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Classpect Analysis: Page of Light
Active or Passive: Passive
What they do: Pages passively utilize their aspect/utilize through their aspect, and often use it to protect. Light is the aspect of information/knowledge, analysis, perception/awareness, fortune/luck, illumination (both literally and metaphorically), meaning/truth/clarity, and attention/the “spotlight.”
Active equivalent: Knight of Light
Inverse: Thief of Void
The Page of Light starts out with pretty much none of their aspect as well as a pretty poor grasp of understanding and utilizing it. Light represents, among other things, information and knowledge. Keep in mind that this does not necessarily mean they are unintelligent! What this means is that this Page may not have a lot of truth in their life. They might be innocent rather than being considered ‘dumb;’ instead, they’re kind of the clueless friend, though they like to think otherwise. It’s likely that this Page has a short attention span about half the time or give more attention to some information than others. And if they do get their hands on some interesting information, it’s likely that they’ll go all sorts of ways in analyzing it...completely wrong, that is. This Page has the tendency to fixate on specific facts and over-process them to the point where such facts no longer have any discernible meaning. You could give this Page a poem about dogs and two hours later they could come back to you with an overly detailed (and probably wrong) explanation as to how this poem reveals the author’s deep-seated fear of death. In an effort to appear smart, they might use every possible method of analysis at their disposal and end up making it clear to everyone else that they are overcompensating a lot-- all while missing the actual point the information they’ve studied is trying to make. And their attempts to synthesize various sources together may lead to facts getting jumbled and their information being very confusing. Additionally, it’s likely that they’ll substitute ‘normal’ words for extremely complicated/obscure words in an effort to look like a genius, which results in the opposite. All this variety in their attempted analysis leads them to not having a clear sense of truth and meaning in their life. Sure, this Page might think they’ve got it all figured out, but the reality is that they’re in a sort of fog of confusion. This Page might get led around a lot as a result when it comes to meanings and interpretations, unconsciously leaning on someone else’s perception so they don’t look like a fool while still thinking they’re very intelligent. As a result of heavily leaning on someone else’s perspective, they’re likely to be more narrow-minded as well. Maybe they know weird trivia facts (ex. “Did you know that zebras are black with white stripes, and not vice versa?” but the moment you ask them what continent zebras are from, they completely blank).
Additionally, the Page of Light wants attention. This isn’t necessarily a bad thing; it’s just that they’d like to have the spotlight on them, even if their attempts to handle the attention are usually botched entirely. Maybe the one time they finally get people to pay attention to them is when they do something really ridiculous, and everyone mocks them for it.
In terms of metaphorical and literal representations of lack of Light, they might have poor eyesight. They might also live in a dark place and not really get a lot of sun. Adding on to the fact that Pages tend to try and overcompensate, this one is likely the type to spend hours in the sun to try and get a tan, only to get badly burned in the process. This Page could also be exceptionally unlucky and try to fix it by carrying around as many lucky charms as possible.
The Page of Light, like all other Pages, is going to have a very slow growth process. However, if they can unlock their potential, they will become extremely powerful. In the case of the Page of Light, they’re going to go on a quest to discover truth and meaning. This could go badly if they have someone constantly influencing their perception and how they analyze things, as well as what they do with the information they discover. Some independence would help this Page; when they’re alone, not influenced by what other people find important, it will be easier for them to see it themselves. They learn how to analyze information properly and utilize it for the best strategies. Additionally, they’ll be able to get more attention and start using it to their advantage. At first, their teammates might not trust the information this Page gives them, seeing as their insights are usually flawed. But if they can learn to take a chance, they might find that it’ll pay off-- which will also give the Page more attention and boost their confidence.
A god tiered Page of Light who has fully developed will be an excellent teammate to have! They have a much better grasp on their idea of truth as well as how to analyze and apply information. They can also understand other people’s perspectives and therefore be a decent advice-giver when it comes to pointing others to success. If the session hasn’t been completed at this point, they’re the right person to direct it. This Page also thrives in the limelight-- and combining their excellent advice, this is a good player to have. Not only can they strategize, but their teammates actually listen to them!
After they ascend (and if they’ve gone through the proper development), the Page of Light will be extremely powerful. They can utilize/exploit Light and utilize/exploit through Light. First would be luck. That doesn’t sound like too much at first, but think about it. When an enemy comes at them with a knife, this Page just happens to dodge at the perfect moment, and the enemy stabs one of their own comrades instead. The Page also just happens to aim every single shot perfectly, all the time. There are more ways, but needless to say this would make this Page very hard to defeat-- and we haven’t even gotten to their other powers yet! Utilizing Light in its most literal sense would also involve, well, light. A more passive version would be a light distraction like a brief flash. They can also shoot beams of blinding light into their enemies’ eyes, temporarily (or permanently) blinding them. (This could also have the amusing effect of a ‘spiritual illumination,’ i.e. an existential crisis.) This could also cause minor or major burns. Maybe they can microwave stuff with it, too. This power includes utilizing the light already around them-- if it’s daytime, fighting this Page is a bad idea. The Page themself could have a move where they give off an aura of blinding light-- this incorporates both the literal Light power as well as their proficiency for being in the spotlight. Speaking of which, this Page could activate a more subtle power: a particularly distracting presence. Enemies can’t tear their eyes off this Page, who gives off a vibe of being incredibly well-spoken (not charismatic, necessarily, but their words flow very smoothly despite their vocabulary being complex) until it is too late.
Oh! And relating back to that aura of Light I mentioned, they could use this in another subtle way: spreading information. When you speak with this Page, their words are easy to understand, and you feel more intelligent just being in their presence. And though they might not communicate everything in words, you can feel the information and analysis almost transferring to your brain. So basically, this:

A powerful Page could use this on friends and foes alike. A more direct method would be for this Page to touch a teammate (perhaps by having the teammate close their eyes, and the Page gently lays a finger on their eyelids, since the eyes represent Light?) and communicate the information without any words. However, foes would be infected with unfathomable horrors beyond words in some kind of horrifying Lovecraft-esque way. Which brings me to my next point: Would the Page of Light be able to communicate with and understand the horrorterrors without some sort of mind break? I think so. Feferi was able to communicate with them (and even persuade them to make the dream bubbles), likely as a result of her time with G'lbgolyb, Emissary to the Horrorterrors. So I think that this Page would have the information needed to speak with them, once fully developed, of course. If this Page tries to talk to them prior to that… I don’t think it’ll end well.
As for a land for the Page of Light, I recommend the Land of Mirrors and Libraries. LOMAL is a land shrouded in darkness; the ancient oak trees, once rumored to whisper secrets of old, have shriveled in the endless night. As a result of the constant darkness, the consorts can barely read their books and only have fractions of the knowledge they once possessed. They can give hints to the Page of Light, who can rearrange the mirrors around the planet to reflect the moonlight into the libraries instead. Once they do so and can understand the information in the books, they will know how to bring back the sun, which will rejuvenate the whispering trees.
As for a strife specibus, Pages have used weapons that are obviously, well, weapons (lance, pistols) while Light players tend to have ordinary objects that double as weapons (2xneedlekind, dicekind). That’s kind of a catch-22, so I’ll list options for both. The Page of Light might use a magnifying glass that is actually defunct (though they don’t know it) or maybe a tarot deck that works for both being slammed over enemies’ heads and the Page’s overanalytic tendencies. On the other hand, an actual weapon for this Page could be a ray gun. Maybe they *think* it works because they read that microwave beams are harmful, but the weapon actually does jack squat at first, only becoming more potent with alchemizing it with other weapons.
Requested by @probablynotcollin ! Thanks for requesting; I hope you found this helpful.
#page of light#page class#light aspect#classpect#classpect analysis#godtier#godtier analysis#homestuck#hs#this took FOREVER im sorry!!
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could you do a relationship analysis between a dersite thief of rage who has god tiered and a prospitian sylph of mind who has god tiered?
(A quick note: When you say Dersite and Prospitian, I’m not sure if you mean the specific groups of carapacians or if you’re talking about a Derse dreamer and a Prospit dreamer. Nevertheless I tried to incorporate Derse and Prospit stuff into this analysis. Sorry if this isn’t what you wanted :,) )
Alright, so let me start with a quick analysis of each so we have a better understanding of their personalities. Because they have both godtiered, I’m going to assume that they are at least partially developed.
The Thief of Rage… Oh boy. They like to make themself look threatening and dangerous so people will be intimidated by them. That’s how they try to stay confident. They’re something of a bully, something of a conspiracy theorist, and something of a ‘fight the power!’ kind of individual, dedicated to stealing what Rage they can in order to feel safe. By sitting on a throne of skepticism and frustrations, becoming an object of others’ fear and anger, they are not only the center of attention but also a force to be reckoned with. Since this Thief has godtiered, they have likely at least partially gone through some character development. This means that they aren’t stealing as much Rage, therefore allowing others to be skeptical and have their own fears, as well as this resulting in the Thief looking like more of a normal person as opposed to someone to be feared. (Full analysis is here if you want more info.) Adding in the factor of Derse, this gives us the insight that this Thief is a skeptic with a tendency to not trust others and hide their shortcomings. This is already true for the Thief of Rage in general, but now we find it more heavily emphasized.
The Sylph of Mind, on the other hand, informs their teammates about their aspect. Mind includes logic, judgement, false faces/outer self, and planning. They try to make their whole team smarter by informing them on the logical decision for any situation, but these so-called helpful suggestions can end up with them becoming far too meddlesome, even though they have good intentions. Definitely a talker as well as the mom friend. They plan things out for the group and tend to think with facts instead of feelings. If this Sylph of Mind is at least somewhat developed, they will have an idea of when to act out and when to leave things as they are, all without overexerting themself. (This already comes more naturally to them than other Sylphs, though, since they’re a Mind player.) Adding in the factor of Prospit, this gives us the insight that this Sylph is flexible and prone to seeing multiple ways to do things. Additionally, this Sylph may solve their problems creatively in addition to their logic.
Now let’s see how the two of them will interact. The Thief of Rage tries to make themself look intimidating. They want power and attention. And the Sylph, if they decide that the Thief is worth meddling over (which they probably will), will look into the Thief’s motives and try to understand why they act in a generally illogical manner. (If they choose to not do so, the two will likely have a negative relationship or even a possible kismesis. They do not bother to understand each other in that case, leading to the Thief goading on the Sylph using fear, and the Sylph not understanding the Thief and becoming frustrated as a result). The Sylph will not find it difficult to examine the Thief’s psyche if they choose to do so. They are well-versed in dealing with false faces, and this Thief seems to be wearing one constantly, considering how they manipulate others and make people fear them in order to have attention and control. Keep in mind that this Sylph wants to help people, so they’d probably try and reach out to the Thief in an effort to help them– after all, Sylphs are all about healing! If the Sylph utilizes a combination of their planning, their creativity (Prospit dreamer), and pure patience, they can get closer to the Thief and understand how they work. Since this Sylph is fairly logical I’d consider this a likely possibility; the Thief does not scare the Sylph like they do with other people, since this Sylph trusts in logic more than their feelings, so they’d be able to get close without getting scared and running off.
A healthy (or at least healthy-ish) Thief of Rage will eventually, though hesitantly, let the Sylph in to help them heal. This Sylph is excellent with healing people who have suffered traumatic experiences, which the Thief likely has considering their ultimately bleak view of the world and themself. Additionally, The Sylph helps the Thief to understand the consequences of their often destructive actions so that they feel guilt for it and learn to become a better person. As for the Thief, it may not seem like it, but they can benefit the Sylph, too. This Sylph is so used to following logic and the ‘best’ path, but the Thief’s skepticism opens up new thoughts and realizations for the Sylph, helping them to question whether or not their own core logic is truly ‘right.’ They can help the Sylph to let loose, occasionally straying from the path of rational thinking in favor of finally acknowledging any burning rage or fear they might have pent up in themself. So this means that these two could end up in a pale or red relationship.
I hope this helps! Sorry about how late this is ^^;
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What's your take on the Heir of Space? I'd love to know!
Classpect Analysis: Heir of Space
Active or Passive: Passive
What they do: Heirs allow the manipulation of their aspect or allow manipulation through their aspect. Space is the aspect of beginnings/creation, creativity/art, randomness/variety, process, femininity (& fashion), passiveness, organisms, science (biology, chemistry, physics), space in terms of galaxies & universes, and space in terms of where you are (location) and what’s around you (matter).
Active equivalent: Witch of Space (Jade Harley)
Inverse: Mage of Time
The Heir of Space is someone who starts out passively embodying their aspect and having an abundance of it, often without realizing it. Regardless of whether or not they know it, their aspect protects them. One example would be if this Heir might be naturally live far from others, but this protects them since their neighbors are dangerous people.
With the Heir of Space you get an abundance of creativity. They come up with ideas for any kind of artistic expression and go with them on a whim, changing from one to the other very quickly. They might even recycle their old ideas into their newer projects to make something bigger and better. It’s likely that they have an interest in gardening, fashion design, or some type of artistic expression. In fact, they’re probably interested in many of these activities, since they are prone to shake things up so they have some variety. They’re very quirky and random, not really controlled by a schedule, and have sudden fits of motivation for a new piece or project. They aren’t great at finishing any of their projects, but they enjoy going through the procedure of planning them and just having some fun with them. They might also have some frogs as pets or even wear some galaxy-print clothing.
This Heir might be literally ‘spacey’ in that they have a low attention span and tend to drift into their own daydreams. They could be distant from others because of this. They also often take things as they come instead of worrying about it. Even if they mess up during one of their artistic projects and end up screwing up the whole thing, they can laugh it off and see it as a learning experience, because they see the process as more important than the product.
This Heir may also have an interest in science– physics, chemistry, biology, or even some whack kind of alchemy would be a good fit for them. (Though there is a likelihood they’ll be adept when it comes to genetics, considering their role in the game.) Relating back to what I said earlier about them being able to laugh things off, they’re definitely like that with scientific experiments, too. If something blows up in their face, they don’t care too much. This Heir views the learning process as more important. They might have a journal full of all their discoveries, along with creative– if sometimes unreasonable– theories about what these discoveries mean.
The Heir of Space needs to learn how to take hold of their aspect and consciously use/embody it. Since this is the Space player we’re talking about, this Heir will be breeding the Genesis Frog, a task that won’t be difficult for them. As long as they have a Knight to keep them protected and on track (seeing how this Heir has a habit of not finishing their creative projects), they should be good to go. They should not become overconfident as a result of their powers, and they must be careful not to become too loose on the process of creating the Genesis Frog, since a mistake could very well lead to some fatal consequences. And as they continue in the game, a (healthy) Heir of Space will be less inactive (though still pretty space-y), often reacting to things that happen in the moment and taking the game in stride.
The Heir of Space allows manipulation of Space or manipulation through Space. Unlike their active counterpart (Witch of Space, Jade Harley), who exerts her will so Space will do as she forces it to, this Heir uses their aspect more intuitively and naturally. The Heir of Space allows manipulation of Space, which includes teleporting, growing, and shrinking objects around them to fit the situation. This might show up in a more subtle way, too: everywhere they leap and turn during battle, the places they land and jump off adjust in size and place accordingly so they’re perfectly balanced (but these things transform back to regular size once the Heir has no use for them, unlike a Witch, who does more Space rule-breaking); this is more of an intuitive way that Space protects this Heir.
Space protects this Heir in other ways, too (often via changes in the physical properties of matter). They can teleport to various unoccupied spaces in the blink of an eye. They might even unconsciously do this, like if an enemy is charging at them and they don’t notice, poof! They’ve teleported ten feet away all of a sudden. This power might be bewildering for the Heir at first, but since they’re the type to go with the flow, they’ll probably get used to it very quickly, and once they’re at full power they’ll be able to teleport both with and without conscious effort. And then there’s their growing/shrinking powers, which they can use on themself just like Ant-Man. This will be an unconscious power at first, with this Heir suddenly shrinking to dodge attacks or growing to become more powerful. (Though they are more likely to be shrinking as opposed to growing in the earlier stages of their powers, since I imagine it would take less effort.) But they learn to actively harness that too and use it to their advantage in battle. The Heir of Space might also be able to change their density so that they suddenly become very heavy, making them harder to throw, or light and airy, which helps them jump higher. This can help to determine how quick or slow they are as well. Additionally, the Heir of Space can use their powers to become an amorphous blob. I’m not kidding. Besides changing size, they can change shape, shifting their very cells and framework around so they can dodge objects and enemies. At first it might just be their arm or face warping out of shape in order to get out of the way of something, like this example from the webcomic Paranatural:

But just as they will with their other abilities, the Heir of Space will eventually harness this ability in a conscious way and be able to twist themself out of harm’s way. Besides making them difficult to injure, it’ll also scare the crap out of their enemies.
At first, the Heir of Space unconsciously using their growing/shrinking, teleporting self and objects, shape-shifting, and density shifting will be more confusing to enemies than anything, and the Heir won’t have much idea what they’re doing, instead just letting stuff fly around them and going “Oh, okay. This is happening. Guess I’ll roll with it.” But once they can fully and consciously harness these powers, they can use them to a much greater extent, so they’ll not only be very disorienting to fight, but also very difficult to hit!
Furthermore, the Heir of Space allows manipulation through Space, which includes what I call a ‘gene scramble.’ This Heir’s powers encompass a lot of science-y stuff, considering physics (ex. density shifting) and chemistry (ex. rearranging their atoms). But for biology, they might be able to reach out and shift around the genes of creatures around them, essentially rendering their enemies’ very DNA useless, causing their system to go haywire. How utterly terrifying! It’s likely they can’t tweak very specific genes in a very permanent manner like a Witch can; it’s more like they send a general static shock or ‘gene glitch’ through an enemy.
Heirs also tend to inherit/embody/’become’ their aspect in some sense, so the Genesis Frog they create will likely be more suited to their tastes than that of the other players, though they didn’t plan it to end up that way. You might be thinking: If the Heir can become their aspect to some extent, can they become the Genesis Frog itself? And this is a question I find very difficult to answer. Perhaps an incredibly powerful and fully realized Heir of Space could embody the Genesis Frog to some in a larger extent. (In an especially cruel twist, if the Genesis Frog becomes mutated or dies somehow, the Heir could essentially sacrifice themself by becoming the new universe.) But in a smaller way, the Heir of Space could ‘become’ the Genesis Frog by having a large avatar of the Frog appear around them as a sort of protective shield. Kind of like a giant anime mecha suit, except, well, it’s a frog. Regardless of their power level at the end of the game, though, this Heir will likely have a powerful tie to the Genesis Frog and perhaps even be in tune with its state of being. For example, their teleportation powers are likely strengthened in the new universe they create, since they’re much more familiar with it as a result of their connection with the Frog.
As for a land for the Heir of Space, I suggest the Land of Stars and Frogs. The shining and seemingly bottomless ponds on this planet that the frogs swim in are filled with gleaming stars. The sky is always dark because the denizen knocked all the stars from the sky, and now the frogs stay in the ponds, terrified that the denizen will steal the stars from the ponds too if they leave them. At first the stars seem useless, appearing to be nothing more than shining rocks. But if the Heir can learn to unlock their power with careful practice and concentration, they can send the stars back into the sky, thus allowing the frogs to come back out.
As for weapons, we’ve seen varied weapons for Heirs (hammer, bow & arrow, psiionics) and typically more flashy weapons for Space players (rifle, lipstick chainsaw). The Heir of Space is pretty laid-back, so their weapon might be an everyday object, with their interest in science, gardening, and/or art might playing into it. Paintbrushes, paint knives, pens, any chemistry equipment, a shovel… Go wild. As they continue with their session, they could upgrade to more powerful weapons, especially ones that are effective both upsized and downsized. (Think of John’s Zillyhoo.)
In conclusion, the Heir of Space is an interesting classpect with the potential to become incredibly powerful and nearly unkillable thanks to their powers. Thanks for reading!
I’m so sorry this took so long. I’ve been incredibly busy with schoolwork and the like ^^; nevertheless I hope this was helpful!
#heir of space#heir class#space aspect#classpect#classpect analysis#godtier#godtier analysis#homestuck#hs
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Slyph of time?
Classpect Analysis: Sylph of Time
Active or Passive: Passive
What they do: Sylphs allow the creation of their aspect or allow creation through their aspect. Time is the aspect of masculinity, endings, repetitiveness/rhythm, mechanisms, timelines (and literal time), and death/mortality.
Active equivalent: Maid of Time (Aradia Megido)
Inverse: Prince of Space
Sylphs often inform others about their aspect as well as their opinion/role in using it; they have an intuitive, natural sense for it. So the Sylph of Time would likely be a very punctual person, perhaps to the point of having a set routine for what they do in order to accomplish their goals and meet any deadlines they have. It’s likely they help their friends with the upkeep of time as well, seeing how Sylphs tend to be meddlesome. They’re usually wearing some kind of time-keeping device (wristwatch, a pocket watch, a timer, or even a little hourglass– and adding on to the fact that Time can represent machinery in contrast to Space representing organic matter, this Sylph might have a steampunk vibe going on with a lot of gears and cogs!). They also have a lot of personal thoughts on the nature of Time itself, constantly considering the nature of patterns they see and endings themselves as well as the ideas of time travel and paradoxes.
As far as more literal representations of Time, this Sylph is likely a fan of music and might even use it in tandem with their set routine. This might involve having all sorts of playlists for set times, such as studying, hanging out with friends, and getting ready in the morning. Adding on to this, they may have calculated the length of their playlists to work with specific moments. For example, this Sylph’s morning playlist goes off at 6:00 a.m. They know that they need to be completing a certain activity (like brushing their teeth or doing their makeup) by the time a certain song begins to play; this helps them to never run late. It’s likely that they sing along, hum along, or tap their foot to the tune of their playlists, too. Adding on to the musical part of this aspect, this Sylph probably participates in a music-related activity (singing in a chorus or a band; playing an instrument in a marching band, an orchestra, or by themself; dancing) and takes great joy in it. They might even try to create their own pieces of music, inventing their own rhythm and tune as they see fit based upon their music taste. Additionally, they might have an interest in archaeology or history, possessing a fondness for things of the past (they might even be nostalgic their childhood or a specific period in time like the 80’s) as well as an uncanny memory. They might also be fascinated with the ultimate end (i.e., the apocalypse) like Aradia is.
As they progress, the Sylph of Time might start to get too meddlesome or not meddlesome enough with their teammates. Seeing how they have a nature for being inquisitive and trying to fix things, it’s likely they’d rapidly improve with timeline upkeep as opposed to other players. However, this could lead to the Sylph stressing themself out. As the Time player, they already have enough pressure on their shoulders, but this combined with their meddlesome nature and their punctuality might lead to some strain. They feel like they have to fix everything and do it quickly, leading to a thought process along the lines of: “I have to do this, then this, and this and that and this, and oh God there’s so much to do but I don’t want to fail! I have to fix it!” This might lead to some more complicated time shenanigans; as long as they manage to make the end result occur, the journey to it won’t matter. This would lead to not only an unhealthy mindset for the Sylph but also the potential of some seriously bad (but accidental) paradoxes. Adding on to this, this change in attitude to ‘goal before planning’ could lead to them becoming impulsive and jumping into things before thinking them through, or even being ruthless to their fellow players in order to be able to achieve their goals. If this Sylph is overstressed and underappreciated, they will become a malevolent player that will be difficult to control.
And then there’s the matter of the Sylph of Time’s fellow players. This Sylph would likely try their hardest to help their teammates to achieve a goal and would likely attempt to create as much Time as possible so that the team will have not only more timeline opportunities to succeed, but they’d also have a larger allotment of time to complete the breeding of the Genesis Frog. They also might put their meddling skills to use and create endings where they know they are necessary; if a Doom player can help them to come to terms with this, the Sylph will be better equipped for this kind of business. They need to learn when to put their abilities to use and when to stop meddling– for both their sake and the sake of their teammates, since it will definitely make a difference in the session. Sometimes, this Sylph cannot fix every mistake, regardless of if they think they can.
After they godtier (and if they’ve developed properly), the Sylph of Time knows when to interfere and when to allow things to play out, all without overstressing themself.. They have the ability to allow creation through Time (or heal through Time). Healing through Time would involve the healing of wounds. This Sylph might start out by enclosing the wound in a time bubble. They won’t be able to heal it, but it cannot become any worse. Then they have two options: either rewinding the wounded section to a point when it was fine, or creating enough Time within the time bubble to the point where the wound heals. This would require more effort for a more severe injury, such as a broken bone, and (for the latter healing option) the thought of having your arm bone or leg bone being aged six months older than the rest of your body is a little weird… But hey, it works. And these time bubble can be used on enemies. Because the Sylph is a healer, it’s more likely they’d use the earlier powers I mentioned, but time bubbles can be used to freeze someone (like Aradia did with Bec Noir) or trap them in a time loop (though this is more likely used with the Sylph’s teammates to give them time to heal or just chill).
Healing (or passively creating) through Time itself can be more complicated. This Sylph can heal through Time (or allow creation through Time) in terms of timelines. Seeing how this Sylph is a planner, they can track down the exact point when something went wrong in the timeline and get it back into shape in order to prevent everything going haywire. This will increase the likelihood of their particular timeline being the alpha timeline if they can fix everyone’s major screw-ups with some backtracking. What I’m saying is that the Sylph of Time is one of the most helpful Time players you can have. You’d be hard-pressed to find an equal when it comes to timeline management.
Because Aradia was of the active creation class, saying that the Sylph can create/summon doomed versions of themself to fight in battle might be kind of a stretch. However, they might be able to do so for more defensive purposes, such as helping their teammates, as opposed to battle. So maybe the Sylph of Time can summon up doomed version of themself to act as healers in the midst of battle, like one giant support system. And then there’s the matter of Time representing endings; by creating an end to a timeline, a powerful enough Sylph will be able to doom it altogether, thus increasing the odds of their own timeline being the alpha one. (Creating Time via endings can also relate to making an enemy decay in a time bubble, which is terrifying, but it works!) It’s important for this Sylph to understand that they cannot always fix everything, and this power will help them come to terms with such.
As for a land for the Sylph of Time, I suggest the Land of Gears and Streams. LOGAS is a land with an absence of rhythm; the gears sticking from the surface thump and clank in an irregular pattern, sending the water coursing through the land into the wrong areas, leaving some flooded and others parched. The Sylph must learn when to intervene and when not to, utilizing their organization/planning skills and eventual time travel abilities in order to set the gears back into order and create the correct rhythm for the land to thrive!
We don’t know much about weapons for Sylphs (chainsaw, knife?). As for Time players, we have seen a variety of weapons (sword, whip, needles?). So it’s hard for me to determine a weapon right now based on that alone, so what I recommend is a good old melee weapon with a twist: a pocket watch consisting of a link of chain with a clock at the end, and maybe a handle at the other if that’s their kind of thing. Sort of like a medieval flail! It can be used for smacking someone over the head with the watch, or if the Sylph just needs to resolve a minor conflict, they can tangle someone up in the chain.
In conclusion, the Sylph of Time is an interesting support role with a lot of potential for cool powers and an intriguing character arc. Thank you for reading! Sorry this took so long ;_;
#sylph of time#sylph class#time aspect#classpect#classpect analysis#godtier#godtier analysis#homestuck#hs
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My apologies to everyone who’s sent in a request but hasn’t had it answered yet. I’ve been absolutely bogged down with schoolwork and haven’t had time to finish any requests, but I hope to make some posts this week! Thank you all for your patience!
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Could you analyze a bard of breath? Thank you in advance! 'u'
Classpect Analysis: Bard of Breath
Active or Passive: Passive
What they do: Bards allow the destruction of their aspect or allow destruction through their aspect. Breath is the aspect of freedom/flexibility, confidence, airiness/disconnection/detachedness, wind/flight/travel/wings, and options/differences.
Active equivalent: Prince of Breath
Inverse: Maid of Blood
A Bard of Breath would start off acting like a Blood player. The opposite aspect of Breath is Blood, which represents bonds, relationships, obligations/commitment, camaraderie/loyalty, and stubbornness/inflexibility. So this Bard would be a very stubborn person. They’re not quite like the Prince of Breath, who is about as flexible as a brick wall, but it’s more like you can’t really win with them. If you bring up another option or difference, the Bard will be like, “Nope. Nuh-uh. It’s always like this.” But despite this, they’re probably good at networking themself into all sorts of friend groups. They know everyone. Bards often have a carefree, almost cowardly sort of personality, but the commitment abilities of a Blood player would lend themself well to this Bard, creating a laid-back but reliable friend. Definitely not a leader, but they’re someone everyone knows.
Those qualities may sound somewhat healthy, but when you get into the meat of it, you realize it’s not a very ideal personality type. Seeing as this Bard dodges away from flexibility and choice, they likely stick to one option over all else and freak out whenever things go wrong. They might be extremely reliant on their friends for what they should do, and they might be the clingy type, sticking to their friends like Velcro as sort of a safety net. This might lead to them trying to keep all their friends together, because if they start to split, who will they have left to cling to? They also prefer routine over not having a set plan, and considering their stubborn nature, they might be very restrictive of other possibilities when it comes to their schedule. This Bard takes on a great deal of responsibility/obligation in the hope that they will be able to control everything and keep it from swerving off course.
In the beginning of their journey, the Bard of Breath will be dodging away from their aspect. They might have a few dreams or thoughts of freedom, but they consider these to be nothing more than figments of imagination, or even consider them dangerous. They consider detaching themself from certain situations in order to give themself independence, but this Bard is so scared of being alone and independent that they will continue to have a firm grip on their friends. They are chained down by every relationship and obligation in their life, constantly privy to the fact that destroying one link in the chain will screw up everything else. They might even be afraid of heights. I see the Bard of Breath as someone who, if gravity switched off, would cling to the ground for dear life, terrified of falling into free space.
Bards do start out acting like players of the opposite aspect, but once they have a sort of collapse in their life, they actively pursue their aspect, trying to take in as much as possible. The Bard of Breath will probably collapse under all their responsibilities and bonds. There will come a time when it’s all too much, and the Bard will say, “You know what, I can’t do it anymore! Screw this! I’m leaving!” And by leaving, I mean that they cease to care. They drift away from it all, isolating themself by withdrawing from every friendship and relationship they have. Their increased concern about micromanaging everything transforms into a sudden apathy, like they’re distancing themself from what their life once was. This Bard will be going off on their own whims and doing whatever instead of sticking to one set path or what their friends think. They are indifferent to the consequences of their actions and will instead just try everything in an attempt to explore the fun and freedom they possess.
The Bard eventually creates a sort of balance by destroying their aspect, intuitively learning “how much is too much?” A healthy Bard of Breath will have detached themself from some of their commitments and obligations, but not too many. They will have also learned how to be confident and make their own decisions without constant input from others, but they’ll know to take others’ advice into account, too. They’d be able to allow destruction through Breath. Literally speaking, this could involve wind, like they just ride the breeze around all day and allow it to destroy whatever’s in their path. Maybe they could power the winds up or down depending on the situation, allowing them to do anything from just floating around to sitting in the middle of a tornado. So this Bard definitely has options. (Another player yells “This b*tch empty!”, and the Bard catapults themself from the sky, yelling “YEET”.) Destruction through Breath could also involve using the freedom available in order to screw up everything. They’re probably not a master planner like a Mind player, but they definitely know where to find opportunities and use them for mass destructive potential. And lastly, destroying through motivation could involve pointing towards a very destructive option (“If all your friends jumped off a cliff, would you?”). They’d make it seem fun and an example of freedom, but in reality it would be a reckless dive at destruction.
The Bard allows the destruction of Breath itself. In a literal manner, they can destroy the wind, or even the air everyone breathes. While they sit in their mini tornado all nice and relaxed, the enemies are having the air literally sucked up from their lungs. Yikes. In a more metaphorical sense, they could destroy freedom and choices, which could keep the team together if used properly. On the other hand, it could obliterate someone’s options, one by one, until they are trapped with only one way (or no way) out. (Sort of like the horror movie Saw.)
And now onto something kind of dark: An unhealthy Bard of Breath could become so detached that all their friendships and commitments wilt and fall apart in their absence, and by the time they even consider balancing out their life, they will have nothing left to convince them to return. Bards tend to be wild cards so this scenario could go very, very badly, considering how they’d be extremely confident, reckless, and virtually unbothered by the consequences. Their impulses would be extremely detrimental to the team, and their powers of destroying choices, motivation, and freedom would basically ruin the session by turning it into a standstill where no one can advance and no one even wants to. So good luck dealing with that, I guess.
As for a land for the Bard of Breath, I suggest the Land of Links and Levers. The floating islands of LOLAL are held down by a series of gigantic chain links. This has led to a great deal of stability and order, though the consorts have little freedom to travel or dream. But the denizen has brought strange levers upon the planet that, when flipped, will detach some of the links depending on the sequence. The levers are scattered throughout the land and, if too many are links are severed too close to the top, the islands will become too light and float off into the sky to the point where they can never be retrieved. The Bard of Breath must learn to balance between too many chains, to the point where the consorts are confined to the ground, and too few chains, to the point where the consorts are all isolated on their little islands.
We don’t know much about the weapons for Bards apart from Gamzee’s clubs. Breath players have often had medieval weapons (hammer, lance). Since a Bard of Heart would start out acting like a Blood player, though, they might have some kind of sharp weapon, maybe? I would say it should be something reasonable and reliable at first, like a plain old knife. But once this Bard has their crisis, they try out all sorts of wacky weapons until they find one they like.
Here’s an example that will make you all think I’ve lost my grip on logic, but hear me out: Dobby from /Harry Potter/ is a potential Bard of Breath. He starts out with the characteristic of a Blood player; he is under the constant responsibility of his masters. One might even say he is bound to them. He even offers Harry advice despite the fact that his own life is a mess (major Blood player characteristic). But once he has his ‘crisis,’ that being him receiving the sock that grants him freedom, Dobby has a sudden influx of Breath (freedom!) in his life. However, he manages to balance it with the right amount of Blood; he uses his newfound freedom to help advocate for other house-elves, and of course, he still feels a great obligation to assist Harry Potter. Bards are also super unpredictable which definitely describes Dobby.
Overall, an interesting classpect capable of some cool stuff. Thanks for reading!
#bard of breath#bard class#breath aspect#classpect#classpect analys#godtier#godtier analysis#homestuck#hs
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aaAa;;!! I kept rambling to my friend about your blog and she asked for one if you don't mind ;;!! Knight of Space for Land of Glass and Mutation :'^)
Sure thing! And hjshdfkj thank you, I’m glad you like my blog!! ^^
Land Analysis - Knight of Space
Your land is the Land of Glass and Mutation.
This land tells a story without words; it appears it was once civil, based on the mysterious temples around, but they are covered with vines and lichen. The only sign of civilization in the temples is the stained glass windows that decorate them. The glass windows are beautiful, but the consorts hiding in the bushes will warn you to not approach them…
LOGAM is a forest land with a thriving ecosystem, though the bright sun will seem to be a detriment to the wildlife the longer you observe them. Paths in the forest lead to and from the abandoned temples, which the frogs tend to hide in, fearing that their uniquely wretched appearances will be seen by the consorts.
This land was once a peaceful place where the consorts and frogs lived in harmony. They built up their stone temples and created the mosaics with the help of the Forge, which was still lit at the time. However, the denizen Echidna decided that the land needed more variety in order to make it interesting. So she stole most of the stars from the sky and hid them away, deep below the earth, in order to prevent the night. The remaining stars fell into the depths of the Forge and clogged it. Now all that remains in the sun, which bores down on the land, gradually overexposing LOGAM to too much sun and killing the wildlife. The glass windows were melted and warped by the sun, their once-beautiful visages transformed into unrecognizable figures. Additionally, the sunlight has gone through the warped glass windows and hit the frogs, who spent much of their time in the temples. This caused some of them to become strangely mutated.
The consorts are blue anoles. They are not terribly smart, but they are friendly and will lead you around the woods to the various temples. Some of them will try to explain what the glass mosaics in the temple windows used to mean before they were melted, but the basic language the anoles use can often be difficult to understand.
You, the Knight of Space, must first light the Forge in order to breed the Genesis Frog and release some of the trapped stars. Only then can you properly breed the Frog by utilizing the mutations of the frogs in a way that will work well together, which will create a much more healthy end product. You can find the remaining stars by following a fallen star to a forgotten crypt, which may reveal some of the secrets to solving LOGAM’s mysterious glass mosaic problem.
Some locations in this land will lead to turning points or clues for completing your land quest. These places include:
The Forge
The consorts claim that the stained glass windows were once created and modified in the volcano, but it went dormant long ago. You can go through a series of mosaic puzzles and a hedge maze in order to discover the way to activate the Forge, which is essential for not only breeding the Genesis Frog but also for releasing a few stars that were once trapped inside. One of the stars, once shot out, will fly in a wide arc and lead you to the Starlight Crypt.
Starlight Crypt
You can also travel to a crypt that lies beneath a temple by following the path of the fallen star. The carved drawings inside the crypt tell a story of how the consorts and frogs have suffered under the tyranny of the denizen. There are also multiple glass mosaics, which have been untainted by the sunlight and may therefore be the key to properly utilizing and fixing the glass windows on the surface. After solving multiple mosaic puzzles and battling the underlings trapped beneath, you can find the remaining stars and release them into the sky, which will bring the night back to LOGAM.
Land Theme: I wanted something with an adventure-y type feel, so I chose this track. The title fits well, too.
Thanks for the request! This land was pretty fun to design. However, I do have a few extra notes.
There is debate over whether or not a Knight of Space is plausible for two reasons: 1; the Space player usually has a Knight to assist them, and 2; Knights represent something the session lacks, so would this Knight’s session even be able to produce the Genesis Frog at all? My answer is that I think this is possible, because there are clearly people who fit the bill for the Knight of Space! I think that the Genesis Frog would just end up being smaller, and there would be fewer frogs to find and breed. Because the Knight has the pressure of breeding the Frog without any help, all while trying to protect their teammates, a decrease in the number of frogs would help to balance the scales a little.
The second note I have is on the name of this land. From what we’ve seen in canon, Space players have typically had the word ‘Frogs’ in their land title. So if you want to stick to that pattern, I would recommend one of the words in LOGAM get swapped out for Frogs. However, if you’d prefer to keep it the way it is (and that’s cool, I mean, it’s your land!) I think an adequate explanation might be that the Knight of Space has fewer frogs than the typical Space player, and as a result they didn’t make it into the title.
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Mage of Heart? Thanks!
Classpect Analysis - Mage of Heart (Meulin Leijon)
Active or Passive: Active
What they do: Mages understand their aspect, often by suffering through it. Heart is the aspect of self (the soul), personality, bias, emotion, standing out, and passion.
Passive equivalent: Seer of Heart
Inverse: Heir of Mind
Seers tend to learn about their aspect through second-hand accounts and in symbolic ways. Mages, on the other hand, directly learn from (and suffer from) their aspect. That way, when worst comes to worst, they can jump in and say, “I know all about this, let me handle it!” whereas a Seer would advise their teammates on the situation.
A Mage of Heart could suffer from Heart in a variety of ways. This is honestly a kind of tragic title since Heart often represents the self. So this Mage would likely get some backlash as a result of their personality or uniqueness. They stand out in some way instead of blending in; this might make them a target for bullying. Because they suffer from themself, essentially, they might be extremely self-deprecating and make jokes about themself a lot. On the flip side, they might be completely narcissistic and absorbed in only their own feelings, completely consumed by themself. There is also the matter of ‘splinters’ when it comes to Heart players; maybe this Mage gets attacked by their own splinters, like if they made a robot of themself and it attacked/annoyed them (cough, cough– Dirk), or maybe they have an alternate passion for roleplay or cosplaying and get attacked by others for it.
Heart is also the aspect of passion and feelings. The Mage of Heart is likely outspoken about their personal biases and has suffered as a result. They care about a lot of things and people, maybe too many, and it affects them in an unhealthy way. They are a person who feels deeply and allows their emotions to guide their decisions. Heart can represent impulse (as opposed to Mind and planning), so their emotion-based decisions combined with a lack of forethought will make for someone who isn’t the best at planning anything out, at all. The turbulent emotions this Mage has might also manifest in the form of extreme mood swings that leave them cheerful one moment and mournful the next. Consequently, they could be the type to fly off the handle in a passionate rant or just straight up sob whenever certain things happen.
Another thing Heart can represent is romantic feelings and pursuits. This Mage is definitely out of luck when it comes to love…ouch. They might be a hopeless flirt who gets turned down every time. On the flip side, maybe they’ve only experienced one or two romantic relationships, but they have ended in disaster and a lot of gut-wrenching emotions for the Mage. It’s likely that these relationships were abusive and emotionally manipulative. The Mage of Heart is pretty likely to get manipulated in general by people who play on their sympathies.
One last note: We’ve seen our two canon Mages lose a sense (Sollux, seeing; Meulin, hearing) at the hands of someone else, though it loops back to their aspect in some way. Just because this is a Mage of Heart we’re talking about doesn’t mean they have to lose their hearing like Meulin did, but keep in mind that they’re likely to lose one of their senses in general.
As the Mage of Heart progresses, they learn from their experiences with their aspect and apply it to their life as well as the lives of others. They learn their own identity through and through and can therefore help their teammates discover their true selves and feelings as a result. In order to reach this sense of satisfaction with their identity and emotions, this Mage will probably need to do a lot of introspection. They’ll also learn from their mistakes with romantic endeavors and learn what defines a healthy relationship, which will make this Mage an expert shipper. Another concept this Mage must learn about is impulse and how they cannot always allow it to drive them, but it can be very useful, as well as passion. And finally, they’ll understand bias in individuals and what makes them partial to certain things.
For a land for the Mage of Heart, I suggest the Land of Hats and Cacti (or Cactuses, whatever you prefer). LOHAC is a desert world made up of pink sand and giant cacti. The consorts each tend to their own grove of cacti and care for them in a unique way, resulting in cacti that all look very unique. However, the consorts are all afraid that the other consorts will judge them and their creations, so they all wear large cowboy hats in order to hide their identities. The Mage of Heart must learn about the consorts’ emotions, biases in the way they tend to their cacti, and true identities. In the process, this Mage will learn to understand themself and their emotions and bias. Only then will they be able to help all the consorts take off their hats and feel comfortable with their true selves.
The Mage is an active class; however, it is one of the knowledge/understanding classes (besides Seers) so it’s likely they won’t have powerful offense abilities once they ascend. However, this does not make their role any less important! They’re a mediator in the group capable of empathizing with anyone and using their compassion to help. They are also great at getting pairings together, ending any awkward romantic tension the session has almost instantly. On top of that, they’d be able to see someone’s true identity and biases as well as how they feel. This would be very helpful when it comes to players who bottle up their emotions (Knights and sometimes Rogues) as well as chaotic players who, when they have their emotions all over the place, will probably do some serious damage to the session (Princes and Thieves, sometimes Witches and Bards). So basically, they keep all their teammates in check to make sure nothing is going completely haywire, emotionally speaking (whether it’s relationships, emotions, or impulses). They also understand their teammates’ biases and therefore will be able to help determine what any of the players might do based on their own preferences.
Seeing true selves will also help the Mage to discern whether or not there are any traitors in the session with harmful intentions. This Mage additionally knows themself through and through, so they know what they are (and aren’t) capable of, which would really help keep their impulsiveness in check. They express themself in a unique way, unashamed to be themself.
As far as cool offense powers go, they might be able to astral project. This could be used for obtaining information from the ~spirit world~ or their unconscious self, but in the spirit realm they’re also able to kick some ass. I also think that they might have some abilities similar to the Monk class from D&D– they can use their own soul power in order to bolster their attacks. (Though this should be used sparingly, as the utilization/weaponization of Heart goes more into the territory of Page and Knight powers.)
As for a weapon, Mages’ weapons have been pretty varied (psiionics and throwing stars, maybe claws for Meulin?) whereas Heart players tend to use sharp handheld weapons (claws, katana). So the Mage of Heart’s strife specibus is pretty open for interpretation, but it’s probably something relating to Heart and/or unique to them in general. It could be something relating to their hobbies, but with some sharp spikes/edges; for example, a Mage of Heart interested in baseball would have a bat with a bunch of wicked spikes on it.
Thanks for the request! I hope you found this helpful.
#mage of heart#mage class#heart aspect#classpect#classpect analysis#godtier#godtier analysis#homestuck#hs
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Can you pleases analyze a maid of void with a land of empty buldings and puddles thanks so much
Land Analysis: Maid of Void
Your land is the Land of Empty Buildings and Puddles.
LOEBAP is cold and hollow. The buildings are but empty shells of a lost civilization, though the occasional locked door leads you to think that this land is still inhabited. And if you listen closely enough, you will hear whispered warnings. They tell you that the puddles are meant for you. They always were, weren’t they?
This land is shrouded in fog, and the sky is always covered in gray clouds, like it’ll pour at any moment. The fluorescent lights in the buildings make it appear as if there is life, though it becomes more eerie than welcoming once you realize that most buildings are completely empty.
LOEBAP was not always this way. The clouds and fog would disappear at night, leaving the consorts to speculate about the future with the night’s constellations, including the strange moon covered in water. During the day, it would often rain, and the consorts would either shelter in the buildings or splash in the puddles. Some tell strange tales of going close to the puddles and hearing whispers. Others claim, after they jumped in, they were teleported somewhere else. The consorts who didn’t want to play outside would stay in the concrete buildings and read while sitting on the patterned rugs in the building. The buildings were once filled with mysterious tomes in ancient tongues, written to hold the secrets and legends of LOEBAP.
The denizen, Harpocrates confiscated these writings, leaving the buildings empty and the land without its strange wisdom. The sky is starting to clear up, too, revealing thousands of horrid, glowing eyes staring down at you. This is how Harpocrates monitors everything on the planet. He intends to bring the light back to LOEBAP, but this burning, horrible sun he has created will kill everything in the land.
The consorts are deep burgundy colored chinese water dragons. They are very shy and tend to avoid attention. However, if you can prove yourself to be a trusted ally, they will come to respect you and will be willing to share information. They will also seem more whimsical the more you get to know them.
You, the Maid of Void, must create enough Void in the land to save the consorts from the rise of the burning sun and the glowing eyes. You can track down what remains of the secret library and attempt to translate the mysterious writing into a language you can understand, which will help you discover the land’s secrets. From there, you can also create a shroud of thick fog to conceal the consorts from the watchful glowing eyes, which will give all of you enough time to discuss matters freely and formulate a plan. You can take a chance and listen to the strange whispers of the puddles, or if you’re feeling brave, you can jump into one and see where it takes you. And once you learn enough, you can create the mysteriou rain clouds and have them pour down upon LOEBAP, which will create more puddles for your use and, if you create enough, you may be able to snuff out the glowing eyes and the burning sun that threaten the future of the land. Alternatively, you can discover the secrets of the strange water-covered moon and create enough water on it to destroy the burning sun and eyes, or you can create an eclipse.
Some locations in this land will lead to turning points or clues for completing your land quest. These places include:
The Study of Water
The consorts hiding in the buildings have taken up a multitude of hobbies now that the libraries are gone. One of these is the manipulation of the puddle water; they are interested in its properties and how it can be used. This class will be hesitant to welcome you; therefore, you will find yourself with a limited amount of knowledge, and they will not give you enough water to work with. You’ll have to figure out how to summon up the water from other places and, eventually, create it out of your own will. From there you will understand its applications, which include creating obscuring fog and bringing rain upon LOEBAP.
The Moon– no, seriously, it’s the moon
You’ll find a large puddle in front of one of the tallest buildings. You can tell it is important from the way it calls to you from further away than other puddles. If you jump in, you’ll go through the Void itself and end up standing in another puddle on the moon. It was once covered in water, but due to all the heat from the sun, it has been drying up. You may meditate here and listen to the ancient whispers of the moon, which is the secret influence behind all of the water. Eventually, you will be in-tune enough with the moon to create water and use it to snuff out the eyes and, perhaps, the burning sun itself.
Land Theme: I wanted something somber and mildly ominous for this land, so I picked out this track. There’s also a music box version of it, too (though personally I prefer the original).
Thanks for the request! The title of this land really suits a Maid of Void, and I’ve always loved doing land designs for Light and Void players because I get to make it all ~spooky and eldritch~. I hope you find this helpful!
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Could you please analyze weaponry for an heir of heart?
Sure thing!
Weaponry for an Heir of Heart
So, we’ve seen in canon that Heirs tend to use medieval and more traditional type weapons (hammer, bow & arrows and fists, psiionics?). Heart players, on the other hand, tend to have weapons that are held in the hand(s) in some way and are usually the slicing type. (Dirk uses a katana, Nepeta, Konyyl, and maybe Meulin use claws, Fozzer has a shovel of some sort? These are the weapons I’m aware of but there could be other ones for other Hiveswap characters. I’m not entirely up to date on that.)
So for a strife specibus, I have several recommendations. Keep in mind, though, that seeing as this is an Heir of Heart we’re talking about, they’re likely to be a very unique individual with a weapon suited to them in particular. So there could definitely be some variety based on both the Heir’s battle strengths/weapon preferences as well as the influence of their personality and interests on the weapon’s specific functions and powers. (Remember how the kids took their strife specibi and alchemized something reminiscent of their own hobbies? It’s like that, but to a greater degree because we’re talking about a Heart player.)
Anyway! Sorry about the rambling, I just want you to have some context! So here’s some recommendations for the Heir of Heart’s strife specibus.
Basic weaponry:
Bladekind- A very vague category, but it suits Heart players based on the ones we’ve seen so far. This can include knifekind (kitchen knife, throwing knives, etc), swordkind (rapier, katana, scimitar, etc.), as well as more unconventional sharp objects like 2xscissorkind and wirekind. If this Heir of Heart is particularly strong, give them axekind (hatchet, hand axe, battle axe, etc.)
Unique personality traits:
So this category basically has no limits. If this Heir likes styling hair, maybe they use a hairbrush, but the handle can be popped open to reveal a knife. If this Heir likes sports, maybe they use a baseball bat studded with wicked sharp metal spikes. Like I said before, this classpect has a variety of options.
And now that I’ve established some of the basics, let’s move on to some more powerful weapons that this Heir might either alchemize or receive.
The Heir of Heart’s powers are based around the passive manipulation of Soul. Perhaps they have a similar kind of ability to the ‘Spiritual Weapon’ spell in D&D; while astral projecting, or even in real life, they can summon up a weapon made from the essence of their own soul. This would require a great deal of power, though, so they’d likely only have this ability after they godtier. (Side suggestion: Since the Heir is protected by their aspect, they might also be able to manifest soul armor! Isn’t that cool? This might be like a giant aura of an avatar, perhaps a persona they have, around them. Or maybe it consists of the splinters they’re made up of, and has different powers varying as the Heir develops.)
Alternatively, they might have a weapon with the ability to absorb souls. In the dreambubbles (or a similar place) this could involve them taking in all their copies and dead selves into their weapon in order to strengthen it, passively manipulating their soul in order to create a more powerful weapon. The weapon might even have its own sort of splintered-off personality based off the Heir’s and will be able to communicate with them in some way, likely through an emotional connection. So, a soul-bound weapon made from souls. Super heavy metal.
To conclude, a weapon this Heir would get after ascending would probably be big and impressive, and they can will it into existence wherever they are. I think a battle axe would not only embody the pattern we’ve seen with Heart players’ weapons, but it would also look extremely badass. It can be summoned in the astral realm and dreambubbles, too, sort of like Thor’s hammer? It would have the ability to absorb the splinters of the Heir and communicate with its user through a sort of bond, warning them of any danger. And it will be unique to the Heir’s personality, too.
Thanks for the request!
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Could you do an analysis on a Witch of Doom? perhaps also their Land of Lanterns and Grief?
Sure thing! I decided to keep the classpect analysis and the land description separate for organization purposes, so the analysis itself is here.
Land Analysis: Witch of Doom
Your land is the Land of Lanterns and Grief.
LOLAG has long been cast into the darkness. All that remains of the light are the strange mechanical lanterns that flicker and stretch shadows across the dying pine trees on the hills. Their hinges rusted some time ago, and now they creak ominously whenever they sway in the gentle breeze. If you look closely, you can see computer code flickering across the surfaces of the lanterns, but none of the consorts can quite decipher it.
The stone paths leading across the hills occasionally intersect with winding rivers. Every now and then you will see a consort cloaked in a deep green robe rowing a boat slowly through the water. You’ll also see other consorts further back on the boats. Some of them will have dull eyes and miserable coughs that shake their chests with endless heaving. Others will not be moving at all; their glassy eyes will only stare at the sky. They are all quiet, but you can feel a deep sense of mourning among them.
LOLAG has been this way ever since a terrible, fast-moving plague was unleashed upon the land. The consorts were once peaceful and lived together in harmony, even if the world was overcrowded. But the denizen, Atropos, saw it as a world that needed to be cleansed. She unleashed a powerful disease on LOLAG in order to cut down the population and force the consorts to take on a more ‘realistic’ (pessimistic) outlook, complete with rules and responsibilities. She cast the land into shadow and instilled the strange, ancient-looking lanterns. Some consorts have attempted to rewire or even destroy the lanterns. These attempts did not end well, to say the least.
The consorts are deep purple turtles with somber expressions and tired, solemn eyes. They seem ancient and speak slowly; you will find that they are not especially well-versed in verbal communication, but they are relatively intelligent, and will accept your assistance if you offer it. The rowboat turtles wear deep green robes and appear even more exhausted than the rest of the consorts.
You, the Witch of Doom, must find a way to manipulate the plague’s source and path of transfer in order to prevent it from affecting more of the consorts. You could sympathize with the consorts that row the boats carrying the sick and dead and gain their trust in order to receive information. You could observe the strange mechanical lanterns; perhaps the mysterious code flickering across their surfaces can be tinkered with. You could take part in the rituals of desperate consorts, in order to raise the dead and ask them how the plague was spread to them. And, once you figure out the source of the plague and how to prevent it from corrupting the consorts, you could use it against the denizen herself.
Some locations in this land will lead to turning points or clues for completing your land quest. These places include:
The Unhinged Mechanic
They called this consort a madman for his experiments. He deigned to discover the secrets of the lanterns’ codes; however, it exploded while he and his team were working on one, and he ended up as the sole survivor. You’ll spot this consort by the goggles on top of his head and his mechanical leg. If you can gain his trust, you will be able to unlock a horde of information regarding the build and code of the mechanical lanterns, which will allow you to manipulate them. They might also have something to do with the plague’s origin…
The Circle of Dread
This particular group of consorts can be identified by their black shrouds…that is, if you can find them. They are only spoken about in whispers by the other consorts, and they are known to frequent the graveyards of LOLAG. The Circle of Dread is essentially a cult of consorts dedicated to raising the dead in order to try and piece together where the plague is coming from. If you can infiltrate the Circle in some way, you will learn how to raise the dead consorts and speak with them, potentially gaining undead allies to help you in quests.
Land Theme: I wanted to put something here that had a more gloomy feeling to it. But not like a dramatic swell of music, like someone’s dying, but a more somber piece, like facing the inevitability of the death. So I picked this track!
Thanks for the request! I always have a lot of fun with designing the lands of Doom players because I can usually add some pretty dark stuff. I hope you find this helpful!
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Classpect Analysis: Witch of Doom
Incredibly powerful when it comes to front-line fighting, although some of their abilities are kinda depressing.
Active or Passive: Active
What they do: Witches actively manipulate (or change) their aspect and manipulate/change things through their aspect. Doom is the aspect of rules/limits, fate/the inevitable/misfortune, entropy/decay, sacrifice, commiseration, and pessimism/caution.
Passive equivalent: Heir of Doom (Mituna Captor)
Inverse: Seer of Life
The Witch of Doom...hoo boy. You’ve got one hell of a person on your hands. Witches often have a bubbly personality; however, Doom players often have a pessimistic or generally darker outlook. So this Witch might be the type to be high-energy, but in a very chaotic kind of way. I could honestly see them being either incredibly optimistic or pessimistic (to the point of nihilism), but regardless, they are a force of pure chaos. A good way to describe them would be rebellious.
At first they might not be the type to recognize their own aptitude with the manipulation of Doom, but they do it anyway. This could involve them being able to bend rules as they please and get away with it. They don’t shy away from regulations; instead, they use them to their advantage. This might seem like more of a Mind-based example, but in terms of rules you could think of a lawyer manipulating the law so that it works their advantage. They aren’t the type to eschew the law; they are familiar with it and can find loopholes when they need them. Combining this with the more rebellious nature of Witches, we get someone who potentially uses the rules to help them rebel, ironically enough. Or they might be the type to shun rules entirely and live by a set of regulations they made up instead.
In terms of Doom-related symbols, this Witch might have a natural aptitude for explosives or fire. They also have a natural skill when it comes to computer programming (especially the ~ATH code as we see with Sollux). They could potentially use this skill to make the supposedly impossible, possible. Like if your computer is constantly breaking down, they’d do some high-speed programming in a /Hackerman/ kind of way, and wow! Not only is your computer is fixed, but it can also extend legs made of computer hardware and scuttle around with you. That’s a weird example but you get my point, right? This Witch can also manipulate through sacrifice, so maybe they’re especially good with Trojan type viruses (malware disguised as legitimate software). Anyway, combining the skills of programming and fire/explosions with the Witch’s high-energy, chaotic nature leaves us with a very powerful player. A more extreme Witch of Doom might be a fan of ominous or even anarchist graffiti (this could be in the real world or they could hack websites to say things) or arsonism, therefore manipulating others through Doom.
The Witch of Doom must learn to use their powers in a helpful and ethical way by knowing when to act and when to stand down. This Witch, with their particularly rebellious nature, might have a more difficult time learning to use their abilities wisely. They have the capability to send everything spiraling into utter chaos and destruction, but they can also keep everything from going down that path, too.
If the Witch of Breath goes against the team, this could result in some extreme consequences. Once they’re set loose in their session and gain enough power, they could potentially bend or even break the rules of the game itself. This has the potential to be highly advantageous to the team if this Witch is good. However, if they turn on their teammates, watch out... An example of this would be Damara Megido, the Witch of Time: she traveled through the timeline and sabotaged the others during key moments. A Witch of Doom would instead be bending or breaking the rules of SBURB in order to go against their teammates. An extremely powerful Witch of Doom might be able to make someone stay dead /permanently/ when they die, even if they are killed on their quest bed and have gone through all the right steps to ensure their ascension. Or maybe this Witch manipulates the Just/Heroic system that controls deaths, so even when a teammate’s death doesn’t count as either, they still end up dying permanently because the Witch has bent SBURB’s rules of what constitutes as Just and Heroic. On the other hand, a much more subtle effect of a Witch of Doom turned evil would be them manipulating the other players through their Doom, meaning their own pessimism and caution. Remember how Jade Harley could increase or decrease the size of objects with relative ease? This Witch can magnify other people’s Doom in a similar manner. All the players could potentially become frozen by their own doubts and negative outlooks, which would make everyone too nervous to proceed. Combining this with how they could manipulate the other players’ destinies and essentially force them down one path, the Witch of Doom is someone you seriously don’t want to mess with.
Witches often break the supposed Rules of their aspect, and this is the Witch of Doom we’re talking about, so this results in a powerful player when it comes to offense. Firstly, this Witch can manipulate through Doom. This could involve the manipulation of the dead. They’d be some kind of weird re-animator, not able to bring things back to life but...they can raise the dead and turn them into a zombie army. Freaky, especially considering that this Witch could even use it on their fellow players. Which would be pretty messed up when you think about how this Witch isn’t restoring the player to life; instead, they become an almost mindless (or maybe, as a result of Doom, very somber, pessimistic, and hopeless) being who obeys the commands of the Witch. Yikes.
This Witch can also manipulate and break the rules of Doom itself. Doom can represent destiny, so a powerful Witch of Doom would be able to manipulate and twist the fate of their enemies and their comrades as they please. Is this underling meant to survive? Not anymore! The end is inevitable? Lemme change that! Manipulating the Doom in the game might even involve them controlling the meteors that happen during the Reckoning. This Witch could also quickly eliminate enemies by manipulating Doom in the form of decay; they wave their hand and change the gradual process of withering into a quick attack that turns the enemies into dust. Mr. Stark, I don’t feel so good. Another thing this Witch could do is, by changing the rules of the game, they could make the underlings more or less powerful, or even cause them to turn against each other. They could do this with themself and their teammates as well, allowing them to essentially hack into the game in order to become extremely powerful. I mentioned earlier how this Witch can increase or decrease their fellow players’ caution and pessimism as well, so if they’re a good Witch, they can decrease the Doom in their teammates and allow them to become more oriented towards finding success as well as being less weighed down by all the death in the game. And, of course, this Witch can manipulate the literal forms of Doom (fire and explosives). So what I’m saying overall is that they’re definitely a front-line fighter with a variety of cool powers.
As for a land for the Witch of Doom, I recommend the Land of Toxins and Terror. LOTAT is a land corrupted by rivers of toxic sludge that the consorts don’t know the origin of. However, if they drink too much from it, they become shambling, undead beasts capable of mass destruction. You must learn how to best manipulate the toxic rivers as well as when you should put down the undead consorts or when to sympathize and spare them, potentially using them as a means to your ends.
As for a strife specibus, Witches tend to have varying but typically powerful weapons (rifle, trident/fork, wands?) while Doom players have used some more or less unconventional weapons (throwing stars, psiionics). The Witch of Doom will likely start out with a cool but unusual weapon and, once they ascend, they’ll probably have a powerful, game-breaking type weapon. Hell, they might not even need a physical weapon if their Doom powers are strong enough.
Thanks for the request! I hope you found it helpful.
#witch of doom#witch class#doom aspect#classpect#classpect analysis#godtier#godtier analysis#homestuck#hs
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Page of heart please?
Sure thing!
Classpect Analysis: Page of Heart
Active or Passive: Passive
What they do: Pages utilize their aspect and often use it to protect. Heart is the aspect of self (the soul), personality, bias, emotion, standing out, and passion.
Active equivalent: Knight of Heart
Inverse: Thief of Mind
The Page of Heart starts out with pretty much none of their aspect. Heart often represents identity, so they wouldn’t have very a particularly strong leaning towards…anything. They aren’t really passionate about much. They might be the type to just go along with whatever their friends like so they can fit in. This is because they don’t have a sense for what kind of identity they have; the Page of Heart has no concept of ‘self.’ They probably struggle with personality quizzes, like if there was a question asking “What do you act like?” or even “What’s your favorite color?” they would have no idea how to answer. They don’t consider themself very unique, and because they don’t have any particular preferences for stuff, I could see everything about them being very plain. Their room, their wardrobe, their manner of speaking… It’s all dull. Or maybe it’s just a mishmash of what the people around them tend to like, because this Page is influenced and led around quite easily.
This Page also lacks emotion. It wouldn’t be to the extent of a Mind player, where they revert to cold logic instead, but they’re just…passive. About everything. They probably let people step on their toes a lot, so to speak, because they either don’t have an opinion or they feel like what feelings they do have are unimportant. It’s likely that is Page has also never experienced romance. This Page might be aware of how much they lack Heart, and as a result they try to make themself look better, like they care about everyone and have a great deal of passion for their hobbies. But this will fall flat very quickly.
The Page of Heart, like all other Pages, is going to have a very slow growth process. However, if they can unlock their potential, they will become extremely powerful. In the case of the Page of Heart, they’re going to go on a quest to discover their true identity and emotions. This could go badly if they have someone constantly influencing them to become someone they are really not. Some independence would do this Page a lot of good, actually. Taking some time to reflect will help them figure out who they truly are. While in isolation, their developing personality might have ‘splinters,’ or different parts of it. This could involve a roleplay character, or a label or characteristic they particularly identify with, or maybe some kind of persona. Also, they’ll be bored when they’re all alone, which means they’ll procure some hobbies to be passionate about!
A god tiered Page of Heart who has fully developed will have a unique personality and will be extremely emotional. They’re the kind of empathetic person who can connect with anyone. They’ve probably experienced at least one romantic relationship at this point, too, and they get super mushy with anyone they’re dating. They also have some hobbies they’re incredible passionate about.
After they ascend (and if they’ve gone through the proper development), the Page of Heart will be extremely powerful. They can utilize/exploit Heart and utilize/exploit through Heart. This might involve using copies of themself to execute more complicated attacks. Maybe when they sleep they can utilize their dreamself to do things, or if there are dreambubbles (or the equivalent of them) around, they can exploit the ghosts of themself to make one big menacing ghost army. I don’t think the Page of Heart would be able to make copies of themself like a Maid or Sylph, but instead, they utilize the ones that already exist. Can they astral project? Absolutely. Their special move might be a huge, glowing avatar of themself.
To get really cheesy, the Page of Heart might be able to utilize the ~power of love.~ They can passively use others’ emotions in order to sway them into doing something, or maybe the can just use this to make an enemy think twice before attacking, which can give them time to land a decisive strike. They could also use this with their teammates in order to make them all closer as a group. It’d be more of a subtle change, but if the session has any players who might fly off the handle, it’ll be extremely useful. It also might help some players get together if they’ve been pining after each other for ages. Good-bye, romantic tension! Their emotional powers aren’t limited to just love, either. This Page can fill their allies with passion and courage too! This Page’s soul is extremely powerful and can connect with others on a deeply emotional and possibly spiritual level.
As for a land for the Page of Heart, I recommend the Land of Dunes and Villages. LODAV is a series of desert towns in a world made up of pink sand. The consorts tend to avoid each other because they are all so caught up with their emotions and worrying about how other consorts perceive them. The Page of Heart must speak with the consorts and help with their emotions in order to help them all have more courage so that the residents of the desert towns can be reunited again. In the process, they will learn how to truly feel and show compassion, they will develop an identity that the consorts will recognize, and all the emptiness in the land will help them with introspection, too.
As for a strife specibus, Pages have used weapons that are obviously, well, weapons (lance, pistols) while Heart players tend to have sharp objects (katana, claws) that they hold in their hands. At first the Page of Heart would probably use a basic sharp weapon, such as your average kitchen knife or maybe a spear. If you want to give them a cool weapon for ascension, I recommend a weapon that is made from the utilization of the Page’s own soul. It would take on a form similar to the Page’s personality and carry similar traits to the Page. Kinda similar to the ‘Spiritual Weapon’ spell in D&D!
Thanks for the request! I hope you found this helpful.
#page of heart#page class#heart aspect#classpect#classpect analysis#godtier#godtier analysis#hs#homestuck
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Could you do a Mage of Blood in the Land of Chains and Cities? I love how in depth you go in your analysis. Thank you! :3
Your land is the Land of Chains and Cities.
The first thing you notice here is the all the noise. There’s the constant chatter of the consorts as they rush across the streets, creating a perpetual flow of traffic. If you can somehow ignore that, you’ll also learn to notice the faint sound of chains clanking, an eerie contrast to the supposed social harmony of LOCAC.
The buildings, which are made up of bright red bricks, stretch almost endlessly in the sky, as LOCAC is a booming series of metropolises dedicated to the sharing of resources and connections. These consorts find themselves constantly burdened by their obligations to help their friends. If asked, they will tell you that their bosses live at the top floors of some of the skyscrapers, and that they are ‘strange, cold, and silver.’ They say that they are obligated to obey their bosses’ commands, that everyone else obeys them, and that they fear the consequences if they fail to complete their required tasks.
But they have become so wrapped up in their business that they have forgotten the true problem of this land. There lies a network of sewers under the streets, which can be accessed by lifting up a manhole cover and climbing down a ladder. In the sewers you will find nothing but misery. There are consorts enslaved beneath the city, forced to wear chains and craft bright red bricks from the red clay of the underground rivers. This is the terrible truth of LOCAC, as well as the source of the mysterious clanking.
LOCAC was not always full of problems. The consorts once lived in much smaller villages with simple lives and small friendships. But the denizen, Philotes, intervened. She believed that the land needed more order, more social classes, more responsibility. And so the terrible skyscrapers rose from the ground, hued from bricks that seemed an eyesore against the once beautiful landscape. They were created by the denizen…or so the surface consorts think so. In reality, every single brick was made from the blood, sweat, and tears of the enslaved consorts, who had gradually been kidnapped. The consorts who fail to obey their orders now are also sent to the sewers, if enough time passes.
The consorts are green bearded dragons. They are very friendly and always willing to take on a new burden in order to help you, despite the fact that they are already clearly overwhelmed with work. The enslaved consorts are more pessimistic and a bit distrustful, but they have formed strong bonds with each other, and if you manage to befriend some of them, you will be able to find a great deal of information about saving LOCAC…
You, the Mage of Blood, must save the enslaved consorts from their chains, as well as saving the consorts on the surface from their neverending torrent of obligations and networking. This will involve a lot of communication and understanding the relationships between the consorts as well as their relationships with the bosses. Only when you have built and analyzed enough of the bonds and information in LOCAC will you be able to locate the robots that the consorts work under and defeat them, or even change their outpour of work requests into something much more manageable for the consorts. Alternatively, you can attempt to free the enslaved consorts, which will prevent the creation of any new skyscrapers. This could be done by secretly infiltrating their ranks and becoming one of them, experiencing their toils in order to understand how you could escape it. You could also inform the consorts on the surface about their friends trapped in the sewers, and if you manage to sway enough, you will be able to create a workers’ union to riot against the robots, ceasing all productivity. Alternatively, you could do this with the sewer consorts, who have an unbreakable bond with each other; they could also use their chains as weapons, and they have become strong from their backbreaking work.
Some locations in this land will lead to turning points or clues for completing your land quest. These places include:
Business Meeting
This is when, after discovering information about the system from the consorts, you challenge the first robot on the topmost level of a skyscraper. You are invited to a supposed business meeting. Once there, you will need to use your communication skills and knowledge of the system to delay the conversation long enough to get some important information, such as how to break the consorts’ chains or how to destroy the stronger robots, out of the robot boss. If you can distract him long enough, the consorts you’ve befriended will be able to stick a spear through him when he’s not looking. If you can’t do that, you’ll have to destroy the robot boss yourself. And if you can twist your words around enough, to the point where the robot cannot comprehend it, he will simply self-destruct.
Telephone
Sooner or later you’ll want to speak with the consort who has the most plans for escaping the underground. However, he’s much further down the line, and you have no way of reaching him. You’ll need to play an impromptu sort of game of ‘Telephone’ in order to communicate with him. To do this, you may want to form stronger bonds with some of the consorts in order to encourage them to communicate more clearly. You could also learn of their mannerisms with talking to one another in order to have a better understanding of the conversation.
Land Theme: I thought something sorta reminiscent of the city would be nice, so I recommend this track.
Thanks for the request! I saw the name for this land and found it to be really accurate to the Mage of Blood. Designing the infrastructure was fun, too. I hope you find this helpful!
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Derse dreaming Maid of Space in the land of Twilight and Frogs?
Your land is the Land of Twilight and Frogs.
The sky is the first thing you notice. It’s a deep, dusky shade of black with an aurora borealis dancing among the thousands of stars. The colors are always shifting and twisting, casting light upon LOTAF. Sometimes the consorts will stop to admire its beauty, though most of them are too busy burrowing away in the snow.
LOTAF is something of a winter wonderland. The breeze is always cool and gentle, and the snow falls in little powdered bits. Some of the land is made up of little islands where the consorts live, but the majority of the surface is a vast sheet of ice so thick that you can walk across it without worry.
There was once a time when LOTAF was not as cold. The consorts, water snakes, lived in harmony with the frogs in the land. They speak in whispers of a great Forge that was active some time ago, and it brought about small volcanic eruptions that created islands for the consorts to live on. But the denizen, Echidna, foresaw the coming of a hero of Space, someone who would need a push in order to truly thrive. She also discovered that if the Forge was to be as active as she, a powerful entity, had made it, too many islands would be created, which would wipe out all the wildlife underwater.
And so she deactivated the Forge. LOTAF grew frigid, and the ocean’s surface froze over. With extremely limited access to their former food source, the water snakes turned upon the frogs and began to devour them. They have lost much of their culture and creativity because all they do anymore is search for food and try to stay warm. The only thing that gives them hope now is the aurora borealis in the twilight sky.
The consorts are orange water snakes. They are fairly friendly, though they seem tired, and if you can help them, they will be eternally grateful for your assistance. They do feel some guilt about eating the frogs, who were once their friends in LOTAF, but they say it is necessary in order for them to survive.
You, the Maid of Space, must light the Forge and unfreeze the ocean. You must also, as the Space player of your session, breed the Genesis Frog with the assistance of a Knight, if you have one in your session. You will need to work on finding, growing, and breeding the frogs you can find. You will light the Forge, which will make the ice melt, allowing the consorts to have food once more. And you will learn to create the very essence of the stars as you observe the aurora borealis.
Some locations in this land will lead to turning points or clues for completing your land quest. These places include:
A Hole in the Ice
Some of the consorts will point you towards little holes they’ve dug in the ice in order to gather food from underwater. If you alchemize some diving equipment and go down, you’ll find a world completely different than the surface. Here you will find some of the remaining tadpoles, which you must keep safe and help to grow. And if you can push yourself and go further down, you’ll find a mysterious species of glowing green algae. You can cultivate it in order to feed the tadpoles and help them grow much more quickly. Deeper still in the water lies a secret to lighting the Forge…
Blue Mountain
On the largest island you will find a huge, grand mountain, which is the highest point on LOTAF. The mountain is much too steep to be climbed by any means, and instead has an entrance at the bottom hewn from the rock. A spiral staircase lies within the mountain, and for every higher platform you reach, you must complete a puzzle in order to advance.
Eventually you will reach the peak of the mountain. Here you can actually touch the aurora borealis with your fingers and even run your hands through it. It feels like silk, but lighter, and it leaves a faint shimmer on your fingertips when you pull them away. Legend has it that long ago, the Forge was lit in this very mountain, and out of it spewed not only lava but also the stars of creation and the northern lights. If you take some of the aurora borealis, you can use its essence to increase the growth and potency of the frogs. However, if you take too much, the consorts will lose their only source of hope. Eventually, when you light the Forge, you will learn how to harness its power and recreate the aurora borealis in your own unique way.
Land Theme: For something nice and soothing to match the overall chill theme of this land, I recommend this track!
Thanks for the request! This land was very aesthetically pleasing to design *-* I saw the ‘twilight’ in the name and instantly thought of the Northern Lights! So a lot of this was inspired by Iceland, actually. I hope this was helpful!
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ask box closed!
We got a dozen asks up in that box and considering the time it takes me to type up analyses (since I make them pretty long and ramble-y lmao) I decided I’d close it again so I can dedicate some quality time to y’alls requests!
Here’s the list if anyone’s interested!
Derse dreaming Maid of Space in the Land of Twilight and Frogs
Mage of Blood in the Land of Chains and Cities
Page of Heart analysis
Witch of Doom analysis + their Land of Lanterns and Grief
Weaponry for an Heir of Heart
Maid of Void in the Land of Empty Buildings and Puddles
Mage of Heart analysis
Knight of Space in the Land of Glass and Mutation
Bard of Breath analysis
Sylph of Time analysis
Heir of Space analysis
Relationship between a Dersite Thief of Rage (godtiered) and a Prospitian Sylph of Mind (godtiered)
Page of Light
Derse Dreamer Prince of Light in the Land of Shards and Feathers (involving water)
Prince of Rage analysis + their land of Chocolates and Madness
Rogue of Space
I’m really excited to work on all of these, and I hope I can get them published on the blog as soon as possible! I’ll also be updating the list as I go based on what I’ve completed. Thank you all for your requests and for your patience!
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Thank you so much!! :D
You’re welcome! I hope you found it helpful C:
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