#i dont know if either is textual
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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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theprinceandthewitch · 6 months ago
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I don't think I mentioned this... but in Ashes of Memory, Alice receives a letter from Orpheus addressed as "Eury Lamb"
Lamb is the last name of the man who adopted her and experimented on her. It also serves as a reference to Little Girl's "Source of Evil" cosmetic, which is lamb themed.
"Eury" is a reference to Eurydice. People have theorized "Eury Lamb" is the name her adoptive father, Villhelm Lamb gave to her to keep her true identity a secret. But that's not rlly relevant...
What is relevant is that this makes Orpheus' alias choice even MORE obvious he loves Alice... this mans got romantic interest in her...
People who use that adoption letter as proof that the writers want you to view their relationship as sibling-like are so cringe. That letter is literally the direct opposite of "sibling-like".
Folks missed the part called "context": Orpheus [who was 17 at the time] knew she was being abused at the orphanage and tried to get her out in the least stressful way possible... and he couldn't even adopt her to begin with because the orphanage thought it would be best for her to be taken in by a blood relative. Which was a lie, because they ended up giving her to Villhelm Lamb to be used as his lab rat.
Like idk man... the writers have made it so abundantly clear Orpheus doesn't see her as a sister. That One letter doesn't prove he sees her as a sibling because if they wanted to make them siblings... then.... they would have... ya know, made them siblings... but they don't because.... they're not siblings and they're writing a tragic romance LMAO.
As for Alice, in AoM she calls him a playmate... granted she doesn't know Orpheus and her playmate are the same person, but she remembers him as her friend and not her brother... because.... they were never adopted siblings...
But yeah It's so crazy to think Orpheus doesn't love her... I'm over here losing my mind at That Scene in AoM where Orpheus asks Alice if she could play a song for him on her father's favorite piano.
What gets me is that this scene shows how much Orpheus missed her. He buys everything her relatives sold off so he can rebuild the mansions' interior to how it was when they were children. He also goes out of his way to fix her father's favorite piano. The piano didn't just need fine tuning - it was straight up destroyed during the raid. It was a really, really expensive thing to repair. Even though Alice's father had other pianos, some of which could have survived the raid, he rebuilds the one which holds alot of sentimental value to her... LIKE???
REALLY... You guys really want me to think Orpheus did all this JUST out of a sense of guilt for unintentionally causing the raid? You are rlly gonna look me in the eyes and tell me Orpheus using "Orpheus" as his alias while addressing Alice as "Eury" is totally platonic?
Are u rlly gonna say that to me knowing this official artwork made Norton and Melly wear their Pluto and Proserpina/Persephone outfits while Frederick, Orpheus, and Alice are dressed normally? My brother in Christ... will you rlly look me in the eyes and tell me Orpheus [AND THE BIRDS] holding flowers is platonic symbolism...
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THIS ISN'T EVEN SUBTLE LOOOOL
How much more evidence do people need that these two aren't siblings AND they're on a whole romantic journey together...
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asklesbianonceler · 3 months ago
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I have not posted any of my analysis to reddit yet and I think I might just post it and ghost it. I've already spent too much time looking at other people's threads on there to feel any way good about interacting with folks.
I already went in an added the "I know you're going to bring this up let me save you the time" section which is exclusively touching on the frequent topics of:
"well what about the fingerprint nostrum and finger mimics? He is clearly just a crackpot"
And
"it's definitely some weird elaborate sacrifice to Metyr thing"
#if he's drinking hallucinogenic tea in his free time genuinely good for him. whatever man. i just do not think either of those items are-#at all relevant to the quest especially the nostrum because it is a placebo medicine and aint nothing fake about this shit#also i think theres a distinction between becoming fingers vs wanting to replace metyr? idk like as ive said i think he thinks he's-#better than the fingerweavers and rightfully so#like please come to a new conclusion other than “man this guy is on drugs”#also girl... metyr doesnt need sacrifices. like? where is that textually or in set design? metyr wants us to leave her the fuck alone#she's minding her own business EVERY TIME WE SPAWN INTO HER ZONE#like why are people so desperate for everything to have a dark undercurrent? not everything has to be some dark disney ass shit#“actually finding nemo is a hallucination & Marlin is insane & nemo is dead that movie is actually super fucked up & dory is a grim reaper”#like im sorry but this is how this extra shit all feels to me#like it is already fucked up and miserable?#is he 100% a good person? like thats genuinely person to person. theres personal gain from the quest#and hes definitely very good at getting what he wants#manipulate manifest mother#tail fingers on the vision board#devon yaps#and yap I did#like I don't want to be a bitch because yeah we should genuinely celebrate other peoples theories and hcs in these games#but i dont think “lol this guy is just on drugs” is one of those things#because i like spooky theories if theyre backed up.#but to say “its this weirdly horrible thing and youre all wrong” especially in his context is not great to me#Sorry. like may my own arrogance strike me down like the scholar i think i am 😤 farewell#because again its coming down to meeting this narrative without preconceived bias and most of the reddit stuff feels like-#“he is fucked up. won't say why. but i bet you know why i actually think this 🤫🤫🤫” like just you cant wrap your brain around guy mom#i do really want to reiterate this is about reddit shit. like i am so into people who love his character but interpret him more sinister💕😚#truly eating that shit up
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bmpmp3 · 6 months ago
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everyone on earth probably has a hypothetical farming sim in their mind's eye that they daydream about on occasion because of the unfortunate situation that despite there being like a thousand farming games released every minute only like 4 of them are any good. and i think this is fun, i think its good to keep the imagination alive. if i made a farming sim i would bring back rival marriages from the old friends of mineral town. i want to steal someones wife.
#jk jk you dont steal anyones wife or husband. but it wasnt a popular feature because people felt like they were stealing someones spouse#plus the fact that characters married eachother after a certain amount of time made them unavailable for player marriage adding a timelimit#if the player wants to get married. but thats why i want it BACK i think its 1) hilarious and 2) interesting and makes the world feel alive#NOW part of the reason (outside of it being an unpopular feature to begin with) its not in like any modern games is probably because#devs don't know how to deal with non-gender-locked marriage candidates with this#i think its easy. everyone is bisexual. not just playersexual. textually bisexual#it'll be interesting if they always have a set pairup regardless of player gender but it could also be interesting if there was like#a little algorithm to give a couple non-player pairups as options. maybe make it random#or if a dev was tooooo ambitious they could add a matchmaking system that the player could be involved with if they wanted to play cupid LO#but that seems too much for a farming game. thats usually a whole other game in itself#but yeah i think its easy. its not like farming sim marriage candidates are all that deep characters to begin with#i think itd be fine if you had a couple randomized rival marriages...... i think itd be neat#my other farming sim daydream is NO fucking combat for the love of god FREE ME from combat#that is why i like story of seasons just a bit more than stardew#stardew has so much good farming mechanics but god i hate the mines. i think its so soso sososososososo boring#i also dont really like the turn based battles in atelier games and most atelierlikes either#(well i liked it in mana khemia but that was more turn based focused than alchemy focused)#i came here to farm. i came here to make potions. i came here to micromanage numbers. do not make me battle#but that is purely a personal preference thing LOL a lot of people really love farming game combat. i dont tho <3#MY DAYDREAM FARMING SIM HAS NO COMBAT... AND YES CUCKHOLDRY#(jk jk thats not what rival marriages are. but thats how people talk about them. which is fascinating)#(unfortunately it makes me laugh so thats why i keep making jokes about it. sowwy <3 )
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caruliaa · 1 year ago
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one of the worst phenomena in fandom is when theres a character that everyone loves so much and thinks is the greatest guy ever who only ever does nice good things and then some other people start to point out examples of that not being true and then their narrative starts being that that character sucks forever so much and is only ever awful and the worst and we cant have any nuance about literally anything ever yayyy yipee !!!
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supercrazyangel4 · 1 year ago
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i think the thing that makes people mischaracterize and completely miss the point of chara is that theyre written to be two very different things concurrently that dont really mesh together.
from what we know concretely about chara as a character, they were a very mentally ill child and complicated person who simultaneously hurt and helped people around them, who held both a lot of love and hate in their heart. they are fairly vague but also have specific character traits such as liking chocolate and filling up water glasses to the brim to maximize efficiency. they take speaking patterns from toriel and an interest in gardening from asgore. if you believe in the narrachara theory, they even have a character arc that changes depending on the route you take. they are inarguably a character who haunts the narrative due to their decisions in life having lead to tragedy that shapes the very plot of the game inextricably; and arguably a character that haunts the narrative and shapes the story much more literally in being a conscious force and companion that accompanies our journey.
at the same time, chara isnt treated as a character at all and is instead a meta-narrative device meant to act as an in-universe player stand-in. in this way chara isnt actually a person with character traits, but a vehicle for toby to provide commentary about the people who play video games. they are a concept that represents the state of thoughtless exp grinding. in the no mercy route their main purpose is to be a reflection of you and your mindset, even more directly than flowey. the reason theyre named after you is because, for a number of aspects in the game, they are supposed to be you; with no notable separation like there is with frisk.
this problem also heavily applies to frisk, for who there is an effort to separate their identity from yours at the end of the pacifist route but who still ends up with no real character traits of their own. people compensate for this by using black-and-white thinking; which results both in assigning frisk and chara a sort of "good-and-evil" dichotomy leading to their early fan interpretations, and in thinking that frisk and chara can only be either fully fleshed out characters or mindless player inserts leading to people favouring option one and basically ignoring the player as a concept except to occasionally use it as a generic big bad.
i think toby prioritized meta-textual implications over actual textual characterization for the human characters in undertale. this left chara as a character feeling unclear, unfocused, and incongruent due to them trying to be several things at once with no real through-line; and frisk as a character feeling practically non-existent outside of being a vessel. there are effectively two different charas in undertale, the character and the plot device, which makes it hard to talk about them as one consistent whole. i think this is why in tobys second game hes been putting such a focus on kris as a character and their separation from the player, as to improve on what he didnt properly touch on in undertale.
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tauforged · 6 months ago
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Do you have any tips/tricks on getting into warframe? I want to play bc the designs look cool and I'm sure the story is just as interesting!
(It is completely OK to info-dump!)
OH BOY OH BOY!!!!!!!!
ive probably said it better before, but cant find the posts because this website has the worst search function known to all mankind -_- so i will give you some bullet points that will not be all inclusive and i invite anyone else who wants to chime in to do so!!
while the devs are definitely trying to streamline new player experience, the story is uh. a lot! the game has like, what, 11yrs worth of content behind it by now? there's a lot! depending on your playstyle and how you progress through the game, it might take you a while to really get into the meat of it -- or you might speedrun all the main storylines in like a month. there are lots of side quests and secondary objectives you can dick around with as much as you like, which some people find fun and some people find annoying. i liek it :) but it can definitely be a lot
there have been a lot of time limited events and hidden lore entries that make some things pretty inaccessible to new players. they seem to be trying to get better about this but its still not ideal. the wiki is not always right (afaik, theyre still hung up on whether or not albrecht and loid were ~canonically~ together, which is literally just blatantly textual) but it can be a good place to find summaries of shit you've missed out on. ive never watched a single one of those 'warframe lore explained' videos so i cannot vouch for any of their accuracy. i dont really pay attention to the subreddit or the official forums either, but those might have information too? idk
i personally find that some of the quests are thrown at you wayyyyy earlier than they should -- heart of deimos is one that i strongly believe should be way more lategame than it is, since it builds on a lot of stuff that you probably won't know by the time you get to it unless youve been paying veryvery close attention or have been going wiki spelunking. i wouldnt stress about it too much if something seems to make no fucking sense, though. most quests are replayable if you want to go back to something with fresh eyes or different context
i have probably already spoiled you on a lot of the lategame stuff and for that im sorry! lmao this isnt really a game where spoilers will ruin something per se, but since ive been playing the game since like 2013 i went into everything blind as it was released and i always had a huge blast when the game dropped a bombshell on us, so i try not to rob anyone of that experience if i can help it -- not a huge deal though depending on preference
there's a lot of grinding and farming. i personally dont find it overly tedious as there's a lot to do and it's easy to mix things up and take breaks, but for some people it's a huge turn off, so just a heads up i guess. you can technically bypass a lot of the grind by buying new frames or weapons off the market if you really want to spend your money on that, but there's some things that are locked behind a reputation grind and such. and honestly, you dont Need to spend money on anything but some cosmetics
trying to play through everything solo might be fun if you enjoy a challenge, but i personally find it to be unsustainable. you're going to want to find a decent sized clan and you're going to want to either find friends to play with or hit up the recruiting chat for backup.
you can make platinum pretty easy by farming prime parts or rare mods and other such tradeable things and selling them to other players. i dont bother with this because im bad at keeping up on video game economies and it never interested me. but it makes being a 100% f2p player a lot easier when you need to buy inventory slots and such
there are over 50 warframes and countless ways to mod each one, and an absurd amount of different weapons -- there isnt really any one playstyle thats 'better' than any other. i perosnally pay next to no attention to the meta outside of keeping in mind what damage types are effective against which enemies. some people really enjoy minmaxxing the hell out of their shit. you can kinda just do whatever
don't buy plat without having at least a 50% discount login bonus unless it is an absolute emergency. the discounts are random but ive found they happen often enough that i can just wait around for one to pop up and replenish if i'm low. or dont bother idk i cant tell you how to spend your money im not your dad
mute region chat for the sake of your own sanity. nobody in there is as funny as they think they are. moderation is better in there than it used to be but it's still a wasteland
the most important part of playing warframe is having fun and being yourself :)
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not-too-many-eyes · 3 months ago
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5, 8, 13?
(For this ask game)
5. A female villain you love?
This question is strangely hard cause I have to debate with myself if morally complicated conservative women count or not, because a lot of the complicated women I like AREN'T placed in an explicitly adversarial position to "the heroes" (nor do the things I like tend to create that explicitly dichotomy of "hero" and "villain") and I still haven't been able to determine the answer to that-
But like- Plutomon Digimon Survive is a villain no matter how you slice it so uh- her. I can't say too much on her for Spoiler Reasons but Plutomon Digimon Survive is a Character of All Time can I get an Amen!
(I Mean I'd Love to put a character like Natushi here but I'm really hung up on the definitions here as you might notice.)
8. A minor female character you love anyway?
I was going to jokingly say that none of the things I like have women as Just minor characters but then I was thinking about it and I was like "Wait.....what media do I like (That I think about often) that has women in minor roles?" so I settled on Reverse 1999 Eagle since she is a minor character in story and has Very Little Going On outside of her ancedote focus:
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I bet anon was asking for a character with actual like- 2 minutes of screentime but the truth is I simply just don't think too much about characters like that in general. If I do I tend to turn them into OCs since like...at some point they do just become my OC and I''m not going to be like "Oh this is the actual canon version of the character" when I've just written them as OCs. Plus my memory is shit so I really do need something to latch onto.
Keiko RGU might count though?
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I find her really fun and interesting in the Black Rose arc since she's coming right after the most emotionally involved of the Black Rose Duelists (Wakaba) so you have a really nice duality there of Wakaba being Utena's best friend while Utena doesn't even know Keiko's name.
Oh and Rei!
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She's great as well! I love whatever horrific situationship she had with Muu and how Muu thinks of her as like- a beautiful hero and puts her on a pedestal while simultaneously hating her for "not saving her." Okay maybe I do have more options for this than I thought-
13. An interesting femslash ship? (Canon or otherwise)
I was going to put a Yuri is my Job ship here and then I realized that I don't....consider any of those "romantic" ships like- to me Sumika and Kanako is a QPR, same with Yano and Hime- like those are complicated and nuanced relationships and I love them but Sumika and Kanako are textually Not Romance.
While for Yano and Hime it seems like Hime doesn't feel romantic attraction but a genuine sensual and sexual attraction towards Yano like- aro but not ace. Does that count for the purposes of this discussion?
The definition rests unclear, and I generally just ship situationships forever, but I do have one that isn't horrifically complicated- which is my friend keeps on telling me that apparently Eva and Natushi from Umineko have toxic yuri going on and Im like-
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THESE TWO???
THESE TWO HAVE TOXIC YURI?????? THEIR IN LOVE???? THEY DONT JUST HATE EACH OTHER????
So now I need to know what's going on there. I want to know whatever the fuck is going on there. I'm still in Episode 2 and I'm like "Okay. What is their deal"
Alien Nine Yuri and Kumi are also good:
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Same with BiY Touko and Yuu (I have not finished this either):
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(EDIT) I went to edit this again not just for formatting reasons but because I needed to include my beloved We Know the Devil and Heaven Will be Mine Polycules:
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And we also have!
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Utenanthy! (I made this a month or so ago and dont want to fix it up at all)
Redraw of this:
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fefairys · 1 year ago
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some people are theorizing that the ending of fionna and cake will be simon coming to an epiphany that he can let go of betty and move on from her, and that would be compelling for sure, and a good message about grief, but considering how distant lands: together again ends, with finn having an epiphany that he can just be himself without jake and that he'll be okay reincarnated without him, but then jake being like "lol nevermind actually we should be together forever for all eternity in every life in every universe, im comin with you again!" i... am not Expecting that.
like we already know finn is never going to move on from jake when hes alive. we saw him after he died and he still couldn't move on, even in death. i think adventure time wants to say, "shit, man. sometimes we just cant move on, ever. sometimes someone is so integral to your life that when you lose them you simply will never be okay again, even if you not being okay impacts your friends and loved ones forever! we are kinda selfish! thats life!"
to get personal with it and expose my toxic lil relationship, i know that if my boyfriend died before me, i would simply not ever be able to move on in any meaningful way for the rest of my life. i would always feel like a piece of me is missing, because we really do complete each other, we are defined by each other, we dont know who we are without each other. and i think thats how finn and jake were, and that is textually how simon and betty were! is it healthy? no! but i think it's truthful.
adventure time has never been a show that teaches you lessons on how to be a good, healthy, well adjusted person! even in early seasons, the characters would spend a whole episode trying to learn something, and then either learn NOTHING, or take the completely opposite lessons from it and become worse as people! i think its pretty awesome for that tbh! theyre not teaching you big life lessons, theyre just sort of showing you life, as it happens. yknow???
not to say i'll be disappointed if simon does get to move on and learn to cope with grief in a healthy way, tho, just that its not what i expect from adventure time. i trust this ending to be handled well, no matter what it is. but i imagine it will probably be bittersweet, as is the ending of the original show! erm ok thats all ^_^ byeeee
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meruz · 1 year ago
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another ask post
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i mean i also read it because a friend whos rly into queer SFF fiction circles recced it but she did kinda lead with "the writer used to write hs fanfic...tasmyn..taz...?" to which i replied
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of COURSE I read the locked tomb because i heard taz had written a book. of course. ill consume most any media made by a beloved homestuck bnf. thats also why i played undertale. and read like..snotgirl. and idk... watched the new dub of neon genesis evangelion.
if u made homestuck fanwork 10 years ago and havent even made it since chances are I still remember and I love you for it.
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sdlkfhsg its funny you sensed that because that drawing did in fact start kinda more........ well, I'd be lying if I said my hands never wrought a drawing toeing over the pg-13 line LOL...
NOT to say i have a secret stash of porn or anything. in general im more interested in the implication of sexuality or mature themes over any explicit depiction. like everything i draw is so softcore itd almost feel silly to make a nsfw acc for anything.
but im not rly jumping to post anything on main either bc i get the sense i have a lot of kids in my social media following. it varies from site to site and fandom to fandom but the themes in my work often circle around childhood, coming of age etc and in general i like stories about kids so the fandoms i draw for have a lot of kids in them. even stuff like IT (stephen king) which is about kids but isn't necessarily for kids.. there were a lot of kids in that fandom lol.
actually thats why ive been censoring swears in comics lately because the tmnt fandom comes across to me as a little young...IDK I've had MULTIPLE people ask me what "sodomize" means because of the joke in this post and I'm like... I Cannot be the one to explain this to you. you have to look it up on your own klfsdhsdg like i wouldn't be doing this if i were doing a comic for mgs or even homestuck wherein the characters textually swear constantly LOL but sometimes u gotta change tacks depending on the faces u see in the crowd yknow.
i HAVE been thinking abt drawing nsfw of sunspot/richard rider/kobak from x-men red just because that comic seemed to be really asking for it. who knows.. if the need rly arises maybe my separate account policy will change.
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its rly more a matter of the fact that i havent read/watched much of any other iterations... im sure id like most lol. I like most things related to my interests regardless of quality. i rly like the marvel ultimate alliance games for instance. sometimes seeing my fave guy is enough he doesnt have to be well written LOL. i dont exactly have a wealth of free time tho thats the real impediment.
i did watch the 2007 movie on new years eve and found it quite charming overall. and i have read about 30-40 issues between the mirage and idw comics. still feels like im barely scratching the surface but i liked em. i rly want to read all the sophie campbell stuff bc i think her work is interesting. jason aaron will be a mixed bag i think lmao. i say as the worlds biggest Wolverine and the X-Men (2011) fan.
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hmm this is kinda hard bc i feel like i naturally draw very loose and the hard part for me is tightening it up. maybe some suggestions tho...
1) hand excercises. i think its easy to forget this when many artists sit in front of the computer all day but drawing is a physical activity u do with ur actual...bodys...muscles lol. if u feel urself tightening up it might help to strech (any google search for "artist hand excercises" should yield good results) or do a page of loose practice strokes like..big circles. long lines. scribbles. that kinda thing. whatever feels good for ur hand. this is also just good to do as a general warm up before u sit down for any drawing sesh.
2) draw further away from the canvas. as a general rule...when ur painting traditionally you do the big strokes with your whole arm outstreched and a long handled brush. and when you do the details its smaller wrist movements and a shorter handled brush. so it might help to take a step back or push back from ur chair a little.. or hold ur tablet a little further away. and hold your pen further away from the nib.
3) change mediums / brush types. some brushes and mediums are more suited to loose sketching and some more inclined towards detail work. so changing ur tool could help. also! i personally have this problem where sometimes if im using a brush i feel really familiar with the pressure to make a "good" "finished" "perfect" drawing is greater... if i want to force myself to loosen up ill switch to a tool i dont use as often so it feels like the pressure is off. a lot of times for me this is switching from digital to traditional. but sometimes its switching from a small pen to a big marker. or a smooth pen to a textured one. or a nice brush to a shitty dried up marker.
but also every body is different so i dont think these tips will work for everyone. u should listen to what ur body and mind tell u and how drawing feels to you
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bro just sign up and set it up i dont think theres much to it... i dont rly think too much abt my itch.io store because its digital goods so u just upload the file and let it do its thing. no distribution work needed on ur part. youll notice i barely even advertise my itch unless i have smth new on there lol.. its easy. but good luck!!!
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idk if im the best person to ask this im more a comic fan than i am a comic professional... a comic hobbist.
well. scott mcclouds understanding comics and making comics are good books on the craft. i think i had to buy them for a class in art school once.
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other than that idk just keep at it. comics are really laborious i think for a lot of people the hardest part is sitting down and doing it.
i think a lot of people have a very instinctive understanding of how to read comics and what they look like so whatever you think seems like good way to tell the story you have in mind, its probably right. if u get stuck, study comics that have done something similar. most people in comics are relatively self taught and actually it can be problematic bc you can tell when a lot of comic artists are all copying the same like 5 old white guys LMAO. but on the flip side if you make sure to reference and study broadly your comics will almost assuredly feel unique.
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sorry im responding to this anyways. this is just a really nice ask. i like when people reference my older work bc i feel like sometimes theyre subtly implying it wasnt very good LMAOOO. but its true! at least compared to the work i make now ^^ and the fact that im still making art is whats keeping me from being embarassed abt how much of my old art just floats around online lmao im never ashamed to be growing and learning. isnt that a nice thought <3
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voidcommascreamintothe · 1 year ago
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Cassian is not going to die in the next acotar book, what are y’all on?
I’m talking about acotar again. I gotta. The thoughts must be let out!
Come, walk with me here.
I’ve seen a couple of tiktoks saying that Cassian is likely to die, or that he is fated to die. But I am convinced that media literacy is much lower than the experts thought, because some of the arguments are just… inaccurate interpretations of canon?
My arguments are as follows:
1. Elain saying it wouldn’t take much to kill him, was only in the context of the battle with Hybern. And i know this because acotar was supposed to be a trilogy!!! You dont even need to read between the lines here, you just have to read. It was supposed to end with Wings and Ruin. It was planned out and plotted as a trilogy; altho i am partly convinced that Maas never intended the books to continue past the first one (more on that another time). Elain either saw that Cassian dies and intervened because she saw that his death leads to Nesta’s death, or she warned him, to let him know that he is not infallible. His death means Nesta will probably die too, as is established when Nesta refuses to leave Cassian and covers his body with hers, so Elain warned him to not do anything stupid. Altho the fae people have long lives, they are not Deathless. They can still die. So that warning of Elain’s, only served as a reminder to Cassian.
2. We have canonical resurrections. Rhysand died and came back. All three Archeron sisters died and came back.
2.1. We also get a cop-out. Near the end of acosf, when Bryarlin is controling him, he turns the knife on himself and pretends to fall to his death, so that Nesta can unleash her power to its fullest. This fake “Cass dying” scenario happens like two or three times over the course of the books. It would be poor cheap writing on Mass’s part if it happens AGAIN. And poor and cheap writer she is not.
3. What would be the point?
No, i am serious here. Narratively, what purpose would a Major Character Death serve at this point in the story? When has an important character died, and stayed dead in these books?
I truly believe that Amren’s death would’ve served a narrative purpose. If she sacrificed herself - and stayed dead- for the sake of everyone else, it would’ve been definitive proof that she was more fae than cold blooded monster. She was not one for sentiments and warm hugs. This act would have been her showing just how much she changed, how much the love she received from her friends changed her for the better. But no, she gets scooped up from the magic cookware and becomes yet another powerful female character that looses her powers.
Side eye. Major side eye to Maas for that one.
And thats for Amren, a secondary character. I do not for one second believe that permadeath is in the cards for any of the acotar characters.
4. Maas got her start in writing Sailor Moon fanfics. Do you think that someone who writes Sailor Moon fanfics would NOT write a HEA?
Ok this is more of a meta-textual reading of the text, looking at the bigger picture and incorporating details from real life into the contextual interpretation of the text, but it is important still.
Maas’s stories are high fantasy with a hard magic system and also a focus on love and loving relationships between people. Throne of Glass specifically, but the Maasverse generally, follow this kind of pattern and genre. A Court of Thorns and Roses is much more of a Romantic Fantasy. Romantic not as in smut, but as in Princess Bride. Romantic as in the Romantic movement in literature. It is idealistic. It shows a world through pink lenses in the shape of love hearts. It is much more of a 80s or 90s fantasy movie than anything else.
Game of Thrones these books are not. GRRM, Sara is not. The tonal shift that would come with a Major Character Death would be jarring. It would be off putting to a lot of the core audiences, and if Maas doesn’t see this, then Bloomsberry does. Or someone on her team does. If they cut a threesome scene, citing messiness and over complicating character relationships, then they most likely advise to stick with the status quo: HEA.
Love and loving connections is a huge part of the plot in Sailor Moon. The meaning of love, life, bonds with other people, all of this warm fuzzy way of telling a story is the point of the immaculate conception of Maas’s world building. She will bot go against it. It is not within her style nor her pattern of storytelling.
4.1. My loves, Aelin made it out of the box. Aelin got her happy ending with Rowan by her side and a crown on her head. Her Majesty the Queen of Therassen, got out of the box and got her happy ending- without her powers (side eye) but that is for another post. We were worried for a second there, but it was a HEA at the end wasn’t it?
When Maas said that we should be worried for Hunt, (or Rhun really, both are in a bit of a pickle at the point the story left them), I am confident she meant we should worry for them in the same way we were worried for Aelin. Who went through hell, but came back. To her HEA. Do you see what in putting down?
4.2. I also don’t really have a way of saying this, but smutty romantasy books do not kill off their breeding pairs. The style/subgenre of smutty romantasy does not come with main girl/boy death. Side characters, maybe; parrents or siblings (often off-screen) definitely.
But not your breeding pair. Cmon. We’ve read enough of those books to see the established pattern right girls?
I am by no means an athority on ACoTaR lore. Im just a girl in the world, reading smut. But I do have reading comprehension skills. Well developed ones, in thanks to all that classic literature i read as assigned reading in school. If I can analyze the motivations and traits of Raskolnikov and the original Lady Marmalade, as well as accurately surmise the plot of War and Peace, a book that gave me no peace and gives me war flashbacks, then a book about hot people having hot skysex is not an issue babez, truly it is not.
Bonsoir.
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lesbiansforboromir · 10 months ago
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Regarding your last ask, when did sauron seem so hopeless? Was it somewhere in the text? Wasn't he at the height of his hubris just doing whatever the hell he wanted in middle earth, enjoying his success and just having a good time.
Oh I'm not describing a specific aspect of the text, I was more extrapolating from what the text says that he must have an amount of despair for his end goal. He certainly is not enjoying any success either. 'Success' is extremely relative, Sauron might have been entirely full of his own hubris, but that internally would have made his actual accomplishments appear extremely meager. Like yes, he is definitely causing untold misery and death continent wide, but that is not his actual goal. His goal is total control and domination, which he never succeeds in doing to any of the 'faithful' peoples, only to those in the south and east who in the majority have been worshipping Morgoth and then Sauron for most of time whilst being entirely abandoned by the Valar. In fact! Sometimes he does not even have control over them! Sauron has to historically suffer a great deal of ego-brutalising moments in order to further his causes, debasing himself in front of Pharazon, being laughed at by orcs (that is a canonical thing that happens, actually the quote is so funny you gotta see it; […] The Eastern Orcs, who had not experienced the power and terror of the Eldar, or the valor of the Edain, were not subservient to Sauron - while he was obliged for the cozening of Western Men and Elves to wear as fair form and countenance as he could, they despised him and laughed at him, lmao) when he tries to re-dominate them during the early second age, and in the end none of those things actually work! He gets defeated by Numenor, he gets destroyed with an island and loses his form, he gets defeated by a new country only 100 years old and loses his OTHER form, he has to become a nasty little forest necromancer for a while just to cope, neither dragons nor balrogs will work with him unless he gets to beg them first and they get killed before he can do that. Any victories he achieves, destroying Arnor for example, are then immediately tempered by defeat (battle of Fornost). And then also according to texts, Sauron is tormented by his own longing for the ring as well! He is not a creature that gets to relax, nor can he really.
I think I should also say that like.. the kind of evil Sauron is into is supposed to feel terrible canonically. He might outwardly show a haughty demeanor, but Sauron is constantly aggrieved by what he lacks, in a similar way to Morgoth being perpetually terrified and discontented. And this is textual, the discontent and rampant obsession is why they rebelled in the first place, neither of them are beings that are happy to rest when they havent even achieved what they wanted too. And as I said before, that achievement is impossible. Sauron and Morgoth did not have the bliss of not knowing about fate and the rule of Eru etc, he's their dad. They had the hubris to believe that they could defeat fate itself, but they also had to be somewhat aware that that was at least an unimaginably monumental task. So no! I'm afraid, even if he was at the height of his hubris, that is not a pleasant place to be and he was not able to do anything he wanted really. He was consumed 24/7 by his schemes or what he was owed or his losses or indeed his lack of the ring and I dont think he felt a single moment of peace from the moment he left Valinor till now.
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nicomrade · 1 year ago
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i am going to talk about this scene so people know what i mean when i say usogui is textually gay. bakuhal could be its own post & kajibaku itself has more elements to it (the great breasts mission + baku winning kaji back in a gamble therefor "owning" him/his life) but ok so
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this scene will be familiar to those who read shoujo. its a love confession during fireworks that obscure the actual love confession part of it. you can google it if u dont know the trope ill only expand on the context in usogui
so here were taking a break from life or death gambles on this island, gamble that happens as a long 20+ days marathon but is in itself on a very tight schedule. kaji has just won the spear vs shield gamble- meaning his character arc has concluded and he is now injured and cant significantly help baku in his gambles anymore BUT he has taken a stand to be his own person & step out of bakus shadow to instead stand as his equal. this is what that internal monologue looks like
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(the "to please you" sentiment is not necessarily gay its tied to his issues w his mom but its not-NOT gay either. also notice his fingers in bakus mouth LOL)
so what does he do now that he considers himself bakus equal? well he gets sexual release then attends the festival w the gang. & at the end of the day after fun group antics at the festival (a tropey date spot!) this is his internal monologue, directed at baku himself. "Hey, Baku-san, I..." [fireworks obscure the end of his thought]. we do not get to hear it on the next page either its just left hanging there. this is the epilogue to kajis character arc, the thing that crowns it before he takes a backseat in the story. it is not a throway line. what else is there to read here than that thought is akin to a love confession- if not one outright? why invoke this romantic trope here otherwise?
(uhm also the sex kaji mentions is a blowjob & baku has a eating/mouth motif thats present in the "i will stand as bakus equal" page but thats a bit too analytical of motifs & symbols for this post. he did not literally have sex w baku here)
i have to stress this scene is using a shoujo trope as-is and concludes over 300 chapters of baku calling him kaji-chan/nicknames and being physically affectionate AND the aformentionned gamble w kaji as the wager and the great breast mission thing... whether intentional or not! kaji and bakus relationship is homoerotic at its core
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1tsjusty0u · 10 months ago
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can i present you with a random scenario. what would happen in an au hypothetical where only one of the champions survives the calamity. idk like what would happen for each champion im curious
ywah you can!!
ok this depends on if you mean like. taking links surviving role or surviving alongside link. in my au the former would be.. a bit more complicated? actually that could make for a really fucked up scenario of which i shant say as . probably spoilers? actually no . in wotb link actually dies early (a recent development meta-textually). so basically if hes already in there and a champion has to be put in their instead theres two routes. one he could never be put in there at all, already gone by the time they find the SoR. or two he Is in there but something just Fails Really Badly. it just.. wouldnt heal him. so its a last ditch effort to put a champion in there.
long text below Be Warned.
so while we’re on the topic of that scenario!!! lets start with it!! 1 mipha. she would send out an ok signal to the other champions, and she’d either check on her people first or try to get vah ruta to the nearest champion to help them. or hell she might check on zelda first. i think the plan without link would be to either say fuck it we ball and impa would take zelda to the castle, Or just go straight to kakariko instead as a safety thing. i think she’d actually check on zelda as she’s seen as the most important, then try to reach the champions. i think she’d have the same problems the champions descendants have getting into the divine beasts honestly, though vah naboris would be easy theres no water close enough. vah medoh is not only too high but has an actual shield. vah rudania walks around too much and causes way too much damage to death mountain. she could fire her shot at one of the divine beasts, but that would kill the champion inside it, wouldnt it? so she just resigns to help zelda and impa. she can take care of guardians well enough honestly. her cause of death would probably be either malice or trying to heal zelda or impa While Being Fought at. shes put in and boom 100 years later. i dont know how scales work but i think they wouldnt regrow in the SoR and she’d be left with scarred skin. either rhoam or a zora she knew would greet her on the great plateau. rhoam… wouldnt exactly be happy about. link not being there. mipha being able to defeat her blight is proof to him that shes capable, but also he really has no other options. who else is going to help zelda? mipha had defeated one of his creations.. so she could defeat him. she kind of has to, master sword or not- she’s the only one left. if a zora she knew was there instead i think itd reflect on her personally more? like her healing, her tendency to look after others instead of herself, how she’s dealing with this. the zora wouldnt force her to help zelda, maybe not even telling her. but yeag. still amnesiac, and things go mostly the same as canon besides some.. hiccups. going into zoras domain would have her literally not be able to leave, let alone go to zelda or any of the divine beasts. dorephan and muzu would gush over her because well. they havent seen her in 100 years!! and shes alive!!! she’s been martyred which would be. uncomfortable to her. because she doesnt know who that statue is, even if it looks like her. sure shes calm and nice, but the statues face.. it looks. serene almost. calm. lifeless, dead. vah rutas been protecting the place, and vah ruta would also say hi!! she’d get a memory of herself here which could include her little self or her pre cal self Hiding Things, like vulnerability. itd make her uncomfortable as well!! AND SIDON. sidon would have mixed feelings, but he would absolutely hang out with her in a more.. chill manner. just like. camping and eating. frog hunting. showing her how to ride a waterfall like she taught him. they get to know each other better like. well like siblings. she might do a pre cal and when she suggests leaving while doing a chill hangout she’d do That Smile. the hiding something smile basically, or ‘im the mature sibling’ smile. and sidon would be like ‘youre making that face’ >:( and shed go (sweating) ‘what’. but yeah. sidon would either go with her and travel with her or establish a mail system no matter the cost. They Will Talk damnit. going into other regions is hard when you cant really handle many temperatures that arent in the water. im ppretty sure zoras domain has chillfin trout in it so i think she’d do better in colder weather rather than hot, which sucks because two divine beasts are in hot weather. she’d probably still need at Least a ruby circlet though because hebra is probably too cold, or just sucks because of the snow. death mountain she’d have to put. so much flame resistance elixrs on. she’d also wear a sapphire circlet all the time there even if its not in the flaming zone. she doesnt like the hot springs </3. yunobo and her would-
-get along i think. she’d probably be slightly annoyed at how scared he is but other than that no complaints. he’d be really nice without being a pushover and i think she’d relate/admire that. she’d eat smotherwing butterflies. daruk would be really happy to see her. getting into gerudo town sucks so so soo badly. sand keeps getting under her scales, its Dry, its Hot (during the day), and theres not like. an elixr for her scales. the only real place sand Isnt on her is the lake in the kara kara bazaar. i think she’d put on flame resistant elixir there just so it protects her scales. or she gets some armour to help her with that. otherwise she’s let into gerudo town. vah naboris would be a nightmare for her. she’d have to have like. a hazmat suit for that one. and the yiga!! she wouldnt like them the moment she hears of them, which has to do with link pre cal but saying too much is spoilers. honestly though. i dont think theyd try to kill her, at least not Nearly as much. after all shes Just Some Zora. no sword, no divine intervention. after getting the thunder helm though theyd go after her probably. but yeah she does Not like them and will actually fight them the first chance she gets. this caused problems for the thunder helm stealth mission. urbosa and revali would be impressed to see her but also worried (revali) and defeated/giving up almost (urbosa). she and paya would get along really well and she’d clean with her Instantly. though paya would tell her that she doesnt have to + she should. be doing other things. she’d buy links house which. weird feelings about it so she doesnt really live in it but its just. There. like a memorial. she’d also be annoyed at purah teasing her about having to get parts but she’d mask it. she’d like indexing fish and birds in her compendium, and the sanke carp Fascinates her. she’d like kass’s music and really just sit and listen to him play. she’d also try to tell him what the shrine solution was once she figures it out. though i dont think he’d tell her the calamity legends. impa does however. she’d find lurelin and would So Badly want to go into the sea. however its too much salt. she’d probably fish there honestly, fishing rod and all. also though seafaring is dangerous for her so. no eventide unless a good boat rather than a dodgy raft. she.. tries to make it into korok forest. but she doesnt know how, and if link ever told her how he did it she cant remember. also its Super haunting for her i think she’d minorly see horrors in the mist so. yeah no forest for her. she’d defeat ganon though, and she’d probably live in zoras domain but take zelda with her. OH ALSO HER MEMORIES…. zeldas photos wouldnt help her too much. only 1 has her in it. so she’d get memories based on her surroundings, like how link gets snippets of the champions. seeing her trident would get a memory, the veiled falls shrine would have a memory, goponga village would have a memory, maybe the east post would have one?, and she’d have a zelda memory somewhere in zoras domain (maybe with those history tablets, or in an area with wildlife). and if link has a grave thatd also have a memory. she’d also get a memory of impa because hell yeah. im tempted to make link a spirit that follows her like the other champions honestly. but yeah post cal sidons been set as the ruler so. she can do what she wants. she’d mostly help zelda though.
in the scenario she lives alongside link, she’d tend to him on the great plateau and generally help out purah and robbie. she’d have to be at the domain most of the time though, and she’d be next in line for the crown rather than sidon. she’d grow older and do her best to help with the side effects of the calamity. she HATES yiga even more here than the last scenario. she also hates guardians, but she can take care of even the stalkers now. she’s there to greet link instead of rhoam, and helps him recuperate. she doesnt have a paraglider at first so for him to get down he’d need to climb down. or she couldve made a river system into the great plateau so if he holds his breath he can dive in and out. he still has to do the shrines zelda let mipha know that he has to. she might also travel with him honestly. she’d also spearhead the guardians on the great plateau when she finds out some are active. things would tense between them as time goes on but thats another story. basically old lady who may want to kill.
if revali survived!! uhh first scenario. he would fly all the way to the other champions first, and would check on zelda last. he’d also try to see how the village is doing before he flys to the champions. he cant get to naboris or ruta because he cant see anything, and rudania is at a Really painful angle, and with death mountain erupting.. its a pipe dream to make it there. he dies also to malice, or maybe to a guardian shot. same deal as mipha, either rhoam or a rito he knows greets him. rhoam has the same feelings (+exasperation because of all the champions, it was revali. and he’s a lot more of an old man to him with like changing the deal and teasing him. they would probably fight if not for the fact they dont hate each other). if it was a rito theyd focus more on flying than anything else. actually. he can get off the great plateau. i mean unless he forgot how to glide/one of his wings couldnt work he could. simply get down there. so for plot lets say he forgot how to fly and glide. once he learns how to again he goes to kakariko, and once he learns of rito village hes goes straight there and almost never leaves it. its His Hometown damnit!!! the nostalgia would get to him. though not knowing anyone would be… weird to him. but he’d still love the village. he and medoh would banter but theyd miss each other. he has to get to vah ruta by walking and hes SO mad about it. he would absolutely fight muzu if muzu hated him like he hated link. maybe muzu would doubt his skills and insist no outside help is needed. mipha would be sad probably. not to see him but just to see her family. but i think her and revali would be friends like pre cal and theyd have fun just with now looming dread. the flame resistant stuff would suck to put on, but he isnt going to drink it so he suffers instead. he would probably like yunobo. he’s able to reassure him better and yunobo is like you mentioned more reasonable in general so. yeah!! OH YEAH also he and sidon.. hm. i think sidon would tease him/punk him a lot. be more mean but thatd be why theyd get along in the end. frienemies. vah naboris. would be awful. sand in his feathers the same way mipha had sand in her scales. itd be Doubly hot for him, so he’d have to go at night but rito have terrible night vision so it sucks, and he cant even get into town. he spends a good minute arguing with the guard, not about wanting to be let in but to do Divine Beast things. eventually riju has been summoned and, while exasperated, she believes him. he still has to get the thunder helm, and hes more neutral on the yiga than mipha is. he sees them as a threat but like. he doesnt despise them. if they werent threats itd be fine. i think hes also slightly scared of them. he sneaks through, master kohgas defeated and the yiga are after him, and actually doing naboris hed also need a hazmat suit for. though its a bit better because ARCHERY YEEAAHH 🔥🔥🔥🔥💶💶💶🦅🦅🏹🏹🏹🏹🏹🏹🏹🏹🏹🏹🏹🏹🏹🏹🏹🏹🏹🏹🏹🏹🏹🏹🏹. urbosa would feel the same like she did with mipha, except more exasperated and defeated because Its Revali. daruk would be happy to see him though still. link may or may not be a spirit here? itd be tense at first but i think itd mirror their friendship arc pre cal (of which i need to answer that ask i am sorry) except the roles would be swapped. youll see. anyways yeah. payas meh to him, doesnt like impa a lot but doesnt hate her, would debate purah probably Somehow. he wouldnt buy links house probably. memory locations: his bow and arrow, the flight range, the tabantha village ruins, tanagaar canyon/dinraal, mabe village perhaps, one of zelda same with mipha, links grave, and maybe one of impa. also possibly one at the secret hot springs. post cal he’d constantly help rito village and thats it. Maybe help zelda if she sends a letter but yeah. he’d have to find a hobby though
living along side link. he would also help purah and robbie, though less so. he’d be forced to greet link but in the meantime he’d protect his village and basically become the elder. seeing a young link whiles he old would be… disconcerting. he’d probably feel a mixture of guilt and anger. same deal as mipha though he has a paraglider for him. he wouldnt kill the guardians however and would just find a route for him to avoid them. he’d also be straightforward about what happened to link as opposed to mipha, so their relationship would be less strained as time goes on. he travels with him up to rito village and no more. i think he’d also visit the champion descendants to do his best to help them out.
daruk!! he’d go to the champions straight away. vah ruta is isolated in water which he cant get to (and also has a shield), vah medohs way too high up, and naboris wont stay still, and though hes mighty he can absolutely get crushed by naboris’s legs. god how would he die. yiga misfire maybe???? malice once again?? probably just an accumulation of malice. hed try to instantly leave the plateau (no fall damage like majoras mask goron rock ball form) and while rhoam (if he was there) would try to tease him he’d have to just tell him ‘hey. you Have to do this. Its important. please’ or would straight away tell him the truth. if a goron spirit was there . shrugs. theyd probably focus on strength and building enough to get ganon. goron city, hailed as hero though hes a bit uncomfortable about that and tries to both take it and be mature(?) about it if that makes sense. like hes more comfortable with it than mipha, but it still puts him off a little. vah rudania would hate to see him (rudania missed him so much its unbelievable). vah ruta would be. one Hell of a divine beast to do. he’d have to use a thunder sword instead of arrows, and he’d be A Test to sidons strength as a whole. OH ALSO yunobo would love him !!!!! him bludo and yunobo would probably hang out post cal. anyways. vah naboris he would simply slam into their legs instead of bomb arrows. still would need the thunder helm. master kohga would respect daruk enough however business is business and right now theyre enemies. daruk would not like the yiga like mipha . closer to the hate scale than revali but less than mipha. he’d be pretty pissed at them and wouldnt realize why for a while. the yiga have to get inventive when he becomes wanted which means new weapons methinks!! also he’s let into gerudo town. gorons r genderless so. hell yeah. and. ok so daruk cant get up to vah medoh theres. not many options. either he’s chucked from hebra peak at all of medohs batteries and is finally chucked on board, Or if youve seen klerics 10 ways link can make it up to that divine beast on his own he does that. also also urbosa would have more hope with daruk than mipha and revali. revali would secretly be happy to see the guy. link might be a spirit as usual. memories! his stone smasher, death mountains peak, military training camp, the place where link saved him which he mentions in his diary, the hot springs/springs near the base of death mountain, honestly probably meeting mipha (maybe trading fish) ((where no clue, though he has memories of the other champions like all of them of which they arent the samw memory locations in botw. like miphas statue doesnt trigger a memory for daruk and anyone else ok sorry)), uhh zelda, impa?, links grave, and maybe some place in akkala.
the second scenario he would constantly try to help the descendants rather than link as he figures purah and robbie got it covered, but he visits them while they do great plateau things and they chat!! maybe try to take care of guardians. he would be the most straightforward with link, both in helping him gain strength but in his memories. he’ll offer to travel but wont force it on him. other than that he’d stay on death mountain with rudania. most things wouldnt be a threat with daruk around honestly. just a support beam basically. kind of sad because i. dunno what kind of character arc he would have in most of this. </3
urbosa!!! she’d take a quick glance at her people but go to zeldas and the champions aid. its hard to tell which she’d go for first.. like on one hand she’s biased towards zelda but she just went through a blight and can hear the SOS signals of the others. maybe multitasking? getting naboris to zelda as fast as she can, picking her up/dropping her off (which could lead to some chatting on the way), and then to a divine beast, maybe realizing about a quarter left of the way that theyre already dead and theres no point now. mipha would have a similar revelation probably just.. later. but urbosa dies helping zelda and impa, either distracting something or getting ambushed. great plateau, you know the drill. if rhoam was there theyd have some, “lovely” chats (theyd be So petty against each other. she’d find out her smiting power by trying smite him. though they are friends and have fun and would drink with each other.) and once her whole deal is revealed they have a little heart to heart, and this becomes even more serious to her. she’d go straight to the castle or would reluctantly go to kakariko taking rhoams suggestion seriously. if a gerudo was there it’d probably be more fighting training/regaining strength, plus. warnings of the world beyond this plateau. anyways. impa and her would be besties (though impa would be.. too lax for her). and she’d enjoy paya a lot, maybe try to flex on her to tease her. zoras domain dorephan and her would get along i think AND OH WAIT. SHE HAS LIGHTNING POWERS. if she can get the thunder helm she could finish vah ruta in one strike (though it Does worry the zora a bit). she may throw shade at muzu for his hate of hylians and of the shekiah tech (especially the latter i think). sidon and her would be battle buddies i think, theyd constantly try to outdo each other but still respect each other to have Actual Teamwork. dynamic duo that will kill you. also she makes fun of him sometimes. anyways. mipha would be pretty happy to see her! death mountain. either drinks the elixir first and then realizes most people apply it on their skin so. oops. but she doesnt really care so she keeps drinking it like its champagne. chugging. despite being used to the desert she still doesnt like the heat. yunobo and her would also get along i think!! she would just immediately kill whatever hes afraid of and he looks in. slight fear. though the mines was a workout for her and shes making sure he knows he Owes Her for that one. anyways daruk would be ecstatic to see her theyre Instant Besties. new ghost pal perhaps as well. he’d yell like a sports fan everytime she beats the blight/gets a hit. its chaotic that time the energy is just net positive despite the circumstances. hebra. honestly. she might be ok with it? the desert is cold at night and she lives next to snowy mountains. nice change of pace. teba gets her up there pretty easily, maybe bow troubles? slices the targets with her sword as teba watches in surprise yet defeat. revali and her would, once again, be very petty. however revali would still worry with the blight but she’s fine. i think she’d hate the rotating angle of vah medoh. aaand naboris!!! no freeing to do she just gets to see a long time friend of hers (naboris). she’d love riju and riju may feel a bit of pressure, but over all she’s welcomed back with open arms (maybe some new locals not recognizing her which would be interesting). though she’d have to clear the yiga. now on the hate scale, she probably wants them annihilated (i am so sorry). like riju would have to pull her back saying ‘heyheyhey yeah they suck but dont??? kill them??? or their entire clan????’ which would only barely stop her. she wouldnt even try to sneak through she’d fight them and threaten kohga for the thunder helm. kohga lets her have it without fight and makes a retreat, though he probably lays low? if he hunts her afterwards is debatable because on one hand she Is a threat to them and ganon, but also she Can kill them before they teleport and retreat. so a bit of a choice. also hateno, purah and her wouldnt be-
too much of friends but theyd get along well enough. same with robbie. she wouldnt get links house to her its not her problem. or maybe she does but because she’d think itd be a nice place for zelda. kass and her would just be diplomats to each other. link spirit maybe shrugs . memories!! sword and shield, kara kara bazaar, southern oasis?, shield surfing champion shrine that she did, patricia maybe?, digg dogg suspension bridge, a spring memory with zelda, flora and fauna with zelda, links grave, impa, the champions yadda yadda. the memory numbers probably dont match up between all the champions sorry
second scenario!!! exclusively helps zelda and either stops her from letting ganon eat her or tries her best to fight ganon before retreating and he eats zelda. then she just. wanders. purah probably helping her cope or just. do things. she might even stay in kakariko for a bit, and she moves out of gerudo town. she’d say goodbye to everyone of course. but ywah. also maybe guard kakariko from yiga of which cado would fear her immensely. she’d either greet link or let rhoam do it and just meet link at kakariko and be Cryptic and Vague like he was but push him towards helping zelda, maybe even traveling with him. however she’d probably try to have him stay On Track constantly which would go. poorly. either that or she silently judges him but doesnt say anything. she’d only really hammer in to Go To Castle once all the divine beasts are free. they probably split off though, urbosa going to either chill or help in some way just elsewhere. like helping robbie light his ancient oven and getting guardian tools. also she has more wrinkles now shes super super old
if link isnt revived but the champions arent put in the SoR itd just be a mix of the two scenarios, slowly chipping at the divine beasts while helping out globally and getting old and having to cope with everything afterwards because they still have their memories
this . may not have been what you meant. i am sorry. however. thumbs up
ALSOALSO wanting the yiga dead is not a morally pure/correct course of action for them. it is not morally right thing to annihilate an entire group of people this isnt a bug its a feature. them wanting the yigas dead is not good. just in case.
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scalproie · 1 year ago
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As a die hard Hanzo fan I feel like shit :D How about you? You good? Haha Ed Boon Im inside your walls-
As an mk ninja storyline enjoyer (aka everything surrounding the lin kuei and shirai ryu) I didnt just lose on all account. I got scarred. All that stuff is textual now. Official stuff. It's not just a one-time thing as well. Its here to stay. Bi-han lacking subtlety and going for the most basic ambitious and power-hungry way while being more like noob, kuai liang being scorpion and being a pyromancer and being married to harumi, hanzo being years younger than everyone else, the conflict between bi-han and kuai liang revolving around the memory of some unseen father... it will be inescapable for years even if you dont like it. It will bleed onto the original backstories and influence the future stories. Everything from the original that just needed to be explored more will now be left behind to rot. At worst it could even slightly rewrite and retcon established stuff from the og stories. People that either dont think or dont care will not know the differences and wont notice the changes. It didnt needed to exist outside of a technical point but now its part of the lore. It makes you loathe the writers. Makes you think that they dont care. That they actively dislike what you love. Loved. I think something died a little in me.
So as you can see I'm doing fantastical and not being dramatic at all👍
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