#would like us to be a thing. apparently.
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oooh chat I'm so dumb
#****** came from london for a social night with the choir. karaoke at a pub#he got drunk. I was slightly tipsy#at some point he got jealous about some other guy from the choir talking to me i think#then he was like half sitting in my lap. we were holding hands#I said “****** what are we doing. you've moved to london”#he was like apologising and i was like “we can be friends”#and he was giving me a sad face and I was like “DONT MAKE THAT KICKED PUPPY FACE”#anyway we talked. I was like “it just wouldn't work. but I like hanging out with you”#and he was like “yeah me too”#so we can still hang out. as friends#we have concluded#I like him i do. but idk if I like him THAT way#or if I even want to get in a relationship right now so#and that's before considering the long distance. it's a no go#but we can do friends. apparently#also he told a friend in the choir about “us” apparently#or rather she asked him about it? seemed to think we could be a thing?#would like us to be a thing. apparently.#so she asked him about us tonight lol. and he was like “yeah that's not happening she made that clear”#anyway I'm dumb. I was like “when you asked me if I was seeing anyone i thought maybe”#“you were just making conversation”#and he was like “no OBVIOUSLY i asked for a reason”#lol. well!#at least we talked. I guess.#//#personal
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I like to think that Vulcans who come to understand that Humans just can’t try to process emotions the same way as them, it’s just healthiest to let it out in harmless ways, decide that venting and stuff should be taken just as seriously as Vulcan’s meditation time, and will encourage the Humans around them to complain about what’s upsetting them
People who are used to aloof Vulcans who avoid Humans at all cost running into one comforting a Human
“-and then they said my cheesecake was subpar, and they didn’t even bring a dish!!!”
“The purpose of this event was that every participant brings a food item of sorts, correct?”
“Yeah!!”
“And they did not follow this rule while insulting dishes that were brought?”
“Mostly just my dish but yeah >:(“
“How illogical”
“That’s what I’m saying!!!”
#star trek#Vulcans#Humans#not based on a specific thing#but I used to know this annoying couple that were ‘family friends’#who would show up to potluck dinners and the like and would either bring nothing or bring something really just. out of left field?#like a bag of frozen chicken to a bbq#and then proceed to make sure they are first even if it was stated to let kids go first#would take HUGE amounts before anyone else got a chance to get a plate#and then make off with the leftovers again even if they were already claimed for#and it wasn’t a food insecurity thing trust me I would never speak bad about a person getting food if that was even a remote chance#the adults who raised us knew them really well and we’d been to their house a ton of times#they were just dicks#and yeah. they’d occasionally insult the food. while eating the MAJORITY of it.#it was so weird at their home they would go out of their way to get the healthiest options possible#you know the really bland tasteless expensive stuff that apparently was healthier#but then if they were visiting our house they would. eat all our unhealthy snacks.#that always pissed me off so much as a kid because we actually had a food insecurity thing going on#and also a variety of other reasons that are a bit too depressing to bring up on this post#but anyways we’d hardly ever get to have nice snacks#and this couple would just take them all??? even after we’d tell them repeatedly that it was ours and those snacks weren’t gonna be#replaced#hated that couple#if you’re wondering why they were ‘family friends’ it’s because the couple who raised us#(it feels weird to type it out like that but apparently legal guardians doesn’t fit since they never finished petitioning 💀)#liked having them around because it made them look like ‘such great Christian’s’ being nice to the people#that no one else wanted to be friends with#I always thought that was a really weird and fucked up reason to be friends with someone#this got long sorry 😭
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horrible truth bomb dropped on my head 20 min ago
#I DIDNT KNOW I DIDNT KNOWWWWW#when i say damn thats crazy its bc i DO think its crazy i think a lot of things are crazy. like how birds have cloacas#or the way ppl draw a five pointed star in different ways and everyone assumes their way of doing it is how everyone does it#my brother is not letting me live this down btw he literally shouted at me like HOW DID YOU LIVE THIS LONG AND NOT PICK UP ON THAT#IDK!!! IDK I THOUGHT SOMETIMES IT COULD BE USED TO EXPRESS GENUINE SHOCK??????#he says its my delivery that makes it sound insincere bc i say it in a monotonous voice which when i think abt it YEAH....#THAT DOES MAKE IT LOOK KINDA BAD IN HINDSIGHT.....#and then i told him i keep a list of phrases that tickle my brain so i can remember to use them in conversation and apparently#most ppl dont do that bc he was like ???? stop doing that??? just let the conversation flow naturally it sounds fake>????#idk man i feel like if i did that and blurted out 'i forgot people find stuff like underwear arousing for some reason' instead of#smth like 'i wonder what kind of ppl find this kind of stuff the bees knees' like i normally do. it would. not go so well.#ALSO THE FLOW CHARTS ARENT NORMAL? i make flow charts before i call the bank or smth so i know what to say#its not just to blend in its also so i dont waste ppls time going uhhhhh as i think of how i put smth into words#its called stalling for time and i dont care if i have to say smth like thats just how the cookie crumbles if it gives me#5 more seconds to process whatever the fuck someone said without letting them think im not paying attention#doodles#diary#sona#puppysona#comics
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………..I like to torment myself.
So! I’m back to my usual fuckery, trying to make hand made figures instead of buying them like a normal human being. This time I’m making First Aid! Out of some action toy and plastic sheets because apparently rebuilding Gundams wasn’t hard enough
My starter pack is some white and red styrene sheets + the figure I bought off the shelf. I think these are called “Dummy 13”? Anyway
Drift figure left me with a lot of little cuts. Now I have cuts aaand burns. Nice deal~ I’ve never done anything like it before and my hands aren’t happy lmao
This thing is. Like. Super movable:D It’s neck has two joints, also it’s torso can bend in a bunch of places and ways. Even the tippy toes are movable hehe
Basically. I couldn’t paint anything bc. Well. Winter. So I decided to build out of details that are already the right color👍
It will probably need some painting anyway but not the dramatic amount and not enough to poison me
#maccadam#transformers#First aid#tf first aid#I’m….I’m at it again#working with styrene turned out to be pretty easy#but oh my god does it challenge my ability to construct imaginary 3d models#because I of course refuse to plan anything like a sane person would#and keep just constructing things in my mind#I have a#how do you call this thing in English#this 📏#googled.#ruler.#I have a ruler but I only use it to cut things in straight lines#because measuring is the way of the weak apparently#or dumb#mtmte
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Bruce Wayne was never Batman.
So! The night that Bruce Wayne's parents got shot, he developed an Unbreakable Resolve. He needed to get rid of the Crime that had taken his Parents away from him, no matter what.
But that night, he also developed a deep-seated fear of Death. He was face to face with his own Demise and instead of dying himself he saw his Parents die instead. He was Terrified of ending up like them.
But he still needed to stop Crime. He couldn't just let criminals go unpunished, and while he was still using his wealth to try and prevent it before it began, he knew there needed to be something to stop crime After it had been committed. And the Cops were useless on that Front.
He eventually found a solution while looking through his Parents Family Heirlooms.
Ancient Books dating back to the founding of Gotham and even before then, telling of a Creature from another world who his Ancestors had helped in the Past. A Being of Fear and Shadow, who owed a debt to the Wayne Family. He needed that Being. A Monster of Shadows and Fear was exactly the answer to scaring criminals away from committing crimes and punishing those who did.
But he needed to find the Being from another world first.
So he left home, traveling across the Globe training with the best Magicians and Demonologists in the world in search of the Monster who owed his Family a Debt. His travels took him far, from the streets of LA where he met a man named Zatara, to the Snowy Mountains of Nanda Parbat where he learned of the Lazarus Pits and the Demon's that came out of them.
While studying the Lazarus Pits, he was trained by the organization who guarded them. They despised Weakness, and while their leader was in awe of his Intelect he was less impressed by his body's conditioning. If he was to study the Lazarus Pits, he would first have to earn the Right in Combat.
He eventually managed to pass their Tests and eventually left them, having handed over a Copy of his research as the price for being allowed to Study the Pits.
Years later, he finally returned to Gotham, fully equipped to Summon the Being that owed him a Debt.
Bruce drew up the Summoning Circle as perfectly as he possibly could, he had one shot at it.
A drop of his blood and a splash of Lazarus Water later, and the Circle began to glow an ominous Green. Slowing, a shifting shadow began to emerge from the Circle, at first only a mass of writhing darkness before their form Solidified.
The Books he had found on the Spirit said that it would take the form of the Summoners Greatest Fear, which just so happened to be Bats for Bruce. The Form that the Spirit chose reflected that, with large Dark Wings falling over their form as if they were a Cape, and horns looking like the Ears of a Bat. From the Darkness, two glowing eyes appeared.
"Spirit, hear me. My name if Bruce Wayne, and I am calling in the Debt owed to my Family centuries ago. My City is plagued with crime and malice, rotting from its Core. My efforts to prevent Crime from the side of the Light have been in vain, Crime persists despite my efforts. In order for my vision to be fulfilled, the Criminals of this City must have their hearts pierced by Fear. Fear of Retribution. Fear of Consequences. Fear of Vengeance."
Thoughout bis Speech, the Shadowed Figure stayed silent.
"That is why I have called you here. I want you to stalk these streets, punish the criminals of this City and strike fear into their hearts from the shadows, so that they know to stay in the light. I don't want you to Kill them, never kill them. Let them live with that fear in their Hearts until their final days."
After he finished his speech, the Figure finally spoke.
"Your Quest is an Honorable one. You seek the betterment of your people's, and are unafraid to resort to drastic measures to achieve that goal. It reminds me of my Liege's resolve." It Spoke, it's voice low and rumbling. "Very Well. From this day forth, I shall protect your City from the Darkness in its own Heart. I shall be your Dark Knight."
...
Had this idea out of nowhere and needed to write it down. In this AU, Bruce still wants to protect his City from crime, but is understandably traumatized from seeing the Deaths of his Parents. He has a deep-seated fear of Dying, so he chooses to forgo fighting crime himself.
Instead, he finds out about a Spirit that his Ancestors helped long ago, and decides that the most logical next step out be to Summon a Demon to protect his City. Instead of training his Body for a decade to become Batman, he trains his Mind and Studies as much about Magic and Demon's as Possible.
He still knows how to fight because he trained with the League. He approached them with an offer to study the Lazarus Pits and give them his findings, and they accepted. But Ra's didn't want a weakling on his Base so he also required Bruce to train his body. He saw his potential for combat, and was so disappointed that Bruce had chosen a different path. He could have been Great!
Bruce still has a thing with Talia that produces Damian, he is still a point of interest from Ra's since he is insanely smart and has huge potential, and he knows how to fight pretty well. Albeit not as well as in Canon.
Bruce becomes the Benefactor/Guy in the Chair for Fright Knight (who is the one he summoned if you couldn't tell), who looks like a "Bat Man" because of Bruce's fear of Bats. Fright Knight agreed to this because 1.) He had a debt to pay, 2.) Bruce reminded him of Danny, and 3.) He respected Bruce's ballsyness to Summon a demon and command it to protect people.
Bruce still adopts his Kids, but there are some changes.
Dick is adamant about fighting Crime, and eventually Bruce is forced to let him go on patrol with Fright Knight, who has started going by Batman. Thankfully Frighty managed to give him some blessings so he had minor powers and would be safer.
Jason is mostly the same, and he is so excited that Robin actually IS Magical. When he dies, Fright Knight, who had gotten attached to their Family, goes into the Zone to search for him. He is unsuccessful unfortunately.
Tim is kind of funny. He figured out that Dick was Robin, and Jason was the 2nd Robi , but assumed that Bruce was Batman. When he approached Bruce about becoming Robin so he would stop going down his violent Cycle, Bruce Redirected him to talk to Fright Knight, who was not taking his failure to find Jason well.
Damien grew up knowing that his Father was a Genius, and the Master of the Batman, which gave him a bit of an Ego. At first he thought of Fright Knight as a Servant, and tried to command him like he did with Alfred. Frighty corrected him quickly enough.
Any more ideas for this AU? I have so many, but I think I need to stop for now.
#Dpxdc#Dp x dc#Dcxdp#Dc x dp#Danny Phantom#Dc#Dcu#Fright Knight is Batman#Bruce Wayne is not Batman#8 yr old Bruce Wayne saw that his family had a Demon/Monster/God of Fear on a Debt and decided that it was a great idea to use it#Bruce is basically Fright Knight's Sugar Daddy#Since Fright Knight usually stays in the Cave and occasionally the Manor when it's not Nighttime#Bruce buys him things for no apparent reason#Bruce basically adopted Fright Knight into the Family#As a Brother not a Son#Just thinking of the shenanigans this could lead to#Steph gets up from a nap and opens her door only to see a Wave of Pure Shadows pour down the Hall being chased by a pissed off Alfred#“I don't care if you don't need to Eat! You are going to join us for Family Dinner and you will like it!”#Cass likes to hide in Frighty's shadows#He let's her#She's the favorite niece#I wonder how his interactions with the Justice League would go?#How would that even work actually?#Would Bruce just put on a costume and pretend to be him?#Or would they JLA have to deal with an Eldritch God of Fear sitting 2 seats down every time they want to have a Meeting
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Neopets is so funny right now. It's a 24-year-old website and half its pages haven't been updated in 15 years. Its ostensible audience is children. The core active audience appears to be nostalgic 20-40-year-olds. Old code means no accounts or pets can ever be renamed. The virtual pound is full of virtual pets named after Justin Bieber. It has an economy and inflation is rampant. New ownership is combating this with the stimulus of random super-rare items via daily quests and events, while the equivalent of Neopian Upper-Crust complain that their investments are deflating. You can't say seaweed or grapes.
#I'm having so much fun#Neopets#anyway hey if you used to play it's still around and apparently the first new plot in years will happen spring/summer of next year#I mean it's really weird because it's still got rules like it's 2004#I have no idea how you would introduce it to an actual child but the adults seem to be mostly having fun#recent events have been making it SUPER easy for ppl to get paint jobs they want & expensive items to sell & things to collect so it's fun
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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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seeing people claim that lucanis is 'bad representation' is hilarious to me because in so many ways he's really the closest anything has ever gotten to capturing my own personal experience. sorry for being bad real life queer and mental health/neurodiversity representation folks 😔 I'll take time to reflect and do some work on myself and try to do better in the future
#it's lucanis and harrowhark nonagesimus. I'm basically in the middle of that venn diagram. it's about as fun as it sounds lol#but. we. stay. silly. we stay silly. *deep breath* we stay silly#dragon age#dragon age: the veilguard#lucanis dellamorte#it does show bioware kind of are fucked coming and going tho. taash' character arc holds your hand too much apparently#and the moment lucanis' arc lets go of your hand for a second you walk directly into traffic and scream 'why would bioware do me like this'#is either arc perfect? no of course not as I apparently have to state every time to the point of tediousness. but also there clearly#is no winning everyone over anyway and people will invent problems that frankly do not exist. tilting at windmills gamer style#'is this just maybe not 100% 4 me but a bit for someone else? no. it's the writers who are objectively wrong and we all agree on this'#tooltip pop up: that is literally never true. there's NOTHING we all agree on. this is dragon age fandom.#you have been alive long enough to write words and access the internet. you know this if you search your heart#and think about it for even a second. so please do that before posting in the tag where I have to see it#as always 'your experience is not universal' is a useful thing to keep in the back of your head lol#also why lucanis is autistic To Me. a different flavour than taash and potentially bellara but the flavour closest to um. well. me lol
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Okay, let's finally talk about EPIC's Apollo
I feel very compelled to say, first of all, that I do not dislike Epic. In fact, I am very fond of Epic and have been following its production and status very eagerly! I attend all the launch streams, I watch all of Herrans' update videos; I am, at the end of the day, a fan and I want it to be known that my words are spoken out of love and passion as much as they are spoken from a place of critique.
So really, what my problem with Epic's Apollo?
In the briefest possible terms; the choice to have Apollo be defined by his musical aspect in God Games is thematically strange. And not in the 'oh well in the Odyssey, Apollo was important to Odysseus and his family so it's weird that that wasn't kept in Epic' strange, strange in the sense that Odysseus' character arc since My Goodbye has been getting more and more obviously Apollonian and so it is positively bizarre that when we get to meet Apollo, the god seems entirely disinterested in him and his affairs. So much so that he is not even defined by any station that would indicate that he has been watching over and protecting Odysseus and his family.
What do I mean by 'Odysseus has been following an Apollonian arc'? I'm so glad you asked!
Remember Them is the last song in which Odysseus explicitly uses his sword until Mutiny where he must use it to defend himself against Eurylochus' blade. He uses it to help enact the plan to conquer Polyphemus and, due to Polites dying in that battle, Polites who wished for Odysseus to put the blade down entirely and embrace a post-war life, Odysseus also retires his sword. This is an action that symbolically separates him from Athena - and the image of Odysseus as a traditional warrior set for him in Horse and Infant - as much as My Goodbye physically separates him from the goddess and her war-ways - from this point onwards, Odysseus will no longer be leaning on Athena's wisdom or methods to solve his problems. Likewise, he will no longer be able to rely on her protection.
Odysseus thusly solves most of his upcoming problems through diplomacy and avoidance. He approaches Aeolus - a strange and ambiguous god (both in gender and in motivation) and appeals to them for help. Circe too, he approaches not with wishes to conquer or for revenge, but for the safe returning of his men and an alternate way forward. In all of these scenarios, there is some Apollonian element which is subtly interweaved alongside the influence of other gods; it is with a bow and arrows that Polyphemus' sheep is slain (and thus it is this Apollonian element which is at the root of Odysseus' spat with Poseidon), it is a vision of Penelope that warns Odysseus that his men are about to open Aeolus' wind-bag, Circe's peace offering to Odysseus is to refer him to a prophet of Apollo who has since died.
In this way, Apollo is walking alongside Odysseus for all of his journey after Athena departs - even in the Underworld, he is guiding him. It is Tiresias' proclamation that is the last straw for Odysseus, it is by the power of a mouthpiece of Apollo that Odysseus decides to embrace his ruthlessness. It is with the bow and arrow that Odysseus subdues the siren who sought to trick him, likewise, Odysseus does not attempt to undermine or escape the fate of paying Scylla's passage price - he knows of the doom about to befall the six men and quite unlike the rest of the journey until this point, he does not fight against it. This all comes to a head on Thrinacia where it is a blade which sacrifices the sun god's cow and brings destruction upon the crew once more.
My point with all of this is that when I heard the teasers for God Games years ago, it made perfect sense to me that Apollo would be Round One - he is not Odysseus' adversary and has no reason to oppose Athena's wish to free him. From other teasers about what will happen in the climax of Epic, Apollo will still be walking alongside Odysseus - it is Apollo's bow that Penelope will give the suitors to string. Likewise, it is Apollo's bow that will prove Odysseus' legitimacy and identity. That bow will be the power by which Odysseus hunts his adversaries and cleans out his palace - it is Apollo who is the avatar of Odysseus' ruthlessness, not Athena.
So tell me, truly, what was the point of having Apollo raise a non-argument in God Games? Why have him appear unconcerned, aloof and slightly oblivious? Why have him appear in his capacity as the Lord of Music at all?? And if the intention was never to make Apollo an active player in Odysseus' life like he was in the Odyssey, why keep Odysseus as a primary archer?
The answer of course is that Apollo is inextricable from the fabric of the Odyssey - his influence and favour exudes from Odysseus just as much as Athena's. In Athena's ten year sulk, it would have been Apollo who kept Telemachus and Penelope safe. It would have been Apollo protecting Odysseus from Poseidon's gaze as he travelled the seas (according to the Odyssey anyway)
Forgive me for not being excited about something that I thought was being purposefully set up. I was extremely ecstatic about all of the little Apollonian details that litter the sagas because I know where this story ends up (loosely) but all God Games did was reveal that maybe those Apollonian details were not intentional at all, but merely the ghost of the Apollo who persistently haunts those he favours, even if he cannot explicitly come to their aide in an adaptation.
#ginger rambles#apollo#odysseus#epic the musical#athena#This of course is not mentioning the whole 'in the Odyssey the suitors have been explicitly praying#for Apollo to kill Telemachus so they can have free reign and Apollo is just going 'what's that? I'm sorry I can't hear haters' thing#I'm actually so disappointed by Apollo in God Games because I truly did believe that it was leading up to Apollo and Athena#BOTH being by Odysseus' side in the end#I really like the fandom view that Apollo used the sirens as an excuse because he has nothing against Odysseus#but in order for me to give that any merit there would have needed to be something in the text itself to support that#And Apollo only has the three-four lines which like - in and of itself is crazy#I really wish Apollo and Hephaestus had full verses like Aphrodite/Ares#Or at least a back and forth like Hera#The milquetoast Apollo who is apparently upset about murder but then only took a light rebut for him back down#I'm sorry have you not seen Apollo when he's mad about murder before? He's not that reasonable I promise you#I'm just not going to talk about him being mad about the sirens specifically if I think about that too long I'll get hives#Looking very forward to when Penelope finally gets her song 😭😭😭#Cannot believe you still don't have your song debut my queen the Odysseus economy is also in shambles
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time to make your choice only you can be the one
#undescribed#bonk.png#ggg#great god grove#great god grove spoilers#ggg spoilers#<- bc of king n hand gesturing stuff for the au this one gets the spoiler tag#caption is a line from legend of everfree from eg movie of the same name bc its now linked to ggg for me bc of brainrot#first au stuff i dont like have anything really planned out n also dont really plan on doing anything with this beyond doodles#settled on inspekta being a horse bc i want him capochin patty n king to all be earth ponies bc of like permanent having it ingrained from#being an mlp fan as a kid that earth ponies are seen as less special bc they cant use magic or fly n that fits for story similarities#bc inspekta n capochin hating on patty for projection reasons AND inspekta's replacement anxiety n envy of king who in the au#is the only other earth pony lined up to become an alicorn (bc again being specifically an fim fan since i was a kid ingrained in with fanon#that ponies that become alicorns are almost exclusively pegasus or unicorn bc of earth ponies not having as clear of a connection to magic)#in my mind patty is the main character like the bizzyboys are also main characters but its like how the mane six are the main six but#twilight is the MAIN main character its like that n then godpoke is her sidekick (like spike ig but like mysterious stranger style <- idk#what i mean by this) she gets to be the protag bc the type of character godpoke is in the game n how im fitting them to be in the au doesnt#really work for a protag role while patty can be more readily slotted into mlp protag shes the only bizzyboy who cares about solving in the#game (as shown in hobbyhoo) n i like her so she gets to be the protag v-v inspekta is still doing the whole like shit from the game just in#a different way bc of mlp related restrictions n tone differences. the episode where luna goes to nightmare night after being freshly reform#ed walked so milldread section could run however cobigail's deal does run closer to that episode that to the game counterpart but like witho#ut cob having been banished for a thousand years theres no rift in the au bc its. mlp so sort of vague direction is related to the tree of#harmony n like maybe thats how inspekta powers up for the two parter transformation. a thought i had for a workaround for how inspekta keeps#king isolated was maybe turning king to stone n hiding her in plain sight but while that would slide in mlp (they turn a child to stone in t#he series finale apparently??) it leaves a bad taste in my mouth from the ggg angle so probably gonna do something else#art comments both inspekta n cobigail's pony names are taken from ponies i already had inspekta's comes from a different mlpied thing#n cobigail's comes from a fankid (spelled like kandi corn tho bc fankid's a rave girlie) the rest of the gods get to keep their names aside#from maybe bauhauzzo (whos role is undecided) huzzle n click clack arent ponies bc i felt it suited them more huzzle gets to be discordesc#bc i think its fun if like this versions god of chaos wasnt evil BUT that angle is used as slander against huzzle by inspekta#n click clack's a breezy bc small n bratty (we will be ignoring that breezies are mortal if i remember right bc thats not relevant)
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So anyway, thinkin about writing a oneshot or something...
#batman au#my art#jason todd#batman#let jason & damian be brothers#So imagine something similar to “He's Alive (I Didn't Know He'd Died)” by Civilized_Muppets on AO3#Damian is oblivious to the fact that Jason died but does know he's currently in college#Misunderstandings keep happening after the batfam learn that Damian has another brothe- & Bruce apparently has another son#Yes Jason still knows how to use things like Allblades#And yes Dick might've encountered the red-hooded ninja before with a child & is suddenly coming into realizations#this ends with him pointing at Damian with a shout of “IT WAS YOU” while the others don't have context#Damian: ????????#This would include morally complex Ras & Talia probably#i have no clue if i am explaining well lol
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Rest
Guess what? I've got more Jamil x reader for y'all. You can also find this on ao3. No warnings, just 866 words of kinda fluffy(?) caretaking stuff with gender-neutral reader.
At this point, you know Jamil’s schedule almost as well as he does. So, when you have the chance, you head to Scarabia’s kitchen, hoping to spend some time with Jamil while he and the other students prepare dinner.
However, when you enter, it takes you but a moment to notice Jamil’s uncharacteristic fumbling and the tired look in his eyes. The way Jamil’s chopping the vegetables has you worried about him cutting himself with that knife he’s usually so adept with, and it seems it’s only force of habit that’s keeping him on track.
You frown, and when your eyes meet Jamil’s, you can already see him put his guard up.
So he knows what state he is in, huh? And still, here he is.
It seems Jamil is reading your thoughts, all of him telling you drop it before any words are even said.
At least he still lets you lean in and give a quick kiss to his cheek in greeting.
“Hello love. Do you still have a lot on your agenda for today?” you ask, keeping your tone low for at least some semblance of privacy in the busy kitchen.
“Nothing I can’t handle,” is the response you get.
Of course.
It takes a little more pestering before Jamil actually answers your question. Your lips purse. That list is far too long to your liking.
You take a moment to think, juggling your own plans and to-do list against the urgency of the things Jamil mentioned.
“Will Kalim be eating from that?” you ask, pointing at the food Jamil is preparing.
“Yes.”
“Alright, I won’t be touching that one, then. I’ve gotta do a few things but I’ll be back when you’re done here.”
“Don’t,” Jamil says with a glare, clearly aware of what you’re thinking.
Yet even his disapproving look doesn’t have the usual weight behind it.
“Yes. I will,” you say firmly, even as your heart curls inwards with another bout of concern.
Really, when did he get so tired?
And how did you not notice it earlier?
You leave the kitchen before Jamil can protest further, hurrying through the dorm corridors to find Kalim.
Soon you have an enthusiastic – and concerned – supporter for your plans. You have Kalim point out a few reliable Scarabia students to help with a few of the most urgent matters Jamil mentioned – cleaning up the common areas, delivering some paperwork to Crowley, preparing some dorm-wide notices – while you see to Kalim getting his school supplies in order for the following day. You even recruit a couple of third years to help Kalim with his homework.
You’ll see to the rest tomorrow – after all, you do also have a boyfriend to look after.
Your conversation over dinner can hardly be called anything else than an argument – despite Kalim’s best attempts at acting as a moderating force between you two. It is very tempting to ask Kalim to tell Jamil to take the rest of the day off – it’s not like Jamil would be willing to openly disobey a direct order. Still, you really don’t need to remind Jamil of his position on top of everything else that you’re already doing more or less against his wishes.
Eventually, however, Jamil’s had a square meal, the most urgent things on his to-do list are being taken care of, and you’ve managed to drag him to his bed.
“I really wish you wouldn’t push yourself so hard,” you murmur, your arms wrapped tightly around Jamil. You’re telling yourself you really do just want to cuddle, to offer some respite to Jamil. Still, there might also be a part of you worried that if you were to let go, he’d just jump up and get back to working himself to the bone.
Yet, for all his protestations, just the fact that you’ve gotten Jamil to lay down with you speaks volumes of his current exhaustion.
“I can’t just leave my duties, albi. You know this.”
“Making yourself too indispensable, is what you’re doing,” you protest.
Oh, you know it’s not so simple. Not with his background, not with all the expectations and assumptions.
But sometimes you really wish it would be.
Jamil merely scoffs in response to your words.
Still, it is undeniable that he is slowly beginning to relax in your arms, slowly bringing his head closer to yours. His eyes are starting to flutter, too.
“I will still need to help Kalim with his homework, at the very least.”
You wonder who he is trying to convince more, you or himself.
“Amin and Khalil are helping him. They’re basically top of their classes, aren’t they? I’m sure they’ve got it.”
Still, Jamil frowns.
You sigh. He really is not letting go, is he?
“Do you want me to go supervise?” you ask.
And leave you, unsaid yet hanging there right after your words.
“Don’t,” Jamil eventually says, the word barely more than a breath.
It seems he has accepted his fate.
You softly caress Jamil’s hair, listening to his softening breathing.
And when you wake up, wholly unaware of having been lulled to sleep in the first place, it’s to the lightest of touches from Jamil’s fingers.
Tagging @diodellet @twstgo @crystallizsch @jamilvapologist @jamilsimpno69 as per request If you'd like to be tagged for any future works, let me know!
#twisted wonderland#jamil viper#twisted wonderland x reader#jamil viper x reader#woop it sure has been quite the burst of creative energy lately#especially since this has apparently been sitting in my drafts since last august#but now you have it#I certainly can’t promise to keep up with this rate of writing (in fact I can promise I won't) but hey let's enjoy it while it lasts#and yes I’m hopping on the “jamil using arabic terms of endearment” train#I’ve read so many fics doing that that at this point it feels more natural than english ngl#even if english would probably be more canonical#also is it a *good* way to go about it to just pretty much just force someone to rest like this? probably not#is it sometimes the only way to get stubborn people to stop for a bit? perhaps#and is it something I might do?#...possibly#also oh boy can you tell that I'm avoiding jamil's dialogue like the plague lately?#I really need to reread so much of his stuff to get a hang of his voice again#(also if you notice typos pls tell me because they always bug me)#(or other wonkiness because I'm not a native speaker and sometimes things just go silly)#anyways hope y'all enjoy!
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*sips my drink* God I love being a multishipper sometimes.
#Madi's Art :>#WAaDW AU :>#cause they're all normal people. one day I will draw Blaze Hybrid Tango cause god I wanna draw fire hair But that will have to wait while#I'm still brainrotting over my own AU#also yes Bamboozler fit Jimmy! Yes the Bamboozler Floral shop has the fits! I just haven't drawn them! I need to!#there's a lot of things I need to draw but today was a Jimmy day apparently#YOU KNOW WHO I NEED TO DRAW? SCAR- DID I DRAW SCAR? NO#instead I drew Scott! and Jimmy! and Tango!#which this is my best Tango by far and I am using him as my basis for how I draw him in my au because holy shit a banger tango alert!#okay got a funny out of my system Ru will know what it is#flower husbands#team rancher#rancher duo#Flower ranchers#technically cause that is one of the ships in my AU yet I still never draw them all together! I gotta get on that!#Just drawing interactions is so hard but I think I've gotten better at it over the years!#one day I will write a flower ranchers one-shot and yes it will be a Jimmy sickfic for my au AND IT WILL BE GLORIOUS-#whenever I watch a Tango pov... Then I can write that... there's a Chance I can write that cause I have Tango's season 2 of hermitcraft on#my wheel of hermitcraft povs to watch-#if that is the one-shot to start my AU that will be the funniest thing in the world actually I might just have to-#but also like there's three different povs it could be told from and like Jimmy's pov would definitely probably have to be the one the#one the sickfic is told from but I might write out Tango's pov as a writing exercise to get his tone of voice down#anywho Guys I can't wait to actually start Writing for my au (I say as the only thing stopping me is that I gotta watch Martyn's videos)#I'll do that on friday maybe... Or I will spin my wheel and see where it lands okay okay#fanart#tangotek#jimmy solidarity#solidaritygaming#scott smajor#tangotek fanart
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"what did you eat and drink out of the cup?"
caviar
dumplings (mother's cooking)
n/a because a horse ate out of the cup
ice cream sundae
chicken bean pasta (i.e. reinharts' spaghetti lol)
lobster pie (mother's cooking)
lucky charms, magaritas
apparently samuel's 93 yr old nana chugged a beer from the cup
lots of beer
surprise its beer again
#dmitry kulikov#aleksander barkov#matthew tkachuk#carter verhaeghe#sam reinhart#evan rodrigues#sam bennett#florida panthers#2425#oh how the offseason has treated us#i didnt know erod did get to have his magaritas!#since stevie confessed he couldnt do a salt rim on the cup i thought erod would forgo the magarita despite how much he wanted to#but apparently the guy is committed!#also lmao benny why would you say this#also matthew going well the horse ate horse things out of it so#that wasnt the question sir#also sasha admitting to beer sheepishly like there was a beer as well....#fantastic no notes#also im not sure if it was reported that roddy ate lucky charms either???
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One of my first experiences, upon no longer being in Israel and returning to my regular job as a teacher, is a student leaving a note in my classroom that says "Ms. --- is a Jew. No Jews. Hitler to come back." So you know. Really wish I was still in Israel or at least wasn't the only Jewish person at the school (teacher or student). By the way, I teach 6th grade...
#jumblr#jewish#israel#antisemitism#am yisrael chai#i told the vp#and she was like what would you like us to do#and im like i dont even know#also the kid didnt leave their name#and apparently im supposed to do the handwriting investigation to try to figure out which of 100 sixth graders it could be#this is not the first time a student has done something or said something antisemitic#its literally not even the worst thing a student has done thats antisemitic#maybe more of you should know this happens#all the time#any basically nothing happens as a result except that people like me just have to deal with it
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The Hades and Persephone AU
So! It had been a coincidence. One of the Rouges Cass had been chasing down had dropped a stray Bullet Casing, and she had managed to miss it as she ran after them. All they could hear through the Comms was her startled yelp as she tumbled 3 Stories, directly onto her Back.
Batman had rushed to the scene, hoping that his daughter was still alive, but when he got there he came across a very different sight. A Tall, shadow covered Knight Carrying Cass in his Arms. Before he could do anything, the Shadow Knight turned away and walked deeper into the Alleyway, were a Lazarus Green Portal stood waiting.
Batman could only watch as his critically injured daughter was kidnapped by some sort of Dark Armored Demon. And into a Portal glowing with the same light as a Lazarus Pit no less.
When he returned to the Cave, Bruce immediately contacted Constantine. Within the Hour, Constantine had arrived and had been lead to the scene where Cass had been taken.
"Well, I don't know what you did to catch their ire but it seems like Orphan was kidnapped by a Realms Being." He explained, "And by the looks of it, by the Right Hand of the Ghost King himself. How did you manage this?"
"Where can we find her?" Asked Batman in a Hard Tone. This was his Daughter, and she had just been kidnapped by Royalty from another Realm. He didn't know why, but they were going to pay.
"Well, the Ghost Zone is a treacherous Realm. Ordinarily I would advise against even considering going there, but I know you will either way."
Constantine gave them Directions to a small town in Illinois, where supposedly a pair of Techno-Mages had managed to open a Permanent Portal the the Ghost Zone. They would have all the Weapons, Armor, and Transportation he would need to venture into the Zone.
Finding the Tecno-Mages was easy (though they preferred the term Ecto-Biologists), and surprisingly convincing them that they needed their help was even easier. Once Batman explained that his Daughter had been kidnapped by a Being from the Zone, they offered their help immediately.
"We understand, if it had been one of our own Kids who had been kidnapped, we would be doing the exact same. If only we could get into contact with our Son, he has connections in the Zone that may be have been useful, but he's been busy for the past few days."
After a day of preparing, the Team was ready to delve into this alternate dimension to save their Missing Family Member.
...
Meanwhile Cass is living out her Mythologically Accurate Romantic Fantasy (I have a headcanon that Cass adores myths). She was basically Kidnapped like Persephone, except it was under very different circumstances.
Basically, David Cain had made a deal with the Previous Ghost King. David would be given access to Fresh Lazarus Pits for the League, and in return the Ghost King would be given his daughters hand in marriage upon her Death. And while Cass was technically still alive, her Near-Death Experience had drawn enough Ecto to her that it pushed her Liminality past the point of Human Limits. She was no longer technically Alive, so the Contract had activated.
Thankfully, when Fright Knight noticed his new Queen-To-Be's condition, he had rushed her to the Far Frozen to be healed. Then he brought her to the Castle and had informed Danny of the development.
Now, Neither of them was really ready to be married, but a Contract like that needed to be canceled by the one who made it. And Pariah was still locked in his Box. So, they had delved into the Ghost Writers Library to see if they could find a Loophole.
And Study Dates have never been so fun.
Even though she isn't ready to be married yet, Cass still thinks that Danny is kind of cute. And she likes his goofy little smile, and his slightly glowing eyes, and his smooth white hair, and-
Oh, that Persephone comparison might have been a little more accurate than she thought...
#Dpxdc#Dp x dc#Dcxdp#Dc x dp#Danny Phantom#Dc#Dcu#Cassandra Cain#Cass#Cass is a Liminal#When she fell off the roof she was pushed just beyond the limits of human liminality and became a True Liminal#Like the Amity Parkers#So she is technically not a Living Thing anymore#Cass was sold off by David Cain as a Kid because he decided that she would be of use to him even of she ever died#Waste not want not or something#Danny did not know that Pariah had managed to make a Contract from inside the Coffin#Apparently if he had gotten a Bride he would have been able to facilitate his escape somehow#But Danny stealing the Throne had ruined his plans#Now Danny and Cass have been trying to find a loophole in the Contract so Cass can go home#Meanwhile#The Bats: *Doom Slayer Music*#The Bats are just battling their way through the Zone to the Kings Castle#They think that the Zone is a Deadly Dimension of Human-Hating Monsters#Because they can't go 5 feet without being attacked#In reality those are all the Ghosts looking to see if the Rumors of Fighting Humans in the Zone are true#Because Humans that can fight in the Zone are the most fun to battle#They find a loophole where Cass just needs to spend 3 Months in the Zone every Year#At first she thinks that she'll have to spend 3 consecutive months#But spending a few days at a time visiting her Boyfriend works too#It's just more efficient
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