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QuestionLord of Rage? Answer

Anonymous said:  What would the powers, land, anf weapons of a Lord of Rage entail?

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Powers: CA

The Lord and the Muse are the active-passive pair that are described as the Master classes. In embodying their Aspect, these classes are the ultimate description of activity and passivity in regards to god tiers and their Aspect, and as such suffer no risk of inversion. And where Muses can be considered the great creators, Lords are the great destroyers, the ultimate forces which lay waste to all in their way and forever will, as per their decision in regards to the Choice indicates.
Rage is the Aspect which stands opposite to that of Hope. Where Hope stands for happiness, for faith and power granted through some external source, Rage stands for anger, despair, and internal power, as often denoted by Rage players having a berserker switch of sorts. Rage is a dangerous Aspect, and unlike Hope, is dangerous in all the wrong ways to players allied to a Rage player. A lot of tabs have to be kept on a Rage player to keep them from going berserk and killing all who stand in their way, and as such, a Lord of Rage (a tier that is hypothesized to only appear in one- or two-player sessions (and, let’s face it, a Lord of Rage would be surrounded by naturally weaker god tiers even if they were in a session with other players)) would be a destroyer by all known factors, and they would potentially be even harder to stop than even Lord English himself (so aren’t we glad Caliborn wasn’t a Rage player?).
That being said, a Lord is believed to have all the powers of Mages, Witches, Maids, Princes, Knights, and Thieves of their Aspect, and these powers come in all at once, intertwining and truly allowing the Lord to come into their role as the embodiment of their Aspect.
As a Mage of Rage, the Lord of Rage would know what it would take to bring out the pure, raw power of anger, not only theirs, but others’ as well. They would take that energy and use it to further their own ends. They would know how to force despair onto their enemies, making them feel as though it would be impossible to beat them, making it impossible purely by their own lack of belief in their abilities. As a Mage, the Lord would already be able to take out a sizeable chunk of their enemies, purely by the virtue of Knowing.
So when it comes to Manipulating, the Lord would be all the better equipped. As a Witch of Rage, the Lord would be able to exchange Rage between given parties, and would be able to change what makes someone angry, afraid, despaired, make even the slightest sign of the end send them over the edge. The Lord of Rage would be able to essentially give someone any sort of phobia, be able to give them anger management issues, a ton of problems that would cause them a ton of problems.
As a Maid of Rage, the Lord would be able to create for anger, fear, despair, and would grant them incredible strength through invoking a berserker rage. The Maid of Rage could create inexplicably strong despair in their enemy’s leaders, destroying their enemy’s faith in them, keeping them from working in the way they ought to,
As a Prince, they would be able to destroy great things, armies, empires, entire concepts like religion or revolution using that berserker Rage, a frightening concept. On the flip side of the Prince’s powers, comes the Lord’s abilities to destroy Rage, possibly the only ability of the Lord’s that ISN’T outright belligerent or offensive. Quite the opposite, in fact, as a Lord of Rage might be able to use this to HELP allies, destroying their fears or despair. Or they could get rid of their opponent’s strength or anger towards them, defending themselves in potentially the best way.
As a Knight of Rage, the Lord of Rage could effectively use their berserker mode, put it on and take it off like one would a coat or a belt with a holster. Rather than simply having to wait until the Rage runs its course, which could be potentially quite dangerous depending on what they’re doing and who they’re with, they could simply make it the most efficient weapon they have by being able to turn it on and off like a light. They could potentially even learn to do the same with all the portions of their Aspect, remove their despair like a ring, fling away their fear like a flannel, make themselves the ultimate machine of destruction they were always destined to be by removing a lot of what makes them human…or troll…or maybe cherub, I don’t know.
And of course, as a Thief of Rage, the Lord would be able to steal their opponent’s anger and strength to power themselves and their berserker mode up. Conversely, they COULD help their allies by stealing their despair and/or fear, but a Lord of Rage who has entirely come into their role will not be caught DEAD in a supporting spot like that. I mean, that’s kind of the point of their role, to be destructive and loud and do whatever they want.
The Lord of Rage will be found on the front lines of whatever fight they’re involved in, and you can practically guarantee that whatever side they’re on, even if they’re not on a side of a war, it will win. They’re not a Lord of Hope, changing the tide of a battle they join in on, as a Lord of Rage doesn’t join in that late in the game—whatever battle they’re a part of, most likely, they’ve had at least some small part in starting it. Their mere presence often indicates that some battle is on the ledge, about to start, and it would take a Muse of Hope to stop them—a Muse most likely that will not be around to stop them in their chain of destruction.


Weapons: TC

Well, well, well.  Quite the pickle here.  Not only a Lord, but a Lord of Rage, no less.  This will be a challenge.
There exist a terrifyingly small number of examples for the weapons of both Rage players and for Lords, but I will do my best to tell you what I can.  First off, Lords, as I have stated earlier, tend to be the type to use larger, more ostentatious weapons, like Caliborn’s gaudy and flamboyant automatic rifle.  These weapons tend to be pretty powerful, but their looks give away exactly how strong they are, as opposed to the weapons of a Muse, which tend to be deceptively more powerful than their small package would lead you to believe.  Furthermore, the Lords tend to wield a larger counterpart of their Muse’s weapon.  However, if there is no Muse, then this will not be a problem, leaving any large, ostentatious weapon as fair game for your Lord to potentially use.
As for Rage players and their weapons, there also seems to be only one example, this being the clubs used by Gamzee and Kurloz.  This does not mean that all Rage players are juggalos, however.  Unless you want them to be, in which case you are simply reinforcing the stereotype.  From what I gather, Rage players use melee weapons more often than not, which makes sense, seeing as Rage is the aspect of overwhelming physical strength.  Furthermore, I might even go so far as to infer that Rage players use weapons that tend to indicate that which they believe in above all else.  Kurloz and Gamzee held their faith in higher regard than anything else, and as such, they used weapons that were typical of their juggalo cult.  If your Lord believes in, say, a certain religion, then they may use a weapon that symbolizes their religion for them.  If they are an atheist, and believe in science, then they may use a tesla coil, or something electric and flashy.  If they believe solely in the strength of their own body, then they might use a sword, or an axe. (But not a knife.  Knives are a more muse-y weapon.)
As such, here are the specibi that house the gaudier melee weapons.  The one that best suits your Lord is up to you, and what they believe in.

  • Artkind: Oh, you’re one of THOSE people.
  • Axekind: Just don’t go swinging at any gold rings.
  • Bladekind: *Starts playing One-Winged Angel from FFVII*
  • Bookkind: This book doesn’t have any answers!
  • Chainkind: How very… infamous of you.
  • Chainsawkind: Like chainkind.  Only more… saw-y.
  • Clubkind: Sup, my juggalo brother?
  • Explosivekind: Nothing flashier than that, amirite?
  • Flagkind: I claim your face in the name of AMERICA!
  • Footwearkind: Oh.  My.  God.  Where did you get those shoes?
  • Glovekind: Perfect for taking off and slapping people with!
  • Hammerkind: Stop… Wait a minute.  Fill my cup, pour some liquor in it.
  • Lancekind: Ha, I bet you thought I was gonna say hammer time on that last one, didn’t you?
  • Polearmkind: No, no… dude… get that pole out of your arm… that’s not what that is… why would you do that???
  • Sciencekind: Thomas Dolby be damned.
  • Scythekind: Seasons don’t fear the reaper.  But they will.


Land and Quest: TC and CA

Lord and Muses are unique titles, and, therefore, have unique lands. The thing about the two Master classes is that they only essentially need their lands for one thing and one thing only: to have a platform for themselves and their denizens in order to allow them to make the Choice. But the problem comes in when they have to play in sessions with other people. I mean, hypothetically this is possible. They would need a member of the opposite Master class in the session with them, or, at the very least, in a session that appears with theirs that interacts with theirs, but they should be able to be in a session with other players. As such, what would their land be like in a session with other players? Well, TC’s and my personal theory is that it is a land reflecting their Aspect to the T. And it’s reflected in all the wrong ways. Wars span this planet amongst the consorts, and where there aren’t wars, there’s despair.
There is technically no quest. That doesn’t mean the Lord doesn’t take one on for themselves.
They believe their quest is to stop this war. And they do. They end up destroying the world, piece by piece. First they destroy the warmongers. Then the footsoldiers. Then whenever a fight spawns, the Lord destroys the town it took place in. They come around to believing that this world of theirs is better off gone. Purged. That is their quest, setting up the world by destroying it for the Muse that inhabits it next.
When the Lord of Rage makes the Choice to destroy forever, they do it for the sake of ending all wars by ending them before they start, inadvertently starting the wars they desire to avoid, to end. It’s a tragic end, one only a Muse of Hope could stop. And not only does the Lord, but all creation hopes they do.