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.
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.
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.