#this is why I need to get out of here
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babymorte · 21 days ago
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egophiliac · 4 months ago
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buckle up lads we're going BACK INTO THE BOOK
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#art#twisted wonderland#twisted wonderland spoilers#lost in the book with nightmare before christmas#hajimari no halloween#(the origin of halloween huh) (oooh)#why yes i did wake up way too early to watch the stream and will have no memory of drawing this later#anyway THE MAGIC BOOK IS BACK TO EAT US ONCE AGAIN!!!!#this does make things make a lot more sense if it doesn't have to. y'know. actually take place in the established world#like how jack and sally are apparently just gonna be THERE as themselves WHY NOT#i'm certainly not complaining mind you#scully looks like he's gonna be super adorable and i love him already#spooky scary skeleman who just goes :O a lot and is excited for halloween#he seems like he might actually be more of a fusion of jack and sally? or maybe i'm just reading too much into it#still getting jazzy vibes off of him though. is not scully j graves an incredible jazz musician name.#does this open up the possibility that the last time we went into the book there was a sexy anime boy stitch just offscreen the whole time#...maybe some things are best left uncontemplated#god everyone in this event looks fantastic i'm so glad i saved up some keys after all#a little sad that there's no lilia but you know what the fact that a halloweentown malleus exists is still pretty dang good#and sebek's hat is SO tall#the biggest hat for the loudest boy#i hope oogie is here too i need him and jamil to meet#i need jamil to be faced with a guy who's just a bunch of bugs standing on each other's shoulders in a trenchcoat#i am not coherent right now i just needed to get this out before i go pass out again
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captain-krow-drozdov · 6 months ago
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Danny Is An Alternate Version Of Ra's Al Ghul And Flash Already Called Dibs On Adopting Him
Danny In All His Sleep Deprived Slightly Scuffed Up From A Fight Glory Is On His Way To Clockworks Tower To Hopefully Get A Nap And Maybe Some Homework Done When A Natural Portal Opens Up In Front Of Him And Proceeds To Unceremoniously Drop Him In The DC Verse Just Outside Of Central City Before Promptly Closing Leaving A Tired Danny Behind In A Run Down Abandoned Parking Lot.
It's Times Like This When Danny Regrets Putting Off Learning How To Make His Own Portals, Cause Now He Is Very Much Stuck For The Foreseeable Future And He Has No Idea Where Or When He Is. Luckily For Him However Central City Isn't Too Far Away, Unlucky For Him However Is That Once In The City He Realizes This Isn't His Dimension. He's Pretty Sure He'd Remember Something Called The Justice League.
So What Do You Do When Supernatural Bullshit Fails You? You Fall Back On Your Mad Scientist Roots And You Make A Portal Gun. So That's Exactly What Danny Plans To Do.
Unfortunately Staying Alive And Building Questionably Safe Portal Technology Requires Money And Supplies, So He Ends Up Wandering From City To City Doing Odd Jobs/Fixing Up Busted Tech For Cash Or Unwanted Electronics For His "Operation: Get Home" Needs. This Obviously Ends In A Few Superhero Encounter Shenanigans.
Though He Always Ends Up Back Near Central City, Both On The Off Chance The Natural Portal Will Open Up Again And Because Out Of All The Superheroes That Apparently Exist In This Universe The Speedsters Are His Favorite (Red Robin Is Solidly His Second Favorite Ever Since The Gotham Vigilante Gave Him A Large Coffee Filled With Enough Caffeine To Kill A Man).
Unbeknownst To Danny However Is That Every Hero/Vigilante He Has Encountered Has Come To At Least One Of The Following Conclusions; 1. Run Away Meta Who Is In Desperate Need Of A Good Meal/Adoption Bait. 2. Possibly Red Robin/Tim Drake Clone 3. A Good Kid But Could Possibly Be A Future Rouge If Left Unsupervised. 4. Did Bats Get A New Kid And Why Is He Here?
All Flash Knows Is That He Saw The Kid First And Therefore Has Dibs. Suck It Bruce.
Fast-forward A Few Months And Danny Gets Hurt During A Rogue Attack While Trying To Help Some Civilians Get To Safety (Old Hero Habits Die Hard (Ha Die Hard) And All That Jazz) And He Nopes Out Once Everyone Is Safe And When The Paramedics Are Busy With Other People Unaware He Left A Blood Sample Behind.
One DNA Test Brought To You By Paranoid Bat Concerns Of A Possible Red Robin Clone Later And They Find Out That Dannys DNA Matches One Ra's Al Ghul.
They Now Think Danny Is An Escaped Ra's Al Ghul Clone.
Memes For The Vibes:
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#captain's posts#this has been haunting me#the flash/any of the speedsters:*exist*#danny:*can feel the speedforce on them* i like your vibe funny man#basically danny is actually an alternate version of Ra's Al Ghul and gets chucked into the dc vesrse#because natural portals are bitches hijinks ensue#and while i do love batfam adopting danny i think its very funny for flash to just yoink him while the big bad bat isn't looking#i desperately need him and tim to be besties tho specifically before they find out danny is an alternate Ra's Al Ghul#danny:*sitting in a park and tinkering with some circuitry* oh hey flash :)#flash: hey kid! great news i might be adopting a kid soon!#danny: oh really? thats cool-#flash:*holding out adoption papers and doing his best puppy eyes* its you. sign here.#danny:*vague memory of clockwork complaining about speedster pops into his mind* hmmm#danny:*deciding to be a little shit cause what else do you do when you're almost a year into being stuck in an alternate dimension* >=)#danny: sure why not? soooo full name or what?#flash:*didn't expect to get this far* uh-#i also really like danny being clockworks apprentice/time line clean upper so danny just remembers cw bitchin about the speedsters#also cause im a sucker for tim x danny...#tim:*having a crisis cause the cute meta kid he befriended/has a crush on may or may not be a vlone of Ra's Al Ghul* aaaaasaaaaaaaasaaaaaaa#dick: you okay buddy?#tim:*aggressively points at the dna match of danny to Ra's Al Ghul on the bat computer* AAAAAAAAAAAAAA#dick: Oh-#dc x dp#dp x dc#dp x dc crossover#dp x dc prompt#dpxdc
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imaginable-horror · 9 days ago
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The Leverage universe is so funny because why is being an insurance investigator equivalent to being a Sherlock Holmes
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apostaterevolutionary · 2 months ago
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Okay can I be a bitter Anders fan for like. Just 2 minutes here lmao
Cause bioware released some game stats for veilguard and apparently 72% of players redeemed Solas which is like. Okay yeah the game kinda pushes you towards that. But when I think of all the shit I used to have to put up with just for enjoying Anders like at all and…
(This is not me being anti-Solas, I do not care if you love or hate him, but I am gonna say what he’s done is like. Objectively worse than literally every other companion so lmao. And that’s fine! You can still enjoy him! I’m not saying you can’t and it’s important to me that people understand that! I’m just saying he did in fact do objectively morally worse things in game than Anders did and I don’t think that’s really debatable. And I can’t really make my point here without saying that but I do want to make it clear this is not some moral condemnation of Solas enjoyers cause it’s not)
Getting anon hate on the regular, being told “oh you’re allowed to like Anders as long as you regularly talk about how much he sucks”, people gleefully describing how much fun they have killing him ON your posts about the fact that you like him, the devs making jokes about shitty fates for him when fans asked innocent questions about him, the absolute audacity of his writer to say half the shit she did in interviews (about bisexuality and mental illness, most critically), and then being beaten over the head again in inquisition about how Anders is the worst character to ever exist and there’s no redemption for terrorists who lie to you one time in the entire game and he deserves death or worse and that’s it
And now… 72% of people are down to redeem the guy who lies to you for 2 games straight and who did a lot of questionable things that includes creating the fucking blight and. Like. I guess I’m glad that Solas fans can live in a world where they aren’t constantly harassed and can give their ship like. A pretty damn good ending all things considered. And that the devs love Solas and actually give the option for that happy ending and have characters go to bat for Solas throughout the game and the most annoying thing they have to see are people making scrambled egg memes. I would not wish anyone to have to deal with the shit Anders fans had to put up with back then cause it sucked. It really sucked. And I’m glad it’s not being repeated with a different character, if nothing else
But like. Man there really is a difference when the writers actually like the character who does the thing, huh
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leafwateraddict · 7 months ago
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Couldn’t stop thinking about Dust being able to pass as Classic. So I had an idea where Dust replaces Classic in a timeline and steals(?) his partner.
He gets conflicted when he starts actually caring about you… But denial is an easy road to take when there’s seemingly no consequences to your actions.
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The reveal i guess. Most normal reaction to learning your partners been replaced for god knows how long and you have no clue where he is.
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Now that I think about it I might’ve gotten some inspiration from that one chapter of IJAG by @htsan (iykyk) only a lil bit tho
(Full rambling of the idea + extra sketch cuz i liked the expression) ↓↓
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I originally wanted y/n to notice the differences instantly but i think it would be angstier if they didn’t and only noticed like months later >:3
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fumifooms · 9 months ago
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Falin who cares too much and too little - analysis
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Been stewing on Falin thoughts for a while, I know I have an interpetation on her that differs from many but I’m jumping into the fray. I think there’s a lot to be said about what we do see of Falin. This shorter Falin analysis I made is heavily encouraged prior reading. This analysis mainly explores her complex relationship with caring and so it’s sort of structured in two halves, with Faligon at the crux of it all.
Falin cares too little :
A lot of people assign Falin a people pleasing mindset and I… Don’t agree. We never see her care at all about people in her town or at the academy not liking her.
We do see her worrying about what people think of her… ONCE. And Laios comforted her, told her they didn’t matter and she should be proud of herself. She latched onto that hard. That’s why this scene was so important to be included during the dragon fight, relationship-defining; it’s always been them against the world. She grew to not care what others thought, to only focus on her close loved ones. No one else matters.
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Laios’ words were her world. Her older brother who taught her how to feel comfortable with herself, who told her, you’re great, others are the ones in the wrong to not see that, I’ll always be with you, always be there for you. Older brother who always made great plans, who always knew more, who was better at wrestling to name the dogs, who she has always idolized. Laios who always spoke of traveling the world, to which she always said she wanted to follow. And she would, she’d follow him even if it meant leaving the academy and all she knew behind, she’d follow him to the ends of the world, and that’s what she did.
She didn’t care about showing to her classes or keeping up such appearances, she doesn’t even think of toning down her jumping into bushes when Marcille recoils, etc. She acts like an obedient pawn often, to her parent’s directives and then following Laios around no matter what he decides to do, but I don’t think the motivation is people pleasing, rather it’s being with & caring for her loved ones, and her go-with-the-flow attitude enhances the impression. Not that it’s as simple as that, mind you, but let’s talk about this for now.
Falin is perceived as selfless because we, the audience, have our perspectives revolving around the main people in her life (Laios, Marcille). They’re the ones she’s devoted to and people who care about her back a lot too, but to people like her classmates or the towspeople she probably must have seemed like someone who didn’t care about the people around her or her surroundings a lot, who just went on alone and did her own thing.
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What matters to Falin? From what place does her kindness come from? Is a part of her keeping up appearances? And I think that’s the point, the horror of Faligon as well, that we can’t tell just how in control Falin the person is as the chimera (because we are shown that she’s in there, we just don’t know at what degree), that we don’t know her enough to be able to tell when she’s at her most genuine, her most raw. That even if you do settle on none of her being present as Faligon, we have to at least consider it, consider that she may be able to do something like this and have a part in it, brutal and uncaring. That even the lenses we see her through, the people who love her, may be unreliable.
And this is what’s very interesting about her too, she truly is so idealized by people around her as a saint. She’s so good and kind and caring to everyone etc etc etc. Laios, Toshiro and Marcille all see her as the paragon of goodness in the world. More cynical characters like Namari and Chilchuck have more layered opinions on her, the latter finding her somewhat unnerving because he can’t read her well. But then with that one flashback scene we see that… Her priorities are intensely focused on Laios and Marcille, she doesn’t care all that deeply about anyone other than them (+ maybe her parents). The rest of the party is in the same danger here but only Laios and Marcille who she’s speaking to get the special ,ention, and if they don’t cross her mind then of course she’d be ready to sacrifice strangers through a risky teleportation. That doesn’t make her not kind or caring!! Just that greater good isn’t exactly her priority. Any means is alright if the end result is her loved ones safe, it usually takes the form of healing and caring, but we see she’s ready to fight and make dangerous calls too. To me there’s this aspect to her that she isn’t as pure and magnanimous as everyone thinks she is, both in-world and interestingly enough meta wise as well, and there’s something interesting to that.
People pleasing implies a need to be liked, needs for the motivation to be that. A yes-man, etc. But if we analyze Falin, her general kind, smiling demeanor is more a matter of passivity I yhonk. Conflict avoidance is easier, so she’s friendly and hopefully things’ll be smooth sailing. It’s easy to be kind to classmates even if they act wary and rude if you don’t care about what they think either way. Of course she prefers good things happening to people over bad things, she is genuinely kind, but I think people tend to assign her a very grand altruistic way of life when to her the motivation is pretty self-centered. She doesn’t do what she does because she loves them, but because she loves them.
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One situation that’s interesting to dig into for her way of thinking, and what I’m trying to get at, is Shuro’s proposal to her. I’ve seen people saying she hesitated because she didn’t feel comfortable saying no even though she wanted to, "I can’t say no, I don’t want to hurt him", something that sounds sensible and familiar, but it’s actually canon in the Adventurer’s Bible that the reverse was the case, that she didn’t feel comfortable saying yes. Because the offer was tempting, but it’d have been a loveless agreement on her end. And it makes sense she’d want to say yes too, like we see with the Toudens, marriage is very much a political strategical economical thing in their village, there’s even a bit on it on Laios’ Adventurer’s Bible profile about dowries, and both siblings were engaged very early. They lived poorly for a long time, it’s an enticing idea to marry rich, to have not only yours but your brother’s needs met forevermore easily, which at one point in their careers was their main worry and goal. Why shouldn’t she accept a life of leisure and wealth handed to her by a lovely friend?
So her hesitance was "yeah that’s convenient for me, but where it’s everything to him and heartfelt I’m able to be detached because I don’t care about it that much… Can I do that? I’m not reciprocating, not saying yes in the way that matters. Can I do that to him?" Very caring even though it’s not what you’d expect, isn’t it?
And central to my analysis, where I’m going with this is, I feel like that’s the thing with her character, that she doesn’t feel as strongly as she "should" sometimes, or feels a different way than she "should", or at least that she feels that way and others say she does. She didn’t mind suddenly leaving the academy, leaving Marcille behind and not seeing her for 4 years. She acted like it was no big deal that she sacrificed herself after getting resurrected after the red dragon fight. And in both those cases it upset the people around her greatly that she didn’t seem to get why it was such a big deal, didn’t seem to care about how they’d experienced her choices.
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So it’s a tendency… And it’s not that she doesn’t care, it’s just that the way she measures what’s good for the ones she loves isn’t the same as what they themselves think it is (like Laios and Marcille not wanting to be apart from her). It’s an overt but quiet kind of care, it’s doing things like following them around and making sure they bathe and have a meal, even if that means she has to be dragged into misery too.
So yes she probably would know "not caring enough/the right way" is one of her perceived flaws, and that informs how she tries to handle her response to Shuro’s proposal. Her not wanting to accept like her first gut instinct, is because she’s thinking about reciprocity, about if it’d be right to go into this knowing that they have different priorities and she might not be able to keep up with the type and amount of emotions he wants/expects from her. And that’s a big part of her character isn’t it, having expectations pushed onto her. Her trying her best, but in her own way that may seem odd or even unfeeling. Not unlike when she exorcised the ghost as a kid too, unblinking and matter-of-factly, and not seeming to understand why people stared the way they did.
Even though she answered his proposal only post-canon, she’d been pondering it for a while even pre-canon and the Adventurer’s Bible explanation was released midstory, so I’m hesitant to assign her much growth about her hesitation and what I went on above, since she still didn’t react "right" with Laios after the red dragon fight (even if she apparently doesn’t remember sacrificing herself) and put herself in that situation in the first place. She hasn’t finished her arc on that flaw of hers is what I’m saying, she for sure still has it, but I certainly think her thoughts on Shuro’s proposal shows awareness, both of herself and social.
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And awareness is a big analysis key word with Falin, especially here it can be hard not to conflate not caring with not knowing. How socially aware is she? It’s rather layered, because canonically she wasn’t aware of her ostracization in her hometown at all, and we’re not sure if she knew Shuro was interested in her before he proposed, but she generally seems more socially aware than Laios. She tags along on his caravan job to make sure he isn’t being mistreated (though doesn’t ask he get a salary), she catches social faux-pas more easily like in the genderbend magic mirror omake with Shuro, and interestingly enough she’s very good at empathizing with her parents and understanding their perspective. We see when she’s worried about Marcille coming that she does know about propriety and how appearances shape impressions. Being a chief’s daughter must at least have taught her a thing or two on that front.
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She never stands up for herself, but when it comes to defending others she worries, strategizes and explains.
And this sort of understanding is part of why I think she’d notice the expectations pushed onto her like I was saying earlier, notice how she makes people feel when she’s careless. But if she changes anything about herself in response to noticing is for her to choose, and generally I think it’s a sort of inbetween of yes and no: that she becomes more complacent but also more reserved, complying but by hiding more of herself passively. She’s not sure wether to accept or reject Shuro’s proposal, doesn’t want to lead him on? She’ll just be taking a while to silently consider it, try to keep things as they are for the time being. The third, less conflicting option. She doesn’t feel heard by Marcille who keeps infantilizing her? Just bear with it. Retract yourself emotionally. Settle for it.
We see that when she was young she had a tendency to not read a room, and I think that’s here too. She doesn’t get why her nonchalance upset others but that doesn’t change that she doesn’t want them upset or hurt, so she tries, albeit in maybe a roundabout way. She always had a hard time deeply connecting with people, often keeping herself some amount of emotionally distant: erasing herself from the equation, from the two-way trade that relationships are and making it a onesided thing instead, where all their needs and emotions are directed towards her but she only lets out a bit of her own show. She takes everything upon her and deals with it and tries not to give others this same burden, though not on a conscious level, it’s just that she’s learned growing up that she doesn’t have much agency.
Like I went into with my analysis linked at the beginning, I think Falin is used to just taking what she can get and not asking for more, when it comes to social bonds. She’ll take spending time with her mother no matter what it is they do, she’ll follow Laios to the graveyards and stick by him even when he’s pushing her away (because he doesn’t want her borrowing his book or "No copying!" or such). Her father was always distant, cold and uncommunicative, her mother was considered sick from anxiety and the exorcism attempts were the main way they spent time together, at dinner tables there were only her and Laios. The dogs picked on her too even if she loved them— And so did the townspeople, maybe that being normal to her at home is why she didn’t notice the ostracization she suffered.
She’s always been the last to be asked about decisions or what she wants, never asked to play with at recess, neither her father or Laios asked before sending her to the academy or leaving the village. At home, in the hierarchy she was considered to be below the dogs by the dogs themselves, as someone they can disrespect. Dogs learn from example and behavior, so this means Falin must have been pushed around a lot, and that the family didn’t try hard to rectify the dogs’ misconception, likely worsened by Laios regularly wrestling with her as a competition.
So for example when Falin showed Marcille food, it was her way to implicitly ask to have lunch with her without voicing that question, without daring to take up space. Someone’s presence isn’t something you ask for, it’s something that’s bestowed upon you, you can follow them around but you can’t ask them to stay or to come with.
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She’s used to her needs and wants not being listened to, so she’s learned to have less wants. Caring less about herself, caring less about other people beyond her safe zone, was a defense mechanism in part. She has a sense of learned helplessness too, like how when Marcille came to take her away from Laios, even though she didn’t want to leave with Marcille it felt so determined and unshakable to her that whatever Marcille decided Falin would have to comply with.
And still, it’s the "marrying you would be awfully convenient if it wasn’t that I’d feel guilty for not loving you back, the way you wanted me to when you proposed to me" and the "I don’t regret leaving the academy and leaving you behind without goodbyes but I’m sorry that you’re so much more upset about it than me". It’s the guilt of not loving people back the way they want to be, with the same intensity or fervor.
It’s the autism it’s the aroace of it all, it’s the emotional stunting and confusion but the pit in your stomach telling you you did something wrong again. The no object permanence even for people you love even for 4 years, it’s the feeling like you’re somehow at fault for someone having fallen for you and not knowing what to do with any of it. I’m not joking btw it isn’t uncommon for autistic people to not see their close friends for a long while, not having missed them all that much and for that to be really hurtful for the other if they notice/ask about it. "Hiii bestie! Oh umm you’re uh more emotional about this than I expected, hopefully you won’t feel alienated by me not feeling as intensely about it…"
So… Yeah. I think she thinks of things and relationships in a different way than most people, and beyond "good things happening to people is good" I don’t think she actually cares about people all that much. I’d argue that Laios shows more desire to connect with others and make relationships. And just like with Laios and his own issues with humans, that doesn’t mean her kindness is a lie or ungenuine or worthless! It just means that like, well it’s pretty straightforward really, she’s not all that social and doesn’t see casual bonds as meaning all that much and whatnot. She does want to see people happy, but it’s not as much like… A conviction or goal. She’s too laser focused on a select few people. "It’s not that they’re bad people, they just aren’t interested in humans."
And sometimes it feels like people get defensive about Falin in a meta way too, like if you ever so much as imply Marcille isn’t her whole world or that she isn’t the kindest soul out there then you’re saying she doesn’t care at all or she’s evil. And that’s actualy exactly the sort of vibe I wanted to get through with my analysis above here actually haha, that she does care and she is kind but it’s not in a way that’s quantified or understood in a way that makes people feel comfortable. In a way, that makes people feel insecure because they don’t have the same logic as her, don’t show love the same. And I think this is another stellar depiction of autism, of parts of it that feels unpalatable to many, if I’m making sense. The fandom idealizes her as well, which isn’t uncommon or surprising for the character embodying the trope of the perfect beloved to rescue.
And disclaimer, as I said in the tags I feel like the details of Falin are pretty vibe based when it comes to analysis, there’s absolutely a valid angle where she does super care about everyone always, feel free to disagree with me on the overarching angle of my analysis. There’s enough supporting evidence to tip the balance either way I think, and the reason I’ve chosen this angle is I feel it’s more compelling for the themes in Dunmeshi of idealization and being different, of desires vs wants, and because I think it neatly ties up Falin’s character arc as I’ll go over throughout the next section…
So.
Not feeling as much as she should. And……. Is this not Faligon pushed to the max?
You can’t tie down a dragon. As the chimera, she gets to just not care about everyone else and be on her merry way.
Part of it I think is finding comfort and freedom in the mindlessness, in not having the burden of feelings and connections and a consciousness (despite still ending up seeking those in a stranger, Thistle). Like when she’s dead in the purgatory as well, she gets to just… Hang around and do whatever. Similarly to when she played in the forest instead of going to class in her academy days. That’s what freedom and peace of mind looks like to her. Why she decides to roam post-canon, if only now with the goal to find herself instead, with her mind in tow and somewhere to go back home to.
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There’s excellent analytic framing out there about how of course, Dungeon Meshi has a big theme of grief and letting go, and… Falin was always a symbol narratively, idealized by characters and often underconsidered by them despite their love. It was Falin’s choice to sacrifice herself for Laios, she thought it was worth it, knowing that it would be her end. Her resurrection and the process of it intertwining her soul with a dragon’s wasn’t done with her consent, and the subsequent opening it gave her to become a chimera puppet. She’s stripped of her agency consistently, and so… It’s very noteworthy that the final choice, of wether to go back to life or to stay dead, in that purgatory scene, was up to her. And she chooses life, but I do think about her in those fields and how at home she seemed there. Peaceful, by herself in a vast calm expanse she could explore, free.
Personally, I think freedom is Falin’s own subconscious selfish desire. And though to us becoming the chimera is obviously a shackle, I think it felt like freedom to her somewhat, too.
And if you think I’m going wildly off the rails here I want to talk about Laios’ wish of becoming a monster. And to be clear before getting into it, being mentally a monster is absolutely a big part of the appeal for Laios, it’s something that’s consistently referred to, something especially pointed out in the werewolf monster tidbit with Lycion. Right panel is from that, but left panel is from the extra with Izutsumi where Lycion talks about suppressing souls in a beastkin body, the human or the beast soul.
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Finding comfort and freedom in being mindless, less sentient, less aware? While being unaware in her hometown might have saved Falin a lot of heartache although perhaps stunted her emotional growth, it’s always been Laios’ curse.
Actively, through his choices, he seeks to grow closer to people, to form deeper bonds, to understand and be undertood, but… On a deep seated level, what he desires is to leave humanity and civilization behind. He has an irrational hatred for humans, born from the trauma of ostracization, being different, being beaten up and rejected consistently through his life. Running away from problems is easier. He wants to be free from being a social animal from a social species who has deemed him the black sheep, he thinks it’d be simpler to just leave it all behind, people and his own humanity. At its core, to Laios becoming a monster is a power fantasy, a coping daydream of "if only I could be strong enough to never be hurt again, the power to destroy anything I want, the power to go somewhere better, if only it was possible for me to never feel hurt again. If only I could be someone, something, that can never be hurt". "If there’s someone you don’t like, you can gobble ‘em up in one bite. If you could fly, you’d be able to leave this village right now." It’s a childhood fantasy, from a deep sense of being misplaced and a desire to be able to stand fearless, thinly covering up resentment that Laios represses.
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But you’ll notice, when the Winged Lion is enticing him in the last page, even now with his lifelong wish of becoming a monster on a silver plate, he still cares about his friends. He still has that sense of responsibility to his friends, doesn’t want to leave knowing they’ll be in danger and alone. The offer that his friends may be left unharmed is already good, but Laios also visibly flinches when the Winged Lion offers to specifically care after Marcille and rid her of her biggest fear. Laios’ care runs that deep. Not unlike with the succubus, he resists temptation until he gets reassured that everyone will be okay. But see, what he desires isn’t to stand alongside Marcille until her last days, it isn’t to stay and see how well his friends will live, it’s to go. It’s to leave. It’s to fly away, a monster both in body and mind. He wants to be free from caring here, wants to not have to worry about his friends, wants to just go do his own thing, but for that he needs to feel safe in the belief that said friends will be safe even without him being there to see it, because despite everything else he cares, he does. It’s again that dichotomy about caring and wishing you didn’t, or not caring and wishing you did.
In the end, it’s Falin who achieves that wish. Both by becoming a chimera during canon, and by going traveling post-canon. In the latter, being both free of human relationships as something chaining you while still being uplifted by them, by the knowledge that there are people out there you love and that love you. It’s a theme that can also be connected with Marcille, because she gets anxious over people she loves getting out of her sight, worrying they’ll get themselves killed, that time is passing while they’re away from her. But before she can get to the point where she can both have her freedom and being uplifted by her social bonds, regaining both her individuality and her connections, she has to get a taste of just one at a time. Before they can find balance in her life, she has to see what it’s like to have what she’s never had on its own. Unapologetic freedom, and power.
No one can blame you for not caring enough or caring right if you’re a fricking dragon!!!! You make the rules when you’re a beast and you can just… Fly away. From anywhere, from anything. And if a dog bites you you can just crush it. Instead of being pushed around by the dogs because you’re at the bottom of the hierarchy, you’re now at the top, the one with the power to be heard and do what you want without consequences.
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I think she’s on autopilot. I think she’s on autopilot a lot of the time, even before being a chimera, and it’s partly why her will is so weak compared to regular dragons. (Again, read my shorter analysis.) It’s familiar to slip back into the role of following someone around unquestioningly. And that’s what is weaponized when she’s a chimera, that instinct she’s been nursing all her life to unconditionally support, defend and follow someone. Only now, that someone doesn’t matter in itself, only the symbol of it. She doesn’t mind, either way is fine. Her will is weak after all, because she’s trained it to take as little place as it could.
Falin cares too much
She spends all her time caring for Laios and Marcille alternating that none of her care and emotional energy is left for others, including herself. So she had to get relieved of all of that for a bit, becoming the chimera so she could reset and recenter and remember that she, too, indeed, is there and an important part of her own life.
So you’re probably seeing the duality I’m talking about here, Falin is very self-sacrificial but for specific people in ways that they often don’t recognize or appreciate. She cares but selectively, both in people, putting all her eggs in the same baskets, and in the ways she cares after them. She doesn’t care a lot, but when she does she cares a lot. Falin doesn't have a lot of earthly attachments, but when she does, they're her world.
In canon her arc, especially post-canon, is to grow beyond Marcille and Laios. Her caring for her close loved ones held her back from looking after her own self-fulfillment needs. And this is what I mean when I say she cares too much; she could gain from caring more about the world besides Laios and Marcille, both lands wise and people wise. She cares too little, but her arc centers her flaw around caring too much instead. Her pitfalls that Kui highlight over the course of the story, while of course her selflessness is appreciated for how she saved Laios and everyone, on a personal level is shown to be self-effacing and damaging. She’s undermined by Marcille, without the courage to voice her thoughts and wants, she would dedicate her whole life to Laios. And I mean, it’s text, in the response to Shuro’s proposal extra no less. And she’s so laser focused on her most loved people that she’s fine with being callous and risking others’ lives, even.
Post-canon, she needs to leave to find herself, away from them.
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Herself. What if she wants to just be with herself for a while.
And this is me reaching but I feel like, not unlike Izutsumi who learns to feel this sense of never being alone, always having someone on your side what with having two souls, the dragon in her would make her consider herself more. She finds it easier to care after other people after all, and in the purgatory fields sequence she takes care to bring the bit of dragon left with her… Not unlike with Izutsumi, having two souls forces you to think about your identity and figure yourself out. Besides being this sort of duo now, where if she wants to care after herself she can channel it to that other side of her too… In meta dragons are symbols of greed, and I think the bit of dragon would push her to want more and listen more to her desires, primal and self-serving as they might be. The dragon soul which warped her human body with feathers and draconic features, her image of perfection marred, her weirdness externalized in a way that’s not palatable. But she doesn’t care, about if her appearance is palatable for most people, she hasn’t for a while now, and that’s great.
Notes & nuance
I’m struggling with the structure of this post, making my points organized, concise and strong at once. It’s difficult to make any statement without going "things are generally like this, but there’s this time that this contradicting thing happened too" or "it’s ambiguous enough that you should just follow my interpretation for the time of this analysis" haha, so this is the pit where I put all the stuff that wouldn’t fit well in other places but are interesting for Falin’s character. This section is pretty separate from the main thesis of the post, it’s just more Falin observations. The post has reached the 30 pics limit so I can’t just pull it up whenever it’s relevant but I really encourage scrolling up to read the stuff I highlighted in her Adventurer’s Bible profile if you haven’t already.
I think with the shy-looking loner type autistic kid archetype, and knowing she didn’t seem to mind others ostracizing her, it’s easy to lose sight of how she was by no means an unemotional child. In all the bits we see of her as a kid she’s bursting with energy and emotions. Canon confirms Laios leaving the village did affect her and make her lonely and she cried a lot, too. She may not be social in the traditional sense, but she was clingy with her brother, and she also never was all that shy about who she was, wearing her heart on her sleeve.And okay. Okay okay okay. Speaking of appearances. About what I said of her not caring about what people think of her, even seeming defiant with the caravan leader… There’s one istanxe of her caring actually, and it’s about how her face blushes easily. I remembered it as being because Laios’ said it and as I rambled Laios’ words are her world, but actually it’s ambiguous. It’s only Marcille imagining up this scenario where Laios says Falin looks weird because of it, there’s no evidence Laios said or thought that at any point. And on the other hand…
Her Adventurer’s Bible says: "5, Lovely Skin. She isn't particularly careful with it, but Falin's skin is fair and beautiful. Possibly as a result, her cheeks seem to flush easily. Marcille's always saying she's cute, and she secretly has a sizable complex about it." The phrasing makes me think the complex she has over her blushing might have developed because of Marcille more than Laios. "Marcille's always saying she's cute, and she secretly has a sizable complex about it." It could be related to how Marcille gets swept away and infantilizes her, calling her cute wanting her to wear cute feminine outfits etc. Again this feels like it relates to Falin’s struggle to be seen for who she is and what she wants to be seen as, her struggle to be recognized, having ideals and perspectives pushed onto her. Here Falin is insecure over her blushing implicitly because she doesn’t like being called cute over it, but that’s not how she wants people to see her. She doesn’t want Marcille to always see her as her 10 years old adorable friend. Like if your friend said you had puppy energy, it can be flattering, but it can also make you insecure.
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Here’s a link to what I mentioned about her being uncomfortable wearing feminine outfits. It does seem to be more about comfort than the aesthetic perse, to me. Interestingly the shirt & shorts don’t seem like they show much more skin than her beach outfit, so maybe it’s more about the shirt and shorts being tight-fitting. Like the skirts and heels they feel stifling. Again a bit with themes of freedom and not wanting an aesthetic pushed onto her. So yes just to reiterate, I think this is more about self-affirmation and how her identity and self-image gets shown to others, rather than wishing to hide parts of her body like her blushing etc for people pleasing reasons. Makeup was a way for her to appear how she wants to and feel more confident. It was a way to take control over her own image. She didn’t keep doing it, the narrator stating the process to be ‘troublesome’. Ultimately she still prioritizes her comfort, and it was a lot of recurring efforts to go through.
And on the topic of appearances… A friend once asked me: "Does she really hide herself or not? I keep thinking about "falin is herself first and foremost" (in her Adventurer’s Bible profile) it’s just so. Hmmmmmmmm... I just keep seeing people say she hides her real self from people when I feel like the issue is more about her charitable traits straying too far into becoming flaws but people around her dont realize that..."
Imo the thing is, I don’t think she hides her identity, but I do think she suppresses her individuality for others’ sakes if that makes sense. In the way that only post-canon does she allows herself to go see what the world is like, but that’s not personality wise it’s needs and wants wise. And I do feel like that’s the closest interpretation of canon, she says it herself she doesn’t know what she wants because everything she’s done was always about Laios or Marcille, but she doesn’t change her demeanor or personality for others. But she *will*, like, not ask for things she wants directly, like sharing lunches with Marcille at the academy, she suppresses her wants, doesn’t ask things from people and doesn’t hope for more, hope for better. I don’t think we ever see her actively repress her personality, except like what, being more laidback than enthusiastic but I do feel like unlike Laios with her it’s less ‘appearing stoic to fit in more’ and more ‘yeah i’ll just chill until I’m needed or something activates my enthusiasm’. To which said friend quoted: "to feel like you belong you need to be useful. when you can’t be useful the next best thing is being convenient."
And speaking of passivity… I want to speculate about Shuro’s proposal some more. Shuro and her got along well though we don’t know how much, or how often they hung out, she even saved him from a nightmare. Why did she take so long answering Shuro’s proposal? Was it an effort to preserve or was she really just that conflicted? Procrastination probably yes, but what is the core motivation of itl Considering she ended up saying no to travel the world instead, I don’t think it was as simple as ‘she wanted to say yes for convenience’. Logically it’s what would have been best, but it’s not what she wanted for herself, but it was and still is hard for her to even know what she wants. Probably, since like she states it was a great offer and she doesn’t think she’ll get proposed to again, it’s that self-effacing tendency that yes it’d be convenient and logical, and that makes her want to say yes even if her spirit isn’t in it, because if it’s convenient then that’s more important than her feelings on the matter. Man also… Obviously Marcille is very vocal about how she shouldn’t get with Shuro, but imagine how Falin’s whole perspective on marriage must have felt when her only friend ever is a Romantic with a capital R who gushes about idealized romances and grand gestures and True Love and doing things with fully pure feelings all the time.
AND speaking of passivity!!! How much Falin is "there" as the chimera, just how much she’s master of her actions, is left ambiguous and intentionally so imo, but she’s for sure there & influencing the dragon’s action to some degree. Having a dragon’s foot on her in purgatory that keeps her from moving for sure visualizes how it must have been like, but there’s Falin calling out to her brother Laios, there’s the kind attentions towards Thistle that are so Falin-like, and most explicitly there’s the Adventurer’s Bible stating "Even after becoming a chimera, she has a soul that's as kind as ever", which I honestly dislike, a fantranslation puts it as "Even as the chimera, her caring nature remains" and either way to me it feels like confirmation that it’s her giving those berries to Thistle. Now, wether or not she has the mental capacity of a chicken or something closer to human Falin, no clue, there has to at least be some kind of mind bond between monsters and the dungeon lord, compelling or forcing them to go along with orders, or calling her to him in distress like with the fight on the first floor. But yes, it’s interesting to wonder what it is that a Falin, with her kind soul but without her human mind, would willingly do. On her profile, she’s described as Thistle’s guardian and servant. The power dynamic between the two are very interesting, I already went into how it might have felt like freedom to her while being fake so I’ll reign myself in and just mention it again. She’s still at the heel of someone, only now it’s someone who doesn’t care about her back. Going from being cared for so strongly that it’s suffocating and they would defy death and the world for you, to being devoted to someone who has not one feeling about you besides your utility as a paw . She has all this care to give and to focus onto others and he has none to send back to her and I think that’s part of it. In a way, being left with only her own feelings and a void, without expectations or feelings or ideals pushed onto her, it might have been soothing in itself, and eye opening. But yes the way I think of it, her care for Thistle isn’t unlike the care she gives the ghosts.
Interestingly, the care she extends for the ghosts is sending their soul to a peaceful death, freeing them, of life and any earthly attachment. Take that as you will with the themes of freedom and burden of life and mind, immortality and becoming a warped version of who you were, and such and such.
But going back on the topic of connections and bonds for a bit, I think academy days Falin & Marcille is super interesting bc we’ve never really see Falin form a connection besides with Marcille and even that is kept pretty ambiguous. When was the point that Falin started seeing Marcille as a friend and seeking her out? When was the "I’ll lay down my life for you" point? I’m so fascinated by how she wanted to share lunches with Marcille but never truly asked, only made little "hey want this? I found it isn’t it cool?" gestures of showing things to her… It’s the only way she knows to ask, or maybe it’s the only way she feels comfortable to. In all the scenes of young Falin and Marcille Falin seems comfortable in her friendship with Marcille, but at the same time… I think we see Falin at her most insecure around Marcille, because she really does care about Marcille and what she thinks of her so much, and while Marcille is a bit of an unstoppable force tornado style (affectionate) Falin is something of a doormat. I’d usually say showing her berries was her earnest way to connect and be like "Hey bestie look at this! :]" , but there’s a real possibility that she was self-conscious and holding herself back.
Friendship and Marcille! Involving Laios into this too but, again with the autism thing of not showing you care in ways that others understand, Marcille being very overtly affectionate and clingy was so so soo important… Marcille keeping on hanging out with Falin and caring after her, and being undeterred/unbothered by Falin not always seeming like she cares all that much back in the conventional way, as in Falin acts nonchalant and a bit like she didn’t mind wether she was there with her or not during her outings to the cave dungeon. Caring and being clingy and so affectionate despite that in such a classic Marcille way is soo needed, because so often people will get discouraged by say, their friend not keeping in contact regularly/well, seeming disaffected or as happy-go-lucky as ever even if you haven’t seen each other in a while or when they’re alone, and yes there’s potential for a strong friendship there but someone like Falin won’t be committed enough to reciprocating attention the same way… I hope I’m making sense but yes this angle in particular strongly correlates to autism. And the way Marcille always initiates physical affection, both Toudens being awkward about initiating touch because they don’t know if that’s allowed, if they’re going about the social interaction the right way, if they’re allowed to ask that out of someone…
Another fun observation to make is about the 4 years Falin and Marcille spent apart. Marcille despite being of a long-lived race treated these 4 years of separation with more gravity than Falin did. Falin brushed it off very dismissively to say the least. But then you remember that the amount of time Falin and Laios didn’t see each other after he left the village was 8 years. Double the years, double the time. And that reminder makes Falin’s actions so starkingly understandable. Of course she wouldn’t see 4 years of separation as a long time if 8 years of separation with her beloved brother is her point of comparison. Of course she’d see it as worth it to leave Marcille for 4 years if it meant ending those 8 years instead, especially if she was worried about him (the reason why she followed him into his caravan job).
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A friend always says that while Falin is the center of Marcille’s world, Laios’ is at the center of Falin’s, and I tend to agree.
It’s fun to think of how her career dreams had always been shaped by Laios, even when they were kids. Of course there’s how traveling the world began as a dream they talked about and shared, but there’s how he reassures her by listing cool jobs she could do like traveling exorcist, etc. And then of course, she gave up on her magic academy and career path to follow him and do odd jobs, etc etc.
I should go into the violence of Faligon more tbh, because I think there’s an interesting parallel to how she has no problem wacking things with a mace, wether a ghost when she was a kid or a walking mushroom as an adult. Something that often surprises fans when they remember, I don’t really want to get into the whole " Falin hates violence and hates seeing people in pain to an intense degree. ‘If you die do it somewhere where I can’t see’ style’ interpretation, it has some weight but on the whole I don’t vibe with the theory she has a particular aversion to violence, she seems to be fine resorting to it as much as any other adventurer as long as it isn’t needlessly against ghosts. And Falin’s sudden mace hits are fun to me too because it’s not her becoming a berserker when the need arises as much as her becoming active because something she cares about is threatened, and that brings her out of her passivity from 99% of the rest of the time. Thistle included. Falin always could be violent, she just dislikes senseless carnage. The Shuro party vs chimera fight is a bit ambiguous on it, because you can argue she only attached after being provoked, presumably offscreen as well while the ninjas went off to fight the harpies. Falin becomes the most active when she needs to protect someone, she has no qualms doing whatever’s needed for that, wether it be leaving the academy & Marcille without notice no matter the consequences or what her parents think, or teleporting the party, etc.
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I’m working on a post specifically pointing out all the differences between Falin and Laios, but yes I think both of them selfishly desire freedom in different yet similar ways. Falin’s dark secret is "Ethics and risks are optional if it means I can protect those I love" like the teleportation, and Laios’ is "Ethics and risks are optional if I can be free of all this bullshit" aka humanity aka his wish with the winged lion.
Conclusion
Flighted birds have hollow bones. With freedom and wings there comes risks and sacrifices.
Tldr: Falin doesn’t care all that much, she’s very go with the flow. For example if someone hates her she doesn’t really care because that’d require her caring about what they think of her in the first place, and she only cares about her loved ones. She smiles, but it’s more a state of being rather than out of active goodness: she’s canonically very genuinely kind, but it’s more out of a general want for pleasantness than active care itself. She’s passive, and softspoken because that’s just how she seems, but she has no problem hopping into bushes or getting heated if something calls to her enthusiasm or calls for action and a hit of the ol’ mace. Her loved ones needing tending or protective is what makes her go from passive to active. That familiar autopilot mode of making someone the center of her world and following their every move is what made her so easy to be controlled as the chimera, even ferociously defending him with her life. Faligon is most interesting to me with the theme of freedom. She’s shackled to Thistle and out of her mind, but there’s also a sense of empowerment and freedom from expectations and society. She spends all her time caring for Laios and Marcille alternating that none of her care and emotional energy is left for others, including herself. So she had to get relieved of all of that for a bit, becoming the chimera so she could reset and recenter and remember that she, too, indeed, is there and an important part of her own life. There’s a way of caring after others that can be selfish, not unlike Marcille being overly coddling and not listening to Falin. In Falin’s case, I think it was so selfless that it ended up looping back around to erasing her sense of self. In losing sight of herself, that devotion becoming neither quite selfish or selfless but a fact of life and a state of nature, muddled by its lack of direction.
She’s sooo used to never being able to ask things out of others, you get the crumbs of affection and approval that others offer to you unprompted and that’s it don’t hope for more don’t ask for more. (Also reflected in how she follows her loved ones around without complain or personal opinions and how she’s not willing to rock the boat and affirm herself in her relationships like with Marcille during canon)
Falin cares so much, so much and so laser focused on her few loved ones that it blinds her and she loses sight of everything else, she ends up neglecting herself and the rest of the world. As Kui puts it, Falin is herself first and foremost. She just had to remember the importance of that.
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I see her as an enneagram 9, which can be surprisingly accurate and fun to research through the lense of Falin. Excerpt below from this book, but like my god, good way to put it
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That’s it, ty for reading. Even if it’s a bit of a mess, hopefully you’ll have gained a thing or two from it. Falin is a character hard to pin down, but it is very gratifying when you find the way that the puzzle pieces fit together right for your own understanding of the story. Fantranslation of the shuro proposal comic by @/thatsmimi here.
Here’s my spotify playlist for her if you’d like
Sometimes love is about letting go, a lesson a lot of the cast needed to learn. Self-love’s important too, and just like with diets we need a healthy balance.
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#I find it hard to express myself right on the topic of Falin. Both because the issue is pretty vibe based and because we don’t#get that many moments with her. So there’s ambiguous scenes up to interpretation addressing a layered topic and like. Save me. Save me#As always falling down the rabbithole of starting an analysis about a specific facet and then needing to explain everything else around it#I’m doomed. I’m getting lost in the sauce.#dungeon meshi#delicious in dungeon#falin touden#analysis#character analysis#meta#autistic reading#aroace reading as well. Sort of. It’s mentioned#The aroace autistic guilt of not caring back in the way/with the intensity you’re expected to#As always this is just my interpretation blablabla#Spoilers#dungeon meshi manga spoilers#She loves like a dog aka unconditionally and happy with eating scraps of affection and attention off the floor#Laios touden#he’s here too bc they are an unit#If you’re not capitalizing on the uncanny vibe autistic effect for Falin’s character u are missing an opportunity imo#Fairy’s child is written all over her. Her cryptic-ness is the point so why am I surprised she’s hard to fully pin down#Even with the graveyard scene it was Falin following Laios… Sob. Laios could feel responsible her powers were found out#I’d like to rework this at some point if i get better at structuring. I’m not satisfied by the level of clarity#Will 90% for sure edit stuff in if i find more to say.#Fumi rambles#Crazy style#I give a TLDR at the end if you’d prefer. It doesn’t have the like evidence/explanations alongside but it makes the main points i think
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poorly-drawn-mdzs · 9 months ago
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Unsolved Mysteries.
[First] Prev <–-> Next
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iilmunchkiin · 5 months ago
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"WEEZER BLUE!!! 💙💙💙"
Just a normal weezer meme, there is nothing wrong.
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crabsnpersimmons · 26 days ago
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"Do your best today! I'll be waiting here when you get home, starlight~💕"
had two busy days of work outside of my cave and the only thing that kept me going was the sight of my housewife/househusband Eclipse waiting for me at home
that is, the sketch of him waiting for me to finish drawing him 😂
starring @starriegalaxy's Eclipse from her Fear Factor AU/House Husband AU
#fnaf eclipse#fnaf dca#dca fandom#crab art#traditional art#bright colours#fear factor au#fear factor eclipse#all i need is a pretty househusband to come home to#is that so much to ask?#my headcanon for this AU is that Eclipse just collects frilly aprons#every time y/n comes home he's wearing a different one#i'm both happy and frustrated with this one#happy - because i'm glad i finished it and it looks nice#also i feel accomplished since it's the most ambitious illustration i've done during this exercise to get out of artblock#but also frustrated with some small things#most of it is chalked up to me not planning things head of time#namely the door#that's why the perspective is off and the colours aren't great#for some reason my focus was on the handsome apron-clad robot instead of the door no idea why#also this illustration also taught me a lot about this new lineart style i've been using#it needs more careful planning if it's going to be used as part of a larger illustration#the gradients help suggest some lighting and shading#but if it's going to be used in an illustration with a background then it needs to adjust to the lighting of the background#my previous drawings had simple shapes as a background so it didn't matter as much#but here the open doorway suggests light coming from behind Eclipse#so there are dark parts of the lineart that should be lighter#all in all i need to do more planning#but besides that this was really fun#love how chunky his pants and sleeves came out
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nanihirunkits · 7 months ago
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WE ARE | EP16
#we are#we are the series#we are series#tanfang#aou thanaboon#aouboom#boom tharatorn#my edits#weareedit#AOUBOOM MAIN LEADS WHEN???#i do appreciate them and the way they’ve been portraying tanfang#i know tan was a bit over the top 99% of the time#but every scene and touch felt so genuine#and i’m not gonna credit that to new#bc he wasn’t able to direct ppw in a way that didn’t make their kisses look a bit awkward#i know scenes have to look aesthetically pleasing in some way#and that’s why we keep having to deal the ‘no one would kiss with this much space for jesus between each other’ complaints#but like look at aouboom here#this is mostly them and their acting choices in my humble opinion#and don’t get me started on the pecks#ppw BARELY touched the other one’s lips when they had to do a peck kiss#like cmon the difference between ppw and aouboom pecks is insane#i’m sorry for picking on ppw but i’m a bit sad that some of their romantic scenes were a bit lackluster#especially that very last kiss which tbh i rather wouldn’t have seen bc it felt a bit awkward to me#but that may be just me#i need new to get a bit more frisky with kiss scenes when it comes to his directing#bc i feel like friskier kiss scenes only happen when the actors mostly do their thing after finding out what the director wants#(maybe i’m completely wrong about new but tkdkfdkddkdk)#and don’t get me wrong idgaf if there are kisses or not but if there’s a kiss scene you should commit instead of holding yourself back idk#and ppw definitely need a better director to help them achieve that bc jojo was definitely better at directing them
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caligvlasaqvarivm · 1 month ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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knox-knocks · 1 year ago
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Thinking about wymack trying to break the news to the rookie kid about their problems with the japanese mafia without scaring him off the team only for the rookie kid to have his very own ties to a different but related gang is too fucking funny to me
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nemo-of-house-hamartia · 6 months ago
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Please, someone stop me from listening to Josh Groban, because otherwise I will end up DRAWING ANOTHER "MOTTIE AT BED" ARTWORK.
Like seriously, I cannot.
When I hear him sing "You have no idea" all I can hear is Mathias singing to Dorothea AND MY HEART CANNOT TAKE IT.
IT'S EXPLODING WITH SOFT TENDERNESS.
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(and I have become the joke of my own household, because my husband, loving Josh as much as I do, now DOES IT ON PURPOSE OF PUTTING HIM ON OUR SPEAKERS, especially when he sees that I am busy working on something not Mottie-related. He knows how my brain works. HE KNOWS IT. So if sometimes you see me derailing, IT'S MR. NEMO'S FAULT AS WELL).
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poorly-drawn-mdzs · 3 months ago
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Happy Halloween! 🧼🥩🎃
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eggwishing · 4 months ago
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PAGE VOMIT
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