Anonymous said: Can you do a write up for page of void please??? love your blog!!
Aw, well, thank you.

Powers: CA
The Page and the Knight are the passive-active pair, Exploiting their Aspect by turning it into a weapon. But where the Knight keeps the sword they have been given by their Aspect, the Page hands it out, makes themselves an army of the Knights their swords create. Similarly, where the Knight reaches their full potential as an army by themselves, the Page learns what they can from their teammates and allies, reaching their full potential far slower than the speedy lone-wolf Knight. Jake English, as the Page of Hope, equipped thought-Dirk with his beliefs that the manifestation of his knowledge of Dirk existed, and he was essentially just wished into existence by those beliefs, having received Aranea’s gift of his full potential. And while Pages’ abilities take a while to come into effect, due to their full potential being a long road to reach the end of, at least they don’t have to deal with the pesky side effect of their session lacking their Aspect.
So, Page of Void, turns other people into Knights of Void.
…What, are you surprised I jumped right into that power? Well, that’s because there isn’t really much that the Page can do besides. Horuss Zahhak, too, was a Page of Void, and what did he give to his teammates? Nothing. Any Page of Void would simply be able to give their teammates nothing…actually, I take that back. A well-trained Page of Void might be able to do worse than that. A well-trained Page of Void would be able to obscure their allies’ information, memories they want (or need) to forget.
Don’t worry, though, the Page’s other ability more than makes up for it. You see, by making their allies Knights of Void, the Page has essentially ensured the success of their session. I’m not sure if you’ve read our team analysis of a Knight of Void, but in the case you haven’t, let me tell you, Knights of Void are one of the parts of a perfect session because their mere presence means that everything that needs to be in the session is there. And yes, this does apply to Pages, too, once they reach their full potential. Knights of Void are armies, construction crews, basically anything, able to call out anything they need from the nothingness, and able to show up wherever they may be needed. The weaponization of Void would likely allow this Knight the ability to teleport into and out of existence wherever they need to be, or, at the very least, turn invisible. Just imagine what, say, three of them together would be able to accomplish!
As a final note, it’s worth saying that a Page of Void might be a bit of a secret-keeper, given how Pages tend to accept their Aspect wholeheartedly as a matter of who they are (e.g., Jake, as the Page of Hope, believing most, if not everything, that he gets told, as a measure of his tremendous faith), and this might be something that the Page needs to work on to reach their full potential, opening up to their teammates about their secrets. Not all, but, at the very least, some.
Weapons: TC
Pages and Void. Well, as I have previously stated at least once, Void players opt towards quieter ways to kill things and Pages use more traditional weapons. For instance, Horuss Zahhak, the canon Page of Void, used a bow and arrows to fight. The other Pages are Tavros, who used a lance, and Jake, who uses his pistols. Other Void players are Equius, who uses his bare hands (literally nothing), and Roxy, with her sniper rifle. As such, a Page of Void would use a strife specibus designed to fight and kill quietly. The following would suffice.
Land and Quest: TC and CA
You see this here word list? The one thepageofhopes made? Yeah, you can use it if you can’t think of a good Void word.
Alright. Of the three Void players we have seen in canon, Equius Zahhak, the Heir of Void, Roxy Lalonde, the Rogue of Void, and Horuss Zahhak, the Page of Void, we have only seen two’s lands (Roxy’s and Equius’), but, of course, given how one is a member of a Void session, one that is inherently different to other sessions (read: regular ones), we can only use one, Equius’, the Land of Caves and Silence. This was an empty-looking land that, in an obvious (and, I imagine, intentional) contrast to Light lands, looked like it was perpetually night. Silence is a lack of sound, and the “lacking” part makes it the Aspect word, and I think it’s possible that Caves might be the aesthetic word, as one would think that they are a permanent structure, leaving Silence to be the quest word, but given how little time that was spent in the Land of Caves and Silence, even in Paradox Space, there isn’t much we know about the land. We can imagine that Void lands would have a direct contrast to Light lands as for the light that’s on it, and where Light lands look like they’re at various stages of the daytime, Void lands would be in darkness.
So, with that aesthetic knowledge done, what would the Page of Void’s quest be?
I mean, they’ve got to have a quest, right?
….Yeah, I’m officially labeling the Page of Void as the most useless class until they reach their full potential.
I know, I know, I’m being mean, but really, and I am being quite literal here, the Page of Void has nothing to do.
Their land has consorts, sure, but they’re pretty damn content with what little happens in their darkness-filled land. Their Denizen is not causing any trouble, no monster’s rampaging, no slaves need to be freed, no tablet needs to be destroyed, no war needs to be stopped…nothing.
I know, you’re all like, “What the hell is this bullshit?!”
I was like that, too. But then I started actually trying explaining it to myself (note to self: muttering to yourself in public generally garners a few odd looks), and it makes sense.
The Page’s natural ability to give people Void (read: nothing) is the only thing they could do without actually dying on their quest bed, and even then, they would only be able to make them forget. They have nothing to do besides not screwing shit over, and that’s because their only gift to give other people (with their powers, I mean, not like, intellectually or creatively) is nothing.
Their quest is nothing…but at the same time, it’s far more challenging than one might think. Because with nothing to do, what else is there but for them to learn to overcome their own boundaries. Their quest is to learn to reach their full potential. Their quest is to learn their powers, to learn themselves…and to maybe stop holding so tightly on to all of those secrets.

Powers: CA
Well, the Witch and the Heir are the active-passive pair for the Manipulator classes. While the name may imply the Witch class being female-exclusive, there has been no indication of such a thing in the canon. These classes tend to have a more familial bond to their Aspects, the Witch having a more parental bond as compared to the Heir’s filial one. The Witch manipulates their Aspect to conform to them, to do what they desire. They teach it, and with this potential, comes a tendency for the Witch to deviate from their responsibilities by inverting. Jade Harley and Damara Megido (as the Witches of Space and Time, respectively) both inverted, although the former was by natural passivity, and Damara’s was more of a sudden shock. Anyway, both ended up inverting, denying their responsibility to act…well, I would say selfishly, but that’s not quite right…they acted in a way they were predisposed to, Damara immaturely, and Jade as more of a planner than someone to jump right into things.
So, the Witch of Hope, what can they do? Well, the Aspect they would be manipulating is Hope, and Hope is the Aspect of energy and faith. This means that, while the Witch would be unable to create faith in themselves, they could alter the allocation of people’s faith, like how people distribute existing experience points and the like when starting up a tabletop roleplay, or an RPG. While their actions after the fact might inspire more faith in them, they cannot directly make themselves an object of faith. While this might not seem horribly helpful, let me tell you now that faith is a very powerful thing, and a change in faith results in a change of actions. The Witch of Hope will always be defended by people’s intrinsic faith in them, something that, while they cannot understand, they do not have the will or desire to not trust.
In addition to the power of hope and faith and the like, the Witch of Hope would be able to manipulate the pure energy of Hope, teach that energy to weaponize itself, to defend them naturally. Its eyes would extend further than the Witch’s, and when it is finally taught to defend the Witch, it will do so easily and nearly without fail, shooting lasers to get rid of enemies, bringing up shields in response to people’s attacks. This immunity to most attacks will be like an involuntary muscular response in its being the responsibility of something else, but it requires a very skilled Witch, though, so practice, practice, practice. In the meantime, though, shooting people with lasers of pure Hope energy is pretty cool.
This Witch would originally have inverted themselves into the Seer of Rage. They would originally be more passive, able to see why people among their friends are angry. They would intrinsically know if people are angry and why, which they would then tell their friends in the hope of it being fixed. Once they get into the game, though, they stop noticing problems among their friends and start fixing them.
In any case, the natural faith that is placed in the Witch of Hope and their skill on the battlefield and inclination to fixing problems would make them an optimal choice for leader…except Witches don’t do responsibility. They would be a soldier, not the king. Skilled, incredibly so, but they wouldn’t want to go anywhere near the head position of the team, and given their newfound insensitivity to their friend’s anger, that may be all the better for the team.
TC, you hear that? People are recommending our blog. We’re cool now!
By the way, sorry this took so long.

Powers: CA
The Sylph and the Maid are the passive-active pair for the Creation classes. As their name suggests, these two classes create their Aspect for and others and for themselves, as their name suggests. While both of these classes are hypothesized to be made exclusively for females, who can even take anything the canon says seriously anymore?
…Us. The answer is us. We take the canon way too seriously.
But who says male Maids and Sylphs can’t exist anyway, huh?
Anyway, Sylphs, in addition to their creating their Aspect for others, have a second hypothesized power, and that is to heal using their Aspect or just heal their Aspect directly. Kanaya tried to heal Space of the troll species’ absence…I mean, that didn’t really work (*cough*Eridanmesseditup*cough*), but it’s the thought that counts!
Anyway, the Sylph of Heart would be able to create Heart for others. Heart has three main interpretations: soul, emotions, and self, all three intertwinable, and easily confusable at that, but make for surprisingly distinct powers. Let’s look at creating emotions for others.
You know those times. Someone’s going on and on and on about something you just don’t care about. You can’t tell them that, though, they’d think you’re a jerk. So you’re forced to listen while pretending to care. The Sylph of Heart would have the perfect empathetic response, though. They would be able to create emotions that others want them to feel to know just what it expected. They’re amazing listeners, and what’s better is they can be great mediators, too. If two people are in an argument, they would be able to show exactly what the other person was feeling by creating similar emotions in both parties. The Sylph of Heart could stop a war before it started by creating just the right emotions to make people not want to fight…although, this would exclude the creation of apathy, as that would simply be the destruction of other emotions, more the Prince or Bard of Heart’s schtick.
As for creating soul for others, this is something quite similar to the Maid of Heart’s ability, except where the Maid would only make clones of themselves, the Sylph would make clones of others. These clones would strike precisely where it would hurt deepest, the soul. Great for taking in an enemy, or, you know, potentially an ally, alive.
As such, the Sylph of Heart would take a mostly pacifistic route in battle. This in no way means they are not a force to be reckoned with, as Sylphs in general tend to buff their allies, but they also tend to kick people’s asses with the weapons they have (*cough*cuttingEridaninhalf*cough*). Have fun.
Weapons: TC
Sylph of Heart weapons are straightforward. Seeing as I have already covered the weapon patterns for both heroes of Heart and Sylphs more times than I can count, I’m sure that most of you might already be acquainted with their weapon patterns. The weapons of a Sylph tend to be capable of transforming from something everyday and unassuming into something deadly, like Kanaya’s lipstick chainsaw. The weapons of Heart players tend to be oriented towards cutting, like Dirk’s sword and Nepeta and Meulin’s claws. Put these patterns together, and you’ll get something unassuming that can transform into something that can cut a bitch. While the unassuming form is up to you, I recommend the following as the more combat-ready weapons.
Land and Quest: TC and CA
Alright, so, this is the spot where we usually put a word list made by thepageofhopes in case you get stuck on your land’s Aspect word. We did that. Let’s go.
So far, we’ve seen the lands of two Heart players, Dirk Strider, the Prince, and Nepeta Leijon, the Rogue, but of those two, we can probably only use one as an example, as Dirk’s session is a Void session, which leads to some automatic differences between his world and the world of a Heart player in a normal session. For example, his entire world is covered in a noble gas, and is filled with dead, skeletal consorts…or maybe those are just monsters?
In any case, the unfortunate fact is that we are now limited to only using one land, the Land of Little Cubes and Tea. Nepeta’s land is an oddity in its nomenclature, given how it is made of an extra word. While this was presumably done only on Hussie’s part to make the abbreviation for the land LOLCAT, this is an interesting thing and I felt need to make a note of it.
In any case, Nepeta’s land is rather easy to deconstruct and decipher. The “Little Cubes,” part is likely a reference to the little cubes forming staircases and such all along the land, looking suspiciously like sugar cubes. This is likely the Aspect word. Heart lands tend to be sweet and soft, and these “Little Cubes” are most likely made of sugar. The “Tea,” part is quite obviously a reference to the teapots sitting on top of the mountains on the land. We aren’t entirely certain which is the quest and which is the aesthetic word given how little time there was spent focusing on the characters in the Land of Little Cubes and Tea, but that’s as much as we can learn from the name and brief glances we have gotten of the land.
As a side note, if none of the words in thepageofhopes’ list appeal to you or they don’t seem to fit the land you had pictured for your character (if you thought of a quest beforehand), it is possible that the Aspect word for a Heart land is meant to sort of reflect the nature of the player. Nepeta, despite having her underlying metal-as-all-hell nature, was a sweet, adorable individual, a personality that made her easy to like, and as such, her land reflected that. Dirk didn’t have an Aspect word, but his land reflected him, as it was a very interesting land with great levels of depth to it, like Dirk.
Okay, with that description out of the way, what would the Sylph of Heart do for their quest? Their job is to stop a war among their consorts, one for resources and land, one that would kill so many. This war was prophesied, so people feel compelled to have it go through, but without thinking of the consequences. Of the people.
Your job is to stop it as the Sylph of Heart. Mediate. Show the two sides the people they would be harming. You show them what it is they’re destroying, make them feel the need to not do it. Replace their apathy with something far greater.
You would not even begin to believe how happy this made us to read.

Powers: CA
The Witch and the Heir are the active-passive pair for the classes known as the Manipulators. Where an Heir would be shaped by their Aspect, the Witch would instead be the manipulator— like a parent molds their child into a fitting young disciple to learn to do something that they enjoy, the Witch manipulates their Aspect to conform to them. This might not be so obvious at first: it may be possible that Witches have a tendency to deviate from their responsibilities by inverting. Jade guided her friends around pre-session like a true Seer of Time, and she’s the only Witch we have really seen in action for the most part, although Damara’s actions could be counted as Seeing in her seeking out that which she could do to mess up as many timelines as possible and still end up scratching the Alpha timeline and its session. She inverted with the great shock of learning about her matesprit cheating on her. Obviously cheating is a bad idea.
But, relationship status aside, what would the Witch of Light be able to do? Well, as we mentioned in the Page of Light post (which is how we assume you found us), the Witch of Light would have powers very, VERY similar to the Marvel superhero, the Scarlet Witch. What Scarlet Witch is able to do is manipulate probability. This could mean that whatever the odds were of something happening, the Witch of Light would be able to change those. If there was literally no chance that their team would be able to get out of a battle alive, a very (VERY) powerful Witch of Light would be able to change that with little to no work. The Aspect of Light is something they could teach to do what they want. This could create a few problems if the Witch isn’t careful. First off, if the Witch of Light were to teach Light to create bad things, Light would never stop making bad things. The Witch wants to win a battle? Well, if they taught Light to only do bad things, to mess with their teammates and their enemies, then Light would likely make it so the Witch would be the only surviving member of their team after the fact. And then, on the flip side, even if our dear Witch of Light taught Light to follow orders specifically, they would have to learn to control for everything, every sort of variability. They could rework the rules of Light, change them, but there is always going to be a cost, even if they can’t quite manage to see it. Hopefully, this Witch has a good Time player to help them out, otherwise things could end up very strange very quick.
Knowledge, too, a Witch of Light could manipulate, although, knowledge is a bit tricky. It is black and white, and not transmutable between shades of grey, which is what the Witch excels at. The Witch of Light couldn’t give people information, or create it in their minds, as those two belong to the Page and the Sylph. They wouldn’t be able to destroy it, either, as that is more a Bard of Light’s area of expertise. What they could do though, is manipulate whether or not people think the information they have is true or not. It’s a bit of a stretch, but trust in information will alter whether people keep it or forget it, and that is the shades of grey Witches thrive in as far as rules.
As for Light in its more literal sense, the Witch of Light would be able to manipulate it, too. They would have to use an existing light source, but they could make light stretch further, bounce off things that aren’t mirrors like a mirror, change the rules as they see fit. Again, things happen, but at least light isn’t really something that’s quite so monumental as luck.
In any case, a well-trained, well-taught Witch of Light should place themselves on the front lines, causing as much havoc for their enemy as possible, making sure they slip on as many banana peels as possible, while their teammates are able to pull off marvelous feats of accuracy, strength, and endurance. They could, to the enemy, make their teammates fight like an army, and gods know how useful that would be.
Weapons: TC
Well, well, well. What have we here? Witch of Light, huh? Ooh, I’m really scared! Okay, Nightmare Before Christmas references aside, a Witch of Light would simply be a witch in the traditional sense of the word in terms of what weapon she would use. Similarly to their actual god tier abilities, Witches tend to throw patterns and rules for weapons out the window, so it would be up to their aspect to provide a decent template in terms of a weapon. Heroes of Light tend to use weapons with extraordinary magical properties, such as Vriska’s dice and Rose’s needles. When all is said and done, the only thing that we can say for sure about a Witch of Light’s weapon is that it would be some sort of magical… thing. The following would suffice.
Land and Quest: TC and CA
Alright, a Light land. TC and I will once again tell you that if you can’t seem to find a good Aspect word for your land, then thepageofhopes has a nifty word list to help you out. Ready? Let’s do this.
There have been three Light players shown in all of Homestuck: Rose Lalonde, the Seer of Light, Vriska Serket the Thief of Light, and Aranea Serket the Sylph of Light. Of those three we have only seen two of their lands, but thankfully, those two have played in (arguably) normal sessions, and therefore those lands can be used as examples. Rose’s land as a Light player, being the easier of the two to dissect, will be the first one we do. The Land of Light and Rain was Rose’s land, and where Light is obviously the Aspect word, the quest and aesthetic word is Rain. Rose’s job on LOLAR was to learn to play the rain, but we don’t know to what end given how Rose never actually completed her quest in the Alpha timeline.
The other planet, Vriska’s, was the Land of Maps and Treasure. The sky of her land is covered by glowing compasses and landforms, exuding the image of an old map, which gives us the impression that Maps is the aesthetic word. This leaves the word Treasure to be the Aspect word of Vriska’s land. And given how we never saw much of that world in the first place, there isn’t much data we have been given as far as what the quest for Vriska’s world was. Or much about her world in general, really.
So of the two Light lands, the patterns that can be drawn between the two worlds are that they are relatively bright, and while the decorations between the two worlds vary, one thing I’ve noticed is that it looks like the sun is always in some degree of out-ness. In Rose’s world, it looked like it was at noon, but in Vriska’s it was at sunset, perhaps a symbol, of sorts.
So with that image in mind of our land, what can we do? Well, the Witch’s power to manipulate Light as luck is something that’s generally unlocked more at the actual god tier stages of god tier-ness, so manipulating luck is kind of out. But light, well, that’s another story.
There is a set of ruins just beyond where our Witch’s consorts live. This ruins is left by a civilization just about overly-fond of puzzles and had a knowledge of a powerful being set to arrive…well, when was it you entered the game?
Yes, okay, I couldn’t hide it, this powerful being is you, the Witch of Light. You are absolutely fucking awesome.
Not like anyone else can recognize you, though. It’s not like you have that awesome costume on, and those cool striped socks.
But that’s okay, because this Oracle person, someone who knew you’d be coming, set up a puzzle for you to solve. They locked away a treasure, a book of records of the past, and the only way to open it is a horribly complex puzzle involving light and mirrors and the Sun to open this huge-ass stone door depicting you dressed in a fancy costume using light to open the door, and I don’t really know. It’s a matter of figuring out when and how, and, if you’re lucky, getting it on the first try.
Hopefully you’re lucky. It may never be night here, but it still takes a while for the Sun to get back into its proper place.
A Time player would be very useful for helping with this task. Just a little hint. Now, get that book and get it back to your consorts.
I just noticed this question in the inbox. Hello, anon!
We’ve already done the Page of Breath. The post can be found here. If you have any more questions, regarding the Page, though, perhaps concerning relationships, you can always drop those in our inbox as well.
Okay, back to our regularly scheduled programming.
Okay, hello, guys.
Let me start off with saying that TC and I are hella sorry for being inactive this long a time. We have received all of your asks, and it just ended up that when we wanted to work on them, we ended up busy, be it with school, productions, or other prior obligations.
Speaking of the asks, wow, you guys are really curious. When we started out, we didn’t really expect to get so many asks, nor so many followers over this short a time. Thank you.
Thankfully, TC and I are both free over the course of the next two days, so we will work as hard as we can to finish of many of these as we can in these couple of days. Hopefully, we’ll get around to more soon, but with I have to start getting ready for some standardized tests soon, and it takes the two of us to work on these things, for the most part (the exclusion to this rule is the requests where you simply want to know what weapon or what powers a god tier might have).
So with all that said, TC and I’ll get right to work. The next two requests we’re hoping to bang out this weekend are the Witch of Light and the Sylph of Heart, but there are many, many more in our inbox. Stay tuned.
Anonymous said to fancygodtierpowers:
Um, if you aren’t too busy, then could you please do Maid of Hope. That is, if you don’t mind. Thanks!
No problem.

Powers: CA
The Maid and the Sylph are the active-passive pair for the Creating classes, both of which hypothesized to be female-exclusive classes, but in a webcomic where a giant snake-like denizen looks like phallic imagery to a green girl, anything goes. Where the Sylph creates their Aspect in relation to others, Maids use their Aspect to give themselves, such as giving themselves more Time in a certain red-blooded troll’s case. Maids are made to freely create their Aspect for whatever reason they deem fit, but fortunately, most of them have the sense to not do this too much.
Hope is potentially the most potent of all Aspects. It is the Aspect of belief, of faith, of optimism, of energy. It is as powerful as its wielder, and the Maid of Hope’s ability to create Hope freely is very, VERY powerful. Beyond simply fostering other’s faith in them, the Maid would be able to foster belief in whatever they viewed as worth having faith in. They could inspire faith in their team’s ability to succeed, to defeat the Black King, or in each team member’s abilities to complete their own individual quests. They could inspire faith in just about anything, really, all it needs is for the Maid to believe in it, too, for it to work. The Maid might even possibly be capable of creating that which there is Hope placed in….That was worded very awkwardly, let me try to explain again: the Maid could create whatever gods or forces people believe in at the time. Illusory? Most likely. More bark than bite? Most definitely. But not entirely powerless. I mean, if you saw whatever or whomever you placed a shit-ton of faith in fighting against you on the battlefield, you’d probably want to give up, or, at the very least, stop fighting until you figure out why they’re there. The Maid of Hope in general would be able to create whatever is needed to make faith once they have completely come about understanding their powers. If to win a battle, their friends thought they needed an army, a fully-fledged Maid of Hope could create that army.
Furthermore, the Maid of Hope would be able to create Hope as pure energy. This could potentially make them a very destructive force, despite their nature as a Creating class, as this energy could basically take any form the Maid wanted: a force field, a laser beam, a shield, a sword, a light source, a spirit bomb, whatever. Anything the Maid of Hope wants that energy to form, it’ll form, and (hopefully) complete its purpose.
The Maid of Hope would be very helpful on the front lines of battle. Their ability to create weapons from the pure energy of their Aspect means they will never be unarmed, even if they should happen to lose their own weapon, and their ability to pump up their allies and confuse their enemies with their own hopes and objects of faith make them a force to be reckoned with, and that’s not even counting their weapons.
Weapons: TC
Well, for once… the Maid part of the title doesn’t really matter, since the Hope part is quite specific. All Hope players revealed thus far have wielded a gun of some sort, with Eridan and Cronus wielding Ahab’s Crosshairs and Jake wielding his dual pistols. Whereas usually the Maid wields a weapon pertaining to their interests, that would be restricted now to helping you decide the sort of gun that you/your character would use. Here are the types of gun specibi available.
Land and Quest: TC and CA
Here’s a word list to help you if you’re having trouble in coming up with a good Aspect word for your Hope land. Disclaimer over. Let’s talk about lands.
Well, we had talked about this before, but sadly, we only have information from one land. Eridan Ampora, the Prince of Hope, and his land, The Land of Wrath and Angels. Where Jake English was the Page of Hope, his session was a Void session, thereby making his land inherently different from that of a normal session.
Eridan’s land is fairly easy to dissect. Angels is more than obviously the Aspect word because Wrath is more of a Rage word anyway. Where we don’t know which is the quest and which is the aesthetic, I would hazard a guess that Wrath is the quest word, and that Angels is the aesthetic word, given how the angels were apparently fairly peaceful before Eridan started shooting them, meaning that Eridan’s planet wasn’t inherently wrathful, so that’s not the aesthetic. As a side note, this might mean that Eridan knew a lot more about his planet than he was letting on, and that he knew that Wrath might have been necessary for him to finish his quest.
So: the Maid’s quest obviously wouldn’t be quite as destructive as the Prince of Hope’s, and not quite as impersonal as the Sylph of Hope’s, either, as the Maid’s powers themselves aren’t quite as impersonal, either. The Maid of Hope’s land would have consorts who have themselves two things: a deity they love quite dearly (or perhaps multiple deities, they can look however you want- hell, one of them could even be the Maid, provided the consorts seem unable to recognize their similarities) and quite a large problem. A huge monster running rampant in their land, a disaster like a fire or a flood, or some sort of famine that has a solution the Maid can understand and begin to implement, anything, really. These consorts have no way of helping themselves from this calamity, save for the lot of effort they just can’t seem to muster for some reason. It’s probably hopeless anyway, right (I’m not subtle at dropping hints).
The Maid’s quest is to restore Hope to the land by blessing it as some sort of figure of Hope. Take Christianity (gods know no one else will): the deity is God, the messiah is Jesus, and the celestial heralds are angels. The Maid could be either (one of) the deity(ies) returned to the planet to solve their problem, the messiah, or some other sort of important figure, like an angel. The Maid will help the consorts solve their problem by creating Hope for them as their religious figure, and by being such a figure of power, the Maid can therefore help them solve all their own problems (although, admittedly, the larger one might need the Maid themselves to intervene). How does one go about motivating these consorts who have been lazily relying on their deities for generations? I don’t know. Impart some Uncle Iroh-esque proverbs on them, make them ingest some caffeine, just make sure they can do it without you in the end. As far as Hope can bring you, no one can manage on it alone.

Weapons: TC
Well, I guess this one’s all on me, then. The Heir of Breath, as you most likely know, is the God Tier title possessed by John Egbert, whose strife specibus of choice is Hammerkind. While this definitely is a wonderful example for an Heir of Breath’s strife specibus, it most certainly is not the only option available. The pattern for the Heir weapons is quite simple. As the Heir class “inherits” their aspect in a sense, wielding it to protect themselves, this is true of their weapons as well. They practically inherit their aspect to use as a weapon for self-defense. The best example of this can be found in Equius Zahhak, the Heir of Void, who fought with his bare hands, literally wielding nothing. The other Heir whose weapon is known to us is John. An Heir’s weapons, if not a total visual representation of the Heir’s aspect, at the very least follows the pattern set by the other weapons wielded by players of the aspect.
Heroes of Breath tend to use mid-range weapons with a reach, like John’s hammer and Tavros’s and Rufioh’s lances. These weapons also tend to have the capability of being thrown, allowing throwing knives and other weapons of the sort to fit into this pattern as well.
Putting these two together, fitting weapons for an Heir of Breath are as follows:
bliggity bliggity, bloggity, bloggity.
Heh. Bloggity.

Page of Breath
Powers: CA
The Page and the Knight are the passive-active pair for the Exploit class. Both use their Aspect as weapons, but in different ways, as where the Knight keeps the sword they have been given by their Aspect, the Page hands it out, makes themselves an army. Similarly, where the Knight reaches their full potential as an army by themselves, the Page learns what they can from their teammates and allies. Jake English, as the Page of Hope, equipped thought-Dirk with his beliefs that the manifestation of his knowledge of Dirk existed, and he was essentially just wished into existence by those beliefs, having received Aranea’s gift of his full potential. And while Pages’ abilities take a while to come into effect, due to their full potential being a long road to reach the end of, at least they don’t have to deal with the pesky side effect of their session lacking their Aspect.
So, if Pages make their allies Knights of whatever Aspect they are, the Page of Breath would, by definition, therefore be able to equip others with Breath, making their allies Knights of Breath. As far as equipping others with Breath directly goes, it means that those equipped would be at least as free as the Page is. As a backlash, though, this might mean that the Page takes the equipped allies’ place in a lack of freedom, and if physical freedom is in dispute here, this could be by means of literal place swapping via some sort of teleportation, but in a team full of Knights of Breath, the Page probably shouldn’t be too concerned about a newfound lack of freedom.
When their teammates are given the Knight of Breath’s abilities, side effects should include things such as being able to control the air around them, essentially being able to airbend as a result, and possibly being able to fly or teleport. They would be able to fight just as long as they are free, and whether that which binds them is physical, emotional, or mental, with the Page able to equip their teammates with the freedom they need to fight, making the Page, once fully recognized, an easy choice for the team’s therapist. By loading their worries, their troubles, onto the Page, they would be able to fight to their fullest abilities, and being the feelings dump is something the Page of Breath isn’t entirely unready for. I mean, just look at Tavros. When he isn’t being walked all over, Tavros is a very good listener, able to understand people’s feelings. That soft spot of his is exactly what landed him in so much trouble with Vriska in the first place.
The only concern I have with the Page is that they shouldn’t be too keen on erasing their allies’ emotional and mental bonds. While being the go-between for all conflicts all the time seems like a nice idea given how it would aid all members of the team to not have to worry about little fights that turned into something bigger, by getting rid of every little emotional tie between their team’s members, good or bad, runs the risk of inverting the Page to a Thief of Blood. The Page will likely be able to figure out when they’re coming close to crossing the boundaries of their abilities, but someone might want to keep an eye out just in case.
Weapons: TC
Well, the obvious answer would be a lance, wouldn’t it?
Pages lean towards more traditional weapons. Examples of this include Jake’s pistols, Horuss’s supposed bow, and yes, Tavros’s lance. Breath weapons are generally melee weapons, but with more reach, which can be manifested in two ways: the capability for being thrown or a longer handle. Examples of Breath weapons include the lance again, wielded by both Tavros and Rufioh, and John’s hammer.
So, a Page of Breath who isn’t Tavros would still have Lancekind as a viable option, but some alternative options are as follows:
Land and Quest: TC and CA
Alright, another Breath land! Sweet. And as per usual, let us say this in our great big disclaimer voice. Ahem. “TC and I suggest the use of this word list to aid you if you are having trouble coming up with the Aspect word for your land.”
Alright, now that that’s done, let’s get to work. To sum up the discoveries TC and I had made as far as Breath lands in describing the Sylph of Breath’s land, we had figured out by comparing Tavros’ land, the Land of Zephyr and Sand, and John’s land, the Land of Wind and Shade, that it likely doesn’t much matter what the land looks like. I mean, between Tavros’ bright, undeveloped, empty land, and John’s dark, developed, lively land, there seems to be this whole spectrum of possibilities for Breath lands. The one thing that I can imagine joining them, though, would be that the quest for Breath lands involves wind. This doesn’t mean that the quest word itself has to be the Aspect word, just that the quest has to, in some way, involve wind. John’s quest was to use wind to blow away the clouds and free the fireflies, the quest we had described for a Sylph of Breath involves creating wind for their land by creating freedom for captured wind spirits, so on and so forth.
So, that being said, what would the quest be for a Page of Breath? Well, the Page would have to learn to arm others with the freedom they already know how to use. And while this freedom can take multiple forms (physical, mental, emotional, etc.), it would likely be easiest for the Page to deal with a form of the latter two, as quests are often meant to occur before the player in question has reached god tier. So imagine the consorts for their land are snakes. Like, those really cool flying snakes from Southeast Asia. So they can fly. Even some ancient ruins or whatever depict the snakes flying. Except this generation of snakes you’ve found spent their entire life on land and have no idea that they can fly.
A certain catastrophe occurred on their land, maybe a drought, maybe a famine, whatever, but the point is, they’ve lost a vital resource they need to survive. Good news is, there’s resources nearby. Bad news? They’re on the other side of a deep, deep ravine just about splitting the entire land in two. Good news, again, though, this ravine’s producing a constant updraft. These snakes are built for flying, so they could easily cross it, except they don’t know that they can glide around like that. They think they’d fall the moment they go too far off the ledge. This mental and emotional bond to the land is dangerous, as if they don’t cross the ravine soon, they’ll likely die.
The Page’s quest is to provide their consorts with the freedom they need from the land around them to cross the ravine and save their life in that way. By freeing their allies just the right amount from their fears and doubts, the Page can allow them to achieve great things. Just a push in the right direction.

Heir of Light
Powers: CA
The Heir and the Witch are the passive and active pair that fall under the category of Manipulating Classes. The Manipulating classes are easily the most complex classes to understand, as where other classes’ abilities generally exist as an independent variable from their Aspect, the Manipulator classes’ abilities are intrinsically linked to their Aspect and how they interact with it. To the Witch or the Heir, their Aspect is almost like another person. To the Heir, their Aspect molds them as a parent would a child, provides them with protection and sudden bursts of their Aspect, as though giving them a gift (which may or may not be a good thing, depending on the Heir’s Aspect). Their Aspect will bind the Heir with rules to help them learn to not hurt themselves or others in using, but once the Heir has learned the rules and begin to take them to heart, the rules will be gone, allowing a metaphorical bird to leave the nest.
So, the Heir of Light would be essentially the child of Light. What this means is that the Heir would be molded by luck, they would understand it, as thought they were intrinsically shaped by it for their entire life, and they may very well have been. The Heir would know that luck has its rules, its limits, and, in manipulating Light, would know just how short they would have to stop to not upset their Aspect’s balance. You know how, mathematically defining luck, while there could potentially be long stretches of success, there would have to be long stretches of failures to return to the true value of how often an event occurs? Well, the Heir would know just how many successes they would have until a long period of failure would have to occur to set the scales right. The Heir has the ability to choose the placement of someone’s lucky streak, and change how long it will last, and will be able to manipulate knowledge in both themselves and in other people within the borders Light sets.
Another things the Heir gets is little “gifts,” from their Aspect. The Heir would be granted long enough stretches of luck to mean something, but short enough that they don’t have to suffer the consequences of it. Light would also, on occasion, bestow sudden leaps of knowledge to the Heir along with streaks of luck, giving them the chance to use the knowledge they have inherited.
And as far as manipulating a more literal interpretation of Light, the rules would still apply to them. They would have to use available light to manipulate it, and, in being protected by light, they might even be able to become the intangible energy itself so as to remain unharmed by any attacks.
Heirs, at least to me, are the most confusing class of all, as they are altered by their Aspect, rather than the other way around, and for someone who isn’t quite so linked to their Aspect as, say, an Heir of Space, it doesn’t entirely make sense. But hey, you do you.
Weapons: TC
Heir of Light weapons are rather straightforward, since Light players tend to use unorthodox weapons with magical properties, like Rose’s needles and Vriska’s dice. Heirs tend to use weapons that are symbolic of their aspect, as if they are wielding their aspect itself to defend themselves with, like John’s hammer and, more importantly, Equius’s fists, along with his bow, which kept breaking, symbolizing that Equius had nothing to defend himself with, being the Heir of Void.
As such, an Heir of Light would use magical items, perhaps with a luck/fortune motif to further symbolize Light. The following would easily suffice.
Land and Quest: TC and CA
Alright. As per usual, TC and I recommend that you use this word list to help you if you’re having trouble coming up with an Aspect word for your land.
So there have been three Light players shown in all of Homestuck: Rose Lalonde, the Seer of Light, Vriska Serket the Thief of Light, and Aranea Serket the Sylph of Light. Of those three we have only seen two of their lands, but thankfully, those two have played in (arguably) normal sessions, and therefore those lands can be used as examples. Rose’s land as a Light player, being the easier of the two to dissect, will be the first one we do. The Land of Light and Rain was Rose’s land, and where Light is obviously the Aspect word, the quest and aesthetic word is Rain. Rose’s job on LOLAR was to learn to play the rain, but we don’t know to what end given how Rose never actually completed her quest in the Alpha timeline.
The other planet, Vriska’s, was the Land of Maps and Treasure. The sky of her land is covered by glowing compasses and landforms, exuding the image of an old map, which gives us the impression that Maps is the aesthetic word. This leaves the word Treasure to be the Aspect word of Vriska’s land. And given how we never saw much of that world in the first place, there isn’t much data we have been given as far as what the quest for Vriska’s world was. Or much about her world in general, really.
So of the two Light lands, the patterns that can be drawn between the two worlds are that they are relatively bright, and while the decorations between the two worlds vary, one thing I’ve noticed is that it looks like the sun is always in some degree of out-ness. In Rose’s world, it looked like it was at noon, but in Vriska’s it was at sunset, perhaps a symbol, of sorts.
So that’s what it looks like, but what about what the Heir is supposed to do there? Well, the Heir of Light needs to learn how far they can stretch Light as an Aspect, and this could have multiple connotations. Of all the Aspects in SBURB, Light is possibly the most multifaceted between its links to luck, knowledge, and light itself, so the Heir could potentially have a quest related to any of the three parts of the Light Aspect, how far luck can carry you above skill, how much knowledge can carry you above instinct, how far light can carry you above knowing where you’re going. So why not make use of a combination of any two of the three, or all? Picture this:
A maze exists in the Heir’s world, and deep within lies a treasure, a resource, something the consorts of the Heir’s world want of need, and the maze was deemed such a confusing mess that once you enter, you will not come out. The Heir’s quest is to enter and find what their consorts need or want or whatever. Now, how would they find their way around? Well, among the option of mapping out the maze and potentially running out of room, I’m certain you recall a certain Theseus finding his way around the maze with the aid of a ball of string to know where he was coming from and where he was going. The moment the string runs out, though, if at all, the Heir relies on luck, getting to the goal quickly and then they rely on knowing where they’re going to get back to their guide out, the string. It’s a matter of balance between luck and knowledge and skill and the strength to carry back what their consorts need. The Heir will learn all of the above and more from their Aspect.

Powers: CA
The Rogue and the Thief are the passive-active pair for the Stealing class. Where the Thief steals their Aspect and the results of such is applied directly to themselves, the Rogue is, as Roxy put it, a veritable Robin Hood: steal and divide amongst however allies need it. Thieves’ and Rogues’ abilities are quite similar in that manner and often have quite the same effect on the enemy from which their Aspect is stolen, but there is a far more different effect on their allies. With the Rogue, there is an increase in whatever Aspect the Rogue steals. While the only god tier Rogue is Roxy, her abilities still fit into this concept, as she steals the Nothingness from the thin air in order to create things. While this ability is far from mastery on her end, she has been able to summon completely generic objects, and completely generic objects mutated with Matriorbs. True to Void style, no one knows how she manages this.
So, a Rogue of Time would be able to steal Time and divide it up amongst their allies, and this could mean a variety of abilities. The first thing that came to mind was the ability to steal Time from enemies. This could mean something like keeping them locked in a certain place and time, stealing seconds, minutes, hours, years, who knows how much Time, until the Rogue has to let them go. All this Time that’s stolen, though, what does it do for the allies it’s given to? Well, there are potentially two effects. For a player who’s on the brink of death, these minutes or hours would be able to prolong their life- painfully, of course, as there’s a downside to everything, but staving off death all the same until something can be done about the hole in their abdomen or the twin stab marks on their chest. Another potential ability these minutes have is something akin to a cell phone plan. For the minutes, hours, or years the Rogue provides them with, the ally will be able to stop time, or perhaps execute time travel as well. Now, this could provide some problems for Time, given how Time travel tends to be a bit problematic without a bit of a guiding force. Imaginably, these minutes of time travel ought to come with some long as fuck lectures on how to use them, and the right to revoke these privileges if the minutes are used in an irresponsible manner. You cause a paradox? No more time travel for you. Bad. Sit in the corner and think about what you’ve done.
And then, of course, the Rogue would have the usual Time player time-travelling abilities to boot. Rogues of Time are truly powerful.
Another thing that’s worth noting about the Rogue class is that they have the innate tendency to reflect their Aspect before the session starts. Rufioh reflected Breath with his ability to fly and his enhanced freedom that way, Nepeta reflected Heart with her shipping walls, and Roxy reflected Void with her nigh unintelligible, drunken typing. But when the session is actually in play, however, these tendencies to reflect their Aspect disappears. Rufioh became paralyzed from the neck down, Nepeta stopped shipping until she was back on the meteor, and Roxy became sober. So a Rogue of Time might have a lot of connections to death. If they were human, their parental figure(s) might run a funeral parlor, or they might show an interest in things like autopsy. If they’re a troll, they might be keen on becoming an executioner of some sort or they have a job providing food for a lusus, like Vriska or Eridan. But as soon as the Rogue’s session starts, they’re all for creating things, and giving their allies the needed time to do it, even without their god tier powers. They would be distant until communicated with, all for completing their own quest first and foremost, but willing to stop and help their teammates when needed. The Space player for their session is lucky to have them.
Weapons: TC
Well, this is just lovely. Two of the toughest patterns to find. Rogue weapons AND Time weapons. Great. Well, I’ll start with the Rogue ones.
Well, the three Rogue weapons are a rifle, a lance, and claws. They don’t have much in common except for that their purpose is clear. These weapons, in a way similar to the Page, are meant for the purpose of killing. As for Time players, they use weapons that are symbolic of themselves, such as Dave’s sword symbolizing him growing up in his brother’s shadow, Aradia’s telekinesis, which was her special ability, along with a whip which symbolized her interests, and Damara’s needles, which were her personal fashion statement.
As such, you need to find a weapon meant only for killing that is symbolic of your character’s or your own self. Since I do not know about you very much at all, Mr./Mrs./Mx. Anon, I will simply give you Rogue weapons and you apply the rest.
Land and Quest: TC and CA
Alright, so we’re going to start off with our usual disclaimer: if you’re having trouble coming up with a good Aspect word for your land, thepageofhopes has a wonderful word list. TC and I suggest you use it.
So, Time lands. As of this moment, there have been five sessions that we have seen in Homestuck, only four of which had a Time player, one of which whose land we never saw, and one of which whose session only had one player, and therefore provides no evidence of a Time land to which we might be able to provide any commentary. Thankfully, though, we still have two lands, and with those, we can take note of patterns. Aradia Megido’s land as the Maid of Time was the Land of Quartz and Melody, and Dave Strider’s land as the Knight of Time was the Land of Heat and Clockwork. There are few obvious connections between the two lands. The Scratch Device is a given, as all Time players’ lands house one, but other than that, there isn’t much there at all. But a possible connection between all Time lands is the references to music in the designs of the buildings and/or the Scratch Device. In Dave’s land, the Scratch Device looks like a giant record sitting on a turntable. In Aradia’s land, all of the buildings look like music boxes. Hell, even with the glance we saw of Damara’s world, her Scratch Device looked like a music box as well! And while this might give some evidence towards the idea that the beta trolls and their dancestors having similar, if not the same, lands (which would make our jobs here so much easier), the more important thing is that this proves that music references in the design of a Time land is very much a thing.
So, putting the arpeggios and treble clefs aside, what would be a good quest for a Rogue of Time? Well, it would obviously let them begin to learn how to use their abilities, hand out Time by slowing down someone or something else. So TC and I were thinking something along the lines of some sort of disaster would come along and it’s the Rogue’s job to try and slow it down to give their consorts more time. This ‘disaster,’ would most likely be something alive, a monster, perhaps the Rogue’s denizen, as it would be very hard for the Rogue to stop something like a volcano or a huge blizzard without their god tier powers, and a quest is meant to be possible to complete even without the Rogue of Time having reached god tier yet. The Rogue would give their consorts as much time as possible to evacuate their habitat before the monster arrived to destroy both it and them by placing obstacles in the creature’s path, or setting up traps for it in the hopes of tiring it out. The Rogue’s time travelling abilities would give them the ability to keep on altering things that need to be altered before the monster arrives, and if they mess up, they pass on the fruits of their research and efforts on to the new Alpha timeline. This isn’t to say they have unlimited chances, but at the very least, the Rogue can know what they’re doing.
As I’m sure by now you’ve noticed if you live in the Northeast, there’s some snow going on. I know TC and I sure have.
But we want you guys to stay safe. So make sure to stay hydrated, stay warm, and don’t go outside unless you really have to.
We’ll all get through it. Have a nice couple of days.

Powers: CA
The Sylph and the Maid are the passive-active pair for the create class, and while both are imagined to be female-exclusive classes, this may not be entirely true. After all, if a Prince can be female, why not a Maid or a Sylph being male? Anyway, Sylphs have the ability to create their Aspect in conjunction to others, for example, Aranea creating (a more literal interpretation of) Light for Terezi, giving her her sight back. Another potential ability of Sylphs is that of healing. The Sylph would be able to heal using their Aspect and heal their Aspect as well.
Now, with that said, how would the Sylph of Breath’s powers work? Well, we brushed on this vaguely before with the mile-and-a-half long Lord of Heart and Muse of Mind post, but because that is undeniably NOT how you found our blog in the first place to ask the question, let’s go over it all. The Sylph would, first and foremost, be able to create freedom for people. This can be something as simple as emotional freedom, relinquishing the bonds two people have between them and making them independent spirits, or it could even be physical freedom, too. Using their abilities to free their friends if they get captured on Derse for some reason, get them out of any prison. The Sylph might even be able to give their allies the ability to teleport and/or fly, freeing them of their earthly tether. The Sylph is skilled backup. As for creating Breath’s other component, wind, for others, this might mean making anything from a gentle breeze to a full-on hurricane for another person’s sake, clearing entire battlefields in defense of allies.
As for healing using Breath, well, the obvious idea is that the Sylph would be able to keep their allies breathing. It seems fairly obvious to me. But as for healing Breath itself, that’d be a trickier story. It would likely just be creating freedom for freedom….if that makes any sense? Restoring balance as for the free and the not. The Sylph freeing an entire race of slaves, for example, Khaleesi Daenerys style, except probably not with dragons or stabbing people. But that’s a story for another time.
Sylphs of Breath are very, very powerful, and are often great leaders for the teams they are in, given their abilities of mediation and of allowing people to operate independently. Because they are independent under the control of a Sylph, cooperation isn’t necessarily impossible, but perhaps challenging. A balance between independence and teamwork is something the Sylph would need to learn to figure out, and while it might not be without challenges, the Sylph should be able to figure it all out in the end.
Weapons: TC
For a Sylph of Breath, the weapon patterns would be rather simple ones. Sylph weapons tend to have the ability to transform from a generally rather unassuming form, like Kanaya’s lipstick, to a rather fearsome one, such as her chainsaw. Furthermore, the aspect of Breath shows a tendency towards more mid-range weapons, which are generally melee weapons with a longer reach. Examples of this tendency are illustrated by John’s hammer and Tavros and Rufioh’s lances. These weapons, while have quite a reach, are not long range weapons, such as guns or bows, though thrown items, such as knives or boomerangs might work.
As such, when having combined these two patterns, we would have something that transforms from something innocuous into a rather fearsome mid-range weapon. The following fit this pattern quite nicely.
Land and Quest: TC and CA
Okay. First time doing a Breath land without having a suggestion. Yay.
As per usual, if you’re having trouble with coming up with your land name, TC and I suggest the use of this word list to aid you.
So, Breath lands. Thankfully, we have a good supply from which we can work- or at least as good as possible. We have three Breath players in total, Rufioh Nitram, the Rogue of Breath, Tavros Nitram, the Page of Breath, and John Egbert, the Heir of Breath. Of those three, Rufioh’s land was never shown, so he’s off the list. But the remaining two, thank goodness, both had lands that were shown, and both had sessions that allowed for normality in their lands. So what we have are two examples from which we can compare and contrast.
Well, we know that it’s not the light levels which are shared between Breath lands, as where Tavros’ appears to be sometime from midday to sunset, John’s appeared to be in darkness (hence the Shade part of The Land of Wind and Shade). They don’t even have landforms in common, as where Tavros’ land is a desert (The Land of Zephyr and Sand), seemingly void of much in the way of consorts, or even monsters, really, John’s is filled with consorts, and his land is developed by the abundance of people, with a ton of staircases, buildings, and gods know what else to show for it. So what consistent themes might there be in Breath lands? Usually, it’s something to do with wind. As shown in the update, John had to successfully remove the oil which clogged the pipes that were all over his land, and use these pipes to create a wind to blow away the darkness. This is the only quest that we know for certain, so one must assume that Tavros’s quest was wind-related as well, given that he, too is a Breath player, and Breath means wind, hence the windy thing. As such, that is the unifying factor in these lands. Wind.
So that means the Aspect word is also the quest word, or, at the very least, intrinsically related to whatever the quest word might be. Take the land that we had described for a certain Knight of Breath. While the words we had suggested as the Aspect word aren’t wind (rather, they’re clouds), the streetlamps in the land had all been blown out (whether or not it was by a huge gust of wind, or by the denizen, it all essentially is just wind, isn’t it?), and the quest word, Streetlamps, is intrinsically linked to wind. Ta-da.
But how would the Sylph of Breath’s quest go? Well, I imagine it involving creating freedom for others. But what might that have to do with wind? Well, as I’m sure you might recall, more often than not, there are at least two creatures on everyone’s planets. John’s land had both his consorts and the fireflies that acted in his quest. Jade’s land had both frogs and the hummingbirds. And while I am unsure if this is a perpetual thing, for this quest, the Sylph of Breath’s land would have both their consorts of choice, and another creature.
You see, in their land, the consorts became aware of a certain sort of creature in their land that would be of considerable use to provide the consorts with work. So they corralled them all, and used them for labor. These creatures? Wind spirits. Running mills, motors, creating power. But the Sylph needs them free, to do their job in the world of keeping the sky clear (of what, you can decide, that might easily be your world’s quest word). So the Sylph of Breath is tasked with creating freedom for the wind spirits, and creating wind for their world.
I’m glad you’re putting such faith in us. We’ll try to live up to your expectations.
This has been a long time coming.
Team Analysis: CA and TC
Knight of Light, Page of Doom, Sylph of Heart, Thief of Void, Witch of Mind, Prince of Breath, Mage of Time, and Seer of Space
Okay, you’ve got yourself quite the crew here. It passes the first two points of inspection, having a Space and Time player and having an even number of players. As far as Classes, the scales are a bit tipped towards the active side of things, but it’s nothing too worrisome: three passives to five actives should work out okay.
The Knight of Light is…a bit dangerous. We’ve talked about this with the, what, three-and-a-half (if you count the team ask) asks about Knights we’ve had? Knights’ Aspects are those that the session itself lacks. So in stark contrast to the Knight of Void’s session we discussed not too long ago, the Knight of Light would be very big problem to the session. The session would have absolutely, or at least next to, no luck at all. Anything that can go wrong for this group will go wrong, and it will go very very wrong. So when they arm themselves with Luck, they will need to be creative (hint: not all luck needs to be good to be luck), and arm themselves with what little of their Aspect exists in the session to help both themselves and their teammates proceed. Personalitywise, the Knight of Light would have a “mask” which would obscure their true personality, like Dave’s cool kid attitude, Karkat’s anger, and Latula’s radical gamer girl persona. In order to work well with their team, the Knight would need to learn to remove their mask and be true to themselves, which, thanks to the presence of a Sylph of Heart and a Witch of Mind, will likely not be an issue.
The Page of Doom, as all Pages do, will start with a lack of their aspect, but will attempt to make up for this lack with overcompensation. An example of this would be Jake believing everything that he was told. As such, this Page of Doom will likely have a hard time obeying the rules, and then will attempt to enforce the rules on everybody else. This behavior might end up alienating them from the rest of the team by being a total nuisance to everyone else, which is bad, since the theory is that Pages may need some help to reach their full potential. The only major example of this is Aranea helping Jake. However, if the Page does end up reaching his full potential, then he will make the team a force to be reckoned with. The Page would be the one who allowed people the ability to arm themselves with destruction and rules, and while their enforcing of the rules would certainly arm their teammates with them, to arm their teammates with destruction, they will likely need a bit of ability to cooperate. Just imagine what would happen if they got into a fight while armed with the Page’s abilities.
The Sylph of Heart is one of the two players which could help the Page reach their full potential, with the other being the Witch of Mind. The Sylph would be very (and I do mean VERY) good at resolving disputes between their teammates. They would understand emotion, and would know how to get the desired results between two parties, i.e., reconciliation. Of course, if they were to desire to bring two people further apart emotionally, they could do that, too. Really, it’s about creating animosity or the desire to reconcile between two people, and boy, oh boy, can the Sylph do that. Furthermore, most Sylphs have a tendency to meddle in their aspect, so the Sylph of Heart would most likely meddle in romantic affairs of their colleagues, so they would WANT to resolve these disputes as well. The Sylph wouldn’t be very likely to be the grounding force of this team, as, despite the human element to their aspect, they would be more concerned with their teammates than the larger picture of the goals around them.
The Thief of Void would be able to steal the nothingness out of thin air, much like Roxy’s abilities (as one would imagine, given the similarities between the Stealing classes), but where Roxy does it for someone else’s sake, the Thief would use their powers to get what they want. But I would advise one thing: the Page of Doom and the Thief of Void should never go anywhere near each other for prolonged periods of time, they will be at each others’ throats faster than you can say, “No, dude, don’t,” ‘cuz if you’re looking for a rule breaker, the Thief of Void is it. Impatient, has powers that break the basic laws of matter, not very likely to give them up, the Thief of Void is everything the Page hates, as while the Page knows sacrifice and rules are necessary to keep a system running, the Thief is just running around and bypassing everything they know and love on the average Tuesday. Not very helpful to their blood pressure. When it comes to opposing viewpoints, boy, do these guys have them. The leader of this session, provided they’re at least partially knowledgeable concerning their abilities and Aspects, will be glad to have the two of them by their side as advisers. And if things should come to a fight, the Sylph of Heart and the Witch of Mind should be able to put a leash of the two to keep them apart.
The Witch of Mind would be like Sherlock Holmes, except not. The Witch would be able to make astounding leaps of logic that make NO SENSE, but still turn out to be correct. They would have a sort of intuitive understanding of what they were saying, just perhaps no real way to express it because to them, these little neurons connecting, adding information one after another, really just only make sense to them, being the only Mind player in their session. Now, there could be a really good reason for why they can’t get these words out in a reasonable manner. Maybe they’re prone to sesquipedalian loquaciousness, like I (CA) am. Maybe they have a speech impediment like a stutter, or a lisp. Maybe they’re deaf and can’t speak very well or easily, or maybe they’re just outright mute. But if they can get their teammates to trust them (and that is very vital), they should be alright. Their teammates will be able to put their outright faith in them, regardless of whether or not it makes sense to them that the Witch just KNOWS that Snape didn’t kill Dumbledore, or that Laura was always scared of Kevin. And what’s better is that the Witch would be able to put leashes on their teammates, by manipulating the consequences of them doing bad things, like the Thief and the Page fighting. Thief punches Page, Witch makes it so Page punches back harder, and the Thief decides, hey, maybe punching my teammate isn’t that great an idea. However, manipulating consequences, which fall under the category of the Doom aspect as well, might annoy the overzealous Page if they catch on. Therefore, it is vital that the Witch remain discreet with their actions.
Oh, boy, do I (CA) know the Prince of Breath. As an alternate god tier title for myself, I did a fair bit of research into what it would mean to be the Prince, whether thematic aspects of my life fitted the Sylph role or the Prince role. From what I found, Princes lack their Aspect as an integral part of who they are (Dirk being a stone cold motherfucker, Eridan lacking faith in something he so obviously loved, magic, and Kurloz being a very chill dude), so the Prince of Breath would be lacking freedom. The Prince could easily be the one who is home stuck until the session starts, but even then they might find that their portals are just a little bit too far to reach, so that just means that they have to take things into their own hands when it comes to their freedom. The Prince wouldn’t be the optimal choice of leader, as them lacking their Aspect generally leads to some sort of inevitable backlash in an abundance of their Aspect destroying things through them, and between Eridan destroying lives and the only Hope left for his race, Dirk throwing himself into the fuzzy pixel mess Caliborn had made by shoving everything at once into the game cartridge, and Kurloz sewing his mouth shut, it doesn’t end well for the Prince, nor anyone else involved. So no Prince leaders. But the Prince would be a really REALLY big help towards killing the Black King, being able to destroy everything by simply remaining unhindered in their path (or by destroying everything that would hinder them). The Prince would be rather emotionally attached to other people, reflecting the denial of Breath (and therefore acceptance of Blood), and while these bonds might become troublesome, the Sylph of Heart would be able to weaken or strengthen the emotion joining them, and therefore weaken or strengthen the bond as the situation required. If there was ever a perfect auspistice for the Prince, then the Sylph would be it.
Well, the Mage of Time is a role that we have done before. You know pretty much exactly what they can do, so I’ll skip to the interpersonal relationships! While the rest of the Justice League are out fighting crime, getting their hands dirty… WITH JUSTICE, the Mage of TIme will be Martian Manhunter, staying in the Watchtower, looking over everything from a distance. This would make them a poor leader, but a decent advisor, as they would remain rather detached from the rest of the players, and as such it would be incredibly difficult to have a very close relationship with them. Therefore, it would be incredibly difficult to even get them to hate you, so if you want them to be someone’s kismesis, moirail, auspistice, or matesprit, you’ll have your work cut out for you. The Mage may also be too constantly busy with their own task of keeping the timelines stable to assist with anyone else’s problems, but they will, through their own tasks, keep everyone safe as best they can. One word of caution, though. KEEP THEM AWAY FROM THE PRINCE!!! While, yes, every Mage has had a history of being screwed over by their aspects, a Prince has had a hand in the downfall of Mages everywhere. Examples of this are Eridan blinding and half killing Sollux and Kurloz deafening and mind-controlling Meulin. Luckily, the Mage of Time’s detachment should help in distancing themselves from the Prince.
The Seer of Space is the optimal leader for this session given the classpects you have provided for us. They would be able to see into the whole of creation, to search for what they needed, and while this doesn’t seem to be quite as perpetually nifty as another Seer’s abilities to look for path to take or fortuitous action, that’s because they don’t need to know all that. You see, with this variety of cohorts working with them (eight people is a fairly large session, and while it adds a lot of variety to the Black King’s abilities, it also gives the players a huge amount of variety in abilities), the Seer would have their back covered, given the variety of Aspects around them. They would able to find what people need to get things done. Like Heimdall….actually, that’s really not that bad a metaphor for the Seer of Space. Only Void Players could escape their view, or perhaps a Prince of Light, who could use their powers to effectively blind the Seer. But, seeing as there is no Prince of Light in this particular session, the only Player who could hide themselves from the Seer of Space is the Thief of Void. This could lead to one of two things happening. Either the Seer would harbor some animosity towards the slippery Thief, perhaps send the Prince of Breath or Knight of Light after them to keep the Thief on a short leash, or the Seer, who would probably be more relaxed than the one who took the former option, would have to become far more skilled than the Thief in order to possibly hope to keep tabs on their teammates. However, most Seers are the types to want to know everything, and might initially try for the former of the two options rather than the latter. This is not what Seers are made for, though, and they will have to overcome this adversity in order to perform their tasks more effectively.
All in all, the team is all right. While it definitely will have its fair share of struggles, these can be overcome with enough work put in by the players. The Sylph, Witch, and Seer are undeniably the MVPs, what with the former two keeping pretty much everyone on a leash and the Seer leading the whole damn circus to town, but if they can get everyone under control and try to work around the utter deficiency of luck the Knight’s set up for them, it should be alright. A challenge? Most certainly. But alright in the end.
Wow. This is our biggest ask yet. Alright, well, we’ll start with the Lord and the Muse individually, then focus on how they would cooperate, and THEN do the team ask and suggest classes for each one.
Also, we are so sorry it took so long.
Lord of Heart
Powers: CA
The Lord and the Muse are the two Master classes, the most active and passive of all the classes, respectively. These two classes are supposed to Embody their Aspects, and it’s imagined that, given their supreme power that they are incapable of inverting, unlike every single other class in all of SBURB. Of course, given how powerful these two classes are, they are going to be very rare, as the game knows that their powers would reach far beyond their own sessions (for examples, see Lord English and Calliope). Speaking of examples, there aren’t much of any. Caliborn and Calliope are the two known members of the Master Classes, and one’s, well, dead. Good news? It’s not Caliborn, so we have a little bit more to work with as far as Lord powers go. Of course, this just supports a theory we mentioned earlier on while discussing the Muse of Time: the Lord would Embody their Aspect actively with the access they have to the powers of all the active classes in SBURB, namely, the Mage, the Witch, the Maid, the Prince, the Knight, and the Thief. They would be able to Know like the Mage, Manipulate like the Witch, Create like the Maid, Destroy like the Prince, Exploit like the Knight, and Steal like the Thief. But if I just leave it there, that wouldn’t be any fun. So let’s talk about the powers of a Lord of Heart.
As a Mage of Heart, they would be able to Know all the rules of the soul, the self, and emotions. They would be able to understand what makes a person be inherently different from everyone else on their fuckin’ planet (even if there’s only one other person on their planet). It’s nature vs. nurture, and they understand the former best. In other words, they would not subscribe to the theory of tabla raza (look it up if you don’t know it, it’s actually quite the fascinating theory). But all this really doesn’t mean too much looking at it alone. If we’re going to look at the Lord’s powers, it’s best to intertwine them, because Knowing how things work in the Heart helps to…
Manipulate it as the Witch. Because they know how far they have to stretch, given the limits of their Aspect as the Mage, the Witch’s abilities would be more of a breakthrough. Where the Mage might pull at one’s Heart strings (ha, see what I did there?), the Witch would PULL OUT A CHAINSAW, CUT THEM IN HALF, MIX THEM IN THE BLENDER WITH THE BASS, DROP THEM LIKE SKRILLEX, put them back together and play a haunting refrain. So in other words, unlike how the Witch of Blood would write the bad fanfic, the Lord of Heart, as the Witch of Heart would be the Mary Sue. This isn’t to say this Mary Sue’s like, My Immortal bad, but they’re really good at, well, manipulating people. If they wanted something, they’d get it, and it would be exactly how they wanted it. They would even be able to condition people to permanently help them by using a sort of Pavlov trick on them. You know, “You help me, I make you feel good, so you associate helping me with feeling good and do it with little in the way of prompting.” Furthermore, the Witch would go beyond just Knowing what makes a person them, they would be able to change it. Imagine, waking up as a completely different person, and yet you never notice. As it was said in Indiana Jones and the Crystal Skull (keep in mind we aren’t actually looking up quotes here), “We turn you into us and you don’t even know we’re doing it.” Speaking of charismatic people, the Lord would be able to do practically everything as far as people are involved. The Lord of Heart would be the ultimate psychological thriller villain, and with just those two powers alone.
Alright, that’s cool, but what about beating people up? Well, we’ve got you covered there. A while ago, we explained the powers of the Maid of Heart, and one of them was the ability to produce clones, to create self. The bonus here? The Lord might actually be able to make this army of clones solid. So instead of just having the Lord’s clone no. 413 punch the Black King in the soul by punching their face, the Lord’s clone might just be able to punch the Black King in the face. Or maybe both. Maybe the clones exist on both a physical and metaphysical level simultaneously (suck it, existentialists). But in addition to that, the Lord of Heart would be able to use the Maid of Heart’s powers to create emotion (in others, this is a Pavlov trick).
Speaking of beating people up, the Lord’s not going to find much better than their skills as the Prince of Heart. I mean, just look at what Dirk did, and that wasn’t even the real Dirk! The Prince would be able to destroy emotions, which will help them and others be, “stone cold motherfuckers,” and they would be able to destroy self by removing a person’s soul from their bodies, leaving them an empty husk, essentially dead.
Then there’s the Knight’s abilities. We had gone over these earlier in a post dedicated to the Knight of Heart, we had mentioned that the Knight’s abilities include arming themselves with their soul, and thus, making a weapon for themselves that reflects them, or possibly fitting their strife specibus. In addition to that, speaking of cloning, the Lord of Heart would be able to make an army of all the different parts of themselves, the part of them that wants to destroy, the part of them that wants to create, the part of them that wants to know, every part of them. They might even be literally able to split into a Mage, a Witch, a Prince, a Maid, a Knight, and a Thief all with their own abilities and different weapons.
And finally, there’s the Lord’s abilities as the Thief of Heart. Besides the obvious, you know, stealing emotions, the more fun version of events is that which comes from stealing souls. Tell me, do you play Pokemon? Well, TC and I do, and let me tell you, there’s a Pokemon that makes a lot of sense as a Thief of Heart, mostly, if not entirely, for its abilities: Kecleon. It’s a chameleon-like Pokemon whose abilities are Color Change (allows it to change its type into the type of the last move it was hit with, thereby making it less effective if they’re hit with it again), and Protean (which allows its type to change to match the move it’s using, and thereby getting a bonus for their efforts). Kecleon gets a boost for changing what makes them them, and so would a Thief of Heart, and so would the Lord of Heart. Thieves of Heart are shapeshifters, and really good at it. The Lord of Heart, therefore, would be able to steal self, change their face and voice and gods know what else to look and be like their attackers’, or one of their attackers’ allies. They might be able to steal some of their enemies’ or allies’ traits, making the Thief braver or stronger, or more stoic. Hell, they might even be able to steal some of their allies’ or enemies’’ powers as well! They could be able to go as far as to be like the Black King if they accumulate enough strength and powers.
So, put all this together- actually, you know what? You don’t even NEED all this to know what role the Lord of Heart, or any Lord, would have: the front lines. Lord aren’t just on the front lines. Whether they’re starting the fight or ending it, they ARE the front lines. They’re always really into fighting, whether it’s to stop a fight or just for the hell of it. Lords are meant to destroy, after all. When they are given The Choice by Yaldaboath, they’re practically predestined to choose the more active role: to destroy, and to never stop destroying until someone stops them. Their activeness means that they would have the choice of what they want to do, and rather than simply letting whatever happen happen, they would take a role in the how and why of the happening. Lords are very, very dangerous as a result, which is why it’s so rare to find one in the first place. The game knows that whatever the Lord will do, it will have more repercussions than just in their game (for examples, see Lord English), it might affect the entirety of spacetime. The Lord will need to be controlled if anything good is going to come of their session.
So in conclusion, this Lord’s catchphrase? “How can you beat me when I am you?”
Weapons: TC
Well. Lord weapons. Sweet. Anyways, since we only have Caliborn/Lord English to work with, this makes patterns quite easy. Something flashy, intimidating, and powerful looking sounds like what a Lord would wield. For instance, the gun that LE used to kill Hussie. Furthermore, while the weapon of the Lord would appear to be more powerful that that of the Muse, the appearances might be deceiving. Furthermore, it might be best if the two weapons resembled one another. Food for thought.
Furthermore, the pattern set by Heart weapons, as previously stated multiple times, sets a template for melee weapons with a penchant for stabbing, cutting, and just being sharp and/or pointy overall. Take Dirk’s sword and Nepeta and Meulin’s claws as examples.
When these two are combined, you get a sharp, gaudy melee weapon. Sounds like any number of the following could fit the bill.
Land and Quest: TC and CA
Alright: land analysis time. Difficulties abound.
You know how we only have one example of a Lord? Yeah, he’s not going to be much in the way of help here (as per usual). After all, his session only had one player in it, and we know that a session that has only one player is going to be dramatically different from a session with other people in it as well. So we can’t use his land, can we?
So after a fair degree of discussion between the two of us, TC and I have decided that the Lord’s and the Muse’s lands, like most everything else about them, would be linked.
We told you multiple times that the Lord’s and the Muse’s powers reach far beyond their session, and, if left unchecked, might go and scar all of existence. Well, we’re thinking that that might have something to do with why the Muse’s land is so empty.
It wasn’t always. And it’s nothing the Muse could stop.
But we’ll get back to that later. In any case, TC and I agree that the Lord’s land would be very lively, brimming with life in all of the citizens and the land itself. There’s wildlife, plantlife, and plenty of everything for all consorts in the land. They have no problems, no real quest to solve, nothing that had gone wrong. Even their denizen, Yaldaboath, never caused any trouble in the land’s known existence. So what else is there to do for the Lord but use their Quest Bed and learn their abilities? What quest could there be?
Well, they do have a quest. And it’s a quest linked intrinsically with The Choice.
You see, the Muse’s planet is barren. How did it get that way? Why are there no consorts? No written records of the destruction of their world? Well, there was a Lord of their Aspect before. And they fulfilled their quest.
The Lord of Heart’s quest is to set up their planet for the next Muse of Heart that would come into existence by destroying everything on that world.
So to design the world, you would use a word that would relate to the Aspect of the player and the aesthetic of the land, not necessarily in that order. The land’s aesthetic is liveliness, and whether that means bright colors everywhere or not is entirely your choice. But the words I can think of that are Heart-related and could relate to the land include Soul, Happiness, Animation, etc. It might even just be the word Heart. Lords and Muses take what we know of the worlds and turn them on their head because of the vast reach of their powers. Their powers are great, and the need for the session to keep them in check are greater.
And if the Choice must be made…so be it.
Muse of Mind
Powers: CA
The Muse and the Lord are the two Master Classes, the most passive and most active (respectively) out of all the classes, and are extremely rare titles (only one character has ever had the title of Muse in the webcomic, and sadly, she’s dead. As such, like with the Lord, I will try and relate to you what I can.
Muses are hypothesized to Embody their Aspects, and, as such, are hypothesized to have all the abilities of the classes that fit their descriptions as passive or active. For the Muse, that would mean they would have the Seer’s ability to Know, the Heir’s ability to Manipulate, the Sylph’s ability to Create, the Bard’s ability to Destroy, the Page’s ability to Exploit, and the Rogue’s ability to Steal. As I’m sure you’ve noticed, most of these classes have to do with other people and their ability to use their Aspect in conjunction to others. The Muse would Know their Aspect and generally give that knowledge to others to work out amongst themselves. They would be able to Manipulate their Aspect, but be controlled by its whims, and perhaps, in a way, inherit their Aspect. They would be able to Create their Aspect for others, and perhaps heal them using their Aspect. Just as similarly, they would be able to Destroy their Aspect by giving others the tools to do it for them (or something similar). They would be able to allow their teammates (or just other people in general) to Exploit their Aspect as a weapon, and, to reach higher levels of power, would be forced to depend on others (not a bad thing, perhaps a little time-consuming, but not bad). And finally, they would be able to Steal their Aspect and give the spoils of their efforts to their teammates or allies. Furthermore, even better, is that it may very well be impossible for either the Muse or the Lord to invert their Class and Aspect. They would suffer no risk for inversion, meaning that they would have no need for balance between the use of their abilities and the lack of use of their abilities.
So for a Muse of Mind, they would, as the Seer of Mind, be able to sort through any possible outcomes for a certain set of actions. So Terezi as the Seer of Mind was able to tell exactly what would happen if she were to let Vriska go and try to kill Bec Noir, and the consequences from what was going to happen from there on out. And in an amazing turn of events, she actually acted on this knowledge, killing her friend. Under most circumstances, though, the information that the Muse would obtain as the Seer wouldn’t be used by the Muse themselves, but rather by their teammates. They would be able to see the consequences of everyone’s actions and be able to warn their teammates of pivotal points for their session, and the best actions to take for each. Oh, and they would probably be able to read their teammates’ minds. Just saying.
As the Heir of Mind, the Muse of Mind would be able to Manipulate Mind, possibly begin to change what certain consequences would be for taking certain actions (for example: changing the thoughts of the creepy man standing in the subway station catcalling women after you call him out to some sort of revelation that what he’s doing is supremely stupid and dickish rather than him thinking that you’re the dick him deciding to try and stab you). Furthermore, Mind would sort of be like a parent to the Muse when they’re acting as the Heir: they would have sudden breakthroughs, be able to understand certain thoughts and the like, which would essentially just be Mind going, “Happy birthday, have a present.” It’s by such breakthroughs that the Heir would, in a sense, inherit Mind. Mind would limit what the Muse could do as the Heir, but not to the extent of the Mage. Where the Mage has a twenty-foot concrete wall of rules, the Heir has a wooden fence that they’re sometimes allowed to hop over to visit their friends or help the next-door neighbor with building a shed. The knowledge the Muse got as the Seer could help them in manipulating the end results of an action.
As the Sylph of Mind, the Muse would be able to create Mind. They would be able to create thoughts for others, and to create consequences for others’ actions. I imagine that the Muse would use this a LOT to help keep their teammates from doing stupid stuff. When they see that the Lord is thinking of doing something ridiculous for the Vine, the Muse could create the thought in them that what they’re doing is stupid, and that they shouldn’t do it. If the Lord should happen to ignore it, they get a consequence. Perhaps not something as dire as, say, dying (although, if they pulled enough strings for the Rube Goldberg machine, they could do that), but they could indeed give the Lord enough of a warning from an oddly coincidental fate to warn them to never do that again. And as far as the Sylph’s hypothesized abilities of healing Mind and healing with Mind. The former would be something like healing a chain of events by making sure the right things happen at the right time (similar to what John is currently doing by using Terezi’s list), and the latter would involve healing by using the consequences of one’s actions, and likely increasing the benefits of good action. Like if someone were to get injured and they were to actually try and heal themselves, the end results, healing, would come by sooner.
The Bard of Mind we have talked about earlier, but in the case you haven’t read the post we made for it, as the Bard the Muse would have a sort of charmspeak ability, and would be able to convince others to believe something, to destroy thoughts otherwise. To destroy using Mind, they would be able to combine both these and their Seer powers to set into motion something as small as someone stepping on a butterfly, to something as large as an all-out war. The Bard of Mind is the master of destroying Rube Goldberg machines, and therefore, the Muse of Mind could only be that much better given their far more advanced abilities as a Seer.
Again, we’ve already done a post on the Page of Mind (I’d even hazard a guess as that being how you found us in the first place), but in the case you, or any other Muse of Mind reading hasn’t, the Muse would be able to, as the Page, use a sort of telepathic ability and equip their teammates with their thoughts. In addition to that, they would be able to equip their allies with the abilities of a Knight of Mind, arming them with the knowledge of choice and consequences, and justice. The Muse’s allies would be excellent builders of Rube Goldberg machines, capable of setting things up one after the other to harm their enemies, be this through physical harm, insanity, or another mean. They would be able to weaponize thoughts and create revolution or raise an army for themselves.
And then finally, we have the Muse’s abilities as the Rogue of Mind. They would be able to steal thoughts from other people, their enemies, presumably, and share them with their allies, giving them spy abilities, similar to how the Page of Mind’s abilities did. They would also be able to steal consequences and dish them out as well. Think of it like this: say that, after a long, convoluted set of events, the Muse’s friend was about to die. Well, they could lessen the blow, give them a chance of survival, by taking the consequence from their ally and distributing it among their enemies, or, if worse comes to worse, the entire team. The suffering of the many for the good of the one. Again, it’s all how the Muse uses these abilities.
Similar to most other Muses, this one would not be on the front lines. They would be a good spy with the Rogue and Page of Mind’s abilities, and an even better political saboteur by using the Bard of Mind’s skills. The Seer of Mind would give them the knowledge of when they’re going to mess up, and the Sylph’s skills would be useful to be able to convince people to do what they say. So while the Lord of Heart’s messing everything up on the front lines, the Muse of Mind would be able to sneak around and get what they need from enemies (provided the two of them could cooperate for long enough, but we’ll get to that later).
Of course, there’s one last thing a Muse must overcome: The Choice. As we mentioned earlier, Muses and Lords are offered The Choice by their denizen, Yaldaboath. Muses are predestined to make the choice that has them sacrifice their lives to end a force of great destruction- presumably the Lord of the opposing classpect, similar to Calliope and Caliborn. And based on how you said that the other players join them from a scratched session, it’s possible that the Lord and the Muse will both be given the option of making their Choice, as they would be the only two in their session. We can only hope it doesn’t come to that, though.
Weapons: TC
OK, to reiterate what was said about the weapons of a Muse from an earlier post, Muses tend to have weapons that are generally related to those of their corresponding Lord, if there is one. Their weapon tends to be a rather smaller, more unassuming version of the Lord’s. For instance, while Caliborn, the Lord of Time, wields a Scepter that transforms into a big assault rifle, his sister wielded a Wand that transformed into a far more diminutive pistol. Despite what the appearance of the weapons may suggest, the Muse’s weapon may be in fact the more powerful of the two, as indicated by the fact that Lord English abandoned his own assault rifle/scepter in favor of his sister’s wand/pistol, which he then proceeded to use to annihilate a large portion of the dream bubbles and of Paradox Space in general.
Now, we’re quite unsure of whether the Lord/Muse classes have a separate weapon pattern completely different from those of the ordinary classpect patterns, or perhaps if only the Lord’s pattern applies, or maybe if only the Muse’s pattern applies, and whichever does not have their ordinary aspect pattern apply changes to suit the pattern formed by those that do. There is really no way of knowing. However, the theory that I personally am sticking with is that the Lord sticks to their aspect’s weapon pattern, and the Muse has to change to suit the Lord. Why do I believe this? Simple. It’s how the classes work. As the more active class, the Lord would forge the path, while the Muse would be forced to follow that path as the more passive class.
In any case, as the Mind aspect also tends towards melee weapons, it matters little in this instance. In fact, it is theorized that they are both blades, as well. We will stick with the most agreed upon melee fact alone. The following would pair well with the weapons suggested for the Lord.
With axekind:
With bladekind:
With chainsawkind:
With forkkind:
With lancekind:
With ninjakind:
With scythekind:
With spearkind:
Land and Quest: TC and CA
Muses’ and Lords’ lands are…well, complicated, to say the least. The only Muse we’ve seen in canon is dead, and we haven’t even seen her land. Hell, we haven’t even seen Caliborn’s true land, yet! But we must have some sort of idea of what a Muse’s land would look like, as we finished a request for the Muse of Time. Well, TC and I tend to agree on a sort of headcanon world for the Lord or Muse of anything in any session that has other people:
It would be completely barren. Almost like the worlds in Jane’s, Jake’s, Dirk’s, and Roxy’s Void session, but with fewer enemies, and possibly with no life on it in the first place. There would be no consorts in the land for the Muse to investigate. There would be no puzzles to solve. Nothing, save for the Muse’s quest bed. We imagine that the Muse’s denizen would be Yaldaboath, but there’s no certainty for Muses. It would allow them to make The Choice, which is very important for Muses and Lords alike.
But what, then, is their quest? If they have no definition to their land, no consorts, and practically the only monster in their land being the Denizen whose only act would be to offer them to choice all Muses must face, what quest could there possibly be for them? Well, the only possible quest that I can think of is the one that reflects their abilities: everyone else’s.
That’s right. Their quest is to make sure that everyone else’s quests happen while the session is still ongoing. Before the Black King is defeated, their quest is to give everyone else enough time, to give them enough ability to complete their own quests, all the while preparing for the final battle with the Black King. They have to use their abilities to the fullest here. They have to be able to see what needs to be done to defeat the Black King, to secure their session, they have to be able to give both themselves and their teammates enough time, and they have to make sure nothing gets messed up along the way, and then simultaneously try to set things up so that their teammates can finish their quests, so that they can finish their own, and so they all may better from it.
So how, then, would one design the land of a Muse? Well, you could use the parts of this land that we hypothesize to actually exist. A word to describe the world’s aesthetic could be something related to the barrenness of the land. The other word could be a word that relates to both the Aspect of the Muse and the aesthetic of the world. For example, the Muse of Mind could have words like Consequences or Justice, things that Mind has a deep connection to. Hell, they might even have Choice in their Land’s full name as a bit of an ironic twist (related to their Aspect, and the Muse’s ultimate responsibility). They might just even have their own Aspect as their Aspect word. Again, Muses and Lords take what we know of the rules of creating things like lands and quests and turn them on their heads.
Which is entirely why we imagine that Muses wouldn’t have a quest word for their lands. They’re in charge of managing others’ quests, and, if the time should come, making the choice to sacrifice their lives to stop a force of great evil.
Relationships: TC and CA
Lord of Heart and Muse of Mind
Muses and Lords are quite fascinating Classes, and when they are of opposite Classes and Aspects, that means something very very special and very very strong is between them, but whether it’s good or bad is…well, dependent on their species.
The Lord of Heart and the Muse of Mind would be interconnected throughout whatever arguable guise of fate exists in the continued existence of SBURB. It’s an odd and complex process by which it works, but it exists so that the Lord might always be balanced out by the Muse, at least to some extent. Caliborn was balanced by Calliope before she died, and the opposite was also true. Two great powers would balance each other out, and would hopefully end up making it so that the Lord doesn’t destroy, and that therefore, the Muse doesn’t need to sacrifice themselves to stop said destruction.
So, relationships between these two classes is going to be very strong no matter what species the Muse and the Lord are, but we can imagine it a bit like this:
Human!Lord <3 Human!Muse: Humanity’s strongest emotion is believed to be love, and I can’t blame us for believing that. This doesn’t mean that they don’t have arguments. In fact, because they care about each other so much, they might just argue a lot. But this doesn’t mean that this deep emotion doesn’t exist. If one or both of them happen to be aromantic, though, the relationship would just happen to be very strong <>, almost familial in nature.
Troll!Lord <3< / <3 Troll!Muse: Trolls have always been a bit…volatile, really. This relationship is a prime example of how strong relationships are between trolls, really, and the two would be switching back and forth all over the place. They would NEED an auspistice in order to keep from ripping each others’ throats out in some sort of mix of hate and love, so when the session starts…well, hopefully they’re on separate worlds, or else gods know what will happen (and when the other players join them, don’t worry, we’ve got a good auspistice picked out).
Cherub!Lord <3< Cherub!Muse: There is no doubt about this: the strongest emotion a cherub would feel towards another cherub is hatred. If they happen to be in the same body, this hatred is, more often than not, simply derision and annoyance, but if they’re two, separate, fully developed (one-minded) cherubs, this hatred is a full on romance. And it needs to stop. There’s not much that can get in a cherub’s way once it begins rampaging, and if the two of them do the cherub do in the middle of their session, that’s very bad news. Thankfully, according to the rest of the ask you sent us, they’re not the only ones in the session if they are cherubs, which hopefully means that their destructive behaviors towards each other could be curtailed by the other players.
Human!Lord <3< / <3 Troll!Muse, Troll!Lord <3< / <3 Human!Muse: Gods know that trolls could teach a human how their hate/love thing works and have it work between them. They’d still need an auspistice under most circumstances, yes, but their relationship would be less volatile than if they were both trolls (given how the culture of one is likely less war-driven than the other).
Cherub!Lord <3< Human!Muse, Human!Lord <3< Cherub!Muse: Gods know that SBURB allows for enough shenanigans already that for the reason of balancing each other out, they’d know each other. Again, strong emotions. For the cherub, especially if they’re fully developed, they’re likely antagonizing each other to the point where it could easily be some sort of odd romance. For the human, the cherub knows just what buttons to push to get them to blow up every time they talk. Gods help them if they can even begin to manage this session.
Team Analysis: CA and TC
Lord of Heart, Muse of Mind, and Undecided Class Time, Space, Breath, and Void Players
Well, with the introduction of the Deus Ex Machina thing, this session has everything it needs: a Space player, a Time player, and an even number of players to boot! But you said that you needed some help deciding the classes for your four other players.
So let’s get down to it: the players we recommend are the Rogue of Time, the Thief of Space, the Sylph of Breath, and the Mage of Void.
We had already decided that we would need two active and two passive classes for the remaining Aspects, as in sessions with Muses and Lords of opposite Aspects, balance is key. Too many active or passive players and you might have a war on your hands. So with that, we knew that we would want an auspistice for the Muse and Lord, and we figured there would be none better than a Sylph in that role. Sylphs have a tendency to stop fights more often than we start them (exclusions to this rule tend to be…unsavory in result *cough* Aranea *cough*). We figured we would want a Mage (gods we’re such egotists), as Mages tend to be quite helpful as well with their knowledge, but given how dangerous many of the remaining Aspects were, especially if they were to glitch out or try to bite the session in the butt, we knew that Void was the best place to put the Mage. As for the other two, we imagined that more opposing classpects couldn’t hurt, and if the worst should come to worse, someone handing out more Time to their teammates would be helpful. So Rogue of Time and Thief of Space.
So we talked about how the two Master Classes would get along with each other. We talked about how where the Lord would lead the charge on the front lines, the Muse would supply information as a spy of sorts while everyone else is distracted by the Lord’s shenanigans. Now, let’s talk about the other players.
The Sylph of Breath would be the optimal choice for a leader, Breath players often are. The Sylph would be able to create freedom for their teammates, and with the Muse and the Lord in this session, that is a NECESSARY factor. In their auspisticing, the Sylph of Breath would be pulling the Muse and the Lord apart, make most of their parts concerned not with the other, but with another person or another thing. Hell, if they’re cherubs in the same body, then the Sylph might even be able to pull enough strings to give the two separate bodies. The Sylph would be able to mediate disputes, and would be at the same time, distant enough from other players to be an unbiased judge of things, and close enough to know why people feel passionately.
Rogues always tend to reflect their Aspect before the session starts, generally in a more symbolic way. So this Rogue might have intrinsic ties to death or endings. Maybe, if they’re human, their parental figure(s) run a funeral parlor, or they themselves are interested in things like autopsy. If they’re a troll, they might be keen on becoming an executioner of some sort. But as soon as the session starts up, similar to how Roxy became sober, this Rogue would be all about creating things, and giving other people time to create things, too, as per their powers to steal Time and give it to their allies. This would likely mean that their allies would have some sort of time travel ability, at least for what Time the Rogue would give them. The Rogue would be all about allowing others to create whatever they want, allowing people to get what they need done, done, and might easily be a good member of the team to vent to when things happen or just go wrong. As such, the Muse would likely go to the Rogue for a fair bit of emotional support, especially as the Sylph begins to separate them from their counterpart, the Lord. The Thief will rely on the Rogue to give them time to complete their quest, and more often than not, the Rogue will be able to provide, and will be happy to do so.
Believe it or not, the Thief is likely the most…out there of all the people. Thieves, although having a tendency to reflect their Aspect, do not have lives that do much the same, as shown by Vriska losing her arm and eye, and Meenah not having a choice as heir to the throne. The Thief would be just about as surrounded by endings or destruction (neither of which are as bad as one would think) as they wish to create. Thieves have a problem, though, and it’s that they are…impatient. Vriska wasn’t patient enough with her “student,” Tavros, Meenah wasn’t very patient at all with Aranea’s stories, it’s a thing that they have. Thieves of Space, with powers that focus on speed, among other things, have that problem likely even more. So even with the Rogue allowing them Time to travel, they will have far too much time on their hands. So the Muse and the Lord will have a bit of a…joint project with this one. The Muse will be the logos: they will outright tell the Thief what bad consequences will arise from their actions, their impatience, whatever. The Lord, however, will let them know that they can slow down, and if they don’t, well, a little manipulating couldn’t hurt anything.
And then there’s the Mage of Void. Plus side? They know Nothing. They know how to manipulate it, make the best out of a bad thing, out of destruction, utter obliteration. They could use this knowledge, to know how far the nothing that was there extended, to make something out of it, to undo the Nothing, within the limits of the Nothing. Similarly, they might be able to feel obliteration approaching, like a dark spot on a monitor. Bad side? Well, if they break the rules of Void, they’ll likely find themselves knowing nothing. They have no idea how this Nothing came about or what existed before the nothing. They will be clueless. And that can be dangerous. If you know what’s coming, you can prepare, you have the chance to beat it. But if, say, a Lord was about to rampage (perhaps the Lord of Mind that destroyed the Muse’s land), and the Mage didn’t know what was going to happen, then everything could easily be destroyed. The Mage will be another grounding force in the session, able to know what to do and what might occur.
Final prognosis? If the rest of the team can manage to keep the Muse and the Lord separate to do their jobs, and if the Mage doesn’t lose their sight, then I can see this team going on to do big things. They can make it.
Hello, everyone! I hope you all had a merry Christmas, a happy Hanukkah, hope you have a happy Kwanzaa, and hope that whatever holidays you’re celebrating, you’re enjoying.
We’ve got an awesome amount of asks in our inbox, and sorry that we haven’t posted anything in a while (we’ve currently got a HUGE ask to finish up, and we tend to do the asks we get in the order we receive them, not to mention we’re currently visiting with family at the moment), but I figured I would pass on TC’s and my holiday greetings to all of our followers and question-askers. So happy holidays, expect more from us sometime soon, and enjoy yourself and stay safe.

Powers: CA
The Maid and the Sylph are the active-passive pair for the Creation class, both of whom are hypothesized to be female-exclusive, but honestly, who knows anymore? Hussie doesn’t, that’s for sure, if his allowance of a female Prince is any indicator. The Maid specifically is able to create their Aspect for themselves. Take Aradia Megido as the Maid of Time, an example we will drill into the minds of anyone who reads these posts. In order to escape from Jack Noir, she froze him, and gave herself Time. And where this also gave her teammates Time, her first instinct, as would anyone’s be, was self-defense.
Void is the Aspect of, well, nothingness, and it’s also linked to obscuring information or outright destroying it, thereby making it Light’s antithesis (as Light, besides being about luck, is also about information). Therefore, the Maid of Void would be able to create nothingness for themselves, and get rid of information for themselves. And there is a HUGE amount of potential in doing that. The Maid, for example, in creating nothingness, might be able to eradicate mass swatches of enemies by taking their existence and getting rid of it entirely. They could get rid of practically everything in their path by using their Void powers in god tier. So if Jack Noir were flying at a Maid of Void, he might not even exist to hit them anymore, or at least, the Maid might not. After all, if they create Void for themselves in relation to themselves, they might be able to turn invisible and intangible, similar to how the Void ring made Roxy. They would be able to make an army harmless as a breeze and themselves impossible to detect.
In the sense of creating destruction for information, they would be able to erase certain information from people’s knowledge, things as simple as that one time you fell during that roller derby, or as large as…well, their whole life. The dangerous bit is that the Maid could even use this on themselves. Forgetting or making people forget is among the Maid’s specialties, and is really among one of the more dangerous ones. You know how in certain roleplaying games there’s a stealth skill sometimes (usually reserved for thieves or rogues, but that’s beside the point), but the moment you attack an enemy, another enemy notices and that’s that, you have to forgo stealth and go for straight-on brawn? Well, the Maid would be able to ignore that entirely. They kill an enemy, and when, or, rather, if, another notices, they would forget as soon as the Maid gets tired of them swinging their weapons around trying to hit them.
The Maid of Void would, as anyone could imagine, be a very good information-gatherer or spy. They would be able to use their Void powers to make themselves impossible to spot or sense the presence of, and even if they were spotted, the Maid could make them forget that they had ever noticed their presence in the first place. Furthermore, if they really wanted to, I don’t doubt that the Maid of Void, once their abilities have been refined enough, could take out an entire enemy settlement by themselves. They might even be able to sneak the Black King’s ring right off his finger. Who knows?
Weapons: TC
Well, then. Another Maid it is. As I have stated for previous Maids, the weapon pattern tends towards something that reflects the interests of the Maid. The examples provided are the Indiana Jones-y Aradia, who used a whip, the baking-loving Jane, who used a spoon/fork, and the kick-ass fashionista feminist rainbow drinker Porrim, who (it is theorized) wielded a lipstick that turned into a chainsaw. As for Void players, their weapons tend to be quieter. Horuss has been theorized to use a bow and arrow, Equius used the ½ bowkind specibus, and tended to use his bare hands, and Roxy uses a rifle, which can be easily silenced through the use of a silencer. As such, when you combine these two patterns, a Maid of Void would use something quiet that would reflect their interests. The following strife specibi come to mind:
(Please note: I do NOT know your interests or your OC’s, nor will I make any assumptions as if I do. I will simply use typical interests as a basis for the patterns.)
Land and Quest: TC and CA
Alright. The first Void land. And we are very limited in our examples, but, as per usual, we will do our best to try and get some land analyses for you. And again, our disclaimer: If you’re having trouble coming up with the quest or Aspect word for your land, we suggest the use of thepageofhopes’ word list to create your land.
Alright. Of the three Void players we have seen in canon, Equius Zahhak, the Heir of Void, Roxy Lalonde, the Rogue of Void, and Horuss Zahhak, the Page of Void, we have only seen two’s lands (Roxy’s and Equius’), but, of course, given how one is a member of a Void session, one that is inherently different to other sessions (read: regular ones), we can only use one, Equius’, the Land of Caves and Silence. This was an empty-looking land that, in an obvious (and, I imagine, intentional) contrast to Light lands, looked like it was perpetually night. Silence is a lack of sound, and the “lacking” part makes it the Aspect word, and I think it’s possible that Caves might be the aesthetic word, as one would think that they are a permanent structure, leaving Silence to be the quest word, but given how little time that was spent in the Land of Caves and Silence, even in Paradox Space, there isn’t much we know about the land. We can imagine that Void lands would have a direct contrast to Light lands as for the light that’s on it, and where Light lands look like they’re at various stages of the daytime, Void lands would be in darkness.
Which brings us to our quest for the Maid of Void. Now, most would think that the quest would be something like getting rid of the darkness around that land because darkness is really kind of bad and scary, right? WRONG. If anything, the Maid of Void would actually make it so the land becomes even darker.
So, the consorts of this land, even after millenia of adapting to constant or near-constant darkness, think, “Hey, wouldn’t it be a great idea to go and bring light to our planet? Oh, there’s a tablet that tells us exactly how our world came to be plunged into darkness in the first place so we can figure out what we need to do to reverse this? Cool!”
What they don’t know, however, is that the “ancient language” they’re deciphering, is actually Alternian/English/another language the Maid might speak (who knows, they might be bi- or tri- lingual), and they can read it perfectly well. And while they’re slaving away to read from the top down, they really should be reading from the bottom up, because as soon as they get to the last step, they’re not going to read the bottom part of the tablet, which is incidentally the most important (you would think an ancient civilization who knew how to essentially turn off their Sun would know how to place an important bit of information): a disclaimer that says that if they should bring light back to their world, they’re essentially just going to end up destroying everything, because as good as light is, the entire world has become suited for living in little to no light courtesy of a nearby star or whatever. There’s bioluminescent plants, and the consorts might have bioluminescence for themselves. Believe it or not, there is a major point to Void, and it’s that not everything has to be clear for it to work. I mean, how many people understand relativity? I know I don’t, and yet, it still works. Sometimes, there’s too much Light. Ignorance is bliss, and sometimes, ignorance is for the better.
So the Maid’s quest? Save the world. Destroy the tablet. Some things are better left unknown.
Oh gods, this took forever. So sorry.
Powers: CA
The Page and the Knight, as I mentioned last post, are the passive-active pair for the Exploit class, and where the Knight relies entirely on themselves to reach their full potential, and can only arm themselves with their Aspect, Pages rely on others to reach the tip of their abilities, and are heralded as the most powerful class in all of SBURB. Pages equip others with their Aspect, and the abilities of Knights of their Aspect. So take, for example, Jake, as the Page of Hope. By granting Mind Dirk the abilities of a Knight of Hope, he was able to threaten taking Aranea’s soul in an undeniably painful process, all aided by Jake’s arming him with his beliefs, i.e., in him.
Therefore, the Page of Light would be able to make their teammates Knights of Light, arming others with both luck and sight, and, also, information. I had remarked in an earlier post that the Page of Mind would have a sort of telepathic ability due to their being able to equip others with their thoughts. In this case, the Page of Light would likely have a very similar ability, as the Page would be able to equip others with information, make things clearer for their teammates, an ability most, if not all Light players possess. The Page would also be able to do more than the Page of Mind, as they would be able to transmit what they were seeing to their teammates. So a Page of Light would probably do even better than a Page of Mind in an espionage role, as they would be basically able to arm their comrades with whatever information they see and know, rather than having to think it first.
But in addition to that, the Page would be able to make Knights of Light out of their teammates. The Knight of Light would be able to arm themselves with Light, which can take a more literal, and a more figurative approach, both making a Knight of Light, let alone a whole army of them, a formidable enemy. The Knight of Light would be able to use information as a weapon, and I imagine this as the Knight being able to see and know the weak points of their opponents in battle, whether they favor their left side, or that their downward block doesn’t quite block the entirety of their legs. The Knight would enter a state of heightened observance in order to arm themselves with knowledge now made clear to them. They would also be able to arm themselves with the more common interpretation of Light, luck or fortune. In a way, they might be able to become the Marvel hero, Scarlet Witch. Where they might not be able to manipulate it in quite the way that she could (Witch indeed- a Witch of Light), they would be able to understand luck, see where their fortunes and their enemy’s fortunes lie, and be able to arm themselves with the knowledge of who would be more likely to slip on the banana peel they just dropped. Finally, the more literal interpretation of the Knight of Light’s abilities would be to arm themselves with actual light and the energy within it. The Knight might be able to pull off something like what Jake did with his halo of Hope energy, except most likely less deadly. They would be able to blind their opponent, make them more susceptible to attack. They might also be able to make an outright weapon from solid light (as it is possible, and not just in the Portal games). The Knight would be well-armed by the Page’s abilities.
As I mentioned earlier, their abilities might give the Page an immediate advantage as an information-gatherer or a spy. Another possible position the Page of Light might have is as a tactician, giving a far-away outlook of the battle and passing on advisory notices to their teammates as for waves of enemies and possible advantages in a battle.
Weapons: TC
Lots of asks for Pages recently, aren’t there? Well, as I said for the other Pages’ weapon analyses, Pages tend to use traditional weapons, like swords or guns. However, this is contradicted by the pattern set by all of the Light players whose weapons have been revealed so far, as all of their weapons have not been things that one would typically think of as weapons. The revealed weapons that have been used by Light players were Rose’s knitting needles and Vriska’s Fluorite Octet. However, both of these weapons have some sort of magical quality, for lack of better phrasing. Rose’s needles doubled as magic wands, and Vriska’s dice did something different for each different possible roll.
As such, combining these two patterns together, we would have to change the definition of “traditional weapons”. The traditional weapons that a Page of Light would use would be traditional weapons for wizards, witches, or magic users. The following strife specibi come to mind.
And an honorable mention to:
Land and Quest: TC and CA
This is the first time we’re doing a Light player. Fun. And as always, our usual disclaimer: If you’re having trouble coming up with the quest or Aspect word for your land, we suggest the use of thepageofhopes’ word list to create your land.
So far, the planets of two Light players have been seen in the comic, Rose Lalonde’s land as the Seer of Light, and Vriska Serket’s land, as the Thief of Light. Rose’s land as a Light player, being the easier of the two to dissect, will be the first one we do. The Land of Light and Rain was Rose’s land, and where Light is obviously the Aspect word, the quest and aesthetic word is Rain. Rose’s job on LOLAR was to learn to play the rain, but we don’t know to what end, Rose never actually completed her quest in the Alpha timeline.
The other planet, Vriska’s, was the Land of Maps and Treasure. The sky of her land is covered by glowing compasses and landforms, exuding the image of an old map, which gives us the impression that Maps is the aesthetic word. This leaves the word Treasure to be the Aspect word of Vriska’s land. And given how we never saw much of that world in the first place, there isn’t much data we have been given as far as what the quest for Vriska’s world was. Or much about her world in general, really.
So of the two Light lands, the patterns that can be drawn between the two worlds are that they are relatively bright, and while the decorations between the two worlds vary, one thing I’ve noticed is that it looks like the sun is always in some degree of out-ness. In Rose’s world, it looked like it was at noon, but in Vriska’s it was at sunset, perhaps a symbol, of sorts.
But speaking of quests, an optimal quest for a Page of Light would be something that gives others good fortune. But how would that work? I mean, luck is an intangible concept before god tier, right? How would they be able to give their allies any form of luck?
Well, the answer, my friend, is simple: cheat.
The world has a sort of coliseum in it, run by an “elite,” set of consorts, I suppose. To put it simply, Karl Marx would think very poorly of this world.The “elite,” happens to have something that the world needs desperately to solve some sort of problem the world has.
In order to reach their ranks, a certain group of trials had to be overcome, and these trials would be decided by chance. A machine. Like a roulette wheel or a spin machine.
Our Page’s task is to obtain that item and solve that world’s problem by using the “elite’s” resources. Only problem is, the Page themselves can’t enter these trials to obtain these resources for themselves. So what do they do? They choose a proxy and arm them with luck by making it so the trials that are chosen by the machine are easy for them. They fix the roulette wheel, hand out loaded dice in the casino, and make the spinning machine wheels stop at all the right places. And they use their gift to their advantage.
Sure thing! Once again, like with the Page of Mind post we did not too long ago, we’ll do the specific god tier first and then go about describing the team.
Also, sorry it took so long. TC and I have been hella busy. Hope you like it.
Powers: CA
The Page and the Knight are the passive-active pair for the Exploit classes. Their jobs are to allow themselves, or, in the Page’s case, others, to exploit their Aspect as a weapon. Pages and Knights must both reach their full potential in order to completely use their abilities, and given how Pages rely on others to reach their full potential, it takes an infinitely longer time. However, all this time spent on the Page is not in vain. Once they reach their full potential, Pages are hypothesized to be the most powerful Class in SBURB. Pages arm others with their Aspect, granting them great power in a sort of repayment for allowing them to reach their full potential. Pages are like kings, leading an army of Knights of their Aspect. And with the Page of Heart, that is a very apt description, especially given the abilities of the Knights this Page would be leading.
The Page of Heart would be able to arm others with the Aspect of Heart. This means that the people they arm become Knights of Heart, in addition to giving the Page an ability to give others a certain emotion that they may already be feeling a spark of. It would almost be like a cleric in an RPG or something similar, making their teammates feel pumped for battle. If the Page’s team feels as though they will lose the battle against their Black King, then the Page will be able to take their fighting spirit, for that always exists going into a battle, and boosts it. They boost their team’s morale, in order to give them the feeling that they will win, and giving them more of an ability to win (you know, if you think it, you can do it).
Another ability of the Page of Heart to equip others with Heart as a weapon would be allowing their allies to become Knights of Heart. A couple of posts ago, I explained the abilities of the Knight of Heart, but in the case you hadn’t read that, that basic abilities a Knight of Heart would have include an intuitive knowledge of Heart, leading to a sort of empathetic ability in order to know what emotions to exploit, the ability to create a sort of “soul weapon,” which may reflect the person who uses it or the Knight in question’s strife specibus, and the ability to splinter themselves, making an army out of the parts of themselves that feel or act certain ways. For example, let’s say that Vriska came into contact with a Page of Heart who reached god tier and their full potential, and they happen to bestow the powers of a Knight of Heart on her. Her splintering might occur between the side of her which is entirely victory-driven, another might be the side of her which feels a fair amount of crushing remorse for her actions, and yet another might be the homicidal maniac who believes those who drag down the group shouldn’t be around to do as much and so on and so on. She’s a very conflicted person at some points, and not so much at others. This Page will have more of an “army” to lead than others, given how their Knights would be able to split themselves up into different people.
In any case, this Page will likely have a role in their team as a motivator of sorts. Someone who can get their team up and at ‘em as far as completing quests and other jobs and the like. This makes them a prime choice for a leadership role, but I’ll be analyzing that role more in-depth later on in the team section.
Weapons: TC
The tendency for a Page is to use an ACTUAL WEAPON as a strife specibus as opposed to the item lying nearest to them. A Page would use a sword as a weapon instead of, say, a broom. Heart players tend to gravitate towards melee weapons with a sharp and/or pointed edge. As such, when taking both of these factors into account, we get the following weapons.
Land and Quest: CA and TC
A lot of this will be repetition from the Knight of Heart post we made not too long ago. So here we go.
So far, we’ve seen the lands of two Heart players, Dirk Strider, the Prince, and Nepeta Leijon, the Rogue, but of those two, we can probably only use one as an example, as Dirk’s session is a Void session, which leads to some automatic differences between his world and the world of a Heart player in a normal session. For example, his entire world is covered in a noble gas, and is filled with dead, skeletal consorts…or maybe those are just monsters? And of course, time for our usual disclaimer-like quip: as with TC’s land, we suggest the use, once again, of this word list to aid you in the creation of your land, in both its quest and its aesthetic.
In any case, the unfortunate fact is that we are now limited to only using one land, the Land of Little Cubes and Tea. Nepeta’s land is an oddity in its nomenclature, given how it is made of an extra word. While this was presumably done only on Hussie’s part to make the abbreviation for the land LOLCAT, this is an interesting thing and I felt need to make a note of it.
In any case, Nepeta’s land is rather easy to deconstruct and decipher. The “Little Cubes,” part is likely a reference to the little cubes forming staircases and such all along the land, looking suspiciously like sugar cubes. This is likely the Aspect word. Heart lands tend to be sweet and soft, and these “Little Cubes” are most likely made of sugar. The “Tea,” part is quite obviously a reference to the teapots sitting on top of the mountains on the land. We aren’t entirely certain which is the quest and which is the aesthetic word given how little time there was spent focusing on the characters in the Land of Little Cubes and Tea, but that’s as much as we can learn from the name and brief glances we have gotten of the land.
As a side note, if none of the words in thepageofhopes’ list appeal to you or they don’t seem to fit the land you had pictured for your character (if you thought of a quest beforehand), it is possible that the Aspect word for a Heart land is meant to sort of reflect the nature of the player. Nepeta, despite having her underlying metal-as-all-hell nature, was a sweet, adorable individual, a personality that made her easy to like, and as such, her land reflected that. Dirk didn’t have an Aspect word, but his land reflected him, as it was a very interesting land with great levels of depth to it, like Dirk.
As for the Page’s quest, I imagine it a little like this: Dominoes. There is a problem on the Page’s world. The consorts, although they recognize it’s a problem, have no real motivation to get rid of it. This is similar to the Knight of Heart’s quest, but rather than the Knight themselves motivating everyone, the Page is smart (this isn’t to say that the Knight isn’t, their abilities work in a different way than the Page’s, which would have made this quest a bad idea for them to undertake). They realize that, given the nature of their abilities, a lot less work can be put into things if you simply have some people act as the motivators. Motivate one in the right way, and you have a Knight of Heart to motivate others. Spread them out, give them enough time, and these Knights of Heart would have spread Heart throughout their area like wildfire. Now the Page can point the Knights in the right direction, tell them what they need to do, in order to get rid of the problem. This might be making something. This might be getting a weapon from somewhere else on the world for the Page to use to slay some sort of monster. Whatever it is, with an army of Knights to motivate the consorts, the quest is a lot easier to manage.
Team Analysis: CA and TC
Knight of Void, Mage of Space, Rogue of Life, and Page of Heart
Well, there’s an immediate problem that I spot with this session: There’s no Time Player. Time Players are vital to the session. Doc Scratch, I believe, said something along the lines of, “A session without a Time player is doomed to fail.” And what’s worse is that without a Time Player, your players wouldn’t have a Scratch Device to help start the session over, so their game is doomed and without some Deus Ex Machina sort of thing going on, and a healthy session intervenes and gives them something to work with, then this session won’t have any sort of good ending. More likely than not? The Reckoning will happen, and everyone will die. The end.
But I’m not going to end it there. You have a Space player, one of two necessary parts for this game. There’s still some sort of hope here, so what I’m going to do? I’m going prescribe you a Time player based on what kind of Time class would help balance out this session. I might even help and prescribe another player to help out if it comes down to it (I know a fair amount of people I’ve worked with want sessions with an even number of people, and it may even be required by SBURB anyway, so I’m going to help you out there). So let’s see what kind of things the team you already have need.
The Knight of Void would provide an immediate benefit to this session. A Knight’s presence in a session means that whatever their Aspect is, their session lacks it, and this session is given a great gift by this Knight. Under most circumstances, the Knight of Void would likely constitute an immediate advantage to their session, as the lack of Void means that this team would have everything they need to complete their session successfully. In this session, though, given how there is no Time player, they would have everything they need except Time to help the Genesis Frog or to prepare themselves. This Knight would be an army, a construction crew, basically anything, able to call out anything they need from the nothingness, and able to show up wherever they may be needed. The weaponization of Void would likely allow this Knight the ability to teleport into and out of existence wherever they need to be, or, at the very least, turn invisible. But with this boon comes a potentiality for the session’s curse: Knights have a mask that they hide behind. For Dave, it was the impermeable “cool kid” act, for Karkat, it was anger, and for Latula, it was the identity of the gamer girl. If this Knight hides behind a mask that makes them keen on overworking themselves, or, on the flip side, not working at all, then the session has more problems than simply no Time. But that’s why the Page will be helpful, once they reach their full potential. Now, this may seem manipulative, but if the Page were to arm the Knight with a feeling of guilt whenever the Knight doesn’t show up on time, or a feeling of happiness whenever they do something good, then the group may be able to train the Knight to step out from behind their mask and simply act for the group. The Page will have to be careful with when and how they do this. If they simply do this with their abilities, rather than talking to them and using pathos to convince the Knight that what they’re doing is problematic, then they might accidentally invert themselves into a Thief of Mind, stealing the Knight’s thoughts and giving themselves a boost while doing so.
The Mage of Space. Now, I know a fair bit about Mages, TC being one, and I know a fair bit about Space, that being my Aspect, so I know that an unprepared Mage will cause a pretty large degree of problems. First off, Mages have a tendency to be bitten in the butt by their Aspect. And Space is a very big thing to have its teeth digging into your ass. Space has a connection to creation, and if the Mage breaks the rules, then gods know that the game might glitch out, and the Mage might end up standing on an enemy spawn point working double-time. But altogether, a Mage balanced by their teammates would be an asset to their team. Their massive knowledge of how Space works would allow them to go around at super-speed or make their enemies go around a lot slower. They could teleport themselves and other things. They could make things bigger or smaller, within the rules of how matter works, and they might even be able to, given enough time learning, make one of those never-ending corridor type deals. You know, when the protagonist of something or another is running towards a door at the end of the hallway or whatever, but no matter how fast of long they run, it never seems to be getting any closer? That’s likely something the Mage could manipulate into existence. They would be the person who needs the Knight’s services most, even outside of their quest, as the Knight would be able to pop test subjects into existence for them to learn more about their abilities and the rules of Space once they reach god tier. But again, the Mage’s inevitable backlash will have to be something that the Mage is prepared to get rid of, and they will have to help prepare their teammates to do the same. The Mage will need to learn or already have some sort of good work ethic, because if they want to complete their quest and learn to manage their abilities as the Mage of Space, then they will have to work double-time, and the Page would likely be able to help motivate the Mage, too.
Next up, the Rogue of Life. Now, let’s face it: with Nepeta’s ship-making, Roxy’s drunken speech obscuring what she’s trying to say, and Rufioh’s wings, Rogues have always had the tendency to reflect their Aspect. But with what I can tell, as soon as the Rogue enters the session, that tendency to reflect their Aspect is gone. Nepeta didn’t have much in the way of shipping time until the trolls were on the meteor, as far as we can tell, Roxy became sober (and as such, her speech stopped obscuring information, a major symbol of Void), and Rufioh ended up becoming paralyzed from the neck down, thereby losing his freedom. So this Rogue would likely be a very lively person before the game started, they would be all for all the possibilities of their Aspect, and then when the game starts, they might not show this all too much. This isn’t to say that they end up being as bland as dead!Aradia, but it might mean they their priorities get put in order. Let’s say that this Rogue, before the game starts, is all for screwing the rules (a more symbolic showing of Doom, Life’s antithesis) for some reason or another that may have to do with affluence, but when they enter the game, something happens that makes them realize that the rules are important in this game, and they embrace the control that Doom has over their life. They realize the limitations of Life, and respect them. The Rogue would be a grounding force for the rest of the team, understanding where Life’s jurisdiction ends, but that doesn’t mean that they might not stretch those rules if something very special to them were on the line. The Rogue would be taking the life from their enemies and giving it to their teammates, a fearsome ability that would be very useful in making sure people tend not to die. But when the Reckoning comes, not even they will be able to keep things from dying.
And finally, the Page of Heart. I had mentioned a something about Pages earlier in another team ask, and I’m thinking that a lot of it rings true here, as well. The Page will likely be at least somewhat mild-mannered, and likely a sort of protege for some of the other members of the team. The Rogue and the Page would likely keep the other members of the team in check, what with the Rogue’s newfound understanding of rules and the Page’s understanding of emotion. But funny enough, I have a feeling that this Page might be more likely to be looking at a lot of the session in a more objective manner. I talked about some of their roles earlier, with the Knight and Mage, but they would probably be the one who lets the Knight and Mage know what they are doing right and what they are doing wrong. They would make the Knight and Mage aware of things by using their abilities, but they have to be careful that they don’t just make their teammates feel things on the fly, lest they invert by the surprising overuse of their abilities. The Page would have to be willing to talk to their teammates, let them know that things are going wrong, and that they can be a part of the solution. Counselling, you know.
Altogether, this is a pretty good bunch. A fair balance of people grounded by an understanding of problems and solutions, and a fair amount also aided by their ability to do awesome things. But we are still missing two players. So first off? We’ll add the Time player.
For this session, we recommend the Sylph of Time. Once they reach god tier, the Sylph would be able to create Time for others, giving everyone enough Time to finish their quests, master their abilities, and then be back in Time for tea. They would have time travel, like all Time players, but they would also be able to give Time to their other people. It would be like giving others a hyperbolic Time chamber (give the player ten minutes in the Sylph’s abilities, and they would be able to complete a day’s, a month’s, etc., worth of stuff). The Sylph, as a healer, would be able to heal using Time, basically undoing whatever damage had been done, provided Time was willing to do that much. I would recommend having this Sylph’s major concern be reaching god tier, at which point the ability to make hyperbolic Time chambers for everyone else be an option. They would be a major asset to this team, but would also be able to help solve any arguments people might be having in the team (give them Time). Then they would know when to send in the Page to help.
Now, for your last player, TC and I had a bit of a debate. We both knew that achieving a balance between active and passive players was probably for the better, but where I was thinking Mind player, you know, logos to the pathos, TC was thinking Hope (because all sessions could use a bit of Hope) or Rage (to motivate). Now, I don’t know about you, but I’ve always thought Rage players were a bit dangerous (no offense, Rage players, a lot of times, dangerous is good, just a bit scary), especially in a session that might have Space itself causing problems with the Mage in it. Then he suggested the Witch of Blood. Active player. Not a member of an Aspect already used. Also, incredibly helpful. You know those horrible (and I mean HORRIBLE) fanfictions you might be able to find gods-know-where if you’re not careful? Those ones where not only are physics questionable, but everyone’s acting out of character as fuck? Well, the physics would likely be the Mage’s job, but the OOC team-building-in-five-minutes thing would be the Witch’s. This session, with the Sylph and the Page and Rogue acting as grounders, and the Mage and Knight being powerhouses, is already very good. They would have a good chance of succeeding. But if their teamwork is shoddy, not much could be done with it. The Witch would be able to rewrite any encounter like it were a bad fanfic. They would make the Knight completely abandon their mask to help their teammates with little to no prompting courtesy of the Page, the Mage would be willing to work just as hard as they need to, and the Rogue, well, the Rogue may be poorly written, but at least they pose a good point: don’t break those rules, Mage. The Witch of Blood would be able to make the team cooperate as never before. If they were good before, well, with the Witch by their side, as TC put it, they’d be “a well-oiled machine.”
Add a Sylph of Time and a Witch of Blood, and your team has a very good chance of surviving. Nice job choosing a variety of Classes and Aspects.
Thank you kindly for your statement! It’s always lovely to hear from followers, and it is, of course, without a doubt, a pleasure to answer your questions! So without further ado, we shall commence with that.
Oh, and happy Thanksgiving, everyone.
Powers: CA
As I mentioned before, the Sylph and the Maid are the passive-active pair for the Creation class. While they were once both believed to be entirely female-exclusive, Hussie just about nullified that idea given his verdict on a female Prince’s potential existence. The Sylph would create their Aspect for others, using it to help them, like Aranea Serket, the Sylph of Light, bringing back Terezi’s eyesight (although technically, it didn’t really help her, but it’s not like she really knew that). In any case, the Sylph potentially has the ability to heal using their Aspect, or outright heal their Aspect. The Sylph of Space, Kanaya Maryam, tried to use the Matriorb to heal Space of her race’s absence.
A Sylph of Hope, therefore, would have the ability to create Hope for others. This means a varying degree of things because Hope is a very, VERY powerful Aspect. Hope is an Aspect that has been mentioned multiple times to be a force of unparalleled power and strength, and Hope players have been shown to have quite the destructive power at their side (e.g., Eridan, the Prince of Hope, destroying the Matriorb, Jake, the Page of Hope not only making ‘Mind Dirk’ real enough to threaten Aranea’s life, but also surrounding himself in a blinding halo of pure Hope energy). A Sylph of Hope would be capable of a lot of destruction, despite their being a member of the Creation class, because nothing is more dangerous than Hope, even in the literal sense of the word. We have had so much time to ponder of revolution, recently, given events, and I know now that Hope is a very dangerous thing for a single person to have, let alone a groups of hundreds or thousands. If there is Hope in a group that what they work for will mean something in due time, and they will only work harder because they know that what they are doing will amount to something. So it’s a powerful tool, and to create Hope in others means that the Sylph can make people believe in very powerful and very important things. The Sylph could make allies believe in themselves or in their abilities. On the flip side, the Sylph could make their enemies believe that they are going to lose or that they will miss. If they think that, why would they want to stick around, am I right?
Hope, in its less literal sense, could literally just be pure energy, like the “white science,” that Eridan uses with his wand, or the halo that Jake was surrounded with when Aranea allowed him to reach his full potential. A Sylph could create that energy for others, meaning that they could potentially surround their allies in a protective halo of Hope energy, or supply their allies with energy when they are dead tired or hurt during a battle.
Speaking of injuries, the Sylph’s potential role as a healing class is quite the interesting one. As far as healing Hope is concerned, it means that if Hope lacking, or is outright gone, the Sylph of Hope would be able to create it, and heal both the session and Hope itself by replenishing its supply. They would have to be careful about where they have their teammates and allies place their beliefs, though, because if something happens to go wrong with the object of their faith, then something could end up very wrong. The more interesting of the two healing abilities, though, is the Sylph’s speculated ability to heal others using Hope. Where this could mean healing using the energy that is at their disposal, I like to think that the Sylph of Hope would be able to use their belief to heal people. That’s right: this Sylph, provided they’re well-versed with their abilities and whatever they place their faith in, they can simply pray the injury away. How this looks to others may be something as simple as a short prayer and touching the wound and having it disappear, or more along the lines of glowing miraculous Hope energy emanating from the person and healing the wound, I don’t know. I just know that Hope is a much more flexible Aspect to work with as far as healing because it works as long as the Sylph believes they can do it, and that the object of their faith can help them, be that object themselves or some sort of deity.
So in conclusion, the Sylph of Hope, armed with the proper Hope, is very, very terrifying to be facing off against.
Weapons: TC
Well, I’ve been waiting for a while to do a Hope player, so I thank you for this. Hope weapons have a very obvious pattern to them, as all of their weapons are some form of a gun. Eridan and Cronus Ampora, who are the Prince and Bard of Hope, both used Ahab’s Crosshairs, which is a “legendary” harpoon gun. Jake, the Page of Hope, wields his dual pistols. However, the only Sylph whose strife specibus has been revealed is Kanaya, and her weapon transforms from something rather unassuming (her lipstick) into something quite intimidating (that bloody chainsaw). Also, it has been speculated that Aranea uses the Fluorite Octet as her weapon of choice, which also fit the transformation pattern, transforming from something unassuming (dice) into something that would strike fear into the hearts of her foes (a guillotine, a sword, or a large number of other things). As such, Broomkind is still fair game, but in order to fit the pattern, it would have to be able to transform into a gun of some sort. I still definitely like that original strife specibus, though, as nobody ever thinks to use it (also CA likes it because of the whole “witch but more magical” imagery that Kanaya set up for Sylphs). In any case, here are the strife specibi that your Broomkind strife specibus may be able to transform into.
Land and Quest: TC and CA
Hope lands. Well, this should be a bit of an adventure, given how we, ONCE AGAIN, only have information from one land. Eridan Ampora, the Prince of Hope, and his land, The Land of Wrath and Angels. Where Jake English was the Page of Hope, his session was a Void session, thereby making his land inherently different from that of a normal session. Once again we recommend this word list to aid you in the creation of your land, in both its quest and its aesthetic.
Eridan’s land is fairly easy to dissect. Angels is more than obviously the Aspect word because Wrath is more of a Rage word anyway. Where we don’t know which is the quest and which is the aesthetic, I would hazard a guess that Wrath is the quest word, and that Angels is the aesthetic word, given how the angels were apparently fairly peaceful before Eridan started shooting them, meaning that Eridan’s planet wasn’t inherently wrathful, so that’s not the aesthetic. As a side note, this might mean that Eridan knew a lot more about his planet than he was letting on, and that he knew that Wrath might have been necessary for him to finish his quest.
For a Sylph of Hope’s quest, though, I would not recommend shooting a bunch of angels with a broom gun, or shooting anything really. See, the Sylph’s quest is to learn to create Hope and faith, rather than destroy it (even if Eridan was technically only destroying a sort of symbol of faith in the angels), so I would recommend a quest that takes an inherently different route. To learn to create Hope, I would recommend a land that has a deity of some sort that they worship and a fair amount of problems. This deity can be a god, a goddess, some sort of animal- hell, it could even be the Sylph themselves (provided these consorts seem unable to recognize them) or maybe their denizen. The Sylph’s job is to provide some sort of faith back into them, I suppose. If you read my Bard of Mind post, you’ll recall something like that in their quest, too. Their job was to make their consorts understand that some sort of disaster was going to have them accept the Bard as some sort of prophet or fortuneteller. The Sylph’s job would be, in a way, similar, but rather than have the object of their faith be the Sylph, they would renew faith in whatever that deity of their consorts is. They would have to, one at a time, solve this group of consorts’ problems and then blame their deity for the solution. They would slowly renew the consorts’ faith in their god, and also solve a lot of problems in their world as well. Faith is a powerful motivator. Eventually, given enough support courtesy of their deity, the consorts would try to make things better themselves.
For those of you who are unaware, this is a friend of TC and I (CA). She figured out her god tier by using thepageofhopes’ title quiz (a link for which I am providing here for those of you who may be curious) and then decided to write a little story detailing a session between her, myself, our friend the Knight of Doom, and another friend of ours, the Prince of Hope (who decided to be a Prince of Time in that case). She asked me to write this disclaimer on this post: She had no idea what she was doing.
Powers: CA
As I’m sure you remember from our earlier posts regarding Sylphs and Maids, the Maid and the Sylph are the active-passive pair for the Creation class, both hypothesized to be exclusively for female players, but Hussie had thrown most gender limitations out the window when he said female Princes were possible. When Maids create, their creations are for themselves, like with Aradia creating Time for herself as the Maid of Time when she slowed down Bec Noir to a stop when he attacked Derse and was going to kill her. While that luckily also created Time for her allies, her first instinct was self-defense, a reasonable response to a psychopathic, winged dog flying at you, sword and teeth bared.
In any case, Breath is the Aspect of freedom and wind. As such, the Maid of Breath could create for themselves freedom and wind. As far as creating freedom for themselves, I don’t doubt that the Maid would be capable of teleportation, or, at the very least flying. Creating freedom for themselves means that they would be able to move around as much as they would need to to not get caught by something, whatever, this “something,” may be. Gravity, an enemy, a trap, a person, whatever. If they want to leave, and they can’t, their powers would easily manifest themselves in allowing them to become free once more. Whether this means that the Maid can turn into wind, or just outright poof into and out of situations at will, I imagine depends on the skill of the Maid in question, and how well they can use their abilities. As for creating wind, this is the fun bit. It essentially makes the Maid of Breath an airbender, more so than even the Knight of Breath. After all, the Knight has to use Breath as a weapon, but the Maid can do what they well like with it. The Maid would be able to create things as soft as breeze to catch something falling, or as strong as a hurricane to blow enemies or flames away. For instance, if Bec Noir were flying at a Maid of Breath, they would create a gust of wind or, I don’t know, a hurricane to blow Bec Noir away. They would essentially be able to do “the windy thing,” whenever they want, and they might not even need air around them to do it. They would break the basic laws of matter by creating wind. SCIENCE, BITCH.
In any case, this puts the Maid safely on the front lines, poofing to safety whenever they may need to and making a hurricane (or more accurately, a tornado, because a hurricane is wind and water, whereas a tornado is just wind) on the battlefield to get everything and anything out of their way. They might even go on to become some sort of spy. They couldn’t ever be caught, I mean, they just go ahead and poof into where they need to be to find information, and then poof away to their teammates to pass it on.
Altogether, quite the nice group of powers.
Weapons: TC
Maids. Awesome. Well, Maids have a tendency for close to mid range weapons, having used such things as a whip (Aradia had this specibus, but rarely used it), a giant fork, and (probably) a chainsaw. These items, as previously mentioned, are also related to the interests of the maids who use them. As for Breath, their weapons also tend to be mid range, like Tavros and Rufioh’s lances and John’s hammer. As such, when these two restrictions are combined, these weapons strike me as best suited for our Maid. Please note that while I normally wouldn’t account for the interest portion of this very much, since I personally know this particular Maid, I will make an exception.
And now, other weapons for other Maids of Breath that may read this. I recommend that these Maids who may or may not be reading this select a strife specibus that reflects their interests.
Land and Quest: TC and CA
The Land of Pillows and Bees. For those of you who are reading this with no prior knowledge of trollinthehumanfandom’s land, it’s filled with giant bees and talking flowers. Fairly pretty. Not entirely unlike one of Lewis Carroll’s better drug trips. I can’t quite recall, however, where the “Pillows,” part came into play, and to be honest, I think that’s a shared problem between the two of us.
The quest of this land is to defend its consorts from giant bees, hence the “Bees,” part, leaving “Pillows,” to be the Aspect word. I assume it’s also the aesthetic word, given how the planet is unlikely to be covered in the same thing which the Maid is supposed to be killing. Not long ago, I made a post concerning the word “Pillows,” as an Aspect word for a Breath player, and my thoughts on it are just repeated at this point: “Heart lands tend to reflect their players: soft, inviting, and, on average, not very intimidating (be this in looks or sounds). Pillows follow this trend, being soft and inviting, but we can see what you were looking to do with the idea. So a word or object that retains the Breath identity and is pillow-like. This could be Clouds, Fog, Mist, Cumulus, Heap, Stratocumulus, Mammatocumulus, etc. There are a lot of clouds that look like pillows and might be able to suit your purpose.”
As for your quest, though, I find that it will suit your purpose very well. You want to learn to control and create your own freedom? Well, imagine the bees as fairly organized (despite being, you know, insects), and they’re fairly well surrounding the planet. You can’t go too far from a certain area without risk of being attacked (for that matter, neither can your consorts). You kill them one at a time, or take them on all at once, it doesn’t matter, as long as you can actually manage it. If you do it, you can control where you go, and you can learn to create your own freedom, simultaneously creating the freedom of others.
It’s not a bother at all.
Powers: CA and TC
The Knight and the Page are the active-passive pair for the Exploit class. Where the Page allows others to use their Aspect as a weapon, the Knight does it themselves. Similarly, where the Page requires other people to reach their full potential, the Knight relies solely on themselves, for better or for worse. Where this can lead to some (fairly prolonged) soul-searching on the part of the Knight, it generally also means that the Knight, when the Page finally reaches their potential, has already reached their potential and has since become a lot more used to their abilities and knows how to use them very well at that point. Comparisons aside, Knights are very powerful classes for weaponizing their Aspects. Karkat was able to use Blood (unity) and was able to pull his team together to pull off the perfect combo at the perfect time to kill the Black King: a monstrous amalgamation (the phrase I was thinking of was something like ‘incestuous slurry,’ but I know that’s not right) of all of their lusii.
I know I’ve probably done this point to death with other Knight posts, but for those of you who don’t know, Knights have the tendency to embody the Aspect that their session lacks. In this case, the Knight’s presence in the session has a direct impact on the other members of the session. There would be a lack of emotion in this session and perhaps a lack of self. This might mean that the Knight is in a session full of Dirks (i.e., “stone cold motherfuckers,”), or a lack of any real differentiation between the people in the session as far as personality. The entire session might even be comprised of twins or triplets, to further accentuate the lack of self, given a presumed lack of physical difference given the similar genetic material.
So a Knight of Heart would be able to exploit their Aspect as a weapon. This could mean a couple of things, the first that’s coming to mind being emotions being a weapon. You know how Moriarty from the Sherlock Holmes movies with Robert Downey Jr. said something along the lines of, “My task for you was to manipulate Holmes’ feelings for you, not succumb to them.” Well, replace “manipulate,” with “exploit,” and you’ve basically got the gist of it. The Knight of Heart would have some basic intuitive understanding of their Aspect, and might have something akin to an empathetic ability (being able to feel what others can feel) in order to know exactly what emotion to exploit in their target. They would know just what to say or do to make someone do exactly what they want by exploiting that which they already feel and allowing it to either grow or shrink on its own. They could make people fall in love with them if that spark is already present, or they could make another person hate them, if they believe it would serve their purpose, but all it takes is the spark to be present. They could make themselves angry or sad or happy, they could make themselves feel anything if the spark is already there. The spark they need has to be there, because they themselves cannot Create their Aspect, as only Sylphs and Maids are capable of doing that. Knights and Pages can only Exploit that which is already there.
Similarly, the Knight should be able to weaponize the soul. They would utilize their own soul as a weapon to protect themselves and smite their foes. Like a soul shield, a shield made out of their own soul to protect their comrades. Sounds melodramatic enough to be the sort of gimmick a Knight of Heart would keep stashed inside their bag of tricks. Of course, that would almost definitely be dependent upon what type of person this Knight in question truly is. If they are a caring person, the soul shield would not be a far fetched possibility. However, if the Knight is a more barbaric, brutish type, then perhaps their soul would not take the shape of a shield, but rather a weapon, stronger than any other, in order to crush their foes like insects beneath the might of the Knight’s onslaughts. If the Knight prefers to distance themselves from conflict or emotion, this might mean that their “soul weapon,” would take the form of a long-range weapon like a bow and arrow. Or the soul weapon might actually take the form of a weapon fitting their strife specibus, who knows?
Another possibility for weaponizing Heart is the Knight making an army out of the different pieces of them. Heart players are semi-well known for having some “splintering,” issues (Dirk being the most infamous of all- his Dream self was awake every time he was!), and what this means for the Knight is that they could potentially make an army out of every facet of themselves. There might be a “happy,” Knight, there might be an “angry,” Knight, there might be a “sad,” Knight, and so on and so forth. Like that Legend of Zelda game where Link was split up into four versions of himself, green, blue, red, and violet. If the Knight could control them, they’d have the equivalent of an army at their side (really I think that this is why Knights should never be allowed to team up in SBURB- they’d be too powerful, which is why, normally, there’s only one Knight per session, the game knows and compensates for it).
Knights really are warriors first and foremost. Being a Knight of Heart would just allow them to arm themselves with that which everyone has.
Weapons: TC
Weapons for both Heart players and Knights could simply be summed up in two words. These words in question are as follows: Sharp things. Both Knights and Heart players are generally more accustomed to wielding melee weapons, and generally bladed or sharp ones. Dave and Dirk’s swords, Nepeta and Meulin’s claws, and Karkat’s sickles are all examples of this pattern. As such, the following types of strife specibi would work well for a Knight of Heart.
Land and Quest: TC and CA
So far, we’ve seen the lands of two Heart players, Dirk Strider, the Prince, and Nepeta Leijon, the Rogue, but of those two, we can probably only use one as an example, as Dirk’s session is a Void session, which leads to some automatic differences between his world and the world of a Heart player in a normal session. For example, his entire world is covered in a noble gas, and is filled with dead, skeletal consorts…or maybe those are just monsters? And of course, time for our usual disclaimer-like quip: as with TC’s land, we suggest the use, once again, of this word list to aid you in the creation of your land, in both its quest and its aesthetic.
In any case, the unfortunate fact is that we are now limited to only using one land, the Land of Little Cubes and Tea. Nepeta’s land is an oddity in its nomenclature, given how it is made of an extra word. While this was presumably done only on Hussie’s part to make the abbreviation for the land LOLCAT, this is an interesting thing and I felt need to make a note of it.
In any case, Nepeta’s land is rather easy to deconstruct and decipher. The “Little Cubes,” part is likely a reference to the little cubes forming staircases and such all along the land, looking suspiciously like sugar cubes. This is likely the Aspect word. Heart lands tend to be sweet and soft, and these “Little Cubes” are most likely made of sugar. The “Tea,” part is quite obviously a reference to the teapots sitting on top of the mountains on the land. We aren’t entirely certain which is the quest and which is the aesthetic word given how little time there was spent focusing on the characters in the Land of Little Cubes and Tea, but that’s as much as we can learn from the name and brief glances we have gotten of the land.
As a side note, if none of the words in thepageofhopes’ list appeal to you or they don’t seem to fit the land you had pictured for your character (if you thought of a quest beforehand), it is possible that the Aspect word for a Heart land is meant to sort of reflect the nature of the player. Nepeta, despite having her underlying metal-as-all-hell nature, was a sweet, adorable individual, a personality that made her easy to like, and as such, her land reflected that. Dirk didn’t have an Aspect word, but his land reflected him, as it was a very interesting land with great levels of depth to it, like Dirk.
But as for the quest, well, that’s a bit of a difficult one. Knights of Heart would have a quest that would give them the tools they need to understand their abilities, and that means that they need a quest that would help them exploit feelings (as the whole ‘soul weapon’ and splintering things would only come after they actually reach god tier). Now: how would this work? What would they need to accomplish that would require the use of feelings? What would they need in order to arm themselves with feelings? Well, let’s say that this land’s consorts desperately needs something. I wouldn’t really know what this ‘something’ is, but perhaps it’s something that would be needed to prevent consorts from getting hurt, or something that the world itself needs, as in the environment. This ‘something,’ can be anything from a machine to a group of people to complete a task (it depends on the Knight in question’s interests and skills). The consorts want to make something, but they’ve never had the materials to do it. This is a teamwork thing. You provide the materials and then make the consorts have a more potent desire to make that something, and you’ve got yourself a quest practically done.
The quest is to make that thing, which would be, under most circumstances, impossible to do in the time the session lasts. The consorts, however, would be more than enough workers to get your quest done and over with. Their emotions exist. You have to decrease their apathy and increase their determination, or whatever it might be that would drive them to create anything from a machine that makes snow to a firefighting squad. You could potentially learn to use the basic empathy and emotional exploitation while completing this quest, similar to how Karkat created an impossible team with an odd unity, and Dave managed to learn time travel before he reached god tier.
Alright! Well, we’ll do the Page of Mind thing first, and then regroup for the team thing later on. We’re sorry this took so long to put together.
Powers: CA
The Page and the Knight are the passive-active pair for the Exploit class. The Page is notorious for being a class without many powers to start off with, even after they achieve god tier, but once they achieve their “full potential,” they become a force to be reckoned with. Many times, it has been admitted over the course of Homestuck that Pages are potentially the most powerful class known, but given their passive nature, this cannot affect themselves, and even given their power, it takes a very long time to reach, leaving many Pages never even recognizing their true potential in the end, a tragic fate, and one that may cause them to invert once they realize the tragedy in it. But thankfully, it hasn’t happened yet. Anyway, the Page requires others to help them to reach their full potential, whereas Knights are capable of reaching their potential on their own. But even if it takes longer for them to reach this full potential of theirs, it pays off immensely, as the Page is viewed as one of the most dangerous classes in the game, even if they don’t use their abilities for themselves. I mean, just look at the damage Jake did as the Page of Hope: he was able to allow “thought Dirk” to essentially threaten Aranea with destroying her soul. The only thing that stopped that from happening was that Aranea was the person who allowed Jake to reach his potential in the first place, and kept him screaming old-fashioned mannerisms while surrounded by a halo of Hope energy. Dirk was armed with Jake’s belief in him, allowing him to use that as a weapon, and without her, he lost his potential.
The thing about Pages is that their potential isn’t in the same place Knights’ is. Say that a Knight was given a sword. I’m certain they could do about twelve billion different things with that same sword until it breaks. They could level mountains, raise armies, whatever they well like. While the Page, when you give them a sword, they give it to others. I have heard it said before that where Knights are amazing, a Page can be likened to a king, leading an army of Knights. And the reason why they can do that is because they can give a Knight’s sword, a Knight’s abilities, to another person. They can create an army of Knights by giving their swords to others, and giving back their powers to the people who helped them reach their potential.
So essentially the Page of Mind’s ability is to make their allies Knights of Mind. Mind is the Aspect of thoughts and choices, so therefore, those who the Page arms with their ability would be able to arm themselves with thought and choice. The Page might be well-suited as an intelligence gatherer, now that I think of it, as they would be arm others with specific thoughts, their thoughts. They would be able to pass on their thoughts and the information that they gathered to their Knights using their abilities. In a way, a Page would be capable of telepathy, arming others with their thoughts. Those equipped with the abilities of a Knight of Mind would be able to arm themselves with the knowledge of choice and the consequences. The Knights in the Page’s army would be excellent builders of Rube Goldberg machines, capable of setting things up one after the other to harm their enemies, be this through physical harm, insanity, or another mean. They would be able to weaponize thoughts and create revolution or raise an army for themselves. It’s possible that those armed with knowledge of the Aspect of Mind might have some sort of understanding of justice through their understanding of choice and consequence. After all, as Latula Pyrope, the Knight of Mind, said that karma made some sort of intuitive sense to her. They understand that there is a balance among all things, and justice, whether or not it is fair, must be served as consequences.
So a Page of Mind would be able to bestow to others the abilities of a Knight of Mind, bestow upon their allies thoughts and information in a sort of telepathic manner. This could open up multiple roles. A spy or an intel-gatherer would work quite well. By working with the rest of the team, they could provide a communication role by passing along thoughts for others to arm themselves with. In this way, they might be able to transfer information faster than people could type it. In the case of communication failures, like all members of their team fails to keep five computers on them at all times like a sensible person, or they just happen to lose them all, the Page of Mind would be able to allow for communication between teammates. They would be at the center of a web of communication, and an invaluable teammate.
Weapons: TC
Well, pages are interesting in terms of weapons, since there is no real set pattern to them. I mean, what can you think of that a lance (Tavros), a bow and arrow (Horrus), and a pair of pistols (Jake) have in common? Then I realized that all of these are all weapons in the conventional sense. Mind players, also have a potential pattern, as I mentioned earlier, assuming that Latula and Terezi use the same weapon. Even if they do not, the other theorized weapon that Latula used was her skateboard, meaning that at the very least, Mind players gravitate towards melee weapons. So, as such, the following strife specibi would fit both of these patterns.
Land and Quest: TC and CA
We have discussed this before, with our Bard of Mind post, so a lot of this is repetition, but let’s go about it once more.
Of the Mind players we have known in Homestuck (Terezi, the Seer, and Latula, the Knight), we have only seen the former’s land, The Land of Thought and Flow, so all ideas we have about a Mind land comes from inferences we have drawn from Terezi’s. As with TC’s land, we suggest the use, once again, of this word list to aid you in the creation of your land, in both its quest and its aesthetic.
So, dissecting Terezi’s land. We don’t know what her quest was, but we know that both words can relate to Mind in some way or another. Thought is the obvious one, as Mind is the Aspect of thought, but what about Flow? Well, flow is a reference to either the rivers all over her land, or the lights flashing and flowing through the sky (the lights that look suspiciously like the Mind symbol). Either way, we can probably imagine that “Flow,” might have been the aesthetic word for her land, leaving “thought,” to have been both the word related to her Aspect. Although we don’t know which word was her quest word, we can at least dissect that much into her land.
Now, the word relating to the Mind Aspect is easy to make. But the quest, that is the harder bit. As we had said before, Mind is the Aspect of thought and choices, of consequences and possibility. This, as such, could lead to a variety of potential quests for a Mind land and Mind player, but to help a Page of Mind understand their abilities once they reach their full potential, might I suggest a quest in which they have to solve a puzzle but using their whole land. It’s timed, in a way. Like there’s only a certain window of time during which the Page may reach a treasure or something, and the Page needs the help of their consorts or other players to reach it. You know how in video games there are those puzzles where once you press a button, you have a limited amount of time to cross ten platforms, juggle some lemons and blitz a few enemies? Yeah, it’s a bit like that, except there are twelve buttons that need to be pressed at the same time and they’re all on different parts of the Page’s world. Under normal circumstances? Impossible. But if they use their allies (consorts, teammates or otherwise), and give them the information that they need in order to help them, they should be able to complete it.
This would help them in learning to use their abilities to transfer information. They would be able to learn the basics of their abilities, even if they haven’t reached the god tier yet. They could just use a computer and IM system to give their allies the go-ahead. They just need to use their ability to arm others with information in order to finish their quest.
Well, I think I just came up with your quest word and Aspect word. Puzzles. Or maybe Trials. It’s up to you.
Team Analysis: CA and TC
Knight of Breath, Page of Mind, Muse of Time, Sylph of Space
First time to do this. Okay, well, you reached the first checkpoint, i.e., the Time and the Space player. The Time player helps with giving enough time to the creation of the Genesis Frog, and help others with finishing their quests as well, this ringing especially true given this Time player is the Muse. The Time player is also in charge of Scratching the session, should it be necessary. And although we aren’t sure if it’s necessary, the fact that this session has an even number is pretty helpful, especially when getting the planets aligned. The ring has always been surrounded by an even number, so, if it does happen to be a necessary factor to the game, you’re good there.
However, there may be a couple of problems, and those problems come in the form of the Knight and the Muse in the session. Admittedly, they are very awesome classes, but the Knight’s Aspect is exactly what the session lacks, and a session without Breath (a.k.a., freedom), is almost immediately crippled. As I mentioned in the post about the Knight of Breath, some possible ways the session could lack freedom include the portals that the players need to get around their might be too far away to reach, there might not be enough building materials to reach them in the first place, or the portals might not even exist. This lack of mobility can take many forms, but no matter what form it takes, the session will be crippled by it, and to keep the session from dying, the Knight will have to get in gear as fast as possible as far as mastering their abilities. The Knight will have to be willing to fly everyone around through the portals, get people where they need to be and when they need to be there (as per the Muse’s specifications), and not get too tired out from doing it. It’s an immense challenge.
Speaking of the Muse, the problem with that is that the Muse’s existence in the session may throw things out of whack: a powerful class has a fair amount of problems to balance things. For example? The Muse may learn that they have to leave their session partway through the make The Choice to save gods know how many people from the person who chose to destroy things. The Muse’s planet is dead, which means that they had to oversee everyone else’s quests, but without the Muse to do that, the session may fail. Their sacrifice has consequences, consequences that the Page in this session may be able to help understand, or, rather, help the Muse themselves understand. In any case, Muses are powerful, and their existences in a session tend to mean that something major is going to happen. Caution is advised.
Alright, now let’s talk about their cooperation:
The Knight of Breath is an interesting person to look at, because Knights are infamous for hiding behind a sort of shell or mask. Dave hides behind a “cool,” exterior, Karkat hides behind a mask of anger, and Latula, behind the guise of a “gamer girl.” This hiding is done entirely to protect a sort of insecurity, or perhaps a problem they see with themselves that they don’t want to face. Dave hides behind the entirely unflappable cool person exterior because he believes that he can’t amount to the same thing as his brother or John (at least he believes as much in the game, especially once John reaches god tier, hence his, “I’m not a hero, I won’t die a Heroic death, etc., etc., etc.” shpeal). So, depending on what the mask of this Knight of Breath is, the Knight might cause a problem very early, especially so given the team’s dependence on them! Just imagine the problem an aloof Knight of Breath may hold (e.g., shows up 15 minutes late with Starbucks just to give the impression that they don’t care too much). The Page of Mind will likely be needed to help them if their mask turns out to be problematic and the Sylph will be there to help with any problems their mask may cause with the other teammates. The Muse will likely take on a different role for the Knight: one of the coach. They will have to help train them to use their powers, devote and give time to them, be this Time they stole from their enemies, Time they inherited, or Time they created for them, because without this Knight knowing how to use their abilities, the session may fail. So this Knight’s role? Integral.
The Page of Mind would be a protege of sorts for the entire team. Not necessarily someone they would feel like pushing around, per se, but Pages have a tendency to be fairly mild-mannered, I suppose. The Page would have to allow others to understand their mistakes before allowing someone else to step in to correct them (if the people themselves don’t correct them themselves, that is). Whereas the Sylph would likely mediate using the pathos (emotional appeal), the Page would likely use logos (logical appeal) and really just show them that they made a mistake objectively. They, like the Knight of Breath, would likely be a major devotion of the Muse’s Time and resources (i.e., Time), especially so if the Knight has a “mask,” that’s causing problems for others. By allowing the Knight of Breath to know the abilities of a Knight of Mind, they would be able to know the consequences of the persona they’re hiding behind, and the problems it’s causing for others. They would know that they have to modify their behavior in order to bring the session to a successful close. So the Page is an important part of this session, as they would be able to allow their teammates to weaponize their thoughts and choices, and also understand the consequences that occur as a result of their actions.
The Muse of Time would likely serve as mission control and teacher for the group. Practically everything would be their job, as per their quest, and they would be able to decide what the next best course of action would be. They would teach the Page to reach their full potential, and they would help the Knight understand and use their newfound abilities, not to mention helping the Sylph with creating the Genesis Frog. Given how barren their world is and how good they’ll end up at Time shenanigans once they reach god tier (or possibly even before), they ought to have little standing in their way of reaching god tier. Their biggest problem would be learning how to use them all in time to get their new universe created. But with a little help from their innate Knowing and their teammates, especially the Sylph, they should be fine, and they should be able to tell whether The Choice needs to be made at all.
The Sylph of Space’s role would most likely be as a fairly good mediator, as shown by Kanaya being a prime auspistice. The whole “creating Space for others,” schtick of their powers would likely reflect in their ability to know how to get conflicts resolved most of the time: separate the parties involved. If they’re given some time on their own, they will likely realize what it is they want to say to one another, and why things went wrong. Sylphs are fairly helpful and calm people on their own, but between trying to make sure any disputes end up finished and making a universe, they, like everyone else in this session, have a lot on their plate. The Sylph would serve as a grounding force for their team. While the Knight is messing around with all their fancy new powers or whatever, the Sylph would likely be the one to tell them that they need to help out other teammates move around their world. Where the Page would be too harsh in trying to tell the Knight to get to work, the Sylph knows exactly what to say to get their teammate to help. Where the Muse is likely working themselves to death, the Sylph would be willing to get them to rest a bit, knowing that they would be able to work just as hard, if not harder, later, with the Time they have accumulated.
Other potential problems include the abundance of passive players, players who can’t use their powers for themselves. If they have an agenda they have to accomplish, and their teammates either can’t or won’t help them with it, they wouldn’t be able to accomplish it, no matter how important it is that it be completed. Cooperation is key for a session with a lot of passive players outnumbering active players.
But looking on the bright side, we have people whose abilities should compensate for each other’s, and if they have enough bite to support their bark, then the team should be fine and the Genesis Frog should look splendid on the other side of that door.
Prognosis? As long as they’re already willing to put up with each other’s shit, they should be good. It’ll be a hard session, but with the right strings pulled, everyone should come out of it alive.
Thank you for the compliment. It was quite exciting for us to receive an ask, and we’re glad to have helped you out. Happy Halloween.
Powers: CA
The Muse and the Lord are the two Master Classes, the most passive and most active (respectively) out of all the classes, and are extremely rare titles (only one character has ever had the title of Muse in the webcomic, and sadly, she’s dead. Her brother might still be alive, but the Lord of Time doesn’t talk much about his abilities). As such, there is very little known about the Master Classes. But I will, all the same, try to relate to you what I can.
They are hypothesized to Embody their Aspects, and, as such, are hypothesized to have all the abilities of the classes that fit their descriptions as passive or active. For the Muse, that would mean they would have the Seer’s ability to Know, the Heir’s ability to Manipulate, the Sylph’s ability to Create, the Bard’s ability to Destroy, the Page’s ability to Exploit, and the Rogue’s ability to Steal. As I’m sure you’ve noticed, most of these classes have to do with other people and their ability to use their Aspect in conjunction to others. The Muse would Know their Aspect and generally give that knowledge to others to work out amongst themselves. They would be able to Manipulate their Aspect, but be controlled by its whims, and perhaps, in a way, inherit their Aspect. They would be able to Create their Aspect for others, and perhaps heal them using their Aspect. Just as similarly, they would be able to Destroy their Aspect by giving others the tools to do it for them (or something similar). They would be able to allow their teammates (or just other people in general) to Exploit their Aspect as a weapon, and, to reach higher levels of power, would be forced to depend on others (not a bad thing, perhaps a little time-consuming, but not bad). And finally, they would be able to Steal their Aspect and give the spoils of their efforts to their teammates or allies.Furthermore, even better, is that it may very well be impossible for either the Muse or the Lord to invert their Class and Aspect. They would suffer no risk for inversion, meaning that they would have no need for balance between the use of their abilities and the lack of use of their abilities.
So, now that we’ve figured all that out, how would a Muse of Time function? What would their powers be? This is going to be a very long post here on abilities.
Well, to start out with, in working as a Seer of Time, they are unbelievably useful. The abilities of a Seer of Time (to put it simply because this is going to be a long enough post already) are to find what they’re looking for information on throughout all of time. If they wanted to know what the future would hold and if there were any way to avoid it if necessary, they would be able to look for that information, and if it exists, they would be able to find it. As such, their abilities would allow the Muse to guide their teammates towards the best possible Alpha timeline.
As an Heir of Time, the Muse would be able to manipulate Time, while still being constrained by its rules. Imagine Time as a parental figure. You cannot stop this thing from happening, they say. You try it. It keeps you from doing it by creating another problem somewhere else that you need to fix. The Muse would inherit Time in a sense, but really, in this context, as soon as they “receive,” Time, they’d likely just give it away to someone else. Which leads us on to our next role.
As a Sylph of Time, the Muse would be able to create Time for others, and, speculatively, heal using Time (or just heal Time). To create Time for others, I think that the Muse would be able to impart a sort of time travel gift to her teammates and allies (likely by collecting the minutes that they receive as the Heir). That would buy them time. It would allow them to become stronger, more skilled. It would relate back to the Page ability that I’ll mention later: the Muse, by giving their allies Time, would allow them to weaponize it to make themselves stronger. It would give all of their teammates Time to exploit. The Muse would basically be able to make all of their teammates Knights of Time, if only for a short while. Again, incredibly useful, and unbelievably powerful. And to heal Time or heal using Time is similar to the ability mentioned not long ago in the Sylph of Space post. Time would be the one deciding what needs to be healed if the Sylph means to heal others. If Time doesn’t miss it (or, rather, won’t miss it), then a person can’t be healed. But if the idea of healing Time is what the Muse is after, they would know who or what needs to be in when and where in order to, say, undo a paradox and set a timeline right again, and therefore heal Time.
As a Bard of Time, the Muse would be able to destroy Time using others, and invite destruction through Time. Destroying through Time is fairly simple to imagine. It’s like how aging can destroy anything. But to be honest, if things were just that easy, that would make them a Prince. Say that a teammate is about to do something incredibly stupid, and the Muse doesn’t want them to do it. The Muse would be able to convince them (again, the voice is the most powerful weapon a Bard has) to either stop doing the thing, or, if that fails, convince them to do something else first, and have them waste their minutes as the Knight of Time (read: have someone else destroy Time), and then not give them that ability again until they can convince them that what they were doing was stupid.
As a Page of Time, the Muse would rely on others to learn to reach their full potential, and in doing so, become incredibly powerful, and allow others to exploit Time as a weapon. This relates back to the Sylph abilities. They would be able to allow their teammates to exploit Time more actively than they ever could. The Muse would be able to give them the abilities of a Knight of Time, making time their weapon and their tool.
And finally, as a Rogue of Time, the Muse would be able to steal Time from others, and give their teammates the power-ups that come as a result. They could easily steal Time from beings that are around them, perhaps steal minutes from their lives, and give them to their allies. They would be able to prolong someone’s life as long as there are beings from which they could steal Time from. Of course, this could mean more than just minutes of life. It could mean that they could use those minutes for time travel. Almost like a cell phone plan, in hindsight.
This all seems really, REALLY awesome, right? Well, it is. The Muse isn’t a Master class for nothing. But a Muse will be really busy during the session, and furthermore, the Muse will have to keep all of these Time-related shenanigans straight. It’s possible that the Muse might cause a lot of problems if they accidentally (or otherwise) create a problematic paradox. Will they know how to avoid it? Yes, they would. Would they be able to undo it if the need arises? Yes, they would. But not all damage can be undone, and its negative repercussions might harm a lot of people, including the Muse themselves.
Another facet of the Muse was explained by Yaldaboath. When meeting with Yaldaboath, there are two choices that are presented to the player. Lords presumably always pick the choice that would grant them the power to “destroy anything they want for as long as they want,” while Muses assumably always take the other choice that was offered: “to give up all ambition and accept one’s death in exchange for the promise that their sacrifice will benefit all who ever lived by ending a force of unfathomable evil and destruction.” In other words, they are promised that their sacrifice will stop the person who made the first choice. Although this power may only be relevant in one-person (or maybe two-person) sessions, this does have a huge link to the Muse’s rating as the most passive of classes. After all, if everything works out okay, Calliope’s sacrifice as the Muse of Space would work out to everyone’s advantage, as it means that she would stop Caliborn’s rampage, and the only thing she had to do was die.
These abilities would not place the Muse in the front lines. They would likely be behind the scenes, far out of reach of the enemy, where they can orchestrate a battle as it goes along. They would give pretty much everything to their teammates, give them a clear path to victory and try to clear out any brush that might accidentally get in their way. A leadership role might be a good one for a Muse of Time, given their propensity for directing their teammates towards the ultimate goal. If not a leader, then at the very least a tactician.
Altogether, the abilities of a Muse of Time can be summed up pretty easily:
With great power comes great responsibility.
Weapons: TC
Well, my guess as to what weapons someone that belongs to either of the master classes would wield some of the more powerful weapons, but with Muses having more unassuming weapons than Lords. The main evidence for this would be Calliope’s wand/pistol being less threatening looking than Caliborn’s scepter/assault rifle. However, despite the unassuming appearance of Calliope’s weapon, it is assumed to be more powerful than Caliborn’s, as he abandoned his own weapon in favor of his sister’s, which he used to double kill some ghosts (and which Hussie tried to use to presumably kill him).
As such, these seem to be the type of weapons that a Muse of Time would use:
The top four out of these weapon types are Artkind, Bookkind, Cardkind, and Penkind.
Land and Quest: TC and CA
Okay. Last bit. And possibly the most challenging.
See, the Muse, as one of the Master Classes, might have a land that is different from the other classes. The only problem is none of us know. The only Master Class player whose session we’ve seen is Caliborn, and his session was a one-player session, which we already know to be automatically different from that of any other kind of session. So we have no clue what type of world the Muse or the Lord, when found in another type of session (one with other people), would have. But personally, TC and I tend to agree on a sort of headcanon world for the Lord or Muse of anything in any session that has other people:
It would be completely barren. Almost like the worlds in Jane’s, Jake’s, Dirk’s, and Roxy’s Void session, but with fewer enemies, and possibly with no life on it in the first place. There would be no consorts in the land for the Muse to investigate. There would be no puzzles to solve. Nothing, save for the Muse’s quest bed and the Scratch Device, a necessary component to all Time lands. We imagine that the Muse’s denizen would be Yaldaboath, but there’s no certainty for Muses. It would allow them to make the choice that all Muses are expected to make.
But what, then, is their quest? If they have no definition to their land, no consorts, and practically the only monster in their land being the Denizen whose only act would be to offer them to choice all Muses must face, what quest could there possibly be for them? Well, the only possible quest that I can think of is the one that reflects their abilities: everyone else’s.
That’s right. Their quest is to make sure that everyone else’s quests happen while the session is still ongoing. Before the Black King is defeated, their quest is to give everyone else enough time, to give them enough ability to complete their own quests, all the while preparing for the final battle with the Black King. They have to use their abilities to the fullest here. They have to be able to see what needs to be done to defeat the Black King, to secure their session, they have to be able to give both themselves and their teammates enough time, and they have to make sure nothing gets messed up along the way, and then simultaneously try to set things up so that their teammates can finish their quests, so that they can finish their own, and so they all may better from it.
So how, then, would one design the land of a Muse of Time? Well, you could use the parts of this land that we hypothesize to actually exist. A word to describe the world’s aesthetic could be something related to the barrenness of the land. The other word could be a word that relates to both the Aspect of the Muse and the aesthetic of the world. For example, the Muse of Time could have words like Endings, Termination, or Death in their Land’s full name, given how Time is viewed as an Aspect connected to endings (as compared to Space, which has connections to beginnings). They might just even have their own Aspect as their Aspect word. Again, Muses and Lords take what we know of the rules of creating things like lands and quests and turn them on their heads. Which is entirely why we imagine that Muses and Lords wouldn’t have a quest word for their lands. They’re in charge of managing others’ quests, and, if the time should come, making the choice to sacrifice their lives to stop a force of great evil.

Roles, paths, and challenges: CA
Okay. Maid is the active counterpart to the passive Sylph class, both of which create their Aspect. Maids are hypothesized to be an exclusively female class, but, again, anything is possible with god tiers. Maids, however, unlike Sylphs, actively create their Aspect, meaning that, first and foremost, the creation for their Aspect is for themselves. Take Aradia, as the Maid of Time, for instance. When she first was shown in god tier, her first act was to slow Jack down to a stop, thereby creating Time for herself. This simultaneously happened to create Time for her friends, but her first act was one of self-preservation. Not that this is a bad thing. To be honest, we were all kind of surprised by what was happening, and we didn’t expect Aradia’s dream self to already be god tier, so…
Anyway, Heart is the Aspect of self, emotion, and embodies the idea of a soul (hence how Dirk managed to attempt the ripping of Aranea’s soul out of her new body). A Maid of Heart would be a person who would go around creating either one of two things for themselves:
One: they could create emotions for themselves. This doesn’t mean IN themselves, although it could be that if it was really something they wanted. No, they would create emotions for their own purposes. If a Maid of Heart didn’t want to fight an army, they could create enough sympathy for themselves to either stop the army from fighting them and get it to fight themselves, or, if powerful enough, they could turn the entire army to their side. If they wanted to pump themselves and their team up to fight the Black King or something, they could create that fighting drive in themselves. They would be able to give themselves and others power through emotions.
Or, two, they could create Souls. I imagine it as an ability that would, at least most of the time, use an existing soul for a template, and it would create some slight physical form for the copy of the soul in question. Yes, a Maid of Heart would be able to copy souls to make clones of them. They would be able to create an army- an army with little in the way of physical form, meaning any blow they take would likely just be like passing through air, and any blow they make, would hit the soul. Any creature with a weak soul would be hurt really, really badly, practically destroyed by any blow they took from that army the Maid created. Even an enemy as potent as the Black King, given the existence, his being, if it was harmed every time the Maid’s army hit him, not even he would be able to stand up to it.
So as for roles, a Maid of Heart would likely be a more behind-the-scenes fighter. Allowing their army every chance to fight on their own, to heal them by recreating their template, to allow emotion and soul-crushing power to destroy their enemies for them. They would help their team by giving them high doses of fighting spirit. They’d be like one of those mage types from RPGs, providing buffs and making really powerful attacks.
As for paths…well, the Maid of Heart’s true path would have to involve embracing their emotions and their ability to manipulate others. This doesn’t mean that they’re going to utilize this ability. Hell, they could hate that they have it! They just have to recognize this ability of theirs, and recognize that using it is a good thing, providing they only use it in moderation. After all, their abilities are given to them for a reason, and that reason is to help them, believe it or not. Other paths involve using their powers too little (be this due to fear or some other factor), or using their powers too much (which would likely lead to class inversion, turning a Maid of Heart into a Bard of Mind).
As for challenges, I’m a bit confused as to what you mean. Do you mean quests? In which case I recommend a quest that would let them learn to use their foremost abilities (creating emotion and thereby manipulating people) better, maybe creating something that would stop a war between two factions of their consorts? This could be a speech, a song, a monument, really just anything that would help them stop whatever destruction is happening in their world. A grander, overarching mission for all Maids would be to learn how to support their friends with their aspect, as support is the main purpose of both the Maid and their passive counterpart, the Sylph.
If you’re talking about personal problems, however, things like overcoming doubt or fear or such, I would say it would depend heavily on the Maid of Heart themselves. Some Maids of Heart might hate their ability to create emotions in people, or might not understand it, leading to them not knowing how to use their abilities when the time comes. Other Maids of Heart may be too eager to use their abilities, which might drive those on the tail end of their skills insane (as rapid and uncontrollable and unexplainable changes in mood sometimes can), destroying their thoughts, thereby turning the Maid of Heart into a Bard of Mind, with negative connotations for the Maid in question. I mean, just take a look at Jane, the Maid of Life, inverted by Her Imperious Condescension’s mind control tricks, forced into a Bard of Doom’s role. It results in her threatening Jake with rape (a result of her romantic feelings for Jake mixed with her frustration towards him and her just general anger), killing Karkat just to bring him back to life again (more anger with a mix of proving herself), and doing a ton of other pretty horrible stuff.
So, my altogether opinion of the Maid of Heart is that they would be a useful teammate, and have the makings of a pretty good grounding member for the team as an excellent communicator. All it would take is a bit of understanding their abilities.
Weapons: TC
The pattern for the most well known Maids’ weapons is that it is related to something that they are interested in. Jane enjoys cooking and baking, so she uses a spoon/fork as a weapon. Aradia enjoys archaeology, so she uses a whip like Indiana Jones. Porrim supposedly used Kanaya’s chainsawkind specibus as well, showing her interest in fashion (it turns into lipstick!). As for Heart players, they tend to use melee weapons that also reflect their interests, with Dirk’s anime and Nepeta’s roleplaying/cat theme (Theirs are based on slashing attacks, but I’ll cut you a break). Seeing as I do not know what you are interested in, I will mostly use the Heart player pattern as a reference and make occasional guesses for your interests.
As such, the following would be suitable weapons:
Certainly. It’s great to receive an ask.

Powers: CA
Alright. So, as I mentioned last post (the one about Knights of Doom), the Knight is the active counterpart to the Page class, and they both fall into the Exploit classification, meaning they exploit their Aspect, either for themselves or others. Knights learn, by themselves, to reach their full potential, and that takes a little bit of soul searching or whatever, but in the end, they turn out okay. Anyway, while the Page may learn from others to reach their full potential, and they may end up more powerful as a result of it, whatever skills the Pages have, by the time they reach them, the Knights already know their powers inside and out, and they know how to do a lot more with them. But it’s not like it’s a competition.
So, combine the Class and the Aspect, and what do we get? We get a one-person army who has the wind fight for them. Breath is the Aspect of freedom and of, well, wind. That means that the Knight’s ability to keep moving, to remain as free as, well, wind, proves to their advantage. It, like so many other things for a Knight, can be used as a weapon. They can position themselves advantageously, and when the going gets tough in one spot, they know that to remain tough, they’ve got to get going. One of their greatest assets in battle is their ability to dodge and get themselves far away from their enemies, if necessary. They can’t be caught. And if they can’t be caught, then their attacks can keep landing.
Now, if we’re going to be going for more “the windy thing,” of the Aspect, then, yes, a Knight of Breath would essentially be able to airbend (in the case that you or anyone who reads this in the future has no idea what I’m referencing, it’s just a one-word term for controlling the air), and, in turn, weaponize the air. They might be able to suffocate their opponents, or blow them around in a tempest. Combine that exploitation of the winds and a Breath player’s lack of tether to much of anything (as per usual for Breath players, having freedom), and you might have a flying Knight on your hands. My thoughts on this flying ability pretty much sum up my thoughts on the Knight of Breath in total: Incredibly useful, potentially dangerous, but very awesome.
Now, I’m pretty sure I mentioned this before with the Knight of Doom post, but be aware that Knights tend to embody whatever Aspect is lacking from their session. Now in a Knight of Breath’s session, that might mean many things. It could mean that the gates that allow the player to teleport easily are really (and I do mean REALLY) hard to reach, or maybe just don’t exist at all. It could mean that, in the Knight’s world, or in everyone’s worlds in the session, there’s just a lack of enemies who supply enough grist to create what is necessary to reach the gates. A lack of freedom could easily be stifling for a session, and might even turn dangerous. The Knight would have to really embody their Class’ nomenclature and help everyone in their team out to do what needs to be done for their session, be it flying their teammates to their gates (once the Knight realizes their abilities, and maybe even reaches god tier), or supplying them with enough grist to get things moving. Good luck.
Weapons: TC
While we weren’t sure if you wanted a weapon analysis, we figured we’d throw one in for free!
As mentioned in the Knight of Doom analysis, the pattern for all currently revealed Knights’ weapons are bladed ones. As for the Breath aspect, a common trait in its weapons is that they all have long reach, like John’s hammer and Tavros’s and Rufioh’s lances. As such, the following weapons sound suitable for a Knight of Breath:
Land and Quest: TC and CA
Alright.The Land of Pillows and Streetlamps.
We like where you were going with this. It’s quite an interesting decor idea in our mind. Pardon us if we take a little creativity with this.
There’s a city. Sort of. I mean, how much of a city can consorts really make? Anyway, in this city, there are tall, and I mean REALLY tall, streetlamps, far beyond the reach of the Knight (and most of the consorts for that matter, so it’s a bit of a surprise that they were made). They were snuffed out some time ago, perhaps blown out by a denizen or another beast, or perhaps some sort of physical phenomenon (like a huge gust of wind), and since then, there were never any lights to protect the streets. The Knight’s quest is to learn to take advantage of their newfound mobility to light the streetlamps.
As far as I know, the quest word is good, and it also gives a feel to the land, so that’s all done. The only remaining problem is the Aspect word, and we’re not too sure “Pillows,” fits the bill. To be honest, it sounds a bit more like a Heart word than much of anything else.
Heart lands tend to reflect their players: soft, inviting, and, on average, not very intimidating (be this in looks or sounds). Pillows follow this trend, being soft and inviting, but we can see what you were looking to do with the idea. So a word or object that retains the Breath identity and is pillow-like. This could be Clouds, Fog, Mist, Cumulus, Heap, Stratocumulus, Mammatocumulus, etc. There are a lot of clouds that look like pillows and might be able to suit your purpose.
Hope we helped you.