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I have so many thoughts about jengpat this week and none of them articulate enough to make anything of.
Other than saying that while I agree that the pacing is weird this episode, I also think it is kind of the point. At least partially.
I think it’s meant to throw us off but also show us that whole time has passed, Jeng and Pat are not paying attention to that or anything else really as they get more and more lost in their happiness and more sloppy in their attempts to hide it.
The two rushed into things, knowing and not caring that nothing has been resolved because the metaphorical damn finally broke and they didn’t want to try holding back anymore. They just wanted to be together and happy.
In other words, I think the two finally pulled their heads out of their asses and proceeded to shove them into the sand. At least until Pat had no choice but to deal with it since he will have more of the fall out.
Meanwhile Jeng wants to put it off, not because he doesn’t care or doesn’t love Pat but because he’s been through something similar before. I think the reason he left last time was because of love. I don’t think the person he dated worked with him, but the rumours and the way his uncle/the board are treating this. Like they’ve been through this before, like they’re disappointed all over again because Jeng didn’t learn his lesson and didn’t learn how to not be gay while he was gone. I genuinely think the root, at least for his dad and his uncle, had less to with him dating someone in his department and more to do with the fact that Pat is a guy. Hence Jeng’s attempt to hide it and not think about it and to assure his uncle that it’s just rumours. He wants to protect Pat from his family but forgets to protect Pat from his employees. Not in purpose but by accident because he focused on the people who will hurt them the most, his family.
#step by step#step by step the series#jengpat#patjeng#step by step spec#i’m not gonna call it meta#mostly just because it’s my own thoughts#not really analysis or anything#i’m leaving that to the professionals haha#cap watches step by step#cap speaks
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celebrimbor pointing out the imperfection in sauron's fabricated reality, as both of them match in skills as a creator. sauron can craft the most appealing illusion in the entire world, but celebrimbor will always sees right through the deception, due to sauron's need for order. the reality he crafted is perfect. too perfect. nothing in this world is perfect. the patterns of the mouse, and the candle is the flaw within his works. celebrimbor merely critiques it.
#the rings of power#rings of power#trop#rop#trop meta#rop meta#silvergifting#annatar#sauron#mairon#celebrimbor#telperinquar#please I AM SO BACK. more analysis coming right up!#what is that...? about how sauron can't hide anything from him..? yeah#he's a the lord of the forge#the best one in middle earth#out of many characters that can see through the weird reality bending is him#as a celebrimbor fan i am so fucking happy they show how smart he really is
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Something something. Making Solas a liar in Veilguard actively brings back a problem they fixed working on Inquisition.
On December 20 2019 VGS posted an interview with Trick Weekes about their work on Solas. This whole sentence is a link so its large enough for mobile but also disclaimer this is before they changed their name so deadname warning.
Here's a transcription I found here which is where i took the screenshots above. Since I know not everyone has 40 minutes to listen to an online radio interview.
I however highlighted the main point since most of you are not reading the screenshots anyway but skimming through. Rant under Read-more. Also bc i try to not be too negative on people's dashs but also i wanna ramble some more.
"But he lied a lot more. And it really weakened his character."
You can tell this happened during the game. Solas lies only once within Inquisition. He says something he can't be vague about and you push him so he lies, badly. He usually tells the truth vaguely. Typically Solas lies no more than Blackwall.
I fully believe that if in Inquisition your inquisitor figured out that Solas was Fen’harel and asked him bluntly to his face he'd confess. He might even be impressed. But why would you ever start to think that. No one assumes that their coworker is actually Poseidon regardless of how much they love the beach and ocean.
He hides in your expectations.
You can't ask him about being an ancient elf or being Fen'harel of myth because those aren't very probable. They're astronomically low to be truth within that universe. And outside, no one finished DA2 and went i wonder if one of our next companions is the Dread Wolf. Sera said, impossible things can't be surprises. He doesn't have to lie so when the truth comes out it's becomes obvious on a second playthrough.
They then actively bring back a problem they fixed in Inquisitions development. That they were open about fixing. That having a character that outright lies to you makes you have no intention of even hearing out the character. It retroactively undercuts Inquisition bc i see people trying to find Solas' lies in it when they aren't going to find any beyond the court intrigue.
It undercuts any lore we do get from Solas bc people dismiss it outright as being a lie from Mr "I abhor blood magic". I feel like shaking people's shoulders like no, dont do it.
They retconned him guys i have proof from 2019.
And its like if you hate Solas is this even satisfying? Like that's not Solas. His motivations are gone (that's a whole other post) and so is his core personality trait. It's like they went here's the Dreadwolf but during the ten years they replaced the smug asshole who was insufferably right with a 20 yo senior chihuahua that doesnt have any teeth.
My favorite villains are those that tell the truth. Because nothing hurts more than the truth. Can you imagine if he told you the truth. If he told you horrible things that you dismissed as lies to only be true. Wouldn't Varric’s death have more weight if he told you Varric was dead only for you - for everyone - to see him in the Lighthouse. If it was a spirit who took his shape to help you or even because it saw something worth reflecting in your memories.
So you dismiss him until it's revealed near the end oh he was telling the truth and you have an oh shit maybe he was right about other things but its too late to try and stop any of the truths he told you which could be from allies/companions betraying to stuff about Ghilan'nain and Elgarnan.
Like the only way to redeem Solas was to listen to him and by going out of your way to address problems he sees and you can find the alternative to tearing down the Veil by a series a little puzzle pieces throughout the game.
Have it be he will only listen to you if you listen to him. That he'll reject your other solution bc why the hell would he trust you if you couldnt extend the same.
Like Solas couldve been a great villian and he should've been great for both the haters and those that liked him. Not only the romance but for those who became his friend. Like i keep coming back to if i hated Solas would i be satisfied with Veilguard.
And the answer is no because that isnt Solas.
Tricking him has no weight bc he's an idiot in Veilguard like not even in the ending bc doesn't notice you switch the dagger around like right in front of him but none of his actions make sense. Ppl have mentioned the regret prison makes no sense for Elgarnan and Ghilan'nain bc they don't have regrets.
Attacking Solas has no weight because he literally needs the shit kicked out of him by a dragon for it to even begin to work. They literally need him to be at deaths door before its realistic that Rook could take him in a fight.
Redeem has no weight bc of the massive retcons to his motivations. They had to retcon the post credits scene bc even if Flemythal went hey i don't want you to do this Dai Solas wouldve went okay but that doesnt solve my other problems with the veil including the corruption of spirits and the fact its in literal shambles so i guess is still coming down.
I'm just disappointed. By the end of Trespasser they had a great villian and they just tossed it to the side and reverted him and people are arguing about a character who's sole defining trait in Veilguard is a problem they solved before Inquisition launched.
Basically we can sum it up with a screenshot.
#veilguard critical#solas analysis#datv critical#a bit#its more veilguard disappointment#but that's not as catchy#TIM in me 3 is a better enemy than solas#no i will not elaborate#and its like i love things about Veilguard#choosing gender and pronouns and having it matter within the game should be the standard for character creation games like this#and also how ur character feels about themselves#i don't even use it and i truly believe it's that groundbreaking and great#I remember being so excited pre launch like yeah you can really dig deep into your rook and what else could they use this flesh out your pc#feel free to use any speculation for fics like the varric thing#did alt text for the first time lemme know if i need to change anything
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it is completely understandable to be uncomfortable with the sexual assault in dandadan. it's important to discuss how it's framed, whether it's handled poorly, or if it could be been portrayed better. but the number of people - even fans - stating that it is only fanservice, irrelevant, or could be removed is frankly bizarre to for SO many reasons, starting with the fact that this parallel exists.
the anime made it even more obvious by interpolating cuts from the first scene into the second one.
i thought this scene showed that momo gaining her powers by believing in her relationship with her grandmother gives her the strength to fight back against what is basically a horrific, much more aggressive and abstract (maybe even absurd?) representation of her shitty gross ex - who was demanding she 'put out' and pay for the love hotel in very first scene.
while the escalation from one scene to the next is surprising, it's not something that comes out of nowhere. this first scene is meant to be a set-up to what will happen later. it sets the tone, though significantly more lighthearted at this point. it tells you that sex, sexuality, etc. is something dandadan will touch on - though you don't know what the scope and depth will be until later in the chapter.
i cannot recommend this video enough, as it discusses some interesting interpretations of what the serpoians and turbo granny represent in their respective assault scenes, as well as how right now the treatment of both scenes is unfortunately uneven.
more notes about plot and thematic relevance below the cut. spoilers for anime-onlies (up to chapter 8, will probably be covered in episodes 4/5).
momo was assaulted, and almost cut up by the serpoians, much like the other victims turbo granny appeared around. this is an intentional parallel. turbo granny goes to momo because that is what she does. again, SUPER unclear how that factors into turbo granny's assault of ken, but if we keep the video's interpretation of cynicism in mind, it could be related to that; maybe turbo granny has a cynicism toward men - similar to momo in chapter/episode 1 - and this is why she chose to attack ken. unfortunately, it's still too early to really understand and explain a lot of her motivations.
again, completely understandable to not like how the sexual assault was handled or portrayed, and it's important to keep discussing it. but this is what dandadan does for many different types of trauma and difficult life experiences. this is a huge part of dandadan's identity. if you don't like it, that is fine, but calling the sexual assault 'just fan service' is blatantly untrue.
#dandadan#L.txt#long post#dandadan analysis#< i guess? 😭#discussdadan#sorry for this kinda sloppy post but i need it out bc i feel like im losing my mind#this is not even ''''''''''a defense''''''''''' of the s/a i think it's really important to discuss framing/handling/etc etc#but some of the discourse arising from the first episode is maddening and is thoroughly not helped by ppl being weird/assholes abt it#you dont ''''''have to like it'''''' (< what does that even mean??) or keep reading it or literally anything#this is just a basic 'please engage w the text'
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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I dont know where you people are finding or trusting (!!) places like Chuang or Lausan but come on.
1. pieces using terminology like authoritarianism or totalitarianism should at least give you some skepticism, if not in taking them seriously, then at least in having some understanding of how those terms are positioned geopolitics, eg, western imperialist motives in smearing their enemies who have the most power and ability and organization in fighting back.
2. theyre very purposefully unclear in their exact positions or affiliations. say, their funding for operations - especially when it's not just one guy and clearly they're not asking for viewer/follower support. they may (supposedly) seek collaboration with indigenous and anti-imperialist groups and then turn around and either insinuate or openly call china imperialist. unserious. and then have the gall to say they support a revolutionary global leftism
#I'm not saying theyre backed by US feds or the western NGO-sphere but... look. anti-china angles have been getting funneled money#at this point in time I'm just kind of done with vague 'leftist' groups generally speaking.#if u put 'revolutionary' anywhere near your mouth. then get serious.#in contrast to these groups like chuangcn or lausanhk who have been relatively prolific in recent years#qiao collective really slowed down and didn't post anything in 2023 and I was so worried it would go dark like thechinawiki.com#which was (apparently) just run by One Person#sinophobia machine go brr#sinophobia#chen yells at clouds. more at 10#media matters#gonna keep my original tags on this. but I must add more:#after some digging & analysis I believe chuangcn to be part of the human rights industry-NGO ecosystem backed by US hegemony
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you know what I want to add a little bit more to that post. Mostly about the "Mel got removed from Jayce and finally became her own character" bit.
I fear my first reblog hasn't really captured the spirit of that yet. We get to know Mel in the second episode of season 1 and her first scene shows us how calculating and smart she is. She is also very aloof in this scene, not even acknowledging the person handing her the puzzles. Her conversation with Elora, while still showing some sort of relationship, is also distanced. She talks about her riches and how she is "still the poorest medarda" despite being the richest person in Piltover.
So what this tells us is this:
She is alone. In her family she seems to be the odd one out. She thinks herself to be standing in the shadow of her family (=mother though we only find that out in episode 8 of season 1). In short this basically tells us a contradiction. While everything they already gave us at this point in the show tells us she is incredible, smart, knowledgeable etc, she sells herself short.
When Mel talks to her mother about her banishment it isn't just a conversation, it explains to us who Mel is and why she is that way. It tells us that in a way she is self conscious and hides herself away. This is the starting point of her character, keep that in mind.
Ok, that brings us to my next point. How she used that childrens toy to her advantage. Again, smart as fuck. Had she not done this, then Jayce would have been banished. There were 4 votes against 3 meaning gaining that one vote changed the fate of Jayce, literally. She didn't find Jayce interesting as a person but as an investment during this time though. Nothing about him influenced any of her decisions, especially not here. She chose to give away that toy and she chose to vote against Jayce's banishment.
The look Mel and Jayce give each other after Jayce and Viktor found their way to Hextech also already spoke volumes. They obviously had the hots for each other and like good for them, lmao. After the timejump their relationship has shifted as well. While she still obviously sees the investment, she now also sees him as a person, too. They are extremely comfortable with each other.
Now after Jayce didn't show their newest Hextech project? She did walk away but that also gave us something:
She very obviously isn't resentful. That is also seen in how, while rightfully being annoyed, she immediately gets why Jayce left after their night together. Her giving Jayce the position in the council ALSO wasn't cause she loved him but for political reasons. That, again, tells us another thing about her:
She can clearly separate work and home life.
All of this, while maybe including Jayce, are of her own character and not because of someone else. We see her acting in the council too, and that's also interesting. Because while some others like Salo seem to be ready to jump around and scream, she never does. She waits, calculates, listens and then offers her voice. She is never holding back but she also doesn't just react crazy. Not once. Not after the explosion happens in act 1 of season 1, not when Jayce talks about Magic, not when Vi is in the council with Caitlyn, not even in the end of season 1 when Jayce proposes the peace treaty with Zaun. None of this is linked to Jayce or because of Jayce. She just is her own character.
And then season 1 did something incredibly fascinating. Now they actually introduced a character Mel seems to have some dependency to. Her mother; Ambessa Medarda. It's reluctant and it's awkward and it strengthens her character very much.
At this point in the story the love between Jayce and her is already blossoming, it's after their sex scene. Their relationship doesn't influence any of her other decisions, she doesn't suddenly act differently to before or becomes dependent on Jayce. If anything it, again, strengthens her.
When in the beginning we saw her as thinking she is standing in her mothers shadow, she now steps into the light when she steps up and calls out Ambessa. When she lets go of the weight of family holding her down to vote for peace, it also shows how she's grown. She isn't distanced anymore, nor is she someone who stills sees herself in her mothers shadow. Her character went from incredible with an arc before her to that arc being masterfully concluded. And that happened WITH Jayce and not BECAUSE of Jayce. When in the beginning she was aloof, distanced and calculating, in the end she was ready to show herself to Jayce, be herself and be caring. She wasn't distanced and gave Jayce a look into her life (telling him about her family after he told her about his troubles).
She was still very smart but also let herself be emotional about a decision, she gave away the weight of her family and left the shadow it cast over her completely.
Anyways yeah just wanted to talk more about Mel. Because she was nothing but very interesting in season 1 and saying she just now got interesting after not being with Jayce rubbed me the wrong way whoops
#oopsie#i just really hate how people act like she didnt have anything going in season 1#like no#arcane#arcane season 1#arcane season 2#character analysis#character development#analysis#relationship#character appreciation#mel medarda#ambessa medarda#jayce talis#meljay#viktor#jayvik#caitlyn kiramman#vi#i fear when i saw Im a lesbian about Mel it stands#because I am I LOVE her#crazy how that doesnt mean I have to be weird about it woah#lesbian#tagging this just because I can#giggles
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some thoughts on how lilia views love
I’ve been watching through the Stitch event and there’s a bit of dialogue Lilia says that unfortunately made me Think, so I wanted to gather my babblings here.
This post contains spoilers for: Book 7, Tsumsted Wonderland 2, Lost in the Book with Stitch, Spectral Soiree/Endless Halloween, and Tamashina Mina
After spending the day fighting off Gantu’s robots, scavenging for food, and exploring the island, the boys rest for a bit in an old cottage they found. Lilia wants to take the opportunity to spruce up the cottage and make it more resort-like while they’re enjoying this “vacation”, and Riddle and Jack are both surprised and a bit peeved to hear him say this.
Riddle: Don’t you want to find a way off this island as soon as possible, Lilia Senpai? Malleus Senpai, Silver, and Sebek… Everyone at Diasomnia must be worried sick about you right now. I should think you’d want to assuage their concerns a tad bit faster!
Lilia: …Thing is, I trust them.
Riddle: You trust them?
Lilia: Mm-hmm. Knowing them, no doubt they understand I’m safe and sound and having a good time right now. Malleus and the others know I’m not the type of guy who’d get in a pickle over something as trivial as this. And that’s because they know me very, very well – just like family!
(snipped)
Lilia: It’s truly wonderful having people in your life who trust you and wish the best for you - and for whom you do the same in return - no matter how far apart you may be.
When you take this dialogue and look at in isolation of this event, then it’s a wonderful thing to hear Lilia say. He trusts his boys and they trust him - because they’re family, and that’s what families do. It’s always great to hear the characters themselves acknowledge their strong bonds with each other, and I thought it was really cute how Stitch got so happy to hear Lilia talking about his Ohana.
But when you take what he said and consider the broader story of Twisted Wonderland (vignettes and events, included), and you consider other things he’s said and done in the past… This dialogue just hurts.
There’s been small moments here and there that made me think Lilia has kind of an unhealthy(?) or warped(?) view of love. I’m not sure what the best word for it is, but I’ve noticed that he doesn’t like people worrying over him, he doesn’t like emotional farewells/sappiness, and he really doesn’t like letting others see him when he’s weak. Additionally, he seems to value himself very little – he doesn’t think people would be worried about him if he were in danger, or that people would be happy getting pictures of him, or that his departure in Book 7 would hurt those around him so much. I’ll go ahead and put examples for each point so you all can understand better what I’m trying to say.
He doesn’t like people worrying about him
We can see this partly from the quote this whole post is based on, as well as from Book 7.
Based on his conversation with Riddle, Lilia’s way of thinking appears to be:
If someone trusts me -> that means they wouldn’t worry about me
As well as:
If someone worries about me -> that means they don’t trust me
But we do worry about the people we love and care about, don’t we? We worry about our spouses getting home safely from a business trip, and our kids making friends at school, and our friends acing the interview they’ve been practicing for because we love them, don’t we? And because we want the best for them. But it doesn’t seem like Lilia thinks the same way.
And to add onto this point, it’s very clear the boys do worry about Lilia a lot, contrary to what Lilia claims. Due to Lilia’s departure, Malleus brought a snowstorm to the island in his sadness, Silver considered dropping out of school and leaving with his father, only to end up breaking down and crying in front of their crown prince of all people, and Sebek used his one wish to make Lilia be healthy and have him stay with Silver forever. They were all worried terribly about him in their own ways, but it doesn’t seem like Lilia ever noticed (or maybe he did, and just didn’t want to bring it up for some reason. Who knows.)
At any rate, he also gets mad (well, more like tsundere lol) at Silver when the boy was on the verge of tears after Lilia took a nasty hit for him. (I know this exchange occurred with General Vanrouge, and he was quite the asshole back then, but he’s still retained that dislike for people worrying over him.)
Lilia: Oh, would you quit it with the sniveling. I drank the potion, didn’t I? I just to rest for a little bit, and then I’ll be good as new.
He doesn’t like emotional farewells/sappiness
He exhibits his distaste of sappiness in Book 7 and the Welcome to Tsumsted Wonderland 2 event. In the latter, when everyone is saying goodbye to their tsums, he mentions he doesn’t like the gloomy atmosphere. He wants goodbyes to be happy (and most likely, free of any emotional weight). The same can be said in Book 7, when he wholeheartedly agrees to the going away party the students wanted to put on for him, as well as when Silver mentions his father had wanted them all to send him off with a smile. I’m not sure if Lilia just doesn’t enjoy people getting serious with their emotions towards him, or if he doesn’t like seeing it in general. It gives me Macho Man (tm) vibes, kind of? Like, “don’t let people see you cry and feel sad because then you look weak” kind of thing but idk.
Lilia: Farewells are certainly sorrowful, but I hate leaving things on such a gloomy note. Let’s keep our chins up until the end. Tsum, your ability to surprise others was exceptional, and you made today so much fun. So long!
He really doesn’t like letting others see him when he’s weak
There’s still a lot of loose ends to be resolved in Book 7, one of them being the full extent of Lilia’s motives for wanting to leave so suddenly. It does seem to be he’s telling the truth that his magic ran out early, since he couldn’t muster up enough strength to fight back against Malleus when he was about to Overblot, but we don’t know if the real reason for that is just because he “went a little to wild” in his youth, like he claimed, or if something else caused his magic to deplete so prematurely. But we did hear him reveal a little bit of his motives when he was talking to Floyd at the party.
Floyd was dismayed he never got a chance to fight Lilia, and he wished he could’ve seen Lilia go all out at least once. When he asks Lilia why he’s dropping out, Lilia says under his breathe that he didn’t want “them” to see him so weak.
Lilia (whispering to himself): …It’s because I didn’t want them to see me so feeble.
Regardless of why his magic ran out and why he wants to go the Land of Red Dragons of all places, we know part of the reason for his departure is because he doesn’t want Malleus and the others to see how far he’d fallen from his former military glory. (sidebar: I have a feeling he thought he’d be a burden on Silver and co. with him losing his magic, and he was trying to leave so quickly to escape his shame towards his rapid loss of strength and independence (I imagine since he’s a magical being who comes from a country that runs on magic, him losing his powers must feel very isolating and limiting, like he’s lost a lot of the control he used to have over his own life).)
He doesn’t think people would be worried about him if he were in danger
In Endless Halloween/Spectral Soiree, Lilia was surprised by how much Silver and the others had been worrying about him and Malleus when they disappeared. Interestingly, even though Lilia is the one that Silver was the most relieved to see (it’s hard to tell with the live 2d models, but it looked like he went up to hug? Lilia and Lilia slapped his hand away), Lilia later says “I didn’t think you’d be so worried about us.” (referring to himself and the others involved with the party shenanigans).
(I am aware they changed this line to “I didn’t think you’d be so worried about me” In TWST EN, but I’m just focusing on the JP version).
I just found it weird that even though Silver was very clearly worried about Lilia the most, Lilia kind of redirected Silver’s concern over from “Lilia” to “Lilia and everyone else”. Did it make him uncomfortable to hear Silver was that worried about him? I’m not sure, but it just stood out to me as being a little strange how he responded, and how surprised he was that his own son would get worried about him suddenly disappearing.
He didn’t think people would be happy getting pictures of him
At the end of Lilia’s Tamashina Mina vignette, Yuu stops by Diasomnia to give him some photos he’d taken of Lilia on their trip, and Sebek, Silver, and Malleus are delighted to see them, since it’s not often they get to see photos of Lilia. Lilia is surprised at how happy they are to receive those pictures of himself. But why wouldn’t they be happy? They love him and treasure him dearly, of course they’d be overjoyed to have pictures of him to remember him by. It’s like he thought they wouldn’t care about him that much, which is really bizarre, considering the whole “even if we’re not related by blood we’re still family” thing he told Malleus before.
Lilia: To think, you’d all be so delighted just to see some pictures of me. I never would’ve imagined you’d all react like this.
He didn’t think his departure in Book 7 would hurt those around him so much
This relates back to what I mentioned in the first point, but there’s one scene that demonstrates this perfectly.
After Silver breaks down in front of Malleus, Malleus teleports both of them to Lilia’s going away party. All eyes should have been on Malleus with how strangely he was acting, but the first thing Lilia honed in on was that Silver had been crying. And not only that, but Lilia looked surprised that Silver had been crying. And why wouldn’t he cry? The one person who formed Silver’s entire world and sun and stars was about to leave him and go die all by himself on the other side of the planet. There is no reason Lilia should’ve been surprised at Silver’s tears, yet he was. And I gather that’s because he never thought the boy could ever possibly want to choose to stay by his side, to choose him over all the hopes and dreams he’d burdened on the poor child from the moment he could walk, to choose him over his real friends and his real family members.
I hope when Lilia “wakes up” from his dream, the first he does is ask Silver what he’d been crying about back at the party. And I pray to god they will actually talk things out and Lilia will finally apologize for how much of a complete idiot he’s been acting.
My headache’s coming back so to wrap this up quickly, my current understanding of Lilia Vanrouge is that he either doesn’t realize just how loved and cherished he is by his family members, or that he does realize it and just pretends not to. If it’s the latter, which is what I personally lean towards, I think he does this as a means to protect himself.
He’s already lost so many of his loved ones, and he very well may be putting up these walls around his heart and pushing away the people who love him just so he doesn’t have to get hurt again. We don’t know how he became an orphan, but his birth family either gave him up or passed away and left him behind. Even when Queen Maleficia took him in, he was always made the scapegoat for the princess’s schemes, and it sounded like he was brought up more as Levan and Mallenoa’s inferior than their equal. And then war struck their nation. And then his one best friend went missing and the other one probably gave up her life trying to protect the very child who'd go on to shatter the ice surrounding his wounded heart.
Perhaps with Malleus and Silver and Sebek now, he thought his best option would be to exit their lives before they had a chance to do the same to him, because he knew they would do the same to him. Everyone does.
As a final note, I still keep going to back to what he said in Cater’s Halloween vignette. I think this one line sums up his views of love better than I ever could:
“But the more precious a bond is, the more pain it can inflict.”
(source)
#lilia vanrouge#twst silver#twst theory#twst#twisted wonderland#twst spoilers#twst analysis#not really a theory or anything more like its just me babbling but yeah
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mel mellohiizz............ can i beg for uu!parrot and uu!clownpierce art
i love the parallels between them, it's so fun to think about
#☆ request .#☆ my art .#unstable universe#parrotx2#clownpierce#also yes its lyrics from scylla from epic the musical#rewatched some parts of the episode recently#and i find the parallels and comparison very fun because i personally think they were both right#they are the same but they also aren't at the same time#it's a little complicated#parrot is just less unhinged and doesn't kill people#(yet /j)#i can do so much character study if someone kicks me to write again#would you guys think im insane if i start dropping character analysis posts?#idk if i will but that used to be another thing i really enjoyed doing#i used to write fanfiction too but i have not written anything in like two years i think#okay im done yapping
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hmmm. thinking about how veilguard seems to subscribe more to the more traditional "video game as personal power fulfillment fantasy of heroism" than any other dragon age game, except perhaps origins, though origins does it more artfully.
#da2 certainly is not a power fulfillment fantasy#and inquisition seems like it could be on the surface#but under that surface is the horror of how power corrupts#and rots you from the inside and steals everything from you even yourself#maybe thats not true for a trevelyan#but inquisition at least has the opportunity to be played as either#depending on how the world treats your character as someone they are comfortable with having power#or not#which is a commentary in itself#origins idk#it has never stuck with me the way the other 2 games did so someone else will have to do that analysis#but veilguard is sooooooo hero fantasy fulfillment in comparison#you win in the end#nothing bad ever really happens to you at all#you tell everyone what to do and they listen and love you for it#no one blames you for anything ever#you are always right#you save the day!#compare that to leandra telling hawke their baby brother/sisters gruesome death is their fault#like JHERGJKHERGKJHREG#anyway its not necessarily a bad thing#but its a very... traditional#video game narrative path#that i dont think most of us were expecting or interested in#from a franchise who has deconstructed such things in the past#veilguard critical#mine
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Okay, so here's the thing. Of all the criticisms you could have for Iroh as a character (his redemption arc happening mostly off-screen is not great; him leaving Zuko to open a tea shop in the city he tried to invade was arrogant and stupid on so many levels; his potential collaboration with the Rough Rhinos needs to be addressed) his relationship with Azula doesn't even make the list.
His big crimes against her were getting her the wrong gift and saying she was crazy and needed to go down- after she tried (and almost succeeded) to murder him. And Zuko. She was aiming to kill both times. To decide you hate someone because they got you the wrong gift is wild. And to be fair, Azula didn't do that. She hated Iroh because Ozai hated him. That happened well before he sent her a doll. There's nothing Iroh could have sent her that would've made her not hate him.
Also, to reiterate, it's entirely possible that the last time Iroh spent any real time with his niece, she did like dolls. We don't get to see much of Iroh's perspective on his pre-ATLA relationships with his family. But even if she never liked dolls, jumping right to mortal hatred of anyone over an ill-thought out gift- especially if you weren't particularly close to that person- is an insane leap. Which, again, is not what Azula did. If Iroh had sent her a knife like Zuko's, it still wouldn't have been good enough, because she didn't like Iroh.
#atla#anti azula#it's really not#it's more#azula analysis#than anything#it's not anti to point out when a villain is being a villain
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Okay now that I've reblogged that one post...
Holy shit
Like, please understand me. This is how I already interpreted these relationships after reading Journal 3 but like
Wow Ford really was in a weird kinda complicated gay situationship with Bill and Fiddleford, huh? When he's all alone on Christmas in tbob he's all like "Oh yeah haha of course...of course. You have. Yeah. You have a wife, F. How could I expect you not to leave. I am totally not secretly hoping you'll turn around and come back to me, or that you'll even bring your family back here if you have to so I can see you. I'd retreat to my dreams but I haven't seen my muse in weeks and I miss him so badly. I'm so alone"
He and Fiddleford aren't even dating but it's hard not to get the light impression that this situationship is such that Ford kinda treats Bill like his comfort triangle from his head and dreams and Fiddleford like his comfort best friend in his lab. Like he's sad on Christmas that his boyfriends left him alone, you know? Of course it's definitely more complicated than just that, but they are dear companions to him
Or when Bill finally comes back and Ford is pissed
"You return now? After all of that, after me missing you so badly, almost dying, wondering if I'd dreamed it all up. You return now like it was no biggie? Did you ever mean the things you said? Did you not find some other scientist or some other big brain to talk up? Have you found someone else? Another partner?"
And then Bill, dodging the question was like "Funny you think I'm cheating on you as if you haven't been spending all that time with F. The side bitch. The third wheel. You've even considered telling him everything, even though you know he has second thoughts. Heh. A little birdie told me he dreams of shutting down the project even."
Leading Ford to be like "Aw hell how could I accuse my muse of such a terrible thing when I haven't been a saint. He's right! F has been much less motivated lately and I've just gotten so paranoid from the isolation. I'm so sorry for my baseless accusations."
I don't even have a lot to say I just love these three. Fiddleford put up with a lot of shit from Ford while also dealing with his own problems and trying to help him regardless, while Stanford saw him as a comfort and a good friend but ultimately someone who was of lesser mind than he and couldn't see things through his eyes, while Bill was in Stanford's corner actively making him worse and contributing to his isolation (trying to get him to drop Fiddleford and actively feeding his paranoia), while Stanford was seeing both relationships of his with stars in his eyes and rose tinted glasses because he refused to do some introspection
There's so much stuff that journal 3 and tbob added to the equation that's just bad/shitty all around. Can't believe Ford went through a double divorce/breakup despite not having ever been married (or, at least, despite not even officially dating them sorta)
The entire situation in the past is just tragic and hilarious and concerning all at once and that's what I like the portal trio for tbh
#gravity falls#tbob#the book of bill#fiddauthor#billford#journal 3#tbob spoilers#book of bill#book of bill spoilers#stanford pines#bill cipher#fiddleford mcgucket#i just be ramblin#for the record this post isn't really intended to be deep analysis or thought my brain is just running with thoughts after reading tbob#yesterday and I love them#there's just so much in that book#so much#And I think it's funny what Alex did making the situationship even more textual and honestly just adding more things in general that are#absolutely discourse starters#tbob is really good for character studying Bill and Ford#I don't have anything profound to say I just love the complexity and softness (at times) and toxicity of Bill/Ford/Fiddleford
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So after barely 2 hours, my perfectly respectful byler theory/analysis (didn't mention mileven badly even once) was taken down because it was apparently reported MULTIPLE TIMES on reddit.
Another byler helped me contest the report, so the post is back up for NOW..... But I seriously need people to help me fight this bs, because I'm sure it's at risk of being taken down again. Please upvote it if you can <3
LINK TO THE REDDIT POST
#byler#also i genuinely dont get upset about the hateful or rude comments they're replying with on the post#cause i know for a fact that they won't provide any evidence or arguments to actually make my analysis seem wrong#it'll just be a whole lot of “you're wrong” “you're delusional” “mileven is endgame” with NOTHING to really back it up#so yes i just want the post to stay up to make a point#cause i KNOW it will help plant little seed of doubt in their brains#no matter how much they deny it#because they clearly dont have anything solid to say im wrong#just that i AM#lolol
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monty and esther’s relationship is sooo interesting to me even if it doesn’t have lots of time to be explored. a kind of mother-son dynamic
like monty’s been esther’s crow for some time before we meet them only as her familiar but for a less than a week he’s human teen. he still works as her little helper but now there’s a boy in her house that she got at least a few clothes for from somewhere somehow. she doesn’t expect this to last long. he sleeps in his own room now and has a library card and talks back when she talks to him and has a genuine love for astrology. he still perches on chairs instead of sitting in them when he’s in the house and has black hair.
esther brought him into a human body and he blames her for all these human emotions he has to deal with. she takes him out of the world she gave him and it’s back to being a crow in a cage. he wants to be in love with edwin and for edwin to be in love with him back and he doesn’t want to follow esther’s plan to really kill him. he also has no one else to look up to, to follow, to learn from. he doesn’t want to make her mad because he knows the exact extent of what she can do to him and what she will do to him. he wants to make her proud, that he can capture edwin and charles.
esther wastes no time turning him back onto a crow if he fails her. she still has him come back home. he always does.
#dead boy detectives#esther finch#monty the crow#monty dbd#hello. can anyone hear me#does anyone care#is this anything even#scheduling for this to post when im asleep because#i am always so nervous making posts about interests i haven’t really talked abt here before#this is kinda a big old brain dump and no refinement but i just need to get this out there#also i am very nervous about posting any kind of analysis on anything ever
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A way too serious reading on Fire in the Sky focusing on Skyfire
The first impression we have of Skyfire is Starscreams vision of him. He says they were close friends before the war. Skyfire is portrayed as a representation of innocence, he is the last cybertronian to know what life was like before the war, and untouched by the horrors of it. When the actual Skyfire is revived, he is in the future in the middle of a war, where for him, he was just a while ago he was a civilian scientist. He knows that this isn’t Cybertron, subconsciously or not, he is essentially trapped with the Decepticons, and with Starscream, who despite saying they are close friends, Skyfire treats Starscream more like an acquaintance. However, Starscream is the only thing that he has left from his old life, so he would naturally stick with him
It doesn’t take long for Starscream to establish control over Skyfire. Starscream who not only has a ranking superiority over Skyfire, but in life experience. He is 5 million years older, most of which was spent as a warrior, and as the second in command. He tells him that he will make Skyfire his second in command once he takes over. Skyfire thanks him, telling him that he will give Starscream credit. It makes you wonder if this is what their relationship was like before the war, if Starscream believes that being close friends means that someone is willing to be subservient to you.
Then his first encounter with the Autobots. This is where Skyfire is alone, and you can see his actual personality, albeit still under the manipulations of the Decepticons. They engage in combat but stop when Spike and Sparkplug are in danger. When Skyfire goes over to help them, he speaks very softly for the first time since his reactivation. A gentleness for organisms that shows his true calling as a scientist. He then tells them the lies that he was told, showing he does genuinely believe in what Megatron and Starscream told him, like he looks up to his superiors.
So, when Skyfire raises a protest to the treatment of the humans, Megatron warns him that he’s stepping out of line, but it was Starscream who tightens his leash. not hesitating to shoot his hand as a punishment. Starscream should know how Skyfire should love organics, but maybe he saw this as an opportunity to taint Skyfire even more. Skyfire was shocked but not to Starscream shooting him, but to why they wanted to harm the humans. He does not question being shot by Starscream at all, filling in a picture of them before the war even more. Skyfire had also said that these humans were his friends, despite most of their very brief meetings being the humans terrified of him. This also makes you think if Skyfire before had any real friends other then Starscream.
When cornering a group of Autobots, Starscream said that the years under the ice had diminished his loyalty coefficient. And once again you wonder, ‘how did Starscream treat Skyfire before??’
Even after acknowledging their old friendship, the moment Skyfire refuses Starscream, he once again, does not hesitate to shoot Skyfire for being ‘wrong’, the Autobots look on in horror for Skyfire, Ratchet and Hound even saying something about it before getting destroyed -in Skyfires eyes- by Starscream, who steps on him before walking off. Another display of establishing his control. In the very short time that he’s been reactivated, Starscream has already shot Skyfire twice for miniscule ‘mistakes’ and Skyfire doesn’t even question why he was punished so harshly by being shot, only thinking of others.
Ratchet fixes up Skyfire the best he can after revealing that they are functioning they get interrupted by Starscream who orders his trine to fire at will at the Autobots, not caring that they were fixing up Skyfire. Ratchet doesn’t leave Skyfires side, tugging at his hand and saying ‘I won’t leave you here’ before getting shot. Skyfire stirs, this is probably the kindest anyone has been to him after being frozen and losing everything he knows.
Skyfire does join the battle, on the side of the Autobots, finally seeing a way out from the Decepticon grasp, and literally throws Megatron away. He ends up fighting Starscream, who only a little while ago had such a positive view of Skyfire, is now willing to kill him permanently. It’s almost like he would rather have Skyfire dead then have a Skyfire who is alive, but does not fit the loyal subservient imaginary image he has of him in his mind.
Starscream has far more experience in battle and although they both crash, Starscream will show up next episode, totally fine. However for Skyfire, in his final moments, fires a blast to bury the crystals, and himself to save his new friends. Perhaps that’s all he knows, instead of landing safely, he did everything he could to be useful to the very end. But in doing this he found freedom from Starscream, in death.
(until he gets revived)
#This isn’t a ‘ohhh skystar is bad and youre bad for shipping them’ post#id also be a huge hypocrite#honestly this made me a bigger fan of skystar#It is rather ironic of how much content there is of skystar where there is a victim who escapes their abuser#But that is the story of Skyfires most popular appearance#I was talking about it so someone and a couple of people were talking about it on my last post too#how alot of the fandom just kinda ignores that Skyfire is a victim of Starscream#Is it because hes bigger?? Ig that lines up with a lot of male victims??#It’s probably the contrarian in me that wants to see them hurt each other after the thousands of posts of them being fluffy#I also find it fascinating that a lot of the fandom only views Skyfire of the ideal version of that Starscream has of him#and not anything else that he does#dont get me wrong#I love OOC stuff (my entire blog is pretty ooc) but I never see anyone really acknowledge this#Seriously theres a Skyfire only edit and the comments bring up Starscream who is not in the edit at all#imagine skyfire irl trying to talk about his scientific endeavors and all anyone brings up is his shitty ex lmao#Also this is only in the g1 cartoon#transformers#transformers g1#Skyfire#transformers g1 cartoon#character analysis#Starscream#text#im just talking tag#I wanted to babble about this for inspiration later but posted it in case anyone else wants some inspiration
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at a certain point i think we need to acknowledge that art is very rarely created accidentally. if you can see a theme in a work than that theme was, more likely than not, at least somewhat intentional on behalf of the creator. you don't put a piece of yourself out into the world without thinking about what it means at least a little bit.
#sigh. sorry got a comment like 'nintendo creates these accidentally heartbreaking scenarios and then fans add depth' and i just.#do you really think that not a single professional adult writer on the oot writing team thought about the implications of the scenario they#were writing. do you think that all of the ways in which the world is set up to reinforce the themes brought up by that scenario are also#accidental. do you think writing is just throwing shit at a wall and seeing what sticks without any more complex thought.#do you truly genuinely think that in a game so constrained by storage & software limitations ANYTHING about that story would be accidental#it just seems like such a sad and reductive way to view art. it's like you can't imagine that anything is done in earnest.#that people might really care about the things they create. that they might be truly meaningful.#the mcuification of story analysis. we just assume that nothing has substance anymore ig. our brains are so flooded with consumerist#garbage that we assume all art is made purely for consumption and profit. ok#WHATEVER. sorry. i have this disease where im obsessed with video games as art and i hate that no one sees it like i do#personal
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