Anonymous Asked
QuestionWhat strife specubus would an heir of breath have??? Answer
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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:

  • Whipkind: If a problem comes along, well… you know what to do.
  • Aerosolkind: Nothing quite signifies Breath quite like a faceful of… whatever you’re spraying them with.
  • Axekind: Completely useless against rings, I’m afraid.
  • Boomerangkind: First lesson of speaking Australian: Foster’s=beer
  • Cardkind: Is THIS your card?
  • Fankind: Perfect for dealing with traitors and scoundrels.
  • Flagkind: Remember, it’s fifty points if you hit a drum major, and nothing if you hit another color guard member.
  • Hammerkind: Because nothing beats the classics.
  • Knifekind: I only threw the first one so you’d turn around.
  • Soundkind: We just did a sound check, and the acoustics in here are a-MA-zing!
QuestionHello I've just started scrolling through your bloggity and I was wondering if you could do Page of Breath and Heir of Light??? Answer

bliggity bliggity, bloggity, bloggity.
Heh. Bloggity.

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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:

  • Axekind: Tomahawk chop is my deathblow.
  • Boomerangkind: What goes around comes around… YOU MOTHERF-
  • Knifekind: Looks like you brought a knife to a gunfight.
  • Shieldkind: When Captain America throws his mighty shield…
  • Spearkind: Look, I’m sure another pun is unnecessary.  By now, you get the point.
  • Whipkind: Good for attacking foes and for preparing cream toppings.


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.

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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.

  • Batonkind: Is the band ready?
  • Bookkind: Back off, I’ve got literature!
  • Broomkind: It’s gonna take a superman to sweep me off my feet…
  • Cardkind: You’ve got magic cards… and magic fingers.
  • Coinkind: Heads, I win, tails, you lose.
  • Dicekind: Ow!  That barely hurt!
  • Needlekind: Alright, everyone.  Back to your knitting.
  • Staffkind: There are some that call me… Tim.
  • Wandkind: Cue magical girl transformation!


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.

Anonymous Asked
Questionhow bout sylph of breath? Answer

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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.

  • Axekind: No, not your wife, the other old battleaxe!
  • Boomerangkind: No rules, just right.
  • Cardkind: I prefer 52-card cut up.
  • Forkkind: Bon apetit.
  • Hammerkind: You wield the hammer Mjolnir, whose power knows no equal…
  • Knifekind: Tell me, how DID you get those scars?
  • Lancekind: I believe the phrase you’re looking for is *death metal voice* IMPALE!!!
  • Macekind: Morning stars are welcome.
  • Scythekind: It’s impressive, I’ll give you that.  But has it consumed 99 kishin souls and one witch’s soul?
  • Spearkind: …Except my spear.
  • Staffkind: Sort of makes Eridan’s wand look pathetic, doesn’t it
  • Whipkind: NOT GOOD ENOUGH!!!



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.

QuestionYo! So, I thought I should ask about my title (the one from WAY back when). How would a maid of breath work? And would her land ,land of pillows and bees (bees being her quest word), actually work? Cuz when we originally worked on it, I wasn't too sure how everything worked. :) Answer

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.

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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.

  • Artkind: Let me paint you a picture.
  • Beautykind: No Rogues allowed.
  • Bookkind: Our good friend’s primary choice.  I’m just affirming that it fits the patterns.
  • Flagkind: Might I recommend a runner-up to Bookkind?
  • Needlekind: Well, we’re nearly at the end, here.  Hopefully, I’ve left you in stitches.
  • Penkind: I hope you were taking notes.


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.

  • Axekind: Mustn’t.  Picture.  Lumberjack.  Maid.
  • Ballkind: For when a couple of guys who are up to no good start makin trouble in your neighborhood.
  • Boomerangkind: I had a really good joke, but then I lost it. Don’t worry, it’ll come back to me.
  • Brasskind: Well, your parents probably aren’t home…
  • Cardkind: Read ‘em and weep.
  • Dartkind: All balloons must cower in fear.
  • Entertainmentkind: With every job that must be done…
  • Fankind: On a serious note, this should’ve been an obvious weapon, no?
  • Forkkind: Must, by definition, have four prongs.  Otherwise, it’d be ‘three’kkind or something like that.
  • Gamekind: …there is an element of fun.
  • Gravekind: Who wants a corpse party?
  • Hammerkind: Whosoever holds this hammer, if they be worthy, shall possess the power of… John Egbert.
  • Pankind: They’re quite handy, or so I’ve been told.
  • Paperkind: Surprisingly effective against rocks.
  • Percussionkind: The least appreciated section of any music group.  Take out your frustrations on the imps!
  • Propkind: Oh, sure, it’s just a “fake gun”.  What damage could it do, right?
  • Pubkind: You drink til you vomit, and punch like a comet.  Good for you, mate.
  • Puppetkind: There are no strings on me.
  • Sciencekind: Physics.  Physics, physics, physics… I hope you’re getting all this down.
  • Scissorkind: Much less effective against rocks.
  • Soundkind: Make sure you plug it in first.
  • Spatulakind: Apparently Spongebob’s a Maid of Breath?
  • Spoonkind: Is it too big?  How does one define when one’s spoon is too big, exactly?
  • Sportskind: Hit a home run, or something.  I’m not a sports person, ok?  DON’T JUDGE ME!!!
  • Toolkind: Look at this tool.
  • Toykind: NOT THE FURBY!
  • Wandkind: It’s levi-OH-sa.
  • Woodwindkind: Go Hieronymus Bosch on those imps.
  • Yoyokind: Not yo momma’s yoyo.



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.

QuestionHey, can you do Knight of Breath for me? Thank you so much! :) oh also would the Land of Pillows and Streetlights be a valid Land? Answer

Certainly. It’s great to receive an ask.

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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:

  • Axekind: You may not have a bow, but you have this axe.
  • Bladekind: Oh, yeah, you also have some of these swords.
  • Boomerangkind: Use a bladed boomerang.  The wooden ones are a huge stereotype.
  • Cardkind: Was this your card?  Yes.  Yes it was.
  • Knifekind: You wanna know how I got these scars?
  • Ninjakind: Go ninja, go ninja, go.
  • Polearmkind: I support the right to pole arms.
  • Scythekind: Seasons don’t fear the reaper, but they totally should.
  • Spearkind: First time using this one.  But it works.
  • Umbrellakind: I have this if only for things like the Barber’s best friend.



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.