#i hope this isn't as bad I think it is!!
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So, I was nosing around the gang's tents and I thought that it was honestly so sweet that so many of them have photographs of themselves or of family right?
Little baby Charles with his parents, a young Susan, young Hosea and Bessie, but then I found something interesting in that pile of junk down the cliff just behind Arthur's tent-
Dutch actually writes notes for his famous camp speeches.
And if you've seen the speech that these notes are referring to, Dutch seemed to simplify it a lot when he recited it, almost dumbing it down for the gang entirely?
Writing notes for an important speech isn't the strange part, but the fact he dumbs them down and that these notes are hidden/thrown away out of sight is really strange to me. It makes me think that this is possibly a rough draft or early version of what he wanted the speech to be, sort of implying that Dutch practices and revises his speeches.
Which, if he ultimately dumbs them down for the gang, then what is the point?
The likely answer is that he holds himself to a higher standard because he feels he's above the gang members, in a way. He's the visionary, the leader, the man in charge, the one who reads philosophy books almost exclusively, to say that Dutch didn't think highly of himself would be a lie. And because the gang is 'below' him, he simplifies his speeches for them - despite majority of the gang being well educated and understanding. He doesn't think that the gang is as intellectual as him.
I made a post previously talking about Dutch and his Evelyn Miller philosophies and how he argues with gang members that don't agree or understand. It's especially interesting how Lenny, also an avid reader, disagrees so strongly with Miller's writings when that's what most of Dutch's philosophies are based on.
It solidifies that Dutch was manipulative from the beginning, and probably long before too.
#“writing notes isn't manipulative 🤨” it isn't the notes itself it's what the notes *imply*#I hope I've made some sense :')#it's fucking fascinating honestly#dutch needs to stroke his own ego so bad that he writes notes just to dumb it all down when reciting#let me know what you guys think <3#I'm not saying this is 100% true or anything it's just what I think about it#mick squeaks#mick rants#mick thinks#rdr2#red dead redemption 2#arthur morgan#dutch van der linde#hosea matthews#bessie matthews#charles smith#susan grimshaw#red dead redemption community#micks pics
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
A Space player's struggle lies in finding the strength to assert themselves, picking out the good from the bad, weeding the garden so it can flourish and thrive.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so. In the worst case scenario, detach entirely, coming to a standstill.
A Time player's struggle lies in finding peace with themselves, such that they can enjoy the fruits of their own labor - labor whose rewards only multiply when the cause and methodology become clear.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere earnestness, which is not always well-received. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others. Their easy-come, easy-go natures make it difficult to focus them towards a goal, and it's easy for them to simply allow themselves to be tossed around by circumstance and the whims of others, or to simply run away from their problems entirely - never confronting their own responsibility or fault for a situation, passing along the blame.
A Breath player's struggle is letting themselves mature - letting themselves take responsibility, and understand that their actions have consequences for others. Only then can their breeze blow in the party's sails, aiming towards victory, breaking through all obstacles to reach it.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, capable of cutting through to the core of other peoples' interpersonal issues. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone. Thus, it's easy for the Blood player to wind up a nag - desperate to make sure everyone is moving according to their vision, they'll fuss and bother and interfere and boss people around until everyone else gets sick of them. It's easy for them to wind up pariahs of their own making, severing their own ties with others by their efforts to establish them.
A Blood player's challenge is of learning how to turn that empathy and honesty inwards, to calm down and let themselves enjoy the presence of others; only then can they come to know how to build something stronger and better.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire. Their desire for the limelight can quickly spell disaster for those around them, who are reduced to supporting characters in their minds. Craving so much external validation, they're often blind to what would actually make them internally happy.
A Light player's challenge is of coming to terms with their own limited reach, and allowing themselves to shine not for their own desire for importance, but for the betterment of the world in which they live.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable and reliable personalities on a team. However, this simplistic, feelings-driven approach often leads to complications and unforeseen consequences, and very easily to irrelevance, with which Void is so closely interlinked. A Void player's reliance on emotion and intuition can result in overindulgence of pleasure, to the active detriment of the party's goals or the Void player's self-improvement, leaving them lost and irrelevant, unable to act.
A Void player's challenge is in resisting the call of the Void's temptations, instead dragging the Void behind them, kicking and screaming, to where it can be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty; this often leads them to seek codependent relationships, hoping somehow that they can find the validation they need externally, not realizing that they're deepening their own fragile self-images.
A Mind player's challenge lies in tempering their natural understanding of karma and justice with kindness and empathy - not just to others, but to themselves, and using that enlightened understanding to lead others forth.
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves. With this sincerity comes vulnerability, and vulnerability often brings with it pain; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection.
A Heart player's challenge is in gaining the confidence to be open with others, to weather the pain of rejection, and let themselves share their gifts, that others may learn to share theirs.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed. It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process.
A Life player's challenge is in accepting the merit in taking a pause to consider unpleasant words and alternative viewpoints, in trying to understand the actual problems instead of imposing their own will onto others, so as to better focus their healing energies.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate. Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending.
A Doom player's challenge is in rising above the melange of suffering and pain, to grasp personal peace, and to fill their lives, if not with happiness, then with meaning.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - usually not particularly well-liked, for their inflexibility, for their lack of empathy, and for their dearth of wit. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous. Setting them on the wrong path, or breaking their Hope in twain, can result in disastrous consequences, as - one way or another - what a Hope player believes in comes true.
A Hope player's challenge is in seeing beyond themselves, letting others help guide their vision to something newer and more beautiful.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players grasp that their natural inclinations are bothersome to others, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment; in the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
A Rage player's challenge is in learning to be authentic and true, and to allow this to release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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Got a request for Skyler and Saul content.... Here's my proposition: instead of having an affair with Ted Beneke, Skyler and Saul are pretending to have an affair to piss Walt off but they actually aren't. Non-pictured: Saul gets beaten up by Walt for this
#saul goodman#skyler white#walter white#mike ehrmantraut#breaking bad#brba#my art#fanart#hope you like this lol my thoughts are that i like the saul and skyler affair headcanon but i think it'd be way funnier this way#and also i read them more as platonic after shit hits the fan#skyler deserves a break from crazy men and saul needs someone that isn't a bossy blonde woman lol#anyway. this is my vision
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"what do hands mean about a character?"
Their hands mean they love eachother
(webcomic)
#i almost wrote 'source' instead of 'webcomic'#that's a little twitter brain rot right there ngl#it's so bad on twitter rn yall like#straight up isn't showing my posts to my followers anymore#and art in general does. so much worse when it's actually the artist posting them#like provably art performs better when the artist pretends they stole it...#so so so glad I'm still on tumblr LMFAO#every time i use twitter i take psychic damage#'ohhhh why do you still use it' everyone is asking me this#my job. is to post art#kinda gotta post#I mean. ok that's not my job#you know this and I know this#but it's an important part of my career#its gonna be my job after i leave webtoon tho#god i hope that works#im so scared#LMAOOOO#anyways. these hands look good as hell#i think all the hands i draw look good#caus i love hands#but i loooove drawing hand holding...#the amount you can say with how a hand touches another.#im gonna be thriving with wwl#cause they have to hold hands or hell die#pump it into my veins#ok i can tell my bf js getting annoyed ive had my phone on for 3 hours in bed by#time and time again#adam and Steve#webtoon originals
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Something cheerful
#Wuk Lamat#ff14#animation#animeeffects#tried to do something a little cheerful because ive been so poor off#i liked the art but not the animation#but it was mostly a test of animeeffects. for a free program its not bad#not super great for a lot of moving parts and complicated movements tho#but free so hey#this took me like two weeks jsut because im crashing hella hard rn#everything hurts and i can't think to save my life and im marrow deep exhausted#i just hope it isn't permanent
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what is the theory that ivan manipulated the event where till and mizi met the wagyein?
It's not a theory, actually! It's confirmed that Ivan orchestrated the whole event. The true reason as to why however is still unknown. The information provides more context to this scene, though:
During the earlier times of ALNST the most rational explanation for this scene was that Till ran after a flower crown (presumably Mizi's) and Ivan followed him in out of curiosity. Now we know that Ivan was conveniently just standing there because he was waiting.
Side note, I find it heartbreaking (and maybe a little funny, sorry) that Till most likely didn't notice Ivan in this scene. That's just like him, isn't it. Always too busy running after Mizi while Ivan trails behind, an ever-present shadow.
I'm not sure how Ivan manipulated the circumstances for both of them to end up there, but it is confirmed that everything was intentional. What strikes me most is how they describe this particular scene:
I can't copy down what they said word-for-word (Patreon info), but they described Ivan watching "creepily" as Till and Mizi are faced with danger. We know that Ivan was familiar with the Cerberus wagyein beforehand, enough to touch its teeth and even to rest himself inside its maw. To Ivan, the wagyein is not dangerous, but to Till and Mizi, it could be. Ivan prepared the wagyein, led them there, and watched "creepily" from afar as Till fell on his knees, seemingly injured.
The closest I can get to making sense of Ivan's "scheme" is that he wanted to see how other children would react in a dangerous situation. Ivan's always been an observer, after all, and he's learned to survive by copying the more "normal" behaviors of his peers. This situation occured when Ivan was still young and had not yet developed his more charming mask, so perhaps he staged this encounter to study a situational response, to learn and mimic the emotion of fear. And what better subjects for the experiment than two of the most expressive and reactive humans of their batch? It helps that he was already fixated on Till beforehand, too. I think Ivan became irreversibly obssessed after this incident, especially since it's framed as a turning point in Ivan's life, comparing Till to the stars.
This is just my attempt at an interpretation, though. It could very well be for another reason. He most likely chose Till and Mizi specifically for personal reasons, not just for reaction. I'm still not sure on the purpose behind the whole thing.
The team wanted to capture Ivan's "dark emotions" through the shot of his stalking, which could relate to his more sinister intentions. His gaze can be read in a few different ways, though. Curiosity, interest, fear, etc. Maybe that's why they decided to redraw the shot in ROUND 6.
I think this better sells the feeling they were trying to convey.
#ivan u fucked up little guy.#also okay i just wanna clear this up#i know i make a lot of posts about ivans darker side and his more problematic traits#but this isn't me trying to villainize him or reduce him down to “toxic yaoi”#I HOPE YOU GUYS KNOW ALL MY TOXIC YAOI POSTS ARE LIGHTHEARTED.#i just want to clarify that ivan was always intended to be a darker and complicated character. even since his debut in round 3#the way i refer to ivan (“twisted” “creepy” “obssessive” etc) are literally the direct words used by q and v themselves to describe him#but despite that id like to emphasize that i don't see ivan as a villain or a completely bad person. hes complicated#there is no normalcy in this world they are living in. none of the characters know what being truly normal is#this isn't me condoning his actions#but it has to be acknowledged that alnst is fucked up in nature. we can't expect perfect relationships from people who are born to die#plus ivan has a lot more layers past the “dark” parts. he's constantly battling himself and his desires#especially at the end of round 6 where he performs a myriad of conflicting actions (kiss strangle peck smile)#thanks to the r6 production notes we now know that ivan was going through a rapid internal conflict#“sure and unsure at the same time”#there is sooo much to ivan. his low self-esteem. his desire and possessiveness despite knowing till will never love him#his VEHEMENT insistence that till will never love him vs his desperate persistence in trying anyway#uh i need to shut up i think#anyways sorry. just wanted to clarify my thoughts on him in case people think im. yk.#in short. hes a fucked up little freak and he fascinates me. this poor tragic child. i love him.#SORRY I GOT CARRIED AWAY#alnst#alien stage#alien stage ivan#alnst ivan#asks
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Hi!! I haven't been on Tumblr for a while but I used to read a fic you made out of a prompt (?) Someone else made about Danny who freaked out when he realized the Waynes are the Bats and accidentally shot Bruce(?) And if I'm not mistaken you made a part 2 of it (idr remember if it was a wip or finished) but do you have a masterlist so I can re-read it :D? So sorry if I sound weird (´⌒`;)
It is absolutely never weird to ask an author about their works!!!! Thanks so much for sending this in.
It's been ages since I've worked on this one, but it's definitely on my short list to get back to. Especially since I'm pretty close to having it finished?
Here's chapter 1 on AO3. And the Subscription Post.
Chapter 2 is limited to Tumblr right now, only two parts currently. Part 1 can be found here.
Currently it's called Want to Hold on and Feel I Belong. However, when I do start updating on AO3 again, I plan to change the name. (I'm just waiting so people who have subscribed are more likely to remember what they're getting an email about.) Mostly I refer to it as my Bad Reveal AU. Though I get that's not a great working name as that's usually reserved for the Fenton parents reacting badly rather than Danny reacting badly.
Also, as a thanks for reminding me that it's been a while since I've posted anything about this fic (or, well, in general), have the next bit!
Here's a random 1.5k.
Previous
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Having a potential lead so close meant the hours until J’onn’s arrival were spent in prep mode.
Every uniform had to be checked for the slightest damage and upgrades done where possible. Supplies and go-bags were organized so they could leave the moment they had a lead. Fuel levels in every vehicle were checked and topped off where necessary.
And finally, the zeta tube activated and J’onn stepped out. “Good day to all of you. I heard my assistance was needed?”
Bruce went to greet him. “J’onn. Danny’s room is upstairs. Did Clark explain the situation?”
“Yes. He said that your newest ward has density shifting powers and left things behind in his walls and floor before running away a few days ago.”
Bruce nodded sharply. “Follow me. Clark will show you where the items are hidden so you can retrieve them.”
Dick happily zipped up what felt like the hundredth bag he’d had to pack and joined them. “Hey, J’onn. Welcome. How have you been?”
“Greetings, Dick. It has been a long time since our last meeting. I have been well. I want to wish you luck in finding your brother swiftly and easily.”
Dick nodded his thanks. “Same. We’re really hoping he left behind something to help because we haven’t had much luck so far.” Dick pulled out his phone and notified the family of J’onn’s arrival and requested they meet in Danny’s room.
On the way, Bruce and Dick filled J’onn in on the situation. At the implication of government experimentation, he face went hard and he vowed he would help them however he could.
Clark, Jason, and Alfred were already there when the group arrived and the rest weren’t far behind. With everyone present, the room felt crowded.
“Where should I start?” J’onn asked Clark.
“Behind the NASA poster. I think that’s where he keeps the weapons. One of them is an object that looks like it might be the same as, or at least similar to, the weapon that shot Bruce.”
Under Clark’s direction, J’onn removed not just two more energy guns, but also a glowing-green net, a boomerang, a tube of lipstick, what looked like a weird, high-tech thermos, and a wooden baseball bat with a sticker that said “Fenton” on it.
Dick couldn’t help but whistle at the pile. “Damn, he was packing all this?”
“Apparently,” said Damian. But Dick could tell his youngest brother was impressed and mentally reassessing his beliefs of Danny. “Perhaps he is not as helpless as I previously believed.”
“Why’s he got lipstick?” asked Steph as she picked up the tube.
“Don’t!” ordered Bruce even as she opened it and released a laser beam that left a small scorch mark on the ceiling.
She stared in shock before laughing. “Oh, damn! When he comes back, I’m so asking if he could get me one of these. That’s so cool!”
“Can I see that?” asked Barbara.
“Wait until we’re in the cave,” said Bruce with a sigh. Both women grinned at him.
Dick reached down and grabbed the net. Despite the color, it seemed normal enough, maybe a little smoother than most rope he’d handled. He pulled out a pocket knife and was able to slice through one of the ropes easily enough. Jason came over to look at it with him.
“Anything weird about it?” he asked as he reached out to touch it. “Huh, that’s odd.”
“What’s odd about it? Seems pretty normal to me.”
“It just… It feels weird. It almost hurts to touch.” When Dick looked at him sharply, Jason quickly added, “It doesn’t hurt, but it feels like it should. If that makes sense.”
“Feels normal to me.” Dick showed him the break he’d made.
Jason shrugged. “Dunno, then. I just get a weird feeling from it.”
Damian picked up the energy gun, Tim the thermos, and Duke the boomerang when Alfred cleared his throat.
“Before we get distracted, might I remind you that there is more to find? We can bring everything down to the cave to examine them with no more damage to Master Danny’s room.”
Everyone sheepishly put down the things they were holding. Dick bit back a laugh when he noticed Clark push the baseball bat away from himself with his foot.
“So, J’onn,” Clark said. “I think the next area of interest is behind this poster.” He gestured at a poster of the horsehead nebula. Dick had helped Danny find it and hang it up and the kid had talked about nebulae for over an hour as they did. The memory caused his eyes to burn.
From this stash, J’onn pulled some notebooks and two external hard drives, which Barbara took. Dick and Bruce both grabbed a notebook. Dick opened his to the first page.
Journaling is such a stupid idea. I don’t have any time for it but Jazz says I need to get my feelings out. Pointless. So what if I can’t sleep and Skulker attacked me again today during English getting me another detention. Its not my fault! Shit, haven’t done that essay for Lancer. If I miss any more assignments he’s gonna fail me for real.
Everyone knew Danny had been failing before he’d been brought to them, but he’d refused to discuss why. Once he was in school in Gotham, he’d gotten straight A’s. Even if he did ask for the occasional help in English from Jason.
But this raised so many questions. Who was Skulker and why were they attacking Dick’s little brother during English class. He flipped through the pages. Interspersed between journal entries were drawings of schematics. Dick thought he recognized some of the designs as the weapons they’d uncovered.
His eyes caught on an entry that started with a string of curses.
Fuck, fuck, fuck, fuck. My parents saw Dani today. In ghost form. They actually managed to hit her. Only her second visit and I couldn’t keep her safe. Some big brother dad cousin whatever I am. I did get her to the Far Frozen. Frostbite fixed her up. Taught me what to do if it happens again, too. And gave me the medicines and supplies to do it. I’m so glad I have friends in the Zone now. It makes it so much easier. I can’t get the image of Dani’s blood staining my hands out of my mind. Going to Tuck’s tonight. I can’t be around my parents right now.
Stomach dropping, he flipped a few more pages until he found one with a photo. It was a grinning Danny with white hair and wearing a jumpsuit standing on a curved balcony. Behind him, spire buildings rose into the air, many rounded in a way not often found on Earth.
Clockwork took me to Mars today! Holy shit it is so cool. Just, everything. We went back to when they were thriving and I had to stop an invasion. But that’s not important. Everyone here can go intangible despite being alive. Some of their buildings don’t even have doors because they’d be pointless! And the plants and animals are all so different, too. Clockwork helped me find some books on Martian history and biology and evolution. He’s also gonna show me where the Martians exist in the Zone so I can learn their language. Maybe one day I can go to Krypton or Tamaran as well?
Dick stared back at the picture. It did have that distinctive feel of wrong that extraterrestrial landscapes always had. He swallowed. “Uh, J’onn?”
“Yes, Dick?”
“Um, Danny. This is his journal. He said he went to Mars. Before… Just, before. He’s got a picture. Is this real?” He handed the photo to J’onn who hesitated a moment before taking it.
J’onn froze as he stared at the simple image. “I… Yes. This is my home. How…?”
Dick shrugged and wished he had an answer for the last of the Martians. “Someone called Clockwork brought him there apparently. To stop some sort of invasion? He didn’t discuss that much. He was too interested in the planet and people to talk about what he did. He was hoping to visit Krypton and Tamaran, too. Also said something about Martians existing somewhere he called the Zone. He wanted to meet them to learn the language.”
The look on J’onn’s face at the mention of other Martians existing somewhere was heartbreaking. Maybe Dick shouldn’t have said anything? When Danny came home, would he maybe want to talk to J’onn about Mars?
With clear reluctance, J’onn handed the picture back. “This is your brother in the photo?”
“Yeah. I mean, Danny usually has black hair and blue eyes, but that’s him. Do you recognize him?”
J’onn nodded. “Of course. He is the Omen. His coming foretells death and destruction which he will then try to avert. I know what invasion he is speaking of, it is, was, taught in our history books. He saved all of Mars that day. We thought him a god.”
Dick’s mouth fell open. His little brother? A god?
-----
Did you enjoy your little surprise update tonight? Let me know what you think!
#dpxdc#bad reveal au#wolf writes#dick is trying to be a good brother#but he keeps feeling like he's failing#(he's not he just thinks he is)#i hope my vague descriptions of mars#are accurate enough to hold up#the door thing isn't based in any sort of canon#idk if there were any buildings on mars that eschewed doors#but i feel like it'd make sense if they did?
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Wow! Your Ignihyde redesigns are so fucking ugly! So hideous and uninspired, and their ugliness is only amplified by your very poor drawing skills and even uglier art style! And it's laughable how you really believe that you did better than the official designs, never do that again, you can't design or draw for shit.
too late i'm already planning a heartslabyul redesign lmao
#hate ask 101#darling i think you should stop using the multiple exclamation marks cuz they end up making you look like a cartoon villain and instead#upsetting me you just made me crackle#no one is gonna take your hate serious like that :( you wouldn't want that#also sweetheart why you acting like i killed your family i promise miss yana isn't going to come knocking on the door to thank you for#hard effort#also are you illiterate or did you willingly ignore the part where i wrote 'i don't think the design is bad and i think it's quite stylish'?#i hope you have a good day#disney twisted wonderland#twisted wonderland#disney twst#twst#riddle rosehearts#heartslabyul#twst fanart#mine#my art#idk fucking seethe ig
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One thing I've noticed about Makoto is that like, he never really mentions having any other friends. For instance, in the killing game in the first trial, his motive video has his family which makes sense. However, this would also imply that he never really had a bigger connection with anyone else or as much as his family. Hence, did he have any friends before Hopes Peak or were they just not close enough to even remotely mention? Also, doesn't this, in a way, contradict his "average" status and how he sees himself? Not saying that it's wrong for him to not have any friends, just that it's one of those things that's a typical thing to occur. Plus, the fact that he claims how "average" he is only to have several traits that don't fit into that makes him more interesting such as his boundless hope or the fact that he was wetting the bed until 5th grade. (will never get over that cus like, was he okay?? hope he was okay u_u) Back to the friend thing though, literally the only person he mentions knowing in school is Sayaka. It's the fact that he has no other connections with others kids his age in the past aside from her and it's not like they were very close besties then, anyway just that he knew her then. It kinda gives him a level of connection with some of the more loner characters in the first game honestly. Cus he's got no close friends that are close enough to be abducted! Reminds me of how Byakuya had his butler, Celeste had her cat, Toko had her little stink bug, and how honestly none of the class (or hell, any danganronpa character tbh) have both family AND friends held captive. It's just one or the other or someone/something miscellaneous like a pet or butler or just one parent being in their motive like Yasuhiro and his mom, Chihiro and his dad, or Taka with his dad. I also feel this adds a bit more to the tragedy of the first game with Hopes Peak, the more that I think about it. Like, some of them had their very first friends they ever got, probably the first ever real connection with someone their age who also wasn't connected with their talent specifically. Think Mondo and his gang or Sayaka and her girl group. Not saying those don't mean anything but still. So, it's interesting to think that they all have that level of connection with them, even "average Makoto". Just a thought though! Edit: Is Sakura the only one btw? Cus she has a boyfriend I think and it also mentioned that like, her whole dojo was being threatened by the mastermind? Which like, includes her family in there. So is Sakura the only one who doesn't have some trauma or baggage with a parent? Though crap. Nevermind. She got called ogre a lot so yeah. These bastards are fucked hahaha!!
#danganronpa#danganronpa trigger happy havoc#trigger happy havoc#danganronpa thh#dr thh#thh#danganronpa makoto#makoto naegi#hopes peak academy#just a ramble post#text sector#i personally think this is interesting though and am happy to read other thoughts about this! hope this isn't too surface level btw#am still working on getting the games which i hope will occur before the end of 2024 and all. i yearn to analyze these losers so bad#also it's funny imagining makoto as a little loner as a kid ngl. just him and komaru against the world with their parents cheering behind#or gosh. makoto with an edgy phase in middle school cus he's still got no friends by then. not that it'd be that extreme. he's still makoto
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literally tubbo was INFINITELY scarier than BBH in purgatory . tubbo is better at PVP than bad, he got more kills overall than bad, he's better at strategizing than bad, he's more optimistic and determined than bad... when bad had completely given up on winning one day (the day that bounties were introduced), it was tubbo joining and coming up with a strategy that boosted soulfire's morale and lead them to victory !! bad's still a GREAT player, obviously, it's just that purgatory played more to tubbo's strengths than it did bad's, in my opinion, and people don't really acknowledge it
I think the difference is that bad was way more openly bloodthirsty than tubbo was and also willing to play a lot dirtier ... so bad was the one who got the reputation for being violent, and for spawncamping, and for just generally being a menace...
people just tend to be more afraid of a dog than of the owner holding onto it's leash, I guess
#hope this post doesn't sound like I'm putting bad down ToT#THIS IS A BBH BLOG . I WOULD NEVER#I just think people are hyping him up so much and are gonna be disappointed when he isn't like . some PVP god in purg2#or maybe purg2 will actually play to ALL of bad's strengths instead and he'll just absolutely dominate. that would be awesome too#qsmp
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yo i don't think that vestige is all might! (╥︣﹏᷅╥) remember IZUKU IS SLOWLY DYING FROM GEARSHIFT WHICH SECOND SAYS HE ONLY HAS A FEW MINUTES and after using it on kacchan his vestige starts to appear That's why 2nd looked that way!!
#bnha#mha#my hero academia#bkdk#dkbk#bakudeku#dekubaku#izuku midoriya#bakugou katsuki#AND 2ND DID SAY THE DRAW BACK OF USING GEARSHIFT#WOULD BE BAD#IZUKU IS SLOWLY DYING A TEMPORARY DEATH!#ROMEO AND JULIET IS ON THE WAY AND IM SCARED#like i hope im wrong and thats all might#then ill delete this but for now#yo hori this isn't funny lol#im just thinking about katsuki seeing a dead izuku.......#yo he's gonna lose it and my heart will be crushed#thanks for reading! :3
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New Age AU (Cross' Spy Adventures)
Hi guys! I'm back! This one has been eating at me so forgive me if it's a bit rougher than the others, but I hope you still enjoy! (And if plot details don't seem to line up? Remember Cross has no clue what's going on yet :] )
Context: Cross has been asked by Dream to do recover information on his brother's next plans of attack. He's not a very good spy.
(Hi to @ancha-aus @papiliovolens and @mutzelputz !!!)
Stars this place was big.
He'd almost forgotten what it felt like to be on a castle grounds after so many years roughing it with Ink. Inns and taverns and tents. He wasn't sure how much he enjoyed being back in the throes of the rich and powerful's estates.
The cart-ride with the other new recruits had been pleasant enough, they were all decently friendly guys. A few were putting on that tough-guy facade, but none of them could've been older than 25. Fresh off the press, practically. Perfect soldiers to be brainwashed.
Cross had laughed and joked with them about what life in the castle might be like. How different it would be from the old daily grind. How maybe they'd pick up a hot partner in town on their patrols. How they hoped they'd eat like kings.
Though, Cross noticed that each of them got cagey when word of the King resurfaced. One birdish-monster mourned that she couldn't have served the last King, Nim, before she passed on to join the gods. Another spoke of the honor it would bring for him to serve the blood of Nim.
They seemed averse to even acknowledging King Nightmare's existence. Aside from his connection to Nim.
Now, the chatter was all silent, and Cross was among the many new soldiers who were ogling the castle as they passed around its outer wall and entered through a side gate.
It was, admittedly, impressive.
His own home kingdom had less of a castle, more of a monolith. It had been dense, and tall, and impossibly smooth. His father couldn't stand imperfection.
This castle was almost the exact opposite of what Cross had always known. The walls imperfect and overlapping, rather than brick it looked like it had burst straight up from the ground. Bumpy and imperfect and natural, and yet beautiful and structurally stable. He didn't linger on it, but he wanted to so badly.
Instead, he drew his attention ahead. To where a man stood, his armor decorated in the marks which indicated him as a reporting officer.
This man, a human with a crooked nose and a thick, black, beard held up a hand, and the driver of the cart tugged at his reigns, the horses pulling to a slow stop.
One by one, once given the signal, the soldiers filed out. Stating their rank, their camp of origin, and their name.
Cross was middle of the pack, and saluted the human as Dream had taught him and as everyone had done before him.
"1st Year Guard, Pierson Camp, Z." He reported.
He was not proud of his code-name. It physically hurt to say it with a straight face, but when he'd been talking about needing a new code name, Ink had excitedly suggested it.
Z, he'd said, Like 'X' but not! And Cross hadn't been able to shut the idea down when Dream had giggled and tapped his cheekbone, the spot just under his eyelight that held is scar.
Dream had called it fitting, and it'd been settled in a heartbeat.
Cross managed to say it aloud without any hint of suspicion and was waved off to join his fellow recruits.
They lined up haphazardly, but didn't dare to do more than grin and snicker between eachother at. Well. Anything, it seemed. They were taking this very casually compared to what Cross had been expecting.
Though, the moment the captain was done looking to the cart for any stragglers, he turned. The soldiers all went still and aligned themselves.
Cross wondered how they survived training if they goofed off like that so readily.
He watched as the cart which had brought them circled away, and he listened carefully as the man introduced himself.
"I am Captain Rogers. Your platoon will report to me for any and all management. I control your training schedules, your mealtimes, and your work hours." He called out to them, right there on the lawn "you are here today to serve the blood of the gods, and by Nim's watch you will not slack on your oath. No matter how much you loathe it here. Understood?"
Such a bold declaration of... unrest.
The soldiers, one by one, gave affirmative nods and salutes, Cross making sure he wasn't the first. He didn't want to seem too eager.
The captain led them about.
He asked for them to stay in formation, and Cross ended up towards the middle of the pack yet again, just close enough to hear the explanations of their duties, places on the grounds they were allowed to go, and what their daily routine was meant to be like.
Near the stables, they paused briefly, and the Captain was taking an extra long time explaining that the horses in the stables were not to be ridden without explicate orders from him or another commanding officer.
Cross couldn't help but notice the guys ahead of him whispering about something, and Cross followed their miniscule gestures off to the left.
A black cat, wirey and short-hair. It was standing in the shadow of a fence, and he didn't think he would've spotted it if it weren't for its big, green eyes. They were like little saucers in its head.
It was staring straight at him. Tail flicking. One ear twitched.
Cross tried to ignore it, but when he'd glance back, it was still there.
Until, suddenly, it wasn't.
By the time they moved on, it was nowhere in sight.
His old home hadn't had many animals, especially not roaming cats. He wondered if it was a 'barn cat'. Blue had explained the concept to him once.
Regardless, that thing was freaky.
Finally, after what felt like hours of walking, the Captain announced that their last stop of the night would be to their quarters.
He could practically feel the relief rolling off of the guys next to him, and it took am effort to let his shoulders sag even an inch in imitation. The guy next to him looked like he might fall over, and Cross shared none of that exhaustion.
They would start their assignments bright and early in the morning, each of them would have a more experienced guard join them as a guiding measure before they were left to the duties themselves.
A much kinder grace period than Cross had been expecting, honestly.
The Captain escorted them down the halls, long and twisting. Each one held soldiers out of uniform, turning in for the night, going through their routines. As well as some moving out for the night shift. They ignored the rookies as they kept to their own business.
The Captain swung a door open, only to immediately block the soldiers in front from entering the space of relaxation beyond.
"Ah, Ccino, I was worried we'd missed you." The Captain spoke up.
"Soldiers, back up. Stand at attention." Came an order next.
Cross was faster than the others in recognizing the order, but forced himself to wait until the others stumbled into him to start moving. He wasn't sure why they were getting into this stance, but he knew better than to start asking questions.
They all stood in the hall, and Cross caught a few snickers from nearby lounging guards as the rookies stood there.
"The King called upon me, so I wasn't able to meet you where we had planned," a softer, calm, voice rang, "I figured I would run into you here before you turned in for your first night."
The Captain stood before them, and beside him, exiting the barracks, was a monster.
Cross tried not to stare, but he couldn't deny that this was odd. He'd never known a captain to bend to anyone but a higher up. But...
This skeleton was dressed in a servant's uniform. Granted, it was made of a thick, soft-looking brown and tan fabric, with an apron with more embroidery than he thought he'd ever seen in his life, but it was nothing too out of place.
Surely it wasn't a Knight. No, he'd been told they wore masks. He could tell this skeleton was not a Knight. He could see the full skull, soft and gentle, calm eyelights, and a body Cross swore had never seen a single battle.
No. Cross, stop that.
He didn't tear his eyes away, but he forced himself to look back to the skeleton's shoulder. No eye-contact, but still facing him. Good.
"Soldiers, This is our Head of House, Ccino." The Captain gestured to the skeleton at his side.
The soldiers all remained silent, and the captain nodded.
"If Ccino ever gives you any sort of order, you listen." The Captain's voice was harsh with this, the same way he'd spoken about the horses, and the kitchen, and the private training rooms they'd passed. "No questions, no hesitation, no disobeying. You understand?"
The squint of the Captain's eyes were more than enough for Cross to know better than to ask. Something like this was unfamiliar, for sure, but he knew when a soldier was saying something he truly believed in. Lived by. For better or worse.
None of the other recruits seemed to speak up. Cross certainly didn't. He tried not to let his nerves show as this skeleton, Ccino, let's his soft white eyelights skim softly from one soldier to the next. When they came to him, he desperately avoided the gaze, practically staring a hole into the soft fur scarf wrapped around his neck, hiding his spine from view.
"It's a pleasure to meet all of you," That calm voice again, "As you heard, my name is Ccino. I manage the Castle, it's grounds, and the people who stay within our walls. This includes all if you, as of tonight."
He seemed rather put-together. Pleasant. Cross didn't feel any unease. He was positive, now, that this was not a Knight. Yet, he couldn't figure out why such a monster would be held in such high regard, unless, of course...
"As you heard, our King trusts my decisions regarding these matters, which is why he asks you listen to my requests. However, I don't abuse this privilege, and it shouldn't dissuade you from coming to me if you have any problems." Ccino pulled his arms to cross infront of him, and once again looked over the recruits. "You may be our guard, but that does not mean you shouldn't recieve help as well. If you cannot find me, ask another servant and they will get word to me."
Ccino seemed... kind. That had to be it.
The sparkle of admiration in the captain's eyes. The way some of the soldiers watched. Maybe Ccino was the golden light in this dark place? Though, that didn't seem quite right.
"Stick to your duties, remain diligent, and you will be cared for here." He said softly. "Now, stand down and go rest. Your training tomorrow will be thorough, and you will need the extra sleep."
Oh.
Cross recognized the order, and his body moved a bit before his mind could catch up. He relaxed, as much as he naturally could, and took a step. Toward the barracks. Then paused and glanced like a deer in the headlights to the Captain and the Head of House.
Ccino just smiled, and the Captain seemed stoic.
"Seems Z gets first dibs on the cots!" The Captain announced, and with his approval, humor seeping into his tone a bit, and laughter echoing from the older guard who'd been observing?
Cross made the quick duck into the room and grabbed for the first cot he saw. Bottom bunk, closest to the door, the easiest way he'd be able to leave the long room of bunk beds.
The others hurried in after him, some laughing, others cursing jokingly at Cross having noticed the test first.
The test.
Of course it'd been a test. A test to see if they'd recognize Ccino as an authority figure. A test to see if they took the warning seriously. Cross just listened to the superior officer. And... put himself in the limelight of excelling new recruits.
If there was one good thing, though it was mortifying, the others didn't seem to notice what it was. They were too busy teasing Cross for the grape blush that enveloped his face the moment he sat to think it over. The others assumed he'd just slipped up. Listened to the prettiest person in the room.
Once again, Cross wondered how they'd made it through training. Though, it was good they just thought he was a stupid lover boy. Better than them realizing he was following orders on instinct.
It'd been a hard sell, getting to sleep, but he'd managed somehow.
.
The morning was much easier than the night prior. He woke up before the sun, before a lot of the others even showed signs of stirring. It was good he got up so early, sneaking off probably wouldn't be much of an issue.
Tomorrow, then. He'd do his sneaking tomorrow, after he got a lay of the land today. From what they'd been told, he'd be supervised today. Everyone would. It was different from what the Prince had told him, but it didn't matter. Policies could change, and Cross knew better than to disobey new policies.
The castle inside felt like a maze yesterday, he'd hopefully have routes inside, so he'd be able to memorize at least a few escapes. Orient himself. Worst case he could break a window.
He didn't want to leave any trace, though. The best scenario, as Dream had explained it, was that he'd get in, get the information, and get out. A week, maybe a week and a half tops. Cross wanted to spend as little time here as possible. He didn't want to fall into whatever mind-control he'd been warned of. He didn't want to run into the Knights. He certainly didn't want to see Dream's twin.
Though, he was curious. What he looked like. If he could see the sibling resemblance between the Prince and his supposedly brainwashed ruler of a sibling. It was honestly none of his business. If the King never saw his face, that would be all the better. He shouldn't know Cross was ever here at all.
The thoughts swirled in hid head as he stared at the bottom of the cot above his. Wood slats, the whole thing was sturdy wood, with decent mattresses and blankets and pillows resting on its support. It didn't creak at all, which was good. And surprising. Everything in the castle seemed so nice.
Mm, must've been a thing for the people here. Serve the 'gods' and live in luxury. It certainly seemed that was how the Prince's camp had run as well.
Cross couldn't be sure how long he was awake, examining the room and sitting still, but the sun managed to rise into the sky by the time he'd heard the slamming knock on the door to the barracks.
It was easy for him. When the Captain swung the door wide open and announced, in a hardy shout, that they were to be in the hall in 5? Cross rolled out of bed the moment the door closed again.
It pained him to move so slowly. He couldn't be the first one out again. Couldn't be the first one dressed. He didn't know why it took so long for the others to change to their uniforms and rub the sleep from their eyes. Monsters and humans alike! They hustled, some of them, and Cross was grateful a cat monster seemed to gather herself more readily than the others. An orange striped cat, her nose and the tip of her tail a stark white. Cross only noticed her when she rushed for the door, and he let himself trail her a moment later.
Thinking back, she'd been at the back of the group yesterday, joking with some of the others. Cross wondered what the energy change was all about.
He didn't get time to worry about it, though. The hall outside the barracks was busier than it had been last night, and Cross found himself facing, not only the Captain, but also several guards. They each seemed to be in full uniform, different than Cross' or the cat's which marked them as trainees. They seemed stoic before their captain, and Cross almost felt a moment if relief. Maybe this was a decent show of artillery?
No, wait, strong soldiers would be bad for the Prince. He'd have to get through these guys.
He shook away the thought, listening in as he stood awkwardly in the hall, another recruit lumbering out to stand where he'd joined the cat already.
The Captain looked them over, before nodding.
"Harper, you're with Jenna." The Captain ordered, pointing from the cat before gesturing towards one of the guard directly behind him.
Cross tried not to let his eyelights give away his observance as the guard stepped around her captain. She seemed to be a bunny monster, lots of fur and long, floppy ears tied behind her head. She, Jenna, saluted the cat, Harper, and Harper saluted in return.
"Listen to what your mentor tells you, got it?" The Captain asked, and Cross saw a few others exiting as he said this.
Those who started moving down the hall, and the Capatin looked to Cross. It was a kick glance, one look-over, before he turned and looked over his shoulder.
"Z, you're with Shep." And a gesture guided Cross towards whoever his mentor for the day would be.
From nearly the back of the crowd, snaked a dog monster. Black and white, short-trimmed fur. His eyes were brown and intense, and after a moment Cross realized this guard was shorter than him. He didn't like that when Shep saluted, he had to peer down to salute back.
He hardly even registered that they were already moving off, not unlike the two before them had done, until he'd taken a few steps to follow this small royal guard.
"So, you're Z?" Shep asked him as they stopped a few halls away. This one was largely barren aside from a few servants. Along each wall hung a huge tapestry, woven out of heavy threads and hung by a long piece of metal along the top edge.
"Yes, sir." Cross responded shortly. Not giving himself a moment to stammer.
Shep looked at his quizzically, before he leaned forward and sniffed. Actually just sniffed at Cross. It was still a few inches away, they didn't make contact, but suddenly he worried he was stinky. He's bathed before hopping on the cart, and he hadn't been exercising much, surely-
"Ah, you're not from this Kingdom! Not originally, at least." Shep said then, leaning away just as quickly as he'd gotten close.
Cross blinked, and he was sure his skull didn't hide his shock as well as he'd hoped. "I can smell the pollen on you, newbie. We don't have those kinda plants in this kingdom." He explained, and Cross internally cursed himself. Would he have to run? Would he have to-
"You know, I'm not from this kingdom either, I was born to the west." Shep admitted then, easily, using a paw to gesture loosely at the space between them, "I bet we'll get along just fine, newbie. C'mon. I'll show you around your route."
Cross didn't even get a spare second to defend himself, or puzzle at why a foreign monster would choose to come here. Shep was already on his way, back turned and hurrying down the hall at a brisk pace.
"As far as I know You're gonna be taking over my old route, inner portion of the castle." Cross listened, but orders were his second nature. As they walked, he eyed the tapestries hung along the wall. Long and intense, and yet, there was a moment where Cross could see the colors were more faded and worn.
"You'll mostly just be patrolling, watching out for anything out of the ordinary, waiting to see if you're needed for any specific duties." The images showed monsters, humans, monsters again. Depictions of complex circles and red splashes dripping from weapons and hands. And he noticed a trend, eventually. These must've been the previous rulers. The past Kings.
"Your patrols will be alone, the rooms in the hall aren't too important, and it's mostly servants that pass through that way." Cross almost lost his rhythm as they drew to the end of the tapestry, though the hall kept moving. There on the tapestry was a depiction of two little skeletons, one which seemed strikingly similar to Prince Dream, even in his adulthood. Beyond, the tapestry simply stopped. It was odd that King Nightmare hadn't bothered to get it finished with his own visage. Maybe his puppetmaster was waiting to put himself there instead?
"Still important, anyways. The servants halls are the easiest ways in and out of the castle, so we can't slack off." They turned a corner, and Cross pried his eyes away from the tapestry and back before him.
They passed a few more halls, before Shep stopped dead in his tracks, and Cross reacted quickly, spotting the way he peaked around the next corner.
Across the way, Cross spotted that they'd run into another pair who had also stopped. Only when Shep saluted did Cross think to follow his lead.
From the hall he couldn't see, emerged a figure.
Cross kept his eyelights to the ground, but the steps, the shoes, the heavy cape, and especially the dark and slimey tendrils which snaked along in his wake? That was the King. The one Dream had been so particular about not running into at all.
Two sets of feet followed him. Closely. He didn't have to look up to recognize that they must've been Knights. The easy weight of their steps, how close they stuck behind the king, the weight of the one's magic? Surely. He didn't risk a glance until after Shep lifted his head again. Cross only caught a glimpse of a tiger mask turning another corner before the three figures were gone.
In the tense silence, Cross swore he could hear his soul beating. He wasn't sure if it was fear, or indignance, or something else, but he knew being so close to the King had not made him feel good. Dream had been right, something about that guy was wrong.
Shep glanced around, and his ear twitched, watching down the hall where they'd left to.
The group across from them was already moving, towards the hall Cross had just cone from.
"You know, you kids are lucky Newbie." Shep voiced then, eying up the human rookie who was passing by. "When I first joined the guard, the King cut my tail off to prove my loyalty."
He said it so easily that Cross was speechless. What did he mean? Was. His tail was docked, but...
"What?!" The panicked whisper came from the passing humans who had obviously been eavesdropping. He expressed the concern coating Cross's soul and freezing him in place.
"Yep. I heard he used it as a cat toy for the strays." Shep confirmed loosely.
"Shep." Came the snap of his name from the other trained guard, though they didn't move to deny his claim.
Cross hadn't heard anything about that from Dream. Of course, he also hadn't heard about this introduction process either. He was flying blindly here, and suddenly he feared for his limbs.
Shep simply shrugged and kept moving forward. Cross wanted, badly, to excuse himself right this moment and go back and claim he couldn't do it. But he was here now, and he had a Prince to help. And a whole lot of people relying on him to prevent more tragedies.
The training wasn't hard. Shep stood with him, made small-talk, told him all the tricks to ensure he knew when someone would switch off with him, and then they had lunch.
He hated to admit it, but the food was delicious. He hadn't had something so filling in... maybe ever. He couldn't put his finger on it, not quite, but for monster food, it felt solid. Warmer. He felt less hungry after, and a part of him wondered if that was how they did it. The mind control. Was it the food?
But, no, surely not. He was still set on his mission when he went right back to his rounds. The food was just... strangely good.
The rest of the rounds were easy. Simple. And there was at least an hour after where Shep willingly guided him through the rest of the building. At least, anywhere he could.
Cross noticed, once, that Shep broke a rule. He ducked into the kitchen. Returned to a surprised Cross with two pieces of bread and handed one to Cross before tearing into his own. Apparently, from what Shep said, the main kitchen wasn't off-limits. Not really. Just the private one.
He didn't ask about the difference, he wouldn't need to know, after all. He doubted plans of attack were stached in the cupboards of a pantry.
And just as swiftly as it had begun, it ended. Shep said he'd be around the training grounds tomorrow if Cross needed him, and released him to dinner. After Dinner, Cross went back to the barracks.
Many of the rookies were talking all about their routes, others complaining that they had gotten cleaning duties for being the last out of the barracks that morning. They'd start training tomorrow. Cross tried not to contribute much, but he liked listening in. Understanding more about the place. The people.
It sounded like the King had crossed quite a few of their paths as well, and they didn't seem happy about it. Discussing in hushed tones how weird the King was compared to the last. Dark, secretive, hardly even a ruler. Cruel. He heard the human from before shamelessly telling Shep's tail misfortune to the gathered group, who all seemed to be riled up by it, exchanging other horrible speculations.
He needed to get this information. He just... he couldn't do anything until the others were asleep. So. Morning it would be.
.
Cross was a coward.
He knew as much, deep down somewhere, but as he woke up early again, he thought through his plan. He didn't know where he'd find any of this information he needed, he didn't know anything beyond his own route. He didn't even know what he'd be finding. He'd know when he found it, he was sure, but the last thing he wanted to do was get caught
He should've excused himself during dinner to go search around, or chosen a buddy to go wandering with. Shep had told him some things, he knew the room where the Knights trained was the indoor room, and he knew some areas no one went to. He knew the hall where the Knights and King stayed, Cross found it interesting they all stayed nearby, and he'd promised himself he'd avoid the space like the plague. He knew so much, and so little, all at once.
And he waited, thinking, so long that he... he just got up as the others did. Moved to his station to rotate shifts with the night guards. He just... did his duties again.
Well, they weren't his duties. He had no obligation to be here, not really. But the Prince had told him a week. A week and a half. That would make the most sense for an in and out. So, he wanted to respect that. And he had orders now to act out. Surely if he slacked off it'd be noticed, right? Yeah. He'd just slip away before dinner and say he went to train a bit more. Peak into some doorways. No biggy. Surely.
He worried about what he'd do to pick up a slack he hadn't even lost, all day. All through his rounds. If he showed it, his replacement at his last post said nothing, and waved him off.
Cross wanted so desperately to go searching. But. Before he could pass by the hall which would lead to the mess hall for the servants and guard? He glimpsed them from down the adjoining hall.
Two of the Knights.
One with a hood obscuring his face, casting a heavy shadow over everything, his eyelights a dull white. Though he didn't see a mask at first glance, Cross had to make some assumptions based on the one beside him that they were both Knights.
The other had on leather training armor, and a tiger's mask, red ribbons hanging from it, swaying with weight. He could see the skeleton's grin peaking from beneath the mask, and noticed how the tiger draped an arm over the other and laughed.
Cross didn't even give them a second to notice him, swiftly stepping out of the corridor and towards the dining halls after all. He didn't want to get in the way. He didn't want to be on their radar.
He needed to know when they trained. When they'd all be occupied so he wouldn't have to worry about them catching him off-guard.
Off guard. Ink would be having a hayday with that one if he'd made that joke back at camp.
Cross just kept moving forward, ducking into the dining space before the Knights even reached that hall.
.
Three days. It took him 6 whole days to learn more. To learn where the information might be. To learn where the Knights usually were at any given time. To learn how to navigate the place better. To not worry about getting caught.
He'd gone back to Shep one day, to test if he'd be told to go off the dinner or if he'd be sought out. He was not, so he had his proof that no one cared so long as he was doing his rounds.
He'd sat and talked. Asked about the Knights. (Shep had little to say that Cross didn't already know). Asked about training. (Shep said he was always out here now, running routines.) Asked about the king.
And Shep was interested about him asking on the King. Cross almost fumbled, but said he'd heard a lot of rumors. Shep had been here a while. What was true?
And Shep told him stories. In a low voice. Of the King breaking spines, of throwing objects with his tendrils, of sentencing folks to death over minor transgressions. Of his ruthless rule and cruel first. How he brought in servants and guards by force. Ripping them from their homes. How the king would declare traitors and have them hung.
Eventually, Cross asked him to stop. He'd heard enough.
Some of those things he'd heard from Dream, or the folks back at that encampment. Others were new. Insider information. Things he'd never dreamed of.
It was informational, and Cross decided that he'd keep learning more, until he was sure he had the perfect moment to strike.
.
He wasn't the smartest, okay?
Cross had done his rounds, and the moment he was done, he scurried off towards his destination.
He paid no mind to servants or guards, and used a servant's hall to arrive in the location he needed. The hall where the King's Study was located.
Yesterday he'd investigated the war room. Entering and closing the doors behind him, the room had been a mess of papers and figures and notes. The maps of each neighboring kingdom alone were strewn on walls, like the ravings of a mad-man. None of them had plans of attack, though. The light from his eyelights had been enough to illuminate each one as he approached. Every single one was a new defensive plan. Ways to deploy troops if they were attacked. Not one seemed unprovoked which was... strange.
Cross was almost unable to find any sign of the King's next route of action for his destructive feats, so he was resigned to search the study tomorrow. His only solace was that exiting the War Room had only been met with a servant a ways down the hall, and a cat pacing by, paying him no mind.
The cats in this place were many. Cross had never seen so many cats in one place, and when he'd asked at dinner, it seemed that everyone thought they belonged to the Head of House, Ccino.
It would make sense, Cross had seen the embroidery along his apron, plenty of paws and cat-like figures along the hemlines, between the branch and tree motif the entire building seemed set on holding tight to. But, it amazed him that there would be so many, allowed to run free. The King must've been very lenient with his Head of House, to allow so many creatures free-roam.
...then again, the Knights wore masks decorated with Big Cats. Cross had finally caught a glimpse of the Lion, out on the lawn while he was talking to Shep. He carried an Axe twice the size of Cross' torso, and he seemed to wield it with hardly any problem. Cross just hoped the little beasts weren't being sacrificed. He'd heard about the barbaric practices from Ink once when he had his head on straight. He hadn't had the guts to bring it up to the Prince. Or Shep. Fearing the answer.
And so, now, he moved for the study. When he knew no one would be around, when no one would see him or bother him. He could dig through the information, tuck it away in his ribcage, and get out of dodge.
It was mid-day. Apparently the Knights tended to have training about now, and the King always supervised. So the forbidden hall, as the others called it, was dead and silent.
It wasn't hard to determine which door was the study, the door was carved carefully with a beautiful tree, and the handle was a shining gold, as though it got less use than the other rooms. He tested the handle, it moved, and he slipped inside.
Of course it wouldn't be locked. Who would have the guts to go snooping around in the private spaces of murderous tyrant kings? Well. Cross would, but that was besides the point.
The inside was lit by a few stray candles, and Cross tried not to marvel at the luxury of the room. Everything was carved out of dark wood, with golden fabric lacing the cushions of lounge seats and the curtains which covered the windows. It was darker, used, but still gorgeous. The daylight filtered in through an open window, giving it a warm ambience. Cross didn't know how a room used by such an unpleasant man would be so calm and soft.
There was a case along one wall, large and long. Hung inside were masks of all different shapes and styles. Some were decorated with swirls and gems, but most resembled animals. A crane, a swan, a horse, a sheep, a hawk, a wolf, they all stared out at him with blank, empty, sockets. He wondered if these were used or not, but they seemed untouched.
And beside that case, in the far corner, sat a heavy desk, with bookshelves filled to the brim tucked just behind it.
The desk was heavy, and it looked to be covered with papers, letter drafts, just a quick glance over the contents told Cross this was just what he needed.
He stood behind the desk, unable to stop himself from lifting the papers up into his hands. From here he could see the door, as well. He'd know if someone was coming.
The first paper he looked at seemed to be the draft of a letter, addressed to someone by the name of Crop. The handwriting was beautiful, and Cross was lucky Ink knew how to write in so many dialects, or he'd have trouble deciphering exactly what this was saying. The cursive was precise. And... it seemed a half-finished letter asking about plants. The state of a harvest? No, that's strange.
Cross lifted the few pages which had been tucked beneath the first, confused. These ones seemed to be written in a much more unsure writing, but they held what he could only call sketches. Showing clouds and plants and... fields? Cross wasn't familiar with farming, but he could recognize a field anywhere. The paper had a few words underlined and circled, and they seemed to be later additions, added overtop by someone else. The words seemed to be mentioned again in the letter draft? It was completely innocuous. If this was the King's letter, he was just asking about the wellbeing of a farmer's harvest. Asking about improvements.
He moved them hastily into a stack and set them aside, reaching for the next haphazard bundle of paper. That couldn't have been right.
The next piece he scooped up was in that same pretty cursive, but this time it wasn't a letter. Instead it was some sort of list. Locations, some crossed off, and some untouched. Was this what he was searching for? Surely this was it.
He moved to grab the next page that had been beneath it. It held more context, it seemed. Notes scribbled down about how these towns needed changes. Action. Cross looked to the first crossed-off name, one he recognized from one of the woman at Dream's encampment.
The paper read of a faulty justice system, a lawman who needed to be checked up on for counts of bribery and false accusations. She'd said the Knight, the tiger, had arrived and asked for their head of city guard, the one who enforced rules and kept peace in their small village. Two days later he was killed, replaced by someone the King installed, and he started jailing innocent folks.
Cross looked to the next one, a pass where travel had been haunted by the royal guard. He'd been told they'd done it to halt people from mining in the area, a crop of wealth the King wanted to hoard. But this said that it was a mountain pass with frequent and dangerous rocks lines thanks to a sudden increase in storms since his rule. Notes reminding of supplies, and pay, and signs. Signs.
The next was not crossed off. An issue of bandits ransacked the town when people would enter or exit. Notes in messier scrawl seemed to pose solutions. Ideas. One that was circled said 'Send Horror, Autumn'. It was nearing the end of summer now.
This did seem to be the list that Dream had suggested existed, my twin is organized, he'll have a list with extensive notes, but he'd said nothing about the way the list wouldn't actually contain anything incriminating.
He skimmed again, but it seemed like nothing harmful. One lower down even acknowledged a damage caused during some sort of raid and to divert funds to someone. A random shopkeep in an outer city. This didn't add up at all.
He folded the paper silently and stuffed it into his armor, but kept looking. No doubt there would be something else. One of the lower pieces, something hidden away.
But the papers atop the desk seemed just as helpful in nature. Even ones like drafted decrees or laws to impose later were not unreasonable. One even seemed to propose a ban on child labor. What kind of tyrant would pass up a chance for easy workers?
Digging through the drawers revealed nothing more, just an impressive collection of quills, ink, and more books it seemed didn't fit on the shelves behind him. He wouldn't find anything more useful than these documents, he was sure. He... he just hoped the Prince would be able to see whatever evil Cross was obviously missing here. He scooped up another piece, one of the decrees, and then the letter draft to that Crop. Maybe they could speak to him? No, the planning was up to Dream. He was just here to get the information and go.
And now that he had it...
Cross sighed a bit, he couldn't understand why these were the things in here. In this innermost sanctum where only the trusted went. Everyone feared this King so much, Dream claimed he and his master were such a threat. And yet all Cross could find was a record of damages, and a plan to enact damage control. It...
"Having some trouble finding the dirt?"
Cross felt his entire soul freeze up as the voice cut through the silent room. It was quiet, and deep, and a bit gravelly. He didn't recognize it, but that didn't matter, because he knew he had been alone.
Almost all at once, a wave of presence crashed over his awareness. That damp static that had passed by once in the hall. Trailing the King. He didn't have to look up to know it was one of the Knights somewhere before him.
"Our King isn't usually one to make a mess." The voice said again, calmly.
Cross dragged his eyelights up, hands tentatively hovering at his sides. There, sat comfortably on one of the chairs, was the hooded one. Dust, Shep had told him.
Now, despite the shadow cast by his hood, Cross could see the faint details of his panther mask, black and hidden away in the darkness of his cover. He seemed entirely at-ease, not a care in the world, watching Cross. If his soul hadn't been sinking into his gut, Cross would've even thought Dust found the situation humorous.
He steeled himself, watching. Could he try and bluff his way out of this? Somehow? How long had Dust been there? How much had he seen?
"Any chance you'd believe I was looking for a good book?" Cross asked, though the bold humor he'd attempted to channel in the way Ink had done so many times before fell flat. Maybe his growing panic was clouding his mind, or maybe he'd never been much of a comedian.
Dust just stared at him, tilting his head a bit. By the way his eyelights changed shape, Cross imagined his sockets had drooped to give an unamused stare. Not a great sign.
"Are you going to try and run, or can I catch a break today?" Dust just asked across the room.
Mm. Cross didn't have much of a choice here anymore. Dream had told him, drilled it into his skull, not to get caught. Especially not by the Knights. They'd torture him. Kill him. The stories of what they did to traitors... Cross couldn't let this knight get hold of him. Couldn't be trapped. He had to get out of here.
He promised Ink he'd be back.
With that thought, his sword summoned to his hand in a flash. It was big, and bulky, and not the best for an indoor fight, but he'd make due. He just needed to get away from this guy. That was all.
His summons was clearly a declaration of intent, because he heard Dust scoff over the rush of adrenaline running through him and roaring through his ears. All at once, the electric charge in the room seemed to up itself. Bones, blue, cracked downwards from the rafters and planted themselves sturdy before the door and the window. His two possible exits. Dust stood up and stretched his arms before him.
"Alright, let's get this over with." Dust voiced, then.
Cross nearly let his guard down in the first moment. He felt a charge of energy coming from his side, and narrowly vaulted over the desk to avoid the spiked and jagged bones which rose where his feet had just been planted.
Momentum carried him now, and his sword was already poised for attack before his mind quick processed it. He slashed at Dust, growing rapidly closer. Hid swing was met with pure white bones that stopped his swing, just enough for Dust to avoid the hit with a split second to spare.
He was quiet, as they fought. As Cross lunged and spun and threw himself forward with grunts of exertion. It was unsettling, how the only noises were the cracks of his magic ripping into existence or Cross's sword cracking them to pieces like a lumberjack's axe.
He kept his attention on Dust. The magic had a pattern. The room was buzzing ambiently, and right before an attack it was like being too close to a fire. Just briefly. Cross barely managed to avoid spearing his ankle thanks to the crackle. He wished he could be a bit faster, though. Cross couldn't feel where an attack was aiming like he normally could. Dust gave no indications as to where an attack would be channeling either, almost like he wasn't controlling them at all. He didn't like it, it was unpredictable, and was wearing him down fast.
Dust kept dodging his swings, no matter how fast he moved, and eventually Cross stumbled. His shoulder connected with one of the random jutting bones. Dust stepped back just before it pierced upwards, and Cross grunted in distress as it drove him back a step as to not get impaled.
That was apparently his mistake. The moment he wasn't close to Dust, bones seemed to crop up all around him, gutting at different angles, just barely piercing the bone, little cracks forming with the force. Cross could feel each one jab a bit deeper than the last. Each time he reversed to get away from one or break away an incoming volley, another would arrive behind him at a new angle.
He hated that Dust stood back. Watched. The only sign that he had even broken a sweat was a slight heaviness to the up and down of his shoulders, and while Cross hadn't lost much HP yet, he was starting to feel the exhaustion creep closer, and each little wound and crack seemed to be draining him. Was this the strategy? Play with him like a living pin-cushion? Was this it's own sort of-
Cross shifted his stance and unsummoned his weapon as he jumped up and out of the quickly growing ring of spikes. He had to act fast. He had to get out of here.
He grumbled a bit under his breath, he didn't like trying to do this, but...
The moment his feet landed, Cross summoned up his other piece of magic. The part his father had embedded into his soul early on in his life which made him so powerful. He was sure his normally white eyelight changed shape in the split second it happened. Red, bright red.
It only took a moment, a tug at the very being, hidden away in the Knight's chest. For a split second, he could feel the control of foreign magic slip into his own hands.
For a moment, it worked just as he knew it would. His fist trembled under the effort, keeping an eye on Dust as the other seemed to stare at him. The bones he'd summoned all seemed to sink away at once, recalled faster than Cross could've hoped. Dust seemed to feel his magic stop responding to him.
Cross just needed to get the Knight downed. Not dead. He just needed out.
He shifted stiffly. One, concentrated blast of bones at the Knight. He seemed like he didn't want to risk taking any damage. That was all Cross needed then. Some damage. And he'd be free to escape back to the camp. Away from these weird monsters with their weird magic.
He let his palm open, directing the force like he'd done so many times, channeling another monster's magic against them. Controlling it against their will.
The feeling of electricity rose again. It spiked. It. It gathered in his hand, that burning feeling he felt when an attack had been about to hit him.
What?
It was too late to recall the intent once he'd released it. The moment he tried to command the magic, he felt it all roll back over him. Bones meant to be aimed at their owner came jolting straight at his front. And though he stumbled back, he couldn't escape the searing pain of a fire too hot to process escaping his bones and immediately rushing up his arm, into his chest, down to his feet.
He had to imagine, with the loud sound like a cracking whip, that that was what being struck by lightning felt like. Molten metal in your veins.
Cross laid sprawled, dazed, on the floor as his control magic puttered out. It hurt to breathe. To see. To exit. He was half-convinced his arm was completely splintered apart after the pulse of raw magic that had filtered through it, but he didn't bother to look.
His soul begged him to move, to get up and run again, but darkness danced in his vision as he stared up at the ceiling. He failed his mission.
He hated to see as the Knight rounded into view, standing cautiously over where he was laid. Floored by the backfire of his power. If the knight said anything, he couldn't hear over the loud ringing invading his head.
Though, instead of stabbing him through like Cross had expected, the knight seemed to duck down. A cool feeling encased Cross' wrists (so the other hadn't broken apart) and his soul suddenly felt exhausted. He felt exhausted.
No matter how much he wanted to stay awake, to escape, he lost this fight fair and square.
#new age au#Y'ALL my formatting obliterated my italics so I apologize....#some narrative beats will feel weird!!! raugh!!!!#anyways yeag#Cross is a goofy lil guy and he's strong af#but he's also very naive and quick to trust blindly. even when he thinks he's being careful and getting a second opinion#and also he's not quite ready to fight to kill again and so Dust is quick to push him around there at the end <3#neither are trying to kill eachother (The Knights agreed they'd try and get information. Cross just doesn't want blood on his hands or a#target on his back.)#and Dust is just a lot more exoerienced!#Cross' msgic btw (if it isn't clear) is a weird subversion of the Overwrite power#where Cross can temporarily seize control of a Monster's magic and use it against them as though it's his own (relies on embedded#Determination to 'overwrite' control lol)#unfortunately for Cross? Dust's magic isn't actually originating from his soul. it's *outside#* his soul providing power and energy that his emotions influence as though it's his soul.#so Cross can decide where the magic is concentrated. but not where or who or how it manifests a#d attacks :]#so. Cross basically pulled all of Dust's small concentrated bursts of controlled magic and released them directly into his own face lmao#Dust's magic is truly an enigma <3#AND I think later on when they work together Cross helps Dust center and aim his magic (because Dust is just used to dealing with its chaoti#c nature rather than actually controlling it. so it's a bonus special combo attack they could do if they needed that specific#style of attack!)#anywho yeah#Shep will be a reoccurring character btw. he and Harper I think!#Harper is a young upstart who actually kinda likes being in the castle (Cats being sacrificed for so long in the kingdom did leave a bad rep#on Cat monsters. so Nightmare being fond of and protecting them makes Harper feel a lot more loyalty than she'd like to admit.)#and Shep. well. let's just say Nightmare hired him on for the guard personally :]#andd yeah!!!#i'm sure I'm missing something but I hope y'all enjoy!!!
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is there ever any text implying that artemy spent his time away from town-on-gorkhon in the capital, in either game? a good portion of fanwork or discussion about pre-canon artemy puts him in the capital, but i don't think that's intended to be the case.
the narrated introduction at the beginning of his route in classic states that "Artemy has been travelling from town to town learning theoretical and practical surgery for several years". i can't recall if specifics of where he's been are ever stated in pathologic 2, aside from the dialogue options which imply his studies were interrupted by being conscripted as a soldier.
but i can't think of anything he says ever implying that he's been to the capital, so i'm inclined to believe that he hasn't. i imagine he's probably been to medical schools in smaller cities, though, as well as some hands-on apprenticeships. i think the implied itinerant lifestyle in his years prior to returning is worth emphasizing more, too. it gives the impression that he never really had the chance to put roots down anywhere while he was away, while also not feeling fully connected to his hometown either due to leaving at a relatively young age.
(the first game hits the idea that he's disconnected from the town especially hard, with virtually everyone but big vlad and rubin acting like he's an outsider who they've never met before. i think on some level this works, 10 years is a long time, but patho2's attempts to make it feel like he has at least distant familiarity with the town's older residents is one of the better moves it makes.)
#pathologic#artemy burakh#i think part of putting artemy in the capital is ''the only two cities mentioned are the only cities that exist in this world'' syndrome#and the other part especially fanworks is just wanting to put him there for shipping reasons#which is fine! i like a lot of content of daniil and the stamatins knowing each other in the capital even though#it's probably an exaggeration of the limited familiarity he's implied to have with only andrey in classic hd#(though patho 2 changed up artemy's connection with rubin lara and bad grief so much that maybe there is hope for 3fold heads in bachelor2)#i just feel like sometimes something becomes so ubiquitous in fanwork/discussion so much that people forget that it isn't actually canon#patho meta#mine#artemy
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I have returned (I don't know how long it's been since I was last here). All I know is, it has been months since I last played Genshin and I came back just for Father Arlecchino <3 So this rare occasion of my presence comes with a brainrot.
I don't know if you write self-aware AUs but the thought is; imagine how smug she would be- knowing she is the reason that you, the player, came back again after a long hiatus. Oh I just know that she would lowkey brag about it all the time.
Love, 🌼 anon
All of the characters were greatly disheartened when the Creator departed from their world. Logged in one day ago? That was normal, you were a busy person after all. A week? You must have exams or be very occupied with work. Then a few weeks went by. Then months. Needless to say, they missed your presence very much, despite only being able to see you beyond a screen. Arlecchino felt similarly, even though she had yet to see you as she had not made an appearance yet. Her children too - they wanted to see you as well. However, her annoyance was assuaged the moment she saw your giddy face staring right back at her, as she sat on the sofa.
She could hear the repeated clicking from your phone, most definitely from all the screenshots you were taking, remaining as cool and collected as ever as the other three listened on awkwardly at the tea party. Did you return... just for her? Well, what a nice, sweet, surprise to go along with these cakes.
After that, she could hear everything. How you've been grinding through all the stuff you've missed in a desperate attempt to pull her after so long. Speeding through random side quests, finally upgrading some statues, using all your resin the moment her materials got leaked. When she departs Fontaine, she has no worries anymore, knowing she'll be back soon enough, right in your party.
Just don't leave her again, alright?
(Meanwhile, the others are greatly concerned for you and what your priorities are...)
#smooches talks#🌼 anon#arlecchino love notes <3#im glad you've returned for arlie 🌼 anon!! may your pulls be blessed!#i actually want to try and write more sagau bc i think the idea is cute but idk how- i hope this isn't too bad 💀#BUT ARGHHH THIS IS SUPER CUTE#i imagine the other harbingers would be secretly jealous too...#but she doesnt care bc she has your love <3
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WAH thank you sm for the help & support so far!!! ;_; I wasn't really expecting much help right away so I was surprised but thank you!! It helped a lot esp. w/ the loans I've had to pay ;;
I still have a lot of stuff to catch up on so I hope you guys can be patient w/ me 🙏I've opened patreon as a way to earn & also as motivation to finish my backlog. Tbh it's still overwhelming when I think about the backlog of work I have to do (it's a lot...) but hopefully I'll get things done eventually. For now I'm working on the preview for my patreon promo post so have this very messy & illegible wip for now:
My page is now live here if anyone would like to check it out :)
#im sleeping late again just to post this but anyways thank you sm again for the help!!! ;_;#just realized it's been a year since I first tried patreon...#from opening patreon last year -> then moving to ko-fi memberships -> annnd going back to patreon again#it's diff. from before tho since i'm offering diff. perks now#idk if it would really interest ppl to join but I think it's fun :) esp. the drawpile part#tbh im very deprived of social interaction for some time now#it's time i get to change that! I think starting by drawing w/ other ppl isn't so bad 😌#anyways! im heading to bed now bc i need to sleep#hope you're all doing well <3#bam blabs
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I certainly have my own concerns about the treatment of moo deng but um. well i think some of you may just be racist
#this ^ isn't directed at any post in particular but instead a lot of comments ive seen. but now im gonna talk about other posts down here#and prefacing anything i put in the tags here with DONT TAKE MY WORD FOR IT DO YOUR OWN RESEARCH#but the biggest post ive seen going around rn about moo deng being mistreated and the general quality of khao kheow zoo is questionable#claims that the enclosure is mostly concrete seem to be false from all the sources i can find#the concrete section looks like its specifically around the feeding area which fits zoo care guidelines which specify that the feeding area#be a surface that can be easily cleaned separate from the substrate and is a surface present in other zoos#the lack of deep water also seems to be purposeful? older videos of the same enclosure show deeper water areas#and looking back through the news every baby pygmy hippo announcement from every zoo i could find mentioned periods where the baby had to#learn to swim and was slowly introduced from shallow water to deeper water as time passed#this was also corroborated by fowlers zoo and wild animal medicine volume 8 which suggests keeping the mother dry and then slowly#introducing water as the baby grows as a potential best practice#damn im treating this like a paper now. anyway the negatives#there are absolutely things that strike me as bad eg. public access to the hippos and the way the keeper interacts with them#for the keeper stuff in particular i'd really like to see input from someone who has experience as a zookeeper with pygmy hippos#the public access is something that i def think the zoo could improve on and even older footage from years ago shows people sticking like#selfie sticks and shit off the side of the railings and right into the hippos faces#however again the zoo seems to be making efforts to curb visitor behavior which is tough when you go from having 800 visitors a day to#4000+ and you can't remodel the whole exhibit right then and there#all this to say! just do your own research and take somewhat inflammatory comments on the internet with a grain of salt#also just to make it clear im not making any sweeping statements on khao kheow or the treatment of moo deng im just summarizing what i foun#based on what's being said in the most popular post on the subject ive seen.#for the potential like three people who will read all this hi :) hope ur having a nice day
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