#i wonder who she gets that from
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So I finally have an answer to that one WOL QOTD question about whether your character's ok with all the killing of trash mobs in FFXIV or not
The short, sweet, and easiest answer for me is that Pluvie tends to use non-lethal force when possible. Indeed, this was my first reaction when I saw the post for the first time (which was ages ago, and I can't be fucked to go back and find it on my computer which barely runs tumblr as it is). Particularly when it comes to knocking out guards, infiltrating institutions, basically anything where there's real mortal life involved, non-violence is her instinct.
However.
Pluvie, up until SHB, truly does not understand why people are afraid of her. She's a healer, right? She specializes in white magic and conjury, and she's also dabbled in scholarship/arcane magic and astrology. During STB, she goes into battle donning the red of a healer, the color found on her cleric's robes. She's the Liberator, yes, the Warrior of Light, but she's also Eorzea's - if not Hydaelyn's - most powerful healer, and that is why she's on the front lines of the fight.
But then you have Zenos. Right? Who sees the bloodshed and the rage boiling beneath the surface of your WOL no matter their backstory or class. You also have Thordan, the expac before, cowering in terror before you. If Pluvie's just a healer, if she's only a white mage, then why does Zenos seek to awaken the beast within her? Why do world leaders and small resistance leaders alike feel they must seek out her supposed "sword-arm" to help with their armed conflicts if they know she doesn't use offensive magic very often?
It's because during the rare times that she does, Pluvie absolutely eviscerates a motherfucker. Re: Lahabrea, Re: Thordan, Re: Zenos, Re: literally any of the raid bosses.
We know from shb that the Light aspect may be static, but it is NOT benign, and if this is the well that Pluvie is repeatedly drawing from in order to cast her magic, amplified by the Echo and Hydaelyn's blessing, she's basically nuking people left and right. But because this power was something originally sold to her as the power of nature, the power of the Elementals (re: conjury), and knowing just the propagandist backgrounds of both Ishgard and Gridania where she's spent the most time living and learning, Light has been sold to Pluvie as inherently Good tm and Just tm. So if she gets angry, if she causes a rockslide with her magic, or chokes someone with the wind, or tears them inside out with a ray of light, it's hard for her to see beyond the intention she has been sold as the reason she uses this magic. If that makes sense.
Basically, while Pluvie IS Hydaelyn's specialist magical healer girl, the power of white magic can be exactly as devastating as black magic in the right hands.
Too bad she doesn't really understand that about herself until she's drowning in Light from the inside out.
#cyborg rambles#ffxiv#pluvie tealeaf#headcanon ahoy#original character do not steal tm tm tm tm#pluvie has a lot of religious guilt#i wonder who she gets that from
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Vivienne's fear being 'becoming irrelevant' isn't something that's linked explicitly to her pride, no matter what Solas says about her (and the irony of Mr.Pride himself saying that should not be lost on you), it reveals what and who Vivienne truly is.
She's a survivalist.
Because we don't spend as much time in the Free Marches or Orlesian circles, we don't get to experience what being a mage is in these cultures. In Ferelden and Kirkwall, a mage is a lesser being without freedom no matter what they do--but in the Free Marches and Orlais specifically, mages are commodities that are given freedom so long as they play an entertaining enough role. They can explore the world if they have a noble patron, if they catch the right person's eye. They are, in a way, two sides of the same coin--refusing mages agency and forcing them to relay on higher powers. Vivienne lucked out, as sad as it is, when Bastion fell in love with her; she found someone who was contrarian enough to recognize her as a full person and also someone with power that could help her rise through the ranks. This is not to say that Vivienne on her own wasn't an exceedingly talented and intelligent individual--by nineteen she was already the youngest full fledged mage in Circle history and she was skilled enough to make herself an enchanter. But, I can not emphasize this enough, none of that matters if she didn't also play the Game and impress enough people.
Vivienne could have been the most brilliant mage in the history of Thedas and it means nothing if she was overlooked by nobility.
So when Bastion made her his mistress, she gained not just a lover but also a means to an end. Now she can use her magic to protect herself. Now she can roam where she wants and not be question for it because she's Madame Vivienne. Now, she can walk into the Orlasian court and belong there.
And what happens? Celene notices her and makes her the Court Enchanter, a position that has always been the equivalent of a jester. Vivienne took that title, ignored that it was essentially a glorified insult to who she is, and made it a position of power. She made the Court Enchanter into an advisor, a political rank. She had done the impossible and made mages an actual political entity in the Orlasian Court, something that wasn't seen outside of Tervinter (not counting what players can do under very specific conditions if they made mages in DAO and DA2).
All that, however, only continues as long as the court recognizes her as something worth their attention. Vivienne needs to maintain her act as Madame De Fer, The Lady of Iron, the Court Enchanter, The Jewel of the High Court, because the second she just becomes Vivienne, it's over for her. The assassins coming raining in, her name gets devoured by rumors and gossip, and she'll be found dead at bottom of the stair case with a dagger in her back if she's lucky.
So of course when the Circles fall apart during the Rebellion, she clings to that Loyalist Mages to maintain that structure--of course she moves her pieces to the Inquisition, knowing that if the Circle DOES fall, she at least as another place for herself and mages latch onto--of course when she hears that Celene replaced her with a new Court Enchanter that appeared out of no where, she grows to resent Morrigan.
Like, Morrigan literally pops up out of thin air, makes herself invaluable to Celene, and then plants herself in the place Vivienne had to claw her way up to and create so she could survive. Would you not be resentful when your life's work is usurped by some random witch of the wilds because she happened to charm the Empress? Everything Vivienne strived for all whisked away because the court find a gem who glimmers ever so slightly more than Vivienne.
So yes, Vivienne fears becoming irrelevant because the world has made it so that irrelevance for an Orlesian mage means death.
#vivienne making herself into the most beautiful shining gem of the court#making herself razor sharp and blindingly glittering and audacious so everyone HAS to look at her whether she likes it or not#and then when she thinks she can step away and focus on the Inquisition to help her fellow mages here comes Morrigan#who may be just as glittering just as sharp just as beautiful but she does it in a more wild way that the court snaps its head to look at h#and Vivienne fears that she's about to lost everything#and she white knuckles her alliance to the Inquisition like a life line and hope this gamble sees her through#because the alternative is far too horrifying for her to entertain#and do not confuse all of that with Vivienne being selfish because she's NOT Vivienne is not pulling the ladder from other mages#she wants them to have her power but she's aware that if Morrigan pulls HER ladder than it's all over#and really why the fuck are we holding all that against Vivienne when this is how the world made her (a world that is canonically colorist)#so she could live and breath and be seen as equal in some measurement?#I mean if you can sympathize with SOME OTHER MAGES for how they navigate an hostile world I wonder why you can't do the same for Vivienne#unless there's a glaring reason why you wouldn't dare get to know her#writing#vivienne de fer#dragon age#vivienne#dragon age inquisition
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taash said "they were doing it" and people ran with the interpretation of an npc that doesn't know solas or the history of the elvhenan even when bellara interjected and said, no, that's not right. that's not how it was for the elvhenan. they formed bonds before they had physical bodies. and people ran to doompost or create weird anti-solavellan shit even though mythal & solas refer to each other as old friends and when she releases him there is no tenderness or love in it. it is the act of unchaining a dog from his post, the stepping down of a general. but to each their own ig.
#let the record show i think love was there. do I personally perceive it as romantic / sexual? no.#mythal's perception of love & care is warped in and of itself#i think they loved each other. but she loved what she could take from him and what he could give in terms of service#not because she was romantically into him#also i wish we knew more about her & elgar'nan. her regret prison form says she holds no love for him anymore#and it makes me wonder when that love soured. was it when she was blighted? before that? was that love also born of duty and companionship?#this is the last post i'm gonna make ab this i think#bc i believe people are too caught up in the modern western ideas of love as thing we give solely to our romantic partners#and we literally have a character go ”our perception is warped bc of the age we live in” and some of you are still being purposefully obtuse#and i think trick saying it's up to interpretation is basically admitting EA had them dumb down the game anyway#if everything ab the rise and fall of the evanuris in game#was condensed to five 2min cutscenes it says enough that whatever the writers wanted#was swiftly cut down by corporate dept. basically saying it's in the fans' court now#also bc it's an easy cop out around new players & non solasmancers who are indifferent ab him / dislike him#as a way to appeal thru a more sympathetic lense of look!! he loved and was led astray#not to mention the clear justinia / leliana parallels#and leliana gets angry if you imply she was romantically involved / in love w justinia#and the romance descr when you remake your inq saying the dread wolf could not predict what it would mean to fall IN LOVE#implying he had never fallen in love before or at the very least experienced a romantic love#also him saying drinking from the well would make you a slave and he gets really upset#yet ive seen takes of ”hes doing this for her cus he dgaf ab lavellan” ?? he got mythal killed when he told her ab the blight#whatever feelings of admiration he had for her have rotted. he is literally burdened by his mistakes and his choice in joining her#i feel like if i were a spirit bound and twisted into a weapon i would need my creator to tell me i am Free. i would need that closure#like when cole says its not abuse to bind him if he asks and solas said thats not always true???#if you perceive her interaction w him in vg third act as#anything more than the way justinia released leliana in inq then im sorry maybe youre just obtuse#solavellan#mythal#dragon age meta
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
A Space player's struggle lies in finding the strength to assert themselves, picking out the good from the bad, weeding the garden so it can flourish and thrive.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so. In the worst case scenario, detach entirely, coming to a standstill.
A Time player's struggle lies in finding peace with themselves, such that they can enjoy the fruits of their own labor - labor whose rewards only multiply when the cause and methodology become clear.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere earnestness, which is not always well-received. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others. Their easy-come, easy-go natures make it difficult to focus them towards a goal, and it's easy for them to simply allow themselves to be tossed around by circumstance and the whims of others, or to simply run away from their problems entirely - never confronting their own responsibility or fault for a situation, passing along the blame.
A Breath player's struggle is letting themselves mature - letting themselves take responsibility, and understand that their actions have consequences for others. Only then can their breeze blow in the party's sails, aiming towards victory, breaking through all obstacles to reach it.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, capable of cutting through to the core of other peoples' interpersonal issues. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone. Thus, it's easy for the Blood player to wind up a nag - desperate to make sure everyone is moving according to their vision, they'll fuss and bother and interfere and boss people around until everyone else gets sick of them. It's easy for them to wind up pariahs of their own making, severing their own ties with others by their efforts to establish them.
A Blood player's challenge is of learning how to turn that empathy and honesty inwards, to calm down and let themselves enjoy the presence of others; only then can they come to know how to build something stronger and better.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire. Their desire for the limelight can quickly spell disaster for those around them, who are reduced to supporting characters in their minds. Craving so much external validation, they're often blind to what would actually make them internally happy.
A Light player's challenge is of coming to terms with their own limited reach, and allowing themselves to shine not for their own desire for importance, but for the betterment of the world in which they live.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable and reliable personalities on a team. However, this simplistic, feelings-driven approach often leads to complications and unforeseen consequences, and very easily to irrelevance, with which Void is so closely interlinked. A Void player's reliance on emotion and intuition can result in overindulgence of pleasure, to the active detriment of the party's goals or the Void player's self-improvement, leaving them lost and irrelevant, unable to act.
A Void player's challenge is in resisting the call of the Void's temptations, instead dragging the Void behind them, kicking and screaming, to where it can be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty; this often leads them to seek codependent relationships, hoping somehow that they can find the validation they need externally, not realizing that they're deepening their own fragile self-images.
A Mind player's challenge lies in tempering their natural understanding of karma and justice with kindness and empathy - not just to others, but to themselves, and using that enlightened understanding to lead others forth.
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves. With this sincerity comes vulnerability, and vulnerability often brings with it pain; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection.
A Heart player's challenge is in gaining the confidence to be open with others, to weather the pain of rejection, and let themselves share their gifts, that others may learn to share theirs.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed. It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process.
A Life player's challenge is in accepting the merit in taking a pause to consider unpleasant words and alternative viewpoints, in trying to understand the actual problems instead of imposing their own will onto others, so as to better focus their healing energies.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate. Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending.
A Doom player's challenge is in rising above the melange of suffering and pain, to grasp personal peace, and to fill their lives, if not with happiness, then with meaning.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - usually not particularly well-liked, for their inflexibility, for their lack of empathy, and for their dearth of wit. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous. Setting them on the wrong path, or breaking their Hope in twain, can result in disastrous consequences, as - one way or another - what a Hope player believes in comes true.
A Hope player's challenge is in seeing beyond themselves, letting others help guide their vision to something newer and more beautiful.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players grasp that their natural inclinations are bothersome to others, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment; in the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
A Rage player's challenge is in learning to be authentic and true, and to allow this to release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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I think this is one of my favorite lines from the Wraith route because of (imo) how much the meaning changes depending on if you got there via Spectre or Nightmare. For Spectre, it honestly strikes me as a genuine question. Why are you doing this to her? If you're on the Spectre route, you presumably already know the Narrator can't really be trusted, since you had to reject his reward to get here. What are you hoping to gain from continuing to hurt her? For Nightmare, it honestly just makes me sad. As the Shifting Mound describes her, "She desires only companionship, but the only thing she knows is how to hurt." This line feels like a plea from someone who genuinely doesn't understand why you keep rejecting her. She wants to be with you, but she just can't understand how to do that in a way which doesn't hurt you.
#at the risk of getting put on a list there is something tragic & relatable in nightmare#someone who desperately wants to make connections but just can't understand how#anyway wraith is one of my favorite princesses for stuff like this (and bc tragedy aside her route is a riot)#also im sorry if she doesn't say that line if you got there via nightmare#that's how i got her and i could've sworn she did? But i only found footage of her saying it in spectre#slay the princess#stp#stp wraith#the wraith#stp spectre#stp nightmare#side note archetypal/heart#(slash so i don't accidentally tag them)#pointed out on another post of mine that you get wraith via nightmare by killing her and via spectre by leaving her in the basement#in both cases its a rejection of her (rejection being one of wraith's main themes)#which makes me speculate on spectre's ch 3 (which i think we currently have very little info on?)#Trying to run from Nightmare should technically be a 'rejection' as well#but you get MOC from that (and from choosing to stay with her)#imo bc you're just repeating the same inaction which got you into this situation in the first place#you don't want to slay her. you don't want to set her free. So you just leave her there (again)#and so you get MOC where things have only gotten worse and you have no choice left. Because you chose *not* to take action again#So I wonder if spectre 3 will be a similar 'repeating your past mistakes' type of deal#i was skeptical about it coming from stabbing yourself while she possesses you or trying to crush her bones#but it does make sense with that in mind#im curious if it'll parallel MOC#except instead of having no choice but to free the princess you have no choice but to obey the narrator again#maybe you both end up stuck in the cabin forever again?#idk#sorry i probably should've put all of that tag in the post lmao
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did you remember to leave space for all your phantom limbs?
⋆。 ゚☁︎。 ⋆。 ゚☀︎。 ⋆。 ゚ ┊ ┊ ┊ ┊ ┊ ┊ ┊ ˚★⋆。˚ ┊ ┊ ⋆ ┊ ★⋆ ┊ ◦ kirbytober 2024 #03 ★⋆ miracle // phantom // magic
#starstruck dee#bandana waddle dee#my art#my comics#kirbytober#rare un-bowed starstruck moment!! only sometimes when sleeping; mostly with company who do a similar ritual. so she participates#you would not believe the number of incredibly important monologues that occur while starstruck is snoozing!!#truly she can sleep through anything (if you can get her to fall asleep). not an easy feat#though bandee always manages it! when she can't sleep but she's trying (often) she comes to his room. she just sleeps better not alone.#i wonder if someone from last year's kirbytober will recognise this location design!! i tried to keep it consistent!#anyway! hello lore comics it's been a while! this one wasn't planned actually. was not next in my schedule for her#but this prompt worked so well for it!! so here it is. hope you enjoy!! <3#do i need to... i mean it's obvious this is lore but i guess i should tag it:#🎀🔍#my dream is that one day i will drop something So Pretentious or Confusing or Cheeky that folks will full-legal-name me in comedy rage#“STARFLUNG!WADDLE!DEE!” etc. i think i've said this before actually. i'm getting deja vu... but i do always think it's peak comedy!
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need the historical romance girlies to go back to their roots and read forever amber (1944)
#forever amber#kathleen winsor#it's SO serious y'all. five star book and it didn't even have to make me cry i'm going to think about it for the rest of my life#amber is the ubermensch of unlikable female characters and i am obsessed with her. worst woman in the world. wife city.#there's a terrifying section set during the plague where she has to nurse her Main Lover (horrible dude. hate his guts) back to life#two of the nurses sent to help die of plague then right when the horrible man gets better amber also gets sick#so they get a third nurse who is willing to murder them both to get their money so horrible dude murders her first#the plague section is soooo tense and scary it's almost a novella in itself. wonderful writing and detail#kathleen winsor read 365 books about restoration england and was painting diagrams of houses and dresses#ma'am i'm sorry i think i have to retroactively make you take the autism test. incredible devotion to history#there's also a great bit where amber murders her abusive third husband (out of four) and disguises it with the fire of london#literally what else can you want from a book#lit#sometimes i make stuff
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The Helena diaz of it all has me fascinated. I’ve said for a long while that Eddie’s real issues are his mommy issues and this episode just cemented for me that we’re gonna explore that and deal with it.
Because it’s Helena who forced Eddie to grow up to fast - because her husband wasn’t around much - so she pushed Eddie into de facto parent and husband role ls - selfishly filling her needs and ignoring the damage it was doing to her son (it is a form of abuse in my book).
Eddie then had the audacity to fall in love with and marry Shannon and get her pregnant. It’s why Helena was always so off with Shannon - she was punishing her. She is also punishing Eddie for all of this and his refusal to return to El Paso only cemented further her bitterness and resentment.
Now she does have Ramon back she doesn’t need Eddie any longer to fill that role so she is still punishing him and part of that is tied into her glee over now getting to parent Christopher - something she has always been intent on doing the doppelgänger just gave her the opportunity- as well as allowing her to further punish her son and his love of Shannon.
Her barbed comments about building a pool were all about showing what she can provide Christopher - how she is parenting him better than Eddie - it’s part of her mind games - making Eddie feel like more of a failure as a parent to his son.
The reality of course is that the reverse is true - Helena’s parenting is all superficial, flash and showy - it isn’t the hard day to day parenting when things get tough and you have to be the bad guy. While Eddie has made mistakes, there is nothing superficial, flash, or showy about his parenting. It’s why bucks comments about Eddie being a great dad are so important.
Eddie feel like a failure right now and that he is entirely to blame for everything. But in reality, while he does bear a bit of the responsibility, the truth of the matter is that he needs to learn and deal with the fact that all of it actually stems from Helena and her abuse of her young son - Shannon never stood a chance just like Eddie never has.
#genuinely don’t see how she can get any sort of redemption arc#but this is 911 so maybe they’ll find a way 🤷🏻♀️#Helena’s treatment of Eddie is a form of child abuse - it has done so much damage to him psychologically#I do really hope we finally get to meet Sophia and adriana as part of this arc beciase I think it might be very revealing#I am also wondering if Ramon had a stache in the past - and that is what Eddie is subconsciously trying to mimic#and that is about him trying to regain his mothers affection - trying to fill that husband role she forced him into#and that shaving it off is a part of his dealing with that and choosing to free himself from her clutches#and in doing that - standing up for himself etc - it will be the trigger that v ring schristopher back#the catholic guilt and Eddie’s queerness is also all tied up in this - the church reinforces and condones Helena and her actions#the Catholic Church has a long history of abuse of children in all it’s horrendous forms#so Eddie seeking solace in that direction think it will help him find away back to Helena’s good books only for it to open a few doors he#has bolted shut#as for the queer aspect - forcing Eddie to grow up too fast and fill this role of husband to his mother and parent to his siblings means#Eddie never got the chance to learn who he actually is - to explore his sexuality and all that goes with that - at the age one normally#would - as a teenager and into your 20’s. it explains so much around his relationship with Shannon and dealing with the helana of it all#and the queerness of his identity - will also allow him to actually let Shannon go#Eddie’s arc is going to be incredible - heartbreaking and gut wrenching - but incredible#Helena diaz it’s on sight - she is evil and cannot be redeemed in my eyes!#911 spoilers#Thinky thoughts#eddie diaz#911 abc
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What would a mother not do for her child What lengths would a mother not go There's a bond that exists between mother and child With no end to how strong it can grow It's a promise for life between mother and child It begins from the moment of birth.
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She is six years old, and standing on the porch at her Auntie Alicia’s cabin. She is six years old, and holding an old rifle in her hands, standing at the railing and pointing the nozzle at a large target a couple feet away. There’s a pair of old ear muffs covering her ears. Behind her is her daddy and her sister, and Auntie Alicia. She can’t see them.
Danielle Martha Fenton is six years old, and her momma has her arms wrapped warmly around her, keeping the gun steady for her. It’s heavy and the butt digs into her shoulder uncomfortably, and she feels nothing but determined. And nervous.
Her momma was teaching her and Jazzy how to shoot, and they’re down in Arkansas to visit Auntie Alicia for her second “Divorce-iversary” as Auntie calls it. She keeps a hunting rifle in her gun safe for the rabbits that like to nibble on her garden. She mostly grows rhubarb, which goes untouched. But her carrots and greens and other veggies like to be tempting snacks for the game.
Regardless, she is six years old and learning how to shoot. Her momma and her daddy (mostly her daddy) have been banned from every shooting range outside of Amity Park in a hundred mile radius. So Auntie is the best place to learn, or so momma says.
Danny thinks it's just an excuse to see her sister, not that she's complaining. She loves visiting Auntie.
She’s already seen Jazzy do this, her momma told her before the muffs went on to shoot when ready. No use trying to fire when you’re not; you can’t afford to miss when shooting ghosts.
Danny breathes out steady, just like momma taught her, and quells her trembling little fingers. She focuses down the barrel, and pulls the trigger.
Immediately, the recoil throws her off, the side of the gun that her cheek was resting on knocks against her skin, harsh enough to bruise if it weren’t for her momma’s steady hands holding onto her. The bang of the gun startles her more than she thought it would, and her heart leaps up and runs a jackrabbit through her chest.
The gun is carefully slipped out of her hands, and Danny lets it go easily, her cheek smarting in pain and her eyes wide and following up to momma. Momma turns the safety on, and with a gentle hand, pushes against her chest. Danny takes a few steps back, and slips the ear muffs off her head.
Mommy is smiling big at her, something that Danny can’t help but replicate on her own face as her heart swells. “Did I get it, momma?” She asks, watching as she passes the gun off to Auntie Alicia, who steps over to take it.
“I’m going to go see, sweetie, but I think you did.” Momma coos, before planting both her hands on the porch railing and, in a single leap, vaults over the side and onto the grass. She’s dressed all comfortable for the summer heat, with her hair all tied back and in shorts and a tank top and nice boots. Danny’s ribs swell hopefully, and she stands on her tiptoes to watch her walk over.
“I’ll be hard-pressed to believe if you didn’t, Martha Mae,” Auntie tells her, grinning like a cat, “that was a damn good shot.”
‘Martha Mae Knight’ was Danny’s granny’s name. Auntie Alicia calls her that because of her middle name — and because, by her words, she has her momma’s weird-shaped eyebrows and piercing blue eyes. The kind that could scare a hawk into singing like a robin. It was Danny’s favorite nickname ever.
Daddy laughs brightly, the sound painful on her ears but twice as nice, and despite the distance, Momma whirls her head around to shoot Auntie a glare; “Language, Alicia. Not around my girls.” She warns. Her accent always comes through when they’re around Auntie. It’s Danny’s favorite thing to listen to.
“Do you think so, auntie?” Danny says, bright-eyed and ever-optimistic. Auntie Alicia nods fiercely as Momma finally reaches the target and searches for the bullet hole. Daddy then comes up behind her, still laughing, and claps a hand onto her shoulder so hard that it makes her knees hurt.
“Of course she did!” Dad boasts, as bright as the sun and twice as warm. He shakes Danny affectionately, wobbling her on her feet and pulling her straight into his side. She goes so willingly with a burble of giggles. “She’s got the eyes of a Fenton! And our family are darn good shots.”
Auntie eyes him up and down, her smile immediately fading off into a pressed line. “I’m sure you mean she’s got the eyes of a Knight. You couldn’t hit the broad side of a barn at twenty paces, Jack Fenton.”
Jazzy holds back giggles from where she’s standing by the door, her ear muffs in hand, and Danny watches her Daddy’s dark eyes immediately narrow. Just like Auntie’s, his smile tapers off into a frown.
Before he can say anything, there’s a cheer from the yard, and they all turn to Momma clapping her hands in delight.
Danny immediately pricks her ears up, and would’ve darn near rushed over to the railing if it weren’t for her Daddy’s hand on her shoulder. She yells instead, excitement thrumming like a hummingbird against her ribs, “Did I hit it, momma?!”
Momma beams at her with all the pride in the world, “You sure did, Danny!” And she turns to press her finger against the target, right on the inside red ring of the battered old bag. “Right here, sweet girl!”
There are cheers from all around, and Danny’s heart bursts inside her lungs with shiny, sunshine glee. She puffs her chest out big, and smiles so wide it hurts the cheek where the gun smacked her. Her Daddy shakes again, squeezing her tight against his side in a hug that Danny happily reciprocates.
“What’d I tell you, Martha Mae?” Auntie tells with a big wink and a wide grin, the gun still gripped tight in her hands as Momma makes her way back over. “You got a Knight’s eye.”
When Momma makes it back over the railing, she hugs Danny tight and praises her shot. Danny looks her in the eyes and chases the feeling, and asks to shoot again.
#danny fenton is not the ghost king#dpxdc#cw gun#cw gun mention#dp x dc#dp x dc crossover#dpxdc crossover#dpxdc au#dp x dc au#martha knight au#female danny fenton#fem danny fenton#danny is martha wayne au#got a little something something written for this au. the dichotomy of the happy memory and the fact that she's being taught this to shoot#ghosts. the innocence of a child and the reality of the situation :]. as well as danny's steadily disillusion from her parents as she grows#fun fact! this memory is based off one of my own when my dad was teaching us how to shoot so we could (eventually) go hunting with him.#i was around danny's age i think. a little bit younger maybe. so a lot of this stuff -- like Maddie helping her hold it up and them#wearing earmuffs and Danny immediately getting the gun taken away after she shoots and danny herself backing up are all based off#what i could remember. albeit the only difference here is Alicia holding the gun and Jack and Jazz standing behind Danny. in my own memorie#iirc we were all supposed to stand inside when it wasnt our turn. but we also didnt have enough earmuffs for everyone to stand outside.#slaps danny's head like the roof of a car: you can fit SO much trauma in this kid. enjoy her joy while it lasts :]#smth smth the idea that the fenton parents weren't bad at first but instead became a steady decline once they got into building the portal#smth about how danny knows somewhere that they could improve because they were good before. but they aren't and she wonders#who they love more: their daughters. or ghosts? (the answer is their daughters but danny finds this out in a way she doesnt expect)#that beginning song lyric is from “after all” by christine ebersole btw. its danny's theme song for the au.#i thank god every day for being a daycare teacher because the word 'daddy' has been CLEANSED for mEEEEEEEEEEE
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My latest completed commission may have been a bit ambitious... because I went wild with it. But I certainly relished in doing so :') Combining my favorite ship with my favorite-ever Disney movie is, uh... a dangerous concoction :'D
The commissioner specifically requested for Azula as Mulan, Sokka as Shang, and Xin Long (my OC dragon from Gladiator) as Mushu. The rest of the cast was up to me to choose, and I pretty much went wild rewatching this movie and picking out some of my favorite moments to recreate them in my style, with these characters. I came up with a lot of correlating characters between both ATLA and 1998's Mulan, but I couldn't hope to draw EVERYTHING, unfortunately. Still, if you want my reasoning for the cast correlation... check out the Read More! Beyond that, feel free to reach out to me if you'd like to commission me, or if you want to join my Patreon!
The Herbalist as Mulan's grandmother might feel arbitrary but she honestly felt like the ATLA elderly lady with the most similar personality to Grandma Fa. Fickle, with a unique connection with a seemingly perfectly ordinary animal, old and sassy? Figured it fit! So for once, the Herbalist is Azula's grandma! xD strange notion, I know, Azulon/Herbalist is not a ship I ever thought I'd accidentally put out in the world but there have been wilder ships than that in this fandom...
Momo became Cri-Kee, I wasn't 100% sold on it but when I considered that Avatar features soooo many hybrid animals... I figured he could be a hybrid cricket-lemur. Weird, I know, but eh? Better than nothing xD
Aang as Chien-Po was a no-brainer. He's the only character I settled on instantly, never even considered anyone else for the role. Their personalities line up really well, and Chien-Po's tendency to be OP and resolve things that are outside of other people's reach sounded like he was prime Avatar material! So, while their dietary preferences are an obvious difference between them, I decided to go for it nonetheless considering all their other similarities!
Kino (another Gladiator OC) is Ling, and he actually did give me a ton of trouble to choose. I considered many characters for the role right up until I realized that Kino's personality actually lines up fairly well with Ling's, down to being a class clown type (who ABSOLUTELY would have cut gym class!) and breaking out in song about the hypothetical woman he'd like to fight for? Yeeeeah that's right up his alley xD but there's another reason why I picked Kino...
... And that is my likely unexpected choice for Yao:
ZUKO.
ZUKO IS YAO.
YES.
I'M NOT EVEN SORRY.
(For the uninitiated, Aang, Zuko and Kino are best friends in Gladiator, very often together, and they make a really good team, so that's the extra reason why Kino became the obvious choice for Ling aside from having really similar personalities, definitely closer personalities than, say, Jet, for instance.)
People have likened Zuko to Shang a LOT since ATLA aired. This is the main reason why I'm even making this huge note! I suspect it's primarily because of the aesthetic, let's be real here, and because he becomes Aang's teacher, but people have exaggerated Zuko's alleged similarities with Shang, or taken them out of proportion, in many ways. I actually remember an AMV ages ago with "Be a Man" and it was Zuko "training the Gaang"?? It... didn't feel right to me. Obviously, someone might rebuff with "well, how does Sokka make MORE sense than that, though?" And believe it or not, I have arguments for that... (when do I not...?)
Not only is this what the commissioner specifically requested (and it obviously lines up with the ship we love!), but let's examine the actual reasons why Sokka as Shang adds up:
Sokka actually had to train a bunch of toddlers who weren't paying any attention to him. You know. Kind of how Shang had to train the unruly soldiers who weren't getting anything right. Sokka has a positive relationship with his dad (Zuko, ofc, does not). Shang also has a positive relationship with his dad! And not only this, but there's a military component to both relationships, specifically with Shang wanting to follow on his father's footsteps and aid him in the war... so much like someone else I know, who jumped at every opportunity to rejoin his father in the war, even wishing to join him as a child until Hakoda tasked him with protecting their Tribe instead (kinda like Shang is tasked with training soldiers rather than joining a battlefield).
And the final cherry-on-top that I'd loooove to hear Zuko fans try to argue against... is sexism :') didn't Sokka get characterized as a sexist guy for four episodes, which made people decide that this was his main character trait even if it went away that quickly? Um, yes, that happened. Shang literally sings the memorable song that's a crazy ode to masculinity, including the rather sexist line of "did they send me daughters when I asked for sons". Shang outright abandons Mulan once they discover that she was a woman all along (while, admittedly, choosing to abandon her rather than KILL HER, which as we saw from Chi-Fu, he was NOT supposed to spare her!)...
So, is this REALLY what Zuko fans, who willfully believe their boy is a feminist king (... why? beats me...) are trying to compare their unproblematic blorbo to? :'D Me? I have no problem linking Sokka with Shang due to Sokka's beginnings and due to the fact that both Shang and Sokka have similar growth when it comes to accepting femininity is as valid as masculinity, and as they both learn to respect women as fighters and potential heroes! (I simply do not believe Sokka's ENTIRE tenure in ATLA was about that, though, and that's what I continue to clash with the fandom over...) So... all this is why I've reasoned that Sokka is a VERY solid choice for Shang, in fact, better than Zuko could hope to be.
... but this isn't all.
Maybe some might accept my arguments for Sokka-Shang. And then, they might ask:
WHY ZUKO AS YAO, THO??
... And the truth is it took me long to see it, myself, but HOLY SHIT, DOES IT FIT!
What is the primary thing we remember about Yao in Mulan? This guy is constantly itching for a fight, to prove himself, surely riddled with insecurities that he exteriorizes through overcompensation of masculinity. He's funny as fuck, but he's taking himself 100% seriously as a manly man all the time, and he's always ready for violence. But there's one more thing...
He treats Mulan as his RIVAL.
And more often than not? SHE SCREWS HIM OVER. Intentionally or not.
What does that sound like? Why, yes, it sounds a LOT like Azula and Zuko's sibling relationship!
The fact that Yao is a temperamental dude who lashes out easily at things (oh, something he has in common with Zuko!), that he specifically resents Mulan (in this case, Azula, just as Zuko does!) and is either constantly looking to defeat her and prove his superiority over her (... wait, just as Zuko with Azula??), that he has a black eye perpetually across the movie, and it's his LEFT EYE (just as Zuko's scar is on his left eye! :'D), that he's friends with a pacifist he has basically nothing in common with, personality-wise (just like Zuko and Aang!), and that he pretty much has a REDEMPTION ARC in which he goes from a bitter, asshole rival to Mulan to treating her as a friend and ally, to the point where he was disappointed to leave her behind and THEN joined her at once when she says she has a plan? :') I have always been critical of Zuko's redemption arc, goes without saying. But if ANY of these characters redeemed himself in any significant way, it certainly seems to be Yao to me, and with people gushing NON-STOP about Zuko's redemption? Why, he ought to be the character who goes from bitter rival to loyal friend, right?
So. I'm not even sorry. Zuko is Yao. And I'd dare say that he should be flattered by the comparison, even, because Yao ends up being cool as FUCK!
I don't really talk about this much nowadays, but Mulan was my favorite Disney movie growing up, it ABSOLUTELY had a formative influence on me as a little girl, and Mulan was my favorite female character for a looooong time. Thus, any excuse to rewatch this movie makes me happy as heck. With the wisdom of age I know, of course, that it's not perfect, it's not what China wants, it's not the most thoughtful depiction of Chinese culture or the most faithful adaptation of Mulan's poem (... but I'd also dare bring up that the 2009 Chinese adaptation ISN'T all that faithful either...), but it has a kind of magic in it, a solid storytelling flow, so many memorable moments one after the next, that I could hardly choose which scenes to depict... Disney has never again seen the storytelling heights it reached with Mulan in 1998. I don't even care if that's a controversial opinion in any way... this is their best animated feature for me, and nobody can change my mind.
So... depicting Azula, my beloved, in all these scenarios as this character I adored and idolized as a child, was so damn fulfilling for me. While some might think that, personality-wise, these two ladies don't have much in common, the fact that Mulan is sent to a matchmaker who basically tells her she looks good but is going to be the worst wife ever...? Our girl Azula, with all those insecurities about being unloveable and a monster, probably would relate big time to that.
Mulan is also an INTELLIGENT soldier rather than a brawny one, which is how she starts to make progress in the army, it's how she manages to overcome the huns with that avalanche... and Azula's primary difference with most other antagonists in ATLA is that she's smart as fuck. She is very strong, no doubt, but a LOT of that strength comes from her intelligence, from assessing situations in unique ways, from planning and strategizing. The way Mulan finds the most unexpected solutions that still pay off reminds me a lot of how Azula achieves unexpected feats through rather unorthodox means, capable of taking over a city with basically no bloodshed while her nation has spent 100 years trying and failing to do so through major army incursions and who knows how much senseless violence. Obviously, I'm not saying what Azula did is GOOD and it's kind of dumb that we always have to point that out... I'm merely comparing the magnitude of the feats, and the fact that they both come from ladies who use strategy and intelligence to achieve their goals rather than muscle and physical power.
And while anyone would rage at me for the comparison between Fa Zhou (her dad) and Ozai, the truth is the dynamic between them CAN be compared, if loosely: Mulan literally goes to war to keep her father safe. Azula goes to war under her father's orders. Hell, she makes herself BAIT in the Eclipse to make sure the Gaang won't get to her dad?? While it's very much possible to say that both characters have different personalities and attitudes in life... I'd also bring up that their contexts are evidently completely different. I wouldn't say for certain that Azula, had she been raised outside a Royal Family, would be EXACTLY like Mulan... but they might have more similar traits than one might expect. Ultimately, though... I love them both. And this opportunity to swap their places was pretty much a dream come true!
Alright, that was plenty of rambling xD ultimately, I had a blast doing this commission, as I'm sure is obvious by now. So! If anyone wants to commission me, feel free to check out my prices right here and hit me up if you're interested!
#sokkla#sokka#azula#mulan au#xin long#zuko#aang#kino#the herbalist#momo#if you squint he's there okay he is just too damn complicated as a hybrid cricket-lemur alright#Xin Long is scale-less because he was too small and it was gonna look weird so for once he was a little less tricky :'D#I wish I could've had MORE epic scenes really this movie is a goddamn GEM#goldmine of glorious moments#it's just wonderful#I usually get sick of things as I work too much with them...#... Sokkla and Mulan are clearly a glorious exception to that rule#I wish I could've put in scenes with other correlating characters#Combustion Man was gonna be Shan-Yu#Chi-Fu was gonna be Long Feng#I can't remember who I had in mind for the emperor anymore#wasn't Kuei because he had to be old but welp#and yes it's too bad it's too sad there are not enough female characters here for the rest of the ATLA female cast...#but while I BRIEFLY considered making Toph one of the trio (Yao ofc)#the naked scene convinced me of the opposite quickly#... Toph would not succeed at convincing anyone that she was born a man she would straight up not even try#she'd just beat everyone up and scare them into shutting up#and while I'd LOVE to see that... it absolutely takes out the stakes from Azula being discovered as a woman pretending to be a man :'D#how tf would you kick one girl out while keeping the other one in the army#when the other one should be bold enough to stand on a rock in her birthday suit showing herself off in front of everyone
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SORRY this is MORE dialogue from lucanis’ recruitment quest i just need people to be going through this with me
#combined with the sort of wondering way he repeats ‘caterina’ back to you when you first meet him if you’re not a crow#like it’s something far away he. well. barely remembers#man.#lucanis dellamorte#veilguard spoilers#and even with his memories of her shot through#and a year of imprisonment and torture behind him and a literal demon in his head. he still gets up and goes to work#because she asked!!#because he *heard* that she asked#and she was never even good to him.#rooks line is catastrophic here btw did laugh#oh you dont want to talk about your torturer. thats fine. lets talk about (spins wheel) the woman who used to beat you and withhold food and#water from you#jesus christ rook think of anyone else#i guess they don’t know. still!#sorry please excuse all of this.#october is going to be a very normal month for me
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"Jason was the happy robin" this, "jason was the angry robin" that. Let's all be fully honest here Jason was the lonely robin
#It gets worse the more i think about it aiguaoughhh#they pretty much retconned the people he was close to before the crisis. he only interacts with dick like once or twice#ive never seen him with barbara#he had no team#in terms of school he had rena(?) and then 3 friends that show up in an annual and never again#and obviously with the whole secret identity it hardly can be a close friendship. esp with how little theyre shown#in terms of super friends he had Danny and Kid Devil. which. one is mentioned off hand and theyre never seen together#and the other is from a short story and never brought up again#alfred has his praises sung but we never really see him connect with jay#all he had was BRUCE. and the only way to ever be with bruce is to be robin#is it really any wonder he chased after his mother? is it any wonder who chose to trust someone he hardly knew?#dc liveblog#jason todd#i feel so bad for him all the time for forever#ive just started reading comics after his death but before his resurrection. the hallucination jason era#and its seems to be shaping up to be with him written as the angry robin who never listened#which i Know is because of the writers. but in universe? it just feels like jason wasnt understood or known at all#doylist vs watsonian moment as they say#dc comics#batman comics#and he became a symbol of failure to batman So Quickly. not a memory but a reminder#and every trophy from his time as robin was taken out of the batcave. and every moment as jason was removed from (at least) bruces room#he was on call/on a list as a backup titan if they needed help but he wasnt With them. they teamed up twice#i cant remember if he meant it towards blood specifically or in general rn but he fully admitted to not being good/experienced enough#they didn't really know him and he didn't really know them#wait fuck was rena all pre-crisis. devastating. he stopped going on patrols n being robin for awhile when she was his gf#of course by then he was already A Hero who cant fully ignore how he can help so he eventually was like yeah we should stop a little#obviously there was that catwoman arc going on and i feel writers just liked keeping him away alot. but ough. he was so quick to stop when#there was someone There. and robin didn't have ti feel like all he had#anyway crisis got rid of her im sure. like harvey. when does 'pre and post crisis' actually start bc its not at the crisis its issues after
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I love how Spider-Man: Into the Spider-Verse said “Anyone can be Spider-Man”. I love how it inspired everyone to imagine their own Spider-People, saving the day in their own universes, with all kinds of cool, interesting personalities and aesthetics and mutations and life stories and relationships. We all put pieces of our soul into these homemade heroes. We had fun. We found community. And then Spider-Man: Across the Spider-Verse said, “Wow, great job! You’ve really taken our message to heart. Well, get ready for even more of everything you liked from the first movie and a new message to complement the first. Anyone can be Spider-Man… and anyone can be pulled into a cult.”
So now we all have to contemplate whether our lovingly crafted heroes would ever be on Team Mandatory Trauma Because Martyr Complex or not and why.
#i for one made a second spider-person (diving belle) right after watching atsv#who IS on team mandatory trauma for reasons that make sense given her moral code and its context#her world has eldritch horror elements that give some of her enemies a sharper edge#and she has had to use lethal force#in a ‘stays true to her strict morality based around compassion nonetheless’ way like wonder woman#she’s used to tough utilitarian decisions#she’s learned that no hero can save everyone from intensely traumatic brushes with mind-breaking corruptive power#so when miguel gave his big speech she was ‘yeah okay. i get it. sometimes shit just happens’#it was actually very enjoyable going through the character creation process#from the starting point of ‘WOULD chase miles and restrain him by force’#and then working toward ‘otherwise a genuinely good person and superhero who could be the star of her own series’#atsv#spider man across the spider verse#across the spiderverse#spider-verse#smatsv#sm: atsv#spiderverse#spidersona
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the relationship between the chantry and the mortalitasi in nevarra is SO fucking funny. the carefully politic and civil syncretism of it all. the ‘I’ll refrain from scratching your back to bloody shreds if you refrain from scratching mine :)’. left hand politely averting its eyes from whatever the fuck the right hand is doing merrily up to its elbow in entrails because it usually knows what it’s doing I guess. speak softly, and have an army of the restless dead ready to go banapants horrorshow bonkers if you don’t get to tend to them. We Receive: being able to keep doing our goth thing mostly unimpeded. You receive: us not raising the great majority to protest your unwelcome meddling. render unto the chantry what is the chantry's and unto the watchers what is theirs (or, with all possible courtesy you understand, else…)
#dragon age#nevarra#mortalitasi#a watcher's work is never done#The maker may take the souls but someone still has to care for the graves#the necropolis is such a trump card for the nevarran mages when you think about it -- try to annul the mortalitasi?#soon you'll have some VERY unpleasant things starting to come up from underground and no one who knows how to deal with it#that place has grown and been built upon itself for like a thousand years at this point hope you're good with surprises with no guide#it's not grey wardens in a blight levels of immunity granted but it's up there. thedas realpolitik hits different idk what to tell you#the idea that the ‘higher dead’ are the original souls lingering after death must be getting spicily close to heresy right#even more so than the mortalitasi usually get I mean#Poor Cassandra. Imagine being born a jock among goth nerds no wonder the religion got to her#if her parents had lived she could have been a hotheated dashing noble getting in righteous duels but instead. her uncle. alas.#I jest but I really am so interested in seeing more of nevarra to understand even more of where she's coming from originally#I'm visiting my wife's folks for the first time I'm really excited :) (I do think my adaar would find it fascinating actually so. sry cass)
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i really do think the desire to paint ten as unambiguously The Worst™️ when it comes to his relationship with martha is out of this desire to uncomplicate their relationship. to decouple them as friends and people who profoundly impacted each other’s lives. it’s just an easier narrative to swallow: that ten was Awful to her and then martha kicked him to the curb when she realized she was too good for him. easier, maybe, then dealing with the troubles of unrequited affection don’t have to be anyone’s fault, or that ten shut martha out in a lot of ways but let her in in others that he wouldn’t let any other companion near, or that they were still friends, they still wanted to see each other and be around each other, even though it was messy and sometimes hurt. you know?
#sometimes the doctor is shitty. this is not news we know this. this is part of the package. its what makes their relationships with their#companions so interesting so important.#like. how do i put this. i see posts sometimes about how ten was ‘leading martha on’ implying that he was taking advantage of her feelings#to keep her around. and. okay. so. putting aside how that’s a weird thing to say about anyone period.#its also just. from my viewing experience. not true?#the doctor is just sort of Like That. he’s too intense he’s too quick to grasp for emotional intimacy he’s too messy.#but he’s not leading her on. he really is just Like That.#like i feel by getting caught up in the fact that martha is hurt by being compared to rose and is hurt by the fact that the doctor can’t or#won’t return her feelings. and like. yeah. of course that hurts.#but in being caught up in that. i think what im saying is that it feels like people sometimes forget that he’s. not required to do that.#like just because she has feelings for him doesn’t mean he needs to get over himself and return them or else he’s using her. that’s. that’s#not how relationships work. people can have romantic feelings and still be friends and not have anything come of it and that’s not a#terrible outcome. thats just how friendships are sometimes.#thats the core of it to me. they’re friends. the way people post about ten & martha sometimes i wonder if everyone’s forgotten that they#are friends. that they last parted as friends. that martha doesn’t hate him or secretely resent him for how he treated her.#like. she’s got complicated feelings about the whole thing. but they didn’t stop being friends.#i tell you what: if the doctor was in trouble and called for help. you could be damn certain that martha jones would be one of the first#people to answer. that’s what i know.#doctor who#the doctor#tenth doctor#martha jones
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Maybe Silco didn't even realize that that was Felicia's daughter when he took in Powder. But maybe he kept her around because she reminded him of her mom in the quirks she had. He never could bring himself to get rid of her because deep down he saw her as a daughter and he missed his friend. He couldn't handle the double loss of that.
#arcane spoilers#arcane#arcane netflix#arcane s2#arcane s2 spoilers#arcane season 2#arcane season two#arcane s2 speculation#arcane silco#arcane jinx#lol#league of legends#netflix arcane#he missed his friend and seeing jinx grow up there were probably moments where he thought of them seeing her#I wonder if he knew from the start...who she was...#like obviously he saw her as his daughter but knowing the loss of ppl he did care for he couldnt handle letting a piece of them go yknow??#ughhb god not me thinking about this and getting sad :[#im yapping
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