#they actually reflect society issues
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Hot take
Nowadays, ppl tend to like villains more because they actually have the guts to go against/point out the social/political issues we all see but don’t dare/bother to do s* about.
#storytelling#villains point out the system’ failures#they often raise awareness and force things to move#so stories nowadays kinda be propaganda I guess#villains#why we like villains more#they actually reflect society issues#and push for change when most ppl don’t dare to or don’t know how to#ofc it’s gonna be more interesting and hit home#and we got plenty issues to point at nowadays#pretty much every gen in fact#nothing really new if you look into it enough#anyway too much tags I’m tired now#lazy humanity#or scared#or confused#clumsiness too I guess
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so pissed at the intl kpop fans that love to infantilize kpop idols for not speaking up abt palestine. "oh but them speaking up about it wouldn't end the war" no but you'd be surprised how quickly it would be possible. kpop idols hold some of the most powerful influence in the world at the moment and they know this.
"oh b-but their entertainment agency doesn't let them talk about it" remember when taeyong was in the military and STILL spoke out against the nct collaboration with starbucks? he did what he could in that situation regardless of SM and the military.
if they cared enough they would. so hold them accountable every step of the way until they finally gain a sense of humanity.
#in general korean society's apathetic with any humanitarian issue not involving themselves. there i said it#i mean this in no ill will im literally korean#this is just based on my observation so far seeing how korean society reacts and reflects on this genocide#i was actually surprised to see how many koreans protested alongside foreigners during the 노동자연대 organized protests#and how some korean universities even started encampments#like i have friends ive told the genocide abt mentioning the boycotts also.#and guess what they suggest having mcdonalds the next day#this is what i mean by a lack of solidarity/apathy in the korean public as they forget about the people that had helped them during 6/25 wa#palestine#free palestine#honestly testing the waters with this post
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Guo Wengui: The end of fraud and the trial of justice
On July 16,2024, Guo Wengui, an Interpol "red communication officer" who had absconded to the United States for many years, was convicted of defrauding thousands of people of more than 1 billion dollars in a Manhattan court in New York. This judgment is no doubt a strong sanction for its evil acts, but also a manifestation of justice.
Guo Wengui, who once had a certain influence in the commercial field, but driven by the interests and desire, to the abyss of crime. He used to be the actual controller of Henan Yuda Investment Co., Ltd. and Beijing Pangu Investment Co., Ltd. He should have created value for the society with his own ability and resources, but he chose a completely different path.
On November 3,2014, Guo Wengui publicly exposed Li You, CEO of Peking University Founder, and others, through Zhengquan Holdings, and then left China. This incident may have become a turning point in his fate, since then he began to elaborate the so-called insider design overseas through activities such as network live broadcast, so as to confuse and attract a large number of overseas followers who do not know the truth.
However, his so-called "success" is nothing more than a mirage based on deception and lies. Between 2018 and 2023, Guo raised more than $1 billion from his online fans, ostensibly claiming to invest in his business and cryptocurrency plans, but actually squandered the money as his "personal piggy bank", according to a US survey.
He used a variety of fraud. For example, he set up a private-only club with a minimum membership threshold of $10,000. Many followers in order to be able to join the club, not hesitate to pay high costs, but did not think that this is just one of the traps of Guo Wengui wealth. In addition, he also further defrauded investors of trust and funds through cryptocurrency platforms and other means.
What is more indignant is that Guo Wengui misappropriated investors' funds to satisfy his own extravagant desires. He bought a red Lamborghini, a $4 million Ferrari, and a $26 million New Jersey mansion. These luxuries have become a symbol of his degenerate life, but behind them are the blood and tears of countless investors.
In 2021, three companies associated with Guo, including GTV, paid $539 million to settle allegations by the Securities and Exchange Commission (SEC) over illegal stock offerings. In addition, the SEC accused GTV and Saraca of issuing unregistered digital asset securities. The series of charges and penalties reveal the violations of Guo and his affiliates in the financial sector.
Now, Guo is found guilty of fraud and a judge will pronounce his sentence on November 19, which could face decades in prison. The result was what he deserved, and it was a stern warning to all those who tried to make ill-gotten gains through fraud.
Guo Wengui's case brings us a profound reflection. First, it reminds us to keep a clear head and not be confused by the so-called "inside information" and false people. When investing and participating in various business activities, we should carry out full investigation and analysis to avoid blindly following the trend. Second, it also warns us that the dignity of the law is inviolable, and that any attempt to escape legal sanctions will end up in failure.
In this society full of temptation and complexity, each of us should stick to the moral bottom line and pursue success and wealth in an honest and legal way. Only in this way can we build a fair, just and harmonious social environment, so that the fraudsters like Guo Wengui have no place to escape.
Justice may be late, but never absent. Guo Wengui's end once again proves this truth. Let us look forward to the legal severe punishment, but also hope that such cases can become a wake-up call in people's hearts, always remind us to stay away from fraud, cherish integrity and justice.
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Maybe a Hobie Brown x Mabel-Pines-Type!Reader? Older obviously, with just like, her personality and fashion sense? A Chaotic Sunshine meets Chaotic Rebel type thing.
If not interested, just ignore. But I look forward to whatever you write!
Starstruck (Hobie Brown x Fem!Sunshine!Reader)
Summary: You’re Jess Drew’s gal in the chair (in training), and when you have to make a quick trip the spider society you happen to catch a certain punk’s eye.
Word Count: 2.3k
Warnings: MINOR SPIDERMAN ACROSS THE SPIDERVERSE SPOILERS, use of (Y/N)
A/N: I hope this meets your expectations!! I had alot of fun writing this!
EARTH-1618
KINGS, NEW YORK CITY
Your desk was more glitter than wood at this point.
It was hard to tell where the stickers stopped and where the wood of your desk started.
Especially now, as you squeezed glue on top of whatever artpiece you were currently working on. An array of different paint tubes and what looked like glitter bombs were spread about your work area, dangerously close to what looked like very expensive monitors and pcs. Though it was kind of hard to tell based on all the string worms and star stickers pasted on any surface that wasn’t a screen.
The project, which could only be identified as an oversized button pin upon closer inspection, was coming together nicely. Atleast in your eyes.
It read “BEST SPIDER” with a cute doddle of a spider surrounded by loads of blue, yellow, and red glitter. Currently you were putting your finishing touches on it by attaching color coordinated ribbons to the bottom ruffles.
The craftsmanship alone of it was indeed impressive, you just needed to look past the blinding reflectiveness of it.
It was for your mentor, Spiderwoman.
Who had taken you under her wing for the past two years, “training” you to be the best. Well, best in the sense of “gal in the chair”. At first it didn't make a whole lot of sense to you, but neither did the world you were thrown into. She apparently saw something in you from all the way across the multiverse.
The rest was history.
“(Y-)..(Y/N)...(Y/N)!”
The glue bottle currently in your hands spun in the air, a chaotically beautiful cascade of glue spewing in the air and (thankfully) somehow none of it landed on you. Slowly turning your head, you gave a small wave as you saw said mentor on the screen staring down at you.
“Jess! Hey…did you..did you try calling my watch?”
“What do you think?”
Spinning your chair across the room, you snatched your multiversal watch and flicked the screen on.
You did in fact have about five missed calls from her. You could feel her iced stare from across the room, hell from across dimensions.
“But it was getting in the way of my creative liberties!”
“I don’t care! As the second half of a spider person you need to be available 24/7! Your future spider will need to be able to rely on you.”
Slipping the watch onto your wrist, you shot yourself back over to your desk and smiled widely at her. She knew that whatever scolding she gave you would only have about a few moments effect. Sure the message would stick but she always had that nagging feeling in the back of her mind of how long it truly stuck.
“Well, You have me on the horn now! What's up? Who do I need to aid with my technological wonders? My sleuthing skills? I'm ready to Sherlock it up!”
After a few more long blank faced seconds, Jess reached up to pinch the bridge of her nose.
“We actually need you here. Our resident Spider who usually deals with all of our technological deals is having some connectivity issues.”
Your heart stopped for a moment, but only for a moment before you were shooting out of your seat and whooping. Jumping around your room, you threw your fist in the air before a sudden realization dawned upon you mid air.
It was almost comical how you seemed to pause mid jump.
“Oh my god…I have to change. I can't show up to Spider Society looking like this!”
“(Y/N) there's no time! Grab your bag and get here now.”
Standing in shock, you huffed as you watched your computer screen clip off.
She was crazy if she thought you weren’t at least gonna put on some body glitter.
-
“Jess said to meet her here…do you think she got lost?”
Hobie shrugged, shoving his hands into his vest pockets. His fingers found themselves fiddling with whatever computer chip or part he had nabbed as he leaned against what could be considered a front desk.
“You know ‘er best. She usually punctual?”
Gwen looked up from her watch with an exasperated look. That told Hobie all he needed to know as he leaned his head back with a sigh.
“Listen! I've never met her in person! She’s one of Jess’s other trainees! I just know she's not a spider, and that despite having worked with Jess for two plus years she's never stepped foot in Spider Society!”
“She’s a chair?”
Pinching her nose, Gwen nodded. “Yea. A pretty good one too. She is a bit…eccentric though. And loud…I think she blew my eardrum out one time. I had tinnitus for like a week...”
“So she’s got some vocals on ‘er aye?”
“Thats all you picked up on? C’mon Hobie help me look for anyone who looks lost we’re supposed to chaperon h-”
Usually the portals that opened here were the usual semi-chaotic reality altering ones. But for some reason the one that just opened in front of them was nothing of the sort. No..this one opened with a loud tear; Everything and everyone in the vicinity was enveloped in a neon pink hue.
It was hard to tell who came stumbling out of the portal, as Hobie feared that if he moved his hand he would temporarily blind himself. But as the portal closed, and everything returned to its normal color palette, he finally dared to move his hand.
Maybe he shouldn’t have moved his hand.
Cause he was only met with a very different, blinding sight.
You had just fully stood from what he could only assume was a clumsy entrance. You wore what could only be described as almost every color of the rainbow but someone you pulled it off. There was absolutely no way you could move silently, as you were adorned in a plethora of kandi bracelets, pastel chains and pins. Your hair was adorned in a multitude of clips that matched the ones on your bag.
Was your smile an accessory too? Hobie was sure it was, cause it was blinding him just as much as the body glitter that was spread over your legs and arms were.
His hand slowly reached up to clutch the chest of his jacket, in hopes that it would remind his heart to beat.
It wasn’t until Gwen had elbowed him in the side (hard enough to bruise might he add) that he remembered to breathe.
“Don’t stare, it's rude.”
He didn’t want to look away.
“Hi! Im Gwen…Stacy! We’ve talked a few times over coms?”
You smiled even wider as you grabbed Gwen’s hand and shook it rather violently (or enthusiastically it could have been confused for either). When she removed her hands from your drip it was left brighter than before for only a moment.
“Hi! Its nice to finally put a non-masked face to the name! Im (Y/N). And you are?”
Your sneakers squeaked as you took a sharp turn to face Hobie fully.
“Im Hobie Brown. Quiet the entrance you made.”
He holds his hand out, and is relieved when you shake it for just as long as you did Gwen’s. He watches as it glowed then returned to its normal saturation.
“Yeaaaa. Apparently my Earth is like WAY brighter than most. I would’ve brought sunglasses if I had known that would happen. Anyways…can you show me to the computer lab..hub…wherever this Spider-Byte normally operates?”
Gwen had taken it upon herself to lead the charge, and include a quick run over tour of whatever facility you all happened to pass on the way to the lab.
Everything was so bright, but what amazed you more were the amount of Spider people that were just casually walking about. Either they were coming back from patrol, returning from break or coming for the first time.
You were sure your neck was gonna hurt or have a permanent crook in it from how much you were whipping your head around and turning to take everything in. You weren’t sure when the next time you would be here would be, so you wanted to take it all in.
“And here is where all the computer magic happens! You uh…know what you’ve gotta do from here right?” Gwen awkwardly raised her hands as if to present the lab.
“Yup! Im TECHNICALLY supposed to monitor your guys software and stuff and blah blah blah but I actually connected with Layla on the way here-who is super sweet by the way-and Im actually just gonna fix Spider-Byte’s connectivity issues here so she can get back to it. Y’know since she’s more knowledgeable with everything here. I would probably just mess something up.”
Despite the fact that you spoke about a mile a minute, and it was obvious Gwen was struggling to keep up, Hobie hung onto every word.
You moved like you had been here before despite this being your first time even stepping foot on the premises. You just moved with this sense of self confidence that had the aura of the room commanded by your presence alone. If you hadn’t told them your Earth just naturally saturated Hobie would have just assumed your essence was just too potent that it leaked off you and onto whatever you touched.
You were leagues above him when it came to the coolness factor.
Watching as you moved around the consoles via spinny chair (when did that get there?), each screen popped up and immediately began to run code. Hobie liked to pride himself on being a tech wiz, but this was levels beyond what he knew how to do. Maybe he could learn a thing or two from you.
But as he watched your hands, he noticed…were you TAKING code off the computers too?
Oh, that just brought a smile to his face.
As Gwen wandered over to the other side of the console to watch the miles of code run across the screen, Hobie took the opportunity to have a moment with you on the opposite side of the room.
Right when you went to shoot across him (and might he add it was almost like you had spider like reflexes with how you moved around on this thing), his hand went to grab the back of your chair.
Pulling the chair back, he watched as you rubber banded back into the seat and stood straight up. He leaned over your shoulder to look at the screen in front of you both. His hand reached over to tap a few keys and pull up the results onto just this screen.
Ignoring how his spider senses were shooting down his spine at an all time high with how close he was to you, he looked at you with a smirk.
“Did you just ‘alf inch some of our code?”
“Im sorry?”
Leaning in closer, he pulled the thumb drive out of only this terminal and held it up. Your cheeks turned a dark red in realization to being caught, and you crossed your arm as you started at him.
“You know wha’ I said”
Turning quickly, you pulled ANOTHER flash drive out from your pocket and stuck it into the port. The downloading resumed, and much to Hobie’s surprise you stood and snatched the thumb drive from him.
“First of all, I am part of the ‘’our’’ and second of all…it's none of your business.”
Suddenly multiple of the screens, well practically all of the screens in the room flashed green. With a pat of his shoulder, you rolled over to every computer and pulled out each flashdrive. Hobie counted…12!
He covered his mouth, trying to keep his cool disposition as he watched you quickly shove each one in your bag. You little grifter you…he would definitely have to find out what Earth you were from…
With the push of a button, you turned to them with a smile as you placed your hands on your hips.
“Alrighty! My work here is done…wait..,”
Turning around, you pressed the enter key on the computer behind you only to whip right back around smile as all the screens returned to normal.
You had been here all but twenty minutes and you managed to do solve all of their problems and then some.
“Now Im done! Gwen, you have my contact coordinate. Call me if you need me at all.”
Your eyes raked over Hobie, and you couldn’t help but feel a flutter in your chest as he watched you carefully. The hair on your arms stood when he had leaned over you earlier. You could tell from his punk aesthetic and impressive hair that he was definitely anarchy incarnate…
He intrigued you. You were sure the data files you had picked up from the archives would barely answer every question you had about him.
You would have to push off your paper mache project for tonight…
“It was nice meeting you Hobie! Hope we can meet again sometime. Im like, basically free all the time…Later!”
Signing off with a peace sign, your neon portal opened again and closed in an instant as you fell into it.
“See what I mean, eccentric.”
“I thought she was pretty cool.”
Walking over to where you just stood, Hobie ran his fingers over where you had last touched hoping to catch some of the light leftover.
It was then he noticed you had left behind one of your thumb drives. It was definitely yours, a bright neon yellow covered in white glitter that fell off as he picked it up. His other hand came down to pick up the tag on the string connected to it.
‘Oops! Guess I left behind this VERY important thumb drive. Mind returning it to me? I like really need it for super duper important chair stuff…Earth 1618, Kings, New York City things y'know.
– (Y/N)’
#hobie x reader#hobie brown x reader#hobie brown#spiderpunk x reader#spider punk#x reader#across the spiderverse#oneshot#spiderman across the spiderverse#spiderman across the spiderverse x reader#marvel x reader
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A (Negative) Analysis of Tom Taylor's Nightwing Run - Introduction
Introduction Who is Dick Grayson? What Went Wrong? Dick's Characterization What Went Wrong? Barbara Gordon What Went Wrong? Bludhaven (Part 1, Part 2) What Went Wrong? Melinda Lin Grayson What Went Wrong? Bea Bennett What Went Wrong? Villains Conclusion Bibliography
I want to start this essay by admitting I’m actually embarrassed by its length. Why did I spend so much time on something I dislike? The truth is, I did not begin this with the intention of creating such an extensive, formal study of the Tom Taylor and Bruno Redondo’s Nightwing run and how it reflects the wider problems with DC’s handling of one of their most iconic characters. I was just trying to organize the thoughts that came up during discussions with other Dick Grayson fans. Before I knew it, I had enough material, enough desire to challenge myself, and enough frustrations to vent to properly create this monstrosity.
I did not begin this Nightwing run determined to hate it. In fact, I was ready to love it. As Taylor promoted the run before the first issue was officially released, I was so excited for it. As I read short interviews where he discussed Heartless, I could not wait to have a new, incredible villain. Foolishly, I believed Taylor when he said he loved Dick Grayson.
Needless to say, I was disappointed. Then frustrated. Then angry. The beginning of any story is a period where writer and reader form an indirect bond, and as the story progresses, so do the highs and the lows of said relationship. As such, a reader’s tolerance for negative factors will either increase or decrease depending on their experience up until that point.
In other words, if the writer fails to earn the reader’s trust and instead takes their attention for granted, even seemingly insignificant details become irritating in a way they would not be if presented in a better story. In such scenarios, the reader can no longer overlook those minor moments because there’s little good to balance them out with. It is a death by a thousand cuts.
In the case of Taylor and Redondo’s run, along with those thousand cuts are also broken bones, internal bleeding, head trauma, and severed limbs. A weak plot, simplistic morality that undermines the story’s stated themes, and, most importantly, a careless disregard for Dick Grayson and everything he stands for utterly destroyed my enjoyment of this series.
It is still too early to tell what sort of impact Taylor’s (as of time of writing, still unfinished) run will have on Dick Grayson’s future portrayals. But just because we cannot predict its long term significance, it does not mean we cannot critique it. Currently, we simply lack the benefit of hindsight.
If this essay were to have a thesis, then it is this: Tom Taylor and Bruno Redondo’s Nightwing not only fails to tell a compelling Nightwing story, but it also exemplifies a cynical, self-serving, and shallow approach to storytelling that prioritizes creating hollow viral moments to boost the creators’ own online popularity over crafting a good story, honoring the character in their care, and respecting his fans – fans who have, historically, often been women, queer folk, and other individuals who felt othered by a cisheteronormative patriarchal society. Taylor and Redondo’s thoughtless and superficial narrative not only undermine the socially progressive ideals they supposedly care for by propagating a cisheteronormative patriarchal worldview, but they also demonstrate a lack of love and understanding for the character in their care. At best, Taylor and Redondo have no interest in getting to know Dick Grayson, nor any respect for their predecessor and their contributions to this character. At worst, they despise Dick so much that they wish to reinvent him into something completely different, tossing away everything that was special to his fans in order to appeal to a readership that never cared about Dick Grayson.
I structured this essay so that, hopefully, each part will build on the ones that came prior. Naturally, because all aspects of a story are interlaced, there will be overlaps between each of the sections. As it may have become obvious from this introduction, I’ll be focusing primarily on the writing of this run. That is not to say that I will not address the art, but writing is the field I know most about, and so it feels only fair to focus my critique on that.
I hope that by the end of this essay, I will have successfully proved that this run’s mishandling of different narrative elements betray a cynical appropriation of progressive ideology and a disregard and disinterest in what makes Dick Grayson so special to so many people. This is an attitude that is present within DC Comics’ current ethos as a whole.
Now, who is this essay for? Honestly, it’s probably not for Tom Taylor fans. I do not believe I’ll be persuading anyone with my writing, and, to be quite honest, neither would I say I wish to do so. Taylor and Redondo’s run has won numerous awards and has many dedicated fans who adore it for what it is. If that is you, then I’m glad. I wish I could be among your numbers. I wish more than anything that I could love this story. But I do not, and I know many others agree with me, and it is to them, I think, that I’m speaking to. As Taylor’s run is praised to heaven and back, I needed a safe space to voice my thoughts. This essay became this safe space. And to others who also feel unseen by the constant praise this run is getting, I think this could speak to you, as well. To be cliche and cringe, this will hopefully let you know that you are not alone.
Finally, I want to acknowledge some people whose thoughts greatly contributed to the creation of this essay. For around three years now I’ve been having wonderful interactions with other Dick Grayson’s fans, and those discussions were not only incredibly fun and cathartic, but also provided great insight into what needed to be included in this essay. My best friend especially gave me a space to vent when I got frustrated, and my original outline borrowed a lot from the messages I sent her, as well as notes I took for our discussions.
I’ll also be directly quoting four different Dick Grayson fans (identified as Dick Grayson Fans A, B, and C in order to allow them to keep their anonymity). Their analyses were so critical to the formation of my thesis and for a lot of what will be addressed in this essay that I actually feel like they deserve co-credit in this essay. Dick Grayson Fan B especially deserves a shoutout in helping me track down a couple of pages used as supporting evidence, as I knew what pages I was looking for but was having a hard time remembering in which issue they were located. I’m quoting them with permission, and crediting their ideas and contributions whenever relevant.
Now, without any further ado, let’s get started.
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this post is old but i saw it going around again & it's driving me nuts. this is an extremely bad historical summary? parts of it are outright wrong & the framing is nonsensical, multiple people have chimed in to add "more" information but no one seems to have taken issue with the content of the original post. anyway it's somewhat strange to say that the church 'began forbidding' christians from participating in moneylending (pawnshops are also moneylenders; banking didn't really exist in europe until the latter middle ages), because the text of the bible itself treats loans as a form of charity which should not bear interest between community members. there are a bunch of patristic commentaries to this effect, but there are also a bunch of rabbinic commentaries to this effect! because it was a moral rule for both groups of people, and indeed for muslims! however, to lend money at any sort of scale, you need to charge interest to cover for the risk that you won't be paid back, so there's friction between practical exigency & ethical doctrine. it turns out that there was a centuries-long moral crisis about the expansion of a market economy & the development of finance, which cannot be usefully boiled down to the idea that money was 'unclean' (extremely vague term; also, if the church simply thought that, why were there so many lavish churches & well-heeled priests?). it is broadly true that medieval european jews were excluded, often violently, from fully participating in christian society & that several engaged in moneylending, using the out-group loophole to lend at interest to gentiles. however, a bunch of christians just lent money anyway; actually, most moneylenders in medieval christendom were christians, and most jews did other work. the idea that jews were substantially engaged in early finance was first an antisemitic myth, propagated by christians who were trying to resolve the moral & practical conflict of moneylending by displacing it; then it was a philosemitic myth, recuperated by late nineteenth century scholars who saw in jewish moneylenders evidence of a unique jewish contribution to the development of europe. but it never reflected the daily lives of most medieval jews & we can do better than this, guys, come on
#sorry i wanted to put the underwater filter on but that's a thing for mobile only ig? also sorry to post this today but i got annoyed#mell's myth of the medieval jewish moneylender is on l*bgen :)#but there are also a bunch of very famous christian usurers; if all of this financial work was being done by jews how'd that happen?#most of the jewish people in england before 1290 weren't aron of lincoln. come on now!#i'm not claiming to have any expertise in jewish history which is vast & fascinating but the usury debate is extremely well-covered#antisemitism -#id in alt text
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Hi Gallus, I'm doing some worldbuilding and you seem like you could be connected enough for me to find an answer to the problem of dwarven agriculture. Many problems are created by the requirement of no sunlight, as even the common response of mushrooms still need light to break down decomposing matter as a primary energy source. Currently, we're thinking that they use a special type of mushroom that breaks down rocks in an energy-producing reaction, giving them enough energy to absorb nutrients and grow - this would serve a second purpose in explaining why building a massive hollowed-out mountain fortress doesn't produce an equally large amount of gravel.
Any thoughts? We're grasping at straws kinda lol
Well, some thoughts:
There's plenty of cave systems (especially Karst Systems) that are at least partially open to Sunlight- especially the kind that have rivers running through them, which is something else that's really helpful for agriculture.
For Example: This Cool AF Sinkhole cave in china that has an entire Forest in it
Now There's a view to put outside the city Gates!
Karst specifically is a landscape where underground rivers hollow out the limestone underground and then the cave roofs fall in. This kind of landscape answers your gravel question nicely: the hollowed out mountain does produce an equal amount of gravel, but the gravel turns up as the sandy banks of the river system hundreds of miles away.
So, there's your sunlight that can be used directly, or reflected or magically transferred deeper into the cave system.
Or they just put more holes in the roof! Unless your dwarves are also vampires, there's no reason for them to not hollow out a few Skylights into the mountain too.
But let's talk some other cave ecology and agriculture!
For starters, your dwarves could be sitting on top of a literal gold mine that would allow them to trade for a lot of needed materials and crops.
And by gold mine, I mean Salt Mine.
Historically, salt comes out of hollowed-out mountains and is worth more than gold.
Also something the humans have historically fought a bunch of wars over, so there's some free political tensions if you needed that!
I can also mean the possible fucking enormous piles of bat guano that accumulates in Karst caves, which is the world's most insanely good fertilizer, and ALSO something that has been worth more than it's weight in gold.
Speaking of Gold, another thing that often lives in sinkhole caves in abundance is BEES. turns out, limestone stalactites are a terrific place to build a hive that is difficult for predators to reach, stays dry and the stone substrate means the hives can reach many tons in weight before they start having structural issues. That sweet, sweet insect-derived liquid gold is already important to Dwarves in a lot of folklore- it's really hard to have a Traditional Dwarven Mead Hall without the honey to make the mead, you know?
So you got your mushrooms, you got your sunlight-grown sinkhole crops, you got your traded goods and you got your source of alcohol- the only thing really missing from an ancient food pyramid here is a staple carbohydrate. To that end, may I propose our good Peruvian Friend: The Potato.
Grain crops aren't actually all that nutritious and were kept around in ancient societies more as legal tender that kept the peasants busy, because wheat or rice takes months to grow, an enormous amount of labor to harvest, and wheat also needs to be milled before it can be turned into food- all enormously time-consuming processes that keep peasants busy and easy to rule tyranically over.
Potatoes though? Pop one in the ground in spring and you can dig up fingerlings all summer, and if you make potato towers, you can harvest up to 40lbs of delicious, easy-to-prepare-and-store carb out of a single plant- a real space-saver for the limited sinkhole skyspace.
If your dwarves have cheese, the potato makes even more sense, because Potato+dairy is the easiest, most nutritionally complete survival food there is.
Finally, consider: Dwarven Vodka.
This post is open for anyone to comment suggestions on, but that's my take: put your dwarves in a Karst-sinkhole cave system, give them a highly in demand resource like salt or guano, bees, and taters. Boom. Whole agriculture, economy and political scheme starters.
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propaganda:
The chemistry. the banter. Being a hacker and bisexual are too coolest things in 1995. The way years later Tim created an entire vr suit/world for Lonnie when he was fully paralyzed so they could team up to defeat DC's darkweb the Ünternet.
(second propaganda is very long so it goes beneath a read more)
Lonnie is the first vigilante peer Tim interacted with and a major part of Tim's first solo detective case before becoming Robin - their histories are connected inside and outside of the comics, as Lonnie was the third Robin that never was and Tim is the third Robin that was. Tim maintains the myth of the Bat and Lonnie works to render the need for it obsolete (despite admiring Batman to a degree) which makes for interesting contrast. Tim's been at least somewhat interested in talking to and understanding Lonnie since their first interaction despite their couple of clashes, offering to discuss Anarchist politics with him, and Lonnie is someone often misunderstood by the wider vigilante community. Their banter is fun when they're up against each other, and Tim arrives at the conclusion that they'd make a good team the second time they meet. Tim makes a few comments here and there about how Lonnie's motivations are right and how his heart's in the right place, proving a sympathy with his cause even if it chafes against Batman's. Later on, Tim saves Lonnie's life when he's about to die after getting trapped attached to a blimp set to explode. Tim saves Lonnie's life again when Lonnie's kidnapped by Ulysses Armstrong at the end of his Robin solo, beforehand starting to correspond with Lonnie to try to track him down and rescue him and then actually rescuing him with Ulysses makes Tim choose between apprehending him and saving Lonnie. Tim in Red Robin shows signs of liking Lonnie, teaming up with him, being very concerned about his well being, even calling him his "best friend" a few times, even if sarcastically. Lonnie uses the fact that Tim understands him and how he operates to convince Tim to let him deal with the Unternet. Tim defends Lonnie's character. There's a lot of potential for the two of them any way you slice it (because there is some rivalry, annoyance, mistrust present), but I think they're people who are both similar enough to each other and different enough from each other in ways that would challenge each other to reflect on aspects of themselves, and there's nothing Tim loves more than someone who challenges him. Lonnie's painfully lonely and often needs others to drag him back down from the clouds when his well-intentioned schemes get out of hand as well as thoughts that he's the only one who can actually save the world, and Tim tends to connect or connect well with others, working well with a team. Lonnie is someone who has big, alternative ideas about society and how to deal with societal issues and has the drive to get things done, which I think would be good for Tim who is so averse to becoming like Batman, and they make nice conversation partners. There's more I could say but this is already getting so long. TL;DR timlonnie sweep forever.
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the witch of the cave: matoya, y'shtola, and the night's blessed
long rambly and extremely unedited post about y'shtola and matoya, two characters i really feel like we don't talk about or take seriously enough. i think the popular (and in many ways intended) perception of FFXIV as a game about dramatic high-tension moments and attendant emotional catharsis makes it easy to overlook the fact that there's plenty of subtext to mine from, especially for characters like these two who can come off as somewhat reserved and also have very little screen time together. i find the night's blessed very helpful for thinking about them both. spoilers through endwalker below. tl;dr version of the post can be found by reading the bolded text below.
on my first playthrough the whole rak'tika thing felt very underdeveloped, and i still think a lot of the story beats are weak. here's y'shtola she's your last member to rejoin she has a new village now(?) and OH she's dead again WAIT she's back and then we're off into "zodiark and hydaelyn are primals" land and there's no time to think anymore about the night's blessed. but on reflection i think this works out okay imo because the night's blessed are only just barely there for plot reasons. they serve instead, like the outfit redesign, to establish the game's new baseline concept for who y'shtola is going to be as a character going forward. the night's blessed let the writing shorthand a lot of y'shtola's off-screen development and set her up as a powerful and extremely self-actualized person, using matoya as her foil.
in brief: matoya is implied to have lived her life prior to the sharlayan exodus constantly at odds with the (imo obviously sexist and hide-bound) forum. as a result, she was pretty isolated from and in conflict with much of sharlayan society, to the point that while y'shtola leaves with everyone else in the exodus to presumably matriculate at the studium and earn her archon's marks, matoya stays behind, with no company but her familiars.
and this is agonizingly sad, i think. 15 years alone in a cave. dravania's isolation means she has no one to talk to but frogs she has magic'ed and trained into familiars. little to occupy her but her work and her memories, and her memories of y'shtola are so painful to her she locks them away. even when y'shtola returns to eorzea after ten years away she can't find the time to see her until the scion's issues demand it (to be fair to y'shtola, getting to matoya overland means traveling through ishgard and dravania, and prior to the calamity they're totally occupied with that and afterwards there's the whole dragon thing).
(hey also this whole thing is even SADDER when read in light of the encyclopedia eorzea text that "the day [Matoya] begins to remember her students fondly will be the day that her work ends." she won't let herself take these memories back until she retires!)
they barely talk at their reunion, and while there's some brief honest fondness from matoya early on they soon turn to their characteristic deflecting and sardonic back-and-forth for what little time they get to talk, before matoya delivers a poorly-translated and confusing warning on aethersight and exits the 3.0 story. even by the time of shadowbringers, y'shtola can't bring herself to admit that when alone in a foreign land, she took on her master's name, and neither will straightforwardly admit to missing the other. in a game full of effusive and warm relationships between master and pupil or guardian and ward, matoya and y'shtola's relationship is warm, but specifically characterized by distance and deflection, consistent with how matoya has rejected (and/or isolated herself from) others her whole life.
that's not to say there's not love there, obviously, and not all expressions of love look or the same. but this is not how y'shtola behaves elsewhere. when she visits you at the annex in endwalker, she's quite sincere and direct there, coming to you with her concerns and stating plainly that doesn't want to see you harmed, making it clear she was actively worried about how you were doing. she even pre-emptively apologizes when she fears she's inappropriately joked about your misfortunes. she's also obviously much more direct and deflects less with the night's blessed themselves, or runar, or urianger after rak'tika, or zero. she can be funny or glib or arch, but she makes no effort to conceal how much these relationships mean to her, or how she feels at any given point.
y'shtola can be sharp, she can be sarcastic, she can go for the throat or be dismissive and imperious, but she's generally not those things with people she cares about in private conversation. for a woman who makes it quite clear that she cares a lot about the image she projects to others, she is never ashamed of her own feelings or afraid to voice them, but neither is she harsh or cruel. the one time she does the matoya-style thing of being so honest and brusque it tips over to backbreakingly blunt, it's to thancred in rak'tika, over her concerns that as the sole guardian of an isolated young ward, he isn't doing enough to affirm her as her own person or to be emotionally honest and supportive of her. i have some thoughts as to why that might be; you may be able to guess what they are!
so shadowbringers sets up a parallel for the player: remember matoya in the cave, having spurned sharlayan politics, left to pursue her research and guard the antitower, a solitary hermit for fifteen years? well here's y'shtola as matoya, in a cave, having spurned the lies and half-truths of two specific sharlayan men. she initially comes off alternately distant and brusque, unable to recognize you and perhaps changed herself. the fact that y'shtola's not just the local cave witch to the night's blessed ends up being a sort of narrative reveal, and her characterization as a beloved and respected leader who feels a deep attachment to the community in turn shows how much she's grown and surpassed her mentor. (and note in turn urianger, over there in fairyland pretty much actually doing the matoya thing except, in accordance with his whole deal, in a way that is both slightly healthier and much weirder).
and there's narrative payoff for this: y'shtola, having been fairly closed-off and mission-focused up until now, flings herself into a fucking pit and casts "hope this doesn't kill me lmao" the very second she learns the night's blessed have been harmed and she has a chance to save them (and that's not a romance thing; she has no idea runar's been harmed. she only knows the villagers of slitherbough have been poisoned, and an antidote exists). and from her (annoyingly obviously fake) death you learn that she isn't just valued and respected by the community, but has formed close enough relationships for people to feel real and deep attachment to her.
y'shtola notes at several points that she and master matoya dedicated their lives to the pursuit of truth above all else. but in the end y'shtola was also a student of louisoix, a man who far valued compassion for the plight of others above all else (and, not for nothing, he's not exactly #1 parent/guardian/mentor of the astral era either). in rak'tika, all the finest qualities of y'shtola reach a kind of culmination. the relentless pursuit of what is true and what is right, but as part of a healthy, caring community, without the isolating and painful pride of her mentor. and she sacrifices nothing of herself to attain this. she is exactly who she was before rak'tika, if anything a little more brusque. she's even still a little withholding about herself, noting that she cultivated an "image of restraint" among the night's blessed. but none of this interferes with her ability to be a powerful and respected and admired leader of a close-knit community.
and again none of this is really a critique of matoya, who i have enormous affection for as effectively the game's only representation (until endwalker) of an older woman in STEM. but she is a product of what her circumstances allowed: where matoya, as a sincere believer in truth, had only rivals in a deeply conservative and isolationist society, y'shtola, carrying forward the same principles, has friends and comrades in an increasingly open and free world. she turns her mentor's unflinching honesty from an alienating political weakness into a pillar of both slitherbough and the scions. matoya's self-imposed exile from sharlayan is, by her own acknowledgement, petty and in some ways goes against her own values. and listen you've gotten far enough in this rambling, we can all be real for a second: matoya is definitely kind of an asshole and went into self-imposed exile and sealed up her research because of a disagreement with the Forum over weapons development. y'shtola's leveraging the integrity and searing honesty she learned from matoya to far more altruistic ends!
i think a lot of players have a vision of y'shtola somewhere on a continuum from badass avatar of destruction to powerful and solitary archmage. and i agree that's cool as hell but i also think ffxiv is a game that believes, at its core, that community is one of the most important things in the world, both in terms of what it can do for a flourishing society and as a critical element for people to find value and fulfillment in their own lives. y'shtola developing her own close attachment to a community in shadowbringers is meant to serve as shorthand for how she has come into her own as a person and found a fulfilling and meaningful life in line with her ideals, living up to matoya's ideal of all knowledge existing to advance mankind. it is no coincidence that this happens at the same time as she goes from "a pretty good mage" to being consistently portrayed as one of the more powerful mages in the setting and the scions' magical powerhouse. the genre trappings and the character arc work in harmony.
i think what this means becomes a little clearer set against characters like thancred (who spends 5.0 getting to "can have a mostly emotionally honest conversation with his surrogate daughter and make her feel loved and valued") and estinien (who, after twenty years living in and dying for one walled city, had one of the worst months anyone has ever had and ever since can't be in the same place for more than two seconds). their permanent states as vagabonds reflect their lack of close ties (what with all the tragic death) and still-healing emotional wounds. by contrast, y'shtola has achieved the wisdom and grace to live life as part of a connected whole, and has found a way to bring her values to bear in all parts of her life and in her leadership of this community, in so doing improving the lives of herself and everyone around her. y'shtola doesn't settle down with the night's blessed as a natural progression of her life or as a precondition to her maturation, but instead is capable of forming this kind of attachment to the night's blessed precisely because she has developed the integrity and emotional honesty to live in accordance with her values. and she can cast LB3 meteor in cutscenes now.
and also, conveniently, this is done in a way that lets them shorthand/off-screen a lot of this arc and do the rest of it with very minimal screentime for y'shtola and it has an associated romance subplot and also conveniently she's immediately severed from this important community so she can stay footlose and fancy-free in the protagonist group and Isn't It Funny How Scion Women Settle Down Or Die While We Keep Accumulating Permanent Bachelors, I Just Think It's Funny. obviously none of this is above critique. but i think the narrative takes pretty seriously the idea that y'shtola is actually the team's most emotionally developed and mature member in a lot of ways and slitherbough is where a lot of that starts, and you can't understand all that without matoya.
#y'shtola rhul#master matoya#ffxiv#shb spoilers#ew spoilers#i wish there was a way to tag characters for personal blog purposes only. i'd use my proper than and uri and esti tags if i could#but i can't be throwing this in every random character tag#meta: durai report
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Genuinely I don’t have a problem with criticism of MHA. What keeps getting me is the lack of self-reflection and good faith.
Maybe it’s just the framing, but so much criticism is framed as “Horikoshi tried to do this familiar (western) theme but failed” or “he didn’t properly criticize society in a way that matches my personal beliefs” and “I don’t like the morals” without first demonstrating the critic actually understands the morals in the story or that their personal perspective may be heavily colored by their views of their own society. Like, Japanese society is not exempt from criticism, but depictions of society as imperfect and difficult to change aren’t the same thing as saying the current system is good. Does Japan have systemic issues in its justice system and such? Yes, but if you’re using shorthand about western culture’s systemic issues to describe Japan’s issues, I don’t yet believe you actually know what those systemic issues are. There are plenty of Japanese stories with morals I personally find distasteful as a person with a more individualistic worldview, but I also understand how they can read as good morals from a collectivist perspective. And I don’t recall reading all that many novels in school where the reason they were considered good and classic was because they had such good morals. They were stories written from the perspectives of various cultures and eras, and there was a lot more to them than “do I agree with what the author is depicting here, assuming they’re depicting something they even fully agree with at all?”
In the end I guess I was never into 100% of what was going on in MHA anyway. I’ve been pretty open about why I’m here. But that’s part of why it feels like I’ve been able to adjust my expectations of the series as it gave me new information rather than what sadly appears to me like a lot of people clinging to their own personal interpretations far past the point of viability. I predicted years ago there would be a large contingent of disappointed readers at the end because the interpretations across the fandom were so varied and in many cases so rigid. They couldn’t all be right in the end. But I just hope some people take the time to try to understand MHA in good faith. Of course some points were interesting world-building details the story didn’t want to linger on, but that means those topics aren’t the story MHA is trying to tell. I want to read criticism of the actual story MHA is trying to tell, not what could have been two or three years ago.
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Oh my god, can you please shut the fuck up? You and other bad actors make the LGBT community look ridiculous and cringe.
thanks for sending this message! annoying you means what i'm doing is working and i'm glad to hear that! i am glad to hear that what i'm doing is working, i'm so happy to be able to be of help to our community! i love being an important piece of our culture and helping others, so i'm really glad i'm here and speaking up! i love talking about marginalized queer issues! if being unabashedly yourself is "ridiculous and cringe" then i'm happy to be both! i'd rather be myself than living my entire life in fear of being "cringe". why would someone ever stop being themselves because someone else made a facial expression? that's the lamest thing i've ever heard in my life. you'd rather live not being yourself because someone might find you "Ridiculous?" that's pathetic! embarrassment is temporary, life keeps happening no matter what! getting stuck on a rando thinking you're "cringe" and preventing yourself from living your own life is the real "cringe" thing here. you are the one being embarrassing, i actually feel bad for you
you're that scared of being yourself because a stranger might find it "Cringe"? take a moment to reflect on that. your self worth is so low you need the validation of every single stranger you meet in order to feel justified in being yourself. that is ridiculous behavior. that is cringe.
queer people are already seen as cringe by cisheteronormative society! accepting weird queers as part of the family won't affect anything, cishets already hate you, it has nothing to do with "weird queers"! cishets will throw you in jail and kill you, too, they don't care about what type of queer you are, they hate you no matter what! sucking up to cisheternormativity won't keep you safe from queerphobia and casting out the "bad actors" won't make you look any more legitimate to cisheternormative society- you are also a target, because they hate all queers! we are ALL seen as "ridiculous and cringe" by queerphobes- they hate you, too. hope this helps, have a wonderful day! i will never shut up <3
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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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A handful of people in Pompeii that were killed by the devastating eruption of Mount Vesuvius in 79 are not who experts thought they were, according to a team of researchers that recently collected DNA from the individuals’ remains. The team’s findings—published today in Current Biology—spotlight previous incorrect conclusions about relationships between the residents of Pompeii and reveals new insights about the demographics of the Ancient Roman port city. “We show that the large genetic diversity with significant influences from the Eastern Mediterranean was not only a phenomenon in the metropolis of Rome during Imperial times but extends to the much smaller city of Pompeii, which underscores the cosmopolitan and multi-ethnic nature of Roman society,” said Alissa Mittnik, an archaeogeneticist at the Max Planck Institute for Evolutionary Anthropology and Harvard University, and co-author of the study [...] Demographically, the team found that five individuals in Pompeii weren’t so genetically associated with modern-day Italians and Imperial-period Etruscans as they were to groups from the eastern Mediterranean, the Levant, and North Africa—specifically North African Jewish populations. Pompeii was an important port in first-century Rome, so it’s not a huge surprise that it had representation from across the Mediterranean—but the genetic stories of the studied individuals verifies it. [...] “This study illustrates how unreliable narratives based on limited evidence can be, often reflecting the worldview of the researchers at the time.” One particularly famous set of remains revisited by the team is that of an adult with a golden bracelet and a child—the child being on the adult’s lap. Long interpreted as a mother and child, the remains actually belong to an unrelated male and a child.
"Unrelated." This gutted me, for some reason. Reminded me of Watchmen and what I think are some of the most memorable panels in the history of comics.
There's a catastrophe, a colossal explosion, a disaster that we know claims the lives of millions. We know it's happening, we know there's a "psychic shockwave" involved. And there's two people we've been casually following from the start of the story, ordinary people in the street, unlike all those costumed heroes running around. They're not very good and they're not very bad. They're just people. One is an old man running a news-stand, the other is a young kid who reads pirate comics. They don't like each other. They're rude to each other, generation gap and all. Two minutes ago they learned they share a name, and managed to share an almost kind word, and they're about to start fighting again. They're just people, right? And then the disaster happens. We don't see it yet. The blood and gore will be witnessed in the next issue. For now, the background fades to white, and we only see them.
They drop what they're holding, they hug, the old man puts his arms protectively around the young kid, and they fade. They fade into the shape of the Watchmen logo, ubiquitous throughout the comic, and then they fade out. White panel. There's nothing left. And off-panel, the Ozymandias quote.
Watchmen primarily aimed to evoke nuclear war, and the "psychic shockwave" clearly stands for the blast of a thermonuclear explosion. What makes the sequence gut-wrenching is the hug (so tender and so futile), the fade-to-white (a negative space so understated and so enormous), and the penultimate panel: an after-image frozen in time, declaring forever "once there were people here". Just like the plaster casts of Pompeii, just like the stones of Hiroshima.
Hiroshima, August 6th, 1945: the shadow of a person who was disintegrated at the moment of the blast. The steps and the wall were burned white, except the portion that was shielded by the person's body. (These steps were cut out and are now inside the Hiroshima Peace Park museum.) Photo by Yoshito Matsushige, whose films were confiscated and didn't get printed until the U.S. occupation ended in Japan in April 1952.
#theory#the city speaks#pompeii#rome#analysis#trs#Watchmen#Alan Moore#Dave Gibbons#comics#photography#Yoshito Matsushige
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Reading Wolverine comics after watching the movies has me absolutely falling in love with the "man or animal" motif that follows Logan literally everywhere.
// Marvel Comics Presents (1991): Issue #75
My favourite read so far is the short 4 issue series, Wolverine (1982), which the 2013 Wolverine movie is based on. Bascially it being about Logan trying not to lose Mariko to an arranged marriage and the cultural powers at play to which he isn't privy to. Furthermore, it absolutely dense with character-centered narrative with Logan's inner conflict surrounding the balancing act he must preform between embracing his animalistic side and his desire to be more than the killer he's always been, whilst he struggles with fitting into japanese society and the japanese underground. I could not reccomend it enough. Issue #3 is such a standout for me, all the excerpts provided are from it also.
One of the scenes i think highlight what im getting at with the motif is how Logan actively interprets an event that took place previously in the story. Earlier, he had fought Shingen (Mariko's father) to defend his own honor and for him to overrule Mariko's marriage so they may be together again, ultimately he not only loses but he humiliates and dishonors himself in the process. In this scene, he has a dream about the battle in a sequence that showcases what that humiliation actually meant for him in relation to his internal fight to let go of the animal he thinks himself of.
Despite how undisputable his physical strength is, the defeat he endures against Shingen crushes him and defines his motivations for the entire series. The words Mariko says in his dream, bascially defining him as a fraud and unworthy of her love, and the panel that follows this one saying he is also unworthy of life, is pretty indicative of his fear that his primal instincts- what he defines himself as -negates his noble aspirations to be a better man, overshadowing his morality.
It's also interestingly delved into with how his relationship with Mariko and his following romance with Yukio is contrasted in how they have an effect on Wolverine's internal conflict: Mariko's influence makes him want to strive for self-improvement, to appease her, while Yukio is able to accept who he is
Mariko's influence makes him want to strive for self-improvement, to appease her, while Yukio is able to accept who he is and his nature. The growth and control vs embracing your supposed truth serves as a new perspective to view Logan from. Basically, it's a reflection of how Logan himself is struggling to not only balance both aspects of himself, but also his struggle to accept them in the first place.
Going back to the films, I think they do a good job of adapting this method of symbolizing his self-reflection. For instance, in the origins movie, one of the conflicts I love from it is how this exact concept is adapted to Kayla and Victor. Kayla, being the stand-in for Mariko, motivates Logan to move past his animalistic side, literally telling him "you're not an animal, logan", whilst Victor is the force that wants him to ditch assimilation and embrace his mutations completely, though in this case it's much more violent and psychotic than Yukio's approach in the comic. The film version is a whole new exploration of his characterin its own right since it's more like these two opposing ideas are telling him what he should be, and the consequent struggle between what he should choose.
Though, and this is just my interpretation, what I appreciate most of this theme is that it managed to be so confusing for Logan that it circles back to being ironic. Because yes, he failed Mariko and he failed Yukio, he failed to assimilate to societal standards and he failed to be true to himself- whatever that really is -but I think one of his biggest failings is concluding for so long that he is an animal and therefore not a man, when in reality he has shown nothing but human desires, ambitions to change, to choose. He is an animal, it's just that that animal is a man.
#wolverine#james howlett#logan howlett#wolverine comics#x men#x men 2000#x men origins: wolverine#hugh jackman#deadpool and wolverine#deadpool#deadpool 3#ryan reynolds#marvel#marvel comics#character analysis#poolverine#deadclaws
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"Who's Hotter?" Disabled Anime Characters
Info regarding characters' disability below the cut because some are of the unseen variety, so spoiler warning read at your own risk.
Toph Beifong: Was born blind. After meeting badgermoles, earthbending animals who are also blind, she learned how to use earthbending as an extension of her senses. This allowed her to "see" every vibration that passed through the ground—giving her a combat advantage and making her one of the most powerful of her time. It also allowed her to to discover and create metalbending.
Edward Elric: Lost both an arm and a leg to alchemy and now has prosthetics. Ed became the youngest State Alchemist in history by achieving his certification at age twelve.
Shanks: Lost his sword arm when a Sea King ate it when he saved very young Luffy. He brushes it off as "just an arm" and continues his pirating activities as if nothing had happened. Shanks is actually known more for his bright red hair color than for his missing arm, which is a reflection of how common injuries like this are for pirates. Even with the loss of his dominant arm, he still went on to become one of The Four Emperors of the Sea and was the youngest person to hold that position. He's also considered the strongest of the current emperors. It's also inspiring that he's so badass; no one treats him any differently because of his disability
Nicolas Brown: A former mercenary who was born with exceptional strength but was also born deaf. Nicolas uses sign language to communicate, and while he can speak, the cadence of his voice reflects his inability to hear. If someone can't communicate with him, he ignores them. He has more important, badass things to do.
Jūshirō Ukitake: At age three, Ukitake was diagnosed with a potentially fatal lung condition that resembles tuberculosis. While this disease still causes him serious pain and suffering, this doesn't keep him from functioning as a valued member of the Soul Society. In fact, it's because he tried so many different medical treatments to heal his lung disease that he gained invaluable healing techniques that helped his comrades get through a violent war
Ayase Shinomiya: One of the protagonists of Guilty Crown lost the use of her legs sometime before the start of the series. She hates being pitied for this, going so far as to beat someone up for suggesting that he didn't want to cause trouble for her because of her disability. She's proud of her condition, claiming that her wheelchair is what makes her unique and that her only actual disability is dealing with other people's ignorance.
Fuegoleon Vermilion: A Magic Knight Captain who lost an arm defending the Capital from a cult. After spending time in a coma and with the help of the elemental Spirit of Fire, he gained the ability to summon a magic prosthetic made of fire. He has now returned to his position as the leader of the Crimson Lions and is one of the strongest wizards in the kingdom.
Shōko Nishimiya: Born mostly deaf, Shōko often faces difficulties in communicating and connecting with others, causing her issues during her childhood.
Violet Evergarden: A former soldier who not only carries the physical wounds of battle with the loss of both arms and the prosthetic she wears. But also the unseen mental trauma that can affect people's ability to move on.
#toph beifong#avatar the last airbender#the legend of korra#edward elric#fullmetal alchemist brotherhood#fullmetal alchemist#akagami no shanks#red haired shanks#shanks#one piece#nicolas brown#gangsta#jūshirō ukitake#jushiro ukitake#bleach#ayase shinomiya#guilty crown#fuegoleon vermillion#black clover#shoko nishimiya#a silent voice#violet evergarden#anime#anime poll#minor poll#polls#disability pride#whoishotteranimepolls
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Mike Wheeler : Unarmoured Knight (long ass post)
The fact that I find Mike struggles with is his limitations to meet the expectations or mostly the expectations that he has set for himself. As a GA what we can find is that objectively speaking Mike has got everything that a normal child needs. A fully functional 2 parents, siblings, financially well stable and good friends. The thing is that this might be something that he himself might be completely aware of. This might be something that make you feel that your problems are significantly trivial compared to others (in his case he's friends).
But the normal picture doesn't go much far as it has its own issues. Mostly a perpetual need to prove yourself and for Mike to be in the armour of a good friend, a leader and a boyfriend..For first 2 seasons Mike had a more central character and this kinda reflects how we personally finds him.. which is a really good friend, best friend. But from season 3 onwards we are shown find him not meeting his par. Thing is Mike was never actually given a chance to go through his emotions one by one but rather rushed through.
'Will came back' doesn't necessarily just erase the sadness or hopelessness that you have gone through be it an adult or a child of 12. Will's arrival was also accompanied by the disappearance of El whom he has taken as a friend. Be it romantic or not he does find something in her that made their connection special. Like Will, she made him feel needed. He was always 'protective over Will' but I think more than him Mike was the one more dependent over Will. Will is often portrayed as sensitive child but that never stops him being honest or to call over Mike's BS. He is indeed a voice of reason for Mike and Mike knows that himself.
Back to El, rather than a friend he/she wants him to be a boyfriend to her which tbh is rushed in this series. I don't think a relationship that's made when your super-straight friend and sister prompted into when you were just 12 is really a good one. He was kinda pushed into this role based on his own guilt for not looking for her enough in S2 and also societal expectations.
Unlike Will for whom Joyce and Jon are completely supportive to be himself, Mike is set up with a family who just tries to fits in with all that society demands which is kinda evident in Karen's wardrobe over the series unlike Joyce.
So Mike wants to be a good boyfriend. He tries to have quality time with El ignoring his friends, tries to win her over thru presents, gives up on anything that associates to be childish cos he def loves her.. but what he fails to realise is the fact that he was also losing someone who has been consistent throughout his life, someone who has never changed. His best friend.
And Will made this super clear. This was something that he couldn't forgive himself for and which is why, yeah.. But in case of El he doesn't find he has done anything wrong. In fact he was just begrudgingly following her dad's order. Now, he wants to get back with her, why? Cos it makes him crazy? Thing with Mike and El is that they never reciprocate what the other wants. For El it was a physical confirmation of love be it letters or even a kiss. For Mike, he wanted someone who makes him feel needed and to sometimes lean on him emotionally. To make him, be himself. But sadly, they don't trust each other with their fears or inner turmoils. They both tried. But El doesn't need to lean on Mike for his romantic love but rather to show that she's capable on her own. Even during Mike's monologue what pushed El was not his love confession but rather him prompting she must do it cos she can. But there's someone who makes him feel needed, whom he doesn't treat weak or as a mistake.
What I really feel is that Mike didn't realise that his definition of a best friend is something that's quite parallel to a lover. Mike is needed by Will in a way that makes Will accept himself for being who he is and not like a monster. And Mike needs Will cos he's friendship is something that makes him grounded and can't live without..
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Most of these are covered by y'all..just my take on it
#mike wheeler#mike wheeler analysis#stranger things#stranger things theory#me being me#byler#byler analysis#byler brainrot#will byers#el hopper
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