
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.
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.
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.
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.
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.
Anonymous said: Can you do a write up for page of void please??? love your blog!!
Aw, well, thank you.

Powers: CA
The Page and the Knight are the passive-active pair, Exploiting their Aspect by turning it into a weapon. But where the Knight keeps the sword they have been given by their Aspect, the Page hands it out, makes themselves an army of the Knights their swords create. Similarly, where the Knight reaches their full potential as an army by themselves, the Page learns what they can from their teammates and allies, reaching their full potential far slower than the speedy lone-wolf Knight. 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, Page of Void, turns other people into Knights of Void.
…What, are you surprised I jumped right into that power? Well, that’s because there isn’t really much that the Page can do besides. Horuss Zahhak, too, was a Page of Void, and what did he give to his teammates? Nothing. Any Page of Void would simply be able to give their teammates nothing…actually, I take that back. A well-trained Page of Void might be able to do worse than that. A well-trained Page of Void would be able to obscure their allies’ information, memories they want (or need) to forget.
Don’t worry, though, the Page’s other ability more than makes up for it. You see, by making their allies Knights of Void, the Page has essentially ensured the success of their session. I’m not sure if you’ve read our team analysis of a Knight of Void, but in the case you haven’t, let me tell you, Knights of Void are one of the parts of a perfect session because their mere presence means that everything that needs to be in the session is there. And yes, this does apply to Pages, too, once they reach their full potential. Knights of Void are armies, construction crews, basically anything, able to call out anything they need from the nothingness, and able to show up wherever they may be needed. The weaponization of Void would likely allow this Knight the ability to teleport into and out of existence wherever they need to be, or, at the very least, turn invisible. Just imagine what, say, three of them together would be able to accomplish!
As a final note, it’s worth saying that a Page of Void might be a bit of a secret-keeper, given how Pages tend to accept their Aspect wholeheartedly as a matter of who they are (e.g., Jake, as the Page of Hope, believing most, if not everything, that he gets told, as a measure of his tremendous faith), and this might be something that the Page needs to work on to reach their full potential, opening up to their teammates about their secrets. Not all, but, at the very least, some.
Weapons: TC
Pages and Void. Well, as I have previously stated at least once, Void players opt towards quieter ways to kill things and Pages use more traditional weapons. For instance, Horuss Zahhak, the canon Page of Void, used a bow and arrows to fight. The other Pages are Tavros, who used a lance, and Jake, who uses his pistols. Other Void players are Equius, who uses his bare hands (literally nothing), and Roxy, with her sniper rifle. As such, a Page of Void would use a strife specibus designed to fight and kill quietly. The following would suffice.
Land and Quest: TC and CA
You see this here word list? The one thepageofhopes made? Yeah, you can use it if you can’t think of a good Void word.
Alright. 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 aesthetic knowledge done, what would the Page of Void’s quest be?
I mean, they’ve got to have a quest, right?
….Yeah, I’m officially labeling the Page of Void as the most useless class until they reach their full potential.
I know, I know, I’m being mean, but really, and I am being quite literal here, the Page of Void has nothing to do.
Their land has consorts, sure, but they’re pretty damn content with what little happens in their darkness-filled land. Their Denizen is not causing any trouble, no monster’s rampaging, no slaves need to be freed, no tablet needs to be destroyed, no war needs to be stopped…nothing.
I know, you’re all like, “What the hell is this bullshit?!”
I was like that, too. But then I started actually trying explaining it to myself (note to self: muttering to yourself in public generally garners a few odd looks), and it makes sense.
The Page’s natural ability to give people Void (read: nothing) is the only thing they could do without actually dying on their quest bed, and even then, they would only be able to make them forget. They have nothing to do besides not screwing shit over, and that’s because their only gift to give other people (with their powers, I mean, not like, intellectually or creatively) is nothing.
Their quest is nothing…but at the same time, it’s far more challenging than one might think. Because with nothing to do, what else is there but for them to learn to overcome their own boundaries. Their quest is to learn to reach their full potential. Their quest is to learn their powers, to learn themselves…and to maybe stop holding so tightly on to all of those secrets.

Powers: CA
Well, the Witch and the Heir are the active-passive pair for the Manipulator classes. While the name may imply the Witch class being female-exclusive, there has been no indication of such a thing in the canon. These classes tend to have a more familial bond to their Aspects, the Witch having a more parental bond as compared to the Heir’s filial one. The Witch manipulates their Aspect to conform to them, to do what they desire. They teach it, and with this potential, comes a tendency for the Witch to deviate from their responsibilities by inverting. Jade Harley and Damara Megido (as the Witches of Space and Time, respectively) both inverted, although the former was by natural passivity, and Damara’s was more of a sudden shock. Anyway, both ended up inverting, denying their responsibility to act…well, I would say selfishly, but that’s not quite right…they acted in a way they were predisposed to, Damara immaturely, and Jade as more of a planner than someone to jump right into things.
So, the Witch of Hope, what can they do? Well, the Aspect they would be manipulating is Hope, and Hope is the Aspect of energy and faith. This means that, while the Witch would be unable to create faith in themselves, they could alter the allocation of people’s faith, like how people distribute existing experience points and the like when starting up a tabletop roleplay, or an RPG. While their actions after the fact might inspire more faith in them, they cannot directly make themselves an object of faith. While this might not seem horribly helpful, let me tell you now that faith is a very powerful thing, and a change in faith results in a change of actions. The Witch of Hope will always be defended by people’s intrinsic faith in them, something that, while they cannot understand, they do not have the will or desire to not trust.
In addition to the power of hope and faith and the like, the Witch of Hope would be able to manipulate the pure energy of Hope, teach that energy to weaponize itself, to defend them naturally. Its eyes would extend further than the Witch’s, and when it is finally taught to defend the Witch, it will do so easily and nearly without fail, shooting lasers to get rid of enemies, bringing up shields in response to people’s attacks. This immunity to most attacks will be like an involuntary muscular response in its being the responsibility of something else, but it requires a very skilled Witch, though, so practice, practice, practice. In the meantime, though, shooting people with lasers of pure Hope energy is pretty cool.
This Witch would originally have inverted themselves into the Seer of Rage. They would originally be more passive, able to see why people among their friends are angry. They would intrinsically know if people are angry and why, which they would then tell their friends in the hope of it being fixed. Once they get into the game, though, they stop noticing problems among their friends and start fixing them.
In any case, the natural faith that is placed in the Witch of Hope and their skill on the battlefield and inclination to fixing problems would make them an optimal choice for leader…except Witches don’t do responsibility. They would be a soldier, not the king. Skilled, incredibly so, but they wouldn’t want to go anywhere near the head position of the team, and given their newfound insensitivity to their friend’s anger, that may be all the better for the team.
TC, you hear that? People are recommending our blog. We’re cool now!
By the way, sorry this took so long.

Powers: CA
The Sylph and the Maid are the passive-active pair for the Creation classes. As their name suggests, these two classes create their Aspect for and others and for themselves, as their name suggests. While both of these classes are hypothesized to be made exclusively for females, who can even take anything the canon says seriously anymore?
…Us. The answer is us. We take the canon way too seriously.
But who says male Maids and Sylphs can’t exist anyway, huh?
Anyway, Sylphs, in addition to their creating their Aspect for others, have a second hypothesized power, and that is to heal using their Aspect or just heal their Aspect directly. Kanaya tried to heal Space of the troll species’ absence…I mean, that didn’t really work (*cough*Eridanmesseditup*cough*), but it’s the thought that counts!
Anyway, the Sylph of Heart would be able to create Heart for others. Heart has three main interpretations: soul, emotions, and self, all three intertwinable, and easily confusable at that, but make for surprisingly distinct powers. Let’s look at creating emotions for others.
You know those times. Someone’s going on and on and on about something you just don’t care about. You can’t tell them that, though, they’d think you’re a jerk. So you’re forced to listen while pretending to care. The Sylph of Heart would have the perfect empathetic response, though. They would be able to create emotions that others want them to feel to know just what it expected. They’re amazing listeners, and what’s better is they can be great mediators, too. If two people are in an argument, they would be able to show exactly what the other person was feeling by creating similar emotions in both parties. The Sylph of Heart could stop a war before it started by creating just the right emotions to make people not want to fight…although, this would exclude the creation of apathy, as that would simply be the destruction of other emotions, more the Prince or Bard of Heart’s schtick.
As for creating soul for others, this is something quite similar to the Maid of Heart’s ability, except where the Maid would only make clones of themselves, the Sylph would make clones of others. These clones would strike precisely where it would hurt deepest, the soul. Great for taking in an enemy, or, you know, potentially an ally, alive.
As such, the Sylph of Heart would take a mostly pacifistic route in battle. This in no way means they are not a force to be reckoned with, as Sylphs in general tend to buff their allies, but they also tend to kick people’s asses with the weapons they have (*cough*cuttingEridaninhalf*cough*). Have fun.
Weapons: TC
Sylph of Heart weapons are straightforward. Seeing as I have already covered the weapon patterns for both heroes of Heart and Sylphs more times than I can count, I’m sure that most of you might already be acquainted with their weapon patterns. The weapons of a Sylph tend to be capable of transforming from something everyday and unassuming into something deadly, like Kanaya’s lipstick chainsaw. The weapons of Heart players tend to be oriented towards cutting, like Dirk’s sword and Nepeta and Meulin’s claws. Put these patterns together, and you’ll get something unassuming that can transform into something that can cut a bitch. While the unassuming form is up to you, I recommend the following as the more combat-ready weapons.
Land and Quest: TC and CA
Alright, so, this is the spot where we usually put a word list made by thepageofhopes in case you get stuck on your land’s Aspect word. We did that. Let’s go.
So far, we’ve seen the lands of two Heart players, Dirk Strider, the Prince, and Nepeta Leijon, the Rogue, but of those two, we can probably only use one as an example, as Dirk’s session is a Void session, which leads to some automatic differences between his world and the world of a Heart player in a normal session. For example, his entire world is covered in a noble gas, and is filled with dead, skeletal consorts…or maybe those are just monsters?
In any case, the unfortunate fact is that we are now limited to only using one land, the Land of Little Cubes and Tea. Nepeta’s land is an oddity in its nomenclature, given how it is made of an extra word. While this was presumably done only on Hussie’s part to make the abbreviation for the land LOLCAT, this is an interesting thing and I felt need to make a note of it.
In any case, Nepeta’s land is rather easy to deconstruct and decipher. The “Little Cubes,” part is likely a reference to the little cubes forming staircases and such all along the land, looking suspiciously like sugar cubes. This is likely the Aspect word. Heart lands tend to be sweet and soft, and these “Little Cubes” are most likely made of sugar. The “Tea,” part is quite obviously a reference to the teapots sitting on top of the mountains on the land. We aren’t entirely certain which is the quest and which is the aesthetic word given how little time there was spent focusing on the characters in the Land of Little Cubes and Tea, but that’s as much as we can learn from the name and brief glances we have gotten of the land.
As a side note, if none of the words in thepageofhopes’ list appeal to you or they don’t seem to fit the land you had pictured for your character (if you thought of a quest beforehand), it is possible that the Aspect word for a Heart land is meant to sort of reflect the nature of the player. Nepeta, despite having her underlying metal-as-all-hell nature, was a sweet, adorable individual, a personality that made her easy to like, and as such, her land reflected that. Dirk didn’t have an Aspect word, but his land reflected him, as it was a very interesting land with great levels of depth to it, like Dirk.
Okay, with that description out of the way, what would the Sylph of Heart do for their quest? Their job is to stop a war among their consorts, one for resources and land, one that would kill so many. This war was prophesied, so people feel compelled to have it go through, but without thinking of the consequences. Of the people.
Your job is to stop it as the Sylph of Heart. Mediate. Show the two sides the people they would be harming. You show them what it is they’re destroying, make them feel the need to not do it. Replace their apathy with something far greater.
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.
Anonymous said to fancygodtierpowers:
Um, if you aren’t too busy, then could you please do Maid of Hope. That is, if you don’t mind. Thanks!
No problem.

Powers: CA
The Maid and the Sylph are the active-passive pair for the Creating classes, both of which hypothesized to be female-exclusive classes, but in a webcomic where a giant snake-like denizen looks like phallic imagery to a green girl, anything goes. Where the Sylph creates their Aspect in relation to others, Maids use their Aspect to give themselves, such as giving themselves more Time in a certain red-blooded troll’s case. Maids are made to freely create their Aspect for whatever reason they deem fit, but fortunately, most of them have the sense to not do this too much.
Hope is potentially the most potent of all Aspects. It is the Aspect of belief, of faith, of optimism, of energy. It is as powerful as its wielder, and the Maid of Hope’s ability to create Hope freely is very, VERY powerful. Beyond simply fostering other’s faith in them, the Maid would be able to foster belief in whatever they viewed as worth having faith in. They could inspire faith in their team’s ability to succeed, to defeat the Black King, or in each team member’s abilities to complete their own individual quests. They could inspire faith in just about anything, really, all it needs is for the Maid to believe in it, too, for it to work. The Maid might even possibly be capable of creating that which there is Hope placed in….That was worded very awkwardly, let me try to explain again: the Maid could create whatever gods or forces people believe in at the time. Illusory? Most likely. More bark than bite? Most definitely. But not entirely powerless. I mean, if you saw whatever or whomever you placed a shit-ton of faith in fighting against you on the battlefield, you’d probably want to give up, or, at the very least, stop fighting until you figure out why they’re there. The Maid of Hope in general would be able to create whatever is needed to make faith once they have completely come about understanding their powers. If to win a battle, their friends thought they needed an army, a fully-fledged Maid of Hope could create that army.
Furthermore, the Maid of Hope would be able to create Hope as pure energy. This could potentially make them a very destructive force, despite their nature as a Creating class, as this energy could basically take any form the Maid wanted: a force field, a laser beam, a shield, a sword, a light source, a spirit bomb, whatever. Anything the Maid of Hope wants that energy to form, it’ll form, and (hopefully) complete its purpose.
The Maid of Hope would be very helpful on the front lines of battle. Their ability to create weapons from the pure energy of their Aspect means they will never be unarmed, even if they should happen to lose their own weapon, and their ability to pump up their allies and confuse their enemies with their own hopes and objects of faith make them a force to be reckoned with, and that’s not even counting their weapons.
Weapons: TC
Well, for once… the Maid part of the title doesn’t really matter, since the Hope part is quite specific. All Hope players revealed thus far have wielded a gun of some sort, with Eridan and Cronus wielding Ahab’s Crosshairs and Jake wielding his dual pistols. Whereas usually the Maid wields a weapon pertaining to their interests, that would be restricted now to helping you decide the sort of gun that you/your character would use. Here are the types of gun specibi available.
Land and Quest: TC and CA
Here’s a word list to help you if you’re having trouble in coming up with a good Aspect word for your Hope land. Disclaimer over. Let’s talk about lands.
Well, we had talked about this before, but sadly, we only have information from one land. Eridan Ampora, the Prince of Hope, and his land, The Land of Wrath and Angels. Where Jake English was the Page of Hope, his session was a Void session, thereby making his land inherently different from that of a normal session.
Eridan’s land is fairly easy to dissect. Angels is more than obviously the Aspect word because Wrath is more of a Rage word anyway. Where we don’t know which is the quest and which is the aesthetic, I would hazard a guess that Wrath is the quest word, and that Angels is the aesthetic word, given how the angels were apparently fairly peaceful before Eridan started shooting them, meaning that Eridan’s planet wasn’t inherently wrathful, so that’s not the aesthetic. As a side note, this might mean that Eridan knew a lot more about his planet than he was letting on, and that he knew that Wrath might have been necessary for him to finish his quest.
So: the Maid’s quest obviously wouldn’t be quite as destructive as the Prince of Hope’s, and not quite as impersonal as the Sylph of Hope’s, either, as the Maid’s powers themselves aren’t quite as impersonal, either. The Maid of Hope’s land would have consorts who have themselves two things: a deity they love quite dearly (or perhaps multiple deities, they can look however you want- hell, one of them could even be the Maid, provided the consorts seem unable to recognize their similarities) and quite a large problem. A huge monster running rampant in their land, a disaster like a fire or a flood, or some sort of famine that has a solution the Maid can understand and begin to implement, anything, really. These consorts have no way of helping themselves from this calamity, save for the lot of effort they just can’t seem to muster for some reason. It’s probably hopeless anyway, right (I’m not subtle at dropping hints).
The Maid’s quest is to restore Hope to the land by blessing it as some sort of figure of Hope. Take Christianity (gods know no one else will): the deity is God, the messiah is Jesus, and the celestial heralds are angels. The Maid could be either (one of) the deity(ies) returned to the planet to solve their problem, the messiah, or some other sort of important figure, like an angel. The Maid will help the consorts solve their problem by creating Hope for them as their religious figure, and by being such a figure of power, the Maid can therefore help them solve all their own problems (although, admittedly, the larger one might need the Maid themselves to intervene). How does one go about motivating these consorts who have been lazily relying on their deities for generations? I don’t know. Impart some Uncle Iroh-esque proverbs on them, make them ingest some caffeine, just make sure they can do it without you in the end. As far as Hope can bring you, no one can manage on it alone.
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.

Powers: CA
The Rogue and the Thief are the passive-active pair for the Stealing class. Where the Thief steals their Aspect and the results of such is applied directly to themselves, the Rogue is, as Roxy put it, a veritable Robin Hood: steal and divide amongst however allies need it. Thieves’ and Rogues’ abilities are quite similar in that manner and often have quite the same effect on the enemy from which their Aspect is stolen, but there is a far more different effect on their allies. With the Rogue, there is an increase in whatever Aspect the Rogue steals. While the only god tier Rogue is Roxy, her abilities still fit into this concept, as she steals the Nothingness from the thin air in order to create things. While this ability is far from mastery on her end, she has been able to summon completely generic objects, and completely generic objects mutated with Matriorbs. True to Void style, no one knows how she manages this.
So, a Rogue of Time would be able to steal Time and divide it up amongst their allies, and this could mean a variety of abilities. The first thing that came to mind was the ability to steal Time from enemies. This could mean something like keeping them locked in a certain place and time, stealing seconds, minutes, hours, years, who knows how much Time, until the Rogue has to let them go. All this Time that’s stolen, though, what does it do for the allies it’s given to? Well, there are potentially two effects. For a player who’s on the brink of death, these minutes or hours would be able to prolong their life- painfully, of course, as there’s a downside to everything, but staving off death all the same until something can be done about the hole in their abdomen or the twin stab marks on their chest. Another potential ability these minutes have is something akin to a cell phone plan. For the minutes, hours, or years the Rogue provides them with, the ally will be able to stop time, or perhaps execute time travel as well. Now, this could provide some problems for Time, given how Time travel tends to be a bit problematic without a bit of a guiding force. Imaginably, these minutes of time travel ought to come with some long as fuck lectures on how to use them, and the right to revoke these privileges if the minutes are used in an irresponsible manner. You cause a paradox? No more time travel for you. Bad. Sit in the corner and think about what you’ve done.
And then, of course, the Rogue would have the usual Time player time-travelling abilities to boot. Rogues of Time are truly powerful.
Another thing that’s worth noting about the Rogue class is that they have the innate tendency to reflect their Aspect before the session starts. Rufioh reflected Breath with his ability to fly and his enhanced freedom that way, Nepeta reflected Heart with her shipping walls, and Roxy reflected Void with her nigh unintelligible, drunken typing. But when the session is actually in play, however, these tendencies to reflect their Aspect disappears. Rufioh became paralyzed from the neck down, Nepeta stopped shipping until she was back on the meteor, and Roxy became sober. So a Rogue of Time might have a lot of connections to death. If they were human, their parental figure(s) might run a funeral parlor, or they might show an interest in things like autopsy. If they’re a troll, they might be keen on becoming an executioner of some sort or they have a job providing food for a lusus, like Vriska or Eridan. But as soon as the Rogue’s session starts, they’re all for creating things, and giving their allies the needed time to do it, even without their god tier powers. They would be distant until communicated with, all for completing their own quest first and foremost, but willing to stop and help their teammates when needed. The Space player for their session is lucky to have them.
Weapons: TC
Well, this is just lovely. Two of the toughest patterns to find. Rogue weapons AND Time weapons. Great. Well, I’ll start with the Rogue ones.
Well, the three Rogue weapons are a rifle, a lance, and claws. They don’t have much in common except for that their purpose is clear. These weapons, in a way similar to the Page, are meant for the purpose of killing. As for Time players, they use weapons that are symbolic of themselves, such as Dave’s sword symbolizing him growing up in his brother’s shadow, Aradia’s telekinesis, which was her special ability, along with a whip which symbolized her interests, and Damara’s needles, which were her personal fashion statement.
As such, you need to find a weapon meant only for killing that is symbolic of your character’s or your own self. Since I do not know about you very much at all, Mr./Mrs./Mx. Anon, I will simply give you Rogue weapons and you apply the rest.
Land and Quest: TC and CA
Alright, so we’re going to start off with our usual disclaimer: if you’re having trouble coming up with a good Aspect word for your land, thepageofhopes has a wonderful word list. TC and I suggest you use it.
So, Time lands. As of this moment, there have been five sessions that we have seen in Homestuck, only four of which had a Time player, one of which whose land we never saw, and one of which whose session only had one player, and therefore provides no evidence of a Time land to which we might be able to provide any commentary. Thankfully, though, we still have two lands, and with those, we can take note of patterns. Aradia Megido’s land as the Maid of Time was the Land of Quartz and Melody, and Dave Strider’s land as the Knight of Time was the Land of Heat and Clockwork. There are few obvious connections between the two lands. The Scratch Device is a given, as all Time players’ lands house one, but other than that, there isn’t much there at all. But a possible connection between all Time lands is the references to music in the designs of the buildings and/or the Scratch Device. In Dave’s land, the Scratch Device looks like a giant record sitting on a turntable. In Aradia’s land, all of the buildings look like music boxes. Hell, even with the glance we saw of Damara’s world, her Scratch Device looked like a music box as well! And while this might give some evidence towards the idea that the beta trolls and their dancestors having similar, if not the same, lands (which would make our jobs here so much easier), the more important thing is that this proves that music references in the design of a Time land is very much a thing.
So, putting the arpeggios and treble clefs aside, what would be a good quest for a Rogue of Time? Well, it would obviously let them begin to learn how to use their abilities, hand out Time by slowing down someone or something else. So TC and I were thinking something along the lines of some sort of disaster would come along and it’s the Rogue’s job to try and slow it down to give their consorts more time. This ‘disaster,’ would most likely be something alive, a monster, perhaps the Rogue’s denizen, as it would be very hard for the Rogue to stop something like a volcano or a huge blizzard without their god tier powers, and a quest is meant to be possible to complete even without the Rogue of Time having reached god tier yet. The Rogue would give their consorts as much time as possible to evacuate their habitat before the monster arrived to destroy both it and them by placing obstacles in the creature’s path, or setting up traps for it in the hopes of tiring it out. The Rogue’s time travelling abilities would give them the ability to keep on altering things that need to be altered before the monster arrives, and if they mess up, they pass on the fruits of their research and efforts on to the new Alpha timeline. This isn’t to say they have unlimited chances, but at the very least, the Rogue can know what they’re doing.

Powers: CA
The Sylph and the Maid are the passive-active pair for the create class, and while both are imagined to be female-exclusive classes, this may not be entirely true. After all, if a Prince can be female, why not a Maid or a Sylph being male? Anyway, Sylphs have the ability to create their Aspect in conjunction to others, for example, Aranea creating (a more literal interpretation of) Light for Terezi, giving her her sight back. Another potential ability of Sylphs is that of healing. The Sylph would be able to heal using their Aspect and heal their Aspect as well.
Now, with that said, how would the Sylph of Breath’s powers work? Well, we brushed on this vaguely before with the mile-and-a-half long Lord of Heart and Muse of Mind post, but because that is undeniably NOT how you found our blog in the first place to ask the question, let’s go over it all. The Sylph would, first and foremost, be able to create freedom for people. This can be something as simple as emotional freedom, relinquishing the bonds two people have between them and making them independent spirits, or it could even be physical freedom, too. Using their abilities to free their friends if they get captured on Derse for some reason, get them out of any prison. The Sylph might even be able to give their allies the ability to teleport and/or fly, freeing them of their earthly tether. The Sylph is skilled backup. As for creating Breath’s other component, wind, for others, this might mean making anything from a gentle breeze to a full-on hurricane for another person’s sake, clearing entire battlefields in defense of allies.
As for healing using Breath, well, the obvious idea is that the Sylph would be able to keep their allies breathing. It seems fairly obvious to me. But as for healing Breath itself, that’d be a trickier story. It would likely just be creating freedom for freedom….if that makes any sense? Restoring balance as for the free and the not. The Sylph freeing an entire race of slaves, for example, Khaleesi Daenerys style, except probably not with dragons or stabbing people. But that’s a story for another time.
Sylphs of Breath are very, very powerful, and are often great leaders for the teams they are in, given their abilities of mediation and of allowing people to operate independently. Because they are independent under the control of a Sylph, cooperation isn’t necessarily impossible, but perhaps challenging. A balance between independence and teamwork is something the Sylph would need to learn to figure out, and while it might not be without challenges, the Sylph should be able to figure it all out in the end.
Weapons: TC
For a Sylph of Breath, the weapon patterns would be rather simple ones. Sylph weapons tend to have the ability to transform from a generally rather unassuming form, like Kanaya’s lipstick, to a rather fearsome one, such as her chainsaw. Furthermore, the aspect of Breath shows a tendency towards more mid-range weapons, which are generally melee weapons with a longer reach. Examples of this tendency are illustrated by John’s hammer and Tavros and Rufioh’s lances. These weapons, while have quite a reach, are not long range weapons, such as guns or bows, though thrown items, such as knives or boomerangs might work.
As such, when having combined these two patterns, we would have something that transforms from something innocuous into a rather fearsome mid-range weapon. The following fit this pattern quite nicely.
Land and Quest: TC and CA
Okay. First time doing a Breath land without having a suggestion. Yay.
As per usual, if you’re having trouble with coming up with your land name, TC and I suggest the use of this word list to aid you.
So, Breath lands. Thankfully, we have a good supply from which we can work- or at least as good as possible. We have three Breath players in total, Rufioh Nitram, the Rogue of Breath, Tavros Nitram, the Page of Breath, and John Egbert, the Heir of Breath. Of those three, Rufioh’s land was never shown, so he’s off the list. But the remaining two, thank goodness, both had lands that were shown, and both had sessions that allowed for normality in their lands. So what we have are two examples from which we can compare and contrast.
Well, we know that it’s not the light levels which are shared between Breath lands, as where Tavros’ appears to be sometime from midday to sunset, John’s appeared to be in darkness (hence the Shade part of The Land of Wind and Shade). They don’t even have landforms in common, as where Tavros’ land is a desert (The Land of Zephyr and Sand), seemingly void of much in the way of consorts, or even monsters, really, John’s is filled with consorts, and his land is developed by the abundance of people, with a ton of staircases, buildings, and gods know what else to show for it. So what consistent themes might there be in Breath lands? Usually, it’s something to do with wind. As shown in the update, John had to successfully remove the oil which clogged the pipes that were all over his land, and use these pipes to create a wind to blow away the darkness. This is the only quest that we know for certain, so one must assume that Tavros’s quest was wind-related as well, given that he, too is a Breath player, and Breath means wind, hence the windy thing. As such, that is the unifying factor in these lands. Wind.
So that means the Aspect word is also the quest word, or, at the very least, intrinsically related to whatever the quest word might be. Take the land that we had described for a certain Knight of Breath. While the words we had suggested as the Aspect word aren’t wind (rather, they’re clouds), the streetlamps in the land had all been blown out (whether or not it was by a huge gust of wind, or by the denizen, it all essentially is just wind, isn’t it?), and the quest word, Streetlamps, is intrinsically linked to wind. Ta-da.
But how would the Sylph of Breath’s quest go? Well, I imagine it involving creating freedom for others. But what might that have to do with wind? Well, as I’m sure you might recall, more often than not, there are at least two creatures on everyone’s planets. John’s land had both his consorts and the fireflies that acted in his quest. Jade’s land had both frogs and the hummingbirds. And while I am unsure if this is a perpetual thing, for this quest, the Sylph of Breath’s land would have both their consorts of choice, and another creature.
You see, in their land, the consorts became aware of a certain sort of creature in their land that would be of considerable use to provide the consorts with work. So they corralled them all, and used them for labor. These creatures? Wind spirits. Running mills, motors, creating power. But the Sylph needs them free, to do their job in the world of keeping the sky clear (of what, you can decide, that might easily be your world’s quest word). So the Sylph of Breath is tasked with creating freedom for the wind spirits, and creating wind for their world.
Wow. This is our biggest ask yet. Alright, well, we’ll start with the Lord and the Muse individually, then focus on how they would cooperate, and THEN do the team ask and suggest classes for each one.
Also, we are so sorry it took so long.
Lord of Heart
Powers: CA
The Lord and the Muse are the two Master classes, the most active and passive of all the classes, respectively. These two classes are supposed to Embody their Aspects, and it’s imagined that, given their supreme power that they are incapable of inverting, unlike every single other class in all of SBURB. Of course, given how powerful these two classes are, they are going to be very rare, as the game knows that their powers would reach far beyond their own sessions (for examples, see Lord English and Calliope). Speaking of examples, there aren’t much of any. Caliborn and Calliope are the two known members of the Master Classes, and one’s, well, dead. Good news? It’s not Caliborn, so we have a little bit more to work with as far as Lord powers go. Of course, this just supports a theory we mentioned earlier on while discussing the Muse of Time: the Lord would Embody their Aspect actively with the access they have to the powers of all the active classes in SBURB, namely, the Mage, the Witch, the Maid, the Prince, the Knight, and the Thief. They would be able to Know like the Mage, Manipulate like the Witch, Create like the Maid, Destroy like the Prince, Exploit like the Knight, and Steal like the Thief. But if I just leave it there, that wouldn’t be any fun. So let’s talk about the powers of a Lord of Heart.
As a Mage of Heart, they would be able to Know all the rules of the soul, the self, and emotions. They would be able to understand what makes a person be inherently different from everyone else on their fuckin’ planet (even if there’s only one other person on their planet). It’s nature vs. nurture, and they understand the former best. In other words, they would not subscribe to the theory of tabla raza (look it up if you don’t know it, it’s actually quite the fascinating theory). But all this really doesn’t mean too much looking at it alone. If we’re going to look at the Lord’s powers, it’s best to intertwine them, because Knowing how things work in the Heart helps to…
Manipulate it as the Witch. Because they know how far they have to stretch, given the limits of their Aspect as the Mage, the Witch’s abilities would be more of a breakthrough. Where the Mage might pull at one’s Heart strings (ha, see what I did there?), the Witch would PULL OUT A CHAINSAW, CUT THEM IN HALF, MIX THEM IN THE BLENDER WITH THE BASS, DROP THEM LIKE SKRILLEX, put them back together and play a haunting refrain. So in other words, unlike how the Witch of Blood would write the bad fanfic, the Lord of Heart, as the Witch of Heart would be the Mary Sue. This isn’t to say this Mary Sue’s like, My Immortal bad, but they’re really good at, well, manipulating people. If they wanted something, they’d get it, and it would be exactly how they wanted it. They would even be able to condition people to permanently help them by using a sort of Pavlov trick on them. You know, “You help me, I make you feel good, so you associate helping me with feeling good and do it with little in the way of prompting.” Furthermore, the Witch would go beyond just Knowing what makes a person them, they would be able to change it. Imagine, waking up as a completely different person, and yet you never notice. As it was said in Indiana Jones and the Crystal Skull (keep in mind we aren’t actually looking up quotes here), “We turn you into us and you don’t even know we’re doing it.” Speaking of charismatic people, the Lord would be able to do practically everything as far as people are involved. The Lord of Heart would be the ultimate psychological thriller villain, and with just those two powers alone.
Alright, that’s cool, but what about beating people up? Well, we’ve got you covered there. A while ago, we explained the powers of the Maid of Heart, and one of them was the ability to produce clones, to create self. The bonus here? The Lord might actually be able to make this army of clones solid. So instead of just having the Lord’s clone no. 413 punch the Black King in the soul by punching their face, the Lord’s clone might just be able to punch the Black King in the face. Or maybe both. Maybe the clones exist on both a physical and metaphysical level simultaneously (suck it, existentialists). But in addition to that, the Lord of Heart would be able to use the Maid of Heart’s powers to create emotion (in others, this is a Pavlov trick).
Speaking of beating people up, the Lord’s not going to find much better than their skills as the Prince of Heart. I mean, just look at what Dirk did, and that wasn’t even the real Dirk! The Prince would be able to destroy emotions, which will help them and others be, “stone cold motherfuckers,” and they would be able to destroy self by removing a person’s soul from their bodies, leaving them an empty husk, essentially dead.
Then there’s the Knight’s abilities. We had gone over these earlier in a post dedicated to the Knight of Heart, we had mentioned that the Knight’s abilities include arming themselves with their soul, and thus, making a weapon for themselves that reflects them, or possibly fitting their strife specibus. In addition to that, speaking of cloning, the Lord of Heart would be able to make an army of all the different parts of themselves, the part of them that wants to destroy, the part of them that wants to create, the part of them that wants to know, every part of them. They might even be literally able to split into a Mage, a Witch, a Prince, a Maid, a Knight, and a Thief all with their own abilities and different weapons.
And finally, there’s the Lord’s abilities as the Thief of Heart. Besides the obvious, you know, stealing emotions, the more fun version of events is that which comes from stealing souls. Tell me, do you play Pokemon? Well, TC and I do, and let me tell you, there’s a Pokemon that makes a lot of sense as a Thief of Heart, mostly, if not entirely, for its abilities: Kecleon. It’s a chameleon-like Pokemon whose abilities are Color Change (allows it to change its type into the type of the last move it was hit with, thereby making it less effective if they’re hit with it again), and Protean (which allows its type to change to match the move it’s using, and thereby getting a bonus for their efforts). Kecleon gets a boost for changing what makes them them, and so would a Thief of Heart, and so would the Lord of Heart. Thieves of Heart are shapeshifters, and really good at it. The Lord of Heart, therefore, would be able to steal self, change their face and voice and gods know what else to look and be like their attackers’, or one of their attackers’ allies. They might be able to steal some of their enemies’ or allies’ traits, making the Thief braver or stronger, or more stoic. Hell, they might even be able to steal some of their allies’ or enemies’’ powers as well! They could be able to go as far as to be like the Black King if they accumulate enough strength and powers.
So, put all this together- actually, you know what? You don’t even NEED all this to know what role the Lord of Heart, or any Lord, would have: the front lines. Lord aren’t just on the front lines. Whether they’re starting the fight or ending it, they ARE the front lines. They’re always really into fighting, whether it’s to stop a fight or just for the hell of it. Lords are meant to destroy, after all. When they are given The Choice by Yaldaboath, they’re practically predestined to choose the more active role: to destroy, and to never stop destroying until someone stops them. Their activeness means that they would have the choice of what they want to do, and rather than simply letting whatever happen happen, they would take a role in the how and why of the happening. Lords are very, very dangerous as a result, which is why it’s so rare to find one in the first place. The game knows that whatever the Lord will do, it will have more repercussions than just in their game (for examples, see Lord English), it might affect the entirety of spacetime. The Lord will need to be controlled if anything good is going to come of their session.
So in conclusion, this Lord’s catchphrase? “How can you beat me when I am you?”
Weapons: TC
Well. Lord weapons. Sweet. Anyways, since we only have Caliborn/Lord English to work with, this makes patterns quite easy. Something flashy, intimidating, and powerful looking sounds like what a Lord would wield. For instance, the gun that LE used to kill Hussie. Furthermore, while the weapon of the Lord would appear to be more powerful that that of the Muse, the appearances might be deceiving. Furthermore, it might be best if the two weapons resembled one another. Food for thought.
Furthermore, the pattern set by Heart weapons, as previously stated multiple times, sets a template for melee weapons with a penchant for stabbing, cutting, and just being sharp and/or pointy overall. Take Dirk’s sword and Nepeta and Meulin’s claws as examples.
When these two are combined, you get a sharp, gaudy melee weapon. Sounds like any number of the following could fit the bill.
Land and Quest: TC and CA
Alright: land analysis time. Difficulties abound.
You know how we only have one example of a Lord? Yeah, he’s not going to be much in the way of help here (as per usual). After all, his session only had one player in it, and we know that a session that has only one player is going to be dramatically different from a session with other people in it as well. So we can’t use his land, can we?
So after a fair degree of discussion between the two of us, TC and I have decided that the Lord’s and the Muse’s lands, like most everything else about them, would be linked.
We told you multiple times that the Lord’s and the Muse’s powers reach far beyond their session, and, if left unchecked, might go and scar all of existence. Well, we’re thinking that that might have something to do with why the Muse’s land is so empty.
It wasn’t always. And it’s nothing the Muse could stop.
But we’ll get back to that later. In any case, TC and I agree that the Lord’s land would be very lively, brimming with life in all of the citizens and the land itself. There’s wildlife, plantlife, and plenty of everything for all consorts in the land. They have no problems, no real quest to solve, nothing that had gone wrong. Even their denizen, Yaldaboath, never caused any trouble in the land’s known existence. So what else is there to do for the Lord but use their Quest Bed and learn their abilities? What quest could there be?
Well, they do have a quest. And it’s a quest linked intrinsically with The Choice.
You see, the Muse’s planet is barren. How did it get that way? Why are there no consorts? No written records of the destruction of their world? Well, there was a Lord of their Aspect before. And they fulfilled their quest.
The Lord of Heart’s quest is to set up their planet for the next Muse of Heart that would come into existence by destroying everything on that world.
So to design the world, you would use a word that would relate to the Aspect of the player and the aesthetic of the land, not necessarily in that order. The land’s aesthetic is liveliness, and whether that means bright colors everywhere or not is entirely your choice. But the words I can think of that are Heart-related and could relate to the land include Soul, Happiness, Animation, etc. It might even just be the word Heart. Lords and Muses take what we know of the worlds and turn them on their head because of the vast reach of their powers. Their powers are great, and the need for the session to keep them in check are greater.
And if the Choice must be made…so be it.
Muse of Mind
Powers: CA
The Muse and the Lord are the two Master Classes, the most passive and most active (respectively) out of all the classes, and are extremely rare titles (only one character has ever had the title of Muse in the webcomic, and sadly, she’s dead. As such, like with the Lord, I will try and relate to you what I can.
Muses are hypothesized to Embody their Aspects, and, as such, are hypothesized to have all the abilities of the classes that fit their descriptions as passive or active. For the Muse, that would mean they would have the Seer’s ability to Know, the Heir’s ability to Manipulate, the Sylph’s ability to Create, the Bard’s ability to Destroy, the Page’s ability to Exploit, and the Rogue’s ability to Steal. As I’m sure you’ve noticed, most of these classes have to do with other people and their ability to use their Aspect in conjunction to others. The Muse would Know their Aspect and generally give that knowledge to others to work out amongst themselves. They would be able to Manipulate their Aspect, but be controlled by its whims, and perhaps, in a way, inherit their Aspect. They would be able to Create their Aspect for others, and perhaps heal them using their Aspect. Just as similarly, they would be able to Destroy their Aspect by giving others the tools to do it for them (or something similar). They would be able to allow their teammates (or just other people in general) to Exploit their Aspect as a weapon, and, to reach higher levels of power, would be forced to depend on others (not a bad thing, perhaps a little time-consuming, but not bad). And finally, they would be able to Steal their Aspect and give the spoils of their efforts to their teammates or allies. Furthermore, even better, is that it may very well be impossible for either the Muse or the Lord to invert their Class and Aspect. They would suffer no risk for inversion, meaning that they would have no need for balance between the use of their abilities and the lack of use of their abilities.
So for a Muse of Mind, they would, as the Seer of Mind, be able to sort through any possible outcomes for a certain set of actions. So Terezi as the Seer of Mind was able to tell exactly what would happen if she were to let Vriska go and try to kill Bec Noir, and the consequences from what was going to happen from there on out. And in an amazing turn of events, she actually acted on this knowledge, killing her friend. Under most circumstances, though, the information that the Muse would obtain as the Seer wouldn’t be used by the Muse themselves, but rather by their teammates. They would be able to see the consequences of everyone’s actions and be able to warn their teammates of pivotal points for their session, and the best actions to take for each. Oh, and they would probably be able to read their teammates’ minds. Just saying.
As the Heir of Mind, the Muse of Mind would be able to Manipulate Mind, possibly begin to change what certain consequences would be for taking certain actions (for example: changing the thoughts of the creepy man standing in the subway station catcalling women after you call him out to some sort of revelation that what he’s doing is supremely stupid and dickish rather than him thinking that you’re the dick him deciding to try and stab you). Furthermore, Mind would sort of be like a parent to the Muse when they’re acting as the Heir: they would have sudden breakthroughs, be able to understand certain thoughts and the like, which would essentially just be Mind going, “Happy birthday, have a present.” It’s by such breakthroughs that the Heir would, in a sense, inherit Mind. Mind would limit what the Muse could do as the Heir, but not to the extent of the Mage. Where the Mage has a twenty-foot concrete wall of rules, the Heir has a wooden fence that they’re sometimes allowed to hop over to visit their friends or help the next-door neighbor with building a shed. The knowledge the Muse got as the Seer could help them in manipulating the end results of an action.
As the Sylph of Mind, the Muse would be able to create Mind. They would be able to create thoughts for others, and to create consequences for others’ actions. I imagine that the Muse would use this a LOT to help keep their teammates from doing stupid stuff. When they see that the Lord is thinking of doing something ridiculous for the Vine, the Muse could create the thought in them that what they’re doing is stupid, and that they shouldn’t do it. If the Lord should happen to ignore it, they get a consequence. Perhaps not something as dire as, say, dying (although, if they pulled enough strings for the Rube Goldberg machine, they could do that), but they could indeed give the Lord enough of a warning from an oddly coincidental fate to warn them to never do that again. And as far as the Sylph’s hypothesized abilities of healing Mind and healing with Mind. The former would be something like healing a chain of events by making sure the right things happen at the right time (similar to what John is currently doing by using Terezi’s list), and the latter would involve healing by using the consequences of one’s actions, and likely increasing the benefits of good action. Like if someone were to get injured and they were to actually try and heal themselves, the end results, healing, would come by sooner.
The Bard of Mind we have talked about earlier, but in the case you haven’t read the post we made for it, as the Bard the Muse would have a sort of charmspeak ability, and would be able to convince others to believe something, to destroy thoughts otherwise. To destroy using Mind, they would be able to combine both these and their Seer powers to set into motion something as small as someone stepping on a butterfly, to something as large as an all-out war. The Bard of Mind is the master of destroying Rube Goldberg machines, and therefore, the Muse of Mind could only be that much better given their far more advanced abilities as a Seer.
Again, we’ve already done a post on the Page of Mind (I’d even hazard a guess as that being how you found us in the first place), but in the case you, or any other Muse of Mind reading hasn’t, the Muse would be able to, as the Page, use a sort of telepathic ability and equip their teammates with their thoughts. In addition to that, they would be able to equip their allies with the abilities of a Knight of Mind, arming them with the knowledge of choice and consequences, and justice. The Muse’s allies would be excellent builders of Rube Goldberg machines, capable of setting things up one after the other to harm their enemies, be this through physical harm, insanity, or another mean. They would be able to weaponize thoughts and create revolution or raise an army for themselves.
And then finally, we have the Muse’s abilities as the Rogue of Mind. They would be able to steal thoughts from other people, their enemies, presumably, and share them with their allies, giving them spy abilities, similar to how the Page of Mind’s abilities did. They would also be able to steal consequences and dish them out as well. Think of it like this: say that, after a long, convoluted set of events, the Muse’s friend was about to die. Well, they could lessen the blow, give them a chance of survival, by taking the consequence from their ally and distributing it among their enemies, or, if worse comes to worse, the entire team. The suffering of the many for the good of the one. Again, it’s all how the Muse uses these abilities.
Similar to most other Muses, this one would not be on the front lines. They would be a good spy with the Rogue and Page of Mind’s abilities, and an even better political saboteur by using the Bard of Mind’s skills. The Seer of Mind would give them the knowledge of when they’re going to mess up, and the Sylph’s skills would be useful to be able to convince people to do what they say. So while the Lord of Heart’s messing everything up on the front lines, the Muse of Mind would be able to sneak around and get what they need from enemies (provided the two of them could cooperate for long enough, but we’ll get to that later).
Of course, there’s one last thing a Muse must overcome: The Choice. As we mentioned earlier, Muses and Lords are offered The Choice by their denizen, Yaldaboath. Muses are predestined to make the choice that has them sacrifice their lives to end a force of great destruction- presumably the Lord of the opposing classpect, similar to Calliope and Caliborn. And based on how you said that the other players join them from a scratched session, it’s possible that the Lord and the Muse will both be given the option of making their Choice, as they would be the only two in their session. We can only hope it doesn’t come to that, though.
Weapons: TC
OK, to reiterate what was said about the weapons of a Muse from an earlier post, Muses tend to have weapons that are generally related to those of their corresponding Lord, if there is one. Their weapon tends to be a rather smaller, more unassuming version of the Lord’s. For instance, while Caliborn, the Lord of Time, wields a Scepter that transforms into a big assault rifle, his sister wielded a Wand that transformed into a far more diminutive pistol. Despite what the appearance of the weapons may suggest, the Muse’s weapon may be in fact the more powerful of the two, as indicated by the fact that Lord English abandoned his own assault rifle/scepter in favor of his sister’s wand/pistol, which he then proceeded to use to annihilate a large portion of the dream bubbles and of Paradox Space in general.
Now, we’re quite unsure of whether the Lord/Muse classes have a separate weapon pattern completely different from those of the ordinary classpect patterns, or perhaps if only the Lord’s pattern applies, or maybe if only the Muse’s pattern applies, and whichever does not have their ordinary aspect pattern apply changes to suit the pattern formed by those that do. There is really no way of knowing. However, the theory that I personally am sticking with is that the Lord sticks to their aspect’s weapon pattern, and the Muse has to change to suit the Lord. Why do I believe this? Simple. It’s how the classes work. As the more active class, the Lord would forge the path, while the Muse would be forced to follow that path as the more passive class.
In any case, as the Mind aspect also tends towards melee weapons, it matters little in this instance. In fact, it is theorized that they are both blades, as well. We will stick with the most agreed upon melee fact alone. The following would pair well with the weapons suggested for the Lord.
With axekind:
With bladekind:
With chainsawkind:
With forkkind:
With lancekind:
With ninjakind:
With scythekind:
With spearkind:
Land and Quest: TC and CA
Muses’ and Lords’ lands are…well, complicated, to say the least. The only Muse we’ve seen in canon is dead, and we haven’t even seen her land. Hell, we haven’t even seen Caliborn’s true land, yet! But we must have some sort of idea of what a Muse’s land would look like, as we finished a request for the Muse of Time. Well, TC and I tend to agree on a sort of headcanon world for the Lord or Muse of anything in any session that has other people:
It would be completely barren. Almost like the worlds in Jane’s, Jake’s, Dirk’s, and Roxy’s Void session, but with fewer enemies, and possibly with no life on it in the first place. There would be no consorts in the land for the Muse to investigate. There would be no puzzles to solve. Nothing, save for the Muse’s quest bed. We imagine that the Muse’s denizen would be Yaldaboath, but there’s no certainty for Muses. It would allow them to make The Choice, which is very important for Muses and Lords alike.
But what, then, is their quest? If they have no definition to their land, no consorts, and practically the only monster in their land being the Denizen whose only act would be to offer them to choice all Muses must face, what quest could there possibly be for them? Well, the only possible quest that I can think of is the one that reflects their abilities: everyone else’s.
That’s right. Their quest is to make sure that everyone else’s quests happen while the session is still ongoing. Before the Black King is defeated, their quest is to give everyone else enough time, to give them enough ability to complete their own quests, all the while preparing for the final battle with the Black King. They have to use their abilities to the fullest here. They have to be able to see what needs to be done to defeat the Black King, to secure their session, they have to be able to give both themselves and their teammates enough time, and they have to make sure nothing gets messed up along the way, and then simultaneously try to set things up so that their teammates can finish their quests, so that they can finish their own, and so they all may better from it.
So how, then, would one design the land of a Muse? Well, you could use the parts of this land that we hypothesize to actually exist. A word to describe the world’s aesthetic could be something related to the barrenness of the land. The other word could be a word that relates to both the Aspect of the Muse and the aesthetic of the world. For example, the Muse of Mind could have words like Consequences or Justice, things that Mind has a deep connection to. Hell, they might even have Choice in their Land’s full name as a bit of an ironic twist (related to their Aspect, and the Muse’s ultimate responsibility). They might just even have their own Aspect as their Aspect word. Again, Muses and Lords take what we know of the rules of creating things like lands and quests and turn them on their heads.
Which is entirely why we imagine that Muses wouldn’t have a quest word for their lands. They’re in charge of managing others’ quests, and, if the time should come, making the choice to sacrifice their lives to stop a force of great evil.
Relationships: TC and CA
Lord of Heart and Muse of Mind
Muses and Lords are quite fascinating Classes, and when they are of opposite Classes and Aspects, that means something very very special and very very strong is between them, but whether it’s good or bad is…well, dependent on their species.
The Lord of Heart and the Muse of Mind would be interconnected throughout whatever arguable guise of fate exists in the continued existence of SBURB. It’s an odd and complex process by which it works, but it exists so that the Lord might always be balanced out by the Muse, at least to some extent. Caliborn was balanced by Calliope before she died, and the opposite was also true. Two great powers would balance each other out, and would hopefully end up making it so that the Lord doesn’t destroy, and that therefore, the Muse doesn’t need to sacrifice themselves to stop said destruction.
So, relationships between these two classes is going to be very strong no matter what species the Muse and the Lord are, but we can imagine it a bit like this:
Human!Lord <3 Human!Muse: Humanity’s strongest emotion is believed to be love, and I can’t blame us for believing that. This doesn’t mean that they don’t have arguments. In fact, because they care about each other so much, they might just argue a lot. But this doesn’t mean that this deep emotion doesn’t exist. If one or both of them happen to be aromantic, though, the relationship would just happen to be very strong <>, almost familial in nature.
Troll!Lord <3< / <3 Troll!Muse: Trolls have always been a bit…volatile, really. This relationship is a prime example of how strong relationships are between trolls, really, and the two would be switching back and forth all over the place. They would NEED an auspistice in order to keep from ripping each others’ throats out in some sort of mix of hate and love, so when the session starts…well, hopefully they’re on separate worlds, or else gods know what will happen (and when the other players join them, don’t worry, we’ve got a good auspistice picked out).
Cherub!Lord <3< Cherub!Muse: There is no doubt about this: the strongest emotion a cherub would feel towards another cherub is hatred. If they happen to be in the same body, this hatred is, more often than not, simply derision and annoyance, but if they’re two, separate, fully developed (one-minded) cherubs, this hatred is a full on romance. And it needs to stop. There’s not much that can get in a cherub’s way once it begins rampaging, and if the two of them do the cherub do in the middle of their session, that’s very bad news. Thankfully, according to the rest of the ask you sent us, they’re not the only ones in the session if they are cherubs, which hopefully means that their destructive behaviors towards each other could be curtailed by the other players.
Human!Lord <3< / <3 Troll!Muse, Troll!Lord <3< / <3 Human!Muse: Gods know that trolls could teach a human how their hate/love thing works and have it work between them. They’d still need an auspistice under most circumstances, yes, but their relationship would be less volatile than if they were both trolls (given how the culture of one is likely less war-driven than the other).
Cherub!Lord <3< Human!Muse, Human!Lord <3< Cherub!Muse: Gods know that SBURB allows for enough shenanigans already that for the reason of balancing each other out, they’d know each other. Again, strong emotions. For the cherub, especially if they’re fully developed, they’re likely antagonizing each other to the point where it could easily be some sort of odd romance. For the human, the cherub knows just what buttons to push to get them to blow up every time they talk. Gods help them if they can even begin to manage this session.
Team Analysis: CA and TC
Lord of Heart, Muse of Mind, and Undecided Class Time, Space, Breath, and Void Players
Well, with the introduction of the Deus Ex Machina thing, this session has everything it needs: a Space player, a Time player, and an even number of players to boot! But you said that you needed some help deciding the classes for your four other players.
So let’s get down to it: the players we recommend are the Rogue of Time, the Thief of Space, the Sylph of Breath, and the Mage of Void.
We had already decided that we would need two active and two passive classes for the remaining Aspects, as in sessions with Muses and Lords of opposite Aspects, balance is key. Too many active or passive players and you might have a war on your hands. So with that, we knew that we would want an auspistice for the Muse and Lord, and we figured there would be none better than a Sylph in that role. Sylphs have a tendency to stop fights more often than we start them (exclusions to this rule tend to be…unsavory in result *cough* Aranea *cough*). We figured we would want a Mage (gods we’re such egotists), as Mages tend to be quite helpful as well with their knowledge, but given how dangerous many of the remaining Aspects were, especially if they were to glitch out or try to bite the session in the butt, we knew that Void was the best place to put the Mage. As for the other two, we imagined that more opposing classpects couldn’t hurt, and if the worst should come to worse, someone handing out more Time to their teammates would be helpful. So Rogue of Time and Thief of Space.
So we talked about how the two Master Classes would get along with each other. We talked about how where the Lord would lead the charge on the front lines, the Muse would supply information as a spy of sorts while everyone else is distracted by the Lord’s shenanigans. Now, let’s talk about the other players.
The Sylph of Breath would be the optimal choice for a leader, Breath players often are. The Sylph would be able to create freedom for their teammates, and with the Muse and the Lord in this session, that is a NECESSARY factor. In their auspisticing, the Sylph of Breath would be pulling the Muse and the Lord apart, make most of their parts concerned not with the other, but with another person or another thing. Hell, if they’re cherubs in the same body, then the Sylph might even be able to pull enough strings to give the two separate bodies. The Sylph would be able to mediate disputes, and would be at the same time, distant enough from other players to be an unbiased judge of things, and close enough to know why people feel passionately.
Rogues always tend to reflect their Aspect before the session starts, generally in a more symbolic way. So this Rogue might have intrinsic ties to death or endings. Maybe, if they’re human, their parental figure(s) run a funeral parlor, or they themselves are interested in things like autopsy. If they’re a troll, they might be keen on becoming an executioner of some sort. But as soon as the session starts up, similar to how Roxy became sober, this Rogue would be all about creating things, and giving other people time to create things, too, as per their powers to steal Time and give it to their allies. This would likely mean that their allies would have some sort of time travel ability, at least for what Time the Rogue would give them. The Rogue would be all about allowing others to create whatever they want, allowing people to get what they need done, done, and might easily be a good member of the team to vent to when things happen or just go wrong. As such, the Muse would likely go to the Rogue for a fair bit of emotional support, especially as the Sylph begins to separate them from their counterpart, the Lord. The Thief will rely on the Rogue to give them time to complete their quest, and more often than not, the Rogue will be able to provide, and will be happy to do so.
Believe it or not, the Thief is likely the most…out there of all the people. Thieves, although having a tendency to reflect their Aspect, do not have lives that do much the same, as shown by Vriska losing her arm and eye, and Meenah not having a choice as heir to the throne. The Thief would be just about as surrounded by endings or destruction (neither of which are as bad as one would think) as they wish to create. Thieves have a problem, though, and it’s that they are…impatient. Vriska wasn’t patient enough with her “student,” Tavros, Meenah wasn’t very patient at all with Aranea’s stories, it’s a thing that they have. Thieves of Space, with powers that focus on speed, among other things, have that problem likely even more. So even with the Rogue allowing them Time to travel, they will have far too much time on their hands. So the Muse and the Lord will have a bit of a…joint project with this one. The Muse will be the logos: they will outright tell the Thief what bad consequences will arise from their actions, their impatience, whatever. The Lord, however, will let them know that they can slow down, and if they don’t, well, a little manipulating couldn’t hurt anything.
And then there’s the Mage of Void. Plus side? They know Nothing. They know how to manipulate it, make the best out of a bad thing, out of destruction, utter obliteration. They could use this knowledge, to know how far the nothing that was there extended, to make something out of it, to undo the Nothing, within the limits of the Nothing. Similarly, they might be able to feel obliteration approaching, like a dark spot on a monitor. Bad side? Well, if they break the rules of Void, they’ll likely find themselves knowing nothing. They have no idea how this Nothing came about or what existed before the nothing. They will be clueless. And that can be dangerous. If you know what’s coming, you can prepare, you have the chance to beat it. But if, say, a Lord was about to rampage (perhaps the Lord of Mind that destroyed the Muse’s land), and the Mage didn’t know what was going to happen, then everything could easily be destroyed. The Mage will be another grounding force in the session, able to know what to do and what might occur.
Final prognosis? If the rest of the team can manage to keep the Muse and the Lord separate to do their jobs, and if the Mage doesn’t lose their sight, then I can see this team going on to do big things. They can make it.