Despite all the words I’ve poured out on the subject, I don’t think I ever completely cracked Hussie’s endgame.
One year out from the Epilogues, and the question of what The End of Homestuck means feels even more complicated.
Granted, there’s a lot I feel like I understand (I’m so happy to see most of the fandom be on the same page about stuff like Dave’s arc or the meaning of the Gnostic references), but Hussie’s goals for the original end of the comic remain elusive, much like the man himself. Possibly deliberately. I’m eagerly looking forward to his final batch of commentary, where, in many years, we’ll finally get his own take on the subject. Probably.
I saw someone say recently that the Epilogues improved Homestuck – that as an ending, Act 6+7 is incomplete, and relies on the Epilogues to give Homestuck a definitive final statement.
On the other hand, I’ve also heard plenty of people say that the Epilogues ruined Homestuck, altering its final meaning to something unrecognizable.
Maybe there’s a way to make sense of both of these things?
The more time goes by, and the more I read of Hussie’s own thoughts on his work, the more I become convinced that Homestuck’s central thesis is the rejection of existing narratives. Or, to put it in other words: Fuck clichés.
This takes many forms, from Dave’s “there’s a vampire in the closet oh fuck get in the minivan” riff to Hussie’s emphasis on women as active drivers of plot to Dave’s own rejection of toxic masculinity. It’s also the main plot arc of Act 6 + Act 7: we escape Lord English, controller of the total narrative.
But these inherited narratives are insidious things. It’s hard to escape their hold over our brains. We live in a society, even when we start all over and try to build a new one. We might, for instance, see someone echo the same toxic ideas about authority and power out of a feeling of necessity. So the theme of the Epilogues is Act 6+7’s theme inverted: how are we still bound by these narratives?
From Divine Comedy to Divine Tragedy, revealing and reflecting each other.
My feeling is that Hussie wanted to express both of these things as Homestuck entered its final stages. He chose to tackle one, wait a while, and then tackle the one that was far more difficult to render compellingly.
This is how I make sense of the utopian, gnostic themes of late Act 6 + 7. They present a sincere aspect of Homestuck’s message: tear off the ideological chains of your mind. Transcend to the Pleroma. Build a new world. But this Gnostic hope was always going to be followed up by a statement on the difficulty of doing just that. For the power of the Demiurge is great, and his illusions deeply rooted in your mind.
I used to get in all sorts of debates as to whether Act 6-6-5-Act 7 (Ending 1 of Homestuck, if you will) was good or bad. Maybe that’s not the right question, though? Maybe it doesn’t matter anymore, or it never mattered.. I think it would be kind of impossible to tell, anyway. Because what Hussie left us with in 2016 was a thick stew of fascinating ideas to dig into and discuss and try to understand. Act 5 was a mechanical puzzle, challenging us to figure out how the world of SBURB worked; Act 6 a thematic one, challenging us to become better readers who engage with Homestuck’s metaphors and themes. Given the level on which we understand these things now, I think we resoundingly succeeded.
And when we started to ask the right questions, then—only then—were we ready for the Epilogues.
It’s true that the Epilogues have a certain feeling of primacy now. That’s inevitable, given their role of deepening the conversation and their at times shocking content. But I think it would be a mistake to read them as more important than the first ending.
Because I think Homestuck genuinely believes in the importance of that escape. The other reason for that three-year pause? Maybe it was to give us time to draw our own conclusions. Both in the sense of wrapping our minds around Hussie’s thematic puzzle, and in the sense of creating our own stories to follow the ending. Because if English’s narrative, aka Homestuck, is the thing we’re escaping from, then to follow the gnostic vision of escape is to enter the Pleroma of fan creation. The actual, canonical nature of Earth C is a multiverse of fan interpretations, reaching in every different direction, many of them offering hope, a utopian society, and/or the possibility of major growth for our characters. Those didn’t go away after the Epilogues. For my part, I read quite a few Davekat fics that still stick with me after all this time, informing how I understand the characters. Guess what? Homestuck explicitly grounds them as significant.
To put it in Rose’s terms, these timelines and stories may not be essential, but they are true and relevant.
Now, fandom is not perfect. (Understatement of the century.) Fan writers hold onto clichés and toxic narratives as much as anyone. One of the goals of the Epilogues is to offer a counterpoint to that vision as well—to show the dark side of redemption arcs, marriage proposals, and coffee shop AUs.
But at the same time, the three-year feast of storytelling made possible by the Final Pause remains an important, and explicitly heroic part of the Homestuck multiverse.
(It’s been a treat to see how the community has responded to the darker points raised by the Epilogues as well. A great example is Sarah Zedig’s Godfeels series, which returns to the idea of Earth C as a place of meaningful growth and change (for June Egbert, especially), but recognizes the difficulty of making that change when the people you know are stuck in their own ideas of what the world should be. I’m looking forward to reading more works in this vein going forward.)
All this suggests an intriguing possibility: that the dissatisfied feelings many walked away from the original ending with may have been deliberate. Not to say that there aren’t some pretty satisfying arcs in Act 6. But perhaps some were left open and ambiguous, even frustrating, on purpose: to point us in the direction of filling those gaps. Fertile, untilled ground for the fanonical imagination.
Is that good storytelling? I have no idea. What I do know is that there’s nothing else like it out there.
And honestly? I’m really glad something as weird as Homestuck exists.
The Future of This Blog: A Retrospective, Or: Dubiously Useful Notes on the Epilogues
Q: What’s next for this blog?
Q: Are you going to discuss the Epilogues?
A: Good questions!!!
The Epilogues may have killed me. They resemble two dogs who each put a sword through my chest and slew me with a Heroic death and a Just one, respectively. They are unfathomably powerful and should be feared by all. Genesis frogs lie destroyed in their wake.
I say this as someone who genuinely adores them and thinks they’re great. (For the most part, with a few frustrations and quibbles. I guess that’s Homestuck in a nutshell for you. ) I think they do amazing things.
I just don’t know what I want to say about them, or indeed, if I have anything to say.
Mainly, it’s that, as I suspected would happen, the landscape of Homestuck analysis has changed in their wake.
The original impetus for this blog, back in 2017, was that people were Wrong About Homestuck. People are still Wrong About Homestuck today, but in a totally different way, which I feel less equipped to engage with.
For the last few years, I think my primary motivation was to argue against what the Perfectly Generic Podcast has called “The It’s Not That Deep Crowd.” Those who saw Homestuck, especially Act 6, as meaningless random mess, or a failure born of creator laziness. My goal was to counter that by articulating the many themes and conceptual threads that give structure to Act 6 Homestuck, so that people would recognize how much is going on within it. In doing this, I grew to align myself with Team Homestuck is Good. I do think late Homestuck is much more good than bad, but in retrospect that wasn’t really what drove me. What drove me was frustration at the It’s Not That Deep Crowd (which was strongly aligned with Team Homestuck is Bad) for their refusal to engage with Homestuck, to recognize that it was trying to do specific, deliberate things. I would have welcomed someone saying that Homestuck ultimately failed, if they were willing to take on the complexity of that failure, but no one seemed to.
So I wrote a whole bunch of essays, some better than others, to try and get a sense of Homestuck’s thematic complexity out into the world somehow. I’d like to think I succeeded, though of course I wasn’t the only one.
Things are very different now, Post-Epilogues. The border lines of the fandom have totally shifted. First, the It’s Not That Deep Crowd have been pretty exhaustively refuted, in part because the Epilogues established from the get-go that, yes, we were indeed dealing with themes of metafiction, fandom, demiurgic oppression and personal potential. At the same time, many of those who were on Team Homestuck is Bad totally warmed to the Epilogues and returned to the fandom, while some part of those who were beating the drum for Homestuck is Good had a strongly negative reaction to the Epilogues, and now comprise Team Epilogue Bad.
I’m delighted by the former and wistful though not surprised about the latter. I’m just not sure how to engage with the new place we’re in. Previously, I felt I could explain things people didn’t understand, and help them more deeply appreciate Homestuck.
With the Epilogues, it’s more like: either you’re into it, or you’re not. There are things you have to think about quite a bit to understand, true, but I also think there are people who get what the Epilogues are going for and just don’t enjoy it.
Honestly? I find that completely understandable. As I alluded to above, the Epilogues carry an unfathomably powerful destructive, negative energy. They are meant as a provocation, a violent act of storytelling that Hussie codes Meat (okay, also Candy) and likes to do after a pause of any significant length. They deliberately tear down many of our hopes and dreams for these characters and offer a contrary opinion. I admire the audacity. I’m also completely sympathetic to being horrified by this.
The night the full epilogues came out, I finished them late in the evening and spent the whole night wrestling with a powerful, dark emotion. A kind of grief and awe and horror, all at the same time. It took me a long time to fall asleep, and when I slept, they were very uneasy dreams. In the weeks that followed, I remember thinking, over and over: I’m glad I gave this time to Homestuck, but I need a long, long break from it. I loved the Epilogues, but I don’t think I could ever read them again. I felt utterly full of Homestuck, and wanted not to write, think, or do anything more with it for a long time, until I finally digested the darn thing.
So, about how you’d feel if you gorged yourself on a hundred pounds of candy and raw meat in one night.
Others seem to have reported similar experiences. Dirk’s words about Detective Pony: a gripping, cathartic read, draining in the best way possible—these come to mind. I’m not surprised that fandom reactions have been so passionate, so overwhelmed, and so vehement.
So I find it harder to be critical of Team Epilogue Bad than Team Homestuck Bad. I think I understand exactly where they’re coming from. I may not see the Epilogues quite the same way, but I don’t really feel the need to tell these folks they’re wrong, either.
Weirdly, that means I don’t feel as strong a need to talk about the Epilogues. The ideas I wanted to put out there are out there. What there is to say about the Epilogues has already been said, by people who’ve said these things much better than I could. It feels like the community doesn’t need me anymore. My work here is done.
So I don’t know how much I’m going to continue writing here. This coincides with a drop-off in my internet activity in general and with me putting more effort into personal career goals. Plus, a break from Homestuck has felt like the right thing for the last month, and may be the right thing for a while.
Probably what’s most likely though, is that I keep reblogging the most interesting essays on Homestuck, and maybe offer my own opinion occasionally, in a much more scattershot, spur-of-the-moment way than before, if I feel like I have something to say.
I do have an additional short-ish Epilogue thought coming later today, for instance, so look forward to that.
The last thing I want to say here is: if you’ve chosen to declare the Epilogues non-canon, to erase them from your idea of Homestuck, and keep creating your own worlds, futures, and afterlives for these characters—
Not only do I support that, I think that might be precisely the point.
The Epilogues begin with a detailed discussion of the ambiguous and contested relationship they have to previous Homestuck canon, and are described as being “of dubious authenticity.” They are, explicitly, Homestuck fanfiction, while also being a continuation of the story. There’s really nothing else like them in literature. Sure, the Meat timeline is described as “canon” by merit of its connections to the Lord English story, but the bizarre, fanfic-like Candy timeline is entangled with it, as are all other possible realities. Ultimately the word canon ceases to mean “what is real within a given story” and becomes something far stranger and much more ambiguous.
How do we determine what’s real/canonical within Homestuck? It’s just as Rose teaches us: it’s what’s true, essential, and relevant. In other words, what is meaningful to us as readers. So, by definition, the Epilogues are as real as you want them to be.
I wrestled a lot with the discrepancy between the darkness of the Epilogues and the utopian, transcendent Gnostic themes that permeate Act 6 Homestuck. I think the answer is this: the utopia, the transcendence for these characters lie largely in what we, the readers imagine for them.
As writers and artists and fanfiction readers, we have always created the futures for these beloved characters, and that’s exactly what we’ll continue to do.
I mean, the Epilogues themselves are fanfiction, created by fans, presenting us with two very provocative AUs. It’s hard to get more fan-made than that.
It’s a nice way of solving the problem I alluded to here. Homestuck gets to have it both ways, and so do we.
I leave you with my favorite example of fan-created transcendence, The Pumpkin Path, currently available as a draft on OptimisticDuelist’s Patreon and hopefully everywhere soon.
If you’re interested in deepening your understanding of the Epilogues (love them or hate them), OptimisticDuelist and the Perfectly Generic Podcast continue to do amazing work carrying the Homestuck conversation into the future, and following them will connect you to a rich, thriving Homestuck interpretive community. For now, I’m more than happy to leave the conversation in their hands.
The City of the Old Emperors: Thoughts on Openbound
DJay’s post reminded me that I have a lot of vague thoughts about Openbound, which I’ve never managed to organize into a coherent essay. In part, I was waiting for DJay to share his idea of Openbound as a kind of katabasis (journey to the underworld), which is central to a lot of my thinking these days. Now that that idea’s arrived, let me talk about some of my own.
Spoilers, as with all the best Homestuck analysis, for the book version of The Neverending Story.
1.
So. I’m very much in agreement with DJay’s big thesis that the shallow, annoying personas the Dancestors hide in are a ruse - a distaction, if you will. The dancestors present themselves as annoying, one-note characters, but they actually have a lot of history and pretty complex psychology if you look a little further - it’s just that at *this* point, after a billion years of living out their memories they’ve retreated into simplistic roles that they can safely play without engaging any more deeply with their past. Terezi and Karkat even acknowledge this, calling them caricatures. I love DJay’s term - “shades.”
I think where this really clicked for me was in in-story Hussie’s comment on Latula. He claims there’s nothing more to her other than being a cool rad gamegrl radgirl coolgirl.
This is obvious bullshit. Talking to her as Porrim reveals that Latula puts on the gamegirl persona as a way of dealing with other people, and she’s actually kind of relieved to be able to drop the act and acknowledge her problems. Relatedly, talking to Kankri as her reveals that she’s dealing with the problem of him awkardly hitting on her, which is one reason she retreats into a Gamegrl persona around him.
This is true for basically all of the characters introduced in Openbound. In-story, Kurloz is dismissed as a ridiculous mime when he’s helping Gamzee orchestrate LE’s rise and suppressing the agency of his friends (oh hey, Gamzee does this too, putting on the persona of “lolrandom incomprehensible prankster”); Cronus is indeed terrible, but terrible in a “what could have been kind of way” where he once had the chance to be a Harry Potter-esque hero; Mituna babbles and insults but only because he burnt his brain out making a great heroic sacrifice, Damara distracts the pretty significant statements she’s making about LE with vulgarity, Rufioh is pretty insecure beneath being Rufioh ...the list goes on.
So Hussie, in his in-story persona, is a god damn liar, and this is key to everything to that comes next.
The funny thing is, you don’t get the real stories from Hussie. You get it from talking to Aranea, which is framed as an act of “indulging” her, and by extension the author...but it’s only this “background” information which gives these characters complex lives and motivations beyond their personas. The effect it has is not of indulgence - the effect is to frame the whole dancestor ballet as a non-indulgence, revealing them as deeper than they seem.
(At this point, though, many readers will already be sick of them, and miss what’s really going on.)
Porrim would seem to be the one exception. In her case, though, I think it’s not so much that the reader doesn’t recognize her complexity as a person, but that her friends don’t. They stereotype her as being all about sex and relationship when her sex positivity is actually part of a larger goal of honestly examining her society. She’s the only one who can see the personas for what they are, since she recognizes it as something put on her from the outside.
2.
The theme of a voyage to the underworld (katabasis) can be analyzed a number of different ways, and all of them fit Homestuck. As an epic, Homestuck of course has an obligation to go to the land of the dead halfway through its story, so that the protagonist can learn something they need to know.
If there’s anything we’re learning these days, though, the protagonist of the epic Homestuck isn’t a character, it’s the MSPA reader. It’s us who make the journey to Homestuck’s underworld. Meenah plays the role of hero there, with Aranea her guide, but we know that we move through which characters we control, each of them being temporary analogues for our will. We are the ones who descend into its hell.
(And now I think we’re finally figuring out what we’re supposed to learn there.)
Just as DJay says, the fact that these characters are reduced to stereotyped shades is all Lord English’s fault. Literally, they’ve been hollowed-out by millions of years of being trapped in their memories, thanks to his machinations ruining their lives, and now face his threat again in the afterlife. Metafictionally, we’ve been asked *not* to care about them by the narrative, in the same way Caliborn demands that we don’t give a shit about Homestuck. That’s LE’s great power over the narrative: the threat of apathy.
3.
I tend to think of Life, in Homestuck’s platonic-narrative symbolic system, as representing positive character growth, and by extension things that readers experience as positive development. It’s interesting, then, that the one who brings these dead souls back to life is Meenah, a Life player. It’s even more interesting in that it’s Meenah who deprived them of their lives in the first place. Thinking to escape a dead session for the afterlife, the Thief of Life robbed them of their literal lives, but she also robbed them of their chance to grow as a people. They are thus echoes and victims of LE’s nature as a being that cannot grow or change, and is doomed because of it. But also, it’s kind of Meenah’s fault. Her frustration with them echoes her own choices.
(Worth noting, though, that Tavros is able to persuade them to take part in the final fight against him! It’s subtle, but a little burst of Life at the last moment.)
4.
Openbound is full of good parallels to katabasis mythology. The dream-bubble afterlife echoes both Greek Hades and Christian hell. Homestuck’s dancestors are a lot like the shades Odysseus and Aeneas encounter: they’re faded ghosts, “shades,” who can’t speak until the hero gives them blood to restore their intelligence for a brief time. In Homestuck, what we - and Meenah - give them is a brief window of attention. But it won’t last, and it won’t restore them to life. But it’s also Dante’s Hell. Dante sees souls undergoing ironic punishments, trapped by their own greed, avarice, and lust. The limitation of their will is what keeps them in hell.
There’s one more descent story which I think is very instructive here, though.
And that would be the City of the Old Emperors from Michael Ende’s The Neverending Story, a tale which has quite a bit of relevance for Homestuck.
5.
The first half of The Neverending Story featured the protagonist Bastian being called into the pages of the book and the world of Fantastica, explicitly stated to be a realm made of humanity’s ideas, to recreate this world anew. In the second half of the book, he does so. Unfortunately, as he becomes more sure of his world-creating power, Bastian loses the memory of his own humanity, and begins to forget that Fantastica is not merely his plaything. Declaring himself Emperor, he tries to pretend he created it all, when really he was only acting through the power of another, The Childlike Empress. Bastian soon undergoes a spectacular fall at the hands of his previous allies and friends.Only then can he wake from his reverie and find the last wish he needs to achieve redemption.
But for that redemption to happen, he needs to go into a kind of underworld himself, to learn what mistake it was that he was making.
After being defeated by his friends, Bastian stumbles into a strange city. His horse disappears under him, and he falls - down, down into a crater, where there is a city of strange buildings, full of people in strange clothes doing bizarre things. Before long, he finds a monkey-like guide named Argax, who calls the place the City of the Old Emperors. These strange figures, Argax informs him, were all people from the human world who declared themselves Emperors as Bastian did, and this is the sad result.
“How did they get here? What are they doing here?”
“Oh, there have always been humans who couldn’t find their way back to their world,” Argax explained. “First they didn’t want to, and now, in a manner of speaking, they can’t.[...]”
“Why can’t they?” he asked.
“They’d have to wish it. And they’ve stopped wishing. They used up their last wish for something else.”
“Their last wish?” said Bastian, going deathly pale. “Can’t a person go on wishing as long as he pleases?”
“[...]No! No!” he chattered. “You can only wish as long as you remember your world. These people here used up all their memories. Without a past you can’t have a future. That’s why they don’t get older. Just look at them. Would you believe that some of them have been here a thousand years and more? But they stay just as they are. Nothing can change for them, because they themselves can’t change anymore.”
- The Neverending Story, Chapter 23, pg 378-379
Bastian learns that all these people used up their wishes, leaving them unable to understand or interact with the world. Imagination eludes them - they can only tell stories by randomly forming words from jumbles of letters. Because they didn’t understand where their wishes were coming from, they were left without the capacity for wishes altogether
Another way of saying this is that they were left without will. They have no will to impact the world, because they turned away from the world altogether, retreating into a false idea of themselves. A persona, and not a person who could grow.
This is exactly the position we find the dancestors in in Homestuck. In both Homestuck and the Neverending Story, the limitations of one’s own will are the limitations of one’s agency to influence reality, and the Beforans have given up their will. Theirs is the same mistake as Bastian’s, as Caliborns, and it leaves them hollowed-out, unpleasant, shallow people.
It is their ideas about their will that failed them.
From his encounter with the Old Emperors, Bastian learns the truth about his wishes, enabling him to make his last few wishes count, and bringing him to where he needs to be to find the Waters of Life and make his final wish a wish for his own capacity to love.
So what do we need to learn from the Beforans?
Like us, Bastian is at once both a reader and the protagonist of the story. Michael Ende uses Bastian’s experience to argue that readers have a responsibility to the stories they read and tell. We must give them dignity by breathing life into them, rather than read them in self-indulgent, shallow ways, and we must be willing to grow as we read them.
Homestuck suggests much the same thing. Just as Bastian needed to descend to the hell of the Old Emperors to understand his mistake, we need to descend to the hell of the Dancestors to understand the final confrontation with Caliborn. Like them, we are offered a choice. We are shown his limited view of the world - a view that reduces Homestuck to shallow jokes. We must decide whether we will become him - or set ourselves free.
And to set them free, from the hell they’ve made for themselves, we must also, difficult as it is, believe that the Dancestors can change, more than they can believe it themselves.
In presenting us with their ballet, Hussie challenges us with his favorite question: are we going to accept the surface level, that Homestuck is just a bad joke full of meaningless flat characters?
Or are we going to take up his challenge to look a little deeper, to breathe life into them and believe there’s more going on beneath the surface - even, no, especially when it’s hardest to do so?
The dark hell of Openbound is the other side of the triumph of Calliope’s Rapture. Homestuck’s fractal structure reflects itself many times over, again and again asking us what we make of it, because we can make of it what we will.
But what will we make of it?
Ah, that is our story, and will be told another time.
OFF-THE-CUFF HOMESTUCK THOUGHTS #5: ACT 6 HOMESTUCK AS NARRATIVE REBELLION, OR: ARCS ARE DEAD, LONG LIVE ARCS
DISCLAIMER FRAMEWORK
[CHECK THE TAG FOR MORE THOUGHTS]
[Note: This one’s a doozy! Still kind of off-the-cuff, in that I tried not to stress out about getting everything perfect, but I did do some revision to make my ideas more clear. That’ll probably be the norm from here on out. Hope you’re in the mood for a long read and a wild ride!
…Seriously, this shit is like twenty pages in Word.]
In my previous posts, I’ve discussed a number of ideas present in Act 6 and Act 7 Homestuck that I think contribute powerfully to the ending of Homestuck, especially on a thematic level.
I’ve discussed Homestuck as a meditation on the nature of a self divided across the many timelines of a dispassionate cosmos, and argued that the Retcon, far from a drastic change in storytelling, is a continuation of that long-running theme. Is victory meaningless if one’s original self isn’t around to claim it, or can a coherent, archetypal identity can be understood as existing beyond all of one’s disparate selves? In the system of Skaia, Homestuck asks, how do we live?
I’ve also discussed Homestuck, especially Act 6 Homestuck, as a Gnostic work, the story of an escape from a cosmic tyrant, a Demiurge whose ultimate weakness is that he cannot see the limitations of the domain he’s been given. In the same post, I discussed how this realm of the Demiurge, Lord English’s domain, is constantly paralleled with the space embodied by Homestuck itself, and how the kid’s departure from the story evokes their escape from this tyrant’s space-time domain as it reaches the end set for it by Paradox Space. From the system of Lord English, Homestuck asks, how do we escape? And at the same time, in the system of narrative called Homestuck, how do we find meaning within its limitations, and how do we escape them?
These themes work together. As we’ve seen, they echo and reinforce each other, provide parallels and points of contrast. In fact, I’d argue that each of these different themes are diverse manifestations of one larger theme, in the same way that individual selves in Homestuck can be thought of as manifestations of one larger Self. This overarching theme is present throughout Homestuck, but it reaches its culmination in Act 6 and 7, in a finale that drives it home in a different ways. To understand Homestuck is to understand this theme.
If someone were to ask me, “What is Homestuck about?” this would be my answer:
Homestuck is an exploration of the tension between abstract, impersonal systems and individual, personal experiences of those systems.
Abstract, impersonal systems are everywhere in Homestuck, systems that don’t always align with the desires, emotions, and goals of the main characters. The central question of Homestuck is how these characters will choose to understand the systems that govern their lives, and how they will carve out meaningful lives in relation to those systems. Gnosticism, metafiction, divided identities, and Sburb itself all play into this theme. As Homestuck’s characters decide how to live their lives within these many interconnected systems, they suggest possibilities for our own lives, for we readers also live in a world that also contains many systems and forces outside of our control. In their choices, we find opportunities and implications for how we should live.
You’ll notice I said there’s a tension, rather than an opposition, between individual experience and abstract systems. I think that gets closer to the truth of what Homestuck is trying to say. Characters in Homestuck sometimes reject its systems altogether, but just as often they exploit them or find identities for themselves within the constraints/opportunities of those systems. While Caliborn’s Gnostic-style domain of control is presented in a negative light, as something worth opposing and escaping, other systems, like Sburb itself, are presented in a much more ambiguous light, challenging us to decide how we feel about those systems and the possibilities they present within their rules.
I’ve talked about several of these systems in my previous posts, but today I want to talk about one I haven’t yet dug into in detail. Narrative itself.
Narrative in Homestuck, the power a story holds over its characters, is another system which the characters of Homestuck are constantly fighting, exploiting, and embracing.
Because another word for those abstract systems in Homestuck is…
Arcs.
Some Dave-Related Groundwork
[Note: If you’ve read previous posts of mine, I’m going to repeat myself a bit here, but I’m going to revisit the subject here because I want to make sure it’s understood.]
When we talk about Narrative as a system in Homestuck, we have to be really, really careful what we’re talking about.
Perhaps no sentence in Homestuck has been more unfortunately misunderstood as Dave’s statement to Rose near the end of Act 6:
DAVE: rose we dont have fuckin "arcs" we are just human beings
This has been interpreted in some quarters as Andrew Hussie throwing up his hands and saying, “I don’t care about character development or giving my characters meaningful growth, because arcs, like magic, are fake anyway, so it really doesn’t matter what I do.”
This would be incredibly annoying and misguided if it were actually what he was saying, but that couldn’t be further from the truth. Andrew Hussie is deeply invested in character development, and it shows.
As I’ve said before, if Hussie rejected the idea of character development altogether, if he didn’t believe stories that contained character growth were important, he wouldn’t have given Dave himself one of the most cathartic character arcs in Homestuck! Even among those disappointed with other aspects of the ending, it’s pretty widely agreed that Dave’s growth out of his internalized homophobia, his connection with Dirk, and the chance this affords him to process his feelings about his abusive brother make a story that’s pretty damn powerful and triumphant.
The simple truth is that Hussie handled some character arcs well and not others, like many an author with a large, diverse cast to juggle. While he arguably dropped some balls and made some mistakes while attempting to take on his enormous humdinger of an ending, these failures did not come from any lack of passion or commitment to his characters, but from an inability to handle everything at once.
Dave’s statement, and the discussion that follows it, should not be read as a writer dodging responsibility for completing his work. Dave is talking about something very different, a subject he has a lot of experience with, and which his own development as a character has a hell of a lot to do with.
Dave is talking about the tension between his friends’ individual lives and the narrative frameworks, the overpowering Archetypes, that they, and Sburb, and Lord English, try to construct their lives around.
Dave’s arc, in fact, is about learning to question Arcs.
Arcs are Dead, Long Live Arcs, or Critiquing Clichés With Characterization
Let me explain this statement in a little more detail. By Dave’s arc (lowercase) I mean the series of events and choices that led to his growth as a person. By his Arc (UPPERCASE), I mean a story structure that tries to enforce a narrative on Dave from the outside, rather than exploring who he is as as a person and what path makes sense for him to take.
Think of an Arc with a capital A as something like a cliché. A cliché is a predetermined story structure that is tedious because we’ve seen it a million times before. The hero hooks up with the only girl with a speaking part over the course of his journey for no reason other than that’s what we expect from a movie. That’s tedious, and we all know it’s (heteronormative) bullshit. It isn’t true to life. It likely doesn’t represent what’s natural or personally fulfilling for the characters. It’s something imposed by the writer, the studio, and/or the need to please a certain audience. It’s a narrative structure, overwriting and suppressing a more organic process of growth.
A narrative structure is a set of changes from point A to point B: the hero starts humble, gets more badass, meets girl, achieves badass goals, wins girl. Or something like that. The structure is the shape of a certain kind of story. Meaning, encoded in a certain, archetypal trajectory.
Ideally, we would like to tell and read stories that say something true about our lives, rather than just regurgitate narrative structures that have little to do with our own life experiences. What makes this tricky is that stories rely on structures. Stories are not real life; they’re only representations of life. (Once again we’re getting into the tension between the Map and the Territory that Homestuck showcases so well.) We need structures of some kind to have stories. To tell any story at all is to fix it in a specific, limited set of representations, narrative structures, arcs that create meaning.
Hence the paradox, the ambiguity inherent in the word “arc:” conveying a person’s growth over time requires that you fix it in an arc, even when you’re drawing from how that person would naturally evolve and change. At the same time, though, certain narrative structures are overused; they overdetermine the story you’re trying to tell. They become a certain set of expectations, rather than tools for conveying a character’s development as a person. They become Arcs instead of arcs.
Do you see the difference? Good narrative structures (what I referred to as arcs) depict character growth in a way that feels organic, spontaneous, and real. Cliché narrative structures (what we’re calling Arcs) overpower organic character growth and force it to fit a preexisting, forced model based on a set of expectations.
Dave’s arc is his growth from repressed coolkid with internalized homophobia to a gentle, mature adult whose relationship with Karkat is one of the most positive forces in his life. He’s rightly proud of that growth.
Dave’s Arc was the set of expectations that were placed on him by his society, by the narratives inherent in Sburb, by Lord English, and ultimately by many readers and certain narrative structures within Homestuck itself. Expectations that he might be a powerful, unflappable warrior hero figure destined to slay villains like Lord English. Dave rightly rejects these expectations placed upon him, which had little to do with who he was as a person or what he needed. His arc revolves around him rejecting the Arcs that were harming him.
In Homestuck, Hussie contrasts his protagonists’ organic, individual growth with the harmful power of the narrative structures that try to control them. This is another manifestation of the recurring theme of Homestuck: human lives are spontaneous and personal, and don’t always fit into the structures that try to shape them. True maturity is being able to grow beyond these structures.
Read Dave’s statement this way:
“Rose, our lives aren’t stories. They’re just lives. We decide what they mean. Outgrowing the need for my life to fit those structures has been freeing for me, and I think it’ll be freeing for you, too.”
Now, what Dave’s saying here works on two levels. From an in-world perspective, he’s exactly right. In reality, human beings don’t have inherent structure to their lives. And that’s exactly the tension that exists between the protagonists of Homestuck and forces like Sburb, Homestuck, and Lord English.
But, at the same time, we can also recognize that Dave’s a fictional character and Hussie is, in fact, crafting a narrative arc with Dave’s statement. Dave’s growth as a person (his arc) is about learning to free himself from the overpowering, harmful narratives (Arcs) that surround him.
Hussie is using arcs to defeat Arcs.
Arcs as Archetypes
With me so far? Okay. So, I’ve been distinguishing between arcs and Arcs because I think we want to be clear about the point Hussie’s trying to make, especially in this conversation. Now that we understand that, though, let’s acknowledge again that we’re talking about two different versions of the same thing.
Art is a way of representing life. It can represent life well and with an understanding of the nuances and ambiguities of real human beings. Or it can represent life poorly, forcing characters to conform to predetermined expectations, and robbing us of our chance to learn from other people’s experiences. But it’s a sliding scale. No representation will ever be perfect, and no representation is completely without some grain of realism. Every story structure falls somewhere along the line between the most human arc and the most aggressive Arc.
But one of the greatest things about stories is the way they critique each other. So an author like Hussie can use his own, more naturalistic story structures to critique the harmful, false story structures of others. That’s exactly what Homestuck is doing, and the escape the characters experience is every bit as much an escape from harmful clichés as it is from a cosmic tyrant named Lord English.
A given narrative structure is not necessarily positive or negative. Nor are all the narratives in Homestuck seen negatively. (Again, it’s tension, not opposition.) Before, we talked about the danger of clichés. But now we’re saying they’re not always harmful. What’s a better word, one that takes in both the positive and the negative?
I really like TVTropes’ word trope, which they use, I think, to address this very problem. Trope is like the value-neutral version of a cliché. While clichés have been repeated so often that they become harmful and restraining, tropes are simply things that exist in narratives, structures that authors use to achieve various goals. It’s up to us to decide if they’ve been used poorly or well. Homestuck is built on tropes, and uses some of them to challenge others.
A trope can be a certain kind of story. The hero went and slew a monster. The gods created the world. A young man overcame his psychological demons. These are narrative tropes we know well. We might also call them myths, or stories.
Another word we might use? Archetype. Literally a “leading type,” an archetype is similar to what we’ve talked about as the Ur-Self, or the Forms that come up in discussions of Platonism. It’s the original thing which can be seen behind various manifestations.
Ultimately, what we’re talking about here is an idea. And one of the fascinating things about Homestuck is that ideas are the basic building blocks of reality. In Homestuck, the power an idea can wield is immense.
Idea, archetype, trope, arc—they’re all words for what Homestuck is built on. The stories we bring to it, and the stories it presents to us. Above all, acts of resisting and embracing stories are at the heart of Homestuck and what it’s about.
What I want to delve into in this essay is: what are the narratives that Homestuck contains, and what are the narratives it critiques? What are the new narratives it suggests as more organic, more naturalistic alternatives? What does Homestuck suggest is the way to live?
Let’s find out.
Sburb vs Homestuck
On a narrative level, there’s a tension between Sburb and Homestuck. Sburb is a game and a system heavily constructed around certain narratives, archetypes, and ideas. Homestuck is a fictional work that is heavily constructed around many of the same ideas, but also calls some of these structures into question. This is deliberate as all hell.
Meanwhile, superimposed over the narratives of Sburb, another set of narratives lurks: the rules of reality set by the cosmic tyrant Lord English, who enforces certain narratives, rewarding some and punishing others, and literally rewriting the story in the most juvenile fashion. Homestuck takes on his narratives, too. And, at the same time, it takes on many narratives that we know from our lives, and calls them into question even when they’re built into the structure of the universe.
Let’s take a look at how all this works.
The Narratives of Sburb
Start with Sburb. It’s not surprising that Sburb takes the form of a game. Games are, in a sense, nothing but structure. They’re made of mechanics, and mechanics frequently have narratives encoded into them. The possibilities of a given game system, the choices one is able to make within it, produce narratives and produce meanings. Sburb resembles many different games, including chess, fantasy RPGs, and billiards (to say nothing of the playing card motifs elsewhere in Homestuck). This is because it has many different goals and thus creates many different narratives around those goals. In many ways Sburb can be read as critique and examination of all of these types of games (especially fantasy RPGs). But certain narratives encoded into Sburb seem to be extremely important, and over and over we see them come to the forefront.
Let’s call them Creation Myth, Coming of Age, and Heroic Epic.
The Creation Myth
Hussie has been very up front about Homestuck being a kind of creation myth. In a 2011 Formspring Q&A, Hussie wrote:
Question: So now you've revealed that the trolls' Sburb session CREATED OUR GODDAMN UNIVERSE. How long have you been waiting to spring that on us?
Hussie: Since before Homestuck started.
HS was always going to be a story about an extremely elaborate creation myth. As elaborate as I could conceive…This was always what Homestuck was about. This revelation was carefully guarded, although there are plenty of clues. It has taken 4.5 acts to understand the "what" (as well as some of the "how" along the way.) The rest of the story will be about exploring the rest of the "how", as well as determining whether the players succeed.
A Creation Myth tells the story of how the world was made. It usually tells the story of powerful gods, who represent certain aspects of the universe, causing different aspects of it come into being, often through fighting, procreating with each other, carving up the bodies of other, older beings, and all sorts of other memorable ways. By the end of it, the most dangerous gods have been defeated or made peaceful, and the world is paved for the arrival of human beings. The message is clear: these beings help us understand the world, and should be respected, as they still have power over it today.
This is Sburb’s central narrative. Only for Sburb, the gods are the players of a video game, and power over creation—described in terms of a new universe that is also the body of a giant frog—is offered as a reward for successfully completing the game. So, too, is their godhood (and god hood) a reward. It is not intrinsic to them, as with traditional creation myths, but must be earned over the course of the game.
But they earn it. Not only do they take on more elemental personas with magical power, and even become immortal within a strict set of rules, they also become mythologically important in the newly created universe. For the trolls, this takes the form of them becoming the twelve zodiac signs and constellations of Earth’s mythology. Later on, for the kids and trolls, this takes the form of them becoming venerated hero-ancestors who create the new civilization and guide it into a prosperous future. (Who knows, maybe they have constellations as well? Please, somebody put this in a fanfic.) To say nothing of the way Calliope venerates their journey as holy, almost mythological writ.
Hussie also wrote:
The goal is to create a universe all at once after overcoming an extensive series of challenges, and as is implied, the universe fleshes itself out with galaxies and systems and planets and lifeforms, ready and waiting for entry by the victorious players. The ultimate reward is for the players to enter the universe they created and do as they see fit. They are essentially the gods of that universe, and that is what the trolls are to our universe.
This ties in nicely with Sburb’s other strong narratives.
The Coming of Age and the Apotheosis
Sburb fuses the Creation Myth with the Coming of Age Story, or Bildungsroman (fancy German word for Coming of Age Story.) Sburb is designed to be played by adolescents, children on the cusp of adulthood, and it draws parallels between their journey into adulthood and their journey into the game. Indeed, Sburb seems to view maturity as what qualifies one for inheriting the mantle of a god. You can’t be a god without growing up, it suggests.
And isn’t it interesting that the goal of Sburb is to help a universe reproduce? A biological, evolutionary narrative, the non-narrative of the species blindly shaped by its attempts to reproduce, is introduced to the players right at the point in their lives when they’re also navigating their growing sexual and romantic maturity. The mysteries of adulthood are sublimated into the mysteries of giant cosmic space frogs. (See my Gnostic post for more about Sburb as biology.)
This process can often be cruel, as noted in how Sburb frequently kills off the guardians of its players, and usually their entire homeworld as well. It represents adulthood as a process of loss and grief and needing to move on. Not entirely untrue, but painful, too. It’s a brutal approach to maturity, one that echoes its inhuman, survival-of-the-fittest origins. The last generation must pass away for the next generation to take its place.
One of the most fascinating things about Sburb’s approach to maturity is the way that it tailors it to each individual player. Sburb tells them how they will mature, and who they will mature into. This is done through the system of classes and aspects (classpects) which are assigned, RPG-like, to each player. On the one hand, these are clearly elemental powers, like breath, light, space, and time. On the other hand, these are also descriptors of psychological realities for each player. Space connects with solitude and patience, breath connects with freedom, light with knowledge and agency. And the class side of the equation, the heroic titles of heir, seer, witch, and so on, are even more personal, describing a relationship to those elements and those powers. These are both the god-like roles the heroes will take on and the person they will be. (Or, in prophetic ways, they describe their failure to grow into maturity—see Eridan for an example.)
Thing is, though, they don’t start as these people. Because in Sburb it takes time to grow into being a god, right? As Kanaya says, Sburb frequently gives its players roles to challenge them. So what a Sburb title is…is a narrative. Player A started off as young and brash…but grew into maturity as the wise, reflective Seer of Time. She grew as a person because of her journey in Sburb, and became someone who could be a Seer and a God.
But it goes even further. As Tex Talks discusses in his excellent analysis video here, the elements are literally elemental; that is, the aspects make up the deepest-level structure of the universe. As Calliope tells us, reality is built out of the same aspects that describe the players. So when the players are maturing, part of what they’re maturing into is people who are closely tied to the structure of the universe. They’re becoming gods.
The combined narrative of Creation Gods + Coming of Age we might call Apotheosis. A fancy word for the story of becoming a god.
And as Tex reminds us, drawing heavily on Rose in her apples speech, for Sburb, the basic building blocks of the universe are ideas. Ideas in the Platonic sense; free-floating ideas that manifest in diverse forms but contain a central underlying truth. Tex argues, convincingly, I think, that these are also narrative ideas within the context of Homestuck. Light represents knowledge for both the reader and the player, and it represents importance on a metafictional level. Time and Space are constructs built into any narrative, Breath and Blood have ties to pacing, and Rage represents utter contrivance and bullshit.
It’s narratives all the way down.
So the story of each player’s growth into maturity, and the story of the group of players’ growth into the kind of people who can be gods of a new universe, is rich with narrative meaning on many levels. Each class, aspect, and pairing is a story, and given that Sburb can perceive all space and time, that means the story these descriptors tell is guaranteed to be tailored perfectly to each person’s process of growth or failure to grow.
Whew. Let’s see how Apotheosis, this fusion of the narrative of maturity and the narrative of creation, connects to the third major narrative of Sburb: the Heroic Epic.
The Heroic Epic
The Heroic Epic is a kind of story we’re all familiar with, I think. A Heroic Epic generally pits one or more figures of great might, skill, or intelligence against overwhelming enemy forces. Despite the odds, the hero or heroes are able to triumph, a testament to their inherent excellence as people. This is a story framework as old as mythology itself. A given hero often has one or more traits that a society considered desirable or noble--military skill, tactical cleverness, and so on—and to the degree a hero fails, it is because they fall short of these goals. Often a hero is a special, other kind of person, chosen from birth for greatness or descended from the gods.
An epic frequently takes the form of a long and complex poem or narrative, interweaving many different heroic figures and their struggles against opposing forces. Examples include the Trojan War, the Mahabharata, and the Journey to the West. Victory and defeat, usually in war, are among an epic’s major themes, and despite the complexity of its many interwoven figures, despite death and failure along the way, we generally expect some of the figures the story depicts as noble will succeed in their aims, even if they have to pay a heavy cost.
Sburb structures itself as an epic, and so does Homestuck.
What’s interesting about Sburb’s approach to the Heroic Epic is that it could have come straight out of many fantasy video games. Sburb structures itself as a military conflict between forces who share the players’ goals and forces who oppose them. It depicts the players as the noble figures who have the power to win victory for the forces of good. It even calls them, explicitly, its Heroes. As in Skyrim or a fantasy RPG, without the intervention of the player character, good cannot prevail and the world is doomed. It’s a fantasy that exalts the one who participates in it: you’re the one who carries value; you’re the one who everyone is counting on. You are the hero. It’s you.
This joins nicely with the theme of Apotheosis. The player character in Sburb is able to achieve victory, grow into maturity, and become an immortal god capable of bringing a new world into being. These are all echoes of the same theme: achieving value. Value in Sburb’s terms, according to its structures.
Like many video games, Sburb places value on achievement, strength and victory. While personal growth will be different for every player, the Heroic Epic carries the same theme for everyone: greatness is achieved through victory. By helping the forces of light achieve their goal and defeat the forces of darkness, you become a Hero. By leveling up and growing stronger, you become more worthy.
Beat the enemies, beat the game, by being the best. It’s a theme familiar to us from many a video game. And it’s a theme the video game Sburb places at the heart of its heroic narrative.
These are the narratives, the Arcs, Sburb is built around. They’re not necessarily good or bad, but they have their limitations. They’re tropes, archetypes, that can only say so much. Homestuck is a depiction of these narratives, but also a critique of them.
The central science-fictional/fantastical concept of Homestuck is Sburb. To that extent, Homestuck and Sburb share the same narratives. Homestuck, as Hussie discusses above, is an attempt to tell a very strange creation myth. Homestuck is also a story about kids growing up, and how they deal with the problems in their lives. And Homestuck is very deliberate and self-conscious about its status as a large, complex work where many heroic figures war against opposing forces, not just the forces of Derse, but also Lord English and his many agents. An epic. Homestuck is all of the same things Sburb is.
But it also critiques these things. Homestuck isn’t just Sburb, but a story about Sburb. Like any science fiction work about a particular concept, it has the chance to show both the exciting things and the limitations of a world where that concept is true. Homestuck offers a sharp critique of the narratives of Sburb by showing its limitations and showing how its players struggle against those limitations.
If you’re inclined to anthropomorphize Sburb, you might say Homestuck calls Sburb’s major narratives out as being cruel and callous. But, given that Sburb is fairly abstract, a structure more than it is an entity, perhaps it’s better to say that Homestuck tries to show how a system like Sburb imposes limits on its participants, and what the results of those limits are. We’ve seen this before with Sburb’s approach to the self. Now we can examine how Sburb also places limits through its narratives.
Interwoven with this critique of Sburb’s narratives is a critique of two closely related elements of Homestuck: what we might call the world of Inherited Narratives, and the narrative of Lord English.
Inherited Narratives, or: Everything is Caliborn’s Fault Forever
What do I mean by Inherited Narratives? Remember how I talked about Arcs (in the negative sense) as being like clichés? When we read a story, we don’t read it alone. We bring an entire world to it, the world of all the other stories we’ve ever read. We compare any story’s narratives to the narratives we’ve encountered before. This shapes our expectations, what we want to happen, and this shapes how a story is told. This is where clichés come from: they’re echoes of stories we’ve seen before, from the mind of the writer and the reader. But if a cliché narrative is just passed on without close examination, it creates an unsatisfying experience for the reader, one that doesn’t really say anything meaningful about its characters.
We exist in a world of cliché narratives in everyday life, too. We pick up a myriad of messages about what it means to be a good person, what it means to grow up, what a hero looks like, what gender norms look like. If you’ve been on tumblr for any length of time, you’re probably familiar with how these narratives are embedded in our society and our ways of thinking, picked up from the media we consume but also from everything and everyone around us.
Homestuck’s characters inherit these narratives, too, from their dying word. Much of the psychological growth they go through is found in challenging these expectations, these clichés pressed upon them by society, that no longer make sense for them to inhabit.
These Inherited Narratives even shape our expectations of what a creation myth, growing up, or heroic victory look like, and you’d better believe that when Homestuck’s critiquing Sburb, it’s critiquing them, too.
In our lives, we can blame history, culture, and society for the narratives we inherit.
But in Homestuck, we can also blame Sburb, and we can also blame Lord English.
Let’s get Gnostic again for a second. In case you thought I’d run out of things to say about Gnosticism, nope! There’s more here, courtesy of some great discussion from the legendary revolutionaryduelist and their commenters.
As revolutionaryduelist discusses here, in Gnosticism, the realm we inherit from the Demiurge, the Material World, is viewed in opposition to the World of Ideas. The false god gives us the world of flesh and death and suffering. But we can escape it by connecting through our own wisdom to the world of Truth and Goodness and Ideas. We escape to the world of the Platonic Forms, become more than our limited selves, become something more archetypal, more meaningful, more absolute.
The thing Homestuck does, and does so well, is that it parallels the Material World, the realm the kids inherit, with Inherited Narrative. As the Gnostics believed we inherit the limitations of the material, and can escape into a higher realm that is unlimited and good, Homestuck posits that we inherit the limitations of restrictive Narrative, too, and can escape into narratives that are more meaningful, nuanced, and free. Material Arcs. Transcendent arcs.
Lord English’s Demiurgic tyranny thus works on two levels. He creates Homestuck’s material reality, that is, its stuff, its substance, by devising time loops that perpetuate his own self-indulgent existence. Objects like Cal and the harlequin dolls dance to his whims.
But at the same time, he also creates Paradox Space’s narrative reality, its inherited ideas. The scratched trolls are born into an Alternia rewritten by LE’S agents into a world of bloodshed, competition, and cruelty, where Doc Scratch guides evolution and the Handmaid slaughters the unwanted, perpetuating fear. Earth, meanwhile, inherits LE’s toxic ideas about masculinity and power (ideas we’re all familiar with from our own Inherited Narratives), and a dystopic future. In a bizarre twist, arguably these narratives form another enormous self-perpetuating loop, with Caliborn being influenced by the most toxic elements of Earth and Alternian culture, and then as LE orchestrating scenarios that bring Earth and Alternia into being. That’s the second level on which LE the Demiurge creates a harmful, limited reality.
But remember what Tex taught us? In Homestuck, reality is made of ideas. Paradox Space is literally composed of Platonic forms, narrative and conceptual elements. So these two levels of LE’s influence are really one and the same. He has created our players’ limited world, and their quest is to escape it for a better one.
So, Inherited Narrative, the Material Realm, and Cliché are all the same concept in Homestuck. It’s easy to see how this is a critique of Caliborn and all he represents.
But I think it’s also, implicitly, a critique of Sburb, or at least an examination of some of its limitations.
Because many of Caliborn’s harmful narratives echo structures from Sburb.
Caliborn: Sburb’s Demon
What does Caliborn value? He values his toxic notion of masculinity, but more specifically he values strength, self-glorification, and being the best. Especially when it comes to games.
Caliborn’s ideal narrative, and the one Sburb lets him achieve, is the story of someone who was inherently the best achieving victory over his enemies, overcoming absurdly difficult trials, and becoming recognized for his superiority by becoming a god, a god powerful enough to shape world after world in his own image.
As we’ve seen, this is illusory. What LE is able to influence is actually, like the Demiurge, quite limited. But from Caliborn’s perspective, this is his story.
In it we can recognize many aspects of Sburb’s narratives. Deification comes from the creation myth and from Sburb’s notions of growing stronger and better. Most of all, though, Caliborn draws on the Heroic Epic. He sees himself as being at the center of a great story, in which he proved his inherent worthiness via his victory over the great forces set in his way. Constant conquest is his way of approaching the world. He is a warrior hero, slaying the weak and worthless left and right; he is an artist, triumphing over the haters. He is as arrogant and militaristic as a warrior-king like Agamemnon, but without any of his redeeming qualities. Caliborn takes narratives encoded in Sburb and exaggerates them to a profoundly unhealthy level. He is an echo of what’s harmful about them. He is Sburb’s shadow, its demon, summoned up by what its Yaldabaoth principle encourages, as limited as the Heroic Epic itself can be.
But there is a theme from Sburb that Caliborn’s missing, and that’s the narrative of Growth in its notion of the Coming of Age.
Caliborn rejects his coming of age, or to put it another way, sees it simply as an act of self-glorification. He places deification over inner conflict, victory over meaning. He’s encouraged, in part, by the narrative structure of Sburb’s Heroic Epic, but he also pushes it to new levels, creating his own kind of game. He rejects the normal maturation process for his species, and because of this, as Hussie says, will remain an enormous stunted tool forever, lacking his maturity and his wings.
Caliborn adores one of the most limited parts of Sburb: the aspect of it that’s a Game. He wants to keep playing the game forever, to keep achieving victory at the expense of all meaning. He is the ultimate powergamer, and the game enables him to live out a false maturity, a false coming of age where he never has to be challenged, never has to grow. This is the horror of Caliborn’s love of games: that games are meaningless without our own growth within them. Caliborn misses life for the game, maturity for mere strength, and meaning for cliché. Personal arcs for Arcs. Thus does he perpetuate a horrible Paradox Space and a horrible, cliché set of ideologies, and pass it onto others.
Echoes of his mistake are everywhere in Homestuck, harming and shaping its characters. We could talk about them for pages and pages, but let’s look at just a few examples.
Dave Strider vs the World
Again, let’s talk about Dave. Dave inherited a very toxic narrative, the narrative of the Hero. I use this word to describe the Heroic Epic in part because it carries such emotional weight for Dave within Homestuck. A Hero, in Dave’s mind, is someone masculine, unflappable, perfect, and cool. A warrior whose life is all about fighting and victory. He gets this idea straight from his Bro, who personified ideas of masculine perfection, irony, and constant conquest. Bro is a warrior-hero, untroubled by complexity, and his attempts to force Dave to live up to this warrior-hero ideal through terrifying ironic mind games and daily fighting are explicitly called out as abuse.
As Dave says:
DAVE: it was "training" you know
DAVE: but you know what it really was it was some vicious shit that was bad and sucked and i hated it
DAVE: it didnt make me stronger
DAVE: it did the opposite
DAVE: it made me never want to fight
DAVE: it made me never want to see blood or be near danger or hear metal sounds
DAVE: it made me hate the idea of being a hero cause he was a hero and he ruined the idea of heroism
The narrative of the Hero, like the idea of being cool, was harmful for Dave, and to grow as a person he needed to escape from that narrative and find who he was beyond that story. When he said “I’m not a hero,” what he needed was not to learn to see himself as one, but to recognize that not being a hero was a good thing if that was the definition of heroism. In the end, he’s able to make that escape, and that’s a profound triumph over a harmful narrative.
Bro’s horrible influence was his own, but it was also Lord English’s. The two figures are linked: LE influences Bro through his soul embedded in Cal, but a splinter of Bro (AR/Hal, one of the more negatively-depicted versions of Dirk) is also in that soul, shaping Lord English.
And, at the same time, there’s a distant echo of Sburb here. A video game all about fighting enemies and becoming a victorious warrior figure perpetuates the ideas of value-through-victory that were so harmful to Dave. Bro’s actions within the Game were often to push victory forward on Sburb’s terms. He saw his abusive “training” as a way to help Dave win the Game. So, too, did Doc Scratch see his alteration of Alternian society into something competitive and violent as a way to help the trolls win Sgrub. It doesn’t make either of them less horrible and evil, nor their actions less abusive.
This isn’t to say that Sburb is inherently evil, but that it prioritizes certain things, including the militaristic, fighting-based heroism of a Heroic Epic, and the players of the Game suffer for it. In a way, it’s a critique of games in general: what does it mean for victory to be found in slaying enemies and gaining strength? (It’s probably not a coincidence that we find this theme in Undertale as well.) In a world where those game narratives shapes people’s lives and worlds, there are some deeply troubling consequences, especially after LE gets involved.
Accordingly, Dave struggles more than any other character with what he even wants to do within the confines of Sburb, what he should strive for. In the end, he ends up rejecting Sburb’s idea of heroism in a big way. He chooses to fight for the people he cares about, not for glory, self-exaltation, or conquest. At the same time, he rejects a world of harmful clichés that he inherited from the same sources. Dave chooses to define himself by his own goals, not by his failure to live up to the inherited narratives of heterosexuality, irony, and unshakable coolness. He learns to celebrate his bisexuality, sincerity, and vulnerability instead.
In the end, Dave’s able to leave Bro, Caliborn, and Sburb’s ideas behind him and make his own choices about what his life means. It’s not surprising, then, that he understands the harmful power of overbearing Arcs better than anyone, and what it means to escape them.
Rose Lalonde, Disgruntled Narratophile
Rose’s reluctance to leave Arcs behind makes an interesting counterpoint to Dave, because it comes from an entirely different place. Rose doesn’t define herself by Caliborn’s narrative, but she does define herself very strongly by narratives she’s picked up elsewhere. Initially we see her as a psychoanalyst, trying to make sense of her friends’ minds by fitting them into Freudian and other models of repression. Yet at the same time, we also see her missing the reality of her own repressions because of the narrative she tries to fit them into. Rose misses the reality of her mother’s alcoholism because she turns it into a tale of irony and mutual antagonism between mother and daughter. She writes a story around it and makes herself believe it. Is this in part because the truth is too painful to admit? Almost certainly. It makes sense to us that Rose is introduced to us as a writer, because her way of dealing with the world is to reach out to narrative tropes and make sense of it that way.
Later on, we see her in the context of Sburb, and there she begins to think of her experience with the game as a kind of epic. Her GameFAQ is laced with grandiose purple prose and self-aggrandizing attempts at pathos, even as she mocks herself for it in an ironic-but-not-really-ironic way. She uses it as a chance to depict herself as a protagonist, a hero about to conquer a mysterious world.
Later, of course, as she becomes more disenchanted with Sburb, she turns the narrative around: she becomes an antihero opposing a corrupt world, ready to break the Game for its injustices. But it’s still an act of roleplaying, one that she eventually becomes disenchanted with. And as Dave later observes, it’s probably a narrative Sburb itself wanted her to fall into for its own reasons, giving her a reason to advance the time loops the destruction of Lord English required. After she breaks free of grimdarkness, though, she focuses on a narrative of self-sacrifice, wanting to find fulfilment in martyrdom that lets her companions escape their dire circumstances. Dave’s insistence on coming along with her complicates that narrative, as does her survival and transformation into the God Tier Seer of Light in the fires of the Green Sun.
After Cascade, Rose wrestles with the broken pieces of narrative all around her, not knowing how to put them into a framework. We’ll talk about that more in a bit, but perhaps we can see now why Rose has such a hard time believing Dave’s experience with Arcs—she writes everything that happens to her into her own personal story.
Though Doc Scratch is being his usual asshole self when he tells Rose this:
The plans you were making were based on assumptions and fabrications of your imagination. You were writing more stories, much like those about your false magical men.
…I think he’s actually got some pretty good insight into Rose here. He knows that she constructs stories around her life in the same way that she constructs stories about Zazzerpan and the Learned. In Rose we see someone who’s constantly casting about for narratives that describe her circumstances. The narratives she finds aren’t so much Caliborn’s but Sburb’s—the story of a protagonist of an epic, destined for heroism and achievement.
But once again Hussie is stressing the difference between narrative Arcs, especially Sburb’s, and the random chaos of human experiences. Rose wants everything that happens to make sense narratively, for every event to be Chekov’s Gun, but sometimes shit just happens. Jasprose’s existence in the narrative, I think, is primarily to highlight this tension. Sometimes your dumb cat brings back your alt-universe dead self and fuses with her for no particular reason and it doesn’t really mean anything. That’s life, you know? It be like that sometimes.
It’s not surprising to me that one of the other narrative things Rose is uneasy about in the end of Homestuck is Calliope’s return from the dead. Rose wants to see her as a messiah figure, central to the culmination of an epic (her word) but the fact is, as I said in my Gnostic post, Calliope exists on her own terms, not as part of any narrative structure. This is hard for Rose to wrestle with, but it’s the entire point. Calliope, and by extension all the characters in Homestuck, don’t need to be narratively significant to be worth protecting. They need only to live.
(Okay, I can’t resist making another point, silly as it is: Even Rose’s tongue-in-cheek suggestion that Jade will debunk the concept of endgame ships has some truth in it. Homestuck approaches endgame ships somewhat differently from other narratives, showing a lot of different possibilities for each character’s relationships over the course of the story and leaving it somewhat ambiguous and open to reader interpretation where they finally ended up. This is especially true of Jade, whose close bond with Dave and Karkat is left to be interpreted by the reader. Homestuck acknowledges that relationships don’t always fit into simplistic narratives, and that how a relationship turns out has a lot to do with a person’s maturity, needs, and growth. Rose and Kanaya, interestingly, are among the exceptions, being very clearly defined, but even still, Rose is surprised, I think, at the ways in which her problems endanger the relationship and the fact that it needs communication and upkeep beyond the usual romance trope of “they got together and all problems were solved forever.” So as much as Rose was joking, she’s also 100% right. Okay, I’m done. )
So that’s Rose: someone who attaches very strongly to Sburb’s narratives about importance, heroism, and growth, missing some of the ways in which her own life doesn’t fit those models. In the end, though, I think she ends up in a good place. She begins taking Dave’s remark to heart, as evidenced by how she begins approaching reality’s departures from her narratives with humor and levity rather than angst. And her connection with Roxy, which allows her to see past the story she constructed around her mother and perceive the real facts about their relationship, brings her out of her illusions and into a more mature perspective on her life. I think, by the end of Homestuck, she’s headed in the right direction, and she has a strong, mature bond with her kickass alien wife to help get her there.
Cascade vs Character, or God Tiers Don’t Cure Your Blues
With Rose we touched on how Sburb’s narratives aren’t always what the characters really need. This is something that also comes out in Sburb’s approach to maturity: the god tier. The god tier mechanic suggests that maturity comes from developing into a very specific kind of person. A Seer of Light, a Knight of Time, and so on. Most importantly, it shows this as happening in one cathartic moment, usually involving self-sacrifice, in which the Hero dramatically transforms into their mythological role. Bam—maturity unlocked. It’s growth-as-cutscene, identity as leveling up.
In Cascade, we see God Tiering happen in parallel with moments of catharsis for the characters. Dave and Rose find themselves alive on the other side of self-sacrifice, and Rose is empowered by her aspect to see things clearly, rather than be caught up in her illusions. Meanwhile Jadesprite, caught up in Jade’s self-loathing, is instead transformed into Jade’s greatest strength and glorious furry self-affirmation when Jade goes god tier. These moments are immensely satisfying, and one well might think that they represented the end of each characters’ story.
But Homestuck deliberately calls this catharsis into question. After Cascade, we’re shown that these flashy moments of ascension didn’t solve the characters’ problems. Becoming god tier didn’t keep Rose from having an ambiguous, painful relationship with her mother’s legacy. The strong narrative it suggested for her didn’t keep her from losing direction and becoming unsure of what was important. Similarly, Dave’s ascension to being a Knight of Time didn’t help him reckon with his brother’s abuse; if anything it heightened it because of his ambiguous relationship with heroism and battle. In the Game Over timeline, we see him having a nervous breakdown because of all the ways in which he hasn’t dealt with this! Only a real connection with Dirk, the right person to help him work through the problem, could set him free. And Jade’s reabsorption of Jadesprite didn’t fully allow her to integrate the sadness she represented into her psyche; it remained repressed, as comes out later when she’s under the GrimBark influence of the Condesce.
What stands out to me about the god tiers is that they represent powerful narratives within the context of Sburb—all three received powerful abilities that would help them win the Game of Sburb. But taken out of that context, on the three-year meteor and battleship journeys, the God Tier roles didn’t help them in the least. They needed actual growth, not the narrative structures that Sburb provided for them. This, I think, is the whole reason for the three-year gap: to show how Sburb gave our protagonists Narrative growth without giving them actual, individual growth that they could rely on.
And John? Well, John’s god tiering is taken to represent maturity, and as Homestuck’s everyman, his death and resurrection is a cathartic moment for everyone in their deepening relationship with the Game. But when he finally leaves the context of Sburb for good, we see him lost and aimless, holding onto the past, unable to follow his friends into a more meaningful maturity. He helps achieve a happy ending for everyone else, but he doesn’t know what to do without living in that story. (One hopes that in the Epilogue, he’ll find a way.)
I’m Feeling Just Peachy About Hegemonic Narratives
While we’re making contentious points about Homestuck’s relationship with narratives, let’s talk Tricksters. Yes, we’re doing this man. We’re making this happen. While some confusing signposting and the deliberately off-putting nature of the Trickster arc led to it not being well-received at the time, looking back I think it reads much better (and is much less tedious) archivally, and actually continues the theme of individuals versus narrative tropes rather well. I’m drawing on the aforementioned essay by revolutionaryduelist, which is frankly the definitive work on the topic of Tricksters, so go read their work, not mine, for a real examination of the subject. Cannot recommend it highly enough!
But to summarize how Tricksters fit into what I’ve been discussing here: with the Trickster arc and the candy juju, we return to Inherited Narratives and the toxic narratives perpetuated by Caliborn. The Trickster Arc is a depiction of whiteness, heteronormativity, and hegemonic power as horror, because all these things clash with who the characters are as people. And once again it represents big, seemingly cathartic moments as emotionally bankrupt because they lack the substance of actual growth. The Trickster sequence is off-putting not by accident but by design; it’s extremely uncomfortable to sit through because it is extremely uncomfortable for the characters and not what they really need.
The Juju is explicitly compared to the star in Mario; it’s a game mechanic that allows you to skip difficulty and blaze ahead to the end of the level. Of course, since this is Sburb, it’s paralleled with skipping ahead in one’s maturity as a person. The God Tiers offer catharsis irrespective of real growth; for Tricksters this is turned up to one zillion. It’s not surprising that this “gift” comes from Caliborn, who dearly loves achievement and leveling at the expense of growth, and from Calliope, who’s been led to dismiss the importance of her individual existence and whose hero-worship of the protagonists can sometimes be alien and othering.
Needless to say, the use of a power-up to achieve maturity goes horrifyingly wrong.
Caliborn’s link to Inherited Narratives of aggressive, overpowering masculinity is also here connected to other hegemonic narratives of heterosexuality and whiteness as power. While I wouldn’t call Homestuck’s approach to race perfect, ultimately I think the Trickster arc is written around showing Homestuck’s more usual goal of racial ambiguity for the kids as the ideal, while the departure from that ideal, ie; Trickster versions of the kids being represented as white people, is depicted as negative and horrifying.
This is demonstrated in Jake’s horrified reaction to Trickster Jane. While sober, he doesn’t see her peachiness as a good thing. He reacts with the same terror, and in fact the same panels, with which Nepeta reacted to the nightmare of Sober Gamzeee. Whiteness is being played here as horror, especially in that it’s supposed to be a way to achieve power and advancement. That whiteness would be seen as a tool for success and catharsis represents Inherited Narratives from our world to the highest degree, and we are indeed supposed to be horrified by it, as we are by all things Caliborn. While there was a lot of confusion around this at the time, and in ways it was written confusingly, looking closely, I think ultimately invoking the terror of hegemonic whiteness what Hussie was going for here. Again, see revolutionaryduelist, who puts it better than I could.
Tricksters also evoke inherited narratives of Heteronormativity. Marriage and reproduction are their obsession, and they’re particularly concerned with fixing Jane and Jake’s problems through having a zillion babies. Trickster Roxy, meanwhile, ignores Dirk’s sexuality out of a misguided belief that she is entitled to a romantic relationship with him. Tricksters ignore the difficulty of working out one’s relationship problems by believing makeouts and absurd marriages will solve everything. The Tricksters also decide to head straight to self-sacrificing themselves into being god tiers. And why wouldn’t they? They’re high on the very notion of progress, and that kind of flashy, cathartic progress is exactly what they crave.
Ultimately, we can read the Trickster arc as a much more direct representation of what figures like Caliborn have been doing all along: enforcing seemingly cathartic narratives that are harmful to the protagonists in lieu of actual growth.
The good news for the Alpha kids is that when they wake up hung over from this narrative-induced bender, they’re forced to confront how abysmally it failed. They realize that this wasn’t the growth they needed, and they begin the painful work of actually communicating with one another and working through the problems which the Juju couldn’t solve. It’s a rejection of Caliborn and his ideals, and it’s a sign that they’re headed in the right direction.
This brings us, at last, to the finale, the ultimate repudiation of Caliborn and what he stands for.
Two Endings: Glory vs. Escape
One of the things that most caught people off guard, including me, about the ending of Homestuck was that the main kids, our central protagonists, never directly confronted Lord English.
I remember thinking, as I’m sure a lot of people did at the time, that there would be one more plot twist, that the seeming fight with the Condesce and three Jacks who were connected to Lord English’s power would give way to a fight with English himself, that somehow the kids—especially Dave— would have to confront him and take him down.
That didn’t happen. Instead, Homestuck played things much more straightforwardly. Those who’d said they were going to confront English—Vriska especially— held a showdown with English in the Furthest Ring, while the vast majority of our protagonists, the kids we cared especially about, simply confronted the lingering problems in their session, the echoes of his influence over Paradox Space, and achieved victory not over English, but their Game.
I was certainly surprised by this. Do I think it was a bad choice?
Hell no.
I think it’s an incredible fucking choice, and it’s a big reason I love the ending.
Look. The central narrative of the Heroic Epic, the idea of becoming important through victory over powerful foes, is called into question throughout Homestuck. It’s often a necessity to engage with because the Game asks those kinds of victories of its players, but Homestuck shows that it isn’t the same thing as real growth. Caliborn is the ultimate manifestation of the problems with this idea, someone who’s latched onto the achievement games offer, the sense of power and importance, while rejecting the opportunities to mature Sburb also presents. Caliborn wanted a multiverse in which everything revolved around him, and for a time, he got it.
But for the kids we care about, life doesn’t revolve around Caliborn. It revolves around their own goals, their own lives, their own reasons for being. They have Caliborn and Sburb’s systems to wrestle with, but they can choose how they want to engage with those systems. They can, if they wish, depart from the values of these narratives and be set free.
For John and his friends, the experience of Homestuck isn’t about having the biggest showdown with the biggest bad guy. It’s makings sure your friends are safe and getting to the end of the Game so that you can be free. It’s about finding a way, in a multiverse made out of these narratives and these systems, to live. Their story is not truly a Heroic Epic, that is, an Epic of Battle, of Victory, but an Epic of Escape.
But that isn’t true for everyone. While John and friends are bringing the story of an Escape to a culmination, a completely different story is going on at the same time over in the Furthest Ring. It’s a much more traditional story. The story of a great Warrior, confronting a great Enemy. It’s a traditional Heroic Epic, a Sburban Epic. And who is its protagonist? The one person who most wanted to be. Vriska.
There’s so, so much more one could say about Vriska, and I hope to say it all at a l8r d8. Suffice it to say for now that Vriska—especially this version of Vriska—is caught up in the very same narrative Caliborn is. The narrative of Becoming Important through Achieving Victory. Vriska rejects the growth the people around her have achieved, and berates her ghost self for growing away from this framework that’s so important to her. Like Caliborn, she can’t let herself grow, because to grow would be to lose her central role in the Narrative of Heroism.
It’s a narrative she inherited from her culture, from Sburb, and from Caliborn himself. Because technically, she’s right that what she’s doing is necessary. Lord English called someone like her into existence. It was always necessary that someone confront him, someone with the same devotion to Game Skill and Conquest that Caliborn has. Another powergamer, ready to (Heroically) take the bad guy down. Indeed, as a product of the aggressive, game-winning troll culture Doc Scratch brought into being, she is a reflection of English, his Girl Gamer double, his light mirror. She wins, in a way. She trounces Hussie. She gets exactly what she wanted. She gets to be the most important person to the cosmos. She gets to end his reign of terror, just as he got to have one in the first place.
But just like Caliborn, she’s caught in that story like a trap, and she can’t see it. She throws herself into the same black hole that devours Caliborn’s domain. Indeed, she chooses to sacrifice her relationship with Terezi, and the chance at a happy life it provides, for going out in a blaze of glory. She loses so much by this narrative, and yet she chooses it. This is in sharp contrast with her ghost self who instead chooses—of all the absurd things—happiness. And like Alt-Calliope, by committing to her narrative, she ensures (ironically) a loss of her own agency, ensures that she will be a tool used by Skaia and Paradox Space to end the story of Caliborn, to close a loop that was always meant to end. Just as Calliope and Alt-Calliope stand on two sides of that thematic divide, Vriska and (Vriska) also represent the choice between identity within an overpowering narrative and the more terrifying, but more meaningful possibility of personal growth.
(And isn’t it interesting that while Vriska thinks she’s the most important person to this story, she couldn’t have done it without Meenah, and Tavros, and Davepeta, and Aradia and an army of ghosts, all of whom work together to achieve that moment of victory? Her individualistic idea of her story is shown to be false by the very mechanism of her satisfaction.)
Simultaneously in Paradox Space these two stories take place. In the Furthest Ring, the story of Glory. In the final Sburb session, the story of Escape.
In contrast to Vriska’s story, the final chapter for our thirteen protagonists is about living despite the narrative structures around them, not throwing themselves into a predetermined role. We already talked about this with Calliope, but I think it’s the nature of the victory for all of them.
In ending their Game, John and friends are working within the confines of one system while rejecting another entirely—and yet they find a way of escaping both. They do not choose to live by Caliborn’s values. They don’t go to the Furthest Ring seeking glory but merely seek an ending, seek peace. The peace that Vriska and Caliborn rejected.
Sburb itself offers them that peace, and mediates their victory. Its narratives are a structure that they must turn to their advantage, rather than reject entirely. Because Sburb—or, to put it another way, the rules of the Game, the rules of Paradox Space—has been running the show this whole time. The retcon Juju was Skaia’s creation, and the kids’ use of it to retcon a better ending for themselves was part of its plan to close the loop of Lord English and bring him to an end. This is clear from the way the Denizens approve and sign off on their victory, as they approve of all victories in their Game. The kids’ happiness is incidental, a footnote in the grand essay that is Paradox Space, and not necessary to this larger narrative.
But it matters because it matters to John, and Rose, and Dave, and Jade, to Calliope and everyone in that final victorious group. Their freedom comes not from a grand narrative but from themselves, from the ways in which they’ve grown and the things they want to achieve. They fight the final enemies LE throws at them—a Queen, a King, some Carapacians locked in stalemate—just as they’d fight the final bosses of Sburb, not because they’re seeking glory, but because they want their Game of Sburb to come to an end.
John talks about the importance of his friends in his final conversation, and how glad he was to be able to save them. Roxy talks about everything that was taken from them by the Condesce and LE’s agents—the promise of a better life, a future for humanity and trolls—and how by defeating them, she hopes to take back those possibilities.
But in the end, not much needs to be said, because implied beneath all the humor, beneath the painful memory of Game Over and John’s retcon journey, is that what everyone’s fighting for fighting to be free.
And in the end, Sburb sets them free. For its own reasons, yes. But because they seek this freedom, also for theirs. They’re given a world to define and create for themselves. A world where they no longer play the Game. A place where the narratives they inherited, from LE, from Sburb, from the world, no longer matter. Where they can tell their own stories, the stories that come from their own growth and their own lives, rather than anyone else’s.
The End of All Storytelling
At the end of Homestuck, the camera begins to pull away. In their final moments in the story, we see the kids from a distance, wordless, opening the door to their freed but no longer clearly in the spotlight that once shone on them. We see them gathering together with loved ones, embracing those they thought they’d lost, reconciling after their past arguments. It’s not the end of a story, exactly. It’s an arrow, pointing in the direction of one. The signs that happiness is possible in that world of freedom. Even the depiction of the world they will build together is a suggestion, a projection forward through the door they will walk through. We can’t look on it directly, because it’s out of our scope. And in the Credits sequence we get glimpses into that world, but nothing direct. A series of suggestions, literal snapshots with us left to fill the space between.
The map begins to show only glimpses of the territory. Homestuck begins to pull away from Homestuck. We come to understand the kids are heading into a world in which all narratives cease.
Don’t misunderstand—this isn’t a rejection of the story of Homestuck. It’s an acknowledgement of its limitations. Homestuck sought to present a story of several kids who found themselves in a world of overbearing narratives, and how they responded and reacted to that—some by embracing those narratives, some by creating their own. They inherited narratives, but they made new ones that were more true to spontaneous experience, to their own lives. But Homestuck acknowledges that even the new narratives it creates can only say so much. No representation will ever perfectly be able to capture the spontaneous meaning of real lives. No map can ever perfectly show us the territory. So Homestuck chooses to point at the territory instead. To give us a sense of a future, of the lives that the kids, now freed, will be able to lead, without nailing down the details. In that wide-open space, we can imagine infinite possibility, and infinite freedom. Freedom for the characters, but also for the readers who love them.
In the end, it’s the same question all endings confront: how do you bring things to a close while acknowledging that life goes on, that nothing ever really ends? For Homestuck, the answer is to paint with broad strokes, to suggest that there will be a future, that each person we care about will shape it in their own way while leaving a wide space to explore what that means. For Homestuck, that means lifting away the restrictive structures of story for the wide-open possibilities of living.
Homestuck
So. Let me tell you about Homestuck. What does that word, that title, really mean?
If a home is the context we come from, the world we inherit, the realm we live in, then Homestuck describes our relationship with that origin. There are many origins in Homestuck, and thus there are many levels to that relationship. To be Homestuck is to be stuck in one’s context, to be stuck in one’s universe, one’s home planet. But also to be stuck in one’s narratives, in all the narratives one inherits from one’s guardians and from the world. To be stuck in a game, a set of rules. To be stuck in the corrupt realm of a Demiurge. To be stuck in the story one tells to oneself, to be stuck in a domain that promises glory but also prevents any other story from taking place.
The end of Homestuck is about escaping all of these things. How one achieves that escape, or fails to achieve it.
In the end, some do. Leaving Homestuck, they leave the context they inherited—through the door of a white house that represents their Game, the realm of their Demiurge, and their Story. Leaving it, they become unstuck from the Home they once knew.
They’re free.
Homestuck offers us the possibility of taking that journey with them, and finding our own understanding of that Escape. And it suggests to us the possibility of our own escape in a world that has its own structures, its own limitations, its own narratives, a world that, in its challenges, is really not too different from the world of the comic. It suggests that by questioning our inherited narratives, by writing our own stories, by living our own lives for our own reasons…
We, too, can be free.
That’s the meaning of Homestuck.
[Next time: confronting Homestuck’s reception, the limitations of my model, and the relationship between the fandom and Andrew Hussie. Coming…..at some vague point in the future.That sounds like a good release date. Yes, that’s right! Same day as Hiveswap. *rimshot*]
OFF-THE-CUFF HOMESTUCK THOUGHTS #4: ALL THAT WACKY GNOSTIC STUFF AND THE ENDING OF HOMESTUCK, OR: THE YOLOBRO PRINCIPLE
DISCLAIMER FRAMEWORK
[CHECK THE TAG FOR MORE THOUGHTS]
All right! I’ve finally had a night free, I’m hyped up on friends and good feelings, and I’m ready to continue. Let’s make shit transpire. B)
So, one thing a lot of folks were talking about near the end of Homestuck’s run was Gnosticism. Gnostic themes and references (referances) were everywhere in Act 6 Homestuck. A lot of folks were predicting these themes would be heavily involved in the ending. Then, when Act 7 came out, I saw a lot of disappointment and confusion. The major Gnostic revelations they’d predicted hadn’t taken place! Had Hussie dropped Gnostic themes like they were hot and the pimp was in the crib?
I don’t think so. I think, far from being dropped, the Gnostic themes and ideas are KEY to Homestuck’s ending. They’re vital to understanding massive parts of it, and, for me, at least, one of the things that make it so enjoyable for me. The trick, though, is to understand what kind of Gnostic story we’re looking at. So let’s see if we can crack this cueball open.
This is going under a cut, because it’s going to be an essay in itself.
GNOSTICISM, OR: SOPHIA, YALDABAOTH, AND YOU
Okay, first off: what even is Gnosticism and what themes are we even talking about? Many of you may be familiar with this stuff already from the aforementioned posts, but I’m sure there’s plenty of you out there who aren’t, so let’s do a quick recap.
Gnosticism was an early breakaway movement in Christianity back when the new religion was first finding its feet, and in fact it still has some adherents today. This is pre-Bible, pre-general acceptance of Christianity stuff. Think 100s and 200s CE. It was generally a lot more focused on individual experience of the divine than the hierarchy of the developing Church—which, sadly, was probably the main reason it was outcompeted by the hierarchy. It just didn’t have as much unified social or political power. So we’re mostly forced to reconstruct it (like so many alt Christianities) from the texts of the people who were arguing against it.
But, as far as we can tell, its beliefs were and are pretty interesting compared to the Christianity most of us are more familiar with. Basically, the God of the Old Testament, the God of Judaism, was not the God to worship according to Gnostic Christianity. He’s actually the villain. (Which was a pretty huge divergence from Christianity’s Jewish roots, so you can see how that might not have sat too well with some folks.)
Among many different texts, there’s a common mythic story that goes something like this. We live in a realm which is fallen and contains evil, but the true reality is different. The true reality is a perfect realm of perfect goodness, created by the true (very abstract) Creator. This state is called the pleroma, Greek for “fullness.” The pleroma emanates forth perfect worlds with the help of beings called aeons, angel-like beings who exist in male-female pairs, each of which is called a syzygy.
The fall occurred when the pairs became unbalanced. One of these aeons, Sophia (“wisdom” in Greek), broke away from her partner, and went off to explore the void. While she remained perfect, she accidentally emanated a being that was not paired with anyone: a masculine, flawed being known as Yaldabaoth or the Demiurge. Some folks will tell you this means “half-creator,” but that’s a mistranslation. Demiurge in Greek really means, literally, “worker from/of the people,” but less literally it means something like “artist” or “craftsman.” Usually it’s a guy who makes pretty stuff like jewelry or decoration or something like that. (Can you tell I took Greek?) This being created our world, our whole flawed material plane, believing himself to be the creator, and became the God of the Old Testament. The task of the Gnostic is to transcend Yaldabaoth through self-knowledge, or gnosis. By understanding oneself, one realizes one’s unity with Sophia, the true source of our divinity, and ultimately, with the pleroma and the true Creator.
All in all, it’s a pretty cool concept, whether you believe in it or not. And already, if you weren’t familiar with Gnosticsm before, I imagine you’re spotting things from Homestuck. Names like Yaldabaoth and Abraxas (a name used sometimes for the true Creator.) The aeons, who resemble Homestuck’s cherubs in their perfect pairing. It’s pretty clear that Hussie was familiar with this story, at least enough to draw on it for some references and motifs. So why might he have wanted to bring Gnostic stuff into his story? What might he have wanted to convey?
Let’s find out.
CHERUBS CHERUBS CHERUBS
It all begins, of course, with the aeons. I mean cherubs. OK, so I make no secret of the fact that I love cherubs. God I love cherubs. I’m a sucker for the whole cherub loredump Aranea provides, even if it had to be lampshaded to hell and back as a loredump. I think the thing that makes cherubs so interesting to me is the place that they occupy in Homestuck’s enormous, builds-on-itself-Powers-of-Ten-style cosmos. They’re not just another alien race. They don’t operate on the ordinary scale we’re used to, like trolls and humans do (the microcosm of ordinary life), but they don’t operate on the gigantic universe-spawning scale, either (the macrocosm.) They’re in between, in the “mezzocosm,” to steal a phrase from Joseph Campbell.
Cherubs act on the scale of say, galaxies. They operate within universes, many cherubs existing within each individual Billious Slick. Destructive cherubs cause huge waves of death, wiping out solar system after solar system and species after species of poor innocent aliens and fantrolls along the way. But good cherubs are protectors, defending said species from their cousins’ rampages. While cherubs resemble individual aliens traveling through the void, they also operate like much larger beings, claiming huge swaths of territory as their own, either to defend or to destroy. When they mate, their large-scale nature becomes much more evident, as they transform into AU-long serpents that wrestle for dominance in perfect pairs.
Cherubs fit the idea of the aeons really nicely. Dualities up the wazoo, obviously. (I haven’t even mentioned their inherent bodysharing stuff, where they already have to wrestle for dominance within themselves.) And a cherub, after all, in Abrahamic myth, is another kind of angel. And by being part of the natural processes of universes, they echo the aeons in being a natural aspect of reality that—as we’ll see—gets subverted with disastrous results.
They also fit really well into Homestuck’s running theme of cosmology as biology. Universes are literally frogs, whose DNA has to be combined to create the next generation, and they reproduce with massive amounts of redundancy and failure, like real spawning animals who produce hundreds of eggs. Doomed timelines are compared to capillaries, which all feed back into the central artery of the Alpha timeline (and maybe they’re literal capillaries within the universe-frog?) I gave your universe cancer, etc., etc. Cherubs, meanwhile, are compared to bacteria and cells: the destructive cherubs to viruses or germs, and the protective cherubs to white blood cells, defending the universe from disease.
Cherubs also make a really nice parallel with the events of the Game. (I’m pretty sure this insight came out of conversations between agenderarcee and zenosanalytic and other such awesome folks, so credit where credit is due.) In the Game, one party supports creation: Prospit, backed by Skaia, while the other doesn’t so much support destruction so much as oppose creation: the armies of Derse, backed possibly by the Horrorterrors. Creation vs Nullification. It’s hard to get a universe going; there’s too much inertia in the way. Meanwhile, Cherubs are an inversion—the wicked ones support Destruction, the good ones oppose it. Creation vs Nullification. Destruction vs Protection. It’s pretty cool, and maybe suggests that Skaia doesn’t just contain cherubs, but relies on them, too, working them into its system as aeons are part of the system of Gnosticism. I’m super stoked that cherubs seem to play a role in Hiveswap somehow, and curious what more we might learn about them when it finally comes out. They’re super cool.
All of which is to say: yeah, cherubs are definitely aeons, and they’re a pretty rad take on them, too.
So…what would happen if your cherubs got fucked up?
But you knew that would happen. The upfuckery was already here.
Enter *our* cherubs, Calliope and Caliborn.
THE MANCHILD DEMIURGE
Caliborn and Calliope are born into a weird code of life (set up ultimately by Caliborn, interestingly) that privileges their more down to earth side, rather than their cosmic side. Ordinary cherubs aren’t supposed to live in rooms and type on computers, but here they do. This is a problem, as I’ll explain later, but the obvious problems are that A) Caliborn and Calliope decide to play a game meant for other, less cosmic species B) Caliborn uses the game to kill his sister through artificial means rather than grappling for dominance the ordinary way and thus dooms himself to being a stunted immature tool forever C) As a solo player, he plays a very different game, with enormous and disastrous cosmic results. Namely, he becomes Lord English, an unstoppable being with incredible power over the timeline and the opportunity to devour world after world at a whim. Note that inflicting destruction is exactly what he would have done as an ordinary cherub…but here he’s able to do it on a much larger scale.
Caliborn/Lord English is pretty clearly modeled on the Gnostic Demiurge. Not only does he control a reality that our heroes are ultimately meant to escape, he also has some other familiar traits. He’s a self-described artist, obsessed with his creation, a terrible and insipid imitation of the story we know as Homestuck. A craft’s man, as he says. The irony being, of course, that the events of Homestuck are also his creation, but indirectly, as the much more powerful and manipulative English.
It’s easy to see LE’s entrance into a universe at the end of its life as an event. But in some ways it’s better to think of it as a kind of territory, marked for his possession. After all, from an outside perspective or from Skaia’s perspective, all universes are already here. Think of how the trolls are able to communicate with the universe they created at any point in its history. Think of how the Furthest Ring—the weird space-time outside of universes and sessions—is inconsistent and an event necessary to LE’s powers, the creation of the Green Sun, can take place within one of the universes marked by his predation. It’s Mobius Double Reacharounds all the way down, is what I’m saying. So really, from a perspective outside of time it’s less a chronological set of events and more a place, a set of universes that LE is able to inhabit.
Actually, I made a couple maps in past posts of what such a territory might look like. Tumblr frequently won’t let me fit images into a long post like this, but here’s two links instead.
So, just like the Demiurge, LE has a whole realm to his own. A false realm, carved out within the reality of SBURB. LE is Homestuck’s Demiurge.
Wait a minute. Wasn’t the Demiurge’s name Yaldabaoth? Isn’t that the name of a Denizen? More specifically, Caliborn’s denizen? Huh?
Let’s back up a bit. LE’s progression through the universes isn’t a surprise to Skaia. We knew early on, actually, that his actions were “sanctioned by Paradox Space.” And really, how could it be otherwise? If all universes coexist simultaneously, even during the process of their creation, the forces that create reality would be well aware of divergences from their normal pattern. The Game itself offers him his power!
Now, it’s hard to say how much of what goes on in Paradox Space is Skaia’s will. Skaia itself seems to want to make universes, but most of these efforts fail, and will definitely fail without player intervention. And it’s implied that there are forces acting against Creation. Maybe just inertia. Or maybe these are the Horrorterrors, who seem to advance their own agenda through Derse Dreamers. Maybe they’re just creatures that naturally inhabit the weird tangled space-time of the Furthest Ring. If so, it’s not surprising that they would be opposed to the creation of new universes in their midst. So whatever LE is, like everything else within Paradox Space, he’s hashed out between Creation and Nullification.
Denizens are weird and interesting in this regard. They’re the closest thing the Game has to intelligent cosmic entities that you could actually talk to. They’re like the public face of Skaia. They seem to communicate information to themselves through different realities, and they manipulate events to ensure certain results in the timeline. Their goals, though, are as inscrutable as Skaia’s and the Horrorterrors’ always are. They’re associated with the Game and therefore with Skaia. But they seem to me to be part of the ever-ongoing process of negotiation between Creation and Nullification.
So, when Caliborn finds himself in a dead session where his Denizen simultaneously promises to punish him for his hubris with a grueling challenge AND offers him incredible, godlike power if he succeeds, it probably indicates that these perspectives are once again at play. Skaia likes to figure out who will win its ongoing argument with the void through a Game. Why not offer a different Game as a way of resolving a different question?
I’m not sure if I borrowed this theory from someone, but one idea that I remember thinking about earlier in Homestuck’s run was that LE’s existence was the result of a failed coup by the Horrorterrors that totally backfired. If they really did represent the forces of Nullification, suppose they got tired (non-temporally speaking) of losing matches and seeing new frogs pop up in their precious space-time over and over again. Say they decided to switch from Nullification to outright Destruction, to make a weapon that destroys universes. But their weapon blew up in their face once it started attacking them right back.
Or, maybe let’s turn it around: say Skaia thought, hey, let’s get a leg up on these void-loving bastards for once, and make a weapon that, yeah, sure, fucks up a bunch of universes and some of our player’s lives (not that we really care), but also lets us really stick it to those tentacley motherfuckers for a change.
Both possibilities seem worth considering, depending on how much you think Skaia is willing to sacrifice.
So when Yaldabaoth offers LE the Choice and the chance to play the ultimate game of table stickball, he’s really doing a whole lot more: he’s offering the major parties involved in anything going on in Paradox Space the chance to score points in their own Game.
Denizens sometimes seem to me to represent different aspects of Skaia, or different aspects of this negotiation process. It’s even possible that they could be in competition. So what could a Denizen named Yaldabaoth represent?
The power to make and break certain players. The power to make a Demiurge.
Yaldabaoth is associated with power, and, interestingly, with the Light aspect through his shape. He can’t be easily classified as belonging to a particular aspect like some Denizens can, though, because he manifests to both Dirk and Caliborn. What do they have in common? An interest in power and a considerable amount of it, yes. But also toxic masculinity, arrogance, and an obsession with being the best.
If Skaia loves games, how does it feel about winners? Maybe Yaldabaoth represents the principle of the conqueror. The one who defies even the onslaught and punishment of the dead session. The one who’s good enough at games to become part of the game itself. Maybe Yaldabaoth is the part of Skaia that finds someone like Caliborn deserving of a certain honor. Or at least allows its opponents to make use of such a person. The part of Skaia that says, power comes to the one who overcomes it all, through sheer brutal obsession. To the bro who is the most hardcore of all the bros. Who by throwing himself into his game more than any reasonable person would…somehow succeeds.
You might call it the Yaldabaoth Principle, or maybe…
The Yolobro Principle.
So that’s how you make a demiurge. How do you break one?
With a syzygy.
THE ARTIST, THE MUSE
Ah, dear, sweet, sweet, precious Calliope, I’m sorry to have held off talking about you for so long. Your brother ruins everything. But we all know you’re leagues, no, AUs better than that guy.
There isn’t anyone named Sophia in Homestuck, but Calliope is a pretty close analogue. She’s the other half of Caliborn’s cherub pair or syzygy, and it’s her separation from him that’s the catalyst for LE’s. Much of the personality Caliborn crafts for himself is in opposition to her: she’s a passionate and skilled artist, so he becomes an artist too in order to mock her work. Even his cartoonish misogyny seems to arise mostly out of his hatred for her and everything she enjoys. Even after he becomes LE, he’s still obsessing over her, just as cherubs generally obsess over their defeated halves and seek out mates similar to them in adulthood—creating crafting a parody of her in Doc Scratch, killing limeblood trolls because she’s fond of them, and so on. Honestly, Calliope is a great and wonderful character whom a lot of the fandom can empathize with (indeed, she’s crafted as a celebration of Homestuck fandom), and so it’s a shame that we’re going to spend most of this post talking about her stupid brother. Let’s just acknowledge that she deserves better, but her dumb bro has to go make it all about himself, as usual.
But let’s talk about Calliope as the Gnostic Sophia. Like Sophia, she can kind of be described as an inherently good being who made a mistake. In her case, that was believing that she could play a cosmic game with her brother and reconcile with him, rather than defeating him in cherub puberty as cherubs usually do. This ultimately led to her death, Caliborn’s dead session challenge round, and his Yaldabothification into LE.
It wouldn’t really be fair to be mad at her, though! It was an innocent mistake born out of good intentions, and it cost her her life. Also, the warring forces of the Game totally set that situation up, as did LE himself. The cherubs’ unusual living situation encouraged them to think of themselves as the type of species that would play the Game, and thus LE was born.
But there are two Calliopes: the one who was killed by her brother, yes, but also another from an alternate timeline, who defeated her brother in the normal cherub way. Part of the difference in her timeline was that she never learned to think of herself the way humans do, never followed their adventures as a fan, and thus never believed that they could reconcile in their game. Alt-Calliope is much closer to Paradox Space’s idea of a traditional cherub. She’s much more cosmic, much more like an aeon. But also much less human. She’s a force for good, but, like Skaia, she can only see individual beings as abstractions. From a certain perspective, she’s much more empowered and much more important
And yet the game is rigged against her. The challenges of her dead session are designed for her Lord of Time brother, and it seems to be implied that hers is a doomed timeline. When she consults with her Denizen—interestingly, not Yaldabaoth, but Echidna—she is given the Choice to wait out an eternity to become someone who could bring an end to a Yaldabaoth-like tyrant. And she accepts that destiny, committing herself fully to a cosmic purpose. Like LE, the ascended Muse of Space is happy to be part of Skaia’s machinations—if for a very different reasons.
If the Denizens represent different aspects of Skaia or the Game, then maybe there’s a countervailing force to Yalda that we could describe as the Echidna Principle. A dedication to protecting and preserving life within Skaia’s system. Or at least, an acknowledgement that the reign of any false god needs to come to an end. The Echidna principle employs Alt-Calliope as a counterpart to Caliborn, bringing the two cherubs back into symmetry.
This symmetry is INTEGRAL to Homestuck’s ending. We’ll see how, once we establish some ending-related Homestuck Facts.
In the meantime don’t forget regular Calliope, either—she’s going to be important to the meaning of all this, too. We’ll catch up with her by the curtain call.
THE MAP HOMESTUCK AND THE TERRITORY ENGLISH
Okay! Homestuck Facts!
As I’ve discussed before, there’s a thing that keeps happening in Homestuck which we might call Map-Territory Confusion. This is a concept from literary studies and stuff. Basically, what we mean by Map and Territory is that representations of things are not the same as the things themselves. Like, a map of, say, Houston, is not the same thing as the actual city of Houston, right? One’s made of paper and the other’s made of, like, buildings and shit.
Except in Homestuck, the Map and the Territory blur together all the dang time. The labels for Prospit and Derse float in front of their respective planetoids. Jack knows how to flip his sprite. Terezi’s scratching the game disc glitches Homestuck the webcomic. Caliborn’s sabatoge of the expansion pack causes significant glitches in the Game Over session. Sooo many examples going on here that it would take forever to list them all. Even the way that the omniscient narration (which is sometimes the same as the character of Andrew Hussie and sometimes argues with him) blurs together with the subjective experiences of individual characters contributes to the confusion. Even though, on some level, we tend to believe that Homestuck is a representation of a set of events going on in a number of universes that all exist out in some conceptual space, we’re forced to question constantly whether what we’re witnessing is part of those events, or part of the frame we witness them through, or whether that question even makes sense.
By the time we reach Act 6, and even possibly earlier, I’d argue this confusion is being used very deliberately.
Remember how we talked about LE’s territory earlier?
In Homestuck, Map-Territory Confusion is used to draw an explicit link between the Map that is Homestuck the webcomic and the Territory that is the set of universes and sessions over which LE is able to hold sway.
This is a big part of the reason for Hussie and Caliborn’s conversation. Caliborn is arguing with the theoretical author of the map Homestuck, screeching at how his choices have affected him, and trying to put forward his own version of the narrative. Meanwhile the author is literally dead, killed by LE. And after this conversation, Caliborn takes over the narrative prompt by entering his text into the same space where he had conversations with Hussie. He tries to rewrite Homestuck in his own bad-fandom image, while simultaneously A) his sabotage of the the Homestuck narrative cause glitches, confusion, and GAME OVER for the kids and B) his future-self LE’s power over the timeline becomes even more of a concern for both the living and the dead. This, mind you, is all on the heels of us finding out through the last few acts how LE and his agent Doc Scratch have been manipulating every disaster, and indeed, everything that has happened within the narrative Homestuck from the very beginning.
An large set of universes and sessions are LE’s playground.
Homestuck itself is LE’s playground.
The two are one and the same.
The other piece of the LE’s Domain = Homestuck puzzle is of course the house-shaped Juju, and the weird powers John gets from touching it. Now, the weird timeline retcon stuff that the Juju allows John to enact is its own weird, often frustrating subject that probably deserves its own post, and if we were to discuss it here, we’d get more derailed than we already are. What’s important for our purposes is that the Juju is even more associated with the narrative than LE is. When we first see it, it looks grey but is actually transparent, by which I mean it bleeds into the grey background of the base website. This grey background is also the place John ends up when he’s testing his powers and dragging LOWAS between realities. We know that LE used it in the very beginning of his reign to trap his opponents, and we know that afterward it passed out of his control, and became something that could only be used against him. It’s shaped like the logo for the Game, in the kids’ version, which is the closest thing we have to a symbol of Homestuck.
We don’t know much about what Jujus actually are, but one thing that’s frequently true about them is that they have strong effects on time. Well, what has a greater affect on time than a story that shapes all the different universes and timelines into a coherent progression?
I’m pretty sure that what Yaldabaoth gives Caliborn and what Caliborn traps our heroes inside to ensure his ascension is Homestuck itself.
So, when I say that the ending of Homestuck is about escaping Homestuck, please believe that it’s not just some weird meta bs that dismisses the story and says it doesn’t mean anything. It’s an actual plot point. Once we learn to see the link between Homestuck the narrative and Homestuck the events, we can see that to escape Homestuck the webcomic has a deeply metaphorical meaning. To escape Homestuck is to escape the hidden conductor behind all events and enter into a domain he cannot control.
With all that in mind, we’re now ready to interpret Act 7.
ACT 7: COSMIC SYMMETRY
We see two main things happen in Act 7. Alt-Calliope makes her move, and Vriska (oh Vriska, you’re your own post and a half) activates the house Juju against Lord English, which is to say, she weaponizes Homestuck against him. The result is a black hole where the Green Sun used to be. Which of the two are responsible? Wrong question, I think. Alt-Calliope, our Sophia, is serving as the conductor of the orchestra and by implication, the guiding hand of the narrative, while Vriska is bringing the narrative to bear against him. The Juju undeniably has power, but so, too, does a Muse of Space showing that this has been her domain all along. The physical destruction they cause is inextricably linked.
Thought the timeline stuff is knotty and confusing as hell, the actual mechanics of LE’s destruction are secretly fairly simple. As others have noted, the defeat of this pool-themed villain evokes the rules of table stickball. We see the Juju/weapon/narrative briefly resemble a ball of light, like a cue ball. We see LE’s eyes become eight balls. And we see the light from the juju charging toward him, like something about to knock him into a dark hole.
Click.
The symbolic meaning of the eight ball is important to keep in mind, and in fact was evoked earlier in Homestuck. In many games of billiards, you can’t pocket the eight ball until the last shot. With Snowman, that meant that you couldn’t kill her without destroying the universe. But in fact, Snowman did get taken out—when Scratch wanted someone to destroy the universe and bring in LE. The meaning of the eight ball, then, is: the time has finally come. The rules permit victory. The right timeline has been found. Everything necessary to make the final move has already taken place.
That’s exactly what Alt-Calliope represents in the eyes of Skaia or the Game. From the beginning of LE’s power trip, the Game knew that his power trip wouldn’t last forever. It would have limits both in time and in space. For Skaia, Alt-Calliope is those limitations being enacted. She is LE’s end.
Think back to the tangled spacetime of the Furthest Ring. Scratch enlisted Dave and Rose to create the Green sun long before the chronology of their session. Thus he achieved, in one sense, LE’s beginning. The destruction of the Green Sun (which unites all of LE’s universes as an ordinary star unites its planets) achieves LE’s end. It doesn’t matter that this end has to come, chronologically, after his long reign of terror. It still ends it.
It’s an end spatially as well as temporally. LE’s rampage through the furthest ring led him opponents around in a great circle of ravaged space-time. (Like a sucker.) Which by the time of the final confrontation makes a complete loop. Imagine what effect a star collapsing into a black hole might have on that ruined space. Imagine how a fully-realized Muse of Space might be able to manipulate the fabric of the Furthest Ring to achieve exactly that effect. Now recall that the universes and sessions LE’s able to influence are part of the Green Sun’s orbit. Yeah, they’re not going to make it out of that collapse intact. Nor are the army of ghost selves that echo the twisting progression of all the universes and alternate timelines we’ve seen going to escape. They’re going to be caught up in the extinction of the domain, swept up in its wake.
That’s the physical side of things. Looking at the Juju itself lets us talk about the narrative side of things. When Vriska activates the Juju, it takes shape as the familiar house symbol of Homestuck. But that same symbol has another meaning—it’s the shape of the Exit Gate for the Game. At the exact same moment (remember, things that are juxtaposed in Homestuck are circumstantially simultaneous, meaning that they’re somehow associated or related to each other) the Juju becomes the Exit Gate, we also see the kids’ (previously red and doorless) Exit gate flip turnways, turn white, and feature a door. The two look so similar that for a moment I thought the kids were going to walk through and end up in the Furthest Ring. But no—the two aren’t two sides of the same door. They’re the same side of the same door.
Down in front of LE crashes a white door. The same white door appears to the kids at the same moment. The difference is, the kids will walk through, and LE will not. He won’t escape the end of his own ambitions. Where does the door lead from? From LE’s domain, also known as Homestuck. Where does it lead to? A new universe outside of LE’s domain, and outside the canon of Homestuck. So outside the canon that it’s only glimpsed as a flash-forward to the future, unable to be directly shown onscreen before the End of Act 7.
And—whatever interpretation we want to assign to the bizarre timeline questions that surround the retcon, Caliborn’s vision of trapping the kids, and the Juju—one thing stands out clearly. This is the right timeline. This is no longer the timeline trapped under LE’s sway. As the eight ball tells us, everything has finally lined up the way it should. Time to take that shot.
One more thing worth noting—in Homestuck, specific colors have long stood for specific timelines and universes. The curtains of the Beta kids’ acts are red, and the Alphas’ green, and their game logos invert this. Meanwhile the trolls’ curtains are blue. As was foreshadowed in Rose’s walkaround, the three colors of curtains eventually fuse to make, in Act 7, white. The color of everything coming together. The color of the Juju in its final form.
What better way to represent everything from the whole history of LE’s domain coming together? What better way to represent everything from the whole history of Homestuck combining into one victory?
In the ending of Homestuck, weird time shit, cosmic destruction, and the culminating power of the narrative all fuse together into one white-hot path toward victory. And even as all this happens, we see Caliborn smashing his clock, see LE gaining his terrifying time powers in the first place. The end is the beginning, and the beginning is also the end.
For a Demiurge and for Skaia, that’s the same thing. The Game has granted Caliborn unfathomable power. But it’s also trapped him in a false, limited world of his own devising. Forever. His obsession means power, but his obsession is also his greatest weakness. He will never know freedom from the loop he set himself in, has become the loop itself. He will never know the freedom the kids know. His ignorance of anything but himself makes him, in a way, a deeply tragic figure. Tragic because Skaia knows how limited he really is, and he never will.
Skaia, or whatever power is at work in the symmetrical ballad of the twin cherubs, is satisfied. Alt-Calliope has fulfilled her cosmic purpose. The circle is complete. The cosmos is satisfied. And our heroes have left the old world behind forever
…But what does that mean? What does it mean to escape?
A GIRL WHO LIVED
What surprised a lot of people who’d been following the Gnostic themes of Homestuck was that the kids didn’t ultimately escape the game. A lot of folks, I remember, felt sure that the kids were going to leave the Game behind forever by escaping into a limitless realm, the pleroma of Gnostic myth.
Here’s the thing. They did.
What I’ve been trying to show here is that the Demiurge to escape, as figured in Homestuck, isn’t Skaia, but Lord English. And the pleroma, the realm of freedom we’re trying to get to? That’s not some place outside Skaia and its cycle of universe after universe being born.
The pleroma is Skaia itself.
This is deeply weird and it’s easy to see why it would catch a lot of people off guard. After all, the pleroma in Gnostic myth is a deeply positive thing, a realm of perfection and joy. It’s the home of the perfectly good God, as Christians tend to view him. Skaia, however, is depicted as amoral, uncaring, even cruel.
But I think this ties into Homestuck’s major themes. The amoral, almost animal-minded cosmos Homestuck depicts is fascinating precisely because it offers no caring God. Cherubs are part of the ordinary progression of things, just as aeons are, but reconnecting with that progression simply means the continued perpetuation of reality through an infinite frog machine. The deep meaningfulness of mythology clashes, quite deliberately with the deep meaninglessness of perpetual motion. God is a video game that doesn’t care about you as a person, but as a tool it can use to keep the whole show running. And yet, like a video game, it offers grand, mythic narratives and archetypes you can invest yourself in, to the point where you can lose sight of the fact that they don’t necessarily mean anything for your life. Skaia will always exist, even after the story is done, as the Spirograph at the end of Act 7 suggests. It’s up to us human beings to make sense of that.
I’ve talked before about the difference between huge, archetypal narratives and actual personal experiences. Within the context of Sburb, that usually means the difference between the game and your experience of it. But it can also be the difference between Dave and the toxic masculine narratives he inherited. The difference between your archetype and yourself. Or the difference between Calliope and her doppleganger.
To Skaia, Alt-Calliope is the important one, because she enacts its mythic narrative and brings the ballad of Lord English to an end. To Skaia, the Calliope we know is a footnote, an accident, an irrelevant detail. It doesn’t care whether she lives or dies.
But we do. Because we know her. We’ve seen her suffer and struggle, just as we’ve seen all the heroes suffer and struggle. We’ve seen her yearn to be part of something important, celebrated fandom with her, and wanted to defend her against her horrible brother. We’ve seen her dream of something better than a limited life locked to a monster with a chain. We’ve been rooting for her to achieve it.
There’s no reason, from Skaia’s perspective, that Calliope needed to be brought back to life with the ring of life. The ring allowed Aranea to cause Game Over, which was important to the retcon and thus to its grand plan. Calliope is irrelevant.
But she gets brought back to life anyway. Why? Because her friends care about her. Because we do.
Because our Calliope isn’t part of the construction of a grand cosmic architecture. She’s a person.
She has the right to exist. Not because she fulfils some time loop or causes some outcome. But because she’s a person. She doesn’t exist for the cosmos. She exists for herself.
In our Calliope, what was formerly godlike, angel-like, beyond mortal comprehension, gets a chance to be something more human. Calliope expects her doppelganger to be superior to her. She fears her friendships, her peacefulness, her history make her weak. But it’s just the opposite. She’s strong in a way that has nothing to do with what Skaia values, but everything to do with what we value as readers. She matters in dreaming and striving. In herself.
As Alt-Calliope says, recognizing this truth about her counterpart, even as she lives out an entirely different story:
CALLIOPE: you don't need to do anything.
CALLIOPE: be who you've become, and who i didn't.
CALLIOPE: consume the fruits of an existence i could never understand.
CALLIOPE: live.
The kids escape Lord English, but at the expense of all their past and possible selves, and are left to wrestle with the meaning of their victory: is it divinely ordained, or just an accident, just Skaia’s whim? Is it truly victory when they’re not sure if they’re the same selves, or have they lost something along the way? Caliborn and Calliope embody a similar dichotomy. Caliborn will forever be archetypal, larger than life. But he’s doomed to live out a foolish, self-indulgent story in a bubble of space-time he will never escape. Calliope will never have the glorious, cosmic importance Skaia granted to her brother and to the ghost of her it conjured up to defeat him. But she has a freedom that neither of them will never be able to possess. Freedom to live.
Ultimately, Homestuck uses Gnosticism, a mythic framework all about the relationship between human and the divine, to show the difference between the two. It suggests that the divine, the archetypal, the stuff of grand heroic stories is ultimately limited. In the end, Homestuck argues, there’s great strength and freedom in being mortal. Being human.
I think that’s a pretty cool story to tell.
Next time: other ways of thinking about the ending.
(PS: This essay turned out to be 11 pages in Word. The first mention of Vriska is on page 8. Of fucking course.)
[EDIT 5/21: A previous version of this post claimed that Abraxas was the name of Sophia’s syzygy counterpart, but looking around, that appears to be unsubstantiated. Instead, Abraxas appears to be used as the name of the Ur-God who created the Pleroma or of another Aeon within the Gnostic system. This is pretty cool, as it ties the Denizen Abraxas and the Hope aspect even more fully into the normal functioning of the Sburban cosmos/pleroma. Pretty cool stuff! Thanks to @revolutionaryduelist for pointing it out!]
Hey, I am LOVING your writing on the Gnosticism themes on Homestuck--I hadn't thought about the Aeons as Cherubs yet, and that's fascinating stuff. However, a couple comments and leads: I don't think Abraxas is ever referenced as Sophia's partner, or at least, I haven't found a source making that claim. far as I can tell, Abraxas was the name of a totally different god later attributed to the Ur-God that generates the Aeons, by Carl Jung in the 7 Sermons to the Dead (1)
That paper describes Abraxas as the ultimate, invisible Godthat unites all opposites into one being, as well as the Lord of frogs andamphibians (puts a whole new spin on consorts and BSlick, not even to mentionJake’s consort kingdom, huh?). I also think the most obvious analog for Aeonsare actually the Aspects themselves–it’s important that the world of thePleroma is also the world of Ideas, and that Yaldabaoth is a “blind”god because it cannot perceive the Ideas that created it.
The Ideas angle alsolinks into the Ur-Self stuff you talked about with Davepeta. I think Hussiecovered that pretty thoroughly, because the Ur-Self is just another branch of atopic Hussie already covers from Act 1: Platonic Realism, and the expression ofthe pure realm of Ideas in the world of Material reality. My next two videosare covering the links between Gnosticism and Greek theory of Platonic Realism,but in the meantime Tex Talks’ alchemy stuff breaks the latter down v well.
Oh, also notable isthat Yaldabaoth is described as having created “seven heavens” in thesky–lending additional weights to the Seven Gates leading to Skaia, as thecharacters must Ascend the gates much as humans must Ascend to the Heavens toreach Pleroma ;) And you are indeed correct that Skaia is the metaphysicalmanifestation of Pleroma–hence why it acts as the Sessions’ Sun. It also givesoff Light, but Skaia’s Light is more focused on Ideas.
At last I finally have a chance to post your very helpfulcorrection! Sorry it took so dang long! XD
Yeah, I was totally wrong on Abraxas when I said he was Sophia’scounterpart Aeon. I think I must have decided that because 1) it seems weird tome that we wouldn’t know the name of that Aeon, but mythological systems areweird and arbitrary like that I guess 2) I misread one of my sources, which referredto Abraxas as “in Pleroma with Sophia,” which is still technically true, but asit turns out, true in a more general way. I’ve corrected the original post. Won’t stopold reblogs of it from going out, but ah, that’s the nature of the tumblr beast.^^’
I’ll have to look into Jung’s take, but I’m intrigued. Ithink Abraxas predates Jung, existing in earlier Gnostic systems (but not allof them) and I think he does start as a separate god originally. But I LOVEthat he’s associated with amphibians! That’s fantastic. That really ties him closelyinto the system of Sburb, even more than I originally thought, and suggeststhat Hope is somehow tied to the unlimited creative potential of Skaia.
Also, I was looking into Abraxas, and as far as I can tellhe seems to have been a Hellenistic-Roman god of curses and power, of a typethat was pretty common in that period of history—gods whose long, bizarre nameswere written on papyri and stones to summon the god’s magic power, frequentlyas a curse to bring down your enemies. Variations on Abraxas’s name werecommon, and in fact (I made sure I double-checked this this time, ha!) thisdoes appear to be where we get the word ABRACADABRA, from tablets and similarriffing on ABRAXAS. Or Abraxas is a riff on ABRACADABRA and similar bizarrepower-god names. Which is fascinating in its own right, but on top of that, itoccurred to me…
Writing ABRAXAS like this might look something like:
And oh my god Jake is closely associated with Abraxas as hisdenizen and Roxy even wonders on that page if he was writing ABRACADABRA and this just tiesJake and the mysteries of the Hope aspect even more closely into Gnosticism,and fuck, Homestuck really is the gift that keeps on giving, isn’t it? Fuckinglove it.
You’re right, Homestuck has always engaged pretty closelywith the platonic/archetypal nature of its entities, all the way from Act 1onward! Thanks for pointing that out. It’s interesting to see how it becomesmore explicit (and more focused on characters) later on, but it’s so satisfyingto notice how the seeds were already there. I like the Platonist Forms connectionlots of folks have made; I’ll admit Platonism isn’t my area of expertise,though. I tend to approach this much more from a Lit Crit/ Structuralist theoryof ideas. But it kind of comes to the same result, doesn’t it? Structuralist conceptsand Platonism get along pretty well, the only difference is that one’s encoded inlanguage and one in the universe. Given that Homestuck’s a linguistic-narrativestructure that represents a cosmic structure, it’s a pretty fantastic marriage!
Seven Gates / Seven Heavens is another SWEET CATCH, thanks! Sevensare a pretty classic magical number, but they don’t appear super oftenHomestuck outside the acts and the gates, do they? Curious. Very curious.Another echo of Narrative as Cosmos, Story as Gnosticism? From what I gatherthe archetypal power of sevens historically comes from the seven visibleheavenly bodies, (the sun and moon plus the five visible planets), and that’sprobably pretty closely tied to the Gnostic idea of Seven Heavens. Which allties in very nicely with the planetary and cosmic structure of Sburb. Excellentstuff.
Thanks so much for writing in! I always look forward tohearing your ideas. :D
A recent interview with Hussie has helped me make sense of something I never understood before.
Namely: why does Homestuck choose to go out on such an ambiguous note? After all, this caused significant backlash and rifts within the fandom.
(True, an Epilogue is promised, following certain lingering plot threads, and we got a renewed reminder of that recently. Still, for the duration of the time from Homestuck’s ending and the Epilogue’s release—a good two years already—ambiguity is a big part of the experience of the finale, and it may well stay ambiguous. So what’s the deal?)
For a while I chalked it up to necessity—his time severely constrained by other problems, Hussie chose to focus on the broad themes of the story, rather than address every detail. I still think there’s truth in that, but what I’ve realized is that there’s a much larger purpose at work, too. Hussie knew exactly what he was doing.
The goal of Homestuck’s ambiguous ending is to bring fans into the same space as its characters, and recognize in their own lives its most essential themes.
Homestuck is a Gnostic myth that casts its audience as its heroes.
We know that Calliope and Caliborn are deeply connected to Gnostic mythology. Caliborn is the Demiurge—the flawed and false creator of the material universe, who thinks he is God but is incapable of understanding the true reality, which lies in a realm of ideas. Calliope is Sophia—the divine being that can bring us out of the Demiurge’s false world back to that idea-based True Reality.
We also know that Calliope and Caliborn represent the Homestuck fandom. Caliborn echoes the worst side of fandom in general, contemptuous of the story and enraged when it doesn’t cater exclusively to his interests. Calliope represents the most positive and creative side of fandom, making art, finding connections with others, and finding oneself through the lens of a story.
Now let’s put these two ideas together.
The ultimate debate about the ending of Homestuck--perhaps the Ultimate Riddle--is:
Should we give a shit?
Is the ending meaningful, or is it one big joke?
That’s pretty much the question we’ve been trying to figure out for the last two years. It’s not difficult to see that Homestuck’s audience has fallen, broadly, into two camps: those whose relationship to Homestuck is one of disappointment and disillusionment, and those who believe it has something wonderful and important to say.
In the interview, Hussie comments on this as the essential duality of Homestuck while refusing to neatly resolve it. Homestuck could be nothing but a big farce—it’s a non-stop parade of jokes, after all. Or it could be something as inspirational and important as a religion, capable of changing lives. Impossibly, he seems to be saying both at once.
Hussie as an author has always tightroped on this line. He maintains the persona of a kind of magician, a wacky guy throwing everything at the wall to see what sticks, capable of doing absolutely anything. It’s very difficult to tell when he’s just messing with you, and when he’s being completely sincere.
It would be easy, given a cursory read of Homestuck, to conclude that Hussie simply does not give a shit about anything. That Homestuck was one big prank on us, and we were fools for thinking it would ever mean anything. I’ve seen many folks express this notion, especially those who were most disappointed with the ending.
The thing is, Hussie cultivated this image of himself on purpose.
The idea that Hussie simply doesn’t give a shit about anything is undermined when one begins to examine his commentary on Homestuck. It becomes clear that, far from wanting to write a meaningless story, he is interjecting layers upon layers of meaning at every turn, constantly examining his motifs and techniques to see what effect he’s having on his audience. His commitment to this is astounding. And yet at the same time he depicts himself as a careless, random prankster.
So which Hussie are we going to believe in?
The ambiguity of the ending is a challenge, a gauntlet thrown down by Hussie to his audience, because it forces us to ask that question.
In his discussion of the film Annihilation, video essayist Dan Olson expresses his frustration with fan criticism that obsesses over mechanics and logistics of events but refuses to ask the question: what does this story mean? He makes the point that ambiguity forces engagement with themes—that when events cannot be explained neatly, we have to understand what a work is trying to say on an emotional, psychological level instead. We have to investigate what its symbols are to understand what it’s trying to say.
Homestuck’s ending is difficult for precisely that reason. Whereas earlier parts of Homestuck were about determining the mechanics of the game, the logistics of plot events, the second part of Homestuck is about the mechanics of the narrative as the kids escape from it. Only through investigating its symbolic language—Gnosticism, fandom, light and void, heart and mind—can we understand what it’s trying to say.
And this is something Caliborn can never believe in.
That’s part of what it’s about.
The Demiurge cannot believe in the world of ideas. Nor can Caliborn believe that Homestuck is meaningful, that it contains any ideas. To him, it’s just a joke that doesn’t land, a prank pulled on him by an irreverent prankster he despises. And many would agree with him.
One of the dark sides of fandom is the brutal pessimism of the cynical fan. It can create a smothering atmosphere that mocks the very idea of looking for meaning in a work. Why should we? It failed us. Caliborn was is, and will be the part of the fandom that cannot believe in Homestuck.
The demiurge’s creation is the status quo, the flawed world we inherit. And the status quo of Homestuck fandom in April 2016 was to believe it never meant anything at all.
But that, like the world of the demiurge, is an illusion.
Looking only at plot events, we cannot help but see Homestuck as a failure. But what if we look at its ideas? What if we follow a different path? That of optimism, earnest investigation, and hope?
For the ancient Gnostics, transcendence was not obvious. It required a daring faith that the material world was not the end, that there was something greater.
So, too, does Homestuck issue us a radical challenge:
Dare to believe that Homestuck is meaningful.
To do this, we have to engage. We have to care. We can’t discard it as just a joke, but must analyze its deep, deep wells of thematic and symbolic meaning.
If we are able to do that, Hussie suggests, then we will see, like Calliope, that Caliborn’s world was small and limited, created only by a lack of understanding, and that reality is so much freer and greater than he knew. It is a heroic faith, a faith that pushes us past the demiurgic doubt we’ve inherited toward truth.
Calliope is the side of fandom that creates new things, that believes passionately in the importance and sincerity of what it reveres, and ultimately, can set us free.
That’s Homestuck’s internal pitch for itself, anyway. But is it true? Sure, Hussie’s laid down the gauntlet, but is it worth taking on the challenge? Is Homestuck actually meaningful, when you look past the surface and get to the symbolic level?
Yes. Oh my god, yes, yes, yes.
Look, you can say Homestuck’s flawed and I’ll agree with you, but the fact is, it’s rich. On the symbolic level, there are so many ideas that we’re still discovering new things to this day. I’ve spent the last few years blogging about them because there’s so damn much to say. Everything in Homestuck drives towards a spectacular culmination of meaning in its rapture of an ending. It’s not obvious on the surface, but a willingness to dig a little deeper brings it out, and there is so, so much to bring out.
Again, Hussie knew exactly what he was doing. He knew that releasing an ending that left so much uncertain and unsaid would spark anger and bitterness. But he also knew that there would be those with enough patience to look past the surface, who would figure out that he had something to say.
This isn’t to say that for Hussie, the audience of Homestuck is divided up exactly into Calliopes and Caliborns. They share one body, remember? Rather, what he’s saying is that if you choose to see Homestuck as a shaggy dog story, that’s all it will be. But if you choose to believe it does mean something—that Hussie, on the deepest level, is being sincere—you have the opportunity to figure out what it does mean.
I may not be able to convince you that Homestuck is good. That’s all right. I don’t have to convince you. I know—from my own experience of studying the text. This kind of knowing—a knowing rooted in something experienced personally—is the gnosis which gave the Gnostics their name. If you aren’t interested in that kind of knowledge—in the transcendent world of ideas built into Homestuck—there’s nothing I can do to change that.
But if you’re interested in exploring the possibility that this wacky webcomic might, in the end, be worthwhile—there’s plenty to read on the subject.
There is always, after all, the possibility of escape.
<3 Ari
[Credit to folks on @revolutionaryduelist’s Homestuck Explained Discord server - particularly Luna Fae Kaida - for insights that helped me connect some of the pieces in this puzzle!]