
The Seer of Doom
Powers: CA
The Seer and the Mage are the passive-active pair of classes whose powers revolve around Knowing their Aspect. Where the Mage, as we have discussed many times before, is someone who uses their Knowledge of their Aspect to further their own powers (the way I described it sounds fairly malicious, but you must know that the Mage is meant to work that way), the Seer uses their Knowledge to benefit everyone, to prod others in the right directions, and the Seers we’ve seen in the past have done exactly that: Rose Lalonde, Seer of Light, telling her allies which way the meteor should go and for how long, Terezi Pyrope, Seer of Mind, giving John a list of tasks to complete to correct the timeline, hell, even Jade Harley as the inversion of the Witch of Space (Seer of Time) using the clouds to tell the future to point her friends in the right direction. Seers understand the ebb and flow of their Aspect, understand the way things move and interact in the grand scheme of things. They don’t alter anything themselves given their passivity, they simply rely on others to do their bidding, to follow their instructions, and become unwitting Mages in the process, minus the knowledge. Seers are the James Moriarty, the Sosuke Aizen, the Felix (from Tales from the Borderlands, to be entirely sure you’re getting the reference) of their sessions, the mastermind (hopefully without all the villainous connotations).
Doom is the Aspect of rules, of endings, both good and bad, and of singularity. A Seer of Doom would be able to see, much like a Seer of Light, what needs to be done for the path to extend to the “good end.” SBURB is, at its core, a game, and some of the best games we know are ones with multiple endings. Take Until Dawn, a game all about choice, Life, Doom’s antithesis. A Seer of Doom would be able to see everything they have coming, they would understand the point at which they can’t make a choice to save, and must make a choice to sacrifice. Where, say, a Seer of Life would see all the ways to save, how to undo sacrifice, the Seer of Doom would see the sacrifices that would have to be made. A Seer of Doom’s natural disposition may be somewhat pessimistic—they’re the lab rat in a maze who figured out that their life has been spent running into walls, undoing obstacles only to be put into an entirely new maze. But where knowledge is suffering, wisdom is peace, and the Seer may eventually get over the cloud cover to see the sunrise yet again, learning from their Aspect to accept sacrifice and endings as a natural fact of life, and where those rules can be a little stifling, they exist to keep us safe, and with their knowledge of sacrifice, and what might constitute as a balance (Law of Equivalent Exchange, anyone?), the Seer can save the people they need to and, most importantly, want to.
Weapons: TC
Well, this is my first time doing Seer weapons, I think. And honestly, I’m kind of glad about that. After all this time thinking about what all Seer weapons have in common, all that I could come up with was that they all at least originate as melee weapons. Between Rose’s knitting needles and Terezi’s cane sword, they both seem to have little in common other than both being melee weapons (at the start, at least). However, it is possible that a Seer’s weapons embody something that the wielder seems to lack, or lacked at some point. Terezi’s cane symbolizes her blindness, while Rose’s knitting needles represent her former lack of a hobby, or to some extent a lack of a life in general.
Doom weapons are even worse than Seer weapons, as in actuality, all we know is that both Doom players, the Captors, in all likelihood used their powerful psionic abilities more than any strife specibus. This was at least the case with Sollux, who used shurikens and a ninjakind/throwingstarkind strife specibus, but has never once been seen using it. This leads me to believe that Doom players use some sort of innate ability in combat. This could indeed be skillful use of a weapon, or psionic abilities, or even talking to the point that their opponent’s head hurts instead of fighting at all.
Putting these two facts together, the Seer of Doom’s weapon would likely be one of two possible things. It could be a weapon that represents a gaping hole that has been present in their life that may or may not be supplemented by some other skill. For instance, perhaps the Seer carries a weapon that they aren’t really good at using, and prefers to out-think, out-maneuver, or out-talk their opponent instead, or maybe they just carry a weapon while using some other skill to fight. Another possibility would be that the Seer uses a weapon that they are uncannily skilled at using to make up for their lack in another area of their life. In either case, providing specific examples of strife specibi that would fit into such a category would require more in-depth knowledge of what the Seer is like, and as such, I will leave such a task up to you, the reader.
Land and Quest: TC and CA
Okay, here’s a word list to help you come up with the land if you’re having trouble determining the Aspect words. With that said, let’s go.
Doom. It’s the Aspect of destruction, of sacrifice. Sollux is the only Doom player whose land we’ve seen before, The Land of Brains and Fire. Fire being a destructive force, it’s more than likely that that’s the Aspect word. But sadly, there’s not really that much we know about Doom players’ lands—we can guess that they are filled with destruction and that that’s the force that makes the world go ‘round, but there’s not too much we know for certain. We’re doing a bit of guesswork, really.
But uncertainties aside, what might a Seer of Doom’s quest be? Well, we’ve talked about how they can see the necessity of sacrifice, but, really, no one really wants to sacrifice things, wants to admit the existence of a no-win scenario. They need to learn how. They need to learn the poetics of Doom, the existence of the end. And so, they must see the end firsthand.
The Seer’s world is dying. No better way to put it, really. The world ends there, and the Seer knows it, they can see the signs, even if their consorts can’t. This, though, is a natural cycle for this world—for every end, there is a beginning, and the world comes back more verdant than ever. Their quest is to make sure that enough of their consorts survive to see that new beginning. The catch? Not everyone can.
The Seer has to choose who to let fall into the abyss for the good of the many. It’s painful. It hurts to have to let them go. But for the best end to be reached, they will have to be sacrificed. And the Seer has to bear the burden, and hope that the wisdom they receive will grant them the peace they so desperately need.
Thank you very much.
Team Analysis: TC and CA
Knight of Heart, Seer of Breath, and Mage of Void
Alright. Since you have acknowledged these are not the only players in the session, we won’t talk about what you need. We’ll instead go right to work discussing what their roles are in any session at all together.
A Knight of Heart is a bit of a tricky player. On the one hand, they have the ability to weaponize their soul, whoever they are as a person, be this splitting into multiple versions of themselves to make an army of the aspects of their soul, or arming themselves with a weapon symbolically representing them. On the other, they’re probably trying to hide whoever they are in some way shape or form behind a mask. We’ve discussed this before with other Knights, but so you know, Knights have a bad habit of hiding who they are behind any one aspect of themselves they want to accentuate, Karkat’s anger, Dave’s coolness, Latula’s G4M3RG1RL persona, often as an attempt to make sure that their weaknesses don’t get found out. Karkat never wanted to let anyone know of his mutation, Dave of his feelings of being a coward and his abuse in childhood. So Knights have something they want to hide. And they need to stop. They may not need to open up completely to be capable of using their powers (their class, after all, is one of self-discovery and self-reliance, achieving their own full potential by their own power), but if they want to be able to help their teammates with their land quests, and with the session in general, then they need to learn to let go of their mask, at least in some small part. Find a teammate to confide in, perhaps? Either way, a Knight of Heart would prove a great and easy mediator between people in the session, and while not necessarily a leader (whether or not they are depends on whoever else may be in the session), certainly someone who can take care of the team. Also important: the presence of a Knight of Heart indicates that the session lacks either emotion (perhaps in the sense of everyone being as “cold” as Dirk) or a sense of self to provide distinction between players (as we suggested before with the earlier Knight of Heart post, perhaps the session is comprised largely of twins or triplets to physically denote this lack of self).
The Seer of Breath would be able to see what’s needed to free people from their connections to things, people, and places…to put it bluntly. There is a lot more to this Seer’s powers but I’m focusing on this aspect of it right now because while we’re on the subject of the Knight of Heart and the Seer of Breath together, I think this is probably the person most likely to help the Knight break down their mask! Their ability to see what it would take to free anyone from their connections by pushing them in the right directions to make their own sort of self-discoveries partners perfectly with the Knight’s need to do things themselves to figure out how to use their powers. The Seer would say things, little things, push them in the right direction to seek out their own freedom from needing to hide who they are. The most immediate comparison I can think of would be Cole from Dragon Age: Inquisition (forgive me, for I am likely to be making these references far too much for my own good). His desire and innate ability to sense pain and try to, in his words, “untangle it,” is very similar to the Seer’s ability to free people—this analogy I’m making would be even more accurate if this Seer uses their powers purely to help others, freeing people from toxic relationships, from obsession, from addiction. But the Seer can also use their powers for not-quite-so-good things, too—breaking apart perfectly healthy relationships for the sake of the team dynamic, breaking apart people from their coping mechanisms to make the session far easier, but the further and further they go to get rid of things, trying to shape their teammates, the more likely they are to invert—begin to free people from their external connections just to strengthen their devotion to the team, that’s not Seer of Breath territory—that’s a Witch of Blood. Breath players are likely to be leaders in their sessions because of their innate freedom. Nothing’s holding them back but themselves, and of the three here (you need at least three other players, the Time and Space and one last player to even things out), this is the person who’s most likely to be the leader. They can make the hard decisions, they just need to be careful to not meddle too much.
The Mage of Void, as we noted before, in the post we crafted about them, is someone who can see a lot. And for the Knight of Heart, that’s probably a bit too much. The Knight didn’t ask them to figure them out, to figure out their secret—it just happened, and now it seems to the Knight like they’re just holding it smugly over their head. Screw them and their stupid face, the Knight thinks, just waiting for the other ball to drop…in actuality, it’s nothing like that. The Mage has no intentions of using this information, or giving it to anyone. They just kind of don’t care. Not to say that they don’t understand the gravity of the Knight’s need to keep their mask on for the other members of the session, they just don’t care about their finding out the truth. For all intents and purposes, they invite the Knight, you can keep on pretending with me, too, act like it never happened. The Knight can’t bring themselves to, though. Something about doing so just feels wrong. In any case, we’ll talk more about them later. The Seer and the Mage get on well together. As the Mage and Seer come into their powers, they get closer, the Seer going to the Mage for information, secrets that impede on their ability to untangle the bonds keeping people around them stagnant. The Seer depends on the Mage for a lot, and the Mage in turn, trusts them. They help because they know the Seer won’t misuse their powers for stupid stuff, and the second they try to, the Mage pulls the plug. In a series of checks and balances to keep the team leader from screwing the session over, the Mage of Void is the first line of defenses. In hindsight, perhaps they’re a better leader?…Well, it doesn’t matter much. Without the other players, we can’t figure out too much.
Sadly, without the other members of the team listed, we can’t draw too many conclusions as to how this would go down, but you seem to have a neat little cell here. Be careful who you choose to put in with them.
Relationships: CA and TC
Knight of Heart, Seer of Breath, and Mage of Void
Knight of Heart <> Seer of Breath: This relationship needs to be this level of strong friendship for anything to get anywhere on the Knight’s part of understanding their powers. Anything less that this level of trust and respect and it might not work. But beyond it needing to be this, their titles actually lend themselves to it pretty well. Passive-active groupings work pretty well together, one pursuing what the other points out in their sitting on the sidelines. A Seer of Breath would be able to learn how to remove bonds and the Knight of Heart would be able to create emotional ones. They would bond over their differences, recognizing the other’s strengths for the advantage they are, and would likely learn to compensate for each other, the Knight moving where the Seer cannot, and the Seer knowing what the Knight doesn’t. Their cooperation makes or breaks the game.
Knight of Heart <3< Mage of Void: Now what I described before, the relationship between the Knight and the Mage, it’s a bit one-sided. The Knight has all these feelings of anger towards the Mage because of this sudden unmasking, but the Mage just doesn’t really feel this great, undying need to use this knowledge, this dirt on the Knight for anything at all, no desire to humiliate or expose them. There are two ways this could go from here, and really it depends on how much of the Knight’s dependence on the mask the Seer manages to dismantle. Either a lot of the mask comes off and the Knight mellows out, this relationship would dissolve into simple and unpassionate professionalism, or the mask still manages to stick around, and so does the Knight’s animosity towards his teammate.
Seer of Breath <> Mage of Void: We talked about this before—a healthy respect and trust between them? Their methods of teamwork? Their ability to control each other (and not in a malicious way, more that they’ll stop each other from being stupid)? That’s a moiralliegance if ever I’ve seen one. It just needs to stay that way. Too passionate in either positive or negative directions and we have them trying to control each other or being far too lenient, neither of which is really any good. Okay, good? Good.
How many times can we type out “I’m sorry,” before the post is either A, too long, or B, just plan annoying, or, C, some horrific combination of both?
Like, seriously, we’re so sorry for not responding to anything in ages. We love you all. You’re seriously great. Like, scary great. We can’t quite fathom how and why you’re still asking us things. We’ve not posted anything in ages! Like, some six months, right? You guys are seriously amazing.
And you’re all so nice, too! Not only have we been seeing a ton of compliments (<3) but one of you has offered to draw us fanart! Like….why? How? What? You’re so rad. All of you, not just the person (or persons, someone else might have offered to do the same in the meantime, I’ve not read carefully through all the asks) who offered to make us fanart.
So, here’s the deal: we’re not going to be closing the ask box. I don’t think that’s fair, just because we’re too stupid to go ahead and actually Shia LaBeouf the analyses, you guys don’t get to ask us anything else. Also, it would kind of just make this blog fall into complete and total inactivity–you guys’ asks just flowing in keep us motivated when we finally get free time! We’re going to be posting what we have worked on and finished (we’ve had a little bit of trouble with one of our most recent asks–too little data to really work on and we had to do a fair lot of guesswork to finish it), and we’re going to be working on more things ourselves. So thank you for so much patience, thank you for so much patronage, and thank you for almost 150 followers (and not a single bot account! I’m so proud of us for managing that)!
Alright, with that said, I hope you’ve all had a happy holiday season, have a happy new year, and let’s see if we can get this ball rolling!
- TC and CA
TC: Nah, bro. If there were a group with multiple Pages who all managed to realize their true potential, then they would all be able to equip their comrades with their Aspects. Kinda overpowered, right? Probably why sessions of the sort are as rare as they are.
CA: Not to mention, there’s a reason why Knights are nearly impossible to see in the same session without either, A, a huge amount of players, or B, some sort of Scratch Deus Ex Machina sort of thing going on: Knights are easily the most powerful class out of the game. If two Pages were to be fully realized and layer their abilities on top of a character with another god tier, the dual (or maybe triple, if they layer them on someone already a Knight) Knights would be gamebreakers! The closest comparison I can think of would be when someone puts in a ton of mods in a game that layer superpower after superpower onto the player character. The game sort of breaks after a while with too much to process, and that might happen with SBURB (as a sort of consequence), so the game put it in that Pages wouldn’t be able to double-Knight.
Anonymous said: What would the powers, land, anf weapons of a Lord of Rage entail?

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.
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.
There are 99 people following this blog. You know what that means?
It means I should really think about what to do for a 100-follower celebration, any ideas?
Anonymous said: Could you do the Rogue of Space?

Powers: CA
The Rogue and the Thief are the passive-active pair for the Stealing class. Where Thieves are believed to be predominantly female, Rogues don’t have that thing going for them (and it’s not like we would have changed the pronouns regarding the player anyway, so screw that). The difference between the two is that the results of Thieves’ stealing is a self-boon, whereas the results of a Rogue’s stealing is a boon for every member of their team. The best example we’ve got of this is Roxy, the Rogue of Void, stealing the nothingness of a certain space to create the Matriorb for her friend Kanaya and for the good of all trollkind.
So, Rogue of Space, what can they do? Well, to start out, one of the first powers I can think of would be stealing the size or speed of one or more enemies to hand out amongst their friends. Make a team of giants against an army of ants (fun fact: that is actually what a group of ants is called), or, rather, ant-sized opponents, or have your friends running circles around the Black King. The powers of a Rogue of Space also include stealing position. If an enemy stands where your allies want to be, you can essentially force the two to swap positions. Fun stuff. It might also be possible that a Rogue of Space would be able to outright steal an enemy’s existence, their birth, another piece of what Space is, given how it’s connected to the Genesis Frog. Simply take that and put it somewhere else, perhaps birthing alternate versions of a desired object somewhere out in Paradox Space, perhaps achieving a miracle like turning water into wine right in their hands. NOTE THAT this would be very difficult for even the best Rogue of Space to accomplish (similar to how Roxy had to actually learn to use a fair deal of Void-y shit before she could un-nothing the Matriorb), and it would likely be much more trouble than it’s actually worth, because it could potentially alter so much more than one can fathom without the aid of a Mind player (preferably a Seer, but a Page could probably give the Rogue enough Mind power necessary to figure things out). This gets terribly close to Time and Mind territory, though, so if a Rogue is to attempt it, the best thing to do would be to consult with their Time and/or Mind players before even attempting it.
Something that’s worth noting about Rogues as individuals rather than just their abilities or roles would definitely be their connection to their Aspect: pre-session, they’re always full of it. Nepeta with her shipping walls (Heart), Rufioh with the ability to fly (Breath), Roxy with her slurred speech and typos (Void). But after the game starts, due to either being too busy to think of maintaining their prior habits, or another players’ intervention (violent or otherwise), that reflection’s over with (I tend to theorize that if Rogues don’t actually reach god tier before their session ends, like Nepeta, they go back to their old habit, like Nepeta with her new shipping walls on the meteor, but I have little proof to back this for sure). So this would mean that our Rogue of Space would exhibit themes related to Space, such as creativity or birth. This Rogue could be a writer, a painter, a singer, a musician,or maybe a gardener of some sort. But once the session starts, they likely stop creating, probably because they’d be too busy to continue. But that creativity stays with them, shaped them as a person, and they may very well return to it in the end.
Weapons: TC
Spacey-wacey. Ok.
Well, Rogues, as I have stated in at least one previous post, tend to use weapons designed for killing. Roxy uses a sniper rifle, a weapon used for quiet assassinations from a distance, Nepeta used claws which she used for hunting, and what is hunting if not killing for survival, and Rufioh used a lance, which is used for killing for the sake of competition. As for the Space bit, this would indicate a pattern of guns, transforming objects, or transforming guns. As such, the following seem to be the most likely strife specibi.
Just remember, these are only the most likely suspects. If your character or yourself has no great love of guns, anything traditionally considered a weapon will suffice. The transformation thing can be decided by you.
Land and Quest: TC and CA
Alright, this is actually kind of funny, but for once, we don’t have to do our usual disclaimer! This is our first Space-playing request! Wow.
Okay. So there have been three Space players in all four sessions of Homestuck, two of whose lands we have seen, that would be Jade’s, as the Witch of Space, and Kanaya’s, the Sylph of Space. Of the two, there isn’t actually much in the way of connection. The Land of Frost and Frogs and the The Land of Rays and Frogs were actually surprisingly different, for lands belonging to characters whose tiers were the same Aspect. And I guess it’s because they didn’t actually need to be. The quest for all Space players is predefined, anyway, and there are a ton of details that you can decide for yourself as a Space player: climate, lighting, what sort of animals are on the planets (like, the small ones, like John’s fireflies and Jade’s hummingbirds), practically everything! Just keep in mind that there are two things that a Space player’s land needs: some form of water around the land (Jade’s snow, Kanaya’s ocean), and a volcano, which is, presumably the Forge.
The quest of the Space player is the most important quest of all. Even if all others succeed in their quests, even if the Black King is defeated, if this quest fails, it doesn’t matter: for without the Genesis Frog being formed, there is no universe for the players to arrive in on the other side of that door. Presumably, though, there is a secondary quest for the Space player—I mean, come on, if it was as easy as simply birthing a universe in a frog, you KNOW that there would be a lot more problems for the session in general to face. If you want one specifically formed for a Rogue of Space, something that helps them understand their abilities, it would probably be corralling the frogs. Let’s say…the Rogue’s world is covered in forests, brush so dense that it’s nigh impossible for the Rogue to find the frogs necessary to finish their true quest. The Rogue would have to steal a section of that forest in order to provide a space for the frogs. See what I did there? Stealing Space to give Space. It’ll be much simpler to find the frogs necessary now that so many of them are in one place.
Hello, there, banuwa!
As it turns out, we’ve already done an analysis of the Sylph of Breath! You can find it here.
Oh, and by the way, guys, in case you haven’t noticed, I’ve set up a masterlist on the blog of all the titles we’ve completed! It’s right here. If you guys have any questions, concerns, or anything else about it or any other thing on the blog, you can, of course, send us an ask.

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.
Admittedly, neither TC or I know too much about fanon Aspects, but I’ll try my best here.

Powers and Role: CA
The Maid and the Sylph are the active-passive pair for the Creation classes. They’re classes believed to be populated entirely by females, but given how we have obtained no truly definitive answer as to how correct that belief is, we’re going to take it with a grain of salt. Either way, Maids create their Aspect for themselves above all else. While they might create their Aspect for others on occasion that generally only comes about when that creating happens to coincide with a need to create for themselves. If a Maid only creates for others, that is a symptom of inversion, and likely this creation passively destroys another Aspect. Of course, we don’t really know what the opposite of Dreams as a fanon Aspect would be, so we won’t talk too much of it.
Dreams, from what I understand of it, is a very straightforward Aspect. But beyond simply Dreams as in sleeping, it could also be taken to mean aspirations and desires, and might have a connection to imagination as well (as in daydreaming). A Maid of Dreams would have some lingering ties to their Aspect and show them throughout their daily lives, like Aradia did with her fascination with archaeology (death and Time are synonymous, thematically), and while this might not mean that they’re, say, narcoleptic such as Jade, but it could mean that they have a lot of ideas for how they want to spend their life, a lot of aspirations and desires, or that they’re an imaginative person, creative. They might paint, write, sing, take a ton of photos, who knows? In any case, a Maid of Dreams is a pleasant character, with perhaps a bit too little connection to the real world.
A Maid of Dreams would have their dream self wake up incredibly early, and they and their session would be all the better for it, as the Maid would be able to go to the dead and asleep for advice. It’s hard to know for sure, but I think that a Maid of Dreams might start out with their dream selves wandering, sleep floating, for a lack of a better word, and would always be drawn to where the dream bubbles stand. If no one else is awake when the Maid is, and if no one is able to stop them, they might actually be able to just float their way into the dream bubbles on their own, and when that self wakes up, they would be able to speak with the dead and asleep. They would go to them for advice, for guidance, to get hints. In fact, once their dream self wakes up, they would likely just be able to start out dreaming wherever they want or need to. If the Maid knows that they need to speak with someone in particular from a dream bubble, they just need to fall asleep, and, poof! They’re there. They’re the perfect lucid dreamer.
On another note, I think that a Maid of Dreams would be able to just create dream bubbles at will, independent of their own memories. If a Maid of Dreams was around, they would be easily able to undo the damage to the dream bubbles that Lord English had done. In addition to that, I think the Maid of Dreams would be able to create from dreams, summoning real objects that they had dreamed of to their side while they sleep, perhaps even making an unreal object physically real once they’re skilled enough.
Dreams as an Aspect has a lot of similarities to Space given its connection to creation, and to Void and Time, specifically found in its connections with the dream bubbles. It’s an interesting Aspect, and I can see why the tier the Maid of Dreams is your favorite.
If you’re looking for roles, I think a Maid of Dreams wouldn’t actually have much to do with their powers in, say, the heat of battle. They do have to sleep to activate them, as where dreams exist all over, they would need to sleep to access the control panel, per se. However they would be very good at providing for themselves and their teammates before a battle, giving them weapons and summoning what they should need. When they lucid dream they would be able to immediately summon whatever they need to their side in real life, creating it from nothing in some circumstances. I believe as a sort of quartermaster, a Maid of Dreams would truly be of the most use to their team.
Hey, there, anon. You’re in luck!
We’ve actually already done a post on the Knight of Breath. You can find it here. If you want us to describe the land in general for one, or have some other questions about the god tier such as ones about relationships, then be sure to send those in.
Anonymous said: please please please plEASEEE do a mage of void!!

Powers: CA
The Mage and the Seer are the active-passive pair of classes that make up the Knowing classes. And where a Seer might spread their knowledge amongst their teammates for them to do with as they wish, a Mage would use this knowledge for themselves. Sure, they might share what they find, but their major concern is how they can find out more, learn to use their Aspect’s rules to their advantage, play the system, predict—no, know what will happen and learn how to use the rules of their Aspect to alter what might happen, to trap their enemies in it, to aid their allies with it, and to altogether simply have the system that is their Aspect work for them. After all, the first step to winning the game is to know the rules.
The Mage of Void is a funny little oxymoron of a god tier. The Mage is a Knowing class, and yet Void is the Aspect of knowing nothing at all. Truly, the only difference between a successful Mage of Void and a Mage of Void spurned by their Aspect is a capital letter (knowing Nothing vs. knowing nothing). In any case, a Mage of Void is, by their nature, a fairly….unnerving character, to say the least. They know a lot of secrets, and they have eyes that seem to stare into your soul. But there is a reason why they know all those secrets and that’s because they are deserving of the trust they have been given. And of all the Mages, a Mage of Void is the least likely to screw up with their Aspect, and it’s not entirely by the Mage’s virtue, either. Void is an old Aspect, patient and hard to track, and once the Mage of Void learns to use the system of Void, those traits will lend themselves to them. The Void will accept the Mage as one of its own, letting them learn to make themselves invisible, intangible. They will be able to erase knowledge, to obscure what they want or need to. They will be able to learn how to read destruction, remnants of what once was to know what happened to it. Their skills in this won’t be quite so good as, say, a Mage of Doom, but they will have an impressive grasp of it for someone not related to the Doom Aspect in the first place. What’s more, though, is that a very skilled Mage of Void might even know how to speak with the old gods in the Furthest Ring. A Mage of Void would be able to speak with those ancient ones, garner advice from them, their patrons. They would know how to use that language of the Void to obscure themselves and perhaps others, should they feel like it. But a Mage of Void must be careful—while Void is patient and understanding, it is not an Aspect which forgives easily. To break Void would prove a hard backlash to recover from.
The Mage of Void, with their intrinsic knowledge of how to become one with the nothingness inherent in everything would likely serve their team best as a spy of sorts. They would be incredible at hiding and sneaking around enemies, and a sneak attack dealt by a Mage of Void would be hard to see coming, if possible at all.
Weapons: TC
Magey weapons. And Voidy weapons. Cool.
Well, Void players tend to use weapons designed to be used silently, or use weapons that are as close as possible to using nothing at all. For instance, Roxy’s rifle, which could be silenced, Horuss’s bow, which tend not to make an abundance of noise, and Equius’s bare hands, which are literally nothing.
As for Mages, they tend to use an item that both plays to their strengths and suit them as an individual. Now, I know what you’re thinking. But TC, don’t all players use weapons that play to their strengths? And my answer is that that doesn’t always happen as often as you would think. I mean, look at John. When he first started, he couldn’t even lift a hammer. Equius kept trying in vain to use a bow, and Vriska used dice despite having abysmal luck at the start of the session. Not even the trolls, who are raised to fight, all used weapons that they were familiar with. While most of them do, admittedly, Mages use weapons that they not only already know how to use, but that shows who they are as individuals. For example, Sollux used his psionic powers, an ability that was almost entirely specific to him and his caste on the hemospectrum, which he had possessed all his life and could wield to deadly effect. Meulin used claws, which not only were a weapon which she (assumedly) could use to kill wild beasts with, but that showed her catlike graces and her affinity for felines.
Put these things together and you get a weapon that can kill silently that the Mage can use well and shows the strengths of the Mage. I will give some possible suggestions.
Land and Quest: TC and CA
Okay, disclaimer time: If you can’t think of a good word, we suggest this here word list made by thepageofhopes.
With that said, of the three Void players we have seen in canon, Equius Zahhak, the Heir of Void, Roxy Lalonde, the Rogue of Void, and Horuss Zahhak, the Page of Void, we have only seen two’s lands (Roxy’s and Equius’), but, of course, given how one is a member of a Void session, one that is inherently different to other sessions (read: regular ones), we can only use one, Equius’, the Land of Caves and Silence. This was an empty-looking land that, in an obvious (and, I imagine, intentional) contrast to Light lands, looked like it was perpetually night. Silence is a lack of sound, and the “lacking” part makes it the Aspect word, and I think it’s possible that Caves might be the aesthetic word, as one would think that they are a permanent structure, leaving Silence to be the quest word, but given how little time that was spent in the Land of Caves and Silence, even in Paradox Space, there isn’t much we know about the land. We can imagine that Void lands would have a direct contrast to Light lands as for the light that’s on it, and where Light lands look like they’re at various stages of the daytime, Void lands would be in darkness.
So, with that general idea in mind, what specifically would a Mage of Void be doing as a quest? They have to learn to use that knack of theirs in regards to knowing and keeping secrets and learning to master Knowing an indecipherable Aspect such as Void. So what would lend itself to that?
….Look, I don’t want to let TC say noir world, but noir world.
You know those old, kind of over-the-top but undeniably classy detective films? Well, think a little bit like that (except hopefully not so silly). Something got stolen, an artifact of particular importance to the land’s consorts, and with a bit of sleuthing on either the consorts’ or Mage’s part, they know it was one of the consorts who stole it. This artifact would probably have historical connotations, providing information to the consorts of their civilization’s past, but really as long as it provides some sort of information to the consorts at all, it should be good. It’s the Mage’s quest to traverse this land of secrets and betrayal (gods, so melodramatic) to find out who took this artifact, why, and to return it to its rightful place. I give you bonus points if the artifact as the consorts knew it in its description was just an outer shell, and the Mage finds it in its true form, that’s some damn good detective work.
Aw, thank you.

Thief of Hope
Powers: TC
TC here. Since Thieves of Hope are one of my main areas of expertise, if you don’t mind, I think I’ll be the one pulling the strings. The Thief class is the active Steal class, and as such, takes their aspect and hoards it all for themselves. However, to balance this ability, they start out with a deficit in their aspect. As such, a Thief of Hope would most likely start out as a horribly pessimistic individual who would go around being a constant downer all the time, constantly explaining to everyone in full detail every reason why their session is doomed to fail. However, as time passes, and they use their power more, they will receive allllllll the Hope in their session, and become an incredibly optimistic, and maybe even arrogant individual who is surrounded by a group of downers.
While this may not sound too impressive in terms of a combat, or even a support, standpoint, rest assured that a Thief of Hope can pull off some shit that is equally as gamebreaking as anything that, say, a Thief of Light could conjure up. Don’t believe me? Well, then picture this. Imagine the Thief never even having to lift a finger to win a fight due to the enemy surrendering right then and there due to them believing that they cannot possibly win. Imagine the Black King kneeling at the Thief’s feet, submitting to their immense power that may or may not even exist. Furthermore, at higher levels, imagine the possible uses for all of that stockpiled Hope? You remember all of the crazy things that Jake pulled off with the powers of Hope? While the Thief may not be able to do something quite so impressive, they will definitely come close. The Thief can manage pretty much anything they set their mind to with the powers of determination and will alone. By a sheer refusal to give up, the Thief of Hope can do extraordinary things. They may perhaps be able to even crawl their way over to the alpha timeline from a doomed one simply through means of being too tenacious to give up! That is the sort of thing that a Thief of Hope would be capable of.

Lord of Hope
Powers: CA
The Lord and the Muse are the active-passive pair for the Master classes, Embodying their Aspect to the fullest without a chance of inversion by virtue of its ultimate power. These two classes, while the most powerful, are very rare and as such there’s very little we know about them as outsiders, and as such, TC and I can only go off personal theory when we believe that Lords have the powers of Mages, Witches, Maids, Princes, Knights, and Thieves of their Aspect all at once. The utter mastery of their Aspect leaves no room for inversion, no room for doubt, only conquering and ultimate power, even before the Lord makes the Choice.
A Lord of Hope would be a god, and I do not exaggerate when I say this. Combining easily the most powerful Aspect with one of the most powerful classes does this. They would be able to create widespread faith in them and then harvest that energy to wreak utter destruction on whatever inspires their wrath and they would know how to do it in just the right way to spin it to obtain yet more faith to use. They would prove a powerful deity indeed, not to mention a powerful enemy.
As a Mage of Hope, they would know how to inspire the faith that fuels the rest of their abilities, would know how to act like a deity for whatever people they are attempting to act as a deity for. Whether they need to smite all sinners in their sight, whether they need to forgive and prove ever-merciful. A Lord of Hope would be an incredible actor—they would have to be, after all, to efficiently garner the fuel for the rest of their powers.
As a Witch of Hope, the Lord would be able to alter the placement of existing faith, dumping it all into themselves, or, to make it easier to increase the faith they could use for their own power, as a Witch, a Lord could manipulate what it would require for them to inspire faith while they masquerade as whatever deity is the most popular or easy or useful. They could alter what people remember of their god, potentially making it so they only barely have to change their outward persona to fit the deity they were playing as.
As a Maid of Hope, the Lord would, of course, be able to directly create faith in themselves, and create the pure energy of their Aspect to use in battle to defend themselves or attack, but more than that, where the Maid of Hope would be able to create illusory objects of faith, symbols of hope, the Lord might actually be able to physically manifest them. More importantly, this pure energy they could create could perform impossible tasks right in front of everyone! The Lord of Hope, using the Maid of Hope’s powers, could easily pull off miracles with barely a second glance to the people watching, those who faith they are creating.
As a Prince of Hope, we finally have an outright offensive use for the Hope they’ve been stockpiling. With the pure white power of Hope, the Lord could destroy anything standing in their way. Eridan, even while perhaps not the best Prince, certainly proved good at destroying with Hope when he destroyed the Matriorb, thereby destroying the Hope of a new Mother Grub birthed on the meteor. Speaking of destroying Hope, the Lord would be absolute boss at that. Any pesky worshippers of another god desperately clinging to their faith? What faith? Army coming to destroy you, confident in their leaders and themselves? What confidence? Their powers as a Prince are often such a game changer that they can stop a battle before it even starts.
As a Knight of Hope, the Lord would have yet another offensive use for the stockpiled Hope. By arming themselves with Hope, the Lord could simultaneously really REALLY believe in themselves and their abilities, be able to shoot lasers of pure Hope and surround themselves with an aura of that same energy, and shape and wield a weapon constructed out of condensed energy. This weapon would likely be the same sort of weapon as their current strife specibus, but might reflect the weapon they most desire out of those they have seen fitting into their specibus.
And, finally, as a Thief of Hope, as TC earlier stated, the Lord would once again be able to stop a battle before it starts, and would use the Hope they stole to fuel one of their other, more destructive abilities, such as the Prince’s. And you can bet that if a fully recognized Lord of Hope figured out they were in a doomed timeline, they would be the first to hightail it out of there, blasting a hole through paradox space to get to a safer spot—causing a shit ton of trouble for all residents in that timeline, too, no doubt.
The Lord of Hope, as all Lords, have their place in battle on the front lines. This Lord’s appearance often indicates a change in the tides of the battle for better or for worse, be it the underdogs winning, an even fight turning into an outright massacre, or neither side winning with all the forces on either side dying. A Lord of Hope is likely a popular character, friendly while holding strong faith in whatever they believe in, and a quick thinker. But under no circumstances should a Lord of Hope be let into a leadership role in a session with more than two players. It will undoubtedly end in ruin if they are allowed to lead. A Lord of Hope would make the choice thinking they are all the god they are cracked up to be, and will destroy anything and everything for the sake of the world they believe to be perfection.
It’s okay. Trust me when I say, that list is not long.
Team Analysis: TC and CA
Witch of Hope, Maid of Heart, Page of Life, Seer of Space, and Mage of Time
Well, congratulations, you passed the first main point, having a Space and a Time player. They are both required for a session to be anywhere near possible to succeed, so that’s down. You now have a chance of succeeding!
A possible problem however, that I saw with this team, is the fact that it has an uneven number of players. For a balanced session, an even number would be necessary, and it would be helpful to balance out the number of active and passive players. So the passive player we suggest to even out your session at six players would be a Sylph of Rage.
The Witch of Hope would be your main brawler. Lasers, a manipulation of faith, and an abrasive personality to match after the session starts, this is the character on your team who is going to be fighting the absolute most. But this faith you would place in them on the battlefield does not mean that they are anything even vaguely near leadership material. They do not know how to rally their teammates, they are more likely to enrage them and maybe never even know it. But on the battlefield, you cannot deny they are the most useful member of your team there. They have Hope to manipulate, to train freely. They would be not only be an object of faith for you in combat, but also an object of faith for whoever they would care to be, allocating the powerful energy of their Aspect as freely as they want. But under no circumstances should the remainder of this team place any faith in this character as a leader. Second-in-command? Yeah, sure, they’d probably have a pretty good hand in passing on orders and motivating their comrades and the like, but do NOT let this character be a leader.
The Maid of Heart, however, do allow to be a leader. This is a character in touch with the emotions of their comrades, at least slightly capable in battle by virtue of sheer numbers (making copies of yourself, who knew that splinters could be so useful?), and, while a tad manipulative and not entirely ethical, would be able to create emotions in their allies to defuse any given situation, even without using their god tier powers outright. The Maid would have a finger on the pulse of their team, would be able to keep a short leash on the enthusiastic-but-abrasive Witch, would provide words of encouragement to the Page as they struggle their way up to their god tier, and would have the sense to leave the Seer and the Mage alone to work by themselves—the Maid would find out that, by the fairly enigmatic virtue of their Aspects, the Seer and the Mage would prefer to work as a slightly separate unit. The Sylph and the Maid would likely serve as the two grounding forces of this team, one understanding the forces which would serve to undermine the team (Rage) the other understanding everyone’s emotions and selves. The Maid and the Sylph would likely prove to be close friends by the end of the session, if not already by the start, given how they would be so keen to confide in each other their fears and thoughts (Sylphs often prove a good listener given the intrinsic healing nature to their roles, and if you add that to the emotional nature of the Maid’s Aspect, these two would be each other’s best confidants and advisors—and I will add that it certainly helps these two are the active-passive pair of their classes). The Maid needs to be careful to not abuse their power, either as a leader or in their god tier form, but I believe their understanding of the gravity of their roles and the friend and adviser they will have in the Sylph will help.
Pages often start as the most passive of people, and in this session, the Page of Life will prove no different. Likely a very meek person, the Page of Life is all about choices, decisions to make in life. The Page, pre-session, might have been a person with a wide variety of opportunities before them, but was sort of overwhelmed by the amount of them, the fear that they might make the wrong choice, accordingly. Now, in-session, they’re sort of pigeonholed in a role, and it’s frustrating to them, to suddenly be void of all these choices and to be only offered now the one. To be honest, though, I can’t blame them for being frustrated, but they do only have one role. The Page of Life is an incredibly powerful healing class. They would potentially be the best cleric of all time, equipping their teammates with the incredible healing power of Life. It’s an amazing role to have, and a well-trained Page of Life could even bring a dead teammate back to life. But to achieve this role, they would need the aid of their comrades. The Seer of Space would tell them just how important, how necessary this role is, and how they alone would be able to fulfill it in their session. The Maid of Heart would try to aid them in accepting their role, help them be motivated to fill it. The Witch of Hope would also probably prove a source of motivation themselves, although this might be more of a, “Ha, ha, I’m better than you,” sort of deal. In any case, if this Page’s other teammates support them, they should prove quite the capable healer.
The Seer of Space would be the central tactician of the team, given the nature of their classpect, and would rely on their teammate’s trust to better get them through their session—luckily, though, one already does trust them. The Mage of Time and Seer of Space should take to each other like a duck to water, if they haven’t before the session. So when they need something, the Seer of Space will be undoubtedly be the one to find it, to comb through all of paradox space, but the Mage of Time will likely be the one to get it. The Seer will also likely put a bit of a leash on their Mage, given how they would have some knowledge of how bad it would be if Time itself were to try and bite the session in the butt (the Page needs it to get even the vaguest understanding of their abilities, the Seer needs it for the frog, etc.), but other than that, they give the Mage full reign over their powers, as the Seer would be among the first to know that, to survive this session, they need a Time player who knows Time like the back of their hand. The Seer would serve as another advisor to the Maid, knowing the where of all things they might need, and would provide a more logical side to the Maid, in comparison to their more emotional self. Given their intrinsic knowledge of birth inherent of Space, they will likely not need as much coaching in the making of their frog from their denizen than anyone else. The Seer of Space will also put a leash on the Witch of Hope, a sort of unattached persona directing the Witch towards what they might need and what they might need to do. To the Page of Life, though, the Seer acts a tad more emotional, more parental, as it were, encouraging them to fulfill their role as no one else could. The Seer of Space would be the first to discover the Quest Beds, and also likely the first to figure out how to use them, and to suggest the use of them to all they and the Mage believe would need to use them.
Speaking of the Mage, they and the Seer would work best as an independent unit, for the most part. Without a Knight to work with, the Seer would depend most on the Time player for help in completing their world’s quest, but beyond even that, the two would be pushing each other’s limits, helping each other reach the highest point of their powers. Sure, they’d be helping the other members of the team, but their main concern would be each other—especially with the Mage. We’ve touched on this once or twice before with one or two other posts concerning a Mage of Time, but Mages of Time have a tendency to separate themselves from the rest of their team. While not quite true in regards to the Seer of Space, they would certainly avoid involving themselves with the other players in order to fulfill their own goals. Hell, if the Mage and the Seer develop their abilities well enough, it’s more than likely they might even be able to outright unravel the mysteries of SBURB in addition to realizing their own quests.
The reason why TC and I suggested the addition of a Sylph of Rage would be because, in addition to being a grounding force to the team and a good vent an adviser to the Maid of Heart, we noted you don’t have much in the way of combat power. Sure, you have that Witch of Hope, but until the Maid of Heart goes legitimate god tier, that Witch is all you’ve got. But the Sylph of Rage, with their ability to create Rage in others would essentially allow them the ability to give their teammates incredible power wrapped in the form of a berserker mode of sorts. In addition to that, the Sylph would be able to provide some sort of healing power with their ability to heal using Rage. While certainly….unusual in the way it sounds, the Sylph will be an incredible ally while the Page learns, the Maid leads, and the Witch fights.
So all in all, we think this team should be quite capable of taking the game on. They have a sound emotional base, a curious Space/Time duo, and a healer with a lot of potential. Just keep an eye on the Witch before the final fight, and you should be fine.
I don’t know how to begin this. There really isn’t any excuse for how long this blog has been inactive, and TC and I would truly like to apologize for our inactivity for the past, what, five months? Gods, it’s been a hiatus almost half a year and you guys are still following us and asking us questions and being just generally nice people to us. I’m genuinely flattered that you’re all so kind.
In any case, know that TC and I have some new posts coming up, we’re working on finishing more right now. Thank you so much for your patience and for your continued support.
Speaking of, we have almost one hundred followers! I’ll refrain from asking “why,” and instead not look a gift horse in the mouth. I’m wondering if you guys might have any sort of suggestions as to what we might do when we hit triple digits. Mind you, TC and I probably won’t be able to do any physical giveaway, but I can sort of draw, TC and I can both write (I mean, of course we can, otherwise we wouldn’t have started this thing up), and even if we don’t do a giveaway, we could maybe do a Q&A, like ask some questions about us as people or something? If any of you guys have suggestions, please, let us know, send in an ask.
In the meantime, it’s back to work! I’ll edit the posts we’ve finished and get them up ASAP, and then get on to working on more (hint as to my next one: Maid of a fanon Aspect). It’s good to be back.