#why are so many of you still here
Explore tagged Tumblr posts
Text
The manga industry, especially JUMP, needs to hurry up and do away with weekly scheduling for mangaka. There needs to better regulations put into place for their health and safety because this is pitiful. Two weeks - monthly updates should’ve already been the standard for the manga industry at this point. These money grabbers will only continue to put the lives of these artists at stake for the sake of capitalism unless some serious changes are implemented.
#it’s just???#at the end of the day all these people want to do is draw and write their stories and share them with the world#why is death from stress the end game for so many of them#this should not be part of the package when finally deciding that this is what you want to do with your life#rambling#I still never got over miura’s passing man#and Togashi is still here but he’s been suffering from the consequences of overwork#it’s just… all so bleak#fans just need to learn to be patient if these changes are ever made and to be respectful#your fav series is not gonna die just because you can’t get it right now#I’m glad that gege does this now like he takes a break every 2-3 chapters and that’s good#this should be normalized
13K notes
·
View notes
Text
END OF CHAPTER ONE
FORGETTABLE-AU (Page 65-72)
* Time to put this puzzle together.
[BEGINNING] [PREVIOUS] [CONTINUE]
#long post#SO SORRY FOR THE POST BEING SO LONG BUT I NEEDED THE DRAMA AND YOU GUYS BEING LIKE#“why is it still going.....”#hehe#JOKES ON YOU! I LIED! THESE ARE 8 PAGES NOT 6!!!#yippiee#YOU GOT EVEN MORE#OKAY NOW#To address everything!!!#“time travel? Really?”#YES REALLY#HAVE YOU ALL SEEN WHAT SANS SAYS IN HIS BATTLE#“our reports” “timelines jumping left and right” “an anomaly in the time-space continuum” HE KNOWS ABOUT THAT STUFF#HE RESEARCHED THAT STUFF#HE HAS A SECRET CODEWORD READY IN CASE HE FINDS A TIME TRAVELER WHY WOULD HE HAVE THAT???#Alphys has researched alternate universes too(which are usually related to alternate timelines)#okay enough of me rambling#I told u guys I made a mess to make the undertale timeline make sense lol#ANYWAYYSS#SIGH finally done with chapter one#IT WAS 52 PAGES LONG!!!!#So many things happened here#PAPYRUS AND FLOWEY ARE BACK!!!!#see you all again soon with chapter TWO#forgettable-au#forgettable-au-comic#papyrus#papyrus is gaster#undertale#gaster
1K notes
·
View notes
Text
HELLO HANTENGU NATION (5 people)
I'VE MADE AN [unofficial] HEIGHT CHART FOR MYSELF
Hantengu: 5"5 (166cm) Sekido: 5"9 (175cm) Karaku: 5"9 (175cm) Urogi: 5"9 (175cm) Aizetsu: 5"9 (174cm) Zohakuten: 5"3 (160cm) Urami: 8"5 (257cm)
[little aftermath under the cut]
they're so annoying. peace is nonexistent... they're the best ever.
#null rot#cw blood#demon slayer amount of blood??#hantengu#hantengu clones#sekido#karaku#urogi#aizetsu#zohakuten#urami#demon slayer#kny#kimetsu no yaiba#FUCK WHY ARE THERE SO MANY OF THEM#DO YOU SEE MY VISION?? THEY'RE SO ANNOYING IN MY MIND BUT ARE SO HOT GUY CODED.........#LIKE SHUT THE FUCK UP PRETTY BOY#EVEN THE OLD ONE. i KNOW HE'S MAKING THE ELDERLY AND GILF HUNTERS ACT UP#OH MY GOD I NEED TO KEEP DRAWING THEY'RE LIKE SO FAMILY TO ME#BRO DO YOU KNOW HOW FAST EVERYTHING IS GOING TO GET FUCKED OVER IF YOU ADD YOURSELF TO THE PICTURE??????#OH MY GOD JUST. JUST GIVE ME A FEW DAYS OF MY FUCK#also ignore how i posted on my 'cleaner' blog. that was a fuck up. ill be posting everything here#ANYWAY MY REASONING FOR MAKING AIZETSU SHORTER BUT A CENTIMETER IS CAUSE I BELIEVE HES THE HANTENGU THAT WAS STILL GROWING + ZO#ALSO APPARENTLY YOU LOSE AN INCH EVERY DECADE AFTER FOURTY??? SO HANTENGU IS TINY.... AND HUNCHED IN MY MIND#AND URAMI IS GARGANTUAN DID YOU EVEN SEE HIM NEXT TO TANJIRO BRO? HANTENGU IS TALLER THAN THAT KID BY AN INCH IM P SURE HES IM THE 8FT RANG#the three caballeros are his at prime time height cause they look like theyd be in their prime yk??#i used a converter for the cm so if something is fucked. no its not. trust me bro
588 notes
·
View notes
Text
In the aftermath of Peri's tantrum, the Leisure Court Fairies discovered that nearly every Pixie within close proximity of Poof were completely drained of magic.
Fairies are presumed incapable of stealing magic-- not unless they are a bonded pair, where magic is shared. Therefore, the underlying reasons remain uncertain to this day. Cosmo had been the only Fairy to remain conscious during the blast, but researchers were unable to extract much information from him.
Thankfully, all Pixies, including Timmy, made a full recovery- with all their magic intact.
Bitties Series: [Start] > [Previous] > [Next]
Instability: [Start] > [Previous] > [Next]
#fairly oddparents#fop#fop a new wish#fop cosmo#cosmo#fop peri#peri#fop jorgen vonstrangle#fop jorgen#jorgen vonstrangle#fop sandman#itty bitties fop au#this was supposed to be paired up with an ask- thats why its only 4 panels#but then i realized that the art here doesnt make sense with the ask so ive moved the ask for a later part instead#whether cosmo kept silent for poof's sake or because he genuinely couldnt say what happened is of much debate#though many suspects its most likely because he suffered massive withdraw due to using his pure form#that shit fucks you UP#scrambles the brain kinda fucked up#either way cosmo never told people what poof did to injure so many fairies#ALSO#LEISURE FAIRIES!!!#VERRY POWERFUL CREETURES!!!#and it still took 2 of them to contain poof hahahaha#get eepy idiot.#get bubbled idiot.
489 notes
·
View notes
Text
a non-comprehensive guide to my favourite characters in claymore, the best manga you've never read (more under the cut)
don't know what I'm talking about? here's a crashcourse.
#disclaimer: 60% of the added detail is under the cut is my own personal headcanon but im also just correct#anyway#blatantly copying my best friend's template for when they did it for their favourite niche media#its so fun to make art for stuff not that many people know about. im free from the shackles of expecting an audience#this is just for me#also. one of these things is not like the other. hi dauf#“why didnt you draw rigardo too” because i just dont find him that interesting :/ sorry dude#killer performance at pieta! still the most underwhelming member of the first generation#hm....what else#im surprised at how claymore never experienced a resurgence in popularity. in a perfect world this shit does numbers on sapphic tumblr#but oh well#its been 10 years but im still here#i will singlehandedly bring about the claymore renaissance if i have to#okay time for general tags >#claymore#norihiro yagi#manga#teresa of the faint smile#clare claymore#irene claymore#quicksword irene#miria claymore#phantom miria#helen claymore#deneve claymore#ophelia claymore#rippling ophelia#jean claymore#drillsword jean#god eye galatea
865 notes
·
View notes
Text
Wow. That could not have turned out worse.
Part 23 || First || Previous || Next
--Full Series--
This comic will be on Holiday Hiatus this December and January! While on a cliffhanger? What a scam! >:/
#Chara finally realizes something is wrong....very wrong#And you get to see little Chara for all of 2 drawings. wow. You guys are so spoiled uwu#Asriel and Chara bbfs#finally out of that darn tootin' Darkworld! WE'VE BEEN THERE FOR 2 YEARS!!!#LORE TIME LORE TIME. I know Chara is very vague about it but player-human relationships are very personal.#it can be hard to talk about them if you've been possessed yourself. especially with some stigmas around it#chara just wanted a glass of water. why you gotta do this to em#I am so so so happy to get here#the full excitement has faded since I first thought up this scene but It's still one hell of an accomplishment#YOU GUYS HAVE NO IDEA how many times I reworked this and how many rough drafts I've thrown out the window because of it.#tbh. I may post the 10+ rough pages that will never see the light of day#Im glad I didnt go through with that scrapped plot bc It was too many unneeded pages. I've learned to start condensing in a better way#I am also planning on showing off my Patreon soon :) so I'll be posting complete scrapped story lines over there#deltarune chara timeline#deltarune#utdr#deltarune chara timeline comic#art#my art#bread#chara#asriel#saloon darkworld#darkworld#deltarune au#college chara#college asriel
2K notes
·
View notes
Text
been watching a lot of hermitcraft recently and am happy to report that i am hopelessly endeared by these little goobers 💕 they’re like bugs to me
close ups under the cut!
gonna be real this was absolutely just me taking the opportunity to get my grubby lil mitts all up in their character designs lol i heart interpreting mc skins
#my post#my art#hermitcraft#hermitcraft fanart#oh boy here we go#zedaph#tangotek#bdoubleo100#bdubs#rendog#falsesymmetry#stressmonster101#iskall85#cubfan135#goodtimeswithscar#WHY are there so MANYYY (<- is the one who drew that many)#anyways i love them they’re so…………#also just for the record i have Peaked with that lil ouppy rendog just LOOK AT HIMMM#i will never draw anything better than that he’s literally perfect#don’t. don’t worry about how long it took to draw one tiny thing it definitely wasn’t embarrassingly long struggling with dog legs#i’m also really proud of horsegirl bdubs giving his horf a big ol ‘MWAH!’ but that’s just because that one’s real cute :)#but yeah this was just a lil somethin somethin i poked at whenever i was in a Mood and needed something to draw forrr however many months#i tried challenging myself to draw hermits i probably wouldn’t much otherwise :)#it was fun i love designing my interpretations of various skins#it was really funny tho how i was fighting for my LIFE drawing zed and meanwhile ren and stress turned out perfect first try#was that purely on me for giving him wool and a terrible angle to draw a face at?#……..yeah probably but STILL#but i’m really pleased with how he turned out so 100% worth it babyyy#anyways posting this so i’ll stop poking at it i’ve gone ‘okay it’s Officially Done’ like 5 times now lol i need to leave it alone#POSTING THIS AGAIN BECAUSE I FORGOT TO TURN ON A LAYER AND DIDN’T NOTICEEE IF YOU SAW THE OG POST NO YOU DIDN’T
323 notes
·
View notes
Note
can i ask for larry and kabu.... is it allowed......... if not i can ask for something else lol
Day 2 - Warm feelings
#My art#Requestober#Pokemon#Larry#Kabu#Firebland#There's so many ship names but that one's probably my favourite hehe - right to the heart of them!#Silverstreakshipping#Yes of course* you can ♪#*That's what the trade rule is there for! Hehe ♫#Obviously I had to read their fic - for research purposes of course <3 Hehehe ♪#They are cute! This is known haha#Had to have Larry with his signature Komala hug - I forgot while drawing but I'm gonna pretend it was on purpose lol#Give me a man in a suit and I'll give him a holdable waist that's just the rules around here#Although Kabu's not going for his waist is he hehehe#So - why Is Kabu's design Like That lol#Like don't get me wrong he's very cute at his base! But his clothes are so busy lol#So much so that for a bit I thought his fire-sleeves were hiragana pft - looks like ら��� from certain angles haha#So I opted to hide as much of him behind Larry as possible - didn't do all That much but it's something lol#But then it went too far! I wanted Larry's arm to be lower but the posing didn't work out so now you can't see his face properly! D:#He had a smirk in my sketch! Ah! Well you can still see it in his eyes but wahh cute smile#I also like how his smile line is generally portrayed on the one side lol - a true smirk line! Silly#I really don't draw crow's feet often enough they're so pretty#I had fun finagling Kabu's foot to the outside of Larry's as well - fully boxing him in in return? Staggered feet between? You decide :3
215 notes
·
View notes
Text
too many of you guys think nico is the loser and not lewis for letting the divorce go on for so long. like they're both losers about each other. emotionally constipated idiots who can't talk about their toxic homoerotic friendship that imploded on itself like 8 years ago and are now making it everyone else's problem. yeah nico's on television or in beer gardens talking about lewis all the time but like every other month some reporter is like "lewis, what's your favorite moment in your career?" and lewis no hesitation is like "oh man, karting, y'know? everything was simpler then" and then spends another six months skirting around nico's name. like this whole thing they're doing in the media isn't some kinda extended foreplay for them. they're both still pressing on the bruise to make sure it's still there!!! every few months, they're literally just asking on public television, does it still hurt for you like it does for me? and like clockwork, someone will release new information about them or one of them will say something about each other (in my heart, he's still my best friend/yes... and teammate) and the answer will remain the same, yes, of course, always.
#lewis is unarguably more famous than nico. like i feel like this a fact. and yet every other day nico is in the press saying some crazy shit#about lewis. if i was famous i woulda shut that shit down soo long ago. my ex-bf is in the press talkin bout me constantly??? that feels#like such bad pr and yet!!! lewis has not done anything. why? cause he likes it!!! cause they've never moved on from the 1st moment they#broke each other's hearts. like this is genuinely insane.#im always so nervous to post my thoughts on brocedes cause so many of you were here b4 me and have a better understanding on them#and like being a wrong is like a death sentence to me but still please tell me if i got them completely wrong#i have a lot of thoughts on lewis and his reluctance to talk about nico... most of them being that one quote from emma#if i loved you less i might be able to talk about it more#ok obligatory disclaimer: a lot of this is hyperbole. i don't think that they're asking lewis that ? every other month#but there are like at least 5 interviews where he talks about karting like they're his most precious memories#so make of that what you will#and obv i don't know these people but as someone who's brain chemistry has been permanently changed by them#i think i'm allowed to not only project onto them but also make stupid little posts analyzing them#anyway yeah#f1#lewis hamilton#nico rosberg#brocedes
757 notes
·
View notes
Text
#this one is very easy to get strange angles with. because it's just got so many weird shapes on it#porygon#bald#even the original front-facing angle was strange and you could barely tell it's front-facing#hell‚ this angle you can at least tell what it's supposed to be#if you remember the realpokemon post. you remember#this thing also got like banned from the anime or some shit because of an episode that featured it giving kids seizures#fucking did i almost just type “seasures”?? hello?? where am i#even though it was pikachu who initiated the explosion that caused the seizures. and iirc it wasn't even that many seizures#it was like the galaxy note7. where only like 20 or so phones actually exploded but it still got banned from planes#or maybe i'm remembering Every tidbit of information here incorrectly!#y'see folks. this is why i am not a reliable source of information#because i will not be fact checking any of this and instead i'll end off the post with “but idk lol”#edit: it was a lot of seizures. and yes this justifies taking the episode off the air but i don’t feel like the pokémon itself#deserves to be banned from the anime is my point. plenty of folks still like this pokémon#hmm. i wonder if i maybe shouldn’t be spreading middle school rumors on the middle school rumors website
208 notes
·
View notes
Text
Council of lovefools.
[First] Prev <–-> Next
#poorly drawn mdzs#mdzs#wei wuxian#jiang yanli#jiang cheng#They don't have an actual sleepover in this scene but the vibes were so sleepover coded...I had to get them cozied up.#Late night talks with friends and family are some of the best conversations.#My siblings and I used to have room sleepovers with each other (Actually an excuse to stay up and talk about runescape)#Currently my flatmates and I also have really great heart to hearts late into the night.#Pondering shit like 'What defines confidence?“ and ”Why are people terrified of letting themselves fall in love?"#All that aside; There is a really great conversation between JC and WWX here. They are so close and yet so far way from each other!#Fundamentally they *agree* about many things - but JC now has to play the role of someone more 'mature'.#His temper is reigned in and he had to take a more nuanced approach. Whereas WWX can be far more reactionary.#JC has changed to become someone more mature (or at least he is trying).#Contrast this attitude with the scene *right* after where WWX literally goes baby mode with JYL. Rolling around going “I'm Fwee years old”.#When children are hurt we comfort them with hugs and warm food and a laugh. It's not enough when you're an adult. It's not simple anymore.#WWX is stuck in the past when everyone else is shifting and moving on! It's a depression allegory (and just...actual depression)#But we also get to see how some things have stayed the same. They still bicker about soup. They still tease. They are still together.#They all care for each other very much but they are struggling against trauma and are not equipped to talk about it.#You can't really blame WWX for being so protective over JYL. But JC is right: “You don't have a say in who she likes.”#It may have started as an arranged marriage but *she* is *choosing* what her heart wants. JC sees that. WWX cannot.#The final act of love is letting go after all.
1K notes
·
View notes
Note
Incorrect, the fact that Biden has dropped out and a candidate with history of supporting medicare for all and being more receptive to a ceasefire in the I/P conflict has made me go from "I cannot morally support the Democratic nominee" to "I am voting for the Democratic nominee despite the fact she isn't perfect in every respect." I'm really happy this played out. The Dems for the most part abandoned the old Obama platform and it feels like its possible an actual progressive agenda could come to pass in my lifetime.
Kamala 2024!
If you weren't going to vote Democratic in this election before Biden dropped out you're a dorkass loser who does not care about any of the issues you're yammering about here and also a fundamentally bad person, and I hope you get run over by a bus.
But you got one thing right in all of this gibberish, Kamala 2024.
#personal#answered#anonymous#i mean let's be clear here no president is gonna attempt to be progressive ever again within my lifetime#because joe biden tried to do like 25% of that and got ZERO fucking credit#he did so much on healthcare on reform on loans on so many social issues and for all his litany of failings on i/p#he has been distinctly harsher on netanyahu than a good chunk of dems and certainly the entire republican party#for the first time since i was four we are not involved in any wars as americans and that is thanks to joe biden#but the thing is that he gets no credit for any of it!#him pulling out of afghanistan caused his approvals to tank in a way that never recovered#and leftists gave him FUCK ALL for it#they gave him nothing they just continued whining that even tho he cancelled a bajillion in student loans#he didn't actually cancel a QUADRILLION dollars so both parties are the same and voting is the most arduous task known to man#no democrat who is running is going to forget that catering to leftist/progressive policies gets them zero leeway with those supporters#that it not only tanks numbers but you still get constant haranguing about it anyway#so they're not gonna do it#we are gonna get fuckall for at least a good fifty years#and anything we get will be utterly in SPITE of people like you anon it will happen in spite of everything you've done#mostly because of people like me and mine who understand that voting is the bare minimum#and that for the democratic process to work the way you want it to you need to participate and not pitch a fucking fit#like a four year old who was told they can't go to disney this weekend#like i know you ratfuckers are happy this played out because this is all a game to you and you don't actually care#but that's why i've got zero faith in you people and why i'm glad it's my kind of folks#actual die hard democrats who have always been hardliners for supporting democrats in every possible election#who are picking up the slack and donating to harris and supporting her agenda#which is the exact same as biden's because she's his vice president and they share they same platform#because that's what they were both running on! twice!#anyway fuck you please feel free to find a necktie and test how tall your doorframe is
360 notes
·
View notes
Text
Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
A Space player's struggle lies in finding the strength to assert themselves, picking out the good from the bad, weeding the garden so it can flourish and thrive.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so. In the worst case scenario, detach entirely, coming to a standstill.
A Time player's struggle lies in finding peace with themselves, such that they can enjoy the fruits of their own labor - labor whose rewards only multiply when the cause and methodology become clear.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere earnestness, which is not always well-received. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others. Their easy-come, easy-go natures make it difficult to focus them towards a goal, and it's easy for them to simply allow themselves to be tossed around by circumstance and the whims of others, or to simply run away from their problems entirely - never confronting their own responsibility or fault for a situation, passing along the blame.
A Breath player's struggle is letting themselves mature - letting themselves take responsibility, and understand that their actions have consequences for others. Only then can their breeze blow in the party's sails, aiming towards victory, breaking through all obstacles to reach it.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, capable of cutting through to the core of other peoples' interpersonal issues. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone. Thus, it's easy for the Blood player to wind up a nag - desperate to make sure everyone is moving according to their vision, they'll fuss and bother and interfere and boss people around until everyone else gets sick of them. It's easy for them to wind up pariahs of their own making, severing their own ties with others by their efforts to establish them.
A Blood player's challenge is of learning how to turn that empathy and honesty inwards, to calm down and let themselves enjoy the presence of others; only then can they come to know how to build something stronger and better.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire. Their desire for the limelight can quickly spell disaster for those around them, who are reduced to supporting characters in their minds. Craving so much external validation, they're often blind to what would actually make them internally happy.
A Light player's challenge is of coming to terms with their own limited reach, and allowing themselves to shine not for their own desire for importance, but for the betterment of the world in which they live.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable and reliable personalities on a team. However, this simplistic, feelings-driven approach often leads to complications and unforeseen consequences, and very easily to irrelevance, with which Void is so closely interlinked. A Void player's reliance on emotion and intuition can result in overindulgence of pleasure, to the active detriment of the party's goals or the Void player's self-improvement, leaving them lost and irrelevant, unable to act.
A Void player's challenge is in resisting the call of the Void's temptations, instead dragging the Void behind them, kicking and screaming, to where it can be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty; this often leads them to seek codependent relationships, hoping somehow that they can find the validation they need externally, not realizing that they're deepening their own fragile self-images.
A Mind player's challenge lies in tempering their natural understanding of karma and justice with kindness and empathy - not just to others, but to themselves, and using that enlightened understanding to lead others forth.
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves. With this sincerity comes vulnerability, and vulnerability often brings with it pain; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection.
A Heart player's challenge is in gaining the confidence to be open with others, to weather the pain of rejection, and let themselves share their gifts, that others may learn to share theirs.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed. It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process.
A Life player's challenge is in accepting the merit in taking a pause to consider unpleasant words and alternative viewpoints, in trying to understand the actual problems instead of imposing their own will onto others, so as to better focus their healing energies.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate. Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending.
A Doom player's challenge is in rising above the melange of suffering and pain, to grasp personal peace, and to fill their lives, if not with happiness, then with meaning.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - usually not particularly well-liked, for their inflexibility, for their lack of empathy, and for their dearth of wit. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous. Setting them on the wrong path, or breaking their Hope in twain, can result in disastrous consequences, as - one way or another - what a Hope player believes in comes true.
A Hope player's challenge is in seeing beyond themselves, letting others help guide their vision to something newer and more beautiful.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players grasp that their natural inclinations are bothersome to others, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment; in the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
A Rage player's challenge is in learning to be authentic and true, and to allow this to release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
137 notes
·
View notes
Text
The boy stops in his tracks. “I know you,” he says, tilting his head curiously. He’s not tall, but he’s regal nonetheless, dressed all in white. Something about him makes Leia’s hair stand on end, and although she hides it she feels a stirring in her own chest. I know you like I know my own soul, she thinks wildly, and wonders where it came from. Has she gone insane?
“That’s nice,” she says, and shoots him anyway.
He deflects it in a flash of light, a glowing blue laser sword appearing in his hand like magic. She’s only seen one of those before, and it’s Vader’s. If this boy is anything like Vader, she realizes, she’s in deep shit.
She’s smart enough to know when she’s outmatched. Leia makes the tactical decision to run for her life.
Later, as she’s getting the hell out of there, she wonders why he didn’t try to stop her.
She remembers being young and tugging on her mothers skirts, demanding to know why their guest was so sad. “Does he not like it here?” She’d asked, and then, trembling, because Kenobi always seemed saddest around her. “Is it…because of me?”
“Oh, Leia,” her mother sighed, lifting her into her arms. “It’s not that, I promise.”
“Then what is it?”
“Master Kenobi lost a child under his care, years ago.” Breha’s eyes grew deeper, darker. “It was not his fault, but he blames himself. You remind him of that child, that’s all.”
Leia had quieted at that, contemplative.
The next time she’d seen Master Kenobi, she had given him a hug. He didn’t seem to know what to do with that, so she resolved to give him more of them. “He’s lonely,” she’d told her mother. “No one should be lonely.”
Looking at Obi-Wan Kenobi now, the memory seemed so far away. He’d aged thirty years in the ten it had been.
He looks, Leia thinks with a small twinge of regret, very lonely.
“Leia,” he greets. “It’s been a long time.”
Out of the corner of her eye, Leia sees a glint of white.
Kenobi freezes in his tracks. “Luke?” He whispers, and through the distance Leia can hear it as if he’d been speaking directly into her ear.
Master Kenobi lost a child under his care, her mother whispers in her head. He blames himself.
In an instant, Leia understands everything.
Kenobi is still staring at the boy he’d lost so long ago when Vader cuts him down.
Later, as she’s pacing around on the Falcon to Han muttering darkly about Princesses and supernatural abilities, she rememberers the way the boy collapsed, as if all his strings had been cut. Vader was too occupied with him to even look at her as she shot at him desperately.
Luke. She hates him more than she hates herself.
“They know where you are,” he hisses frantically. “They’re coming for you. You have to run.”
“Wait!” Leia quickly pulls up their sonar. Nothing yet, but it would explain the distant queasiness she’d felt since they’d landed. She tended to trust her gut. “How do you know? How much time do we have?”
“Not important, and not enough,” he says. “I have to go, and so do you. You need to leave yesterday.”
“How do I know I can trust you? I don’t even know who you are.”
He pauses. “Call me Skywalker.”
“That’s not an answer, Skywalker.”
“Yes it is.”
She opens her mouth to argue, but there are faint voices on the other end, drawing nearer.
“Shit,” Skywalker mutters. “I have to go. I’ll be in contact, okay? Don’t ever tell me where you are, or where you’re heading. Vader and Palpatine aren’t shy about reading minds. Just leave as soon as you can, and figure out the rest.”
“But—“
It’s too late. The comm has disconnected.
She stares down at it, disbelieving. How would the Empire know they’re here? Why should she trust a stranger who somehow got her personal comm code?
Gut feeling or not, on paper this was a perfect location. Supplied, armored, and most importantly, extremely well hidden. There was no real reason to think it would possibly be found out.
It’s probably a trap. Almost definitely a trap.
Han sticks his head in the door, a sour look on his face. “Hey Princess, can you tell these idiots—“
She makes a decision then and there.
“We’re leaving.”
“What?”
“We’re evacuating, effective immediately.” She pushes past him, and he follows so close he’s nearly stepping on her heel.
“Why? I think it’s pretty cozy here. Actual sunlight doesn’t hurt, either.”
“Apparently too cozy.” She grabs the first person she sees, a pilot who stares at her with wide eyes. “Emergency evacuation. Spread the word to pack everything you can and leave, I’ll let you know where we’re headed when we’re in orbit.”
He salutes and scurries off.
“Woah, hey now.” Han snatches at her elbow until she turns around to face him. “What’s going on?”
“There’s a new informant. He told me the Empire knows we’re here. They’re coming for us.”
“And you trust this person because…”
“I don’t have a choice,” she snaps. Someone runs past them, holding three packs filled to the brim with rations. “It’s either he’s lying and we’re not in danger, or he’s telling the truth and we’re going to die if we don’t listen. It’s not exactly hard math.”
It could be a trap of course, but he hadn’t suggested any sort of direction or destination to follow, and Leia wasn’t inclined to share. Especially not after his tidbit about Vader and Palpatine reading minds.
He squints at her. “That’s not it.”
“What?”
“I don’t believe you,” he insists. He’s so infuriating. Leia doesn’t know why she hasn’t kicked him out yet.
“I don’t know what you’re talking about.”
“Yes you do, and you’re either gonna tell me why, or find a different transport when we head out of here.”
“Who said I was riding on your hunk of junk?” She demands. She actually was planning on going with them, since the Falcon has more than enough room for all the supplies that can’t fit in the other ships and none of the trustworthiness of the other pilots, but Han doesn’t need to know that.
“Well?”
Damn him. Damn him for knowing how to read her. She doesn’t know when she let that happen.
“I feel it,” she admits, defeated. “Something tells me he’s trustworthy. We’ll wait and see if it’s right.”
He studies her. She holds her head high, but inside she’s jittery at the scrutiny. They don’t have time for this.
“Yeah, all right,” Han finally says.
“Really?”
“Yes, really.” He rolls his eyes, like she’s not acting absolutely insane by putting all her trust in a random man she’s never even met. “Now come on, Princess, weren’t you the one who said we had to hurry?”
What is it about this man that makes it impossible to tell whether she wants to punch him or drag him into the nearest supply closet? They don’t have time to find out.
“So there’s good news and bad news.”
“Bad news first,” she demands.
“They know there’s a mole.”
“Shit.” Of course they know, how could they not? She should have been more careful, less obvious about the correlation of their movements with the Empire’s plans. “The good news?”
“They’ve tasked me with hunting down this ‘pathetic rebel spy,’” Skywalker says, humor in his voice. “That should buy me some time.”
Leia can’t quite stop the snort she lets out. “Seriously?”
“Yep. You’re speaking to a professional mole-hunter, here.”
“Well congratulations on the promotion, Skywalker.”
“Thank you,” he says grandly. Then, quieter, “It won’t last, Princess. They’ll find out eventually.”
“I know. Just hang in there, it will be over soon.”
“Will it?” He asks, suddenly sounding very young. She realizes that she has no idea how old he is. She doesn’t know anything about the man who has saved them more times than she cared to admit, and the idea rattles her until they sign off.
Later, she looks up the name Skywalker in their archives. There are a few results, but only one sticks out.
Anakin Skywalker, Jedi Knight and hero of the Clone Wars. Killed at the hands of Darth Vader. There are gossip articles too, speculations on his relationship with the pregnant Senator Padmé Amidala, who died around the same time Skywalker did. The baby, it seems, died with her.
Unless he didn’t.
It’s ridiculous. It’s impossible. The idea is so ludicrous that Leia almost rejects it entirely.
But it makes sense. By the Maker, it makes sense.
The child of Anakin Skywalker, it seems, would be a powerful Force user indeed. Powerful enough for Kenobi to take the baby and run. Powerful enough for the Emperor to want him for his own gain. Powerful enough to send Vader after Kenobi and take the boy himself.
Maybe even powerful enough to shield his mind from Vader and Palpatine’s intrusions.
Powerful enough to hide the fact that he’s a spy.
Leia sinks into her chair, covering her face as she laughs.
Maybe Luke isn’t so bad after all.
“No, no, no,” she mutters, digging through the smoking wreckage of the TIE fighter. “Don’t be dead, please don’t be dead.”
“Princess…” Han lays a hand on her shoulder that she immediately shrugs off.
“No, he’s not dead. He’s not. Luke!”
A faint cough answers her, and she’s so relieved to hear it she could cry. Behind her, Han starts bellowing for a medic and, “Some damn help here, do you expect us to move all this ourselves?”
“Luke, it’s me,” she sobs. “It’s Leia. You’re at the Rebel Base. You’re safe.”
More coughing, and there’s a worrying rasp to his voice when he says, “You know…my name?”
“I figured it out.”
“Smart.” This time, the coughing is so bad Leia and Han both wince.
“Shit, kid,” Han says, moving another piece of rubble. “Don’t talk. We’re gonna get you out of here, all right?”
“Stand back,” Luke chokes out.
“What?”
“Stand back. Please.”
Han protests, but something in Leia knows they should listen to him. She drags him back, and motions everyone else to fall back with them. They do, albeit reluctantly.
“Clear,” she calls, hoping Luke can hear her.
The TIE explodes.
“Fuck!” Han goes back in, Leia on his heels with the terrifying feeling that she’d just allowed Luke to die, before they both stop in their tracks. Around them, the broken pieces of the TIE are floating.
And curled up in the middle is a man dressed all in white.
“Luke!” She pushes past Han to start dragging him out, and after another moment of staring around them, he helps her.
As soon as they get clear, the pieces fall to the ground with a clatter. Luke falls limp with them.
Han is still looking at the TIE. “Can you do that?” He asks quietly.
Leia pauses her examination of the unconscious man in front of her to glare at him. “Is that what you’re most concerned with right now? Really?”
“Excuse me for asking, Princess!”
“It’s white,” Luke grumbles, pulling at his hospital gown bitterly. “I hate wearing white.”
“Should I be offended?”
He rolls his eyes. “Don’t even. You look great and you know it. I just feel like I never left.”
“Well,” she says gingerly. “I guess it’s a good thing you got sick of it. If we went around in matching outfits all the time, people might think we’re twins.”
He snorts. “Yeah, right.”
#star wars#star wars fanfiction#luke skywalker#han solo#leia organa#imperial luke skywalker#exactly when luke was taken by the empire is totally up to speculation it could honestly be anywhere from newborn to 5#as for why luke has his dad’s blue lightsaber here instead of like a red one or smth- well you see your honor I thought it would be a slay#but also when you think about it for more than 5 seconds you’re like actually yeah that’s sick and twisted of palpatine and vader actually#you’re carrying your fathers most treasured weapon#you don’t know your father once fought the rise of the very empire you stand to inherit with that blade. you don’t know who he defended#you don’t know your father brought about the end of the republic with that same weapon#he killed the younglings with it. he fought his closest companion with it#you’re carrying what was once your fathers most treasured weapon. you are your fathers most treasured weapon#just as your father is a weapon now#also I didn’t make it clear but obi-wan has his ‘strike me down and I become stronger’ moment like he still dies on purpose to cause proble#but when he saw luke he couldn’t look away. he had to see him with living eyes one last time#can u tell I had So Many Thoughts on everyone else’s perspective in this fic too#han is having a constant crisis in the background because 1) force is real 2) princess is annoying AND pretty which sucks for him#in particular and 3) pretty princess is learning to use the force and is hot while doing it. Chewie is laughing at him. life is hell#good lord did not mean to put an entire essay in the tags. i love their super special twin powers (cosmic entity that binds their souls)#edit: GUYS I FORGOT TO NAME THE FUCKING AU#AND WHEN I TRY AND FIX IT IT GLITCHES OUT ON MEEE 😭😭😭
234 notes
·
View notes
Text
been thinking about the differences between SASASAP and ISAT lately. because looking just at ISAT and the two hats ending, you'd think loop went through the exact same house as our siffrin, but looking at SASASAP, it's different. it's mixed up. it's obviously a condensed prototype.
but. that doesn't have to mean it's a different universe entirely.
maybe that's just what happens after a thousand loops.
the house warped in act 5. siffrin lost their shit and the house got changed and corrupted, far past its baseline king uncanniness. so it wouldn't be too out-of-the-question for it to be able to warp in more subtle ways as well, due to a more subtle breakdown.
like a jpeg uploaded and downloaded a thousand times, siffrin changed, and the loops changed. over a thousand loops of efficiency, the house got more efficient. rooms combining. items moving. data compressing. and of course, run in a changed house, the script changed as well. it did so slowly, one bit at a time, over a thousand loops of zoned-out half-listening – and by the time siffrin would have noticed each difference, they were already used to it. (and in the moments that they did look at a room that was less familiar than it should be and realize that they had no idea where to find the key, well. that's just classic siffrin, isn't it.)
through sheer repetition, siffrin was corrupted, and the loops and the house along with them. all purpose lost, all signals distorted, until finally they couldn't recognize the meaning in any of it. it was all noise and despair.
so they made a wish. and the loop restarted. not just a reboot, but something more complete.
the data was backed up onto a star – a guide, a warning, a reference – and the loops were factory reset. and for the first time in a thousand loops, siffrin woke up to a clear mind and the crisp sound of birdsong.
#but NO MATTER HOW FAR LOOP WALKED they would STILL BE MADE OUT OF MUD!!!#sorry i love writing metaphors about loop i guess#here's a couple i had to cut. for cohesion. :#you ever sing along to a song so many times you could sing it in your sleep? you no longer use the same kind of music player that you first#listened to it on. but you still sing it in the shower and tap it onto your steering wheel and whistle it in the rain#and then one day you re-find the original on another platform and realize that somewhere along the line you'd started getting it wrong?#it was a little like that.#siffrin changed and the house changed and the script changed. one board of the deck and one thread of the sail at a time.#until one day that wreck of thesues could no longer recognize himself and made a wish.#in stars and time#isat loop#loop#isat#isat spoilers#in stars and time spoilers#sasasap#anyway. thinking of it this way makes it make a lot more sense to me why loop can't get magicked back to their old timeline#it doesn't exist. not any more than any of siffrin's 108 failed loops do.#siffrin is siffrin is siffrin#thoughts#thoughts about loop#thoughts about worldbuilding
273 notes
·
View notes
Text
I just want to make one thing very clear. Black and brown people, especially Muslims right now, don't owe white people for your allyship in racial justice. Not even those who are themselves systemically marginalized in some way. Not white Jews, not white queers, not white disabled, not white working class, not white poor.
Whiteness is the most lethal kind of oppression because it built the current colonial capitalist, imperialist world order. Every white person benefits from and is complicit in its systems in some way because white supremacy is global. Whatever marginalization has white people in it can be and is easily weaponized against the mellanated. When charged with your racist, exclusionary and oppressive behaviour you hold up Black and brown people of the same marginalizations as tokens. This is the only time they are ever visible; more often than not you profit off their labour, hoard their gains, throw them under the bus and make them part of your iconography for liberal progress points once they're dead and have no inconvenient opinions about your conduct.
This is why it's very hard for Black and brown people to take accusations of bigotry towards you in good faith. We also have a duty of care towards others but more often than not it feels like you want us to do what you want while holding a knife to our necks. Even when you don't do it directly, you issue demands like "if you don't do x and y you clearly don't care about my people and deserve the worst!!!" without considering for a moment that the full brunt of that policing will always fall on Black and brown people, because punitive justice exercises itself first and foremost on the vulnerable. If your demands for allyship carry disproportionate punishment for Black and brown people should we refuse, you're just on some power trip and never needed our help in the first place. This also obfuscates the needs and disenfranchisement of BIPOC Jewish, queer, poor, disabled and Global South people, because without racial justice, few of your gains will ever materialise in their lives. It's always trickle down liberation for the rest of us.
Your allyship is supposed to be the work of conscience, a recognition of injustice and a drive towards privilege equal to your own. For white people, it's an individual reparation on your part. It is not an act of kindness, or benevolence, or a transaction that must be repaid in kind. The worst of us deserve the same rights the worst of you already have. That's the meaning of equality. If you're willing to let us get fired, deported, or brutally murdered for bad behaviour, then not only were you never an ally, you were also just waiting for the opportunity to use that weapon you claim you never wanted. There is no justice in an asymmetry of power.
#white supremacy#so many white people on here crying about antisemitism trying not to say ''black people and muslims'' with their whole chest lmaooo#there's no equality of oppression here sunshine that's why we're watching Muslims and black people get genocided on an industrial scale rn#if i can stand seeing dead and bleeding Arab babies repeatedly dehumanized by people with the ukrainian flag in their bio#and still not want ukrainians to suffer the same fate or platform people who spread russian propaganda#then the rest of you can also shut the fuck up#unfortunately whiteness rarely coincides with conscience#racism#anti-blackness#antisemitism#islamophobia#queerphobia#homophobia#transphobia#ableism#classism#western imperialism#global north#colonization#racial justice#lgbtqia#knee of huss
495 notes
·
View notes