#why so many words
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taimanzano · 3 months ago
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One of one. One, alone, one.
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gloriousmonsters · 3 months ago
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listened to most of The Art of War while hanging clothes at my job earlier and I'm going to just distill down the real advice for y'all without the twenty thousand similes and metaphors and such
Wars are expensive have them really fast
Don't kill your soldiers they need food and stuff
But sometimes put your soldiers into inescapable life or death situations because that's how you really get them to be workin' hard instead of hardly workin', y'know
Have more guys than the enemy and be smarter. The best way to win a war is to have every single favorable condition for winning a war. Hope that helps
DO NOT fight in a salt marsh
If your boss gives you a stupid order, don't follow that order
Be 15 min early to the battlefield
Attack the enemy's weak points. But also they might be faking weaknesses so don't attack if they seem weak. But attack their weak points. But also-
For the love of god don't let anyone read omens
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a-ridgeback · 26 days ago
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gobbogoo · 9 months ago
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Who Is Scout's Ma?
She's a character we know extremely little about, however when you stop to consider the IMPLICATIONS of what little we DO know, things start to get interesting:
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1. She lives in the roughest part of Boston ("if you were from where I was from, you'd be dead") but dresses quite elegantly.
2. She had 8 boys, all of whom she raised BY HERSELF, and yet somehow she finds the time to maintain this impeccable appearance.
3. Scout clearly loves and admires her to a point where it's one of the few things he'll drop his "tough guy" act for, and dialogue in the comics like "Ma's gonna kill me if she finds out" implies he also still fears her disapproval, despite being a fully autonomous adult.
4. Spy, despite what he likes to pretend, is clearly head-over-heels for her. He even had her likeness engraved on his fanciest gun! (Note the distinct hairband & hoop earrings) For a man who avoids attachment to the point where he never lets anyone see his face, that's an unusual degree of infatuation.
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5. None of Scout's brothers left Boston while he was growing up, despite a few of them presumably being adults by then. Not only this, they were still all getting into fights together, implying they were both continuing to live with or near their mother and brothers, AND had reasons to brawl with others beyond just some adolescent street scuffle.
My Theory:
Scout's Ma is the matriarch of a Boston-based crime family.
It explains her elegant appearance, how she and Spy were able to meet, why their bond clearly goes beyond a one-off fling, why she was able to be in Scout's life so much despite the financial burdens of being a single mother of 8, and why all of said 8 were continuing to get into fights with other locals. They weren't just some street gang, they were enforcers. It also explains why/how Scout got into mercenary work, his many mafia-themed weapons, and why he continues to fear her ire even as an adult.
Plus, take a look at this unused angle of the last photo from Meet The Spy:
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You'd THINK a single mother from the rough side of Boston wouldn't appear so in-her-element on a fancy date with The Spy, and yet her appearance and demeanour here just SCREAM "confident and in control."
Scout's Ma is Boston's Godmother, and I desperately wish to see someone draw her as such.
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realbeefman · 1 year ago
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i put on both my yaoi and my incest goggles before i consume any piece of media and this is why my textual analysis will always be more enlightened and factually correct than
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starry-bi-sky · 5 months ago
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Blood Blossom Au: Baby's First Commissioner Meeting :)
TL:DR This Post: Danny (orphan) gets poisoned with blood blossom extract by Vlad. He runs away from him and ends up under the care of one Pre-Robin Battinson Batman! Starry is loudly pushing her batdad agenda.
(Also known as "Late At Night, When The Nightingale Sings" on my ao3!)
This was a fun rough idea I've been sitting on for weeks, thinking about how Commissioner Gordon and Nightingale's first meeting might go.
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Commissioner Gordon likes to think that he's adjusting to the new normal of Gotham very well, -- the new normal being grown men running around dressed like bats, in military-grade strength body armor, committing acts of vigilantism, -- and slowly, little by little, he was no longer being surprised when this new normal pops up out of the shadows like the world's most terrifying daisy. His shaving lifespan thanks him for it.
....
The kid is a surprise though.
Granted, he seemed to be a surprise to the Bat too.
There's been a string of murders lately, -- which, in Gotham, is kind of like saying there's been another storm during monsoon season. And there's just been another; in some dilapidated building down in south Gotham, with the broken, boarded-up windows and mildew-crawling walls to match. The victim is a man in his thirties, multiple gunshot wounds to the chest, left in the center of the room for the blood to pool out around him.
The place is already secured when he arrives, the building swarmed with officers and the forensic detectives. The Bat emerges shortly after he does -- or, he might've been here the whole time, hiding someplace dark and shadowy. For his own sanity, Gordon doesn't think about it too hard.
The kid is a surprise, and he appears like a bolt of lightning.
He shows up in the middle of a conversation Gordon is having with the Bat.
A whistle, sharp and loud, slicing through the air, meant for open air rather than a confined space. Gordon's ears pierce and protest the sound, and the solemn, murmured chatter floating through the room abruptly cuts off like the swing of a gavel. As he turns towards the sound -- as they all do -- he swears, up and down, that he sees Batman's shoulders jump, just slightly.
At the source, perched on the window, is a boy. A boy in a gray-blue scarf and an oversized black hoodie, one that hangs off his frame and has ace bandages wrapped around the wrists in some attempt to cinch the sleeves. The hood is up, big like the rest of it, and threatens to swallow the upper half of the boy's face whole in the fabric. What upper half Gordon can see, is smeared with some kind of opaque, black face paint. He's holding onto the side of the frame with one hand, on his hip is a grappling hook. A familiar grappling hook.
Gordon has multiple questions, and his officers tense up.
Martinez puffs up, brows furrowing as his face shapes into a frown. Shoulders rolling back. "You can't be here, kid--"
The reaction is immediate, like a spark to gunpowder, the boy yanks his fingers from his mouth and his mouth twists into a scowl. Head snapping over to Officer Martinez, his hood manages to stay on but Gordon swears that as he bares his teeth, the glint makes them look sharper than they should be. His voice is rasp and quiet and harsh; snappish in its hissing; "Put a fuckin sock in it, Martinez. I'm not stayin."
Martinez reels back, and the boy immediately veers his attention off him. Like a switch, his demeanor drops. Despite half his face being covered, his mouth twists into a cringing, apologetic smile. Slanted and off-beat, embarrassed. It'd be disarming if this wasn't Gotham, and if he didn't just hiss at Martinez like he was about to bite his head off.
"Sorry." He whispers, voice deceptively polite and softer now. Gordon has to strain his ears to hear him. "I was looking for him."
He points his finger towards-- Gordon? No, Gordon follows the direction, and finds himself looking at -- the Bat.
The Bat, who always looks stiff as a pole, now looks even stiffer. Somehow. Well, the explains the grappling hook attached to the boy's waist.
"What are you doing here?" The Bat says, gruff and unable to completely smother the stumble of surprise in his tone.
The boy still holds a sheepish smile, and slips off the window ledge. His feet hit the creaky boards with a near-silent thud, the Batman finds his feet and rapidly begins crossing the room.
Gordon notes the slight tremble in the boy's legs as he straightens. He adjusts his scarf, which droops close to his knees now that he's standing, and slings a backpack -- how long has had that? -- off his shoulders. When the Bat reaches his side, he does as he always does, and looms over the boy like a spectre. A threatening mass of shadows cloaked in all-consuming black. Standing next to him, the boy looks teeny in comparison.
The Bat is a man who terrifies even the most hardened criminals, Gordon has seen grown men shiver in fear at the mention of his name. And yet when the boy looks up at him, he doesn't even flinch.
Instead, his sheepish smile melts away like ice under the sun, holding only traces of his previous embarrassment. It remains as a shadow on his face, a small upturn at the corners of his mouth. The boy pushes his hood back just enough to reveal glinting, ice-flint eyes surrounded in tar-black face paint. He holds the backpack up with one arm. "You forgot this."
#I have never seen Batman (2022) so really I'm just using battinson and crew as templates for my fic. but hey what else is new lol#dpxdc#danny fenton is not the ghost king#dp x dc#dpxdc crossover#dp x dc crossover#dpxdc fic#dpxdc au#dp x dc au#dpxdc fanfic#i dont know shit about detective work or true crime so forgive me for any bad terminology or incorrect procedure for how these things work#just a fun rough idea for how i imagined gordon's first meeting with nightingale goes LMAO. im sticking to the idea that danny doesn't#officially join the field for a *while* due to more than just health reasons. so his first appearances are brief and usually to give B smth#danny: im only here as express delivery for vader's little brother over there. yall stay safe tho.#bruce: *kill bill sirens bass-boosted* ohmygodwhatishedoinghere#batman: how did you get here... | danny: you have so many spare grappling hooks it was pr easy to just grab one and go#also danny is whispering on purpose because he doesn't have his ghost form to fall back on as a secret identity. so he *is* actually taking#extra steps to keep his identity safe. and people usually sound different when they're whispering. he also has personal beef with#office martinez despite the fact that they've never met. Danny's HEARD of his ass. he hATES his ass.#Martinez: *to batman* freak | danny: im going to Bite Him. | batman (reluctantly): hmr. please don't. | danny: im going for his shins#Martinez and Nightingale have this whole thing going on between the two of them. danny WILL slap a sticky note on Martinez's back that says#'asshole' on it and its the one spot square on his spine that martinez can't reach.#someone: why are you beefing with like. an actual 12 year old | martinez: HE'S A LITTLE RAT. THAT'S WHY. he's here to torment me#battinson: *did you grapple the whole way here* | danny: yah. it was kinda fun. i would've gotten here faster but i kept having to stop#battinson: *hnnn* im driving you back | danny:.. are you sure? | battinson already pulling him out of the room: y e s#i've been thinking about this for literally WEEKS. what did bruce forget? good question! i'll figure that out if or when i get to this#danny has Issues behind the word freak so its like a mini beserker button for him regardless of who the word is aimed at lol. lmao#martinez calls batman a freak once while nightingale is within range and its just the doom ost as danny simply Disappears from sight#like oops. you are now. In Danger. rip couldn't be me.#blood blossom au
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lixel-5 · 21 days ago
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hi hello just because the narrator has a posh accent doesn’t mean he speaks fancy, he swears and stutters and doesn’t use many big fancy words ok goodbye
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caligvlasaqvarivm · 2 months ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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renonv · 7 months ago
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Spamano Week Day 6: First Kiss 💋
i know there is no light (in a room where the sun is missing)
I got the greatest honor to collaborate with the amazing @mangofresca and draw the first of the 5 (well, 6 :3) kisses that these two idiots shared over the decades.
Do yourself a favor and give this fic a read!! it’s so good, amazing, wonderful, stupendous, and had me running on the walls of my enclosure… in short I am fucking OBSESSED
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The textless version :3
@spamano-week
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weaverofink · 23 days ago
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oh shit metal stole tails' speak & spell
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umblrspectrum · 10 months ago
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go read Memento Nori and Like the Stars and What Friends Are For and just generally all of Ad Astra Per Aspera by LadyDaybreaker on ao3
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meamiki · 5 months ago
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mira !!! :]
#isat#in stars and time#isat mirabelle#isat spoilers#<- due to act 3 optional content !#the img might be being chewed due to weird canvas size oops ah well#one of these miras is not like the other#one of these miras doesnt belong ASFASFSDAFA#a majority of these are based on things mentioned / that happen in the house cuz i thought itd be fun to draw :D#so like the wilting plant is from gardening room dialogue#the poster with ppl holding hands and sparkly eyes is (i think??) from some SAPSAPSAAP dialogue in one of the first rooms#i tried looking around ISAT to see if it's also in there too but couldnt find it so uh correct me if im wrong if thats NOT an exclusive LOL#side note the 2 in the poster are some old nuz ocs isatified ASDFASFA#funnily enough tho they are from 2 different games if they actually ever met they would hate each others guts i think. hmm...#however both are also the most qualified to help with promotional stuff so theres that ASDFAFA#mira looking at her bonding proposals is sorta on the tin but#the fact that she has like right next to her while she sleeps in her dresser makes me :(#cuz to me it potrays how much theyve been weighing over her cuz of how close shes been keeping them with her vs putting them on a bookshelf#or something idk if that makes sense i dont have proper words atm#but uhhh moving on chalkboard is from one of the optional events#which i think is! important!!! i dont think ive seen many ppl talk about it but!! yeah!#however i too do not have words on it atm but!!! yeah!!!! moving on for now!#the 'mira' that is really just the change god is ofc from the change god event :]#aaand ofc the iconic finish from mira towards the king#and then some misc miras with swords for funsies tbh ASFAFA#but yeah! i like mira a lot actually but as with many things i do not currently have many words to properly articulate *why*#all i know in my heart of hearts is that she is near and dear and special to me personally#one day. one day i will be able to gather my thoughts in a cohesive manner but that day. is not today!#anyway tag talk over :]
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annieisyourfavourite · 3 months ago
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so sorry but that post about "the reason boys and men are being radicalized is bc girls are mean to them" is driving me up the fucking wall. maybe i really am just on a different internet than the rest of you but. this sentiment of "women are being bitches who don't care about men and that's why there's Problems now" is like. such an alpha male podcast classic take. like it's literally "not all men". it doesn't magically become better bc u say stuff with liberal terminology. jesus christ
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sunsetsandsunshine · 1 month ago
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~ 𝚃𝚑𝚎 𝚙𝚛𝚘𝚖𝚒𝚜𝚎 ~
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·̩̩̥͙**•̩̩͙✩•̩̩͙*˚𝙸 𝚠𝚊𝚜𝚗’𝚝 𝚔𝚒𝚍𝚍𝚒𝚗𝚐 𝚠𝚑𝚎𝚗 𝙸 𝚜𝚊𝚒𝚍 𝚂𝚘𝚗𝚒𝚌 𝟹 𝚋𝚛𝚘𝚞𝚐𝚑𝚝 𝚋𝚊𝚌𝚔 𝚖𝚢 𝚂𝚘𝚗𝚒𝚌 𝚑𝚢𝚙𝚎𝚛𝚏𝚒𝚡𝚊𝚝𝚒𝚘𝚗 😭👍🏾…˚*• ̩̩͙✩•̩̩͙**·̩̩̥͙
𝙶𝚎𝚗𝚛𝚎: 𝙷𝚞𝚛𝚝/𝙲𝚘𝚖𝚏𝚘𝚛𝚝 
𝚆𝚘𝚛𝚍𝚜: 𝟺,𝟸𝟽𝟻
𝙻𝚎𝚎: 𝙺𝚗𝚞𝚌𝚔𝚕𝚎𝚜 🥊❤️
𝙻𝚎𝚛: 𝙼𝚊𝚍𝚍𝚒𝚎 🥨💜
𝚂𝚞𝚖𝚖𝚊𝚛𝚢: 𝙴𝚟𝚎𝚛 𝚜𝚒𝚗𝚌𝚎 𝙺𝚗𝚞𝚌𝚔𝚕𝚎𝚜 𝚌𝚊𝚖𝚎 𝚝𝚘 𝚕𝚒𝚟𝚎 𝚒𝚗 𝙶𝚛𝚎𝚎𝚗 𝙷𝚒𝚕𝚕𝚜…𝚑𝚎’𝚜 𝚕𝚎𝚊𝚛𝚗𝚎𝚍 𝚝𝚘 𝚊𝚍𝚊𝚙𝚝. 𝙵𝚘𝚛 𝚝𝚑𝚎 𝚖𝚘𝚜𝚝 𝚙𝚊𝚛𝚝, 𝚊𝚝 𝚕𝚎𝚊𝚜𝚝…
(𝙰/𝙽: 𝙰 𝚖𝚘𝚝𝚑𝚎𝚛 𝚊𝚗𝚍 𝚜𝚘𝚗 𝚛𝚎𝚕𝚊𝚝𝚒𝚘𝚗𝚜𝚑𝚒𝚙. 𝙽𝚘𝚝𝚑𝚒𝚗𝚐 𝚖𝚘𝚛𝚎…𝚗𝚘𝚝𝚑𝚒𝚗𝚐 𝚕𝚎𝚜𝚜. 𝙳𝚘𝚗’𝚝 𝚋𝚎 𝚝𝚑𝚊𝚝 𝚐𝚞𝚢! 𝙺𝚒𝚗𝚔/𝙽𝚂𝙵𝚆 𝚋𝚕𝚘𝚐𝚜 𝙳𝙽𝙸!!!)
𝚆𝚊𝚛𝚗𝚒𝚗𝚐𝚜: 𝚃𝚒𝚌𝚔𝚕𝚒𝚗𝚐, 𝚜𝚎𝚕𝚏 𝚠𝚘𝚛𝚝𝚑 𝚒𝚜𝚜𝚞𝚎𝚜, 𝚍𝚎𝚊𝚝𝚑 𝚖𝚎𝚗𝚝𝚒𝚘𝚗𝚜 𝚊𝚗𝚍 𝚜𝚎𝚕𝚏 𝚑𝚊𝚛𝚖 𝚜𝚝𝚒𝚖𝚖𝚒𝚗𝚐. 𝚁𝚎𝚊𝚍 𝚊𝚝 𝚢𝚘𝚞𝚛 𝚘𝚠𝚗 𝚛𝚒𝚜𝚔!!!
**•̩̩͙✩•̩̩͙*˚𝙼𝙰𝙳𝙴 𝚃𝙷𝙸𝚂 𝙸𝙽 𝙻𝙸𝙺𝙴 𝚃𝙷𝚁𝙴𝙴 𝙳𝙰𝚈𝚂 𝙳𝙾𝙽’𝚃 𝙴𝚅𝙴𝚁 𝙿𝙻𝙰𝚈𝚈𝚈𝚈𝚈˚*•̩̩͙✩•̩̩͙*˚*·̩̩̥͙
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Maddie almost fully leaped out of her spot on the bed her and her husband shared as she suddenly awoke, her eyes darting around the room before taking a deep breath, relaxing herself. 
She didn’t need to use the bathroom…
And she made sure all of the kids (+ Ozzie) were in their beds…
So why did she feel so…uneasy?
Tom broke through his sleep at the sudden movement from his wife, holding her hand as he rubbed it with his thumb gently, “Everything okay, love?” He mumbled out groggily. 
Maddie couldn’t help but let out a small chuckle at her husband’s sleepy voice, giving his hand a quick kiss as she got up from the bed, “I’m fine, babe. I just…I-I just…” She trailed off.
The cop yawned, raising a brow, “Having those random feelings of uneasiness again?” 
The woman in purple pajamas nodded. 
“Gonna go check up on our kids?”
She nodded once more.
“M'kay…” The famous Donut Lord yawned, drifting back to sleep, “Just call me if you need anything…” He mumbled as he closed his eyes and snored like no tomorrow.
Maddie rolled her eyes fondly, putting on her fluffy purple robe that was hoisted on a clothing hanger as put on her house slippers, going upstairs to the attic. 
The nurse quietly made her way to the attic, her heart racing with a sort of…adrenaline as she made her way to the beds…
…Although, she didn’t know why.
First, she made her way to Tails' bed, who, was soundly sleeping peacefully underneath his blankets. Maddie kissed his forehead, adjusting his noise canceling headphones on his ears as she further tucked him in as she made her way to Sonic…
And ohhhhhh, Sonic…
The kid was basically sprawled along his bed like a used up rag-doll…
…Which, Maddie didn’t know whether to mark it off as concerning or impressive. 
Maybe both.
The adult wrapped the blue hedgehog in his favorite blanket, kissing his forehead and subtly giggling as she saw him smile in his sleep at the kiss.
Lastly, she made her Knuckles' bed…
…That was missing, well…Knuckles. 
The woman took a deep breath, taking her phone out of her robe pocket as she tried to calm herself. 
He was going to absolutely GET IT if he went out 'adventuring' again. 
Maddie could not handle another week asking random people in Green Hills of the red echidna’s whereabout’s…
…Her heart just could not take that amount of stress anymore!
And if Wade was even the SLIGHTEST bit responsible he was going to GET IT too.
The brown eyed human made her way downstairs, relief washing over her as she saw the back quills of a familiar red fellow sitting at the bottom of the stairs that led to the kitchen. 
“…Knuckles?” She quietly said. 
The echidna swiftly turned around at the woman’s words, his pupils sharpening before softening upon realizing who was behind him. 
As he met her concerned yet loving gaze, he looked away, focusing on the wooden floor as if it was the most interesting thing as of right now.
Well…at least it was just Madeline. 
Or 'Pretzel Woman' as the red themed teenager liked to call her.
It honestly could have been way worse…
…The blue themed hedgehog could have awoken instead of Maddie…
…And that would have been a whole other problem Knuckles did not have the time or patience for. 
The teenager forced himself to relax slightly, his shoulders still tense in case of anything or…anyonedeciding to…surprise him.
Because he was an echidna warrior! He simply just did not get sneaked up on. 
“Pretzel Woman.” He hummed, “I would not have expected you to be awake at such hours…” 
“I wish I could say the same for you, sweetheart…” The 'Pretzel Woman' in question chuckled lightly, coming down and sitting on the stair the small teen was stifly sitting on, “What are you doing up, love?”
“I am keeping watch.” Knuckles stated simply, his seating spot remaining on the steps but his eyes darting in every which way around the house, seeming to look for a nonexistent threat. 
Or grapes. Those he will always look out for.
“Did…I wake you?” His violet eyes morphing into one of guilt, “I am sorry if that is the case…I tried to be as silent as possible whilst scouting this evening.” 
“No no! Not at all.” Maddie quickly assured, “I-I just…had a certain…feeling to get up, y'know?” 
But Knuckles did not know, only quietly nodding his head as he tried to make sense of what the chocolate eyed human was stating, “…I see.” He hummed once more, now looking up as he peered on the outside door, his eye ridges creasing together. 
Maddie fiddled with her fingers anxiously, not appreciating the sudden silence as she tried to collect her thoughts to think of what to say next.
Because, truth be told…Knuckles has been doing this…'guarding' business ever since he came to live in Green Hills. 
And it was somewhat nice the first week…
A tad bit jarring the second week…
But now it was the third week. 
And Maddie cannot recall one time she has seen Knuckles shut his eyes for more than a second.
“You are distressed.” The short teenager concluded bluntly, observing Maddie’s facial expression and body language, “Are you perhaps…cold?” 
The woman let a small smile strech to her features at that, “I’m not cold, sweetheart. But thank you for your concern.” She said gently, resting her hand on the teenager’s shoulder but drawing it back as the teeanger in question stifened further at the sudden contact. 
“But…I am worried.” The purple cladded woman stated, well…worriedly as she put her hands on her lap. 
The fifteen year old’s eye ridges knitted together in slight confusion, letting out a small: “Oh.” 
He looked up at her, “Why is that?”
The nurse started, “You’ve been staying up—”
“Scouting.” Knuckles politely corrected.
“—scouting…” She corrected herself, “…for three weeks straight, Knux. Aren’t you tired?”
“No.” The violet eyed teen uttered, “An echidna warrior is only tired when they need be. Which, I am not.” He stated, ironically burying back a small yawn that was bubbling in his throat.
Which, did not go unnoticed by Maddie. 
“Everyone gets tired eventually…” The human said, “It’s not healthy to just…skip sleep, hun. It’s not good for you.” 
“Only I know what is good and what is not good for me, Pretzel Woman.” The red echidna huffed, completely brushing off the other’s concern, “I will sleep when my duty is done.”
“Your…'duty?'” Maddie repeated.
Knuckles nodded, putting his right fist on his chest as he spoke, “I have promised you, the Lord of the Donuts, the loud hedgehog and the anxious fox to guard the Master Emerald, yes?”
“Well, yes, but—”
“And I have also promised to protect you all.” He announced proudly and matter-of-factly, “A protector never rests.” 
“Hun…I think we’ve proven we’re more than capable at protecting ourselves.” The human lightly joked as she almost immediately regretted her statement and tone as she saw the teen’s expression shift from proud to…distress. 
And there it is...
…You have such a wonderful way of words, Madeline…
…SUCH a wonderful way with words…
A flash of hurt made their way through Knuckles' eyes, though, he tried to hide it as we looked away, glaring at the floor slightly he hugged himself, which made the human feel even more guilty, “…I…I am aware of that fact.”
And immediately the adult started to backtrack at the teenager’s now almost distraught and downtrodden expression, “I-It’s not that we don’t appreciate it— appreciate you, love. I just don’t want you collapsing randomly one day because you’re staying up every single night keeping watch of us and the house.”
“I do not collapse.” The kid said in an almost defensive-like tone, “And when I eventually will, I would gladly do so knowing I have protected you all to the fullest.” 
And right then and there Maddie could have sworn she felt her heart stop at that, feeling the smallest twinge of lightheadedness as she curled her fingers, forming fists on her lap. 
“No!” The human shouted, lowering her voice as she realized she yelled a tad bit too loudly, making Knuckles flinch slightly at the sudden exclamation, “No no no! Knuckles, where is this coming from?!” 
The nurse pinched the bridge of her nose, trying to stay calm but found it really difficult due to the fact one of her kids openly stated he would be fine literally DYING if it meant he would fulfill his 'duty', “I don’t want you staying up guarding, scouting— whatever you call it! I just don’t want you doing any of those things!” 
The echidna’s face morphed to a frown, “But—“
“No, Knux…” Maddie said, her tone leaving no room for argument…
…The 'Mother voice' if you will…
“This is the last time you’re doing something like this. End of story.” The purple cladded human said, crossing her arms across her chest.
And then again, there was…a small silence that fell between the two. 
A silence neither of them liked at all. 
But the air was too thick with…all of a sudden tension that they both stayed quiet, in fear they would say the wrong thing…
…Again.
But eventually, the red echidna couldn’t take the silence; couldn’t take the tension any longer. 
He looked at the figure in front of him once more, fixing his composure to appear more confident…but ultimately just appearing to be straight up panic-stricken. 
“Then what can I do…?” He mumbled out meekly.
Maddie’s hands dropped to her sides, her eyebrows creasing together, “…What…do you mean?”
“To…To repay you all.” The violet eyed teenager further explained, mentally punching himself for sounding so completely and utterly…weak, “To make up for what I’ve done previously. T-To…guarntee my stay in the Wachowski clan.”
And those words alone spoke measures. 
The nurse’s heart might of well dropped all the way to the floor, because all of a sudden she felt like she could not breathe. 
She puts Knuckles' hand in hers, even though the echidna’s hand was obviously and ultimately TWICE her hand size…she didn’t care.
For crying out loud this was her son.
And she would never ever forgive herself if after this he would continue to think otherwise.
Then…
…Everything clicked. 
“…Sweetheart…did you…d-did you think we were going to…kick you out…?” She asked as if she already knew the answer, afraid of what the other would say. 
The short teenager picked up quickly that Maddie somehow knew now, guilt almost immediately hitting him like a train as he hugged himself with his free hand, looking down at his lap, “Yes.” He admitted, hugging himself more as he saw the other start to become teary eyed, “Before coming here to the Wachowski residance…I was responsible for so many casualties…” He muttered, “…I still am.”
The teenager’s tail droops, bringing his fist to his face to try and hide his also now tearing up expression, “I helped Robotnik seize control of your town and almost the entire planet…” 
“…I-If I had just listened to Sonic…your house would not still be under repair. You and the Lord of Donuts would not have to call that 'Uber' you always speak of every morning to simply go to your designated jobs!” He yelled, not really caring if anyone else besides Maddie heard him at this point.
“Growing up, my Father always told me to never put my hands on someone else unless they did so to me first…” He murmured, a hint of fondness in his tone speaking of his as of late Father.   
“I broke that promise when I met Sonic.” He mumbled out, ignoring the feelings of his eyes starting to become more wet, “But…B-But above all else…all my Father wanted for me was for me to be a good person…”
Knuckles let out a small sob, harshly wiping his face as his shoulder hung low…
…Out of hatred or frustration…? 
Maybe a little bit of both…? 
Maddie wasn’t sure.
“A-And I promised him. I swore on my life I would live by those two promises…” The small echidna hiccuped, yanking his arm away from the human as he gripped his arm with one hand until he couldn’t feel it anymore, “A-And I f-failed those two simple oaths b-by j-j-just acting so f-foolish…” 
The taller figure watched the other shake with sobs, swiftly scooting closer to him as she gently held his wrists to stop him from further hurting himself.  
“Oh, sweetheart…” She mumbled, her heart heavy as she saw the teenager duck his head further, “Hey…hey…” Maddie whispered, cupping the echidna’s face in her palms.
And to be completely honest? Knuckles wanted to hurt himself further as he did nothing but melt to the small but impactful form of affection…
“Can you look at me?” The nurse carefully asked. 
Knuckles quietly looked at her, his face scrunched up to try and attempt to stop the tears freely flowing down his cheeks like a waterfall. 
Maddie sighed sadly, wiping his tears with her thumb as she gently rubbed his cheeks, “I need you to listen to me, okay?”
He shakily nodded.
“You are a good person.” She emphasized sternly, “One mistake that you made doesn’t automatically define your worth.”
“This…” She said, gesturing to herself and Knuckles. “…is not a transaction. We are giving you a room to sleep in because we love you. We are giving you clothes to wear because we love you. We are giving you food to eat because we love you…”
“…Even though I would prefer you eat something other than grapes.” She tried to joke, which ended up finally working very effectively as she saw a small but genuine smile appear on the echidna’s face.
Knuckles couldn’t help but let out a soft snort, rolling his eyes before focusing on Maddie once again, “My grapes have nothing to do with this…” 
“And I do also consume Cool Ranch Doritos from time to time…” The teen mumbled, “So saying I onlyeat grapes is inaccurate.” 
The nurse gently squished his cheek playfully, “And this?” She gestured as she wiped away his tears once again, “Is because I love you. Not because I’m expecting something in return.” She explained as she now put his hands in her’s as if the size meant nothing to her…
…Because it didn’t.
“Robotnik tricked you. He tricked you into thinking he was a nice man. That isn’t your fault.” The human sternly announced once again. 
The red furred echidna shook his head, “But I endangered everyone—”
“—But you also saved everyone.” The purple pajama wearing woman quickly added, “You tried to fix your mistakes…don’t think I didn’t see you punching those egg robot thingies, hun. You weren’t messing around.” 
“I am not prone to be one who 'messes around…'” He said, his eyes almost jumping out of their sockets as Maddie planted a small kiss on his forehead.
“And that? That is because…” She gently urged on.
“You…Y-You love me...” Knuckles finished, almost choking on his own words, before lightly pushing her away in an attempt to get her to leave…
…Because she would eventually…
…Right?
“…Y-You hardly even know me.” The violet eyed echidna whispered, looking up at the taller figure as she gently bumped her shoulder with his.
“Doesn’t mean I can’t love you.” Maddie exclaimed as she smiled warmly, the warmness somehow making its way to the echidna warrior as his heart fluttered in his chest.
A small, subtle blush appeared on his muzzle as he looked away, trying to hide his expression. 
He cleared his throat, “I…suppose that is true, Pretzel Woman…”
“Just 'Maddie' is fine, sweetie.”
The fifteen year old swallowed, wiping his eyes with his arm as he finally looked at the taller.
And if Maddie squinted…she was almost 100% sure she saw a small sparkle in the child’s eyes. 
“Alright…Maddie.” The teenager announced shyly but proudly, resting his head on the other’s shoulder.
The nurse had to keep in literally every single fiber in her body to stop herself from squealing like a high-school preppy girl. 
“You don’t owe us anything…okay?” The brown eyed woman stated, “You’re apart of a family, Knux. And one doesn’t protect the whole family…we all protect each other.” She rubbed Knuckles' knuckles gently and comfortingly with her thumb, “You’re a Wachowski. And the Wachowski’s stick together.”
And just like that, another silence fell among the two…although, this one was less tense which Maddie could not be more grateful for. 
But the nurse couldn’t shake the feeling that something was being left…unsaid and undone.
And if you knew her…you knew dang well those two words were just simply not apart of her dictionary. 
“May I give you a hug?” She asked somewhat hesitantly, but couldn’t stop the smile spreading to her face as she saw the echidna perk up at the mention. 
The red echidna collected himself, clearing his throat again as he glanced up at her, “You may.” 
The human wrapped the echidna in her arms, her smile doubling in size as she felt the teen wrap his own arms around her…somewhat stifly and awkwardly. 
But hey, he was trying.
“I love you, Knux.” The chocolate eyed woman hummed, “And you don’t have to say it back if you aren’t ready.” 
The violet eyed echidna nodded, shyly burying his face into the other’s shoulder as they continued to embrace.
“Do you…want to go back to your room…?” Maddie asked in a tone signifying she was alright with a 'yes' or a 'no'. 
The warrior only held Maddie tighter at that, shaking his head as he buried his face into her shoulder harder, “In…I-In a little bit…” He answered honestly, “I do not want to go just yet…” 
“That’s fine.” The human assured, “How about…we stay on the couch for a while? I bet it’s way more comfy than these old stairs.”
The red furred echidna nodded, “…Alright.” 
He followed the taller to the living room, sitting on the couch as she did, watching her as she flipped through the channels.
“You okay with watching 'F.R.I.E.N.D.S.?'” The woman asked as she flipped to the Nick-at-Nite channel, relaxing on the couch cushion. 
“I am very fond of my companions, yes.” The young warrior nodded, resting his eyes on the TV as this so called….'F.R.I.E.N.D.S.' show started to play.
The two sat on the couch for a while, small chuckles and snickers being shared as they reacted to the show in front of them. 
Knuckles yawned, crossing his arms as he rested his head on Maddie’s arm which the older did not pay any mind to, subconsciously scratching his quills.
The younger’s eyes widened, not moving away from the touch but seeming genuinely shocked by it, “What are you doing?”
At that, the human quickly drew her hand away.
Shit.
“O-Oh, I’m sorry, baby.” She said apologetically, cursing herself for making it seem like she was trying to rush him with anything…
“It’s just a thing I do with Sonic and Tails— they find it calming. I’m sorry, I should’ve asked. It’s just…kind of an instinct…” Maddie said to Knuckles as he looked down, fiddling with his gloved fingers as he looked anywhere but the person beside him, “You do not…have to stop if you do not wish.” He admitted quietly, “It feels nice…”
The nurse tried (and failed) to hide yet another dorky grin that spread to her face as she gently ruffled Knuckles quills once more, cooing on the inside as the echidna subtly leaned into the touch, trying his absolute best to concentrate on the television but obviously clearly enjoying the affection as his tail wagged softly against the couch. 
As the TV ran, Maddie moved her hand to scratch where Knuckles' ears would be and the young warrior absolutely melted at the new touch, his tail wagging faster.
The purple cladded woman fondly smiled at the reaction, moving her fingers to gently scratch the back of the echidna’s neck but nothing would have prepared her for the loud shriek the teenager let out as she did so.
The violet eyed fifteen year old covered his mouth in shock as the human retreated her hand back, her face morphing to worry once more, “A-Are you alright? Are you hurt?” 
The echidna swallowed, not even trying to hide the small blush that appeared on his muzzle now as he put his hand to the side, “I-I am…uninjured.” He said as calmly as he could muster, “I apologize for startling you…I also startled myself…” 
“It’s okay, sweetheart…” The purple cladded human said, “…But what happened?”
“I am…not sure.” Knuckles explained as he rubbed the back of his neck as if to redo the feeling he just felt, “You touched the back of my neck and it felt…odd.” 
“Odd?” Maddie repeated. 
“Odd.” Knuckles said again.
The nurse raised a curious brow, lightly poking the red furred echidna where she was once scratching him as he burst into surprised and confused giggles.
The fifteen year old shook his head back and forth, scrunching up his shoulders as he lightly tried to pry the other’s hand away.
What…was this?
And why did it make him feel so…giddy and carefree?!
“C-Cease thihis s-sohorcery ahahat once!” The violet eyed echidna giggly demanded, hugging himself and falling down on the couch, “Ceeheease ceeheease ceeheeheeheease!!” He snickered as Maddie gently started to spider her finger nails along his sides. 
“It isn’t sorcery, love. Your just ticklish.” The adult chuckled, putting one and one together. 
“N-Nohohoh Ihi ahahaham nohot!” The red furred teen denied through his chorus of laughs, “Ahan ehechidna waharrior woHOULD neHEHEver hahave suhuHUCH AHA c-chihildish weeheeakness!” 
“Really?” Maddie smiled, intrigued as she gently prodded the other’s lower ribs, causing the other in question to automatically jerk, throwing his head back as he buried his heels in the couches cushions, “NOHOH thIHIs ihihis CHIHIHILDIHISH!!” He desperately squealed. 
The woman in purple pajamas couldn’t help the small coo she let out at the teenager’s adorable reactions…
…And Knuckles didn’t even need to look at her to know she found his once-in-a-full-moon flustered expression very amusing.
“Awe, Knux…” The nurse lightly teased as her fingers continued their ticklish torment on the echidna’s ribs. 
“NOHOH— snrk! DOHOHON’T!!” The echidna in question cried as his cheeks started to match his fur color, internally cursing his natural body movements as his tail wagged happily once more.
“Don’t what~? Don’t tickle you?” Maddie sweetly asked, only receiving a small but LOUD snort from the other as she moved down to gently scratch along his stomach, “Looks like I found a bad spot, huh, bud~?”
“IHIHIT IHISN’T snrt BAHAD!!” The teen insisted, banging his fists on the couch, “IHAT JUHAH—! SNRT! JUHUST FEEHEELS OHODD!!”
“Interesting…” The adult hummed, pretending she was pondering something as he dug her hand’s into the violet eyed echidna’s underarms, wincing slightly as he let out a sharp scream before descending into loud cackles.
“This feel odd too?” She asked innocently. 
“IHIHAT’S snrt snrt EEHEEVEN WOHOHORSE!!!” Knuckles laughed, “G-GEHAT snrt AHAHOUT OHOF THERE!” 
“Get out of where~?”
“THEHEHEHERE!” The teen quickly retorted, trying to gesture to his underarm but anytime he tried to the other would just simply make her touches even lighter, “MAHADDIE DAHAHON’T AHACT snrt STUPID!” 
“'Stupid~?'” The nurse dramatically gasped, “And here I thought we bonded!” She huffed as she fluttered her fingers in the crooks of the teen’s neck and under his chin.
And truth be told…Knuckles was absolutely, positively embarrassed of this whole ordeal.
And to be honest…he could have gotten up anytime he wanted…
…But he didn’t.
He hadn’t thought he’d ever feel such…happiness and carefreeness ever again…
…But it’s like Sonic always said…
'Hope is a hedgehog’s greatest weapon.' 
“SNRT! NOHOH!! STOHOP SNRT IHAT!!!” The echidna wheezed out, his legs frantically kicking behind Maddie.
“Guess this is your sweet spot…” The woman smiled brightly. 
“NAHAHAH! SNRT! NOHAHOTHING AHABOHOUT SNRT SNRT MY NECK IHIHIS SWEEHEEHEET!!!” The young warrior cackled loudly, tears welling up in his eyes…
…And for the first time in…well, forever…they were happy ones. 
“AHALRIGHT!! AHAHALRIHIGHT!!!” He relented, lightly pushing on her hands, “IHI SURRENDER! IHIHIHI SURRENDER!!” 
And just like that Maddie immediately let up, sitting back as Knuckles let out a couple more aftermath giggles.
“You okay, baby?” The human asked, wiping away the rest of his happy tears. 
“Y-Yehes. I aham snrt fine…” The red echidna hummed, sitting back on the couch as he layed his head on the figure’s shoulder again. 
“Thank you, Mo—“ Knuckles' eyes widened, quickly catching his slip-up, “M-Maddie. Maddie. Thank you, Maddie.” He exclaimed quickly, quietly praying to his echidna ancestors that the purple pajama wearing woman did not catch his mistake.
But judging by her wide eyes and agape mouth…she most likely did.
“Uhm…I-I must go to my sleeping quarters now…g-goodnight.” Knuckles stammered under his breath quickly and quiety, not waiting for the other to give an answer as he basically sprinted to the attic, quietly closing the door to not disturb his brothers whom were soundly fast asleep. 
Maddie slowly got out of her state of shock, her heart basically leaping out of her chest as she fondly smiled, shutting off all the lights in the living room and kitchen before taking one small glance at the closed attic door.
She felt…so warm and…so fuzzy…
Instead of her heart dropping…she honestly felt like it just soared to heaven. 
“Goodnight, son.” She whispered, wiping her eyes as she slipped into her and Tom’s bedroom, going under the covers next to her husband and going back to sleep. 
·̩̩̥͙**•̩̩͙✩•̩̩͙*˚𝙵𝙸𝙽˚*•̩̩͙✩•̩̩͙*˚*·̩̩̥͙ 
(𝙿.𝚂.: 𝙸𝚏 𝚢𝚘𝚞 𝚎𝚗𝚓𝚘𝚢𝚎𝚍 𝚝𝚑𝚒𝚜 𝚏𝚒𝚌, 𝚙𝚕𝚎𝚊𝚜𝚎 𝚛𝚎𝚋𝚕𝚘𝚐!!!)
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sneaky-eel · 2 months ago
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So I have been having the problem of not finishing anything I draw. Either I get bored with it or frustrated, and by the time I come back to it my style has changed again and I feel like I have to redraw the whole thing. Then it becomes me just being like “that sounds like a future me problem.” And start on a new wip all together. I think for my New Year’s resolution I’m gonna try to set a posting schedule. Like one art, done or not, a week.
In the mean time here is a sketch dump of the things I did over the last couple months!
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Under the cut will be even older ones and you can see what I mean about style change
Dragon Des that I think was for a year of the dragon thing.
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Some Kadar and Desmond/ just kadar
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Baby Desmond and his mother. Was gonna be a comic. And another comic that was gonna be a ClayDes with Clay being able to move Desmond’s body
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Ezio and Desmond in a bath
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Part of a thing for one of Teecupangel's fic
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A whole bunch of thumbnail wips
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And some other Desmonds <3
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buttdumplin · 5 months ago
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I only know Mexican Spanish, so I can only speak for myself and those I grew up with but "mami" and "papi" are not the equivalent of mommy/daddy as used in sexual or intimate relations.
We use mami and papi with our kids. It's what our tíos and tías call us that affectionately. It's what the lady from the corner store calls us when she's sweet on us and can't quite remember our names. It's what our grandparents call us as they fix up a scraped knee. And they bring out papito/mamita when we're either in deep shit, or in need of comfort that can only come from someone with more knowledge, power, or experience than us. It's a diminutive term of endearment.
I'm not saying it's never used as mommy/daddy, but it's hardly ever a title. The context of it is so wildly different, because it's usually what we call someone we're responsible for.
"Mamas" tho? Mamas can fuck.
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