#i actually dont like her but shes pretty so
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so, after this phase of depression, i am back at too many ideas at once and getting overwhelmed by all of it bc i cant do it all and dont know how to decide which one to focus on or which ones actually good and not just a brainfart
(so, some more botw2/totk rewritten ideas-
mostly text but i am unsure what to actually work on and draw or if its even any good, so id be very happy to hear your opinion on some of this qoq)
-was thinking about designing the sonau even though they might not show up physically, to keep their mystery alive, but i am playing with the idea of a dead one preserved in crystal in a larger cave, perhaps their last stronghold, i like the thought of them being rather small monkey like creatures with long tails that end in a light fern looking thing
--been also thinking more about the ancient queen zeldas and ganondorfs relationship bc i feel its compelling for them to have had a much more personal grudge agaisnt each other than i previously planned, gives more weight to everything-
though it is mostly background stuff that is not directly shown in the game, except for environmental storytelling -which botw was pretty good at- and diary entries you can discover (perhaps finding it and then telling riju and a gerudo researcher about it since it would be in ancient script zelda hadnt encountered before?), current thought was to have there be a secret lair that one of ganondorfs daughters used to live in after the sealing disaster sent both kingdoms into conflict, and with their mother dying in battle the eldest daughter would surrender and agree to whatever the princess of hyrule demanded, while the younger one would not bow down and those that followed her split off to live in the gerudo highlands, like another reoccuring theme with this being the prescursor to what happens with the shiekah and yiga later- of those are none left by this time (or should there?) and the diary of the younger daughter talks about her fathers secret hideout having being sealed shut as a sign of respect- it is inaccessible due to the structures beign damaged, but its serving as a hint there will be more; it will be made accessible after the mid game fight with ganondorf, in which you see the scene of the sealing, and he changes his position from hyrule castle that fell into the underground to the innards of the plateau- that being the final dungeon- in his room, might also be a part of his diary, at least from his younger days, and a bracelet of obviously hyrulian origin, which is meant to imply-
that the ancient queen zelda and him were in love once when they were both younger, though neither really acted on it (noble families pressures and conflictions yippie) until it was decided she would be married to a young knight of a noble hyrulian family, as it had been per tradition, after which they would not be able to visit each other anymore in the way they sued to as her father wanted her to prepare to take the throne and was way more strict than before, with one last meeting in that secret chamber and her leaving a bracelet there as a gift-
now heres the problem i ran into, that they had feelings for each other and used to be very close, as well as both having their own families later on is pretty solid and i want to keep all that but i also randomly thought about weaving the drama further (in that noble families kind of way especially, though again this would only be mentioned in his diary entry from the secret room you unlock, and since his younger daughter doesnt mention anything at all save for makign a point about not rummaging through her late fathers things out of her deep respect for him, its pretty clear she didnt know and neither did anyone else except for ganondorf himself and perhaps his mothers, this is all meant to make all of these characters have more depth even with getting little to literal no screentime, not to be a big focus)- so there was the stray idea of the ancient queen having a daughter 'just' after being married to that hyrulian knight.. and it being obviously not his, but gerudo, as gerudo traits are rather dominant(i think?) and the knight and ganondorf look nothing alike, so to avoid any sort of royal disaster that daughter would be secretly given to ganondorf to raise instead (which he would gladly do), and the official story being it was stillborn (the whole thing being worked out by a few maids sworn loyally to their queen .. im torn about the queen herself knowing or not tbh or if that even matters in the grand scheme of things (though i do like the idea of her knowing but acting like it is nothing to live up to being a wise and proud queen now thats shes under that pressure, she would change alot during her time of reign, going from that more typical unsure of herself but trying her best princess to a self confident cold and calculating queen, maybe he could even make a short remark about it), again this is still just vaguely implied background details most wouldnt even find out about, i just .. like to think about the background of things that make sense and give more weight to it all but arent what it revolves around and its neither essential to know, might as well be one of those things people would likely hear about in youtube videos)
i didnt find or dont know if theres any rule that princess zelda cant have siblings (i think she had a brother once but idk that may be different about sisters is the question) bc ganondorfs older daughter then not awakening any special (zelda reserved) powers could be simply bc she wasnt trained to do so (perhaps she would be able to hear things like zeldas often do but that too being only mentioned offhand) and him just not putting any focus on royal hyrulian traditions, it could be a secret rite too and honestly .. why would he try to train her to be the traditional princess of hyrule, awakening powers that are reserved for the hyrulian royals would make everything go haywire in terms of the secret about her mother, though im worried it would seem like her being gerudo is seen as 'tainted' instead, like she isnt a 'real' or 'pure' zelda and that being the reason, which somethign i do not like at all
either way that second part is purely an idea that i am 50/50 about using since its really not a big deal in the end and ultimately doesnt change much except make their relationship a bit more messier
---ahem, anyway, i also decided i wanted to model most sky islands after this one photo in my collection since it looks cool and would make sense to have these island be worn down by constant winds
---- i also want to flood the tabantha canyon with the forgotten temple and considered actually breaking of some pieces of landmass, like it is now a giant island, imagine akkala a kilometer away from the mainland for example, it wouldnt inherently change much about the structure but it would make it feel alot more different and provide good ground for different kinds of interactions since the people there would need to adjust to that, you can melt ice around the riot region easier than you can reattach a broken off giant piece of land after all
#ganondoodles talks#zelda#ganondoodles rewrites totk#i have the feeling the older daughter of ganondorf being also the queen first child is a brainfart rather than a good idea#but i await your judgement#theres likely more ideas i just simply forgot to add right now but are definitely also in my head here#mayb thats why it feels like it wants to explode#as i am currently also having a migraine#and in this kind of situation of thinking about too many things at once and too many ideas#i often think about dumb stuff#but you are well used to reading stuff getting posted on this blog so!#*hits post*
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Been awhile sense I've drawn fanart. (Click for better quality)
#dijonay jones#the proud family#the proud family: louder and prouder#art#digital art#digital#fanart#dijonay#proud#proud family#sass#i actually dont like her but shes pretty so#phone art#finger drawing#finger doodle
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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.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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I still cant believe i get two big sexies for my birthday what if i passed out i have never won so hard
#snap chats#this automatically makes it the best bday ever idc … not a high bar to pass but yk …. hehe….#YAAAYAYAYAAYAYAYAYAAUSHSKAK IM STILL NOT OVER IT THEY LOOK SO GOOD //THROWS UP//#making these my tablet wallpaper idc its been the default for like two months now#hehehhHheehehehehe#like adam got a skin too but this aint about him…. sorry adam ily but i have a brand ok#once i get home im grinding the hell out of this game to get them I NEEEEED THEM#‘snap wdym you dont have them yet’ i forgor to stay awake 😔#gotta get my wanda hours up i gotta solidify her as The DPS i play#again i rarely play dps just cause we never need one and i love mags but…. dötter …..#shes so pretty ohhhhh my god dont look at me#THE FACT THE THEME THIS SEASON IS GOTHIC/DRACULA THEMED TOO 😭😭😭😭#‘why is it halloween in january’ cause it is MY BIRTHDAY marvel did this for me specifically actually#i wish blade was playable but whatever …. ill take the fantastic four i guess ….#also chat i fear ive grown rather fond of beard richards. he can keep it it suits him ive decided#still not a fan of it on mags but if i gaslight myself hard enough maybe i can like it <- no i cant#ok im done. ill be at my stop in like twenty minutes i need to reel it in rjOWNDAKSKS
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started rewatching trollhunters out of a need of familiarity when everything in my life is new and bad and hard (college.) and now ive redesigned Claire to make her more of a alternative theater kid with the anger issues that they only hint at in the show
ive given her more of a personality than the #Feminist Only Female character in the group ur welcome lol
#art#my art!#trollhunters#claire nuñez#tales of arcadia#toa claire#this drawing is ever so slightly shitty but its okay because im still getting used to my new drawing tablet and also photoshop#also i made her shirt say Papa Skull because i dont atually know what her actual shirt in the show says because we only see 3 letters?#i made her very 2010s blazer into a cropped leather jacket for funziesss#also i made her skin darker and her less skinny because she needs more meat on her bones and her og design is great but her and jim often#look like siblings and thats weird mannnnn#also i accidentally made her look a bit like my partner in terms of build and hairstyle oops#idk im proud of it and i think she looks pretty cuteeee#i just wanted to give her design and characterization more spice because a lot of characters in the show lack those things#but especially claireeee#she is too often relegated to love interest or Girl and she deserves more than that!!#also i think its in character that jim would like mean alt girls that have blue hair and pronouns#he can be a little freak as a treat
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Dark enchantress cookie redesign
#I've been thinking about her recently#my only knowledge of her is from kingdom so thats the only version i know but she actually seem pretty empathetic all things considered#i mean she raised velvet and keeps members of the cod that probably hinder her progress [COUGH COUGH licorice and poison muchroom COUGH]#dont get me wrong i like them alot and i think the are sweet but for a while i really didn't understand why she kept them around because of#the way all the cookies talk about her charater#she would seem verry tough love or just ruthless but in actuality she just keeps adopting these weird cookies she finds#she also knows what they are good at and plays into those strength. pome is good at keeping things organized. Mushroom is good at#keeping others guard down. licorice is willing to work hard to succeed at any task given#choco is good at fighting and keeping his team safe. she clearly knows them fairly well and also sometimes supports the stupid stuff they#want to do#i would say pome is more ruthless then dark enchantress herself#anyway i have more thoughts about her but I'll save them for a later time. thanks for reading ig ^^#dark enchantress cookie#dark enchantress crk#crk#cookie run kingdom
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Love how the first interaction sanji has with nami go down. Its so fucking real. They are friends, your honor, FRIENDS!!! These idiots are the kind of friends who would make fun of you when someone flirts at you at the same time making fun of the guy flirting with you. They are Perfect, your honor. It is so good. No weird love triangle except for whatever the fucks going on with luffy, zoro, and sanji but! I am so here for it!!!
#they are FRIENDS your honor#they ACTUALLY acted like friends#you dont know how much i cried/laughed at that scene#so many other adaptations would jump the chance to make the scene more like :#'oh poor nami is a GIRL. who is PRETTY and everyone is IN LOVE w/ her cuz she is a GIRL'#my queer ass is CRYING#FINALLY some good fucking food#one piece#one piece live action#opla#opla spoilers#opla sanji#opla nami#opla zoro#opla ussop#opla luffy
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tried ibispaintx
#mush art#im actually so happy with this i love how it turned out#shes so pretty i love it#i like her face a lot in this#maybe i dont mind this app anyway#i used a reference photo#that probably also helped a lot#yay i love how it looks this brush is so nice#pls be nice because i am actually very happy with this#allura#princess allura#voltron#vld#voltron legendary defender#fanart#voltron fanart#voltron fandom#ibispaintx#allura fanart#allura of altea
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viktor prev 🤖
#i forgot 2 flip the canvas back but his mole is on the correct side i prommy .. first time ive ever kept it accurate lol#im chipping away at ths sooo slowly …#unimaginable number of drafts and im just opting 4 the most simplistic one instead#umm fav viktor moments . his im from the undercity remark & slapping jayces hand away. lets gooooooooo#or that scene of him mel and jayce at the table where hes fiddling w jinxs bomb i like tht whole exchange#when he transforms into the machine herald#when he transforms in2 the machine herald (2)#ans when he transforms into the machine herald😁 THE FACE SPLIT IS JUST SOOO FRWAKING COOL#wht else . guys can i be honest can i be brave and honest w u all. hated the sky plot . hated#the scene of him crying over her i was like scratching my neck n pulling at my collar like u guys seein this … 🧍#the story never developed sky enough to make her death impactful#she only exists in the context of viktor and how she can further his story or personify his emotions ykwim . boringg#i think the timeline is such a big issue 4 arcane writing in general bc#they try to pass off their quasifriendship as something genuine bc theyre partners or have known each other for years#supposedly but they dont show it let alone say it . like i cant tell u the amt of times i saw something after watching that was like#oh this timeskip was a year or seven years or idk and aside from the obvious timeskip we see w charas aging up in s1#or the montage once cait takes power its just not . discussed . rmbr after the arcane anomaly ambessa was like theyve been missing for 6#months or something and if you didnt hear that one throwaway comment u would just be like wht is going on#all that to say they want you to believe they have a strong foundation 2 make her death and later reunion meaningful but they dont give you#anything to actually Feel it#so . MY TWO CENTS !!!!!!!!!!!ok#sorry im blowing up the tags in ths random post that never asked for this 💔#lg doodles#arcane#viktor#well ok bc im going on and on i will say . i thought singed was pretty interesting in the show but never rly cared for him#until i played him in aram n im like oh so ths guy is awesome actually#HAHHAAH#dude and b4 they got rid of the hectech chests i pulled his arcane skin . bsooo much fun#i also played jinx for the first time and now i understand why ppl like her gameplay so much . soo smooth w it like she feels soo polished
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yuppeeee just having fun!!!! ig!!!!! consistency Who (i dont know her :)) (thank you for tagging me @creepycoffins i used this opportunity to simply vibe i hope that's ok 😭)
#6 fanarts#trigun#space dandy#arcane#devilman crybaby#vash the stampede#trigun livio#trigun razlo#elendira the crimsonnail#jayce talis#akira fudo#drawing#drawing challenge#artists on tumblr#my art#comic#fanart#adding to the maybe 20 bits of space dandy fanart that exist lmfaooo. my favorite anime <3#also yes. i will be watching arcane season 2. it at the very least looks pretty#absolutely stunning lack of either of my boys. particularly jayce. very noticeable complete lack of him :)#i trust that they didn't kill him. however. don't trust them to not ignore him in favor of the others' storylines cause he wasnt popular :'#particularly.... if they completely divorce viktor from him. i think id be pissed if that really happened lol#also hesitant about cop vi. like of course it had to happen but also hoping they don't make her like.... a complete cop lmfao#like she is in game ykwim?? like i dont want her to actually like piltover in any capacity#anywayyyy yes half the characters are trigun <3 there's too many fun characters in trigun how can i not#like! this was my first time drawing elendira! she was so fuckin fun to draw wth!!#also fuckin. shit. ik you said liv or raz but i simply didnt wanna choose one or the other so i just gave both of em they own box 😭#FUCK i fucked up dandy. mfer's missin half of his back fuuuck dont look 😭😭
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The L Word | S2E01
#the l word#shane mccutcheon#kate moennig#in a horrible mood but i still had the episode open from last night and laughed so hard at this awful outfit i almost briefly forgot#i actually love it in concept i just dont know what they were thinking with the random sidepieces for her hair which i think throw the whol#thing into this weird sort of disarray#but i love the short blazer sleeves ovr the shirt a lot also how weirdly unironed the shirt kind of appears#also the low jeans with the belt..? not crazy about the decor on the blazer tho#but i love the glasses forevr#but again i feel like her hair is so weirdly fried in this or maybe cked with hairspray#anyway im fine sorta#actually really funny to post this also after the last one bc she looked so good in that and so BAD here#soryr this outfit deserved its own complete commentary in tags but lookbook coming eventually#also im pretty sure her hair is like tied back in some sor tof way which also looks horrific#who did this literally whos idea was this#also sorry it was roiginally 4 but looking at them together i think it only needs 2
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this is how i envision childe and skirk's time together in the abyss went
#skirk feels like a really crappy babysitter to me#like she comes over to babysit little ajax and then just watches tv all night. doesnt even feed him#and THEN she blames him for a vase she knocked over#this is probably not the intended interpretation of her character but if the devs wanted me to take her seriously#then they shouldn't have made her look like a teenage girl in a swimsuit and galaxy leggings#just saying#anyway#the audio is a clip from johnny bravo i found on tiktok if youre wondering#skirk#genshin skirk#genshin impact skirk#god i'm still mourning her i think she's so ugly like actually. oh my god#i referenced her beta designs to try to make it even marginally better#dont think it helped rip#childe#tartaglia#childe tartagalia#genshin#genshin impact#genshin fanart#genshin spoilers#i'm pretty sure this counts as spoilers at least#childe tartaglia ajax#genshin ajax#genshin 4.2 spoilers#genshin 4.2#my art
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some design comcepts for older lily + lewis!!! my latest and greatest headcanon for them is that in the future they get gems and can do magic of their own :33 i just think it’d be neat,,, something to do with their love of magic!!!! 🥺
#im normal about stdwolom. number one fan have been since i was 15#i need them EXPLODED AND GONE THEY MEAN SO MUCH TO ME BYE#anyways these designs are still. rather up in the air#definitely need some more refining and all that#but yknow!!! for now theyre pretty good kickoff points 🥺#lewis’s fit is loosely based off a wizard fit i gave him in a halloween piece from 2022 hehehe!!#I THINK THEY SHOULD GET MAGIC. I THINK THEY SHOULD AS A TREAT#billie helps them learn ofc!!! AND SO DOES STOTLE. THEM AND THEIR THREE WEIRD KIDS OR WHATEVER#i love them so bad. stdwolom….☹️☹️☹️#dont overthink the gem colours or anything btw. i think theyre just… general ones? question mark?#IDK MAYBE ILL PUT MORE THOUGHT INTO THE SPECIFICS LATER#BUT FOR NOW THEYRE JUST. GENERAL ONES WITH NO SPECIFIC POWERS IN PARTICULAR LMAO#robin’s art#billie bust up#2024 art#bbu billie#bbu lewis#bbu lily#stdwolom#this all started bc i looked at stdwolom and went ‘i think they should be she/her they/them cool hat coded. lewis should get a cool hat’#then i brain blasted.#whats more cool hat than a wizard and whats more wizard than ACTUAL MAGIC#i like to think im smart sometimes#okay hi update these guys are part of my… oc lore? now so uhhh guess theyre getting the story tag#The Panderity Chapter
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Oh man, I binged the first 20 episodes of The Princess's Jewels a few days ago after watching a few review videos on it because I had to see just how bad it actually was, and I've decided to talk more about it here.
For the entire spite-fueled four hours of reading, i kept stopping to take screenshots to send them to @the-navistar-carol and then talk about how stupid a lot of the plot points were. I jokingly called Ariana a jellyfish based on her hairstyle, and the nickname stuck after Gen said "yeah and she's like an actual jellyfish by how the trick you into getting closer because they're so pretty before paralyzing you with their stingers."
I'm putting this under a read more because, as normal, I write a lot.
We all know Jellyfish sucks, but what gets me the most is the wasted potential of the guys (among other things). They are all so! Interesting! And they befall the same fate as female harem members in that their backgrounds and personalities all get set to the wayside in favor of fawning over the MC. They all come from unique, diverse backgrounds that don't get touched up on at all. For example:
Why did Efrit wear a mask all the time when his older brother didn't? Why did he say that "he finally found the woman he was going to reveal his face to" to Abal after he met Jellyfish? Is it some kind of cultural thing for the soldiers and warriors of Xek to wear masks until they fall in love? That would explain why his brother has his face revealed, cuz he's not a warrior! Why is the second prince in charge of the country's army and not the king himself? Why did he STAY the general of the army after he fucked off to another kingdom to become the lover of a foreign state?
Why was Haun Baek taken in by the royal family? The flashback of the queen giving him a new name implies to me that he may have been a slave of some kind, which puts a lot of perspective on why so many people were against his rise to power and disliked him. He was mentioned to be a general and head of the security division of the king, but as far as chapter 21 goes, this has never been brought up again. He's the Harem Pretty Boy who does all the work in high society for Jellyfish.
Speaking of fighting -- when did Jellyfish get a thigh tattoo to summon her sword? What's the backstory behind that? It probably has something to do with the 'swordmaster' thing (which is ANOTHER thing) but when did she get it? Why was she even allowed to learn swordfighting if she came from a seemingly implied patriarchal society? More importantly -- why was everyone okay with this? Why is it only the off-screen "evil old advisors" that hate her doing this.
Are these evil old advisors in the room with us right now?
Why are Nell and his family werewolves? Where did their magic recorder ability come from? This was just seemingly a power that he had that came out of nowhere when they were looking into Benela and her family. From the videos I had assumed he was a poor family that rose into dukedom after the war, but apparently they've always been? Dukes? And the other advisors still see the family as a threat? On one hand I can see where they're coming from, but on the other I don't think the comic is portraying them as "threats" the way I think they are. Nell and his family are seemingly treated like they were commoners who suddenly rose into nobility, rather than pre-existing nobility that fell onto hard times.
I want to know more about Jade and the fact that he's from a holy house from an entirely different country -- i cannot believe Ariana got away with that btw. Like im not even touching the gross overreach of power that is her demanding a noble not of her kingdom to be castrated, but more so on the fact that she practically coerced and stole a descendant of a saint and faced?? No backlash from this? None whatsoever? The gods and the people just let her get away with it because oh, it's an honor for this snobby empirical princess to come in and steal one of their chosen saintly descendants all because his dad pissed her off?
Like I agree that the dad was a scumbag, but Ariana calling him out on it is like the pot calling the kettle black.
Also, I wish Benela and her family were a bigger threat than TJP claims they are. Like, this is apparently the emperor's favored concubine who stole the love of the emperor away from the empress and successfully murdered the crown prince without getting caught. She's apparently some master manipulator but Jellyfish faces no trouble thwarting her at every turn. So what is it? Is she a master manipulator or is she a dunce? Or is the emperor just an idiot who doesn't care about his sons because with the way he treats them, you'd think they were bastard children.
The banquet "queen heel syndrome" scene gets me especially so because that was a good fucking plan!
Benela's plan to reveal and shine a light on Jellyfish's harem and how it was negatively impacting her image and high society was a good plan! That was brilliant! Because it had basis of truth in it. I don't know if the queen heel syndrome thing was a false rumor, or something she deliberately fabricated -- the comic never actually goes out of it's way to disprove it. In fact, I'd argue the QHS thing is *backed* by it, because just a few chapters prior when we first meet Benela, there's a side comment made by a noble woman about how her daughter was chasing after some man she was infatuated with.
But what I do know is that Jellyfish has been disgraceful towards her fiancé and that she has been indulging in her harem. By all accounts, by the implied societal standards of Arbezela or Azkaban, Jellyfish is being a whore. I am not one for mindlessly slut-shaming, but sometimes slut-shaming IS okay if it has a narrative purpose. And it does here. And Jellyfish doesnt even disprove any of their arguments, in fact she does a 1st grade level deflection and instead goes right for insulting Bavilo's lack of marriage prospects, which wasn't what they were talking about at all.
I'd applaud the deflection if it wasn't Ariana doing it, and if it wasn't such a serious and valid accusation that Benela and her family were making.In any other manhwa, this would have worked. This would have damaged Ariana's reputation, and it should've had some actual consequences to it. Instead they completely skip over this plot because the author knows that Ariana has no defense, she can't talk or excuse her way out because regardless of the truth behind the Queen Heel Syndrome, the fact remains what she is doing is inherently shameful.
Like! I am so mad that their scheme didn't work, because it! Was! A! Good scheme! All the best lies have some part of the truth in it, and Ariana should not have been able to weasel herself out of that so easily. In fact, the fact that she did just makes the emperor look like an even bigger incompetent.
Wanna know how this ended? It ended with the emperor blowing up at Bavilo because Bavilo said that he "could make it to the top on his own without the help of talented subordinates" and the emperor perceived that as a slight against him because, apparently, Bavilo was claiming to be heir to the throne? When nowhere in that sentence did Bavilo even so much as say or imply such a thing?
and also--- WHY is it such a bad thing that he's claiming to be vying for the heir seat? It's empty! The Emperor hasn't announced a new successor yet, of course Bavilo would say he wanted to be the crown prince. Nothing that Bavilo said was insulting towards anyone, and was actually quite admirable.
What gets me too is that right after this chapter, the empress claims that the princes are "illegitimate children" because they're the sons of concubines, and that if they were chosen for the role of "carrier of the light" people would question their parentage-- ???
First of all, not at all how concubines work. Concubines are a legitimate role in a harem structure and quite literally their job is to produce more heirs for the throne as back-ups in case something happens to the Heir Apparent. Like that's literally their job. They are official members of the royal palace, to claim that their children aren't legitimate is to claim that they're merely mistresses, not concubines. This was both an insult to the concubines AND the emperor.
Like my god I do not have the time to go into all of the plot holes of this webtoon. I haven't even gone into the total lack of consequences Ariana experiences both politically and socially, and how all of the interesting conflict happens off screen, nor the blatant racism and misogyny present throughout the webtoon, NOR the absolute SHIT worldbuilding.
#ariana de secramise#i cannot BELIEVE i remembered her full name right off the top of my head#the princess's jewels#the princess jewels#haun baek#efrit karsia#jade meldea#anti the princess's jewels#nell phantom#i love you haun baek my man you deserve more screen time and depth beyond 'pretty asian boy stereotype'. ur fight with ariana was so cool#nell phantom you deserve better than a girl who immediately forces you to wear a collar and publicly kissed you in front of a crowd#efrit karsia you are so cool i wish i got to learn more about why you wear a mask and why you are the way that you are#jade meldea you're the only fucking sane man in that goddamn harem you go boo escape the jewel box. gotta love his intense disgust for 🪼#raymond amber i dont actually have any thoughts on you i didnt even realize you had a first name for six chapters. thats also because you'r#literally the only person in the harem called by a 'jewel' name rather than your actual name. why did she call you LEMON?#ur last name is literally amber there that's a jewel name right there.#if i was benela i would've used the emperor's favor for ariana against her bc the man literally coddles her to death. i'd feed into his#delusions about Ariana being his sweet delicate princess who needs to be protected and how oh so mad the other nobles are at ariana for#corrupting their daughters. and dear emperor wouldn't it be better for ariana to stay in the palace for a while? send her jewels back to#their kingdoms until the rumors about ariana's lecherous personality dies down? and bc the emperor is a fucking idiot he'd fall for it#hook line and damn sinker. boom. ariana's been cut off at the knees bc her harem was doing all the hard work for her and now she actually#has to make an effort into doing things HERSELF and also change her dad's mind about her bc he sees her as nothing more than a delicate and#hapless maiden who needs to be protected by daddy's big strong arms.#like no wonder you cant just ask to be the emperor ariana. your dad doesn't see you as a capable adult.#starry's spite reads
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i know astrology is fake but i'm not too keen on how a lot of people on this website seem to be clowning on it as a hobby a bit too hard. i swear the woman who thinks it's neat how she and her friends with the same sun sign are all similar isn't trying to say that you are who you are born as and there is nothing you can do to change it. it's a hobby. an interest. what happened to finding meaning and joy in the small things. does it affect you if someone enjoys tarot reading or crystals. does it make you upset someone has interests that they enjoy.
#im not saying astrology/tarot/crystals/etc. get clowned on so much bc theyre hobbies mostly enjoyed by women But....#i saw a post about some astrology study and made the mistake of opening the notes on that bad boy#not fun. and that reminded me of that old post that was basically like ''liking astrology is transphobic''#anyways idk maybe its just that my bestie is very much a ''crystal girl'' but like. stuff like that are such neat hobbies#she makes some cute little jars with pretty rocks and they make her feel better bc if you believe in something you can make it happen#when it comes to small things#like yeah if you pick up a stone that's like ''this can help you be more open with your emotions'' and you are like ''oh hell yea!''#ofc that will be on your mind and the item will be a constant reminder and actually help you with your goals#and its like. ok what really stuck with me was when i was talking with my bff and i was like ''i think all this stuff is interesting but i#feel bad bc i am superstitious and believe in some signs like lucky numbers but i know that logically its just. if i pick a lucky number of#i pay extra attention to it but i want to believe its lucky but i know how human brains work in that aspect''#and she was just like. ''so? those things dont have to exclude each other'' and it clicked#if i have a little tigers eye with me it does not make me feel more grounded magically#but if i decide (or believe) it's grounding then it will b bc it's a reminder for me to calm down#and stuff#like. ah idk how to put my thoughts into words#but i just think its unfair that a few rotten apples have ruined the perception of fun hobbies for a lot#not every astrology enjoyer is trying to sell you mlm essential oils or genuinely believe peoples entire lives are dictated upon the stars#or something#idk i just feel like these things are v misunderstood even tho im not personally like super into them myself#but ppl super mean about that stuff arent invited to look at my medieval themed fortune telling cards#idkk im sleepy and cant articulate my points someone else say this but better#leevi talks#im just saying. i dont think its bioessentialism to decide to believe you personally have a season for growth when the stars are in a#certain position or whatever
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basically
#THIS WAS HARDER THAN IT LOOKS#i moved jean from butchy femme to butch because of peer pressure#but i guess its still true#and thea for a moment i thought she could fit in futch but then i remembered her one scene had her wearing a pastel skirt so#riko high femme i know is controversial but i feel like hes kind of fierce like that sorry#soft butch jeremy felt very correct no notes on that one#lets see. i had kevin in high femme but actually i think he wouldnt be so far in the scale#i feel like hes respectably on the femme side but not like. insanely high femme like myself#as in i dont wear pants and i buy wedding veils to use in my daily life#AND RENEE i wanted her in butch i really did but i dont think thats true for her in canon#i think actually in canon renee is really like a normal pretty girl which im obsessed with#remember when even neil said her smile was pretty. yeah#and jean's thoughts coming to a halt when he saw her face <3#so yeah. we need a real butch in aftg and andrew doesnt count#wheres the alvarez butch prayer circle#alvarez boy shorts and white tank top prayer circle#txt#foxes
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