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.
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.

Roles, paths, and challenges: CA
Okay. Maid is the active counterpart to the passive Sylph class, both of which create their Aspect. Maids are hypothesized to be an exclusively female class, but, again, anything is possible with god tiers. Maids, however, unlike Sylphs, actively create their Aspect, meaning that, first and foremost, the creation for their Aspect is for themselves. Take Aradia, as the Maid of Time, for instance. When she first was shown in god tier, her first act was to slow Jack down to a stop, thereby creating Time for herself. This simultaneously happened to create Time for her friends, but her first act was one of self-preservation. Not that this is a bad thing. To be honest, we were all kind of surprised by what was happening, and we didn’t expect Aradia’s dream self to already be god tier, so…
Anyway, Heart is the Aspect of self, emotion, and embodies the idea of a soul (hence how Dirk managed to attempt the ripping of Aranea’s soul out of her new body). A Maid of Heart would be a person who would go around creating either one of two things for themselves:
One: they could create emotions for themselves. This doesn’t mean IN themselves, although it could be that if it was really something they wanted. No, they would create emotions for their own purposes. If a Maid of Heart didn’t want to fight an army, they could create enough sympathy for themselves to either stop the army from fighting them and get it to fight themselves, or, if powerful enough, they could turn the entire army to their side. If they wanted to pump themselves and their team up to fight the Black King or something, they could create that fighting drive in themselves. They would be able to give themselves and others power through emotions.
Or, two, they could create Souls. I imagine it as an ability that would, at least most of the time, use an existing soul for a template, and it would create some slight physical form for the copy of the soul in question. Yes, a Maid of Heart would be able to copy souls to make clones of them. They would be able to create an army- an army with little in the way of physical form, meaning any blow they take would likely just be like passing through air, and any blow they make, would hit the soul. Any creature with a weak soul would be hurt really, really badly, practically destroyed by any blow they took from that army the Maid created. Even an enemy as potent as the Black King, given the existence, his being, if it was harmed every time the Maid’s army hit him, not even he would be able to stand up to it.
So as for roles, a Maid of Heart would likely be a more behind-the-scenes fighter. Allowing their army every chance to fight on their own, to heal them by recreating their template, to allow emotion and soul-crushing power to destroy their enemies for them. They would help their team by giving them high doses of fighting spirit. They’d be like one of those mage types from RPGs, providing buffs and making really powerful attacks.
As for paths…well, the Maid of Heart’s true path would have to involve embracing their emotions and their ability to manipulate others. This doesn’t mean that they’re going to utilize this ability. Hell, they could hate that they have it! They just have to recognize this ability of theirs, and recognize that using it is a good thing, providing they only use it in moderation. After all, their abilities are given to them for a reason, and that reason is to help them, believe it or not. Other paths involve using their powers too little (be this due to fear or some other factor), or using their powers too much (which would likely lead to class inversion, turning a Maid of Heart into a Bard of Mind).
As for challenges, I’m a bit confused as to what you mean. Do you mean quests? In which case I recommend a quest that would let them learn to use their foremost abilities (creating emotion and thereby manipulating people) better, maybe creating something that would stop a war between two factions of their consorts? This could be a speech, a song, a monument, really just anything that would help them stop whatever destruction is happening in their world. A grander, overarching mission for all Maids would be to learn how to support their friends with their aspect, as support is the main purpose of both the Maid and their passive counterpart, the Sylph.
If you’re talking about personal problems, however, things like overcoming doubt or fear or such, I would say it would depend heavily on the Maid of Heart themselves. Some Maids of Heart might hate their ability to create emotions in people, or might not understand it, leading to them not knowing how to use their abilities when the time comes. Other Maids of Heart may be too eager to use their abilities, which might drive those on the tail end of their skills insane (as rapid and uncontrollable and unexplainable changes in mood sometimes can), destroying their thoughts, thereby turning the Maid of Heart into a Bard of Mind, with negative connotations for the Maid in question. I mean, just take a look at Jane, the Maid of Life, inverted by Her Imperious Condescension’s mind control tricks, forced into a Bard of Doom’s role. It results in her threatening Jake with rape (a result of her romantic feelings for Jake mixed with her frustration towards him and her just general anger), killing Karkat just to bring him back to life again (more anger with a mix of proving herself), and doing a ton of other pretty horrible stuff.
So, my altogether opinion of the Maid of Heart is that they would be a useful teammate, and have the makings of a pretty good grounding member for the team as an excellent communicator. All it would take is a bit of understanding their abilities.
Weapons: TC
The pattern for the most well known Maids’ weapons is that it is related to something that they are interested in. Jane enjoys cooking and baking, so she uses a spoon/fork as a weapon. Aradia enjoys archaeology, so she uses a whip like Indiana Jones. Porrim supposedly used Kanaya’s chainsawkind specibus as well, showing her interest in fashion (it turns into lipstick!). As for Heart players, they tend to use melee weapons that also reflect their interests, with Dirk’s anime and Nepeta’s roleplaying/cat theme (Theirs are based on slashing attacks, but I’ll cut you a break). Seeing as I do not know what you are interested in, I will mostly use the Heart player pattern as a reference and make occasional guesses for your interests.
As such, the following would be suitable weapons:
Certainly. It’s great to receive an ask.

Powers: CA
Alright. So, as I mentioned last post (the one about Knights of Doom), the Knight is the active counterpart to the Page class, and they both fall into the Exploit classification, meaning they exploit their Aspect, either for themselves or others. Knights learn, by themselves, to reach their full potential, and that takes a little bit of soul searching or whatever, but in the end, they turn out okay. Anyway, while the Page may learn from others to reach their full potential, and they may end up more powerful as a result of it, whatever skills the Pages have, by the time they reach them, the Knights already know their powers inside and out, and they know how to do a lot more with them. But it’s not like it’s a competition.
So, combine the Class and the Aspect, and what do we get? We get a one-person army who has the wind fight for them. Breath is the Aspect of freedom and of, well, wind. That means that the Knight’s ability to keep moving, to remain as free as, well, wind, proves to their advantage. It, like so many other things for a Knight, can be used as a weapon. They can position themselves advantageously, and when the going gets tough in one spot, they know that to remain tough, they’ve got to get going. One of their greatest assets in battle is their ability to dodge and get themselves far away from their enemies, if necessary. They can’t be caught. And if they can’t be caught, then their attacks can keep landing.
Now, if we’re going to be going for more “the windy thing,” of the Aspect, then, yes, a Knight of Breath would essentially be able to airbend (in the case that you or anyone who reads this in the future has no idea what I’m referencing, it’s just a one-word term for controlling the air), and, in turn, weaponize the air. They might be able to suffocate their opponents, or blow them around in a tempest. Combine that exploitation of the winds and a Breath player’s lack of tether to much of anything (as per usual for Breath players, having freedom), and you might have a flying Knight on your hands. My thoughts on this flying ability pretty much sum up my thoughts on the Knight of Breath in total: Incredibly useful, potentially dangerous, but very awesome.
Now, I’m pretty sure I mentioned this before with the Knight of Doom post, but be aware that Knights tend to embody whatever Aspect is lacking from their session. Now in a Knight of Breath’s session, that might mean many things. It could mean that the gates that allow the player to teleport easily are really (and I do mean REALLY) hard to reach, or maybe just don’t exist at all. It could mean that, in the Knight’s world, or in everyone’s worlds in the session, there’s just a lack of enemies who supply enough grist to create what is necessary to reach the gates. A lack of freedom could easily be stifling for a session, and might even turn dangerous. The Knight would have to really embody their Class’ nomenclature and help everyone in their team out to do what needs to be done for their session, be it flying their teammates to their gates (once the Knight realizes their abilities, and maybe even reaches god tier), or supplying them with enough grist to get things moving. Good luck.
Weapons: TC
While we weren’t sure if you wanted a weapon analysis, we figured we’d throw one in for free!
As mentioned in the Knight of Doom analysis, the pattern for all currently revealed Knights’ weapons are bladed ones. As for the Breath aspect, a common trait in its weapons is that they all have long reach, like John’s hammer and Tavros’s and Rufioh’s lances. As such, the following weapons sound suitable for a Knight of Breath:
Land and Quest: TC and CA
Alright.The Land of Pillows and Streetlamps.
We like where you were going with this. It’s quite an interesting decor idea in our mind. Pardon us if we take a little creativity with this.
There’s a city. Sort of. I mean, how much of a city can consorts really make? Anyway, in this city, there are tall, and I mean REALLY tall, streetlamps, far beyond the reach of the Knight (and most of the consorts for that matter, so it’s a bit of a surprise that they were made). They were snuffed out some time ago, perhaps blown out by a denizen or another beast, or perhaps some sort of physical phenomenon (like a huge gust of wind), and since then, there were never any lights to protect the streets. The Knight’s quest is to learn to take advantage of their newfound mobility to light the streetlamps.
As far as I know, the quest word is good, and it also gives a feel to the land, so that’s all done. The only remaining problem is the Aspect word, and we’re not too sure “Pillows,” fits the bill. To be honest, it sounds a bit more like a Heart word than much of anything else.
Heart lands tend to reflect their players: soft, inviting, and, on average, not very intimidating (be this in looks or sounds). Pillows follow this trend, being soft and inviting, but we can see what you were looking to do with the idea. So a word or object that retains the Breath identity and is pillow-like. This could be Clouds, Fog, Mist, Cumulus, Heap, Stratocumulus, Mammatocumulus, etc. There are a lot of clouds that look like pillows and might be able to suit your purpose.
Hope we helped you.
Knight of Doom
Time for another one of our friend’s titles.
Powers: CA
The Knight and the Page are the active-passive pair for the Exploit classes. The Exploit classes are known for using their Aspect as a weapon, or, in the Page’s case, giving it to someone else to use as a weapon. But there are many major questions about Pages, and those are, “What is up with them having to pretty much wait to use their powers? Why do they have to wait to reach their full potential? Why are we talking about this now, when we’re supposed to be talking about Knights?” Well, simple. I have a theory about the relationships between Pages and Knights, and it’s more than just their ability to exploit their Aspect. My thought on this is that they both actually have to wait to use their abilities until they reach their full potential, but what’s special about the Knights in comparison to the Page is that Knights don’t have to depend on others to reach their potential. The whole ‘loner’ thing? Yeah. Knights learning to depend on their own abilities is really kind of a soul-searching moment. So, now that that detour is over, what can the Knights do? Well, once they reach their full potential, they can learn to equip themselves with their Aspect as a weapon. Depending on the Aspect, that can mean a variety of different things. Dave, the Knight of Time, can use Time as a weapon. His ability to use time travel, his ability to slow things down so that he can move faster in comparison to them, all of that is just him weaponizing Time to his benefit. And although Karkat never reached god tier, we still can see a bit of his weaponizing his Aspect, i.e., Blood, the Aspect of bonds. He brought his team together to act as a well-oiled machine and defeat a huge-ass monster that was an amalgamation of their lusii. He created their bonds, allowed them to actually complete their session, even if it didn’t end fruitfully.
Another thing that should be noted about the Knight class is that, so far, there’s been a pattern of Knights’ Aspects being that which their sessions lack. I say pattern because it’s not just been two, there’s been three Knights, and their titles and sessions fit this rule. Dave’s session is short on Time, Karkat’s session is short on Unity, and Latula’s session was filled with idiots. So any session would seemingly be lucky to have a Knight of Doom, provided the lack of Doom isn’t in their enemies.
So, what specifically does weaponizing Doom mean? It means that the Knight would be able to weaponize laws, limits, and endings, mostly bad ones. They would have an intrinsic knowledge of Doom, and while they might not always be able to explain their Aspect to other people who don’t actually have their Aspect (for example, Latula said that karma, the consequences for one’s choices, made some sort of sense to her as the Knight of Mind, and Dave never really being able to put the intricacies of Time into words). A Knight of Doom would be able to understand laws and rules and why endings happen, but the most important thing would be the power that they have to weaponize rules. Now this is difficult for me to write about because weaponizing rules? That’s something a Mage should do, right? *nervous sweating* But then I realize that it’s not the class that’s allowing the Knight of Doom to do this, more the Aspect and then I eat some macaroni and cheese and I’m okay.
So, to weaponize rules is something that would actually be pretty useful for a player, especially once you remember that Sburb or Sgrub is, by its definition, a game. To weaponize the rules is to take what the game gives you. You could essentially use cheat codes and give yourselves powerups by weaponizing the rules and implementing your own. You could implement the “bad end,” into the rules by putting in what could essentially be called a one-hit-kill cheat code into Sburb’s or Sgrub’s programming, allowing you to, as you might imagine, kill everything in one hit. Not to mention Doom’s link to outright destruction. As a Knight of Doom, you’re essentially allowed to weaponize destruction’s powers for yourself. A Knight’s ability to be a one-person army (or maybe just have the ability to gather an army really, really quickly) is hella useful.
Another thing to note is that Doom players might have two dream selves. So far, the only two Doom players that we’ve had are players whose aesthetics center around a duality theme, so that might be what is the cause to their two dream selves, but it might also be something regarding Doom’s relation to death and bad endings, and the game trying its best to balance these factors out.
Weapons: TC
A major pattern that seems to occur in the weapons of Knights is that they all tend to use bladed weapons. Dave used a sword/broken sword, Karkat used sickles, and nobody knows what the hell Latula used. As for the weapons of Doom players, there is no major pattern here, since they never used a strife specibus, and preferred to utilise psionic abilities to fight their foes. However, Sollux was shown to have the ninjakind strife specibus. In any case, the main pattern which will be observed is the pattern in the strife specibi of Knights.
Land and Quest: CA and TC
Doom has a lot of negative connotations, given both its nomenclature and its players dying. A lot. But to be honest, there’s a lot more to it than just death and gloom and harming its players. There’s order, and nature, among other forces, needs a natural order. Once again, in order to help find one or more of the words in the “Land of X and Y,” formula, TC and I recommend the use of this word list, courtesy of thepageofhopes.
Similar to our discussion of Mind player’s lands, we only have two Doom players (Sollux, the Mage, and Mituna, the Heir), and of those, we have only seen one’s land: Sollux’s. The Land of Brains and Fire. Given Doom’s link to destruction, we can assume Fire is probably the Aspect word, leaving Brains to be the aesthetic word. Again, we have no idea what Sollux’s quest was, so we don’t know what the quest word was there. Again, that’s for you guys to decide.
Now for the quest for a Doom player, there is, once more, many possibilities. But the one I suggest specifically for Knights of Doom is learning to weaponize the destruction happening around them to defeat some sort of larger boss, maybe even a denizen. Say there’s a large creature terrorizing the consorts of their world, whose weakness happens to be the one thing that keeps the state of destruction happening, and they just happen to know how to avoid it. Well, weaponize that destruction, use your innate abilities as a Knight of Doom, and save the day. Learn the pattern the destruction follows, and lead whatever you need to slay to where the destruction is to occur again, and you have a dead beast and very happy consorts.
Bard of Mind
Powers: CA and TC
The Bard and the Prince make up the passive-active pair for the Destroyer class. Similar to how the Sylph and the Maid were hypothesized to be exclusively female Classes, Bards and Princes are hypothesized to be entirely male, but this is up for question, if not outrightly denied by Hussie given his affirmative answer to the question of whether or not a female Prince could exist. In any case, the Destroyer classes are fairly easy to understand. While a Prince actively destroys their aspect or destroys with their aspect, a Bard invites the destruction of their aspect or through their aspect. So take, for example, Gamzee, the Bard of Rage. Even without reaching god tier, he was able to manipulate people’s emotions (specifically rage) and get them to kill each other.
So take all that power and change its meaning: what would a Bard of Mind be able to do? More likely than not, they would be playing a hell of a lot of psychological games. Mind is the Aspect of thought and choices, and the most dangerous thing that can happen to a mind, especially the mind of a leader? Doubt. A Bard of Mind would be able to sow doubt in a person’s mind, they would be able to play every mind game possible, and actively make someone doubt every decision they’ve made until, put simply, it’s checkmate. They would make others destroy their own choices, destroy their own thoughts.
Well, I say doubt is the most dangerous thing, but there are a lot of ways for the Bard of Mind to manipulate other people, and doubt is just one of them. There’s fear, there’s distrust in others, there’s (for the egotistical) flattery. Again, it’s a lot of mind games that the Bard of Mind plays, and they play them very very well. They will use every tool at their disposal to block off any or all choices in their enemies’ mind(s). They would make their enemies destroy their own choices and destroy their own thoughts. They will make their enemies their tools, making them work exactly the way they want them to. Think of it as an extended puppet master metaphor. They would be able to get anyone to do exactly what they want to by making the only choice their enemies can see complete and utter submission.
“But how would they do that?” some of you might be asking. “Mind games do a lot, but they can’t do that much.”
Well, this is where the powers of a Bard of Mind come into play. To destroy thought and choice, they would make others do it for them, and to make them do that, it would take more than just human manipulation. Bards of Mind would have something akin to a charmspeak ability. They would be able to make anyone think for themselves what the Bard is saying. If they tell a Dersite that their royalty will betray them, if they tell their whole army that their royalty will betray them, they will believe it. The greatest weapon of a Bard, as one would imagine given their nomenclature, is their voice. And if it is heard, well…depending on who’s using it, it could be disastrous.
Anyway, to invite destruction through Mind is something I liken to the use of a Rube Goldberg Machine. A Bard of Mind would have something in the way of basic Seer powers and would be able to understand the choices that someone would make and the thoughts that would lead up to those choices. They know what pieces need to be in place to finish up this machine of destruction. The larger the destruction they need to create, the larger the machine that needs to be put together, and the more preparation that needs to go into it. There’s a lot of things that can happen with little preparation, but to turn, say, an entire army, or to turn someone or something who is very powerful? That would take a lot. And the Bard would be able to see it all as though it was just happening in front of them.
So, in conclusion? You give a Bard of Mind enough time and a loud enough voice, and they would be able to take down a government and set up the new one right in the palm of their hand, and only by using the power of their voice.
Weapons: CA and TC
As I said earlier, the Bard’s greatest weapon is their voice, and their ability to have people notice them and believe them. Therefore, their weapon should reflect this. Another possibility for their weapon is something that would possibly make their job easier. Something big, intimidating, and/or frightening that looks as if it could kill you quite quickly and/or painfully, perhaps?
Land and Quest: CA and TC
Here, given how we can’t use our lands as examples, so we’re going to talk about what makes a Mind land a Mind land, and how a Mind player’s quest would be special for them.
Of the Mind players we have known in Homestuck (Terezi, the Seer, and Latula, the Knight), we have only seen the former’s land, The Land of Thought and Flow, so all ideas we have about a Mind land comes from inferences we have drawn from Terezi’s. As with TC’s land, we suggest the use, once again, of this word list to aid you in the creation of your land, in both its quest and its aesthetic.
So, dissecting Terezi’s land. We don’t know what her quest was, but we know that both words can relate to Mind in some way or another. Thought is the obvious one, as Mind is the Aspect of thought, but what about Flow? Well, flow is a reference to either the rivers all over her land, or the lights flashing and flowing through the sky (the lights that look suspiciously like the Mind symbol). Either way, we can probably imagine that “Flow,” might have been the aesthetic word for her land, leaving “thought,” to have been both the word related to her Aspect. Although we don’t know which word was her quest word, we can at least dissect that much into her land.
Now, the word relating to the Mind Aspect is easy to make. But the quest, that is the harder bit. As we had said before, Mind is the Aspect of thought and choices, of consequences and possibility. This, as such, could lead to a variety of potential quests for a Mind land and Mind player. They could be asked to learn how to solve a puzzle, one that has perplexed the consorts of the land for generations. They could be asked to try and take down boss whose attacks happen to play out through a logical sequence, like a video game boss. But if you’re trying to find a quest that would make a Bard of Mind character really have to embrace their role, might I suggest one where they try to do something like making their consorts aware that a great disaster would befall them if they should not try to stop it, and then make them actually stop it? It would be something akin to an episode of Avatar: The Last Airbender called The Fortuneteller. For those of you who don’t know the show or the episode I’m referencing in particular, in that episode, the three main characters find out that the fortuneteller in a small village’s prediction that a volcano wouldn’t destroy their town was actually wrong, given how active the volcano was. By creating an omen of death for the fortuneteller to read, the group is able to convince the villagers to take the necessary precautions to save their village from the volcano’s wrath (thereby actually proving the fortuneteller correct, but that’s beside the point).
Although a Bard of Mind probably shouldn’t do this exactly as it was written (copyright issues), it does ring a lot like something a Bard of Mind should be able to do in order to understand their own abilities. They would essentially take the role of the fortuneteller, telling their land’s consorts of an impending doom and understanding just what kind of omen it would take for them to believe them. Furthermore, there would be consequences for whatever actions the Mind player would take, whether or not they manage to complete their quest, which is something all Mind players have to come to terms with, especially Bards. If they don’t manage to complete their quest, their group of consorts would likely die, or at least have to be relocated. If they do manage to complete their quest, the consorts might feel dependent on the Bard of Mind, feeling as though they’re capable of understanding the earth (or whatever disaster there might have been) rather than their Minds. It’s a balancing act between the saving and the consequences of the saving, which, although isn’t really something destructive, does lend itself to the choices the Bard will have to be able to see through to the end once they reach their god tier.