#the godhood aspect of their relationship
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every once in a while i remember all the really cool dsmp storylines that never got anywhere and shrivel up inside
#c!foolish and c!eret's history#the godhood aspect of their relationship#whatever was going on with c!fundy#c!karl and time travel#even c!ranboo's past was intriguing to me#dsmp#like ik they could never plot all these stories in a coherent plot but still theg were so good
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Of Contracts Between Gods and Men
On the Aeorian Kinsey-Deicide scale I’m a solid 5 (near exclusively god-preserving) which may seem surprising to my many dear associates who want those fundamental truths of existence wrecked. Without digging in any further, let’s do some quick religious history review on the question: Do you owe anything to the gods and do they owe anything to you?
The answer is not as universal as many raised in the nigh inescapable miasma of Christian theology may think! Reciprocal (or even unilateral) responsibility in religion comes and goes across history and geography. The Norse Aesir, for example, created humans but don’t owe them nada and only rarely bothered messing with them. The Greek pantheon are significantly more touchy on the subject of their pride but a person could manage offering no prayers or sacrifices as long as they didn’t promise any prayers or sacrifices. Probably. Compare this to Mayan theology, wherein both gods and humans have significant co-responsibility in maintaining balance; with ritual and sacrifice key to the continued safety of the polity. Divine-mortal relationships can be classified as nondirectional, unidirectional, or bidirectional with various advantages and disadvantages to each model. Gods come in lots of shapes and the demands they make aren’t universal!
A phrase that will often come up in any divinity studies is “covenant”. Originally a translation of the Hebrew berith or Greek diatheke, and also present in Islam, the Bahai’i faith, and possibly historical Phoenician religious practices, covenant theology has metastasized in Christian scholarship to the point it was genuinely hard to research this piece while dodging blogs by guys named Richard. But, broadly, it’s the idea of making an explicit deal with power(s) greater than yourself where you both have sides of the bargain to uphold.
Contract law is not the solution to every problem on earth or in fiction, but when the issue is a large disparity in power and mutual fears of future adverse behavior…. to quote Kate Bush “I’d make a deal with (the) god(s).”
Vitally, compared to other bidirectional pacts in world religion, Exandria has some advantages. For one thing, they have a godeater they’re right now helping to suppress. As long as the gods remain behind the divine gate they need mortal champions to effect their will—but that only holds true as long as the Divine Gate stays up. And unfortunately the problem with a fence someone else has erected is that you don’t know if they’ve kept a key.
If I was mortality’s lawyer? I’d ask for a second layer to that divine hamsterball I’d ask for anything left of the godkilling spark to be kept by the temples of Vasselheim—if they can’t be trusted with it no one can. And I’d promise cooperation from people of a certain degree of civic responsibility, not coerced or threatened out, whole hearted. But terms and conditions may vary.
Anyway, I guess the thesis is that it’s a terrible sin to destroy something you can’t comprehend with no idea of what the outcome will be (and a lot of you don’t seem to get the inconceivable joy of having/knowing/being a god, even just in fiction) but you can bring any monstrosity to the negotiating table. Don’t kill your gods, unionize against them.
#cr spoilers#critical role#bells hells#cr meta#critical role spoilers#and again I should clarify that a bidirectional mutually responsible relationship isn’t exclusive to the ancient near east#the Mayans incans and Aztecs all have some degree of entwined duties between mortals and gods in their ritual practices#(and I’m sure other religious practices did too—I’m not ethnologist I only know the big twenty)#a sort of coresponsibility for the state of the heavens and of earth#with the incans sharing the permanent embodied godhood aspect that characterizes a lot of pacific islander faith#(with high status individuals Becoming the god upon ascension permanently mingling the realms of god and man)#the ancient levant and some parts of Iran just happen to have framed it as contract rather than mutually assured destruction#the diversity of ideas about what someone who is a person but bigger would be and act like across human civilization are fascinating!#it’s why I reject the idea that a plot about divinity has to follow any script—cultural conceptions of divinity don’t!
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I've been working at this piece for 5 hours and I didn't even noticed it so, I didn't eat and drink. Fuck hyperfocus. I hope y'all like it, just like I do :)
Hurt/comfort hug between Percy & Poseidon ❤️
Poseidon thinking about who made his son cry + payback (aka his wrath)
#i'm having brainrot about Percy and Poseidon#I just love to read fics about their relationship#and I absolutely love those where Poseidon is protective of Percy or even possessive#or even darker ones. Where Poseidon loves Percy so much. he just cant think about the fact that his son is mortal#so he's thinking of stealing Percy away. Like forcing godhood on him or whatever. So long Percy is with him forever. His favourite son#Like please let the gods be gods. Let te gods have some darker aspects of them. Sure I love fluffy fics but they are still gods#anyways since Poseidon is a king. I felt he deserved jewellery. I used aquamarine and pearls for his jewelry. Since ya know God of the Seas#also I love Poseidon with longer hair and if you look closely his hair is actually blue 🥺#and I loved the idea. that you could see some of the gods “godly aura”#While I know Riordan said something about that if a mortal saw it they would die or something#but I like to headcanon that demigods can see a bit of a glow around the gods. And a god can choose if they want demigods to see it or not#poseidon#percy jackson#percy jackson fanart#percy jackson fandom#pjo fanart#pjo fandom#percy pjo#pjo#fanart#artists on tumblr#my art <3#my own post
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CLASSES - a comprehensive guide
The first thing that needs to be said is that there is no such thing as a "bad" class. All of them have the potential to be a great detriment OR great boon to the rest of the team, depending on how far along the journey of self-actualization a party member is. Some may have steeper challenges, but this corresponds with greater rewards.
The second thing that needs to be said is that all players are part of a team, and all personal journeys and playstyles are interlinked. No class is truly "solo." Even the smallest viable session is still two people, and even the most suitable classes for solo play are stronger when they're in a party.
The last thing that needs to be said is that the game wants you to succeed. The game, inherently, wants every player to reach godhood, wants every player to self-actualize, wants every player to win. It respects free will and free choice, so it will allow for failures (and, indeed, doomed timelines are vital to the alpha one existing), but Skaia is ultimately optimistic, and tries at every turn to ensure that a golden ending is possible.
Because, after all, SBURB/SGRUB - and Homestuck itself - are about children growing up, maturing, and learning compassion for each other. About fixing their flaws and rejecting the negative aspects of the society they came from. It's about how it is our duty, our responsibility, to become kind, mature people who care about one another, because we will one day be responsible for creating a new society.
And so, without further ado:
ACTIVE (-) Classes and PASSIVE (+) Classes are described with the dichotomy of "powers working for the self" vs. "powers working for others," but I believe this to be an oversimplification of what the active and passive split is. Both active AND passive classes benefit from being in a party; however, an active class will gain fewer party benefits in exchange for being more suited for solo play, while a passive class will be less suited for solo play, but confer much greater benefits to party play.
This is reflected in their personal quests: while active classes and passive classes will both require intervention, empathy, and guidance from their teammates, the struggle of an active class is usually one of grappling with internal flaws, and the struggle of a passive class is one of grappling with interpersonal or societal relations. In other words, the personal quest of an active player will usually involve getting therapized, while the personal quest of a passive player will usually involve addressing a systemic societal issue. Often, both will be required, but whether a class is active or passive will indicate an area of focus.
KNIGHT - / MAID +
PARTY MANAGEMENT
one who wields [aspect] or leads with [aspect] / one who distributes [aspect] or manages with [aspect]
KNIGHTS (-) are a very flexible and versatile class; "wielding" their aspect does not necessarily mean they are skilled at DPS. It actually indicates the way a knight interacts with their aspect, a very straightforward relationship of tradesperson and tool, or soldier and weapon. Similarly, while a knight does not always take up the "leader" position in the party, they will be the "spearhead," a point behind which the other players rally, a beating heart keeping the party together.
This straightforward relationship between a knight and their aspect leads to knights finding little difficulty mastering their aspect once they've begun. Many knights are, in fact, instinctively drawn toward utilizing their aspect, in the same way that they are naturally drawn toward roles of importance or heroism.
Knights often struggle with their perceived place in society, as well as with their innate sense of self and self-worth, seeing themselves as outcasts, resenting the responsibility placed on their shoulders, and fearing vulnerability. Unaddressed, these issues will lead to knights who actively become a detriment to party success. For example, they can dismiss valid concerns, shirk their duties, and in the worst case scenario, actively lead the party down the wrong path, invoking their natural ability to lead for ill.
Therefore, a knight's journey is one of accepting themselves and accepting their duty to better the world. It is about coming to terms with their own insecurities and learning to rely on others. It is about learning to take responsibility, and accepting the banner of a just and glorious cause.
A fully realized knight will be the center of every charge, the guiding star behind which the other players rally. They can provide clarity and guidance to those still on their journeys, and peace and comfort to those who are struggling or in pain. Where the knight goes, the party will follow, as a unified and united front.
MAIDS (+), meanwhile, tend to be on the backlines. If the knight is the forward march, then the maid is the supply line, an incredibly vital role whose absence is disastrous, even if its presence is nearly invisible. Maids have a nearly infinite well of their aspect to distribute, and are uniquely talented at managerial duties - keeping players on task, patching up the holes in a plan, sourcing and supplying resources, so on and so forth.
This is not to say that maids are relegated to support roles - a maid is usually capable of holding their own in combat just fine, especially if they've been endowed with a more combat-suited aspect. Both knights and maids are extremely versatile. That being said, maids truly shine when they're able to take on these backline roles, and many maids are more noticeable by the devastating effects of their absence rather than the invisible touch of their presence.
However, they are the class that most often starts in subservient conditions - low status, strict duties enforced upon them, so on - and their personal journey is a constant struggle against the control of others. Maids whose parties fail to grapple with and undo these shackling forces will find their maids succumbing to the influence or control of malicious entities; in the worst-case scenario, a maid can become an actively hostile enemy or saboteur, invisibly pulling the party's strings and setting them up for failure.
Therefore, a maid's journey is about rejecting societal oppression and throwing off the chains that bind them. A successful maid rises to become the head of the household - nothing occurs within the game that does not first pass the maid's inspection, and their touch ensures that there is a place for everything, and everything is in its place.
A free maid, who belongs to themselves, incomparably increases a party's efficiency. Every communication line is clear, every distribution route is clean, every mystery is solvable, and every plan is airtight. A maid guarantees that nothing can ever go too wrong.
PAGE - / HEIR +
TEAM BONDING
one who must earn [aspect] or inherits the mantle of [aspect] / one who is beloved by [aspect] or awakens to [aspect]
PAGES (-) start the game with the fewest benefits from their aspects, but the greatest potential for growth. Theirs is a constant battle with the self; they are often cowardly and naive. They possess sensitive souls, and while it is incredibly easy to hurt a page, it's much more difficult to build them up. Because of the difficulty of raising this class, it's practically defined by its journey - a constant struggle against the self - rather than its destination, and the powers the class confers.
Pages, like heirs, are classes of inheritance. A page is promoted by trials and tribulations and comes to inherit a greater power than they begin with; in the same way, the class will one day come to embody its aspect, although the road will always be turbulent and long. Moreover, it is a journey without end; pages, being as sensitive as they are, are the most prone to backwards progress, even after reaching their peak.
They prone to staying weak throughout the entire game, never self-actualizing past being the party joke. They attract the obsession and ridicule of stronger-willed players, and their mistreatment can become extremely divisive. A page can easily become a party's albatross, the epicenter of massive interpersonal conflicts, which can tank an entire session.
Therefore, a page's journey is one of the most difficult of all - that of teaching others how to care about other people. Pages rely on great patience, kindness, and understanding. Their sensitive souls must be carefully nurtured and propagated with love and attention. In the same way that a page can tear a team apart, they can bring a team together, all in the name of compassion and empathy. A fully-realized page is the symbol of a party that has linked hands with one another.
Self-actualized pages, as a result of the difficulty inherent to the class, are incredibly powerful and versatile when fully realized. Inheriting the mantle of their aspect, they become pure embodiments of their aspect, capable of achieving impossible feats of raw, unfiltered power, and inspiring all those who gaze upon them.
HEIRS (+) begin the game very strong, but have a difficult time becoming stronger. This is because their usage of their aspect is very instinctual to them, even at times being entirely beyond their control, hence, "beloved by" in the class description. However, because of how naturally their aspect comes to them, it makes taking further command of their powers difficult.
An heir "awakens to" their aspect because their natural, intuitive control often renders them too comfortable to grasp the greater implications of their class. As an inheritance class, heirs can come to embody their aspect, transforming entirely into it. Their challenge lies in breaking out of their comfortable shell and learning how to utilize their powers in more active, intentional ways.
This is reflected in their personal quests. They are often set to inherit great privilege or wealth prior to entering the game, and are thus naive to the realities of the suffering and pain of others. Without a supportive party willing to challenge their views, heirs can perpetuate that pain by submitting to their place in the world, becoming a divisive force within the party, or, in the worst case, losing themselves to their inheritance, and submitting so wholly to their aspect that they become lost to the rest of the team.
Thus, an heir's journey is to question the stratification of the society they belong to, so that they can recognize and address its flaws. They must learn to interrogate their inheritance, separate it from themselves, and reconcile with it. Theirs is an arc of examination and understanding, descending from their position of privilege and peace to learn about the suffering of others, and deciding that they wish to do something about it.
With full command over their aspect, and a clear vision for how it ought to be distributed, the party gains a new and powerful ally - the aspect itself, which will come to embrace the entire party as family. A fully-realized heir connects the privileged and underprivileged, spreading their inheritance to all.
MAGE - / SEER +
GUIDANCE
one who invokes [aspect] or is drawn to [aspect] / one who comprehends [aspect] or is guided by [aspect]
MAGES (-) are a class of prophets, although saying they "see the future" is misleading. Rather, mages "invoke" the future, collapsing causality to align to their desires. Most mages remain unaware that they are doing so until well into their journey. While all players weigh on the scale of causality, affecting both past and future events, and which sequence of events is the "alpha" sequence, mages have the most direct effect.
Because of this ability to invoke future events, mages possess powerful buffing/debuffing abilities. Furthermore, as one of the two knowledge classes, a mage usually has a very deep understanding of their aspect, and an intuitive knowledge of how the flow of time and causality function. They are "drawn to" their aspects in this way, instinctively searching out points where their influence can affect the flow of events.
However, with great power comes great cost; the mage class is usually assigned to those who are stricken by tragedies and prone to negativity and self-loathing. Mages often begin the game as a detriment to the party, "prophesying" future events that leave the party - including themselves - at a disadvantage. In the worst case scenario, a mage can invoke certain doom for their party or themselves.
Therefore, it is vital that a mage address their tragedies and be given a chance to heal and grow. The ones most struck by tragedy, theirs is a journey of reclaiming lost joy and rediscovering lost hope. However, the transformation is powerful once completed - as the one who suffers tragedy and loss most intimately, a mage can also come to be one of the most empathetic and compassionate members of the team.
If a mage is uplifted, and capable of believing in a kinder and gentler world, then their ability to invoke the future - and the aspects of their aspect that they are drawn to - become kinder, as well. Pain and suffering still have their place, but the ending will be a happy one. With a fully empowered mage, the future will always be better than what came before.
SEERS (+) see multiple branching paths. A mage determines where a road will be built, but a seer tells you where a road CAN be built. They are also often gifted with knowledge of the game and its mechanics, and are especially uniquely gifted with understanding of their own abilities. In this way, they "comprehend" their aspect.
Seers themselves are not particularly gifted in combat through their classpect alone; however, in exchange, they often play a vital role in steering the party. They are the game's built-in guides, with an intuitive knowledge of the game's victory conditions, as well as an instinctive desire to lead others along their paths. Seers are, therefore, one of the most important classes in the game, when one is present.
However, the ability to see is a burden as well as a gift. Seers find themselves paralyzed by choice, and often doubt their own abilities to choose "correctly." They are prone to becoming mired in what-ifs, and struggle with political or ethical debates with no clear answers. In the worst-case scenario, a seer may feel so cursed by their sight that they self-destruct, and deliberately choose poor or incomprehensible answers, in an attempt to free themselves of their sight.
Thus, a seer's quest is, ironically, to see the world beyond the purview of their aspect. They must come to have a more comprehensive understanding of the world they live in, and what purpose they are trying to achieve, so that they can feel confident in the choices they make. A seer is often blind - their journey, therefore, is that of regaining their vision, by connecting with the world outside their inner sight.
A seer with a clear vision for the future will always know exactly which path to choose. A party with such a seer in it will never be stuck and never be lost. If there exists a path to self-actualization, the seer will know it. And if there exists a path to a breathless and perfect victory, a fully-realized seer will light the way.
THIEF - / ROGUE +
UTILITY
one who steals [aspect] from others or steals with [aspect] / one who steals [aspect] for others or steals from [aspect]
THIEVES (-) are a very difficult class to play. They start out with almost no passive abilities regarding their aspect, and their ability to actively use their aspect is contingent on their ability to first "steal" it from someone else. Thus, they are always playing a game of resource management, and there is always a chance for them to be left helpless after a heist gone wrong.
However, their gimmicky nature allows them to overtake other classes even in that class's specialty, if they can set up the exact right circumstances and manage their resources well. This makes them incredibly versatile, especially when a thief is working together with a party, and thus able to count their party among their potential resources. It takes great cunning to play the thief class well.
However, this also makes the thief a potentially dangerous element to the rest of the party. Thieves are often egotistical and self-serving, willing to see enemies and allies alike as resources and tools. Unaddressed, their reckless, selfish natures will earn their teammates' distrust and enmity. In the worst case scenario, a thief running rampant can severely harm the party, or earn so much ire that the party turns against them.
Thus, their journey is that of realizing that their selfishness and ego are flaws - the classic parable of "money doesn't bring happiness." Beneath their uncaring surface lurks genuine emotional distress; a thief must come to realize that their greed and selfishness is an active detriment not only to the people around them, but their own selves. Only then can they heal from their injured souls.
A thief that has undertaken this journey is one who has realized that they are stronger when they are working with others. Their versatility, creativity, and cunning are incredible assets once harnessed toward the will of the party. No situation will ever be inescapable, no safe uncrackable, and no problem unsolvable - not if the thief has anything to say about it.
ROGUES (+) are similarly difficult to play. Unlike the thieves, rogues do see passive benefits from their aspects. However, their active abilities are much less straightforward, and rogues often struggle with understanding them. A rogue's role is to redistribute wealth - thus, "stealing for the sake of others."
A rogue, being able to steal directly from their aspect, truly shines when given enough time to prepare. If a thief must fly by the seat of their pants, then a rogue is a heist planner - they have an infinite box of tools to pull from, if only they know what tools they'll need for the job. This makes them incomparably versatile, even if not necessarily in the heat of combat.
Rogues take on the mantle of challenging the status quo. They usually begin the game already in opposition to their society, seeking out better alternatives and considering unorthodox options. However, not every party is ready for a rogue's radical ideology, and not every rogue has considered the full consequences of their belief in change; in the worst case scenario, the rogue can become outcasted and disregarded, or cause an upheaval that proves disastrous, rioting for the sake of rioting.
It often requires the help of others for a rogue to understand how to use their powers. In the same way, it requires the party's honest communication and exchange of ideas to help a rogue grasp exactly what form their rebellion ought to take. A rogue knows instinctively that something must change; their journey is learning how they ought to go about it.
Once they do, a rogue - given enough time to prepare and plan - is the ultimate utility player, having the right tool for every possible situation. Their abilities are only magnified in a party setting, as their teammates become variables that unlock new possibilities. A party with a fully-prepped rogue always has a perfect plan, a way to solve any problem that they might face.
WITCH - / SYLPH +
AREA CONTROL
one who manipulates [aspect] or achieves dominion through [aspect] / one who nurtures [aspect] or creates a land of [aspect]
WITCHES (-) carry with them the winds of change. A witch manipulates, changing properties of their aspect and their aspect's effect on others, creating a "territory" over which they rule. They see few passive benefits of their aspects, in exchange for their active abilities being so all-encompassing and overwhelming.
Once their territory has been established, witches make the rules. Their changes can be permanent, temporary, massive, and miniscule. However, a witch "achieves dominion" with their aspect - this means that they must first struggle to create this domain, and it's difficult for their abilities to manifest until they do, often leaving younger witches weak and vulnerable.
Witches have strong feelings for how things should and should not be, but not necessarily grounded ideas for how to implement them, often due to some "outsider" status in society. Unfocused witches become dangerous for the party, as they are easily manipulated; in the worst-case scenario, they can fall in with malicious forces, who can sway a witch's turbulent heart and utilize them as a force for negative change, rather than good.
Thus, a witch's journey is that of interrogating right and wrong. A witch must struggle with morality and ethics, and come to clarify their own beliefs; only then can they know what sort of domain they wish to establish, and what sort of rules they wish to enforce. Once they know their own hearts, they can shake off the insidious whispers of malicious external influence.
As if a reward for their struggles for autonomy and independence, the witch is the one whose will is most imposed on the world that comes after them. Just as an evil witch putrefies the world around them, a fully-realized witch who has decided to use their influence for good can create a near-utopia.
SYLPHS (+) call to mind the images of fey folk who sprout plants where they walk. That is how a sylph "creates a land" of their aspect - merely by existing, the world around them becomes suffused by it. A sylph's mere presence nurtures, grows, and heals their aspect; unlike witches, who manipulate what is already there, sylphs can create something from nothing.
The establishment of their domain comes naturally to them. Those caught within it are on the receiving end of their aspect, whether they want to be or not. In exchange for such powerful passive abilities, a sylph's active abilities are weaker, and usually unsuited for solo combat, generally being of healing, buffing, or debuffing nature.
A sylph is prone to selfishness - to luxuriating within their own land, their own aspect, their own mind. They often have difficulty connecting with others and understanding why their own personal world may not be to the liking of the world outside of themselves. Often, they are aloof. An unrealized sylph can cause great harm to the world around them, their domain choking out and smothering their party; in the worst case, they can mire their party within it, leaving their party unable to proceed.
Thus, it often requires the outside world to breach their safe haven in order for a sylph to grow. They must be made uncomfortable, and then made to accept that uncomfortable things are also important - maybe even more important than comfort, at times. Growth often requires pruning; a sylph's journey is to come to understand that good intentions may lead to harm, and, vice versa, that harm can often lead to true growth.
Sylphs can provide the greatest compassion and emotional comfort within a party, encouraging - if not enabling - their teammates' growth in their personal journeys. Once a sylph understands when it is appropriate to encourage, and when it is appropriate to pull back, there is no refuge safer for the party than the sylph's domain.
PRINCE - / BARD +
OBSTACLE REMOVAL
one who destroys [aspect] or destroys with [aspect] / one who allows the destruction of [aspect] or allows destruction through [aspect]
PRINCES (-) possess the ability to annihilate, a destructive class not limited to physical or tangible objects. Princes also enjoy auxiliary benefits as befits their royal titles - many princes start the game with great talents, great status and wealth, or both. They are also endowed with royal presence; their very existence provokes strong emotions from those around them, for good or for ill.
One of the more straightforward classes in the game, a prince's ability to destroy most commonly manifests as DPS. However, their abilities encompass a greater scope than mere damage - the prince's ability to annihilate figurative or metaphysical concepts makes them capable of directly removing any obstacles that stand in their way. As if hungry to consume their aspect, they are naturally drawn towards where it congregates.
However, with great power comes great responsibility: princes are often the most psychologically maligned within the party, and their destructive talents can very easily become self-destructive instead. Usually the result of societal pressure, trauma, and suffering, a prince is prone to embodying the lack of their aspect, rather than its presence. In the worst-case scenario, a prince spreads this misfortune to the rest of their party, destroying the presence of their aspect from their session altogether, often taking themselves along with it.
A prince must be shown compassion. Though they are often viscerally unpleasant to engage with, turning a blind eye to foolishness, loneliness, and suffering - which a prince embodies - is one of the worst things that a party can do. Though the effort at times seems undeserved, to heal a prince requires a staunch belief that there is good to be gained if we are kind to each other. This kindness will be returned; once you are counted among a prince's "people," they will do anything to keep harm from befalling you.
A prince, once shown this grace, is incomparably powerful. To destroy their aspect or with their aspect is the ability to destroy nearly anything, including concepts such as despair, death, and doom. As if proclaiming a royal decree, a fully-realized prince can banish misfortune and ill tidings altogether, leaving nothing standing in the party's way.
BARDS (+) are a wildcard of a class, often responsible for a party's improbable victory, abject defeat, or both. Their abilities are not very well-understood, even by the bard themselves, and they often utilize both passive and active abilities intuitively, unaware that they are doing so. The morale of the party is deeply tied to the bard's own, and it's unclear which side is cause and which is effect.
The ability to allow the destruction of their aspect, or invite it through their aspect, is actually something of a debuff rather than DPS - the bard's ability is to break unbreakable shields, tear down unclimbable walls, and nullify unstoppable forces. Rather than dealing damage themselves, they allow for damage to be dealt that would otherwise have no effect - in other words, by nature, they make the impossible possible. This is the true source of their ability to evoke "miraculous" situations.
Bards are inextricably tied to society - after all, their tales only hold as much value as their relevance to the audience. This means those with the bard class are invariably molded by the worst aspects of the society they come from. They serve as living embodiments of the most unpleasant aspects of society, and living reminders that leaving these elements to fester only means they will multiply in severity. If these beliefs are allowed to go unexamined, bards will always steer a party towards ruin.
Therefore, a party must engage with the bard earnestly, compassionately, and openly, and help them see the errors of the past. A bard must be led, with gentle guidance and genuine openness, to discard their harmful beliefs, and sing a new, more beautiful tune.
A bard that has been brought back into the fold is a worker of miracles. When every other possible option has been exhausted - the knight and maid in disarray, the page and heir unable to keep the party together, the mage and seer blinded, the thief and rogue out of action, the witch and sylph with their territory lost, the prince no longer able to function - this is where a bard will step in, transmuting abject defeat into a perfect and breathless victory.
#homestuck#classpect#classpects#just my own opinions obviously#feel free to disagree#this is also more meant to examine the actual text of homestuck or serve as a reference for fanworks#i dont actually vibe that much with classpecting actual real people#because unlike fictional characters we contain multitudes#still i cant STOP you if thats what you want to do hahahah
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I love how literally every version of the Princess could be interpreted as a piece of the Shifting Mound and, no matter how weird our relationship with her gets, it’s still applicable to our relationship with her as a whole.
Smitten and Damsel show how the Long Quiet and the Shifting Mound are star crossed lovers.
Skeptic and Prisoner reflect their inability to escape without working together. They are both Prisoners, even if only one is wearing a shackle.
Hunted and Beast present them both as archaic forces of nature that must change and adapt. As death, Beast is an offensive predator, and as life, Hunted is defensive prey.
Stubborn and Adversary demonstrate that the two gods are true equals in every sense, and that death means nothing to them in the end as long as they have each other.
Cheated and Razor show how conflict is in their nature, and that no matter how much violence the Shifting Mound dishes out, the Long Quiet is always strong enough to stand against her.
Broken and Tower show the contrast of Shifty’s embrace of her godhood vs the internal conflict of the Long Quiet, as well as the desire to embrace her for everything she is regardless of her flaws. Perhaps, in a twisted way, Broken shows an embrace of our godhood as a whole…
Cold and Spectre demonstrate the dynamic set by the Construct: a killer and his victim, as well as showing the true power of the Long Quiet, and showing that, underneath the struggle and conflict, LQ could end this all disturbingly quickly if convinced to.
Paranoid and Nightmare show the fear that infects the dynamic of the two gods, like Paranoid’s fear of the Nightmare and the Nightmare’s fear of sharing her heart, along with the desire to know the other but the inability to do so organically.
Opportunist and Witch, like Stubborn and Adversary, show the equality of their relationship, but rather than one built out of mutual respect, its mutual animosity fostered by the artificial tension of the construct. It’s the opposite of Skeptic and Prisoner, as, rather than realizing they can escape together through mutual trust, they both try to win against the other when it’s not a winning game.
Contrarian and Stranger show the inherent contradictions in the Gods’ natures; like Shifty says, aspects of who they are contradict themselves, and nothing can exist without contrast and change.
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listen im not an expert on wanderer or sethos lore at ALL so im probably wrong about everything im about to say
but i love a beautifully poetic moment. With sethosscara feels like the right test of wanderer's character. there is great potential for a full character arc.
a person so jadded by the world they inhabit and the human aspects of himself he decides to abandon it by any and all means. For him to be accepted by the god of knowledge and life and give him the perfect place to heal old wounds. In the nation of knowledge and life everlasting is where he comes to terms with death and betrayal. that is so beautiful and him and sethos' relationship (even platonic) is a cherry on top because Sethos is electro.
he represents everything wanderer wanted: a friend, someone who cares about him, someone who asks for him and a person who isnt interested in power and greed. sethos is unrelenting in his selflessness. he gave up the potential for power to help someone. Sethos has met people who have needed countless things from him (some of them could have been like scara who were vulnerable and desperate).
Sethos also represents everything that scara blames for his misery. he has a connection to Godhood like scara. he is in charge of the temple of silence which is a parallel to the plane of euthymia. Faruzan might have been trapped there for those 100 years. Sethos, like Ei has a strong respect for the past and protects it. The thankless pursuit of "eternity" is present for the both of them.
To accept sethos' friendship or beyond Scara would have to let go of the misleading principles he held onto to protect himself. He'd have to accept that unfortunate things happen regardless of the situation.
the most beautiful part is that sethos doesn't ask him for anything. He isnt loudly asking for any of this. He just simply thinks he is interesting and wants to know more. The keeper of the temple of silence, the protecter of all knowledge surrounding king desheret, is uniquely insatiable about Hat Guy. its not for any glamorous reason, its just that the makings of Scara soul pull him closer. he doesn't want to know the doll, or the god, or the legend. He wants to know wanderer. that's all. that's really all he wants.
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do you still do session analysis?
I've never really done that, so no.
I appreciate the value placed in my opinion, truly, but I guarantee you it will be way more fun and satisfying to write things like that on your own than it is to get some stranger to do it for you. I don't feel good depriving someone the joy and learning experience of figuring out Character + Classpect Dynamics on your own. It's hard, for sure, but it's completely worth it. I'll give my thoughts on Individual Classes, Aspects, and Classpects now and then, if the mood strikes me, but the way that will affect a Group Dynamic is far more dependent on the individual characters involved and the narrative they're in than a lot of people seem to give credit for. Yes, the Classpect of a character says a lot about them, but it doesn't really express their Moral Alignment, the full breadth of their Personality, any specific Traumas or Neuroses that may afflict them and affect their relationship with their life, surroundings, and the people around them, et cetera, et cetera...
Basically, a Classpect says a lot, and a Group of Classpects can also say a lot, but I find it personally difficult to make very solid statements on the Viability of a Session or the Dynamics within it without having a deep understanding of not only the characters involved but also what kind of story is being aimed for. What a Classpect can mean or entail depends a lot on the Hero in question, and the specific Meta of the Session. You can keep the Meaning of all Classes and Aspects nigh completely Canon Compliant, but still have them imply and result in totally different things within a Session, purely because the Story and Character demands something that isn't, like... Just a straight up repeat of things already tread upon in source material. You could have a Seer of Light that's evil. You could have Bard of Rage that's a pretty good guy, all things considered.
For example, Sovereignstuck has a very particular Meta with its Classpects, and it's going for a very particular narrative. The characters in it are also very much so their own beasts - though their Classpects may say a lot about them, it doesn't really tell you anything about their morality, or how willing they are to hurt people or even just ascend to godhood in the first place, which is a really big deal in what is essentially a literal Deus Ex Machina Death Game Horror/Drama RPG setting especially. To use a particular example from Sovereignstuck - Bards of Mind tend to be billed as chaotic forces and, due to being a Bard, inherently bad people, with some even suggesting the best way to write a Bard of Mind is to write a straight up Bigot. We've got a Bard of Mind in the Player Session, Emeric Sargas, and while she is a complicated person - as is the truth for everyone ever - she is, generally speaking, a very child-like ball of sunshine that basically no one has beef with because she's just very sweet. Odd, yes, definitely, she does have a litany of very strange beliefs about how the world works, but overall a nice person. We have two Maids of Space, even, and they're extremely, extremely different people.
It's not as simple as saying "Princes of Void and Witches of Heart are guaranteed to not get along!", or "This Session will fail because it has an insufficient Player count!". Hell, it's difficult for me to even say a Session is doomed to fail if they have no Time and/or Space Players. Maybe the Meta of your Session simply doesn't abide by typical SBURB rules. I know my Fanventure sure doesn't, it's running on a fucking spinoff game with no Universe Building aspects to it - it's just a God-Making Machine. Maybe you don't need a Time or Space Player. Maybe you don't need a Knight, or an Heir. Maybe you can have five Pages. I literally don't know. Write whatever you want. Get creative. You truly do not have to abide by the rules set by SBURB if you don't want to write a Creation Myth. My only recommendation is that if you're breaking the mold, make that clear - explain what the purpose of your game is. Hell, explain the purpose even if it's just SBURB 2. The Characters are gonna have to learn what it is, even if the reader is aware of it already.
I could talk more, but this is already a long enough response to a pretty simple one sentence yes or no question.
TL;DR: No, I don't, sorry.
#homestuck#sovereignstuck#homestuck meta#homestuck analysis#classpecting#homestuck classpect#mspfa#homestuck fanventure#homestuck.pdf#nekro.pdf#nekro.sms
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What is the latest belief or thing you added to your faith?
Faith specifically? That godhood is a title bestowed or earned, not an intrinsic aspect of an entity. This is a slight expansion of Stag's "spirits in silly hats" theory.
So last year I started my journey, maybe not on the crooked path, but next to it? within eyeline of it? Idk, I started seeking out The Witchfather. And things went really well, we have a good relationship going, I've expanded my craft significantly in just the 6 months since I made my pact (that sounds WAY more serious than it is, right now I have a year and a day deal going with him, we will reassess on my birthday). I also went into this relationship relatively blind to literature and prevailing ideas surrounding him. I wanted to get to know each other before I started researching him in depth.
As the weeks and months passed, I started to realize he was rather limited in power relative to what I thought a god should be able to do. Most of what we did together was tied to the forest behind my house, and his ability to act outside of my property was minimal. I have since come to the conclusion he is the spirit of that forest, not The Witchfather (capital T capital W, big daddy God [which I'm sure is a cultural Christian expectation anyway]) that I thought he was. He was simply MY witchfather. He only became a deity because I decided he was one, and from what I can tell, he does not give two shits if he is considered a god or not. He simply is a Guy who answered when I called out. I am the one who put that crown on his head, and he wears it indifferently.
So I think a lot of what makes godhood is how we as people/worshippers/whatever you wanna call us treat the entities concerned. Aphrodite is not the goddess of love, sex and beauty because of any inherent quality she possesses, the ancients just gave her that domain and she ran with it (and she's doing a wonderful job as far as I'm concerned).
This whole change in philosophy was super freeing with regard to my idea of faith and devotion. It takes the pressure off of my ideas of divinity. It is easier to approach someone when you think of them as "just some guy with a fancy title" god instead of "behold my radiance, look upon me and weep" god.
Thanks for the ask! It was nice to actually write this all out and get it to be coherent.
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Morgott for the character ask meme!
favorite thing about them
What drew me to him in the first place is how much I related to his character. When I was a religious teen I hated myself so much. I hated my appearance. I hated being a woman. I was in a constant loop of thinking of myself as this terrible waste of space that couldn't get anything right. Just damned to fuck up my entire life and then die and go to hell. Morgott isn't quite so pathetic as I was at 16-17 lol, but I saw a lot of my struggles in him. He believes he is born cursed, that no matter what he does he will be rejected by the Erdtree- an aspect of his religion and God- when he dies. He is misguided at best and vile at worst, but I completely understand why he is the way his is.
Also,
He's gorgeous
least favorite thing about them
The giant scabby looking red bump on his head is kinda gross : (
He doesn't return Mohg's calls enough : (
I wish he had more voice lines : (
I mean, maybe this is a cop-out, but there's pretty much nothing I dislike about Morgott. I love his lore, his fights, his stunning good looks (sans red bump). He's a remarkably fascinating character that has tragic and heroic aspects to him while also being a flawed and a worthy antagonist.
favorite line
"Have it writ upon thy meager grave: Felled by King Morgott, Last of all Kings." (A stone-cold reveal? Sexy voice acting? He hates the player so much it makes him look stupid hot?)
Shout out to "Whose hand graspeth thy leash, I wonder?" It's a cut line but it's Ummph
brOTP
Morgott and Mohg. The literal brothers of all time.
The importance and closeness of twin relationships is prevalent throughout the game. You cannot tell me Morgott and Mohg weren't once so, so close. They are amazing foils, too! Both of them exemplifying the extremes they were driven to by their upbringing. Neither have experienced good and healthy love, thus they search for it in unfortunate places. Both of them grew believing they were monsters, and both behave differently in consequence- with Morgott clinging to servitude and humility and suppression and with Mohg embracing everything being a monster entails. I love it.
I think they still care for one another a lot. Their ideologies just strain their bond.
OTP
Morgott x Tarnished or Morgott x Oleg
Please read Oleg's ash description if you haven't. That man was murdering for Morgott for the love of the game.
nOTP
Morgott x Mohg (romantic)
They're just better as brothers.
random headcanon
I have... many headcanons.
Morgott hates Rykard because he envies Carian siblings for being welcomed into Marika's lineage while he was rejected as her 'firstborn' (shhhh Messmer shhhh). Rykard also figured out he was Omen before the war and offered Morgott amnesty and allyship. Morgott was so offended he resented Rykard forever for it.
Morgott hired Oleg to help him secure his throne in the early days of his power. After all, he was an unheard-of Demigod that showed up out of nowhere to make himself King. He probably faced a lot of pushback. Oleg was there to kill the dissenters! (And kiss Morgott)
Morgott used the mimic veil to appear human to Leyndell. His cover story for his sudden appearance was that he was exiled with Godfrey to the Badlands as a young child. When Godwyn died Queen Marika called him back to the Lands Between, having earned his Grace. Thus, he took the moniker Grace-Given. (Ironically, this would make King Morgott semi-Tarnished in his own story).
Morgott was friends with Godrick before he took to grafting. Godrick was weak in body despite being a member of the Golden Lineage, and Morgott felt some kinship with Godrick's struggles with self-image and his lackluster presence as a scion of Marika.
unpopular opinion
I find it a little disappointing that in most fics where he is a central, vital character he ends up as the mere consort to the Tarnished Elden Lord. I know SOTE told us irrevocably that Godhood is not good at all for mortal vessels. But I kinda wish Morgott was allowed to be Elden Lord or a God more often. I find it cathartic when a person so spurned by the church and God of their faith is made into something holy and powerful.
Also, I think Morgott was the eldest child of the Golden Lineage, and that Godwyn never really knew him.
Morgott is definitely not a virgin.
song I associate with them
Take me to War by The Crane Wives! Dreams Wash Away by Joe Wong!
Forsaken by Savant!
Monster and Arms Unfolding by Dodie!
Torture by Les Friction!
Cirice by Ghost!
Favorite Picture
My commissioned piece for my fic Gilded Apotheosis. The art is by bora-in-tamriel
@barrowlands567
@bad-as-me (since you asked this too!)
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Thirsty Thursday: Issue 2: Reconciling love with a new identity
This is the second part of the Thirsty Thursday posts I want to do today. I have been thinking hard on how to make the One-Winged Angel accept that he actually does love Bianca, since I like to keep the canon characters in my work as close to canon as possible.
With that in mind, I thought I would try to work out how Sephiroth accepts his love post-Nibelheim with his plans. One thing to keep in mind for this is that he did try to purge his love for Bianca when he was in the Lifestream, as well as his other positive emotions. Their soul-bond, which links them through dimensions, refused to let him do this.
Again, this only applies to Fantasy Worlds Collide. It is not meant to be an in-depth analysis of Sephiroth.
Sephiroth (Amused): Oh! Where did you find this strength? Cloud: I'm not about to tell you! (slams Seph into a building) -- Advent Children (2005)
Content Warning: manipulation, emotional dependency, emotional suppression, exploitation, psychological complexity, self-destruction, themes of godhood, toxic relationship dynamics, violence, and references to cosmic destruction.
This quote has been living rent-free in my head for the past few months. I wanted to keep the theme of this to Sephiroth's personality in any fan fiction that I wrote about him. With this in mind, he does several things to make sure that she is not a 'relic' or 'tether' to his past.
Sephiroth tends to reframe his love for Bianca not as a weakness tied to his humanity but as a testament to his superiority. In Fantasy Worlds Collide, he views their bond as something beyond mortal constrains: an eternal connection that transcends the boundaries of a normal relationship. Bianca's unwavering loyalty and shared vision for dominance allow him to justify her place in his life, seeing her as a asset and a partner in his ascension rather than a tether to his past.
As mentioned above, Sephiroth also attempted to purge all emotions, including those feelings he has for Bianca. However, their soul bond -- amplified by the threads of destiny, Jenova and S-cells, and telepathic link -- made her presence in his memory unavoidable. Instead of continuing to waste his energy fighting it, Sephiroth accepts this connection now as an unshakable part of himself. Her existence became one of the few emotions that he allows himself to retain, not as a relic of his humanity but as a manifestation of his new self. His fallen celestial and her identity is deeply intertwined with the chaos he sees himself creating.
He also does not see her as a reminder of his humanity but as a reflection of his godlike nature. Although Bianca was born in a human host, she is not human. Her celestial and demonic heritage, her devotion to him, and her willingness to embrace his darker path elevated her in his mind to something far superior then the humanity he despises. To Sephiroth, loving Bianca doesn't diminish his rejection of humanity, but it reinforces his believe in their shared purpose as beings destined to reshape existence.
Although he rejects vulnerability, his bond with Bianca forces him to confront his emotional dependency. He reconciles this by viewing her presence as inevitable and inescapable -- much like the Jenova cells that define him. He accepts her as part of the new Sephiroth, a constant chaos, rather than a visage of who he once was. In doing so, he can compartmentalize the emotional aspects of their bond, justifying his feelings as an extension of their shared power rather than a weakness.
Although I tend to portray their relationship as loving, there are times where he manipulates her love to ensure she remains aligned to his plans, reinforcing that their bond serves his goals rather than detracts from them. However, please know that this manipulation is not devoid of genuine affection. Despite his attempts to suppress his emotions, the connection between them is often too profound for him to deny completely. He convinces himself that allowing her to remain in his life when he is the One-Winged Angel is a calculated decision, even as his actions might betray some lingering humanity.
And, finally, Sephiroth is a very intelligent man. He saw her own descent into darkness as a mirror to his own path, which makes it easier for him to reconcile her place in his life. Her willingness to embrace her corruptive nature now and her role as his partner in chaos aligns with his rejection of his former self. He views her transformation as proof that she, too, has transcended humanity, making their bond a strength rather than a weakness in his eyes.
Also, I don't think he would pass off someone who can cast a kilo-nova to destroy the Omniverse and rebirth it into what he wants Creation to be.
tagging some fellow mutuals: @themaradwrites @littleshopofchaos @serenofroses @megandaisy9 @watermeezer
@nightingaleflow @prehistoric-creatures @creativechaosqueen @chickensarentcheap @glbettwrites
@seastarblue
#hirsty thursday#tht: ff: fwc#oc: bianca moore - ff#character: sephiroth#sephiroth#otp: bianca / sephiroth#sephiroth x oc#fwc: ff#ff vii oc#characters: fwc: ff#au: canon divergent#cd: relationships#headcanon: relationships: canon characters#tht: issue 2: reconciling love with transcendence
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Analyzing the Dethklok boys and their relation to Gods
So I've recently gotten into Metalocalypse and was kinda upset that no one in my vicinity has either not heard or cares about this show enough to yap and analyze it with me but then I remembered that I have a Tumblr just collecting dust and this is a perfect place to just...talk. But anyway going back to the whole purpose of this post I wanted to touch on the boys pretty literal godhood presented in the show and how it reflects on their character and their backstories starting with...
Toki Wartooth
Starting off with one of the easiest to analyze since he arguably has the most lore present to the viewer. Throughout the series, toki is presented as the most childish as well as the most emotional of the group with parallels to the angle of death sprinkled everywhere. It's prophesized that anyone he loves or finds dear kicks the bucket with the boys being an exception (since IMO their prophecy and own godlike powers kinda cancel it out). Whether it is that child fan whom he was unironically doing the favor of declining her until the last second or his own father- everyone he loves either dies or never progresses in life (i.e. Dr.Rockso). By nature he is a bad omen who particularly gets canceled out by another member- I'll get into that shut up- but also has weird relations with the big man upstairs, Jesus Christ. His appearance is even similar to that of him and in scenes of his childhood where he's being heavily abused by his parents, you can see parallels of the lashings on his back. When being tortured by Magnus alongside Abigail they are crucified and put into the position Jesus once was in. [Also, sidenote I find it interesting how he deals with stressful situations either by tweaking or age-regressing by having Pickles be his caretaker. Since you can see him slowly regress through the series (no he did not regress all of a sudden after being saved you can clearly see how he regresses throughout the series, and I stand on that bruh) but regresses hard during the aftermath.]
Skwisgaar Skwigelf
Being the adonis he is, I think Skwisgaar represents life to counter Toki's roots in death. His appearance replicating common ideals of angels paired with his height and canonical attractiveness, Skwisgaar is truly a seductress of all sorts. To the point, I get huge Zeus feelings from him (hell it was kinda pushed into our faces during the episode showing how many children he's fathered). His learned skill contrasts itself with Toki's raw talent and has a constant clash- going back to the fact that they represent death and life respectively. I think their constant fighting kinda represents the back and forth between life and death, and those small tidbits where they do show compassion towards each other are a display of how one couldn't exist without the other. It's the fear of Toki possibly getting better than him that pushes Skwisgaar to be on top of shit and it's Skwisgaar's superiority complex and constant snubbing of Toki that pushes the other to battle for the same position. It's another interesting thing how they both deal with their traumas differently. as I truly believe Skwisgaar is prolly hypersexual due to being constantly exposed to well.. sex. And when he's not pondering on that aspect of his life then he's parading around his guitar skills as another coping method. I mean his guitar is LITERALLY part of him 24/7.
Nathan Explosion
Saw a bunch of discussions/debates on what Nathan could be, ranging from power, love, and rage (tbh that's more William than anything). And I think it's a mixture. Nathan is the only member of Dethklok to actually seem to have a stable background out of all of the band, also being the only member consistently in non-one note relationships. And while he does divulge himself groupies he seems to be genuinely interested in having long-term relationships as seen with him getting ready to propose to Abigail (which I honestly think he didn't really want to, he just felt something was missing and hoped a woman he had something with could fulfill that purpose). All of this makes me think he has some domain/relation to love as well as power seeing his influence of thousands being the head of Dethklok. His power is so insanely strong that whenever he doesn't deliver or even when he does via performances the area goes to shit and he strikes up chaos. A little part of me wonders if that's because all of the boys performing is like some Leviathan event but I digress. And in this role, it is Nathan who counters...
William
William arguably has the least info bout his background other than how his two parents died and how he was treated harshly in school, there's not jack about him. However, I do feel like he has domain over hate, pride, and chaos. I mean this man's hatred is so intense that it extends to every part of himself and is an essential part of Dethklok's sound. Without him, they are positive, which funny enough is pretty reflective of the role of bass in a band. It's the link between the drums and everything else. So no matter what the rest of the instruments are doing at that moment the bass sets a tone and is fundamentally dictated by him. He's a mean, vulgar, and brash force that in a weird way counters everyone a tad bit. (love lil bro for that tho).
Pickles
Quite literally being dubbed the mother of the group by fandom and cannon I think Pickles represents the maternal figure of the group kinda. But at the same time he neither counters nor has a specific role in the group that isn't being the drummer. (though drummers act like the temporal glue i.e. wrangling his stupid bandmates to the right path) He takes on this id personality yet also acts brash. The closest thing I could compare him to being a Dionysus figure. Specifically how he represents overindulgence which can be seen in his multitude of addictions but his insanely high tolerance, other than the relation to alcohol Dionysus also has 2 sides just like pickles. One minute he is the most stable and mature of the group and the next he is thrown into a jealous or petty rage. (which can be seen in fatherklok of with Abigail and Nathan)Most often being spurred on by his family history of being the scapegoat for all their problems. And if you subscribe to the pickles is trans propaganda (which I fully am fucking down for) then the weird parallels between Dionysus's split presentation between femininity and masculinity interacting with each other is interesting to see. Especially when he becomes a maternal figure for toki, Skwisgaar, and William- but a pseudo partner for Nathan who also kind of represents the patriarchal power in the home. Paired with Dionysus having domain over theatre and entertainment is interesting with his roots in glam metal being the frontman for Snakes and Barrels.
anyways little shitty rant is OVER! I love this series so very much and I'm sad I just got into this fandom.
#metalocalypse#pickles the drummer#william murderface#toki wartooth#skwisgaar skwigelf#nathan explosion#character study#professional yapper#character analysis#RAAAAAAH LOVE THESE FUCKS#i could also go into how they rep different types of metal#AHHHHH'#grinded writing this listening to MF DOOM gfvgx
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The differences and similarities between c and Q foolish is always so interesting to look at
They both have an ambition, though that came later on for cfoolish, and a tendency to make connections. Obviously that desire to build and create massive structures is shared as well
There are big differences though. A massive part of cfoolish was his pacifism and his struggle to find balance, which contrasts with with a chaos thrill seeking qfoolish
Cfoolish also isolated himself more. He deliberately built his home further away and harder to get to while foolish built his home right at spawn.
They’re both fairly well aware of cycles of violence and revenge, and act accordingly.
I also like how foolish almost always builds his homes by water, which is a deliberate choice by ccfoolish, as a throughline
it's SOOOOO interesting!!! there's so many similarities and parallels between the two whilst still feeling like fresh takes on the same base, uniquely shaped by their individual smps lore and experiences but the biggest question that prompts for me is "what exactly MADE them different?". If we consider that in a way they're different spins on essentially the same core character of Foolish the immortal shark totem was there some specific event or circumstance or fundamental difference in their hypothetically separate existences that caused them to split off as they seemingly have.
Where it's easy to spot the similarities when they're carved from the same stone, their differences run just as deep. These are characters with starkly different worldviews if you look close enough.
It's something i've thought about a lot and the conclusion I keep coming back to over and over is that thier defining difference is their relationship with or proximity to godhood.
They're two very very different immortals, Cfoolish was a god/demigod, he spent his life believing in his status as something more amongst mortals and this wasn't truly challenged until he found himself bleeding red red red slaughtered at the red banquet. So much of his character was defined by his past divinity, the grace he fought tooth and nail to regain. Remnants of a darker crueler past, bloodstained hands atoned for with 100 lifetimes of pacifism. Beautiful hollow empty temples. I feel there is a clumsiness to cfoolish, having to learn to be a person after a forever of naive arrogance that could only belong to one who thinks themself a god and afraid like a child when the illusion breaks.
Whilst our knowledge of qfoolishs history is more limited, from the little we've been given he feels far more human. Which might be ironic for an immortal shark dude but there are no stories of bloodlust, worship or great powers beyond comprehension. Only the far more tame, almost domestic tidbits about bumping into bad and shenanigans together over the centuries. In my mind he might've been an immortal traveler walking the earth and doing as he pleased, not as a god but a couple thousand years old regular guy living his normal life just for a very very very long time. Qbad and Qfoolish carry a sense of wisdom to them unique to their qsmp iterations, more traveled and emotionally older than previous versions, like they've seen it all before. I see it in the way they speak and talk with one another and generally interact with the world around them and whilst it's likely a matter of both ccbad and ccfoolish expanding their stage presence and refining their RP but it really does add another layer of depth to these characters.
All together there simply isn't this same connection to divinity, the qsmp world is generally quite detached from religious structure. Maybe qfoolish might've been as powerful as cfoolish or had the capacity to be but never sharpened that aspect of himself pulling him further and further away from cfoolishs acts of wrath that became such an integral key turning point for his character. Qfoolish instead growing comfortable in casual eternity. Could qfoolish never have become a totem of death? How would that have effected his character compared to Cfoolish? Maybe not, it's extremely hard to judge how powerful qfoolish might be with a wiped memory and the possibility of federation power limiters/magic suppressors. Before getting on that train he could've been as powerful as cfoolish in his prime however with the information we have we'll simply never know. I think it's unlikely though, if just by his demeanour. Regardless of qfoolishs theoretical power the qfoolish we know is no god, there is no worship, never hailed as something higher. He's simply himself.
There's this odd dissonance between them especially in their relationship with death. Cfoolish viewed death as something he was excluded from, had power over and only saw in the lifeless eyes of others. Until he didn't. Qfoolish knows death is natural and equally inevitable. He fears it too of course though in the way one might fear the tide, he builds sand castles on the shore knowing they'll get washed away by the morning but can't help but bask in the sun anyway. Qfoolish walks among the people and knows you don't have to die yourself for death to hurt.
#this took three hours to write i had pages and pages of notes stored up and it all just word vomited out apologies anon#qsmp#qsmp foolish#foolish gamers#qsmp thoughts#qsmp analysis#doozer doozys#dsmp#c!foolish
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So. Empyrean grandam?
(if the image looks like shit and like I took a photo of my tv with my phone that's because I did 💜)
This is the Watchful Spirit spell that you get when talking to the Hornsent grandam while wearing the divine beast head. As far as I know, this is the only thing that refers to her as an Empyrean.
What an Empyrean actually is has always been a bit vague, and the new information we have about the Two Fingers and Metyr and their relationship with the Greater Will further confuse things, and it's very possible 'Empyrean' means something different to the Hornsent. But let's run with this, and say that the Grandam was a candidate for godhood.
The Hornsent revered the Crucible, or at least one aspect of it. The Spira spell description says "The spiral is a normalized Crucible current that, one day, will form a column that stretches to the gods." At the top of Enir-Ilim is the Gate of Divinity. When we find it it's calcified and dried up, but in the story trailer, it's bloody and raw and fresh.
The Gate of Divinity wasn't just sitting there and Marika didn't just like walk in. It had just been constructed by the Hornsent to elevate the Grandam to a god. Marika interrupted the ritual, and claimed divinity for herself. That may have been obvious to everyone else but I thought it was worth spelling out at least to myself :P
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But doesn't he want to become a god specifically to be the one Actually Good God that doesn't turn people away and instead helps them? His intentions with godhood are much different than Astarion's with ascension.
GREAT question! lets see if i can answer in a way thats coherent (Challenge: Hard). first things first: this is obviously all influenced by how *i* read these characters, and how *i* think their stories would go given the circumstances (plus a bit of what id *like* to see because a) player choice has a lot of influence on character development and b) these guys are all dolls in my playhouse and i like to have fun)
so; i do believe gale truly consciously *wants* to be an Actually Good God. im not at all arguing against that - i simply believe he would not actually *be* one. for one because i dont think any God can actually be purely Good, not from the mortals point of view, and especially not a God of a domain such as *Magic*? and how long can you listen to and help your worshippers, how long can you be patient and a just teacher and ruler, when you are so much above them? when you have so much more power than them, so much more knowledge, so much more time. not to mention anyone contesting your power or domain, mortal or otherwise.
pair this with gale not always being quiet as Good as he likes to think of himself as - he does not disapprove of astarions plans of ascension, he can stay with you after the goblin raid, he is fully willing to sacrifice not *only himself, but also your entire party and everyone in the vicinity the size of a city* for mystras forgiveness "the greater good" (MINI philosophical ramblings here, because thats another intresting angle but this is already getting long enough: yes, even in the name of the greater good, he is in this moment making the decision of sacrifice not only for himself, but for a WHOLE bunch of people without their consent or consideration.) this perhaps is a personal gripe with this flavor of utilitarism, but just think how this would scale onto near limitless power.
another aspect i personally see in gales want for godhood is his desire to feel worthy. i mentioned this in my tags earlier already, but i read gale in the "gifted kid who knows hes smart but still never feels quite enough to be worth loving" way? and just constantly trying to prove that - without ever being able to attain it, and as a God, who would even be there to hand out this approval? "am i worth loving yet" is just a question you cannot recieve a satisfying affirmation to if you dont trust others to make the call
as for comparison with astarion... i think astarions base desire for ascension comes from a need to feel *safe*, which he believes he can only attain through power over others. this is where im drawing my comparisons: astarions desire for power => safety, and gales desire for power => worthiness; both think power (ascension, godhood) could give them what they want, when this is simply untrue - astarion will not ever feel truly safe if he does not let himself heal and move on, and gale will never truly feel worthy enough if he does not detach his self worth from others approval (and his use to others)
in my post i specifically mentioned them in a relationship bc i love me some unhealthy bloodweave, and i think this is one of the most toxic ways they could be together, especially if theyre both hopelessly devoted to each other... (dreamy sigh) but i think this answer is already long enough so ill cut it off here
TL;DR: i think gale *wants* to be an actually Good God. i just do not think him capable.
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im really big into the way they played with mythology in Athena's character, not just with her namesake but also with the fact the raid tiers are named in such a way that implies ascent out of the underworld and that the butterfly=soul imagery comes from psyche, a mortal who gained godhood after emerging from the underworld but only because of her tenacity and sad romance with eros impressing the other gods.
so I love that ffxiv Athena takes the "maidenhood" aspect of mythological Athena and spins it as someone who doesnt just not care for concepts like traditional marriage and motherhood, but is willing to actively abuse those relationships for her own pursuit of knowledge plus the stuff with psyche, using the symbolism of a figure who became immortal as a sort of moral reward for character (thats simplifying the story a bit and depends on the writer but for the sake of the argument) and seeing her be active and essentially trying to force achieving that godhood? its so good. I wish she got to be a villain for longer than a single raid tier. keep going queen you'll prove the earth is flat one day </3
#xivposting#deusandthemachina#cosigned bc thats some real shit you just said#ive nothing to add unfortunately
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Sorry about the wait! So, this whole theory sprung mostly from my own brain one day as i was browsing the crafting ingredients list when I noticed something strange. The item description of the Grave Violet reads as follows:
A purple flower that blooms in graveyards. Material used for crafting items.
The hue of ghostflame, it's believed to be useful in calling forth spirits. And I was like "Well, that's silly. Ghostflame is Blue-Grey." and I moved on like an ordinary person. Until the DLC happened. And I started exploring the Stone Coffin Fissure. And I saw that same deep purple hue. And found St. Trina in the place where all Death is meant to wash ashore.
And that made me think "Wait. St. Trina is associated with sleep, and St. Trina is the equal-and-opposite of Miquella, associated with nascency, youth, new life; Spring, in essence. What if Trina represents endings, the end of life, winter -- Death? What if her dual-nature with Miquella was a result of his curse of eternal nascency, to never progress into an ending? TL;DR: Transfem Adult St. Trina, goddess of death and winter
Man, I love seeing different takes on the characters. Trina is such an underrated character that we don't know much of, but I do think people should look more into how she's the love that Miquella abandoned when he decided to ascend to Godhood.
There's a lot of different ways to interpret the Trina/Miquella relationship and how they represent the different aspects of femininity and masculinity. Same goes for Marika/Radagon.
I don't have a lot to add on right now cause my brain is hardly working from my lack of sleep and the alarm at work is driving me insane, but thank you for sharing! :)
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