
Land and Quest: TC and CA
Welp, as per usual, we can’t give you the name of the land, because then everyone would use it and that would be sad, we want everyone to have their own awesome lands! So here’s a word list to help you get going if you can’t think of anything. With that done, let’s get started.
Despite the presence of three Void players across all four seen sessions, we actually know surprisingly little about what Void lands look like. We have only seen one land, Equius’, which could be used to help generalize about all Void lands, and that’s because we’ve only seen two of the three lands, and of the two, one’s an irregular session. But we at least have Equius’, and that’s good enough. Equius’ land was The Land of Caves and Silence. This was an empty-looking land that looked like it was perpetually nighttime, or, we assume it is given how little we’ve seen of it. 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, we’re not entirely sure. 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 naturally, with no sun nor moon to light up the sky or the ground below.
So, with that said, and Heir of Void’s quest would be one that helped them learn from Void, learn to trust the nothingness and hope it will guide you to your correct answer. And Heir doesn’t necessary need to understand their Aspect, simply trust that it has their best interests at heart. They can literally only learn from nothing in this land, because that’s sort of how the relationship between the Heir and Void would be.
There is a place, that the groups of consorts who wonder the Heir’s home, recognize as, in some way, sacred. It is supposedly a place of purely great nothingness, a place where consorts go to be purified, to have their sins removed, or something. You don’t quite believe that. But, hey, whatever floats their boat—you just wanna know what’s in there. You enter that place, and within, you find ruins, and at its center, a tablet, detailing some sort of puzzle. That specific detail is up to you. But the Heir attempts to solve it, and, after a frustrating time spent mulling it over, they fail. The ground along the ruins rumbles, and you’re afraid that the place will come down around you if you stay for much longer. You run for the entrance, back out into the dark of your world, before you slow, taking a few slow steps. You frown. Your heart is racing. Why? Why were you running? You turn back towards the entrance to a place that the consorts described as sacred, air in it still and placid. Huh. Wonder what’s in there?
The Heir of Void will have no knowledge of prior attempts of solving the puzzle when they go about doing that. On succeeding, not only will they remember every attempt they made, but will also get to meet their denizen, learn from a prime source of Void.
So, learning from nothing, wouldn’t that just mean that you can’t progress? No, it doesn’t. It just means that you lack the power of foresight that, say, an Heir of Light might have. Where an Heir of Light’s quest is to remember, to know, an Heir of Void’s quest is to learn that they can’t learn. To accept it. To keep pushing forward anyway. I’d describe an Heir as easily the most tenacious class there is, and in a way, that’s correct. How their Aspect raises them helps solidify this part of them. You know how John’s quest as an Heir of Breath seems a little impossible without the aid of Breath in the first place? It’s not like the Aspect would have simply let him die. And the nothingness that sweeps over both the Heir and whatever mistakes the Heir may have made earlier is meant to teach. Void, as we mentioned before, is old, it’s patient. It’s hoping that, throughout the Heir’s time with their quest they might learn to reflect that as well.

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.