#please keep this shit up
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Is 2025 going to start with conversations about race consciousness (or the lack therof) in the marauders fandom? it’s going to start with conversations about race consciousness (or the lack therof) in the marauders fandom, isn’t it?
#to be very clear I am NOT complaining#so long overdue and I no longer feel like I’m speaking into a void#please keep this shit up#but the uptick in posts about it in the last few days or so has#been remarkable#to say the least#what happened?#was the roman empire slavery au on patreon the final straw?#I am so curious#did latino james tell you he doesn’t want to dance anymore?#I need to know
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It seems there's a new lawyer in town!!!
#I think she's one of the most underutilized characters ever I will DIE on this hill#she can hear people's feelings that is the COOLEST concept ever#you get people who can hear thoughts a lot and that's cool but hearing FEELINGS is such a sick and unique concept#AND SHES A LAWYER#THATS THE COOLEST CAREER YOU COULD GIVE SOMEONE WHO CAN HEAR FEELINGS THAT OPENS DOORS FOR SO MANY GOOD STORIES#I'D LOVE IN AA TO PLAY CASES AS HER WHERE YOU HAVE TO WORK BACKWARDS FROM PEOPLE'S EMOTIONS TO FIGURE OUT MYSTERIES#IT'S A WHOLE NEW SIDE TO THE EVIDENCE#AND SUBTLE HIDDEN FEELINGS KEEP GUIDING HER AND PPL JUST CANT KEEP UP WITH HOW SHE WORKS... STUFF LIKE THAT WOULD BE INTERESTING#WHY ISN'T IT UTILIZED WHY DO WE JUST HAVE PSUEDOSCIENCE MINIGAME#ATHENA IS SO LIKEABLE AND CHARMING AND FULL OF LIFE TOO#PLEASE CAPCOM#I LOV E HER PLEASE#GIVE US A CRAZY MOMENT WHERE SHE TAKES PHOENIX ASIDE HALFWAY THROUGH A CASEAND TELLS HIM HIS CLIENT WAS JUST ELATED AT THE SIGHT OF A CORPS#OR DO IT IN THE GAMEPLAY WHERE THE PLAYER SPOTS IT IN THE MOOD MATRIX#omg yeah actually that'd make me shit my pants that'd be so cool#proper ghost trick moment#THERE'S SO MUCH COOL STUFF YOu can do fuck okay sorry there are so many tags now#can you tell I got feelings abt this character I LOVE HER so much Im in love w her tbh and she's also so me#ace attorney#athena cykes#my art#have a good day thanks for looking at my art haha
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starting a list of things dan has accused us of doing/saying but he was the one who said it first
• calling phil a bottom
• calling himself phil trash n° 1
• taking toilets facing each other joke seriously
#please feel free to keep going bc i know there's more but i cant remember#he loves gaslighting us when hes the one making shit up#dan and phil#phan
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im sitting here wondering how the ADA would react to skks dynamic in canon. cus like..... I don't think ANYONE from the ADA has ever actually seen Dazai and Chuuya in the same room. and the way Dazai talks to and teases Chuuya is SO DIFFERENT than how he behaves with the people at the ADA that I feel like they'd get fucking whiplash from it.
#i plan to actually rewatch the show again at some point so i can poke at skk. as you do.#but like dazai casually saying how he wants chuuya to just go die already or wtv he says like#he would NEVER say that shit to kunikida or atsushi#and he does a really good job of keeping his behavior in front of the ada as the silly goofball#which is NOT how he behaves with chuuya#like please i need the ada to be freaked out by the sudden switch that chuuya flips in dazai#bc dazai annoys chuuya but chuuya annoys dazai JUST AS MUCH#they get under each others skin so well#pkay thats it ill shut up now <3#bsd#skk#soukoku#bsd dazai#bsd chuuya#shh ac
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
A Space player's struggle lies in finding the strength to assert themselves, picking out the good from the bad, weeding the garden so it can flourish and thrive.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so. In the worst case scenario, detach entirely, coming to a standstill.
A Time player's struggle lies in finding peace with themselves, such that they can enjoy the fruits of their own labor - labor whose rewards only multiply when the cause and methodology become clear.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere earnestness, which is not always well-received. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others. Their easy-come, easy-go natures make it difficult to focus them towards a goal, and it's easy for them to simply allow themselves to be tossed around by circumstance and the whims of others, or to simply run away from their problems entirely - never confronting their own responsibility or fault for a situation, passing along the blame.
A Breath player's struggle is letting themselves mature - letting themselves take responsibility, and understand that their actions have consequences for others. Only then can their breeze blow in the party's sails, aiming towards victory, breaking through all obstacles to reach it.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, capable of cutting through to the core of other peoples' interpersonal issues. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone. Thus, it's easy for the Blood player to wind up a nag - desperate to make sure everyone is moving according to their vision, they'll fuss and bother and interfere and boss people around until everyone else gets sick of them. It's easy for them to wind up pariahs of their own making, severing their own ties with others by their efforts to establish them.
A Blood player's challenge is of learning how to turn that empathy and honesty inwards, to calm down and let themselves enjoy the presence of others; only then can they come to know how to build something stronger and better.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire. Their desire for the limelight can quickly spell disaster for those around them, who are reduced to supporting characters in their minds. Craving so much external validation, they're often blind to what would actually make them internally happy.
A Light player's challenge is of coming to terms with their own limited reach, and allowing themselves to shine not for their own desire for importance, but for the betterment of the world in which they live.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable and reliable personalities on a team. However, this simplistic, feelings-driven approach often leads to complications and unforeseen consequences, and very easily to irrelevance, with which Void is so closely interlinked. A Void player's reliance on emotion and intuition can result in overindulgence of pleasure, to the active detriment of the party's goals or the Void player's self-improvement, leaving them lost and irrelevant, unable to act.
A Void player's challenge is in resisting the call of the Void's temptations, instead dragging the Void behind them, kicking and screaming, to where it can be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty; this often leads them to seek codependent relationships, hoping somehow that they can find the validation they need externally, not realizing that they're deepening their own fragile self-images.
A Mind player's challenge lies in tempering their natural understanding of karma and justice with kindness and empathy - not just to others, but to themselves, and using that enlightened understanding to lead others forth.
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves. With this sincerity comes vulnerability, and vulnerability often brings with it pain; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection.
A Heart player's challenge is in gaining the confidence to be open with others, to weather the pain of rejection, and let themselves share their gifts, that others may learn to share theirs.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed. It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process.
A Life player's challenge is in accepting the merit in taking a pause to consider unpleasant words and alternative viewpoints, in trying to understand the actual problems instead of imposing their own will onto others, so as to better focus their healing energies.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate. Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending.
A Doom player's challenge is in rising above the melange of suffering and pain, to grasp personal peace, and to fill their lives, if not with happiness, then with meaning.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - usually not particularly well-liked, for their inflexibility, for their lack of empathy, and for their dearth of wit. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous. Setting them on the wrong path, or breaking their Hope in twain, can result in disastrous consequences, as - one way or another - what a Hope player believes in comes true.
A Hope player's challenge is in seeing beyond themselves, letting others help guide their vision to something newer and more beautiful.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players grasp that their natural inclinations are bothersome to others, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment; in the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
A Rage player's challenge is in learning to be authentic and true, and to allow this to release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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"IT WAS SUPPOSED TO BE A JOKE" As someone who's been playing TWST since march and stopped going out of my way to be spoilerfree after I got stuck at Overblott!Jamil? That's honestly been one of my favorite things about it - seeing something in fanart or a comment you think is just fans joking, only for it to be canon. "The economy!", "May I also throw a tantrum?", Malleus' gargoyle thing, and... everything about Rook being my top examples.
there's a whole bit in Trey's platinum birthday card where he goes on about how he became increasingly obsessed with mustard for like a week straight until the other students held an intervention. how are you supposed to talk about this. how can you bring up something like Trey's descent into mustard obsession to the point that the other characters are worried for him without it sounding like the most obvious lolrandom "he mentioned it once and now fandom acts like he puts mustard in everything" joke. also, how can I slip this into every Twst post from now on, because I need everyone in the world to know that this is a real canon fact about Trey "I'm just an average normal guy (who sticks my hands into people's mouths and owns 20 toothbrushes and used to eat flowers off the side of the road)" Clover.
for bonus points, 1) the punchline is that he still doesn't even like mustard that much, 2) he's saying all of this to Leona, and 3) Leona is actually kind of invested in Trey's mustard story for some reason, which is the most unbelievable part of all of this to be honest. (then Trey gets distracted by a painting of the Cheshire Cat and Leona takes the opportunity to powerwalk away to freedom before they can start talking about dijon versus spicy brown or whatever and extend this bit even longer)
#art#twisted wonderland#twisted wonderland spoilers#platinum jacket birthday#sorry that this ended up as me just talking about trey's birthday story for...about as long as trey talked about mustard. whoops.#i have said it before and i'll say it again though#the birthday cards have the best and most insane lore and i love them#especially for trey. he wants us to believe he's just some ordinary dude SO bad but he also keeps saying shit like this.#although to be fair as soon as rook enters the building the weirdness bell curve gets immediately fubar'd#so i guess it's all relative#me any time the characters brush off the most whackadoodle bonkers nonsense: why are they not questioning...oh wait#this is a universe in which rook exists and is a real person that they know#never mind please continue
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Guys what is this book and what is the Bill on it? All I know is gay shapes-
A. Sphere: I'm not calling you "Good Boy" A. Square, that court case was SHIT.
Me earlier: Wow! The Book of Bill just came out, that's cool ig.
Everyone recently: *being super active in the tag, watching the movies, relogging and liking my art*
Me: *me carrying some small doodles over* WHO ARE YOU PEOPLE???
Thanks for bringing me back to brainrot by spam-liking all my old posts guys I forgive none of you (/J I LOVE YOU ALL)
More stuff below cut (BE WARNED NEW FLAT-PEOPLE SOME OF IT IS LOWKEY SPOILERY):
A. Square and A. Faux Line: Damn, that circle kinda a hottie- ...
I had this silly idea after my 29374th time watching Flatland that a majority of the first part of the movie is just A. Sphere watching all the shit go down like the worst telenovela you've ever seen. Also, that A. Line was originally going to be the apostle, but... uh... she can't really do that anymore, so he banks all his money on A. Square.
Also, I thought it would be super funny of A. Square and A. Faux Line both crushed on A. Sphere when he first showed up lol. Crazy smooth priest spawns and everyone swoons.
Older Hex doodles too. I love Hex, they're such a real one the whole time. With all the faults of Sphereland, I do like Hex maining in that one. But I also like picking and choosing which things I take as canon in my own work, so you get young adult Hex with their totally not-romantically-involved-with-at-all partner Punto (P. Octagon).
It's been a bit since Flatland happened in this hypothetical, so A. Square's still around. He's trying to be supportive of his masc-nonbinary kid who likes kissing boys, but still has to be annoying with dad jokes and the occasional backhanded compliment. He means well tho.
A. Tesseract: Hello A. Square!
A. TESSERACT OH HOW I'VE MISSED YOU POOKIE <3333. She's probably one of my most favorite ocs I've made (and the one that gets the most art <3) She's also the one I feel the least awkward about shoving into the source material lol. I yearn to work on A Heightlander's Escape again, but we'll see.
I just wanted to draw something cute between her and A. Square. She may or may not be the voice at the end of the movie hmmmmmmmm.
At least A. Square would end up in good hands.
"There is always something beyond. There is always INFINITY."
Just a little doodle of smth I may or may not render cuz I really like how it looks. There is always something greater after all.
Thank you all for the recent support on those old-ish drawing, y'all made my week tbh. I have a new AU cooking for this so look forward to that lol. Have a good one :)))
#WHERE DID ALL YOU PEOPLE COME FROM LIKE ACTUALLY HUH???????????????#I KNEW THE BOOK WAS POPULAR BUT HOLY BALLS THAT'S A LOT OF YOU#also squaresphere nation rise up even if i ship it in the most toxic doomed yaoi way possible#everyone needs to give hex and all the other characters more love in flatland 2007 please they're all so good#but keep the a sphere art coming i'm eating all that shit UP#also feel free to ask anything about a. tesseract i love yapping about her#flatland#flatland 2007#sphereland#sphereland a fantasy about curved spaces and an expanding universe#flatland a romance of many dimensions#flatland oc#flatland the movie#flatland the film#a square#a sphere#a tesseract#hexagon#a hexagon#punto#flatland au#a faux line#king of lineland#king of pointland#these dudes so easy to draw gonna tag 20000 thnigs for them#katiekatdragon27
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Finally tackling the requests (feel free to send more btw i will do them eventually i swear)
This basically turned into a mutineers doodle sheet bc i cannot and will not stop incorporating Tozer into everything ever
Left to right:
- Billy at the start of the expedition when he still looked somewhat alive (no shade to the actor absolutely terrific casting he does look like a dying victorian dude)
- Tozer and Armitage (trying to draw more fullbodies)
- Billy looking not so alive anymore
- Hickey ans Billy (I dont really ship them bc hickey is a twisted little fuck BUT i firmly believe he actually loved Billy (in his weird way but nonetheless) case and point the mercy kill scene (aka he stabs billy before he gets too sick) (i could write a whole ass essay about this))
- 2x Tommy Armitage
- Hickey trying to seduce Tozer (its up to you to decide what his other hand is doing)
- Tozer (my favorite shaggy cattle dog you will always be famous to me)
- Armitage trying on Tozers uniform bc that one footnote that said Tommy wanted to be a marine but wasnt allowed to bc hes partially deaf is so important to me (its the only thing that makes Armitage interesting to me (im sorry i really dont care about armitage or gibson or any of the mutineers except for tozer all that much agdghshs but i do see the appeal i see the vision you guys have))
Bonus!! Give it up for the worlds worst fucking polycule
#please ignore the hands i gave up very fast#idk how to draw gibson and i dont really care to learn atp#you bitches (affectionate) who call him by she/her pronouns can keep him agsbhd#this isnt meant to sound mean i eat that shit up im just staying in my edward little x everyone lane rn#the terror#the terror amc#solomon tozer#thomas armitage#cornelius hickey#billy gibson#william gibson#hickeytozer#hickeygibson#armitozer#froggerart
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you don't need to minimize other people's favorite because you have a favorite: it's okay to love damian, you don't need to shit on tim's character/erase his trauma. you can love tim and not shit on jason's run as robin. you can have cass or duke as a favorite and not diminish the other kids relationship with bruce and each other. and on, and on, and on.
#you don't have to put one character down to put one up#unless that character is bruce#bruce is awful canonnically#i was doing my little favorite pools and now im not doing that anymore because people keep reblogging with hate#like! okay you don't like this take#sure!#you have another favorite!#but please don't start shitting about other people's favorites to put yours down#like tim and damian specifically receive a LOT of hate#i don't know why#and jason too#like they're all flawed and their writing is sometimes shitty but????#also making cass and duke the perfect lovable children without problems is weird bye#batman#bruce wayne#dick grayson#nightwing#red hood#jason todd#tim drake#red robin#damian wayne#robin dc#batfamily#stephanie brown#spoiler dc#cassandra cain#duke thomas#harper row#signal dc
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Thinking a lot about Orym choosing a rabbit when asked what animal he would pick if cursed with lycanthropy.
Because, it makes sense. Orym is small, quick, agile, jumps well, and is highly perceptive. That definitely evokes rabbit imagery. But a lot of Orym’s identity is also tied up with being a protector – giving people AC bumps, the shield being as much a part of his fighting style as his sword, even his title: Saviour Blade of the Tempest. He wants to be a “Shield that protects Exandria”; his priorities about saving the gods are less about the gods themselves, and more about protecting the people of Exandria from the unintended consequences and bloodshed of releasing Predathos. And it would’ve been very easy to pick a large, strong predator to try and evoke the sense of a protector – a wolf, for example, an animal associated with loyalty and protecting its pack. Yet Orym chose a rabbit.
And I think that’s interesting, because rabbits are often seen as ‘cute’ animals – but they’re also a prey animal. In fact, they’re a common food source for many animals across several ecosystems: foxes, wolves, wild cats, dogs, birds of prey like eagles or owls, coyotes, stoats, and humans (and that’s just off the top of my head). Rabbits are skittish, easily frightened; to be rabbit-hearted is to be timid or cowardly. They are not generally associated with fierceness or prowess in fighting. Mice and rats are prey animals too, but typically seen as vermin (rabbits are sometimes seen as vermin too, but a farmer could eat a rabbit – they wouldn’t eat a rat). Deer are prey, but they have hooves and antlers that bring a danger to hunting them, for any animal – the difficulties of hunting rabbits are more related to their evasiveness, speed and good hearing than any life-threatening danger they might pose. Rabbits are, first and foremost, prey animals. They are killed and eaten, so that another animal might live.
Which made me think a lot about one of Orym’s other key traits: self-sacrifice. Bait and switch doesn’t just bump up his ally’s ACs, it specifically switches their place to put him directly in harm’s way. Goading attack is meant to encourage enemies to attack him instead of his friends. He literally made a deal with a hag, essentially exchanging his own life for power to protect his friends. How many times has he gone down in a fight? He’s not the only tank – but unlike Ashton (and Chetney, who also uses ‘self-sacrifice’ in his fighting style with his blood curses) he has no abilities to reduce the damage from the hits he takes (barbarian rage and the werewolf form).
(Side note: I think it’s pretty interesting that Chetney, the wolf, has attacked Orym, the rabbit, more than anyone else when losing control. That Orym’s facial scar was given to him by a friend, not a foe).
Of course, Orym isn’t the only character with self-sacrificial tendencies (FCG wins by a landslide), but I just can’t stop thinking about how weirdly perfect it is that he chose a rabbit for his animal. Rabbits are prey animals. They are eaten, so that other animals may live. Orym takes the hits, he goads and switches with his team mates to put himself in danger, he makes a deal with a hag at the cost of his own life. He’s a soldier, throwing his life away for a cause over and over again because Ludinus must be stopped, because Keyleth has put her trust in him, because it’s the only way to protect his friends, to protect everyone, because it’s the right thing to do. Orym is a rabbit. He’s always been a rabbit. That day in Zephrah, it could have easily been Orym who died instead of Will and Derrig – “unfortunate but necessary sacrifices”, as Ludinus viewed the attack. It’s unfortunate they had to die, but it was for the greater good, according to Ludinus. It’s unfortunate that a rabbit has to die, but it will feed a family of foxes, or stoats, or even a hungry human, so it’s acceptable, right?
Orym is a rabbit. He is giving himself to a greater cause that could very easily kill him – he already willingly signed his life away to Nana Morri. Because that’s what rabbits do. They die to feed others.
And the theme of being disposable is present across the entire group, not just in Orym – Bell’s Hells has been called a “party of NPCs” before. Aside from FCG’s death, I’d say Laudna perhaps fits this theme the best: she was literally murdered and hung from a tree simply because she looked similar to Vex, acting as a warning to adventurers she had never met before. But FCG’s death was – rightfully – viewed as a terrible tragedy by the group. Laudna’s decision to remove Delilah, finally freeing herself from her abuser and emphasising she is more, and deserves to be more, than just some disposable puppet – this was rightfully viewed as a very good thing! But Orym seems to be embracing this identity of self-sacrifice instead, rather than this mindset being properly challenged or acknowledged as a bad thing. After all, there’s no time. There’s too much at stake. Keyleth, Bell’s Hells, all the memories of those who have died in this fight, all the people who might die if Predathos is released and kickstarts a second Calamity – they’re all relying on him, right? A rabbit feeding so many animals with his sacrifice. And it’s not malicious compared to the way that, say, Delilah killing Laudna was an incredibly evil, fucked up and unnecessary thing to do. If Orym died to save everyone else, well, at least everyone else would be saved, right? Saving lives is good, isn't it? How could he complain?
Because rabbits are prey animals, and Orym is a rabbit too. Destined to die so that another animal may feed.
Except, that’s not true. Rabbits are more than just prey. They’re highly social, and thrive best living with others. They’re playful, they enjoy running around and kicking their legs just to show their enjoyment. They’re inquisitive and mischievous, even being associated with tricksters in some folklore and stories. They’re also associated with innocence, playfulness, spring, youth – all manner of things, depending on the story or culture. And they’re not helpless, either, even if they might be thought of as such. They can bite and scratch and draw blood quite easily if they want to! In fact, freezing up isn’t their only response when being attacked by a predator, they are known to fight back if cornered. They can sprint quickly, they have excellent hearing and senses of smell, they know how to evade predators.
Rabbits are prey, and they are also survivors. They have their own social dynamics, their own habits and dislikes and preferences. They are more than just a wolf’s meal. And Orym is more than a soldier, too. He’s more than a “necessary sacrifice”, he’s more than just a shield and sword. He deserves more than to die for a cause. He deserves a happy ending, just like everyone else. I hope he remembers that.
Orym is a rabbit. And the message isn’t that he shouldn’t be a rabbit. It’s that rabbits are worthy of surviving, too.
#anyway if orym doesn't get a happy ending i will fly to America travel to the CR studios and flip over all their tables#not to be overdramatic or anything#also it took literally all my willpower not to mention Watership Down in this post#nghhhhh must...resist....urge....to talk about....themes of survival in watership down.....nnhghhh....#bro noooo don't sacrifice yourself!!! Brooo you need to be cunning and full of tricks!!!#but ok it's interesting to me that one of the key themes of WD is be cunning and full of tricks and your people will never be destroyed#and most of the El-ahrairah stories w/in the book are about him using his wits to outsmart his enemies and benefit his people#yet the only one where El-ahrairah essentially fails is the story about the Black Rabbit of Inle#where he fails to outsmart the Black Rabbit and the day is only saved because the Black Rabbit gets sick of his shit and finally helps#and that's the story where El-ahrairah decides to give up on survival and keeps on trying to sacrifice himself to save his people#and it's like the dark scary story that most rabbits don't like to tell#so uh Orym reflect on that please#also I'm behind so no spoilers please and also Orym you better not have died while I'm catching up lol#critical role#orym#orym of the air ashari#critical role campaign 3#non witcher
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Nagato, probably: Yeah sometimes your employees just kill each other. It's just part of running a business.
Konan: Okay but it's been the same guy like. Six times now. You don't think maybe we should,,, idk,,, talk to him or,,, put him on probation or cut his pay or literally anything,,,
Nagato: ...You're right, we should get him an immortal partner! That way when he tears them apart it's easily handled without all that new hiring mumbo jumbo. This is why you're my #1 Konan, great thinking
Konan, going through all the stages of grief: ...Thank you, yeah, okay.
#Konan#Nagato#Kakuzu#Akatsuki#Naruto#Nagato my beloved#Please give him a ninja write up or some shit#Don't just let him keep doing it
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The Iranian missile attack on Israel last week consisted of about 200 missiles. Each of those cost about a million dollars to produce. This means that the Iranian government thinks **200 million dollars** would do more good exploding over the sky somewhere else than being used for welfare, education and infrastructure inside Iran. I wonder how many Iranian lives that is in car accidents and cancer medicine. Every rocket shot by Hamas costs about 800$ to produce. By a very conservative estimate they averaged spending about 700,000$ a year between 2001-2021 just on rockets. They also spend about 300 thousand dollars for a kilometer of underground tunnels. They likely have about 800km. That's 240 million dollars. I'm not even counting other war spendings right now. I wonder how many parents wouldn't have had to wait for permits getting their children heart surgeries in israeli hospitals. I wonder how many impoverished young people could have received scholarships to become engineers and musicians and climate leaders and architects. I wonder what relations of mutual growth a thriving Gaza could have built with both Israel and Egypt. I also wonder how many disabled people won't receive financial aid, how many schools would go underfunded, how many people will die in understaffed hospital wards in israel this year because some rabid militarist decided this money is better spent killing people abroad to perpetuate the pointless cycle of retaliations. I'm also furious at all of this. And so fucking tired.
#israel#iran#lebanon#palestine#“The best revenge is living well” apparently only applies to individual?#Spiraling into oblivion#war#Today is shit so I'll keep posting about how much I hate it all#Why is it so much easier for people to go along with destroying rather than building?#look I can argue about taxation being theft but can taxation please not be murder and self mutilation?#This same money going to guarding the houses of violent religious fanatics who shouldn't even be there isn't better btw#or to fucked up 'show of force' parade in Jerusalem lets cut that shit out too.#Seriously how can those even be priorities in a climate crisis world that still has forced child labor?
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I’ve never felt so conflicted about a franchise in my life but at least this dude was hot
#I watched conquering the demons and demons strike back at 3am last night and I have to say I like the first one more#but not by a lot#like I wanted so much to like this movie#but fucking Duan man…#like I read the plot beforehand so I wouldn’t be caught off guard by anything but DAMN that SA scene was sooo much worse watching it#girl this is not the girlboss pussy slay move you think it is queen#I liked her character so much too before that cuz she’s so cool but the unconsented captive fuck or die foreplay was NOT the move#then she had the nerve to rip up sanzang’s book and turn to us and be like you know what I think I still have a chance - GIRL HES RUNNING#then they had the nerve to make him fall in love with her anyway boy you a VICTIM#then the second one just had [redacted] in it and I did not enjoy looking at his face for two hours - ruined the whole experience#also I have to say that was the worst iteration of Sanzang I’ve ever seen I was actually happy when I thought wukong was boutta kill him#I talk all this shit but I really did like the effects and monster designs in the movie they were so cool#also I thought the first sanzang actor was sooo cute and pathetic why didn’t they keep him 😭#well it’s for the best I wouldn’t wanna have seen him turn abusive like they wrote him in the second movie#also dsb is the only movie in which I can understand the wukong and tripitaka shippers cuz that ENDING SCENE yeah I saw it#oh right my tags sorry lol#digital art#my art#journey to the west#jttw sun wukong#conquering the demons#demons strike back#sun wukong#also his glowup in between movies is so funny lmfao#if you couldn’t accept him at his conquering the demons you don’t deserve him at his demons strike back#at least dsb gave me this human version of wukong please sir just one chance just one sniff-
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I wanted to draw him with a ponytail so bad...
#sofia the first#art#cedric the sorcerer#stf fanart#sofia the fandom#fanart#cedric the great#cedric the sensational#artists on tumblr#btw#i apologise for dumping weird shit on here#will attempt to redirect to a diary or something#please have a sketch of ponytail cedric as a thank you for putting up with it#also yes i love this pose and keep coming back to it#nox draws
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There is currently a rather large discussion ongoing about the RW fandom behavior, drama, etc. I am not going to talk about the specifics of whats happened for a number of reasons. But what I do want to say is that if at any point you've harassed people over it, whether that be through anon asks or public posts- you did nothing but damage the ability for people to correctly process what is happening. You contributed nothing but harm to an already delicate situation. It does not matter what "side" you were on and I will not tolerate further interaction with me or my work if I found out you did such. If you let your personal hate for anyone boil over into threats, wishes for long term harm and petty comments meant to contribute nothing but slander or mental distress for the individuals involved who were already distressed (or acting irrationally) you did nothing but make it harder for people to process their emotions, thoughts and behaviors constructively. Regardless of who you think was in the right, who fucked up, whatever. It doesn't matter if they deserved it, or earned it, or if its an eye for an eye. Its difficult enough as it is to think clearly when presented with any kind of stressful situation and heckling people does nothing but make it worse and harder for them to explain themself in any capacity. I don't want you anywhere near me if you think that is an acceptable way to act.
#Please do not ask for me details- I am not involved#I am not the person to ask.#I very intentionally stay out of wider fandom circles because i want to keep enjoying things i like (lol)#But i have seen some absolutely vile behavior both openly and on alts or anon#even from the 'anti harassment' side because of course they also just want a justified target#to hurt or slander but this time under the guise of 'well they did it first!'#Its a pathetic display on all sides in terms of behavior long before for you even try picking a part who fucked up and where#and its not surprising that many artists have felt uncomfortable with it long before it boiled over into this. It would have been a problem#even if there had never been an actual incident because people were simply behaving in uncomfortable and offputting ways in regards to how#they treated creators here. fandom has a problem in general with that but it was particularly public and open#Anyway Im not leaving the fandom or anything im comfortably on the fringes of it for a reason and dont intend on digging in any further.#But this issue has been cooking for months for frankly and with this its gotten even more openly hostile. And yes- even those#'anti harassment' types are very happy to harass when they have their own reason for it. so im not giving them an inch#But beyond that and this particular incident people have just been way too comfortable being cruel openly#and letting their personal dislike of things bleed into how they act.#Also one more thing: If an artist deletes or leaves and takes their art with them the bear minimum of respect is to honor that choice#save what you want when its there and keep it but if they want their work gone than god respect that dont set up entire archives#for shit people choose to wipe. If they delete it that should be honored no matter how you feel about it#t.extpost
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you think kankri and cronus
like all the dancestors, kankri and cronus mirror their counterparts (and as we all know, karkat and eridan are soul mates), but the brief interaction we do see of them makes them seem pretty toxic for each other. i think it's funny for that reason though!
Karkat and Kankri both love going on long, endless rants and walls of text, but where Karkat fills his spiels with self-loathing, Kankri fills his with incredible smugness and self-satisfaction (often calling his spiels "sermons" or "lectures" before catching himself and correcting them to "discussions" or "conversations," which have a less one-sided "i'm right and you're wrong" connotation). Moreover, where Karkat loves all his friends, and masks that under disdainful insults and screaming obscenities, Kankri tends to hold his friends in contempt, masking that under kind language and politeness.
KANKRI: And really, it's every9ne's 6usiness t9 examine their privilege, even 6urgundies, wh9 may 6e su6ject t9 the pitfall 9f 6elieving inc9rrectly there are n9ne 9n the scale 6eneath them wh9m they enj9y certain privileges 9ver, which 9ff-spectrum tr9lls will never kn9w, such as th9se identifying as 9ther6l99ds 9r caste-multiples, "p9ly6l99ded", any wh9 hem9gl96ically ID as having a caste which manifests n9where (as yet kn9wn) in any9ne physically, 9r f9r that matter 9ffspecs wh9 physically d9 p9ssess such a 6l99d type, 9r "mutants" (VERY pr96lematic term, highly triggering t9 s9me, 6e warned), such as y9u and I, Karkat.
Translation: lowbloods think they have it SO HARD, try being a mutant 🙄
KANKRI: I just think there is inherent danger in muddying the waters 9f disc9urse 6y intr9ducing s9cial issues which are suspect at 6est, thus c9nsuming crucial res9urces fr9m the limited cache 9f rhet9ric which pr9pels these narratives. And furtherm9re, 9ne c9uld argue it's m9re than a little pr96lematic, 9ffensive even, f9r y9u t9 6e appr9priating the lexic9n 9f sensitivity used t9 advance awareness 9f maj9r issues, thus reducing it t9 the level 6uzzspeak and pseud9science. It makes it m9re difficult f9r th9se 9f us wh9 are genuinely f9cused 9n p9sitive change t9 6e taken seri9usly, that's all. PORRIM: Appro+priating?? #That's no+t #what that even #means? PORRIM: PSEUDOSCIENCE??? #Yo+u did no+t just… KANKRI: I'm s9rry, I just d9n't think there's much there. We aren't like humans, wh9se species 6izarrely en9ugh includes highly specialized r9les f9r 69th sexes in the pr9cess 9f repr9ducti9n, and s9 this naturally had s9cial ramificati9ns f9r the way their civilizati9n ev9lved. 6ut that's n9t h9w it w9rks f9r us, s9 I fail t9 see h9w gender fact9rs int9 the discussi9n in a way that can 6e effectively and rati9nally pr96lematized. Where is the r99m f9r unexamined privilege in the dich9t9my? I d9n't see it. And appr9priating the talking p9ints and awareness-raising tactics f9r du6i9us issues like this is, frankly, fr9wned up9n, t9 put it p9litely. Such appr9priative gestures 9nly serve t9 marginalize and invalidate th9se su6ject t9 seri9us, real life struggles and 9ppressi9n, and I guess I'm a little disapp9inted t9 see y9u 6eing s9 6lithely and inappr9priately appr9priat9ry. #Fr9wned up9n #Fr9wns all ar9und #Welc9me t9 fr9wn t9wn PORRIM: Kanny, I'm starting to+ feel just a little bit triggered by all this "appro+priatio+n" bullshit. #Trigger warning: #Abo+ut to+ kick yo+ur tall pantsed ass KANKRI: 9h! My sincere ap9l9gies. I sh9uld have d9ne a 6etter j96 tagging my statements, 6ut f9r future reference, it's helpful t9 alert y9ur c9nversati9nal partners t9 y9ur triggers well in advance. Sh9uld I g9 fetch y9ur m9irail t9 help settle y9u d9wn? And if s9, wh9 exactly w9uld 6e filling that quadrant t9day? #It's the may9r, right? #G9tta 6e the may9r
Translation: Stop trying to steal my spotlight by bringing up your own social justice pursuits. Shut the fuck up. Oh, are you offended? Maybe you should go cry to your moirail. Slut. God I hate women.
KANKRI: 9n the 9ther hand, if I'm 6eing h9nest, I've f9und Mituna's entire existence t9 6e a pretty pr96lematic impediment t9 the advancement and 9verall awareness 9f a6leism and its painful manif9ld c9nsequences f9r una6ilitied pers9ns. The speech impediment, frankly, I c9uld d9 with9ut, and I'm 6y n9 means ecstatic 9ver his t9rrential 6ig9try and h9stility. 9n the 9ne hand, I want t9 6e sensitive t9 him as a pers9n and as a friend, 6ut 9n the 9ther, what kind 9f message d9es his 6ehavi9r send? And frankly, I'm n9t crazy a69ut the helmet, either. MITUNA: W4LT5 WR00NG W17H MY H4ML37 8( KANKRI: N9thing, friend, it's a really c99l helmet and it's a g99d l99k f9r y9u. 6ut are we n9w t9 assume that all th9se wh9 are stricken with y9ur particular disadvantage9n will 6e similarly pr9ne t9 require such headgear, due t9 falling d9wn and hitting their heads frequently? MITUNA: 8U7H 1 D0 F4LL D0WN 4ND H157 MY H34D FR3QUN3UN74NY KANKRI: 9h, I kn9w y9u d9, and I think y9u sh9uld c9ntinue wearing it f9r y9ur safety, particularly if y9u c9ntinue t9 insist 9n fl9undering a69ut 9n y9ur danger9us t9y. It's m9re a69ut the unf9rtunate message y9u are sending 9verall, with certain aspects 9f y9ur pers9nality and existence, that's all. MITUNA: 1M 50RRY KANKRI: As a friend, I w9uldn't want t9 change anything a69ut y9u, well, n9t m9st things. I just think y9u may n9t 6e d9ing y9urself 9r th9se wh9 are similarly disadvantaged any fav9rs with, what I'm h9ping, is a perfectly inn9cent array 9f traits and mannerisms. 8ut again, I say this with all due sensitivity. MEENAH: vantas youre being a shit dont talk about him like that
Translation: Mituna, you're such a goddamn embarrassment, I wish everything about you was completely different.
The big difference between Beforus and Alternia is also the definition of "culling," which on one meant killing and the other meant coddling. Naturally, this is its own form of oppression, as the longer-lived highbloods still hold great power over the lives and fates of those deemed cull-worthy, which includes a lot of lowbloods, and definitely mutants like Kankri who didn't have a lusus. However, it creates a different kind of mindset from that of more standard abuse, like what Karkat suffered for his off-spectrum nature - where Karkat spent every day fearing for his life and cursing himself:
Your name is KARKAT VANTAS. As was previously mentioned, it is your WRIGGLING DAY, which is barely even worth mentioning. It is an anniversary, if anything, to lament the faults of your existence, of which there are assuredly plenty.
Kankri was experiencing the opposite: being told that his mutation made him exceptional, made him special, made him MORE worthy of attention and praise than other people. At the same time, his agency was taken away from him, but the thing is, being 13 when he started the game, I don't necessarily think he'd have missed that - around the age of 13 is when kids START to crave agency, and he got it by playing the game. Kankri's dialogue suggests to me that he genuinely believes in his superiority to the people around him, more in line with being spoilt.
This is why, although he talks a big game about how bad casteism is, and how you shouldn't say slurs because they're offensive, he still unironically uses the term "Royal-V" to refer to violet bloods and chastises Mituna for calling Meenah a wader, which is an anti-seadweller (and anti-seadweller apologist) insult. Sure, he acknowledges within that chastisement that because Meenah and Royal-V's DO have privilege, the weight of the insult is not exactly the same, but then he follows up by saying that he wishes everything about Mituna was different, to the point MEENAH feels the need to defend him.
This is because Kankri is a fucking wader.
If you'll notice, he's actually quite agreeable and sympathetic to Meenah (despite Meenah being a confirmed bully, especially to the team rustblood):
KANKRI: Wh9a, Meenah. I didn't see y9u c9me in. Y9u sh9uld have c9me say hell9. ... KANKRI: I've als9 heard y9u're recruiting mem6ers f9r a militia? An9ther 69ld endeav9r. N9t surprising, th9ugh. 6ef9re y9u em6ark, I d9 h9pe y9u'll set aside at least several sweeps t9 listen t9 s9me 9f my…
KANKRI: And Meenah, while I can understand y9ur frustrati9n 9ver 6eing ver6ally assaulted under any circumstance, it is incum6ent 9n me t9 remind y9u that Mituna requires a certain am9unt 9f special c9nsiderati9n and m9re than a little patience. Please try t9 resist taking his 6ait, which I'm guessing is m9stly well intended(?), 6ef9re its c9ntenti9us undert9w pulls y9u further int9 an exchange laden with deeply pr96lematic expressi9ns 9f a6leism, a6leist slurs, and 9ther such manifestati9ns 9f unc9nsci9na6ly unchecked a6ility privilege. #a6leism #a6ility privilege #6ait #undert9w #are the aquatic terms helping?
... And he's nice to Cronus. I just don't think it's a coincidence that Kankri is super mean and shitty to land dwellers, while being super kind to the two sea dwellers on the team, the caste he was presumably culled (raised) by - to the point of emulating their aquatic terms to try and ingratiate himself to them (something Karkat thinks is stupid and cringe.).
KARKAT: (not really.) #SHELLF IMPORTANT ABALONEY? #GODDAMN SEADWELLERS
And that brings us to Cronus. Now, I've written extensively about how Eridan is not actually casteist, but the TL;DR is that Eridan genuinely doesn't treat people differently based on their caste, but it's societally expected of him and he has an overwhelming amount of anxiety about living up to those expectations, so he will say a lot of slurs. He and Feferi are actually the only two highbloods that never say anything disparaging about Karkat's blood color.
In contrast, Cronus is a casteist; where Eridan tries to play up how casteist he is while secretly not being so, Cronus does the opposite and tries to play down how casteist he is while secretly being so.
CRONUS: nowv, please don't tell anyone i said so, but you and i both knowv pretty much all these people should feel honored to go out vwith a guy like me. CRONUS: vwhat being royalty and all, and not evwen slightly put off by dating dowvn on the spectrum. i mean, really, howv much more evwident can i make it to evweryone that im really a cool, progressivwe, easy going dude, vwho doesnt take the social order seriously or buy into any of the stereotypes? first of all, as if the hemospectrum scene isnt 8EYOND played out. #you should be sticking your fork in THAT CRONUS: i barely EVWER evwen bring up my high social status. it couldnt be LESS of a big deal to me, but i think people maybe are still intimidated by it? theyre probably putting me on a pedestal, in spite of all my easy going assurances that my royal lineage is something i nevwer evwen think about. like, no friend, i am just like you. vwe laugh at the same jokes, listen to, vwell, to some extent, the same music… #i at least USED to listen to music you like #does that count? CRONUS: all these cats and kittens, im telling you. theyre alvways drawvn to the freaks and rejects. you havwe to be 8ROKEN in some vway to get a little concupiscent attention. #cats #kittens #freaks #rejects #broken
You got a whole bunch of SEA DWELLER BLING! It's pretty obvious this all belongs to Cronus over there. He's just not wearing it right now so he can convince everyone he doesn't feel like his royalty status is a big deal, even though he does.
Moreover, we get a direct parallel to Eridan's final conversation between him, Feferi, and Sollux, with the interaction Cronus has with Meenah and Mituna - in both cases, the violet-blood has a crush on their fuchsia, while probably having some sort of blackrom thing with the mustard (ashen for Eridan, pitch for Cronus). The differences really highlight how different the two are.
First, Eridan doesn't actually mean all the casteist things he says to Sollux - we know this because he's actually mentioned Sollux twice before, and both times, felt no need to comment on Sollux's lowblood status at all. Eridan is so transparently full of shit that even his own teammates don't think he's actually being casteist, and instead take it as ashenflirting:
ERIDAN: hey finless this doesnt concern those wwith mustard sludge slippin through their vveins ERIDAN: its a matter for royalty only ERIDAN: so keep your mouth closed or ill slit you open ovver my next meal SOLLUX: w/e bro, not iintere2ted. FEFERI: -Eridan, please! I don't want to see any more dueling. FEFERI: Don't try to provoke )(im. It's not like I don't know w)( you're doing! You keep trying to spark a rivalry wit)( )(im to get me to auspiticize between you two, and pull us out of your quadrant! FEFERI: It is t)(e oldest and lamest trick in t)(e book. It didn't work t)(en and it won't work now!
But while Eridan leads with casteism he doesn't mean, after being rejected by his fuchsia blood, Cronus rounds on Mituna to vent his frustration, revealing HIS real feelings:
CRONUS: i said shut up. do you havwe any idea vwhat a man of my class vwould do if a mustard blood like you spoke to me this vway on alternia? honestly, sometimes i think i vwas hatched in the vwrong univwerse, let ALONE the vwrong body. CRONUS: i am so sick of havwing to pretend to treat you vwith the dignity you vwouldnt deservwe evwen if you COULD count the scars on my forehead. you couldnt tell me the ansvwer if i asked vwhat your favworite number vwas. ... CRONUS: you are a brain damaged reject on a team full of rejects. a rejects reject. i vwould havwe culled you myself if that vword meant vwhat it should havwe on our planet.
Moreover, Eridan is genuinely wracked with emotional anguish basically 24/7, but he refuses to allow anyone else to provide him with emotional support, lashing out at Feferi when she insinuates that she's been taking care of him up to that point.
CC: I can’t look after you anymore. CA: I DIDNT EVER NEED ANYONE TO LOOK AFTER ME CA: i was totally fuckin fine my ambitions were noble
On the other hand, Cronus outright admits that his constant talk of being a "sensitivwe soul" is bullshit he uses to attract the ladies:
MITUNA: 1M 50RRY CRONUS: no youre not. youre lying. CRONUS: your vwhole bifurcated demeanor is such an act. half the time you are noxious and incomprehensible, and the other half you are mild and contrite? sure, "PAL." CRONUS: as if im not SO on to you. you only pretend to say youre sorry to get girls to like you more. sure seems like pyropes a sucker for the ruse. like im not familiar vwith THOSE tactics. vwho do you think vwrote the book on that??
CRONUS: guess ill attempt ghost suicide YET AGAIN. CRONUS: of course by vwhich i mean, tell people i did, to vwin sympathy points. MITUNA: D0357H H47 W0RK CRONUS: not really.
This isn't to say that Cronus doesn't have legitimate emotional issues - just that they aren't the ones he says that they are. When Aranea is expositing on Cronus to Meenah, she winds up explaining that Cronus used to believe in a prophecy where he was Harry Potter and LE was Voldemort, and that it was his destiny to destroy this evil wizard, but that his team basically bullied that belief out of him:
ARANEA: The 8ard of Hope may seem a little jaded these days, 8ut he once had a deeply a8iding faith in magic, and dedicated himself to 8ecoming a great wizard. He 8ecame convinced he was hatched to defeat an extraordinarily evil magician, one he swore the angels foretold of. [...] I'm unsure why he suffered this crisis of faith, aside from the o8vious reasons having to do with an overall lack of character, or any other redeeming qualities. Perhaps someone talked him out of his 8eliefs. May8e a friend close to him. Or, if one is to 8elieve his fantasy held any water, perhaps someone who was in league with the evil magician. Whatever the case, it was pro8a8ly for the 8est, since pretty much everyone who had half a think pan thought it was all a 8unch of ridiculous nonsense.
Which, you know, given that he was their HOPE player, was probably a not-good thing that they did. Put a pin in this conversation, we'll return to it in a bit.
His humankin stuff is mostly treated as a joke, but it's also a symptom of this - we know that it's actually a portal to something Cronus genuinely feels bad about, because despite complaining about how you need to have something wrong with you to get concupiscent action, he's uncomfortable bringing it up to Meenah.
MEENAH: i heard a rumor you think youre a human now MEENAH: that true CRONUS: its a privwate matter. i dont see vwhy i should havwe to talk about it vwith you, and open myself up to more of your judgmental scorn.
He's a Hope player who lost what he believes in - so his actual emotional problems stem from directionlessness, exacerbated by the fact that he's generally untalented, feels entitled due to his high caste and resentful that it's not being respected, and doesn't seem to have any real goals aside from sleeping with other people (and now he's dead). As a result, he's clung onto this idea that maybe the reason he feels so empty inside is because he's not actually a troll - not wanting to be himself, he tries to be something else.
So let's go back to the pin we put into Aranea talking about how he was talked out of his beliefs. Cronus very nearly reaches self-awareness about how being humankin is just a cover for his actual emotional problems... and then "a friend close to him" - maybe the only friend close to him that he has - talked him out of that epiphany.
KANKRI: Listen, I was d9ing y9u a fav9r. Y9u d9n't need t9 6e dating any9ne wh9 can't appreciate y9u f9r wh9 y9u really are, 9r m9re imp9rtantly, which fantasy versi9n 9f y9urself y9u m9st str9ngly identify with. CRONUS: yeah, youre probably right. she doesnt appreciate me. so fevw of you cats do, really. #evwen the ones vwho literally identify as cats CRONUS: to be honest, she might be right. sometimes i think i might only be saying im a human to get attention. maybe i should givwe it up. KANKRI: I'd 6e extremely disapp9inted t9 hear that, if it were true. That w9uld 6e such a slap in the face t9 all th9se wh9 kn9w themselves t9 6e an alien while trapped in the pedestrian 69dy 9f their 9wn race. It w9uld 6e unspeaka6ly invalidating 9f their struggles and massively triggering t9 their em9ti9ns. #TW #invalidated struggles #triggered em9ti9ns KANKRI: 6ut f9rtunately, I kn9w y9u w9uld never st99p as l9w as that. Y9u understanda6ly have d9u6ts a69ut y9ur feelings and pr96a6ly d9wnplay them as a defense mechanism, since s9 few are prepared t9 rec9gnize the legitimacy 9f y9ur plight. 6ut I am, and I just wanted y9u t9 kn9w that I'm here f9r y9u, and am prepared t9 lecture t9 y9u extensively, I mean, listen t9 y9u extensively, a69ut y9ur ultra-imp9rtant pr96lem. CRONUS: vwowv. thanks, pal. CRONUS: youre right. my feelings really are real. not fake, like the huge disappointing fraud that magic turned out to be. CRONUS: i guess the truth is, deep dowvn i alvways knewv i vwas a 1950s-style human greaser. CRONUS: i just needed to finally be introduced to human culture to make sense of those feelings. KANKRI: W9nderful. I'm s9 happy y9u have f9und the light 9f truth within y9urself. N9w j9in me in tagging 9ur discussi9n with righte9us warnings, as we c9nsecrate y9ur disadvantage in the h9ly annals 9f Pr96lematics.
She also mentions it might have been someone "in league with the evil wizard," which would indicate Damara or Kurloz, but he never mentions Damara even once, and he actually seems to be on neutral terms with Kurloz:
and i vwouldnt dare to intrude on your longstanding moirallegiance vwith kurloz, and not because he scares the shit out of me either. that just really seems to vwork, you and him, doesnt it? i dont get a peep out of him of course, not evwen if im super nice and compliment his hideous hair[.]
So since we literally see Kankri exacerbating Cronus's problem by not only insisting that he not introspect, but expresses that he would be extremely disappointed in Cronus if Cronus did, I'm inclined to believe that the one who talked the Hope player into giving up his Hope beliefs was Kankri.
So what I'm saying is, if Karkat and Eridan are beautiful soul mates who make each other better in basically every way, Kankri and Cronus are incredibly toxic for each other and are in desperate need of a fucking auspice. Somebody please middle leaf these two, they cannot be left alone. Kankri's wader tendencies validate Cronus's entitlement and stagnation, and Kankri loves manipulating Cronus into believing whatever BS Kankri is espousing, because that's how Kankri gets his validation.
Kankri and Cronus means love loses.
Thank you for reading.
#homestuck#eridan ampora#erikar#karkat vantas#cronus ampora#kankri vantas#crokri#this is very critical of crokri so please don't read if you think they're a cute/sweet/wholesome couple#actually i really like cronus and meenah as moirails#meenah stops cronus from shitting on mituna#and then they immediately jump into taking each other to task for their own personal failings (& cronus IGNORES HER saying 'lets make out')#to the point cronus actually considers that maybe he should stop with the humankin thing before kankri ruins it#and since kankri is the SEER of BLOOD and his convo with cronus honestly sounds so so so much like paleflirting#'oh dw cronus ill listen to ur ultra important problems'#it kind of gives me the vibe that kankri jumped in BECAUSE he doesn't want cronus and meenah to figure that out#and also itd be really funny and thematically appropriate#if eridan and karkat were great for each other and cronus and kankri are horrible each other#that cronus and meenah's problem is that cronus keeps trying to pursue her in flushed when he really feels pale#when eridan and feferi started out pale but wound up with eridan loving her flushed
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