakdown and quit my job and now I have no income so that's how life has been for me#chitty chatty#text post#not asmr
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ā2024 has been so difficult for me, and i want to end the year off on a high note by thanking everyone whoās been there for me through it.
āthank you for talking to me. thank you for listening to me talk to you in return. thank you for staying on vc with me to play games or talk or draw or cry together. thank you for keeping my secrets. thank you for telling me yours. thank you for the gifts youāve given me. thank you for the advice youāve offered when i needed help. thank you for the silly messages you've sent me unpromptedāit is so joyous to be remembered when iām not around. thank you for making me feel safe. thank you for letting me stay by your side. thank you for staying by mine.
āthe passage of time is so scary to me, i think. once things are over you can never get them backāall you can do is move forward and hold the memories close to your heart. thank you for the memories youāve given me, i will treasure them eternally. i am so happy that we get to keep moving forward together, from one year into the next.
āto kia, diggs, casey, and everyone in sweaties gang; to wewa and rei; to lorel; to eliza and mitsu; to wiz and corbell; to alex, nash, geddon, and paperd; to worm and goldie; to candy and ashe; to haze, mono, benji, and chasm; to my partners (sasha, robin, and keith); to steel; to michael, and to collie;
i am so grateful i know you. i am so grateful we exist here, at the same time, together. thank you for everything. i love you, i love you, i love you.
@dreemurr-skelememer @digglesgiggles @megaloserrr @lollipopz-shop @popiplant @aoartmthebitxh @s3-izures @otterbup @kuvlarstuff @heartstitched @thiccsys @b0tanicalb00ba @popiplant @rushroulett3 @wewawoomp @dagwmeno @onlyplatonicirl @elizakai @swiftmitsu @wizb1z @calciumdreams @psycho-chair @nashdoesstuff @unknownarmageddon @canine-teethed-sheets @fishfrypi @candy-cryptid @narrators1and2 @hazerun3 @monolite001 @bonejello @chasmbreach @xyriscomplanata @livinganime14 @paddinglily @corvidmellow @lambradire-art @hackrusty
ā”
#and to the rest of my tumblr followers & mutuals & friends; thank you. i appreciate you endlessly#thank you for the attention and support. thank you for being here. it means infinitely much to me.#through this difficult year art has been a huge help in getting me through to the other side;#i hope you have loved looking at mine as much as i loved making it.#thank you for sticking around in my corner of the internet to watch me flourish. i hope you stay a bit longer. ā”#and in case the very specific person i am thinking of is somehow reading this#i've been trying to figure out many things lately#one thing i am certain of nowāeven if i wasn't beforeāis that of all the wrong things going on in the world#ending an unconditionally loving friendship over a sans au ship you don't like isā¦ silly. and chronically online.#but more importantly fickle. and cruel. i will not do that to these people; not for you. not for anyone else.#i will not judge the morals of those around me based off arbitrary (and in the long run meaningless) things we disagree on#but on the actions they take in the real world; the love and kindness iāve always been shown unconditionally#not everyone is like the person who hurt me#the world is so full of light and love if you try to look for it#i wish you well too.#āš¬ / text#āsunne friends#āsunnesona#<- different from how i usually represent myself in my art but still me. perhaps even more so#alright enough chattering from me#good luck in the new year; i hope very much that we are all still here this time next year#thank you so much everyone. from the bottom of my heart.
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going to keep this short .. but my family and i are currently in need of groceries ;w; anything would help and would be vv much appreciated :
my ko-fi & my paypal !
#mutual aid#mutual support#financial aid#financial assistance#grocery assistance#this year's has just been absolutely terrible ... i feel like nothings been looking up no matter how positive i try to be#recently applied for disability bc my therapist thought it was a good idea .. hopefully that'll help somehow ... ;;#and my sister will be working soon too .. i hope things will get better before they get worse#most pantries we go to have implemented a once a month rule or a curbside pick up rule so it's been tough this month :/#feels weird asking for help again after all these monthhsxdhhdjxn aaaa#please only help if you're truly able to#i know the holidays are coming up and its rough on everyone so please put yourselves first
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Do you think Wei wuxian listens to weezer?
I don't know...I don't know...I really don't know.....
#poorly drawn mdzs#mdzs#wei wuxian#lan sizhui#blood#I mean this in the most sincerest way possible: This ask has become my 'does bruno mars is gay' to me and anyone in close enough proximity#I first read this after having just woken up and it rattled me so intensely#would he???? I don't know??? It's dad music but it also sort of works for someone a little bit out of step with time?#I'm a bit of a wwx kinnie and I love music but I don't really have any headcanons for what modern music he'd like#other than 'unironically classical music and its one of the first things he bonds with lwj over as teens'#(they get into very heated arguments about composers and arrangements)#but also. the concept of wwx really liking wheezer to the point its the first thing he's gotta check in on after 13 years dead?#*that* did me in real good#I hope people enjoy this one as much as I did#'Does wwx listen to wheezer' Please oh god wheezer and mdzs fans please come together to tell me what songs wwx would like#my money is on 'lost in the woods' its so campy#EDIT: just been informed weezer doesnt have an H in it..this is how much i know. thank u everyone who left weezer recs in comments and tags
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Hopefully lukewarm take (i havenāt checked)
I recently finished reading the Heroes Of Olympus series (having read pjo immediately prior) and I think itās pretty shitty that the worth of all of our good guy characters are, to a notable degree, measured by their ability to find and engage in romantic relationships and are then greatly defined by those relationships. (Disclaimer; I donāt think Iām in a justified position to discuss lots of the racial criticisms for HoO but I do agree with a lot of em and that aspect does factor into this topic)
7+ important recurring characters is quite a lot of people to balance, even in a five book series and all of the non-pjo characters suffered immensely for it. But one character arc I anticipated over and over again that never ended up happening was any one character finding fulfillment from the non-romantic relationships around them by de-prioritizing the idea of a perfect someone in favour of accepting the support of their friends/comrades/campers/family/etc. (Second disclaimer: I donāt expect a novel saga from 2010 to have characters declaring their orientations (or lack thereof) aloud but the idea of a character learning to define themself by or through something outside of romance isnāt a new one)
I think Percy and Annabeth are very cute and work well as a couple (are they the only white couple?) and I donāt really see any chemistry between Piper and Jason (I feel like theyāre on very different paths from each other and Piper stagnates greatly in favour of supporting jasons development) but I think literally every other Good Guy character had the potential to not need romance in their arcs. Frank could have been raised to praetor by consensus and recognized by his peers and grandma, actively validating his growth rather than him achieving great feats and no one noticing or really caring except for Hazel. Hazel couldāve been shown learning about the modern day with Frank and Nico during downtime and reconciling her identity and trauma with the diversity of today while discovering a new freedom in acceptance (from the Seven) of who she is from back then and who she may yet want to be (and also not dated a 16 y/o at 13).
Leo, Reyna and Nico were the main ones I was thinking would forgo the need for a partner at least as a necessity for their growth/healing as all three have severe familial trauma, are distanced from other demigods socially somehow, and all were explicitly ousted from conventional romance in-writing.
Initially with Leo I had hoped he would confront his struggle being the āseventh wheelā by expressing how he was feeling overlooked as a friend (and as the ONLY shipwright) in favour of everyoneās romantic interests, which would lead into further emotional vulnerability in the party but, that never happened save for a few stoically non-communicative gestures of support to Frank and otherwise weird hang-ups on Hazel before he fucked off to Calypso, letting his friends think him dead for weeks. Leo lacked connection and felt inferior and less important than the rest of the Seven and the narrative validated that by only fulfilling him through an a Rapunzel-like hot babe trapped on an island who is physically dependent on his emotional dependence on her. Thatās not a recipe for healthy relationship! I related to Leo initially as an aromantic person with 9 siblings, half of whom are already coupled so it was very disappointing when I realized by the third book that RR just didnāt take what was to me the most obvious arc for a character who is vitally important to a team but least noticed. Also the Hazel-Frank-Leo pseudo-love shape didnāt need to happen, at least in the way it did, and I think the Leo-Hazel-Sammy weird love thing was stupid.
I think Nico and Will are a very cute couple and Iām looking forward to reading their book when I come around to it but I felt unsatisfied that the thing that got Nico to stay at camp after 5 books was a guy who had little significant presence until the last book and not like, any of the other deeply important connections he made during his journeys? Nicoās been talking about never returning to either camp for a while and none of the Seven or Reyna (I think) thought to check in with him? I get that Will is supposed to be like the first person to insistently want Nico around but if Will really is the first then thatās kinda fucked up given the whole like, eight books worth of people heās met. Itās a bit fucked up that after years of Nicoās presence, seemingly the first connection to anchor him down is an unspoken suggestion of a romance
Reynaās character journey confuses me because I donāt if I missed or forgot it but I donāt remember her having a conclusion to her internal struggles. Aphrodite telling her sheās doomed to singledom gets brought up again and again and itās mostly just to make you feel bad for her. She doesnāt tell anyone else. She doesnāt seek fulfillment in the platonic or familial connections she has. They visit her house, trauma dump about her abuse AND fakeout her sisters + the hunters + the amazons deaths just to have Reyna be even more hurt. Reyna and Nico come to understand each other while theyāre travelling but by the conclusion of the series sheās just gone back to her isolating and stressful role as the praetor, but now with more work to do! Aphroditeās words are never explained and their veracity is never tested and all it serves is to give Reyna more misery porn.
I guess what Iām saying is I think the story would have been better if The Seven & Co had a little more connection with each other and not just with their respective partners and if we could have seen some internal growth come from that.
#I neep sleep#Iām reading Trials Of Apollo now and if Leo shows up again he better have a rock solid fucking reason for leaving everyone#in his life on āreadā for however longs itās been and ESPECIALLY for those three weels#It was very boring to me the many pages where The Seven were all on the boat or wandering ruins#feeling internally bitter about whatever whoever was feeling instead of being emotionally involved with each other#wether that mean characters fighting (and going to far) or characters breaking down under the pressure#like with Piper and Annabeth on that hill; that was good#pjo hoo toa#heroes of olympus#I think Calypso wouldāve been an excellent example of the godsās oversight and the frailty of their oaths#if she and Leo hadnāt become immediately codependent#hoo crit#nico di angelo#reyna avila ramirez arellano#frank zhang#hazel levesque#In case anyone is wondering; I am borrowing these books from my local library#I understand if the time constraints of writing limited how much fine-tuning could be done#but I think RRās romance writing is consistently weird enough to be a pattern#I DO NOT like 4000+ y/o Apollo looking at campers describing them like he has a crush#I hope Will and Nicoās relationship is written to be a mutually caretaking one
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Spider-Man India, but... where from India?
A SUPER long post featuring talks of: cultural identity, characterisation, the caste system, and what makes Spider-Man Spider-Man.
Iām prefacing this by saying that I am a second-generation immigrant. I was born in Australia, but my cultural background is from South India. My experiences with what it means to be āIndianā is going to be very different from the experiences of those who are born and brought up in India.
If you, reader, want to add anything, please reblog and add your thoughts. This is meant to be a post open for discussion ā the more interaction we get, the better we become aware of these nuances.
So I made this poll asking folks to pick a region of India where I would draw Pavitr Prabhakar in their cultural wear. This idea had been on my mind for a long while now, as I had been inspired by Annie Hazarikaās Northeastern Spidey artwork in the wake of ATSVās release, but never got the time to actually do it until now. I wanted to get a little interactive and made the poll so I could have people choose which of the different regions ā North, Northeast, Central, East, West, South ā to do first.
The outcome was not what I expected. As you can see, out of 83 votes:
THE RESULTS
South India takes up almost half of all votes (44.6%), followed by Northeast and Central (both 14.5%) and then East (13.3%). In all my life growing up, support towards or even just the awareness of South India was pretty low. Despite this being a very contained poll, why would nearly half of all voters pick South India in favour of other popular choices like Central or North India?
Then I thought about the layout of the poll: Title, Options, Context.
Title: "Tell us who you want to seeā¦"
Options: North, Northeast, Central, East, West, South
Context: I want to make art of the boy again
At first I thought: ah geez. this is my fault. I didn't make the poll clear enough. do they think I want them to figure out where Pavitr came from? That's not what I wanted, maybe I should have added the context before the options.
Then I thought: ah geez. is it my fault for people not reading the entire damn thing before clicking a button? That's pretty stupid.
But regardless, the thought did prompt a line of thinking I know many of us desi folk have been considering since Spider-Man India was first conceived ā or, at least, since the announcement that he was going to appear in ATSV. Hell, even I thought of it:
Where did Spider-Man India come from?
FROM A CULTURALLY DIVERSE INDIA
As we know, India is so culturally diverse, and no doubt ATSV creators had to take that into account. Because the ORIGINAL Spider-Man India came from Mumbai ā most likely because Mumbai and Manhattan both started with the same letter.
But going beyond that, itās also because Mumbai is one of the most recognisable cities in India - itās also known as Bombay. Itās where Bollywood films are shot. Itās where superstar Hindi actors and actresses show up. Mumbai is synonymous with India in that regard, because the easiest way Western countries can interact with Indian culture is through BOLLYWOOD, through HINDI FILMS, through MUMBAI. Suddenly, India is Mumbai, India is a Hindi-only country, India is just this isolated thing we see through an infinitely narrow lens.
Weāve gotten a little better in recent years, but boy I will tell you how uncomfortable Iāve gotten when people (yes, even desi people) come up to me and tell me, Oh, youāre Indian right? Can you speak Hindi? Why donāt you speak Hindi? Youāre not Indian if you donāt speak Hindi, thatās Indiaās national language!
I have been ā still am ā so afraid of telling people that I donāt speak Hindi, that Iām Tamil, that I donāt care that Hindi is Indiaās ānationalā language (itās an administrative language, Kavin, get your fucking facts right). Itās weird, itās isolating, and it has made me feel like I wasnāt āIndianā enough to be accepted into the group of āIndianā people.
So I am thankful that ATSV went out of their way to integrate as much variety of Indian culture into the Mumbattan sequence. Maybe that way, the younger generation of desi folk wonāt feel so isolated, and that younger Western people will be more open to learning about all these cultural differences within such a vast country.
BUT WHAT DOES THIS HAVE TO DO WITH SPIDER-MAN INDIA?
Everything, actually. Thereās a thing called supremacy. You might have heard of it. We all engaged with it at some point, and if you are Indian, no matter where you live, it is inescapable.
It happens the moment you are born ā who your family is, where you are born, the language you speak, the colour of your skin; these will be bound to you for life, and it is nigh impossible to break down the stereotypes associated with them.
Certain ethnic groups will be more favourable than others (Centrals, and thus their cultures, will always be favoured over than Souths, as an example) and the same can be said for social groups (Brahmins are more likely to secure influential roles in politics or other areas like priesthood, while the lowers castes, especially Dalits, arenāt even given the decency of respect). Donāt even get me started on colourism, where obviously those of fairer skin will win the lottery while those of darker skin arenāt given the time of day. Itās even worse when morality ties into it ā ālighter skinned Indians, like Brahmins, embody good qualities like justice and wisdomā, ādark skinned Indians are cunning and poor, they are untrustworthyā. Itās fucking nuts.
This means, of course, you have a billion people trying to make themselves heard in a system that tries to crush everyone who is not privileged. It only makes sense that people want to elevate themselves and break free from a society that refuses to acknowledge them. These frustrations manifest outwardly, like in protests, but other times ā most times ā it goes unheard, quietly shaping your way of life, your way of thinking. It becomes a fundamental part of you, and it can go unacknowledged for generations.
So when you have a character like Pavitr Prabhakar enter the scene, people immediately latch onto him and start asking questions many Western audiences donāt even consider. Who is he? What food does he eat? What does he do on Fridays? Whatās his family like, his community? All these questions pop up, because, amidst all this turmoil going on in the background, you want a mainstream popular character to be like you, who knows your way of life so intimately, that he may as well be a part of your community.
BUT THAT'S THE THING ā HE'S FICTIONAL
I am guilty of this. In fact, Iāve flaunted in numerous posts how I think heās the perfect Tamil boy, how he dances bharatanatyam, how he does all these Tamil things that no one will understand except myself. All these niche things that only I, and maybe a few others, will understand.
Iāve seen other people do it, too. Iāve seen people geek out over his dark brown skin, his kalari dhoti, how he fights so effortlessly in the kalaripayattu martial arts style. Iāve seen people write him as Malayali, as Hindi, as every kind of Indian person imaginable.
Iāve also seen him be written where heās subjected to typical Indian and broader Asian stereotypes. You know the ones Iām so fond of calling out. The thing is, Iāve seen so much of Pavitr being presented in so many different ways, and I worry how the rest of the desi folk will take it.Ā
You finally have a character who could be you, but now heās someone elseās plaything. Your entire life is shaped by what you can and canāt do simply because you were born to an Indian family, and hereās the one person who could represent you now at the mercy of someone elseās whims. Heās off living a life that is so distant from yours, you can hardly recognise him.
It shouldnāt hurt as much as it does, yeah? But, again, youāre looking at it from that infinitely narrow lens Westerners use to look at India from Bollywood.
AND PAVITR PRABHAKAR DOESN'T LIVE IN INDIA
He lives in Mumbattan. He lives in a made-up, fictional world that doesnāt follow the way of life of our world. He lives in a city where Mumbai and Manhattan got fucking squashed together. There are so many memes about colonialism right there. Mumbattan isnāt real! Spider-Man India isnāt real!! Heās just a dude!! The logic of our world doesnāt apply to him!!!
āBut his surname originates from ______ā okay but does that matter?
āBut heās wearing a kalari dhoti so surely heās ______ā okay but does that matter?
āBut his skin colour is darker so he must be ______ā okay but does that matter?
āBut he lives in Mumbai so he must be ______ā okay but does that matter?
I sound insensitive and brash and annoying and it looks like Iām yapping just for the sake of riling you up, so direct that little burst of anger you got there at me, and keep reading.
Listen. Iām going to ask you a question that Iāve asked myself a million times over. I want you to answer honestly. I want you to ask this question to yourself and answer honestly:
Are you trying to convince me on who Pavitr Prabhakar should be?
... but why shouldn't i?
Iāll tell you this again ā I did the same thing. Youāre not at fault for this, but I want you to just...have a little think over. Just a little moment of self-reflection, to think about why you are so intent on boxing this guy.
It took me a while to reorganise my thinking and how to best approach a character like Pavitr, so I will give you all the time you need as well as a little springboard to focus your thoughts on.
SPIDER-MAN (INDIA) IS JUST A MASK
āWhat I like about the costume is that anybody reading Spider-Man in any part of the world can imagine that they themselves are under the costume. And thatās a good thing.ā
Stan Lee said that. Remember how he was so intent on making sure that everybody got the idea that Spider-Man as an entity is fundamentally broken without Peter Parker there to put on the suit and save the day? That ultimately it was the person beneath the mask, no matter who they were, that mattered most?
Spider-Man India is no less different. You can argue with me that Peter Parker!Spidey is supposed to represent working class struggles in the face of leering corporate entities who endanger the regular folk like us, and so Pavitr Prabhakar should also function the same way. Pavitr should also be a working class guy of this specific social standing fighting people of this other social standing.
But that takes away the authenticity of Spider-Man India. Looking at him through the Peter Parker lens forces you to look at him through the Western lens, and it significantly lessens what you can do with the character ā suddenly, itās a fight to be heard, to be seen, to be recognised. Itās yelling over each other that Pavitr Prabhakar is this ethnicity, is that caste, this or that, this or that, this or that.
Thereās a reason why heās called Spider-Man India, infuriatingly vague as it is. And thatās the point ā the vagueness of his identity fulfils Leeās purpose for a character that could theoretically be embodied by anyone. If he had been called āSpider-Man Mumbaiā, you cut out a majority of the population (and in capitalist terms, you cut out a good chunk of the market).
And in the case of Spider-Man India? Whew ā youāve got about a billion people imagining a billion different versions of him.
Whoever you are, whatever you see in Pavitr, that is what is personal to you, and there is nothing wrong with that, and I will not fault you for it. I will not fault you for saying Pavitr is from Central due to the origins of his last name. I also will not fault you for saying Pavitr is from South due to him practising kalaripayattu. I also will not fault you for saying he is not Hindu. I also will not fault you for saying he is a particular ethnicity without any proof.
What I will fault you for is trying to convince me and the others around you that Pavitr Prabhakar should be this particular ethnicity/have this cultural background because of some specific reason. I literally donāt care and it is fundamentally going against his character, going against the āanyone can wear the maskā sentiment of Spider-Man. By doing this, you are strengthening the walls that first divided us. Youāre feeding the stratification and segmentation of our cultures ā something that is actually not present in the fictional world of Mumbattan.
Like I said before: Mumbattan isnāt real, so the divides between ethnicities and cultural backgrounds are practically nonexistent. The best thing is that it is visually there for all to see. My favourite piece of evidence is this:
Itās a marquee for a cinema in the Mumbattan sequence, in the āQuick tour: this is where the traffic isā section. It has four titles; the first two are written in Hindi. The third title is written in Bengali*, and the fourth title is written in Tamil. You go to Mumbai and you wonāt see a single shred of Bengali nor Tamil there, much less any other language that's not common in Maharashtra (Western India). Seeing this for the first time, you know what went through my head?
Wow, the numerous cultures of India are so intermingled here in Mumbattan! Everyone and everything is welcome!
I was happy, not just because of Tamil representation, but because of the fact that the plethora of Indian cultures are showcased coexisting in such a short sequence. This is India embracing all the little parts that make up its grander identity. This scene literally opened my eyes seeing such beauty in all the diverse cultures thriving together. In a place where language and cultural backgrounds blend so easily, each one complementing one another.
It is so easy to believe that, from this colourful palette of a setting, Pavitr Prabhakar truly is Spider-Man India, no matter where he comes from.
Itās easy to believe that Pavitr can come from any part of India, and I wonāt call you out if the origin you have for him is different from the origin I have. You donāt need to stake out territory and stand your ground ā youāre entitled to that opinion, and I respect it. In fact, I encourage it!!!
Because thereās only so much you can show in a ten minute segment of a film about a country that has such a vast history and even greater number of cultures. I want to see all of it ā I want him to be a Malayali boy, a Hindi boy, a Bengali boy, a Telugu boy, an Urdu boy, whatever!! I want you to write him or draw him immersed in your culture, so that I can see the beauty of your background, the wonderful little things that make your culture unique and different from mine!
And, as many friends have said, itās so common for Indian folks to be migrating around within our own country. A person with a Maharashtrian surname might end up living in Punjab, and no one really minds that. Iām actually from Karnataka, my family speaks Kannada, but somewhere down the line my ancestors moved to Tamil Nadu and settled down and lived very fulfilling lives. So I donāt actually have the āpure Tamilā upbringing, contrary to popular belief; Iāve gotten a mix of both Kannada and Tamil lifestyles, and itās made my life that much richer.Ā
So itās common for people to ānotā look like their surname, if thatās what youāre really afraid about. In fact, it just adds to that layer of nuance, that even despite these rigid identities between ethnicities we as Indian people still intermingle with one another, bringing slivers of our cultures to share with others. Pavitr could just as well have been born in one state and moved around the country, and he happens to live in Mumbattan now. Itās entirely possible and thereās nothing to disprove that.
We donāt need to clamber over one another declaring that only one ethnicity is the ārightā ethnicity, because, again, you will be looking at Pavitr and the rest of India in that narrow Western lens ā a country with such rich cultural variety reduced to a homogenous restrictive way of life.
THE POLL: REINTERPRETED
This whole thing started because I was wondering why my little poll was so skewed ā I thought people assumed I was asking them where he came from, then paired his physical appearance with the most logical options available. I thought it was my fault, that I had somehow influenced this outcome without knowing.
Truth is, I will never really know. But I will be thankful for it, because it gave me the opportunity to finally broach this topic, something that many of us desi folk are hesitant to talk about. I hope you have learned something from this, whether you are desi or a casual Spider-Man fan or someone who just so happened to stumble upon this.Ā
So justā¦be a little more open. Recognise that India, like many many countries and nations, is made up of a plethora of smaller cultures. And remember, if youāre trying to convince Pavitr that heās a particular ethnicity, heās going to wave his hand at you and say, āHa, me? No, Iām one of the people that live here in the best Indian city! Iām Spider-Man India, dost!ā
(Regardless, he still considers you a friend, because to him, the people matter more to him than you trying to box him into something heās not.)
*Note: thank you dear anon for letting me know that the third title was Bengali, twas my mistake for literally completely forgetting
#long post + more tags that kinda spiral away BUT expand on the points above AND kinda puts everything together concisely#BROS THIS IS AN HONEST TO GOD ESSAY#THAT HAS BEEN COOKING IN MY HEART FOR A WHILE NOW. SIMMERING FOR MONTHS BEFORE FINALLY BOILING OVER IN THE LAST WEEK#genuinely hope you read MOST of it because yes it has Quite A Lot Of Exposition but it all matters nonetheless#put in a lot of thought into this so i expect you to do your part and challenge your thoughts as well#you see how i'm not asking for you to listen to me. but to actually Think. i want you to cook your thoughts and add some spice and flavour#and give it a good mix so you can come out of this a little more wiser than before#because!!! yeah!!!! spider man india is just that!! he's indian!!!!! we don't need to collectively agree on where he comes from#bc it gets rid of that relatability factor of spider man. at the most basic level#think of it as a schrodinger's. he is every single culture and none of them at the same time. therefore none of us are wrong!! sick!!!!#pavitr's first priority is making sure HIS PEOPLE are safe. that's probably as far as we can go that relates him back to peter parker spide#he loves his people and working in the name of justice to FIGHT for HIS PEOPLE is just the duty/responsibility he takes up#it makes sense that he loves everyone and every culture he engages with bc that's the nature of spider man i suppose#if peter parker spidey acts as the guardian for the regular folk.. then in my mind pavitr spidey stands as the bridge uniting the people#because society as its core is very fragmented. and having pavitr act as a connection to other folks.... mmmmm beautiful#that's what i'm talking abouttttt !!!#anyways guys this is literally 3001 words on my document EXCLUDING THE TITLE. THAT'S 7 PAGES AT 11pt FONT. i'm literally cryingggg wtf#pavitr prabhakar#spider man#spider man india#desi#desiblr#atsv#across the spiderverse#atsv pavitr#indian culture#india#desi tumblr#what the fuck do i tag this as#agnirambles
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ācody only has under an hour of screen time in all of star warsā maybe to you he does. to me he's the main character
#he's my most special little guy don't you GET it#in my mind's eye he also has at least an hour more of screen time from being in the kenobi show#because that's canon. FOR ME#bickering like an old married couple protecting luke and throwing bodies into the sarlac as a personal murder disposal on tattooine#everyone raise a glass for the first draft of the kenobi show that had cody chilling in the desert with obi wan as his secret buddy#where we would have had a deeper focus on themes of guilt and sacrifice and repentance and hope for a better future#by virtue of cody being there and exploring his new relationship with obi wan where they're foils for each other both driven by guilt#āmy cody was so funā yeah of course he would have been he's post war scrappy uncle cody killing bounty hunters every other thusday#how is that not the most fun thing ever#he's just so sunshiney like asfdsskk#he's my rotten soldier#he's my sweet cheese my good time boy#this is what i get for hyperfixating on clone wars for months on end#strong opinions on the rich inner lives of copy paste men and their 3 million brothers#*deep sigh* this is my life now and i love it and cannot save myself#star wars#the clone wars#the bad batch#tcw#sw#commander cody#codywan#tcw cody#clone wars#cc 2224#(thinking of any more tags used for cody)#(nah i think we're good)#andis thought geyser
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Protect the presents!!! š
#this month has had me so busy š« i havent been drawing much as I normally do but hopefully i can get back into my groove soon#kinda rushed this cuz i didnt want to break my yearly tradition of wishing everyone a happy holiday with a drawing š„ŗ#This is what I originally wanted to post last year#didnt like how it was turning out so i posted that sakuya and Hisoka with gingerbread scribble instead#this had a different background where they were jumping over Christmas lights but it looked kinda awkward so i scrapped it#cant go wrong with decorative lines to get rid of some empty space haha#anyways enough of me talking#hoping everyone has a good holiday š#mmb64art#a3! fanart#act addict actors#a3 game#a3 fanart#act! addict! actors!#a3!#a3! game#tsumugi tsukioka#misumi ikaruga
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DEL IN MY NOTES????
i think its time to be active here again muehehehehe >:)
#OHMYGOSH HI HOW ARE YOU šššš#I MISS U I MISS EVERYONE I MISS THE LAUKIDS#life has been insane i had abandoned this blog for so long ohgod-#coming back to this blog gave me a huge nostalgia trip I MISS IT#haven't drawn anything in such a long time š#HOPE YALL HAVE BEEN ALRIGHT !!!!!#i just had a huge nostalgia trip going through my old art and I was like oouuughhhwowoowughhh the laukids...... i miss those children#and the wonderful folks from the amrev fandom......#anyways hi AAA !!! i can't promise fresh new art rn but I really like to come back here more frequently as the good old times :D#also I have SO MANY unanswered asks im so sorry they are all buried in the askbox š#ask
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what are u guys' dream game after sotm? since itll be the last game centered around the mimics backstory and integration and stuff (hopefully) theres basically a whole world of possibilities for currently neglected storylines lol
#my personal hope rn is a game including ggy and then the as dawko calls it 'security breach 2'#when i say including ggy i dont necessarily mean about like i rlly want vanny to be included if they do a game like that#but i also dont want a sotm esque ggy game where its copy and paste from the book#not only is that boring asf but i dont want the book as it is to be touched#the whole reason ggy is as good as it is is bc the author knows books and wrote it with a book in mind#not just to write something about fnaf#its formatted to be a good story in novel form not in game form#and it should be left alone#ily tony but u dont rlly need to be in the games#basically a ggy prequel including vanny heavily showing rabs design voice and dynamic with vanny#and how he got killed/gregory got freed#basically fleshing out the pre sb pizzaplex rab and vanny and glitchtrap era#and then the big campaign game like sb theyll probably do eventually about vanny cassie with gregory vanessa and freddy#id love if there was a reference to tony in the games like gregory mentions friends he used ti know#or ita just the basic idea of grappling with killing one of ur friends unwillingly and we connect the dots as bim talking abkut tiny#yknow#pandas.txt#pre sotm#thoughts#pre ggy game#ggy has to be made relevant soon bc of all those hints scott has been putting eveyrwhere#of mentioning ggy by name#that stuff is a huge deal he doesnt play around with secrets like how hes been treating those ggy hints#im so excited#i just hope it turns out good bc im so particular about ggy i dont want them to try and do the book but lameš#any ggy content is a win but still theres a chance they could mess it up#like theyre doing with mimic#making a game completely centered around 2yo books that everyone already knows everything about already & its#in john fuhnaffs words 'copy and pasted'#like hello thats boring and lame
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creeping from my damp mildewy hollow to say apologies for the lack of art/writing/interaction lately, and the possible lateness of the next chapter (that i am only now informing you of (i don't know this for certain, actually, but it's worth putting out there just in case)). i've been having a tough few weeks and the plague has most certainly had its effect on me :']
things are looking up, though! and i do very much wish to get back to what i was doing, so! hopefully i'll be able too soon enough. thankyou all for your patience and kindness, i hope i can start offering up some bugs soon!
#fog has been very very bad#total loss of short-term memory in parts#not very good at all#but! i am taking it easy and some things seem to be returning#not sure how long recovery will take!! but here's to hoping#biting and clawing against the looming Stress before it gets the better of me aughauhgh#thankyou everyone i am grateful for you all#<33
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#tw neil gaiman#respectfully how is the conclusion some people are coming to all of this āgood or bad doesn't existā#by all means use that as a comfort that the media you are consuming isn't 'tainted' by the creator#but if not for comfort then how is your main takeaway that you want everyone to know after someone has done horrible things#to be that that person can be good.#it's not an inaccurate statement most of the time but neither do i think it's an appropriate one at this time.#anyway where's that post that said āare people going to stop dickriding neil gaiman now or was the zionism not enoughā#because yeah. i get some people are devastated by this news and if this is your first rodeo with liking a celebrity#then i suggest you step away from idolisation or the mindset that what someone shows online is who they are#because i understand objectively why you might feel that way and the inherent connection between art and artist#and i understand feeling like maybe some of that toxicity could have bleed into the creations#but if you're crushed just because you thought he was a good person i hope this is a lesson going forward#because the reaction should not be this intense. you should not be having parasocial relationships with anyone#in the end you don't and will never know them no matter how good you think they are#feel free to disagree. but this is my take and has been my take for a long time#and it has been my take on neil gaiman since i joined the fandom
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What physical part(s) of Arsay does her partners find the most attractive! Is it the same for all partners or does it differ between them?
(also optional bonus ask of what part(s) of/about Arsay generally do they love the most, physical or not!)
Meanwhile, if you were to ask the same of Arsay:
#ffxiv#wolship#g'raha tia#y'shtola rhul#wolgraha#wolshtola#y'shtola x wol#arsay nun#graharshtola#y'shtola calling arsay a pain in her side is very much an affectionate thing btw#and i couldnt pass up the joke of g'raha giving the sweet gentlemanly response only for yshtola to be like 'tits tbh'#her defaulting to an answer that would probably stop the conversation before she has to talk to much about her deeper feelings imo#i have. a lot of feelings about yshtola and arsay's friendship#someone who is constantly trying to build walls between herself and others vs someone who desperately wants to form real connections#its not a 'wearing that person down' type situation either#just one lonely person seeing another lonely person and hoping that they could be less lonely together#or that she could at least bring some cheer to#and idk yshtola strikes me as the type to have been like 'if they want to be my friend they have to work for it'#which arsay certainly did#i could ramble on and on how their friendship lines up so well with yshtolas character development but theres a limit to these tags#so just look at how cute shtola is with the slightest blush on her cheeks#graha is a much more complicated topic since he went from Extreme adoration to I want to be her friend but I dont think im good enough#to 100% Hero worship again to Shes my hero and I love her to Shes a person and I love her#to I love Arsay. Even the parts she can't love in herself. I will love all of her till my dying breath.#he thinks shes the most beautiful person in the world and the most important thing in his life#but he now knows how insane she's been about being everyone's hero and he really doesnt want to feed that beast#so hes trying to build her up in other ways#focusing more on the adventuring side than the saving the world side#and then there is arsay who loves so much about her partners and is in capable of narrowing it down to any one thing so its#'here let me list everything that comes to mind right now' with 0 shame or filter
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