A personal sideblog for an INFP Sylph of Void. Doing homestuck classpect, relationship, session and land analyses, as well as reblogging homestuck art/theories and void aesthetics. If I'm following you, it'll be on my main blog here.
the light and darkness, fortune and fate, the fickle spotlight and the blackness which surrounds it. the beacon of knowledge across a black sea of ignorance, such is the nature of light and void.
the duties of a light player are manifold, and one may often rudely tread into territory held by other aspects in greater density. however, the core theme appears to be fortune, which manifests in the form of fateful events.
light players are aware of the force of chance that causes seemingly random occurrences to shape the world around them.
this understanding of the fate of people and things seems to bleed into a predisposed trait among light players to gather information. light heroes are often the scribe or storyteller of their group, attempting to spread their enhanced enlightenment with others at every chance they get.
a light player is very likely to pass judgment on what is or isn’t a fortunate outcome for someone, and if left unchecked, will end up convinced that they know better than those around them.
in addition to the light of fortune, and the boon of enlightenment they so frequently attempt to share as a means of lighting the way for others, light players deal in the art of attention.
light players may quite literally steal the spotlight for themselves, giving their own actions increased relevance and leaving others in the dark. situations may seem to consistently revolve around the light player, perhaps because they’re making the biggest fuss about it, or events have simply conspired in their favor.
but mostly, they shine too brightly in the darkness to ignore.
which brings us to talking about void.
light and void are perhaps the closest to true opposites among all aspects, as void is very much a full absence of light.
where a light player attempts to reveal, a void player obscures, blotting out information and cultivating secrets. where a light player is often difficult to ignore, a void player slips effortlessly into the shadows, whether they like it or not. their actions often end up literally in- or un-visible by nature of their aspect.
while the nature of light encompasses all that is, “all that light touches” in a way, void embodies the limitless “all that is not.” as such, void players may possess a Hope-like boundless potential, for removing the essence of nonexistence from something paradoxically causes it to exist!
with such wild extremes, light and void heroes may end up being completely at odds with one another despite striving for the same goal. a void hero may destroy ignorance, filling a light hero’s role. a light hero may end up blinding those around them, spreading darkness. and while it seems easy to parse light and void into holiness and shadows (and it still may fit, to an extent), the two are linked inseparably just as deeply as they are different.
Session of an apathetic Bard of Time, a Sylph of Hope who is a mom friend, A Seer of Space who's withdrawn and shy, and a Knight of Mind who is cheery and optimistic all the time.
You have both cardinal aspects.
You have a preference for passive classes.
You have no preference for negative or positive classpects.
You have no repeated classes or aspects.
Looks good, although possibly lacking the firepower to finish the final boss of the session! Gotta look out for the bard of time too because they can wreak havoc :V someone will have to keep them under control. Also I’m sorry this ask took… literal months to answer, definitely been in my inbox the longest.
Undercut involves a personality analysis of each player. None of this is really proof read so hopefully most of the sentences make sense.
Bard of time
This guy is badddd news for the session. Bards of time are even worse than princes, who at least are aware of their aspect and will eventually (hopefully) use it for good. This guy is apathetic, and probably kind of stubborn too. Doesn’t really believe or want to believe in the idea of predetermined fate and just goes with the flow, comfortable in his own skin and quite laid-back doing his own thing without people disturbing him. He doesn’t really… care? For other people, he won’t take action for other people.
Good luck relying on this guy if you want an attempt 2 with the session; this guy makes a very bad hero of time. It’s more likely that escapees from a dead timeline might pour into the main one than for the bard to basically help the session at all. Or maybe he will because reality tries to choose the most successful timeline and that just so happens to be the one timeline out of a million other dead ones where the bard did nothing. Something will have to shock him into using his powers, and then whether he uses his time destroying powers in battle or to combat another problem that arrived, he better be using them beneficially or else it’s another dead timeline where he incompetently screwed up.
Sylph of hope
Aka, the therapist. This person is great for the team and if anyone’s going to get through to the bard, it’ll be this gal. She’s good- almost too good- at fixing people up and knowing what to do to make them stop being sad. Yet she’s also down to earth, something that hope heroes often struggle with, knowing to take care of others both on a physical and emotional level. Make sure you drink water and all that.
I think the fun part is trying to figure out why she’s a sylph of hope? I, Of course, don’t know if you are basing these of real people or they’re just characters, but the mum friend might be overbearing at times trying to make sure everyone is Super! Happy! All the time, and you’ve gotta wonder why. Maybe she’s overcompensating for something, maybe being caring is a quality that she’s been raised with.
Overall? Good for the team, but almost not necessary. Depends what happens in the session. As long as the group doesn’t start out with many qualms relationship wise, she won’t be needed that much. Sylphs often don’t have any mind-blowing powers when it comes to combat, either, so when it comes down to the final battle she’ll likely be on the support lines giving her pals a supportive boost of morale.
Seer of space
Lil cutie. The seer of space thinks a lot and is very in tune with herself and the rest of the land. She likely enjoys collecting her frogs alone and feels very humble about the whole activity. She’s just a humble person. Doesn’t want to bother people, even if she’s having trouble. Maybe if she looks hard enough, she’ll find the answer. She possible finds the sylph of hope’s constant check-ups either secretly annoying or secretly a relief, but on the outside, she just smiles through it anyway. She should also have no trouble collecting frogs because she’ll be able to ecto slime and by the time she’s going around collecting the frogs someone will have probably had to come in and give her a hand. Maybe the Knight of mind.
The seer could act as a good “spy” on the dark kingdom if she was up to it, but although I say “spy” I really mean that one of her god tier abilities could include being able to see over the whole session. Maybe it’s dipping into time territory, but the seer may be able to look into Derse and find out when they’re planning an attack. Other than that, not a very useful player when it comes to combat.
Knight of mind
I’m not an optimist, I’m a realist.
The knight of mind is a strategist who has a good grasp on his abilities even prior to the game. He doesn’t act like it though and doesn’t feel very much like he’s naturally inclined to be impartial and logical despite his aspect. He tries to be perfect and make sure every decision is the “best” one- one that he can prove is the best by having lots of evidence and justifications. I guess what’s different about your knight of mind is that he’s also willing to accept that he can’t always have it perfect, and when something goes wrong he can look on the bright side of the situation and learn from his mistakes.
Other than the “strategist”, I can’t think of what else he could offer to the session; he’s just a kind of cool dude who would probably be able to complete his land quest and ascend to god tier quite easily. He might be able to talk to the bard and argue some sense into him with good logic debates, but I think that the bard is probably too stubborn to be convinced into helping.
Overall:
Overall, this isn’t a particularly bad set of heroes, but they aren’t very good ones either- without the help of the bard’s time powers, they probably are going to struggle a lot overcoming Derse’s monarchs, because none of them have very combat specific abilities. I’m sure they’d be able to think of something if they (or you) were creative enough: maybe the sylph could unite all the consorts and some of the carapaces into an army. But it’s still very tight.
Holidays are just about to start with me, and on the top of my list of Things To Do is finish the asks that have been sent to me for the past four months or so! Fortunately, there are only four, but I’m just. Telling you all here first so that I don’t chicken out of it. So hopefully there should be four session asks done and dusted by tomorrow.
It seems like there are three separate things that make up a complete person in the Homestuck universe. The Heart, the Mind, and Life. Where Heart is the soul and the body, the mind is the mind/consciousness and life is animation, like free will–or just will in general.
Like, a Maid of Heart would be able to create new souls/bodies. But they lack life and mind, which means that they aren’t self-aware and they lack free will. Like a golem of some sort. The things a Maid of Heart would create would be like puppets.
A Maid of Mind would be able to create minds–like conscious thought. Self-awareness. A Maid of Mind could create this sense of self-awareness in an inanimate object or something, making it self-aware, able to communicate and learn, but they lack Heart (so they lack emotion) and Life, which means that they would have no will or drive to do anything. The things a Maid of Mind would create would be things of logic, aware and able to communicate.
A Maid of Life would be able to create life in things, or, in other words, give them will, drive, determination and free will–the ability to make choices. But they lack Mind, or self-awareness, and the power of logic, and Heart–emotion. The things a Maid of Life would create would be things of pure instinct.
A session with all three could potentially combine powers and create beings together with souls/bodies, minds, and life. They’d be able to create new people.
space: there is no creation without you. you are beginnings. you have the forge, you are newness and birth and the brilliant explosion of being. you are the spark, the catalyst. in the beginning, there was nothing. and you said, let there be.
time: there is no completion without you. you are repetition and cycles and every possible timeline woven together. you are finality. you are in every winter leaf falling off of its branch. you are the omega, the ultimate, the inevitable. you are culmination; everything leads to you.
light: you are fact. you are the flashlight in the darkness; you are that which reveals, exposes, unearths. you are clarity; the sun's rays refracted through a magnifying glass. you are perception. you are luck and chance and fortune and destiny. you are every outcome, you are in every roll of the dice.
void: you are mystery. you walk the tightrope over the abyss and make homes in the shadows. you are what lies at the end of every dark alley; you are every word lost on the tip of someone's tongue. you are pacts of secrecy, never broken. you are more than anyone expects, the gasp of anticipation as the magician reaches impossibly deeply into his hat. you are the space between the stars, the expanse of numb escape.
heart: you are the soul, the self. you are intimately familiar with the person you see in the mirror. you are empathy, through and through. you are written in the first person. you are the unique result of the infinite possibilities of being a person. you are mercy, forgiveness, passion and emotion and feeling. you are, you are, you are.
mind: you are logic and reason. you are rational thought, unclouded. you play your cards close to your chest--you know better than to be so vulnerable as to show your true self to just anyone. you are the arbiter, unbiased. like the toppling of dominos, you are consequences. you are in every ripple of the water's surface, and you will bring justice to the one who threw the stone.
rage: you are the red in every street light; you are every fist clenched in anger, gritted teeth and eyes blazing with fury. you are lightning, striking fast and without mercy, a force of nature. there is power within you the likes of which many have never seen, and you're not afraid to unleash it. just try and stop you.
hope: you are the truest believer. you are in every breath exhaled to blow out birthday candles; you are every wish granted. you are authentic, the real thing. you can do anything, have anything, be anything--because you want it badly enough. you are unflagging optimism, the unwavering belief of, "i think i can, i think i can."
blood: you are the ties that bind. you are the connections between human beings, the invisible thread. you are unbreakable vows; you are the glue keeping together every marriage, every friendship. you are commitment, through and through. you are in every pinky promise.
breath: you are freedom. you are spontaneous road trips, you are packing up your things and moving to a new country, just because you can. you are wanderlust. you are independent to the core. you are flexibility, always going with the flow. nothing can hold you down.
life: you are infinite. you are boundless energy, excess, indulgence. you are unrestricted. you are a second slice of cake, the sound of gold coins clinking together. you are every loophole in the rules, shamelessly exploited. you are the pure essence of youthful rebellion.
doom: you are the rules. you are restriction, keeping everything in check. you are that which tames the wild, providing balance. you know what needs to be done. you are caution, responsibility. you understand necessity, and you sacrifice what needs to be sacrificed.
do not commit self to things with other people because you have a low attention span and lose interest but don’t want to make people feel bad by quitting so just drag on and on even though it takes time out of you r day.
no this does not relate to blog work i have on here, and no i have not forgotten the few aks i have yet to answer. at all.
expect that they will come out in about 5 weeks which seems really long im sorry but that is exam season and i am blaming all my lack of commitment to things on studying even though i procrastinate myself too much to study.
actually i might just do one tonight. who knows. not me.
Hello again, this was the rather stress inducing session anon. ;v; I feel terrible I made you feel that way, but honestly I regretted sending it right after I finish since I knew it was rather difficult myself ahaha. You did well though; all in all, I am pleased you tried!! cheers
u m it's cool! !! I should really stop making people feel guilty about these things >:U it seems to be a recurring thing >o<
man I have about three sessions? that I’m really late on. I probably aint going to get around to them anytime soon. Master procrastinator here. But uh, I haven’t forgotten about them yo. =P
Thank you so much for the analysis! You pretty much nailed their personalities, and even gave me a little extra insight, so thanks! As an aside: the Seer indeed has a very good reason to believe in fairies; while her dream-self isn't fully awake she's a lot more aware of it then others are, and she thinks the Prospitians she sees are fairies. Just thought you might like to know that!
Oh, okay!!! That makes sense, I thought there’d be a reason. I mainly focused on the personalities and not the interaction &how they’d help the group in that ask? Even though you seemed to have a pretty strong grip on that already
Hello! If you're still doing session analysis, I'd like it if you looked over this session that a friend and I are working on. It includes a laid-back, outgoing Witch of Time who has a... unique style of music for her band; an eccentric and EXTREMELY energetic Heir of Space whose home is cluttered with his bizarre art projects; a Knight of Void who acts more mysterious then he is to attract attention; a spacey but weirdly insightful Seer of Breath girl who believes in fairies (1/2)
(2/2) a high popular Rogue of Blood who affects being laid back and friendly to cope with the stress of too many people vying for his attention; and a very uptight Maid of Rage whose Mother was very strict, and taught her to repress her feelings at all costs, lest her “uncouth tendencies” injure those around her.
You have both cardinal aspects.
You have no preference for active of passive classes.
You have no preference for negative or positive classpects.
You have no repeated classes or aspects.
Looks like you have a pretty successful session with a strong friendship group there at first glance, but a maid of rage could be a bit of a loose cannon although with enough people to calm her down there she could progress a lot over the course of the session.
Undercut is a personality analysis on each one and how they’d interact and benefit the group.
Witch of time
Witches mess around with their aspect a lot: they mold it, manipulate it, challenge its boundaries, etc. Your witch does this by her eccentric music. Maybe there’s something off about it, or unexpected, Maybe people don’t like to listen to it or feel unnerved by it. Either way, she is using the things that are linked to time to her own advantage. Time is about endings, loops, repetition, destiny, and the witch bends these ideas. Maybe she’s the type that makes stories that seem like they’ve ended, but then have sudden cliff hangers. She can cheat with time, too. Maybe there’s a way for her to look into the future more, or maybe she doesn’t feel the need to follow natural continuity and feels the need to interfere and rebel against certain outcomes- this could lead to quite a hectic session, but overall she must learn that messing with time is not always a good idea.
I imagine despite her eccentricity she will still be relatively liked within the group, and as the witch is an active part, it is likely she’ll play a big role in the physical, getting-things-done side of the session. I imagine that she probably gets on well with the seer of breath and maybe the heir of space too, which is good because time players and space players work well together when collecting frogs.
Heir of space
Everyone loves the heir of space! And this one looks to fit the description pretty well what with the whole cluttered room and that. I’m imaging someone like Jade, but maybe even more random. They spurt random facts, love their trivia, are spontaneous and emotional, collect stuff lying around to put in their room with the hunch it will turn out useful- which it does! Probably. Because space likes the heir.
It’s likely that at first, the heir will be totally chill in the session. They’re already a natural at frog collecting and find it fun, maybe. Running around their land and learning new things! It might even become infuriating that they have so much darn energy and that they don’t seem to tire and that, as a result, their work always gets done well.
To consider what conflict they might have which would challenge them, it’s good to look back and think of what their life was to make them such a bouncy person. Maybe their childhood was pretty easy or their parents were the type that encouraged creativity. This might mean if, say the heir was thrown in derse jail, they would find it absolutely terrible. It would be a shock- monotonous purple walls, routine, actual punishment. It would also be a shock if their parents died. If you can’t think of anything, just remember that this space player has too much space and not enough routine and regularity of time. The time will be what challenges them, and probably what pacifies them to an extent so they realise their spontaneity isn’t always a good thing.
Knight of void
I am the batman.
Well, that’s what I thought of when I read the description of him. He acts very tough, very the-silent-type, very spoopy. He likes to think that he is the hot shit with good morals (although these morals can change because…. mysterious and elusive you can’t control me….), but seriously this is probably brought on by a lack of attention- and that lack of attention is the “void” that needs to be filled. I’m thinking of a parent like Bro, or one that’s worse and a physical abuser, where he has to learn to literally stay in the shadows and keep out of their way to survive, whilst playing it cool at skool by being emo and edge.
He’s got a lot of insecurities, and he hides them behind this tacky mysterious stuff. He’s actually pretty good at completing his land quest and doesn’t mind helping his friends, but he doesn’t really see it that way. The knight might think that ultimately, he’s really unimportant and useless- and this might result in inversion where he works too hard against what he’s good at to try and make a difference some other way. The inversion of a knight of void is a rogue of light.
But yeah, he actually would be a lot of help if he god tiered despite all this, being able to cloak his team in darkness while attacking and maybe even make conceal the battlefield for a time. I feel like the knight would certainly take the idea of shadows and darkness more literally than the idea of the ambiguous and unknown. There are two different branches, almost- like how there is with light meaning both knowledge and luck.
Seer of breath
The seer is a bit. Disconnected from her friends. She’s an introvert, maybe, and often has her “head in the clouds”. She likes nature too and is very thoughtful and quiet and observant there looking for fairies. Speaking of fairies, I like to imagine there’s probably a proper reason for her to think they’re there- maybe she thinks that the world can’t really function without little fairy helpers. She just thinks… a lot, and this translates into the game as being able to know to analytically assess the truth in different paths and be able to step back and look at every option. She is the advisor, although the other players are probably reluctant or might not even realise that that’s her role. I can imagine they might come to her for advice on ethics and philosophy in secret. Even mister batman, knight of void.
So yeah, she is probably is good with mending relationships, advising and swooping in to tidy up tasks that others perform. Definitely a passive player, but very much vital.
Rogue of blood
I can see what you were trying to go for here. A lot of people want to be with this guy, so he just kind of… lays back, acts pretty lazy and tries to go “but hey! Look over there that guy is cool too!” in a very subtle way to try and divert attention, bonds, and relationships to others, but this ultimately fails because his chillax demeanor makes people desire him even more. Over the course of the session, this might become not so subtle. People go to him for help, to de-stress, to seek advice because that seer-girl is kind of weird, and no one seems to take the hint that, hey, he’s actually a bit anxious or feels awkward. And the rogue, of course, absorbs it like usual until he reaches breaking point where something happens. Whether that be someone finally getting through to him, him bonding with one specific player (I can see him venting to the seer), or the less fortunate but equally possible outcome of him just becoming plain nasty and snapping at everyone to get the hell away. (this would also probably be inverting, as breath is all about freedom, apathy and disconnectedness)
Normally rogues are really healthy for a session, but this guy doesn’t seem like he’ll do much, so I mayy have interpreted your rogue of blood in the wrong way. The only way he’d be able to help is if there was someone who really needed that attention- such as someone who was timid and feeling left out- but you don’t really have anyone like that in this session.
Maid of rage
The maid of rage takes her anger out on being productive. Overly motherly, overly attentive, making sure everyone’s doing okay and feels well and is doing good and working up to speed. Maybe she doesn’t understand things and is too afraid or ignorant or stubborn to ask what things mean, and when things confuse her… she gets upset. And angry. And she hides it all away and wants to act productive and necessary and important. Because rage is chaotic, and rage is a product of despair. And at first she doesn’t want to embrace that, she wants to tuck it all away and make sure she’s perfectly monitoring how she acts to people.
But there are times during this session when under immense pressure she will crack. Imagine if a person gave her the choice to save one of her two friends. She would be able to utilise her rage to just break the system- say “screw that” and tear down whatever is holding her two friends captive. She will not whine and reluctantly pick which one, she will do something about it and no one is going to stop her.
It’s hard to see how the maid part and the rage part connect, although the rage player in her is certainly there. Maids normally protect or create/ create with their aspect, so… I guess she can incite rage into her fellow players to get them to do something? Yeah, that makes sense considering she’s strict. “If you don’t do this I’ll…” That type of thing. Despite how unlikely it is, the maid is probably what keeps the group together and on task, not letting the more eccentric players frolick off and forget what the aim of the game is.
In conclusion
Look at that! By the way, none of this is proofread, so I hope it mostly makes sense but uh, yeah! This group should have no trouble completing their game. The heir and witch are always very good with cardinal aspects, although I wasn’t exactly certain what the witch’s personality might be- if she’s a not-so-nice witch then the whole thing could be game over. They all have a part, except for the rogue maybe, and they all just about have their own designated positions in a friendship group that work well together.
The only only only only thing I’d be worried about is if you have enough firepower for the final fight. The witch, knight, and maid would be good combatants and the heir can mess around with the battlefield to manipulate it in the group’s favour. It’s a small thing that doesn’t matter much, but those guys are the ones you want to get to god tier.