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Knowledge Base SEO-Visibility and Engagement
Optimizing your knowledge base for search engines is crucial for driving organic traffic and enhancing customer engagement. By following these expert tips, you can ensure your knowledge base is SEO-ready and provides valuable insights to your audience. Continue reading to learn how to boost your knowledge base SEO and improve your online visibility. Optimizing Your Knowledge Base for SEOEnable…

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#search engine optimization#search keywords#knowledge base SEO#visibility#engagement#SEO tips#content marketing#knowledge base#user engagement#online visibility#SEO strategy#content optimization#SEO best practices#website SEO#SEO guide#organic traffic#digital marketing#customer support#knowledge management#help center#FAQ SEO#SEO techniques#SEO for beginners#user experience#search rankings#content visibility#SEO tools#content strategy#knowledge base optimization#content engagement
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Mastery Series: Elevate Your HR Service Delivery with ServiceNow Knowledge Management
Discover the power of ServiceNow HRSD Knowledge Management with this comprehensive guide. Learn how to streamline HR processes, enhance employee experience, and ensure compliance through documentation, SOPs, governance, and practical implementation tips.
Building a Strong Foundation: Essential Prework for ServiceNow HRSD Knowledge Management Before you begin implementing ServiceNow HRSD Knowledge Management, it’s advisable to review the resources provided by ServiceNow to ensure a solid foundation for success. Here’s a review of the format and content of the resources mentioned: 1. Getting Started with Knowledge Management This resource is a…
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#Employee Experience#Governance#HR Documentation#HRSD#Knowledge Base Optimization#Knowledge Management#Performance Metrics#ServiceNow#ServiceNow HRSD#SOP Best Practices
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Acquire the Edge : Master Alpha Absorption (Art of Learnin Things faster)
Tagline: You don’t need more time. You need Alpha Absorption. Excerpt: Every peak performer, every war general, every self-made billionaire had one advantage: they absorbed faster. This blog unveils the most dominant masculine skill of the century—Alpha Absorption—the ability to learn faster, retain longer, and weaponize knowledge. This isn’t about motivation. This is about war-level…
#alpha absorption#discipline based learning#elite learning strategy#fast learning system#high speed learning for men#how to absorb knowledge fast#how to learn any skill#how to think like a billionaire#how to upgrade skills#learn faster#learn like a king#learning optimization#legacy learning system#masculine intelligence#masculine knowledge framework#mental advantage for men#modern warrior skills#peak performance learning#performance intelligence#rapid skill acquisition#self education blueprint#self learning mastery#skill mastery system#strategic self education#tactical learning for men
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If you see me talking abt build plans that won't actually work keep your mouth shut I'm trying to fuck around and find out by myself over here
#rat rambles#oni posting#I have watched other ppl play oni and have watched some guides but Ive made a policy to never directly follow any build guides#by that I mean Im allowed to watch videos abt them but Im not allowed to rewatch them to help with my builds#I can use whatever random tips I remember but my memory is shit enough that I usually dont remember the finer mechanics of a build#leaving me to have to try and logic out them myself based on my knowledge of the mechanics#Im also focusing more on basic sustainability than maximum production although ideally Id like to take advantage of whatever I can#Im also just lazy and am willing to eat the extra power drain less optimized builds cost#as far as I see it if I have enough power for my generators to have significant down time then Im willing to use some extra power#now ofc this usually leads to me having massive power crisies during the mid game but I usually figure smth out eventually#now I have 4 natural gass guisers running 4 natural gass generators which I could definitely upscale if need be#but combined with my solar panels plug slugs and coal generators I think Im plenty fine for a good while#I have both large pip farms and large sage hatch farms too so I have renewable coal as well#so it I needed more power I could easily make a massive coal generator brick and build a few more natural gass generators and Id be fine#but I already have way more power than I rly need so Im going to hold off until I get more radiation research done#which I will definitely want to do to make my life easier in the long run and make the end game much easier#also hydrogen engine go brrrrr#god getting a hydrogen and oxygen cooler is going to be the death of me I dont have the brain power for this shit#but if I want to achive my goal of getting as many achievements as possible I rly should get a hydrogen rocket eventually#I say as many as possible since theres several Im already completely locked out of because I cant be bothered#like bro I started on rime I was not going to go for locovore and carnivore fuck that shit#oh also super sudtainable I was already stretching it thin with the dupe labor I had with generators I rly couldnt afford to not use them#primarily because of the struggle to get enough food production to be able to afford upscaling my population#I was very cautious abt heating up my base too much which ended up kind of backfiring on me as my food production got slowly eaten by cold#but I ended up finding two cool steam vents which I took the water from and used it to warm my base up#Im still using it to warm my base up but I've been tweaking it a bit now that the temperature is more stable and the heat is adding up#theres basically no risk of it killing my dupes but it is warming up my bristle blossom farm too much#so I've been adjusting it so that the intial heat gets dispersed into a very small peppernut farm#Im still rebuilding the piping to help manage the temperature better but Im not rushing it#I have more important things to work on especially since bristle berries are no longer my primary food source
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a fa��ade 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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HELLO. MAY I INTEREST YOU IN SOME FALLEN ANGEL CALEB BRAINWORM

very much based on this previous post I had made lol
btw i'm also begging for an angel/devil au, but we're the devil he falls in love with and he gets cast out of heaven and i would totally write this if i was not juggling 82438238932 wips rn.....but we'll see i tend to do the most impulsive things ever
tagging some ppl who i feel like to enable my intrusive brainworms often <333 @solifloris @aeyumicore @deepspacenova @quiet-oracle @philosians
this is totally not based on all of the biblical references/symbolism surrounding Caleb

apple — symbolizes knowledge, but also temptation, sin, immortality. and as in the story of Adam and Eve in the Book of Genesis, it also represents the fall of man. Also known as the "forbidden fruit".
name — The name Caleb is of Hebrew origin, meaning wholehearted, faithful and dog-like. In the Old Testament, a follower of Moses named Caleb, was rewarded for his faithfulness and was one of the few to visit the Promised Land.
Caleb's love of flying and being in the sky — ...no angel reference here, no sirree.
Caleb returning to the main story after the...explosive...events of chapter four...I'm not saying it's a rebirth (which in a biblical sense could mean a number of things, including seeking forgiveness and salvation).
Caleb and MC both talking about keeping the other person to themself, in a world of their own.......could mean anything. Not like it's a direct reference to Adam and Eve only having each other in the Garden of Eden, their own paradise. Oh what's this, one of Caleb's theme songs is called "Weightless Paradise" ....what a coincidence.....

The report stating Caleb and MC are the optimal weapon for destroying one another...probably means nothing. Never mind the fact that Eve was also created for Adam from one of Adam's ribs.
And she is the one who persuades him to eat the forbidden fruit, setting in motion their exile from Eden.



Surely, the gratuitous back shots are not trying to make you think of wings, right.
It's probably just a coincidence that the back of Caleb's uniform looks like there's an emblem of wings. And oh, what's that, when he is hurt in battles, his uniform is torn the most in the back...not saying this is trying to depict his wings being mutilated and torn off. 🙂
But you should all absolutely read @eeriepromis analysis about seraphim for funsies.

Choosing to give Caleb the Evol to manipulate gravity was probably not intentional........not like he could make himself float almost like he is flying............

I'm sure this means absolutely nothing that in the third theme song Cosmic Encounter, Caleb and MC are both falling from the sky (the "heavens," if you will). 🙂 This probably has nothing to do with the image of him being cast out of Heaven and fallen from grace.
random lines that I am in no way inferring he is speaking like he is her guardian angel
"I'm Caleb. I'll always be by your side." — Main Story: Homecoming Wings, 1-4
"Lay a hand on her again, and I will kill you." — Main Story: Homecoming Wings, 1-9
"I will protect you." — Main Story: Homecoming Wings, 2-7
"No one can take me away from you." — Myths: Lucid Dream
"Then, can you carry a little of this sin, too? Don't leave me in this loneliness any longer." — Myths: Lucid Dream
"...When you held my hand that day for the first time, I knew I'd never get away from you." — Myths: Lucid Dream
"So, don't be afraid... No matter what happens, I'll be here for you." — Myths: Lucid Dream
"Maybe it's because... I love you a little more than you realize." — Myths: Lucid Dream
"But until that final moment, we'll always be together." — Myths: Lucid Dream
"Even if it's pain... As long as it's from you, I want it." — Memoria: Painful Signal
"Don't go... Don't leave me alone." — Memoria: Endless Summer
"A ruined world doesn't deserve you." — Memoria: Hidden Waves
"I want you to stay here. Stay with me." — Memoria: Hidden Waves
"Let me protect you... I can guarantee this will be the last time." — Bond: Rain's Embrace
"I won't lose! I have someone I must protect!" — Memoria: Deceptive Solitude
✨fallen angel Caleb myth pls✨

✨pretty pls fallen angel Caleb myth✨
#love and deepspace#love and deepspace caleb#lnds analysis#yes hi i will be yapping about this until they drop caleb's myth#fallen angel caleb myth pls#pretty pls fallen angel caleb myth
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°‧🫧⋆.ೃ࿔*:・ Asteroid Fama and how we get our popularity °‧🫧⋆.ೃ࿔*:・



❗���All the observations in this post are based on personal experience and research, it's completely fine if it doesn't resonate with everyone❗️
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🫧Masterlist🫧
🫧Aries:
With Fama in Aries, notoriety comes through action and leadership. This asteroid amplifies Aries' bold and pioneering nature, taking their drive to new heights. Aries gains fame by taking on challenges, being the first to act, and standing out for their bravery. Their competitive energy and risk-taking ability make them shine, and fame comes through their courage and ability to step up to the plate.
🫧Taurus:
Fama in Taurus may come more slowly, but it is solid and long-lasting. This asteroid highlights Taurus' talent for creating beauty and stability, especially in the material and tangible. Taurus' fame comes when their consistent work, ability to build something lasting, and eye for the aesthetic are recognized. People appreciate their steady focus and ability to create and maintain something of value.
🫧 Gemini:
When Fama is in Gemini, recognition comes through communication. Gemini gains fame through their ability to convey ideas, interact with others, and be the center of conversation. With this asteroid, Gemini is driven to be a master of words and social media, gaining attention for their ability to connect people and stay abreast of everything that's going on.
🫧 Cancer:
With Fama in Cancer, recognition comes through the ability to nurture, care for, and emotionally connect with others. Cancer's fame is based on the affection they generate in their close environment. People see them as someone who knows how to care for and maintain harmony, and admiration comes through their family ties, their intuition, and their constant support for others.
🫧 Leo:
Fama and Leo go hand in hand. The asteroid Fame brings out the best in this sign: their personal brilliance, their confidence, and their ability to be the center of attention. Leo gains fame with their generosity, their artistic talent, and their ability to dazzle the world. The asteroid amplifies your desire to be recognized for your creativity, your leadership, and your ability to captivate others.
🫧 Virgo:
Virgo gains fame through its ability to perfect and serve. Fame in Virgo makes this sign recognized for its meticulousness, tireless work, and problem-solving skills. People appreciate its dedication to detail and ability to make things work. Virgo's fame comes from being efficient, organized, and always willing to help others.
🫧 Libra:
Libra's fame is linked to its ability to create harmony in the social environment. With Fame in Libra, this sign gains recognition for its charm, its ability to mediate, and its tendency to build important relationships and alliances. Libra excels in the arts, diplomacy, and anything that requires a touch of elegance and balance, gaining fame through its social grace and ability to create beauty in its environment.
🫧 Scorpio:
Scorpio gains fame through their personal magnetism and ability to transform situations. With Fame in Scorpio, this sign attracts attention thanks to their emotional intensity and aura of mystery. Fame comes through their ability to be deep, intriguing, and sometimes somewhat secretive. Scorpio stands out for their ability to control and understand the most complex situations, making them worthy of admiration.
🫧 Sagittarius:
With Fama in Sagittarius, recognition comes through adventure, knowledge, and expansion. Sagittarius is an explorer by nature, and this asteroid drives them to gain fame through their philosophy of life and their desire to share their ideas with the world. Whether through travel, teaching, or the search for truth, Sagittarius attracts attention for their optimism and passion for freedom.
🫧 Capricorn:
Fama in Capricorn comes thanks to the hard work and ambition of this sign. Capricorn does not seek fame superficially, but rather achieves it through their tangible achievements in the professional world. With Fame in this sign, recognition comes through constant effort, the ability to set goals, and the determination to reach the top. Capricorn's fame is serious, respected, and built on a solid foundation.
🫧 Aquarius:
Aquarius gains fame through their originality and unique approach to the world. With Fame in Aquarius, this sign stands out for their ability to lead innovations, think outside the box, and change the status quo. Fame for Aquarius comes through their vision of the future, their focus on the collective, and their desire to break barriers. They are known for being the "rebel" who revolutionizes established norms.
🫧 Pisces:
Pisces gain fame through their creativity, sensitivity, and their ability to touch the hearts of others. With Fame in Pisces, this sign excels in the arts, music, and film, as their talent for creating deep emotional worlds and their empathy put them in the spotlight. Fame comes through their ability to inspire and move people, touching their souls with their art and unique sensitivity.
#fama#asteroid fama#fama 408#asteroid fama 408#aries#taurus#gemini#cancer#leo#virgo#libra#scorpio#sagittarius#capricorn#aquarius#pisces#mercury#venus#mars#jupiter#astrology#astro community#astro placements#astrology tumblr#astrology placements#glinda upland#glinda wicked#glinda the good witch#glinda#astrology chart
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Hello! May I request a headcanon of Ekko with a woman who is essentially an introverted foreigner who ended up joining the Fireflies, and Ekko falls in love with her?
Ekko falling in love with an introverted foreigner woman who joined the Fireflies hcs
The arrival of a foreigner in Zaun doesn’t go unnoticed
You’re quiet, reserved, and keep to yourself, making you stand out among the boisterous inhabitants of the city
Your skills and knowledge, honed in your homeland, quickly earn you a place within their ranks
Ekko, being a leader figure among the Fireflies, decided to help you get acclimated
Your initial interactions are formal and brief
Ekko tried to engage you in conversation, but your nature makes it difficult for you to open up
Of course Ekko respects your boundaries
As you go on missions together, Ekko starts to see glimpses of your true self which earning his respect
You, in turn, begin to see Ekko as more than just a leader as he slowly becomes a friend
Ekko makes an effort to reach out to you in small ways
He shares stories about Zaun, introduces you to his friends, and shows you around the city (when possible)
Ekko hopes that this makes you lower your guard a bit
Your quiet conversations become a regular occurrence
You both talk about your pasts, your hopes for the future, and the struggles you face at the moment
You find yourself drawn to Ekko’s optimism and resilience, qualities that contrast sharply with your own nature
An unspoken understanding begins to form between you two
You don’t need to talk constantly to feel connected; your each other’s presence alone brings comfort
He appreciates your silent support
Ekko becomes increasingly protective of you which doesn’t go unnoticed by others
He’s always looking out for you during missions, making sure you’re safe
You notice his concern and starts to rely on him more, feeling a sense of security you haven’t felt in a long time
There are moments of vulnerability when you open up about your past and the reasons you left your homeland
Ekko listens without judgment, offering his support and understanding trying to heal your old wounds
Ekko starts to realize his feelings for you
It’s not just admiration or friendship; it’s something deeper
He finds himself thinking about you constantly, wanting to be near you and make you smile
You begin to notice Ekko’s subtle signals
The way his eyes linger on you, the gentle touches, and the genuine concern he shows
Slowly your own feelings start to mirror his
One night, after a particularly intense mission, Ekko finds the courage to confess his feelings
You both are sitting in a quiet corner of the Fireflies’ base, when he tells you how much you means to him and how he’s fallen in love with you
You might be kidna taken aback at first, but you reciprocates his feelings
It’s a tender, heartfelt moment that solidifies your bond
You both navigate your new relationship with care and respect
Ekko understands your need for space and quiet, while you make an effort to engage more with him and the Fireflies
(No preassure)
You guys find a balance that works for both of you
You share your dreams for the future with each other, both personal and for Zaun
Trust becomes the foundation of your relationship
You learn to rely on Ekko, knowing he’ll always have your back and Ekko does the same
Your relationship becomes a support system for both of you
You face the dangers and uncertainties of life in Zaun together, drawing strength from each other
The Fireflies notice the change in the pair, seeing how your bond has made the lovers even more formidable
You balance your duties to the Fireflies with your personal relationship
It’s not always easy, especially for Ekko, but he makes it work
You become each other’s anchor, a constant in a world that’s often chaotic and unpredictable
Your love story becomes a beacon of hope for others in Zaun
It’s a reminder that even in the darkest times, love and connection can flourish
(That sounds cheesy, my bad)
As your relationship deepens, new threats emerge
Rival factions, internal strife within the Fireflies, and the ever-present danger of Zaun’s underbelly put your bond to the test
Both Ekko and the woman make sacrifices for each other
Ekko takes on additional risks to protect you, while you step out of your comfort zone to protect and support him
There are moments of doubt and fear
The pressures of the environment sometimes strain your relationship, but you always find your way back to each other
Despite the challenges, you find joy in the little things like:
Quiet moments together, shared laughter, and the simple pleasure of each other’s company
Your relationship has a positive impact on the Fireflies
You start discussing long-term goals, both for yourselves and for Zaun
Your vision for the future includes not just survival, but thriving and building a community where others can find the same sense of belonging you’ve found in each other
As time goes on, you start to talk about creating a future beyond the Fireflies
A life where you can build a home, have a family, and live in peace
Your bond becomes unbreakable
You become a shining example of what it means to fight for love and to build a life together, even in the most difficult circumstances
(That was also cheesy and I apologize for that, but I’m not removing it)
#request#headcanons#arcane ekko#ekko arcane#arcane x reader#firefly#ekko x reader#arcane reader#arcane ekko x reader#introvert
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asteroids related to love 💝

ao haru ride
ik this is too cheesy for my style but hope it may help :) these asteroids are just a few compared to the existing.
self love
hygeia (10): how to maintain a healthy relationship between body and soul.
medea (212): represents our healing ability. archetype of Pluto/scorpio. where we make mistakes again and again, vengeful, practically process of healing.
fated connections
devine (3561): if it has aspects with other’s person planets/asteroids could indicate a trascendental connection.
libby (5672): represents fated connections.
aura (1488): represents an intuitive connection.
karma (3811): indicates you’re destined to meet with these person due to past-life unfinished business.
destinn (6583): strong connection, destiny like.
pholus (5145): if it’s in synastry/composite chart, indicates unexpected events that would change the trajectory of your life -that has to do with this connection-.
sposetti (22354): means “married couple” in Italian. marriage potential, past life marriages or special connections.
betrayal
oenone (215): indicates people where you have been cheated on/ left by lovers or simply felt betrayal.
love synonyms
paeonia (1061): represents a flower that symbolizes love, honor and wealth.
olathe(18984): lovely, beautiful.
loving (432971): loving emotions.
ask (4894): represents the way you love someone, “love” in turkish.
liebe (7696): “love” in german. romantic expectations and needs.
pure/unconditional love
ceres (1): unconditional love, depth we’re willing to go for the ones we love.
alma (390): represents the desire of expanding our heart while time passes, optimism for love and romance.
agapenor (5023): simple appreciation. unconditional love that can last through ages, not only romantic. altruistic love.
valentine (447): sacrificial type of love, deep bonds between two people. indicates the urge to give our all without asking anything in return.
child (4580): represents our inner child. pure, unfiltered, innocent love.
isis (42): desire to nurture/protect the ones we love and care about. also may represent leadership qualities. loyalty, devotion, between others.
romantic love
amor (1221): means love in spanish. represents what we need to show/break patterns to commit with the person we want to love.
cupido (763): represents how you fall in love. I’ll think on this asteroid more like a “crush” type of “love”, innocent at first.
juno (3): can represent our romantic boundaries, what we will do for romantic -not necessarily- relationships and I have a post of juno series if you’d like an interpretation of your juno sign.
union (1585): inner need of deep and meaningful connections -any type-. indicates qualities of the relationship in composite charts.
adonis (2101): ideal type, plus if you like masculine.
groom (5129): indicates how do we approach role of marriage -long term commitment- in their life. who you may end up having this relationship, depending on your preferences.
briede (19029): like asteroid groom, associated with commitment, etc. like the name, dependa in preferences.
others
companion (8490): shows wanting to be all the time with that person. what are you looking for in a long term connection (romantic or not).
anteros (1943): manner which you reciprocate love, requited love.
luda (1158): where do people adore/love you.
link (3505): indicates the type of connection -close- between partners.
lovelock (51663): obsessive love, like the name.
galatea (74): imo idealization of our type of a person.
akashi (5881): requires introspection/exploration. hidden knowledge and potential. has to do with how our past relationships affects our present and future.
(*ᴗ͈ˬᴗ͈)ꕤ૮꒰ྀི⸝⸝> . <⸝⸝꒱ྀིა ∗ ࣪ ˖༺ ♡ ༻˖ ࣪ ∗ */ᐠ - ˕ -マ✩ (˶˃ᆺ˂˶)∗ ࣪ ( ๑ ˃̵ᴗ˂̵ )و ✩
♡ Based on personal experience and I’ve analyzed in my surroundings.
♡ English is not my first language.
♡ I’m not a profesional astrologer.
Thank youu. baibaiii🫣🫶🏼💋
Do not copy. Please give me credits.
#astrology#asteroids astrology#astro posts#astro placements#astro observations#pinterest#love asteroid
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prompt: you keep seeing apparitions of a dead special forces operative who's been haunting the barracks. (light angst; nsfw) (actual ghost simon riley)
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War dogs chewed up and spat out by the machinery of war.
It is an incalculable blow to learn of his death. Worse still that you learn of it by happenstance, one officer talking to another, only listening in because it’s been weeks since you’ve seen him and their voices go hushed in that way that makes your ears prick up. You’re sitting at a nearby table in the canteen when someone says the single most devastating words that have ever been spoken near you.
“They weren’t able to recover the whole body, just some of it. Pretty gruesome. Don’t know if you ever met him, but he was an alright guy—pretty quiet. Scary, yeah, but—I don’t know. He was fair. Got the job done though. Soap’s taking it pretty hard.”
You barely breathe at the news. Something is squeezing your heart until it overfills on the other side.
You walk around base in a daze after that. It’s not anyone’s fault that you aren’t notified—no one was supposed to know. Your whole arrangement with Simon was predicated on the knowledge that it would never be revealed to your commanding officers or the rest of the infantry. Made sense at the time. Makes less sense now when your world is falling apart and you have no way of even requesting Ghost’s dog tags.
Pain holds you upright like a splint while it also tries to smother you. You crawl back to your barracks after training the recruits, voice a hoarse whisper in your throat. Showers are an optimal place to cry, when maybe you won’t be heard. Grief is not grief when there’s nowhere for it to go.
Maybe Soap was privy enough to Ghost’s life to know. He doesn’t spend time with you, but you see him once from across the tarmac on a flight out and his gaze lingers on you. There are deep troughs under his eyes, dark even with the distance between you. His posture is still, rigid; despite his uniform being pressed and his hair being cut and gelled into place, there is something singularly heavy weighing him down.
He nods from across the way to you. You grit your jaw and nod back.
It’s the only time you’ll ever acknowledge it. Soap never seeks you out after that—maybe it’s too painful. Maybe shared pain isn’t always enough.
The worst is only finding out weeks later that Ghost has been buried. That’s your closure. An offhand comment from an operations officer on a smoke break. Your numb hand flicking a lighter. Rain breaking in the early twilight hours and you stand in it so long that you shiver and shake on your way back to your room.
Lightning that crackles in the storm clouds, illuminating the place where you just stood outside while you stare from your window. Illuminating someone standing where you just were. You squint, but they round the bend to one of the other buildings before you can make them out.
Every soldier has a story. Conducting barracks checks on staff duty only to find a soldier with half their jaw missing asking for a cigarette. A marine approaching a soldier asking for his rifle, garbed in a ripped vest from early Iraq. Squad bays known for apparitions, known for hauntings. Figures seen from the trees, the half-shadowed remains of old tanks, burned and hollowed out, suddenly upright and mobile.
In certain barracks, soldiers won’t even leave their rooms at night to use the washroom. They’d rather piss in old bottles or hold off until morning light altogether. It’s common enough to be joked about, for soldiers to trade stories in the mess over supper, trying to spook each other with the things they’ve seen or claimed to see.
You can tell the ones who’ve actually seen things from those who haven’t though. The ones who have are often quieter, often only laugh a little. The truth is buried in their inability to fully commit to the bit. It’s the knowing that does that.
Knowing that there are things that death cannot hide.
The first time you see Simon again, it’s not a homecoming. You know there’s something very wrong.
It’s 3am and someone’s standing in front of your door. You feel it before you see them, feel something like every single hair on your body standing on end and the sudden lucid thought in the middle of a dream that you need to wake up. That you need to wake up right now.
Heart racing when your eyes snap open. Sweat already slicking the backs of your knees. You’re lying on your side, hands curled close to your face, and you feel its gaze on you like the heaviest dread you’ve ever felt in your life. You stare at the wall that your bed is pushed up against until you find the courage to roll over.
Just a shape in the dark. A dark shape. Distinct from the rest of the darkness in your room. Tall as it is wide. The slightest motion to it, like breathing or the gentle swaying of the human body when it’s allowed to be loose.
There’s a lamp on your end table. You flick it on without tearing your eyes away from the dark shape looming by the door, but when light unveils your room, it flickers away like a bad illusion. Just a jacket hung up on the back of the door. Your heart races still.
When the light goes off, the shadow doesn’t reappear.
It might not be him, but something’s haunting you. You spoon cereal into your mouth in the morning with a shaking hand. It’s the massive shape of a body behind the shower curtain in your private bathroom that has you certain—certain—that someone’s there until you whip it to the side and see only tile wall. You know what you saw though, and you know from the way the top of it peeked over the curtain that it was blond.
Weeks go by. You’re in a bivy sack and a voice you recognize wakes you up for watch. It’s the same voice that used to rumble low in your ear when you let him into your bed on leave (you always used to take them at the same time, no one the wiser). You’re back on base in your room and something leans its full weight onto your bed. You wake up to him sitting on the edge of your bed, blood dripping from an old wound. Him though, skull mask and all. Eyes shadowed always, black staring at you seeing and unseeing.
You don’t need to ask what he wants from you. He lumbers around the barracks like a wraith that only you can see. Never truer to his old moniker than he is in death. A civilian worker flirts with you one day and he winds up in the infirmary. Fell down the stairs, another sergeant tells you when you ask. You smile tight, brittle. If only.
He slips into your bed at night when the lights are shut and you’ve turned over onto your side. You can’t see him, but the bed compresses under his weight like it did when he was alive. He’s still for a minute, stare heavy on you while you lie there motionless, waiting him out. When he finally lays a hand on your hip, you flinch at how normal it feels. Like he didn’t go out and die one day. Like it’s really him at your back dragging a hand down the curve of your hip and over your thigh.
He divests you of your pyjamas the same way he used to in motel rooms, your apartment off-base, his cabin up north that you still have the key to but can’t bring yourself to visit. You let him. Shorts pulled down and kicked to the bottom of the bed, then your underwear. Shirt rucked up so he can fit a big, rough hand over your tit. His hands are solid where they touch you, nothing ghostly about them. He squeezes like the memory of your flesh is half-gone, like he needs to sink himself into you again.
“Missed…you…” His voice comes like a deep rumble, tectonic plates shifting over the asthenosphere.
The hand on your breast slides up, over the delicate skin of your throat, over where your pulse goes mad and you dry swallow because there’s nothing in your mouth. Over and up the curve of your cheek, thumb pressing against your lips, curling your top lip up until you’re almost kissing it. Then he lets go, hand coming back down to your hip.
“Simon, are you—” you start, cut off on a gasp when he lifts your leg over his hip and something presses against your opening. Notches there, sinks in hot inch after hot inch. Head spinning and breath wild when he spears you on his thick length, half-tumbling over you until you’re lying prone on your bed. Simon’s as heavy as you remember, the full weight of him keeping you trapped there. You can only take. You can only draw in a deep breath and let out the softest sounds while he presses in,
“Had to…come back,” the ghost of your old lover says, growling into your ear. “Couldn’t…leave you here…alone.”
You wonder what’s really behind the mask this time. His hands and dick feel flesh enough, but fear still quivers in your belly because you know that whatever it is pressing you down with a firm hand on your shoulder blade, it’s not fully him.
You’ve heard of ghosts haunting places but never people. There’s something achingly loyal about the way he fucks you though. It’s dark and hot under him, and he mouths where he can, mask pulled up finally. Not that you can see. Better that you can’t, maybe. Pulsing in and out of your cunt, silent but for his shallow intakes of breath. He feels enormous and terrifying at your back.
A big arm still clad in his old uniform jacket is braced beside your head. Simon whispers apologies into your hair; that he pulled himself out of a grave for a second time because he couldn’t untangle his soul from yours, but he got it wrong this time around. He didn’t make it in time.
“I won’t leave you though, love,” he says around kisses laid tender on the nape of your neck. He bites the meat of your shoulder hard enough to leave an imprint of his teeth. “Never gonna leave you.” His words make you slicker, hotter; tightening around him until he snarls and fucks more viciously. A promise you thought he couldn’t keep.
In the morning, you stare at yourself in the bathroom mirror. You take off your shirt and turn around. There’s a red bite mark on your upper left shoulder and it aches when you touch it.
#cod mw2#ceil writing#cod x reader#cod simon riley#simon ghost riley x reader#ghost cod#ghost/reader#ghost x reader#simon ghost riley#simon riley x you
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Villains I dont see very often; mute. Mute villains are the best, nothing can convince me otherwise.
One idea thats been on my mind is a mute villain confessing to the hero, either through sign language, or a perfectly executed scheme. You’re choice :))
Not sure if this counts, but I ran with it. Might try this again after I gather some ASL knowledge. Hope you enjoy :)
A Silent Movie
It wasn’t exactly easy to get Hero sat in front of the cinema screen. In fact, the planning for this trap had taken over sixth months. Not to mention the money it took to buy this building off foreclosure, and the multitude of investments into Hero-proofing the location.
It was even harder to get said hero to stop yelling long enough to pay attention to the image being projected from the back of the room. Not that their sense of hearing was needed for this experience, but Villain imagined Hero would appreciate the lack of noise-based distractions, including sounds they themselves were making.
The theater was notably large, probably the most expensive showing room of its day. That is to say, the upholstery was a little outdated. The popcorn had been swept off the floor, the swirling carpet surprisingly clean. The velvet of the seats did not appear stained, and the cupholders were absent of any discarded snacks or tickets.
The glow of the emergency exit lights were the only thing illuminating the room, and they revealed a dim image of the hero situated in the center of the third row, which was optimal seating in the villain’s opinion.
Clearly, Hero did not agree, considering how hard they were pulling at the restraints to try and exit their carefully selected theater chair.
It was futile, of course, and the hero finally stopped straining when the villain appeared a row below them, quiet as a mouse, standing with a finger pressed to their lips.
Villain retreated when the hero quieted, letting their attention shift to the screen and this special showing. Images flicked past, and Hero became engrossed in the story unfolding on the screen.
Shown was a news reel Hero recognized as the time Villain had crashed their Election Day speech. A zoomed out map of the city, marking City Hall with a red square. Grainy footage of two figures dancing around next to a dumpster. Once again the map appeared, now with two squares pasted on top. The pattern continued, and Hero was amazed.
It was an agglomeration of every moment they had spent together, every public battle, every nighttime-shady-alley encounter.
There was only one reason to collect these momentos, these reminders. It had all meant something to the villain.
The complete lack of kernels on the carpet certainly pointed to a level of dedication and commitment to this scheme.
Maybe, they were hoping it meant something to the hero, too.
Another scene zoomed out a final time, revealing all the markers spread across the city. Only, now, Hero noticed, a rather distinct pattern had formed.
Villain moved like a phantom, appearing again, this time at the hero’s side. The ropes at their wrists fell away like magic while Hero gazed at the awkwardly hovering villain. They presented the hero with a glittering object hung from a chain held loose around their fingers. It was a large ruby gem, expertly cut into the shape of a 3-D heart.
Stolen, no doubt, Hero suspected possibly from the large jewelry exhibition that had just entered town.
The screen flashed bright, and lit up the hero’s face as it contorted in surprise. They processed the scene as fast as they could.
A heart of red markers, a heart of ruby, a heart fluttering in their chest, a heart laid open in front of them.
“Oh,” Hero breathed, “Oh.”
Villain sucked in a breath.
This was it, this was the moment they got rejected because they couldn’t-
“I had no idea.”
Of course they didn’t know, it’s not like Villain had ever spoken about it.
Preparing automatically for the rejection, Villain started to withdraw their hand, cold-as-steel demeanor returning to them with all the familiarity of a security blanket.
It was so stupid of them to think that they deserved any kind of reciprocation, so stupid to think that the hero could possibly-
The hero snatched the charm from their fingers before they fully withdrew.
“I didn’t say no,” they spoke softly, and the villain’s heart skipped a beat.
They reached out their other hand, wrapping their fingers over the still-outstretched hand of the villain. Instead of elaborating, Hero pulled the frozen criminal closer, connecting their lips in a gentle proclamation.
Actions spoke louder than words anyway.
#hero x villain#EW ROMANCE#hero#villain#hero/villain#mute villain#hero x villain community#wrote this instead of studying the IPA#kinda ironic actually#request#writing#heroes and villains#hero/villain snippet#if this is bad blame my beta reader#she got a life#nvm#she still made time for me 🩷
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TALES OF TEYVAT — PROLOGUE

after years and years of working at your soul-crushing nine to five, you reach your breaking point. while taking a walk to calm yourself down, you see a mysterious ad about a new job opening for a farmer— land and cottage included with no fee. wishing for change, you take a chance and follow the flyer's instructions, despite having no prior farming knowledge... it leads you the small town of teyvat where you meet a handful of charming and interesting individuals. can you learn to find the beauty in life once more? and maybe fall in love along the way...
taglist: @giamee @indarius @lybrin09
wc: ~1.0k
a/n: HOWDYYY i’m so excited to share the intro/prologue of this series with u all !! :3 this is already making me hyped for ayato’s route ahdkkakd but i think that’ll be the last one :> diluc route should be posted next week !!! i hope y’all enjoy and get immersed in the small town of teyvat hehe

“Do you really believe this will work?”
The Teyvat Commissioner sighed, but a hopeful look remained on his face. “I can’t be certain, Thoma. But the town of Teyvat was once self-sufficient an abundant with life.” Ayato paused, glancing down at the stack of papers on his desk. “If we are able to revitalize the farmland, we should grow less reliant on Celestia for our basic daily needs.”
Thoma’s expression soured at the mere mention of Celestia. “I have faith that our Commissioner made the right decision.”
Ayato smiled fondly at his retainer, delighted that even his most peculiar of plans would certainly have at least one supporter. “It seems we will find out soon. Come, let us attempt to tidy up the new farmer’s lodgings before they arrive.”

The first thing you noticed the moment you stepped food onto Teyvat was how quaint the town was.
Compared to the city you were from that was filled to the brim with skyscrapers and dreary highways, Teyvat was quite small. As you surveyed the land, you felt as if you would be able to traverse its perimeters by foot in less than day if you truly wanted.
It would certainly be different from what you were used to…
You smiled widely as realization sunk in that this place would, in fact, be completely different from what you knew. And that sounded perfect. It was exactly what you wanted, after all.
As soon as you took your first breath of fresh air, you spotted a man with beautiful blue hair and all-white attire approaching to greet you upon arrival.
“Welcome to Teyvat!” he said warmly. “I’m Ayato, the Commissioner of this town and the one who put up the advertisement. You must be the new…farmer?”
Ayato faltered as he noticed your attire. You were in a corduroy overall dress with shiny, black Mary Janes and white socks with a lace trim around them. You didn’t have much experience in farming—you worked an office job all your life. What experience could you possibly have gathered? But based on the photos you saw online, you were certain you at least captured the look and style correctly.
The bows and frills were just a fun addition.
“Nice to meet you, Ayato,” you greeted easily, a bright smile on your face. “I’m Y/N, the new farmer.”
A hint of doubt flashed across his face but he covered it up with a disarming smile—one that melted away any concerns you might have had. “Teyvat is honored to have you. I am most pleased that you are here. Do you have much farming experience?”
“I own two houseplants! I’ve kept them alive for almost three months now.”
He blinked, a smile still plastered across his mouth as you noticed the color draining from his cheeks. Ayato managed to choke out, “That is quite a remarkable feat.”
You laughed at his forced optimism, deciding to finally take him out of his misery. “I’m only kidding, Ayato. I’m aware owning houseplants does not equate to practicable farming experience.”
Relief washed over him as he shared your amusement. “Oh, thank the gods! So, you do have experience taking care of farmland?”
“No.”
If grief was a person, you figured it would look exactly like Ayato did in this moment.
“But,” you continued cheekily, “I did enjoy growing some potatoes and herbs out on the balcony of my apartment. It’s not much, but I am determined to apply that minimal knowledge to this land of much grander scale. Plus, I have the Internet at my fingertips. I can search any questions I may have online!”
You giggled to yourself when he nodded in agreement. It seemed he wholeheartedly believed your spiel.
“Thought, if I may offer one small suggestion?” you said sheepishly.
Ayato raised his brow, but allowed you to continue.
“Perhaps you should request a resume or curriculum vitae of sorts before hiring someone.”
The dignified man in front of you broke out into laughter and, somehow, you found him to be even more attractive that way.
“I suppose life is full of lessons,” he sighed, but there was teasing lift to his lips. “Truly, I believe you will do just fine as our new farmer. At the very least, I’m certain you will get along with the other residents here, if nothing else.”
If they were anything like the Commissioner, you were certain he would be right.
“Now, follow me to your new home.”
“Gladly!”
“After, I shall take you around the town to help introduce you to everyone. I understand adjusting to a new life may take some time, but I am here to help in any way that I can.”
The look in his eyes were so intense and earnest, you found yourself fighting not to break his gaze and stare down at your feet.
Clearing your throat, you fought away your bashfulness and said, “Lead the way, venerable Commissioner.”
Ayato shook his head at your teasing, the corner of his eyes crinkled with amusement. “The townsfolk will most certainly love you. I hope you enjoy your new life here in Teyvat, Y/N.”
You exchanged warm smiles with the Ayato, realizing that in just these few moments with him, you were already enjoying yourself more than you could have ever expected.
“To new beginnings!” you cheered.
“New beginnings, and falling in love with life,” he added knowingly.
As you followed Ayato over to your new house—your new farm—you allowed yourself to close your eyes for just one moment. You heard the steady rush of the nearby waters and felt the wind toss your hair around. Breathing in deeply, you reveled in the scent of the woodsy, fresh air.
Teyvat was a new world, the polar opposite of the big city you once knew, and you were excited for the opportunity to experience life here at its fullest.
#genshin x reader#genshin impact x reader#genshin imagines#diluc x reader#ayato x reader#wriothesley x reader#neuvillette x reader#zhongli x reader#alhaitham x reader#genshin fluff
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WELCOME TO CORA AND AVE'S FORTUNE TELLING BOOTH
❥ get a love reading! this valentines, cora @saetiate and ave @venustrvck are taking requests! event status: closed
send in: a character + one or more tarot cards (listed tropes) from below + sfw/nsfw preference + any other details! extra love heart! you can also send a kink from below the cut too. received requests here
you'll receive: a short drabble/fic based on your request :)
fandoms: blue lock, naruto, one piece, honkai star rail, genshin, love and deepspace
queer character hcs/reader and polyamory welcome too! please specify gender neutral/fem/masc/trans reader. no specifications will default to fem or gender neutral reader. this event is (n)sfw and dark content friendly!
example req 1: "hi! can I get a sae x f!reader, with the lovers - mutual pining? please and thank you!!" example req 2: "can i have oliver aiku x gender neutral reader with strength: arguments and add petplay please?"
PICK A TAROT CARD BELOW
❥ the fool: innocence, playfulness, recklessness; blind date, games, pick up lines, childhood friends to lovers
❥ the magician: transformation, beginnings, good omen; first meeting, meet/cute, meet/ugly, artist and model
❥ the high priestess: magic, dreams, knowledge; dream sharing, fortune telling, magic au
❥ the empress: passion, nurturing, fertility; motherhood, pregnancy, children with your f/os
❥ the emperor: authority, discipline, stubbornness; royalty au, power play, enemies to lovers
❥ the hierophant: community, learning, rituals; domestic life, university au, family traditions, religious observances (e.g. christmas, pouring sake for ancestors, tying the mangalasutra)
❥ the lovers: love, harmony, mutual attraction; soulmate au, confessions, mutual pining, first kiss
❥ the chariot: travel, action, ambition airport meeting, work-related au, summer/vacation fling, ceo au
❥ strength: courage, overcoming obstacles, urges; arguments, forced proximity, conflict resolution, proposal
❥ the hermit: solitude, withdrawal, introspection; hurt/comfort, unrequited pining, awkward flirting
❥ wheel of fortune: optimism, success, luck; chance/fated meeting, koi no yokan (knowing you will fall in love with someone), matchmaking
❥ justice: karma, honesty, decisions; returning a favor, relationship talk (e.g. talking about moving in together), mistaken identity
❥ the hanged man: suspension, potential, indecision; trust issues, infidelity, caught between two f /os, asked out as a bet/dare
❥ death: destruction, change, new beginnings; lost love, break up to make up, exes, grief and mourning
❥ temperance: communication, healing, moderation; comfort, wound-tending, drunken confessions
❥ the devil: desire, lust, temptation,; incest, any smut (see list of kinks below), omegaverse, supernatural elements
❥ the tower: drama, catastrophe, pride; hate sex, best friend's sibling, miscommuniation, yandere
❥ the star: renewal, hope, rest; easy love, at peace, coming home, first love
❥ the moon: emotion, fantasy, confusion; friends with benefits, late night/pillow talk, fantasy au, defining the relationship
❥ the sun: joy, friendship, prosperity; friends to lovers, fluff, love realization, praise kink
❥ judgement: awakening, resurrection, absolution; fake relationship, second chances, arranged marriage
❥ the world: fulfillment, experience, completion; marriage, growing old, aftercare
if you'd like, you can add or request a kink from this list: oral f!receiving, orgasm denial, body worship. 69, vanilla and sweet, omegaverse, size kink, lingerie, aphrodisiac, threesome, dirty talk, cockwarming, yandere, overstimulation, aftercare, face sitting, fingering, praise kink
get your love reading now! inbox either ave or cora with your req!
extra info
you can add dealer's choice at any point and we'll decide for you <3
you can send any req to either of us! blue lock can go to either of us, and by default it would be better to send one piece asks to ave and genshin+hsr+lads asks to cora, but we'll both receive them either way and make sure to get yours written :)
if you've already sent a req to either of us before, feel free to send it through again under this event
all drabbles will be a written collaboration by us <3 don't worry, we're very good friends and have been for years! cora specializes in dialogue and ave specializes in beautiful imagery and emotion-charged scenes, so it should be the best of all worlds
we reserve the right to deny any req we're not comfy w, we don't think this will happen but just in case!!
#corave valentines#<- tag for event!#both ave and i are gonna post this !! so u can rb from either of us!!
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MİDHEALT - PLATİN (2)

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Astrology Observations: No.25
*just based on my personal observations, only take what resonates
Omg my first degree theory observation was wrong Danial Kwan has moon at 18 degree, a Virgo degree ! (My bad y’all I’m learning). I’ll say that he had to get a hold of his mental health while in Covid and his adult adhd diagnosis and that influenced the writing of everything all at once (Imma learn this lol, more studying must be done)
Ok better degree theory lol, the degree of your Venus and/or mars can show placements you attract. My Venus is at a cancer degree and I’ve dated a l o t of people with Cancer placements (an experience lol)
A guy’s Lilith can show that his sort of femme fatale attraction (type of girl that overstimulates him, makes him feel enamored but is also his weakness.) His Lilith placement can describe this femme in more detail. For Aries, a go getter that takes no shit (I believe @zeldasnotes said Lilith in Aries in a man’s chart is a strong indicator that he’s a feminist and I totally agree.); For Sagittarius she’d be untethered and have a great sense of humor and may be outside of his culture. For Aquarius she’d be idealized as a manic pixie dream girl, like quirky in a way he could never figure out. let me know if you all would like a whole post on this !
Only outer planets (Uranus, Neptune, Pluto) in your 1st can give you an extra ordinary appearance and make you stand out quite a bit.
Your mars conjunct to someone’s sun can make them feel competitive with you. Venus on the other hand can make you put the sun person on a sort of pedestal and can make the relationship feel like you’re a fan of the sun person. Moon to someone’s sun can feel more at home and at ease.
Men with water Venuses seem to be super monogamous or like incapable of monogamy (which is fine lol, but be ethical about it and establish boundaries and don’t cheat yo)
12th house synastry is sticky asl, as soon as you moved on someone just appears on your mind out of nowhere, lotta hidden energy all tied up together; 8th house synastry is really intense but it’s often hard to build something stable out of the intensity. 4th house feels like home, but as someone with Uranus over their 4th, I associate this synastry with being unpredictable and chaotic in familiar way. 5th and 11th house synastry tends to be good long term. 5th house means you feel fun and creative and always excited together. And 11th house will mean that there’s a feeling of friendship underneath the passion that usually sustains the connection imo.
For all of the seriousness associated with Capricorn placements (especially suns) often focus on a lot on whimsy in their creative works, like it’s the outlet for a lot of their hidden optimism (Hayao Miyazaki, Nobuhiko Obayashi the director of Hausu).
Ok ok I know Scorpio risings are known for intense, bedroom eyes and their overwhelming s*x appeal and making suitors flee because they’re so intimidated etc etc… but quietly I think our biggest weapon that people don’t see coming is our sense of humor. (Honest to god I was thinking of how funny Hugh Grant is even though he doesn’t need to be bc he’s been so handsome this whole time lol. He always puts in the effort into that comedic timing) (Also people still think if you’re hot and intense you can’t be funny so it defuses some of the tension pretty well imo)
I feel like Virgo placements always seem to think they feel boring even though they’re like very knowledgeable and compelling in their own right (I’m getting all reflective and remember when like Virgo moons/mars would always ask if they’re being boring or complain about being boring but they tend to be good conversationalists when they allow themselves to analyze things so deeply)
I think cancers are actually the most defensive sign, naturally. I want to say they have this in common with their sister sign bc Capricorns are defensive and don’t like to show “weakness”. But the way that underdeveloped cancers (can) play the victim when scrutinized is different. (Like Capricorns do that earth sign thing where they use their perception to make you feel like you’re wrong, and they want to be seen as the authority not the victim). Where cancer is in your chart could show where you’re especially guarded and trying to protect your sensitivity.
To me Jupiter conjunct south node means you’ll reap benefits of good karma from a past life (or the effects of bad karma will be a lot in this lifetime but I saw this in obama’s chart and it’s a benefic planet so the first thing is what I thought of lol, he’s not a good guy but becoming the first black president of the us seems like a past life power play imo)
#sorry been super busy lately lol#but I’m back#astro observations#astro notes#astroblr#astro community#astrology#lilith astrology#venus#mars#8th house#12th house#5th house#4th house#11th house#Capricorn#cancer#Virgo#scorpio rising
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✰☮︎ pick a card ☮︎✰
What do you need to learn to become a better organizer / activist?
₊˚ʚᗢ₊˚✧゚for entertainment purposes only, and other disclaimers ✧˚ ༘ ⋆。♡˚
Organizing is a marathon, not a sprint. And luckily, we're already skilled, have a lifetime to learn more, and we have many talents to support us. What are the skills you're refining and the lessons you're learning, right now?
spread: Glenda's Guidance // decks: Tarot of the Divine
Pile 1 → Pile 2 → Pile 3
Inhale, exhale 3x, pick
✯✯ patreon ✯ free readings ✯ masterpost ✯✯
Pile 1
What skills and knowledge do you have right now?
Ace of Swords - You are the ideas person! You're excellent at immediately imagining new methods of achieving goals, coming up with new plans, and figuring out ways to solve seemingly impossible problems. Problems and sticky situations feel like a fun puzzle to you, so it's sometimes hard for you to realize this is something that feels difficult for other people. Just because this skill is a given talent of yours doesn't mean you should write it off as "nothing" or "no big deal". This is what makes you an important person to have around.
What do you struggle with, or have questions about?
Justice, reversed - You deeply struggle with the existence of unfairness in the world. Not just on a systemic level, but in personal relationships too. You care greatly about making sure interpersonal dynamics remain fair, or become fair, in your activist / organizing circles. Being misunderstood probably feels extremely painful for you. Luckily, there are a lot of resources on how to handle this, as many people have experienced the same thing. On the larger scale, it feels hard not to let doomerism get the best of you, because the injustice's magnitude is enormous. I recommend you learn about Revolutionary Optimism (how to have faith that good will come, even if you don't live to see it blossom).
How can you improve or learn?
2 of Swords - Learning how to sit with hard things, and difficult choices to make, will help you a lot. You might be used to making quick, sometimes impulsive, decisions based on your analytical skills. Unfortunately, there are times that bashing our way through problems creates more problems. How often do you connect with your feelings or intuition? Do you know what it feels like to do that? Doing exercises to connect with this neglected (intentionally or not) side of you will help you analyze and intellectualize the situation much better. When this skill is strong, hard choices will still be hard, but they'll be manageable with your new found strength.
A song for you (randomly shuffled): click me 🎶
🦢 ♥︎ much love - Glenda ♥︎ 🦢
♣︎★ mutual aid disaster relief - worldwide mask bloc - aid for Palestine, Sudan and Congo ★♠︎
Pile 2
What skills and knowledge do you have right now?
6 of Pentacles, reversed - You have a very sensitive bullshit radar for abuses of power, greed, scams, extortion, manipulation, and when innocent, gullible people are being preyed upon. You might feel sometimes like you see negativity everywhere, and maybe you can be too quick to judge. Nope. It's a very good thing you see what you see. You're a protector. You see when "good deeds" aren't that at all. Sure, monsters aren't everywhere, and a yellow flag might not escalate to a red flag. But keep observing in non-judgement and trust your intuition. Bring up proposals to prevent abuses when you can in your organizing meetings when you sense something is off.
What do you struggle with, or have questions about?
7 of Pentacles - You seem to struggle with patience, sacrifice, and perseverance. When you don't see results quickly enough, you feel an impulse to scrap it all and start fresh. You love the sense of accomplishment you feel like you see results. Well, if you want a big result, you need to put in a big effort. What might help is the fact that small wins are wins, and worth celebrating (even if it's something unconventional to celebrate). As an example, would you give up on your garden because your seeds didn't sprout immediately? Or grow fast enough? Or flower and fruit when you wanted them to? No. You'd keep working in your garden, checking on your plants and watering them. You could keep a little record or tally of what you do, and celebrate your work weekly or monthly. Depending on the sensitivity of your work, how you record it, what you record, and where you record is up to you (I am not giving legal advise - your choices and actions are your responsibility - edit: and please only do what feels safe for you and others). Whether or not you record or track or tally anything, celebrate and encourage yourself regularly. I only recommended tracking progress because it can help it to see evidence of your work when it feels like you’re stuck spinning your tires. Maybe you’ll think of a better method.
How can you improve or learn?
Hanged Man, reversed- Let go of your attachment to "should's". This belief isn't helping you or others. It's 100% okay and valid to be frustrated, but emotions have to move, they can't stay stuck. Whatever is frustrating you or stalling the momentum of your group's actions probably isn't going to change because you believe things shouldn't be this way, people should work differently, and things should be done differently. Surrender to the moment, and exhale. Exhale again. This peace will light the way forward, and you will know what to do. And the other great thing? You'll have the energy to move forward too (because you didn't waste it being so angry at being stuck). Breakthroughs come in stillness.
the Star - While I was shuffling, a card immediately jumped out of the deck. I put it back in case it wanted to come back up in one of these answers. It didn't, so I'm treating it as a bonus guidance message: Peace is coming back to you (if it hasn't already returned). You have a new sense of connection with yourself and who you are. You are loved, you are divine, you are always connected to Goodness, just like we all are (it's up to each of us to recognize it). You are as deserving as everyone else. Your hope and faith is being restored after massive trials and difficulties you've experienced. You'll feel a profound connection with Oneness. With this, you will experience many blessings and realize that things bigger than you can imagine are actually possible - this will give you a humbling gratitude. This is a new side of yourself you might be meeting for the first time, or a re-connection with who you were when you were innocent. It's safe to live in this new way, you know how to protect yourself.
A song for you (randomly shuffled): click me 🎶
🦢 ♥︎ much love - Glenda ♥︎ 🦢
♣︎★ mutual aid disaster relief - worldwide mask bloc - aid for Palestine, Sudan and Congo ★♠︎
Pile 3
What skills and knowledge do you have right now?
the Hermit - You are deeply connected with your intuition and own inner guiding light. You do not let the distractions and fears of the outside world and social media get to you. You focus on your work, your exercises, and your studies of theory, history, and everything else you're curious about. This discipline is a blessing, and other people might find relief and reprieve just being around you because you're calm and focused. You know your values and stand firm in your integrity. You make sure to avoid activities, people, and spaces that you know will tempt you to reject your values, or succumb to peer pressure. I connect with this personally: when I spend too much time with my rich family, I start to see poor people as beneath me, and anyone different from me as "other" - I limit my time with them so I don't change for the worse. Back to you, you find that others come to you to learn, and you might get confused because you feel there's nothing for you to teach them. You can't teach them how to find the answers, values, and guidance that is naturally inside themselves, because it's for them to learn. Well, you showing people that lesson by your example and sharing your practices will blow their minds. This simple way you live has a bigger positive impact you can imagine. Of course, don't let that get to your head ;) If you do, all that wisdom will be gone.
What do you struggle with, or have questions about?
the Emporer, reversed - You struggle with witnessing leaders be horrible and cruel beyond description. What can we do when people like this have so much power? You also struggle with how pervasive patriarchy and colonialism is, and how it warps peoples minds into accepting or doing evil deeds. I'm just one person and definitely don't have all the answers. An answer that helps me is that we can do much more than we realize, and our impacts are greater than we'll ever know. When we focus on empowering ourselves, meeting people where they're at, and helping others get in touch with their own agency, power, and autonomy, "all power to all the people" is that much closer to becoming reality. Just because someone has very little and needs help, doesn't mean they don't have help to give. That's the beauty of mutual aid. Our connection with each other gives us strength mightier than kings.
How can you improve or learn?
King of Wands and the Fool, both reversed - Deep down, you're a passionate person who probably harbors a lot of anger, or tries desperately to avoid it. Learning how to manage your anger means learning how to express it, not keeping it locked in tight. You many have had outbursts in the past, or have a history of being extremely controlling. Seeing how this harmed others probably made you want to never let it out again. Well, sometimes the passion and anger of others is healing, when expressed in a productive way. And it's a simple fact that leaders are needed. Learn what it means to express anger in a healthy way, and how to be a leader who remains open to good outcomes being what you don't expect, and treats everyone as equals. Read about what leadership is in horizontal power structures. Therapy, Stoicism, and Taoism might also be helpful for you. If you're confused about the Stoicism recommendation, I understand, and recommend the Rev Left podcast episode on it to help you know why I recommend it to you.
A song for you (randomly shuffled): click me 🎶
🦢 ♥︎ much love - Glenda ♥︎ 🦢
♣︎★ mutual aid disaster relief - worldwide mask bloc - aid for Palestine, Sudan and Congo ★♠︎
header image: uncredited pinterest pic // pictures: uncredited pinterest pics // dividers: I lost the link, let me know if you made them and I'll credit you // I do not consent to my writing, blog’s likeness, or anything associated with my work, to be used to teach any machine learning software and artificial intelligence for any purpose.
#glenda’s guidance#glendasguidance#tarotblr#tarot#witchblr#astrology#paganblr#wiccablr#activism#organizing#protest#mutual aid#trying to think of other tags that this post hopefully won't clog up or be a distraction for and how many I can fit in here#solidarity#queer community#disabled community#pro choice#pick a card reading#pick a card#spiritual journey#spirituality#social justice#blm movement#acab1312#climate justice#indigenous rights#trans rights#immigrant rights#workers rights#feminism
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