To me, all of the aspects together represent the experience of a play. In that, Breath is the drive. The wind in our sails. It's the imagination. Being there, but not bound to anything. Free-flowing conscious, unable to be grasped, only able to be invited in by the vacuum. It's a driving force, lovingly pushing that which tries to remain still. It's irresponsibility, and agency. Breath pushes things around and around, and inspires wherever it goes. It is free of suffering, because it cannot be bound.
Life, is the energy of Breath, harnessed and made into something else. Life is organized, feeding and growing in power. It's the way your DNA is coiled, it's patterns repeated, it's boundless, complex perfection that spreads infinitely in fractals. It's turning formless into form. Through Breath it is driven. It is breaking the law of anarchy, the basic state, and rebelling against simply having an ideal, and actually fights to get it. It is eating the apple in the garden of Eden, and disrupting peace in having nothing to hold and thus being free. It does this in favor of the struggle where you must hold on, you must survive somehow. It's greedy. Life is the aspect of fighting to be able to have agency while not being fragile enough to simply have it be taken back. Life is fortified, intelligent, and hungry.
Light is all that is observable. Light is the spotlight above the stage, showing you the main events. Light is objective. It's relevance, and importance. It's showing you something. It's correctness. It's showing you the character at their most crucial moments, it's showing you success and the most pivotal moments that led to it. To view and understand Light as a whole is to see that it is lines within lines within lines within lines, forever and ever, showing you all that you'll ever be able to know until...
Time. Time is deciding where the lines end. It is commonly seen as decay. The Finite. Good old Mortality. Time decides where the lines of light begin and end. It is the pacing of the play, placing ends and beginnings here and there. The birth of a character, their events, and the death of that character is all thanks to Time. Time is also the aspect of the self experience(Heart). A good way to think about Time is to look at any tool. A hammer, just as an example. A hammer is forged, used, and eventually broken, perhaps even several times if it is repaired repeatedly(Life). You can even think about the idea of hammers. Hammers are invented/discovered, used, and eventually forgotten about. Then the next rendition of hammers begins, perhaps they're called something different or shaped in another way or used for another purpose. But the thing that Time teaches us is that every play is really the same. Every story is a rendition of the original story(Light). The story of experience. Birth, events, then death. Beginning, middle, and end. You may stuff the most random things in between, but if you zoom out, all stories are identical, and they stop only to begin again and again.(Rage?)
Heart is a difficult one for me to understand, and I don't really get other people's views on Heart when I do my research. But, I'll try my best. The general consensus is this: Heart is the aspect of Personality. It governs impulses, emotions, and the "soul", or your being, however you wanna look at it. I imagine it's role in the figurative play as a character's traits; their strengths and weaknesses, their bonds, and their romance. I guess Heartbound are particularly interested in feelings and impulses, specifically how they control people's actions. The aspect of Heart is a character's perception of the world based purely on feelings. It responds to stimuli, totally unconcerned about objectivity. But, it's also about being someone, and coming to terms with that. Or at least, that's how I understand it.
But now, Rage. Rage is the aspect of waking up to the lies. Seeing structure and recognizing that it wasn't meant to be like that. Everything is supposed to be free, I shouldn't have a body, I shouldn't even be thinking thoughts right now, this is all preposterous and I'm going to return things to their rightful states. It's seeing an ideal, A hope, being lured in, lured in, reaching out to grab it, but. You can't take it. It's only a hope. It's not real. It's the feeling of heartbreak, when you thought it was meant to be. But it wasn't meant to be, and it never was. Because it didn't happen that way. It's waking up to that, to rejection. It's a feeling of being bound, being unable to have the fake ideal even though it would be so great to have it. It's even coming to terms with that firstly, then doing something about it. Whether that be to make right the wrongs, or to impulsively destroy it all.
Blood. Blood is the aspect of relation, and how those relations bind together. It's a life of service to the tribe, in hope that you'll all eventually make it to the end happily. Think of Breath and Blood as different kinds of priests. Breath is the priest that liberates you, and sets you free. Blood is the priest that takes you in, and holds you as you both read scripture by candlelight, finding solace in service to the deities, where all else is pain and suffering alone. It isn't capture, necessarily. It's family. Sometimes family is a chain like capture, sometimes it's an anchor that holds you in place and calms you. Hugs my dude. Bloodbound sometimes have to suffer though, finding that chains can be broken, either by choice or circumstance, and when your relationships are severed, or damaged, it hurts. Being alone in a world of suffering is hard, and Bloodbound know that more than anybody else. So, depending on how Rage or Doom leaning the Bloodbound is, they may help others in taking them in to accept suffering, or taking them in to become a team, and fight against the suffering.
Doom is being bound. Bound and suffering, or bound and cared for. Often both. But either way, Doom is the aspect of giving in to the limitations. Life goes on, refusing to die as long as it has control, denying limitation and saying "I CAN". But it wont always have control, and thats because of Doom. Doom is recognizing the inevitability of not being around forever, and being okay with it. It's saying "I CANNOT", and just chilling while the fire consumes them. It's knowing there's no chance of Hope, it's knowing that no amount of Rage will turn things around, and it's knowing that the ends of Life's ever-growing fractals fizzle out into Void eventually. It recognizes that there is no amount of detachment that can unbind the Doombound from Death. Time kills all, so one way or another, bound or unbound, we will all recede into...
Void. Void is where the spotlight doesn't touch. It's further back than that. It's what the audience can't see. It's the backstories nobody knows about. It's irrelevant information, things the story doesn't go over. It's everywhere the current setting is not. It's the darkness at the corner of your eyes. You can turn your head, get mirrors, record, analyze, or guess or do whatever you can try to attempt a glance into that dark spot. But you won't ever see it for yourself. You can't even imagine it. You can try to know everything, but Void teaches that the first step to doing that is to recognize that you know nothing. Voidbound's Hearts aren't all there. They give in to the Void voluntarily. Think about how modern astronomers are mapping the stars, diligently building better and better tools to see further and further out and tracking what they can see. Then notice how unlikely it is that humans will ever see every last detail of it. We don't even know every last detail about Earth, though we record as much as we can about our discoveries. We dismiss any discovery we deem irrelevant, too, because we're so focused on what's in the spotlight. Void is realizing that the whole thing is too big, and too deep, and too detailed to ever possibly truly understand it. And so, taking Doom's advice, any Voidbound person in their right mind would just... Not try to do anything about that. And so we just leave Void to being nothing.
Where Time is the aspect of the play's pacing and events, Space is the stage and setting. Space is your mommy. Your real mommy. Forget what you think you've got. Space is the one that really made you. Space is artistic, it wastes so much Time to build little intricacies, all of them. Remember Void? Remember how I talked about all those little details you'll never know about? Space made those. Space is the mom of all of that. Sure, Time conducted some stuff in the background, yeah, but Time also left to go get cigarettes, and you don't think Time is coming back to see it all grow up. Time is coming back to end it later. What a dick. But Time might come to see your basketball game. Maybe. If Time thinks you'll win. What a fucking asshole. Anyways. Space builds on objective laws, and turns a lot of little nothings into something. It turns a lot of dust floating around into big rocks called planets, where things happen and stuff is born, then raised, and eventually dies if it happens to have the right chemicals on it. This is about as much as I'm willing to write about Space with this crummy English language. I could go on and on about Space.
Mind. Mind is the other aspect on looking at all this stuff. Where Heart looks at things with subjective feelings, Mind looks at things with objective fact. Mind excludes feelings, and in that way it is unbound and capable of doing what is objectively right. It doesn't concern personality or romantic impulses. If it's evil, destroy it. Period. Enter. Indent. Mind considers consequence, it sees what could happen if X. Heart doesn't care what the consequences are, it feels something, so it must follow it, regardless of X. What I'm saying here is that these two aspects both draw upon Light and Void, where Mind draws upon Light to see and choose the objective, and Heart draws upon Void to choose the subjective. Both are seeking the ideal, which is on the aspect wheel as...
Hope. Hope is that the person you like will like you back. It's that Santa Claus is actually real and isn't transphobic. It's that you have magic powers for real bro. It's the idea of matter from nothing, similar to how Space turns a lot of debris into something. But with Hope, it's taking concepts of nothing and turning it into something. It's that the ideal will present itself when all seems lost. That something will appear out of nothing and save you. But Rage shows us that fundamentally, Hope is nothing but ideas. It's fake. But... It's also... Fucking real???? Hope is the aspect of Hope, in that you HOPE it's real, and if you believe it, and really really do, it could become real??? When Santa Claus is standing in front of you, do you still Hope he's real? No, because he's literally right there! You can't hope he's real because he IS real, you're with him right now! Hopebound are theoretically capable of using Hope and Belief to fabricate and bring forth fake things as real things. I don't understand Hope completely, I'm just telling you what I think it is based on research and long hours pondering. It doesn't really make sense in some ways, or it doesn't function like the other aspects in that one particular part about being fake, but also real? I think it's kind of like, the driving fuel behind powerful things. It inspires things to be real, I guess?
That's it then. All the aspects on the aspect wheel. Thank you for reading my aspecting breakdown. I hope it helped you, or was at least entertaining. If you have input, or you can clarify or enlighten me on any of the aspects, don't be afraid to make contact with me. Peace. (: