Sorry for the trouble, but I likely wonât have an analysis post for today or tomorrow. I will hopefully be on a regular schedule again after this, though!

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@lythro-classpects
Sorry for the trouble, but I likely wonât have an analysis post for today or tomorrow. I will hopefully be on a regular schedule again after this, though!
(Fae and stars anon) that was amazing!! Thank you!! Can you do fraymotifs? Maid of void with crochethookkind? Super awesome by the way that was so nice đđœ
Thank you very much! Iâm glad you appreciated it. :D
Solo Fraymotifs for a Maid of Void:
Solo Fraymotif 1: Absentee Adagio
This fraymotif is a low-powered self-targeted fraymotif that causes the user to become invisible for up to ten minutes. This causes enemies to lose focus and interest in regards to the user, as the game treats them as if they no longer exist. A soft, discordant music plays during the duration, seeming to come from everywhere and nowhere at once.Â
Solo Fraymotif 2: Clandestine Canon Capella
This fraymotif is a mid-powered attack fraymotif that causes the targeted opponents (up to five) to take psychic damage, divided equally between the targets. This damage is caused by the whispers of the horrorterrors that accompany the chilling vocal tune.
Solo Fraymotif 3: Cthulhuâs Counterpoint Crescendo
This fraymotif is a high-powered attack fraymotif with additional Damage Over Time effects, as well as a decent chance of causing the targeted enemy to lose a turn or two. A discordant tune, mixing mellow violin and flute parts with the sounds of ocean waves and deep onesâ whispers, serenades the foe and lulls them to a horrorterror haunted slumber.
Rogue of Life please?
Rogue:Â Rogues initially start with an abundance of their aspect that they are unable to cope with. Because of this, they often rely on other people or outside stimulus to deal with their feelings. Rogues may be extremely dependent on a train of thought or even on another person. A massive part of a Rogueâs quest is to learn to redistribute their Aspectâs abundance to others, especially those who lack it.
Life:Â Life players are, as a general rule, rather exuberant and energetic people from backgrounds of wealth. Life, as an aspect, represents energy, vitality, affluence, and the force of life itself. Life players may be ineffectual or performative rebels, acting out against some kind of norm without actually changing anything, or only changing how these things work for themselves.
Personality:Â
A Rogue of Life is someone who struggles with an abundance of performative rebellion, energy, or affluence. This may manifest in many different ways, such as through attention-deficit issues, insomnia, or picking the wrong kinds of battles. They may latch themselves onto any ideals they see as progressive and wholesome without much significant thought on the implications.Â
As they progress through the session, a Rogue of Life will not only learn to manage their own excess of their aspect, but they will also begin to distribute it to others. They may embolden their allies, keeping morale high through the woven tale of fighting an oppressive enemy, or they may ensure that all of their allies have enough boonbucks to buy the fraymotifs they want.Â
Land Name:
The first word in a Rogue of Lifeâs land name would relate to the overbearing nature of their aspect in its initial form. Overgrowth, Monarchs, or Anarchy would all be good potential names, representing different portions of the Life aspect.
The second word in a Rogue of Lifeâs land name would deal with the quest they have at hand, and how their aspect should be redistributed or managed. Plots, Beds, and Sugar could all suffice in this capacity.Â
Strife Specibus:Â
A Rogue of Life would benefit from weapons dealing with luxury (makeupKind or fanKind, things that seem classy). Additionally, rather ramshackle weapons would fit them as well (such as a home-made shield), as it could represent rebellious desire in a more tangible manner.
Dream Moon:Â
Initially struggling with an abundance of performative rebellion, as many life players, a Rouge of Life may find themselves waking up on Derse.
could you possibly compare/contrast a page/knight of time? I'm trying to figure which I'd fit more. If not, could you just do page of time?
I can do a quick compare/contrast job, sure! (This will be based on pre-development, which is where you are most likely to be as a theoretical pre-session player.)
A Page of Time will initially overemphasize their aspect, pretending to be much more confident in it than they truly are to the point it clearly shows their incompetence. With Time, this may manifest as them believing themselves to be always punctual, or always sure of the way things will play out, while they continue to be late or to get things mixed up.Â
A Knight of Time, on the other hand, will hide their experience with their aspect through a mask of some kind. They might hide their apathy through a mask of humor or their fear of inevitability through subtle rebellion. They might be an omnipresent reminder for their friends, a sort of âvoice of reasonâ trying to keep them on track.Â
A Page will eventually develop into some nicer sounding traits as personal growth goes on, becoming much more dependable and reliable with their aspect, so donât let the way Iâve described it sound unsavory. In fact, a developed Page will be much more powerful than a Knight of their same aspect in almost every case!
What all kinds of requests do you take?
For the most part, I will take any sort of request, as long as I have sufficient information!The only requests I wonât do are Full Session analyses, as these are extremely time intensive and require a lot more information than can be given in a single ask, and Relationship analyses. Iâm not a heart or blood player, and I donât think I can accurately divine those kind of things without an extensive personality provided.
For most things I just need a title, BUTâŠfor Land Quest analyses, I need the name of the land and the title of the character, and for Denizen suggestions, I need the land name, title, and quest of the land.
(Iâm a different maid of void anon btw) can I get a land quest for a maid of void in the land of fae and stars?
Ah, certainly!
A good land quest for a Maid of Void in the Land of Fae and Stars would be to sew or otherwise mend crevices from which the stars are leaking from the land.Â
This may sound odd without me painting a picture of my mental image of this land, though!
I imagine a land of primarily dusky, soft stone in which a core of wispy stars is held. This core of stars is what heats and illuminates the land, allowing the resident Fae consorts to farm and survive on the otherwise barren and cold surface. Thick, dark clouds hang above the land, distant flashes of cold lightning sparkling throughout.Â
With the recent stirring of the denizen upon the playerâs arrival on the land, large crevices have formed in the stones of the land, allowing the stars to begin leaking out into the dark sky above.Â
This quest would have two or three portions to it: first to close up the crevices, second to capture the escaped stars, and third to face up to the denizen.Â
Although you didnât ask for this, a good denizen for the land would be Nephthys, an Egyptian goddess of Night, Death, and Birth.
Knight of Life?
Knight: Knights tend to be people with something to hide, typically something related to their aspect. They form masks and layers of emotional subterfuge, being cagey about things related to whatever it is they hide. Additionally, knights tend to surround themselves with those that lack their aspect, using their own connection to it to defend others.Â
Life: Life players are, as a general rule, rather exuberant and energetic people from backgrounds of wealth. Life, as an aspect, represents energy, vitality, affluence, and the force of life itself. Life players may be ineffectual or performative rebels, acting out against some kind of norm without actually changing anything, or only changing how these things work for themselves.
Personality:Â
A Knight of Life may act rather lax and laid back, shirking responsibilities in their own small acts of rebellion as they hide a deep-rooted sense of anxiety or insufficiency. They may rely on their wealth to coax them through any problem that they canât solve by charm and guile alone. They may have an inexplicable attraction to horticulture or agriculture as well.
As a Knight of Life progresses, they will need to share and come to terms with the deep-seated things they try their best to hide. By admitting to these perceived flaws, the Knight will be able to make positive changes and grow closer to embracing their aspect in a positive manner.Â
Land Name:
The first word of a Knight of Lifeâs land name should relate to something about their aspect (or the inverse of their aspect) that they struggle with. This could be something personal that they fear, or related to the mask they put up. Miasma, Malaise, Overgrowth, or Rot would be good words to represent this.
The second word of a Knight of Lifeâs land name could be closely related to the solution of their quest, or how they will repair the presence of their aspect on their land. Shears, Vigor, or Frost could all work, as long as they are paired situationally.Â
Strife Specibus:
Knights utilize best weapons that are closely related to their aspect in some manner. For a Knight of Life, this may be gilded weapons of a more generalized specibus (due to Lifeâs connection to wealth), to outright weaponizing plants.Â
Dream Moon:Â
A Knight of Life would fit on either Prospit or Derse, depending on if they lean more towards the mildly rebellious aspect (Prospit) or the grandeur and wealth aspect (Derse).Â
Can you help me with a landquest/ weapon for a maid of void?
Sorry this is so late!
A Maid of Void is someone who creates and utilizes Void for their own purpose.Â
Land quest depends entirely on the Land Name, which unfortunately means I cannot give more advice on this without it.
As for weapons, things that are quiet or unlikely like household objects or poisons would be ideal! The unorthodox manner of Void players lends itself to using unusual weaponry more effectively. Thereâs also the good olâ fistKind option, if nothing else pops out at you.
Could you please do the Thief of Void?
Ah, itâs been ages, I should start getting to these again!Thief: A thief is a player who begins the session with a deficit in their aspect, whoâs task is to take their aspect from others as the session progresses. They may pretend to act much more competent with their aspect in the beginning than they actually are. Thieves also tend to take control of things, under justification that they know the proper way to do things, and they are doing things in everyoneâs best interests.Â
Void: Void is the aspect of potential, nothingness, darkness, and the aspect most closely related to the furthest ring and the horrorterrors. Void players tend to have a very abstract process of thought, allowing them to find unorthodox solutions to problems. Void players also tend to have close connections to fluids of some kind, and a proficiency with fighting without equipment.
Personality:Â
A Thief of Void often starts in a place of recognition and fame, clinging to rather euclidean manners of thinking and interacting with the world around them. Although they play with secrets, and may have a feigned sense of mysticism, they do not truly ascribe themselves to any kind of uncertainty. They may, falsely, believe they have all of the answers figured out, even if they just bullshit their way through everything.
As a Thief of Void progresses, stealing and using more of their aspect, they will eventually put some things together, becoming more familiar with the concept of unfamiliarity and the unknown. They will be able to admit that they donât know some things, but conversely, they will be able to examine situations from a more abstract lens.Â
Land Name:Â
The first word of a Thief of Voidâs land would relate primarily to the abundance of their aspect on their land, ripe for the taking. Night, Eclipse, or Vapor would suffice, as these are dark or obscuring things.
The second word of a Thief of Voidâs land would be something that presents and obstacle to their roguish ambitions (and their quest). Cameras, Cells, Pockets, all of these would represent a physical or social barrier to stealing, forcing the Thief of Void to do so in a clandestine manner.
Strife Specibus:Â
sapKind, whipKind, brsknklKind, all sorts of roguish, nerâdoâwell weaponry would fit any kind of Thief. For a Thief of Void specifically, weapons related to illusion or street magic would also be useful.Â
Dream Moon:
A Thief of Void would more than likely be a Derse dreamer, due to the close connection between the Void aspect and the furthest ring.
May I request one of your finest classpect analysises, for the Seer of Breath? Many thanks.
Seer of Breath
Seer: To put it bluntly, a Seer is likely to be a know-it-all asshole, especially regarding their aspect. Even if they do temper their attitude with a bit of self-referential and depreciative humor, they will insist that they know the best. Seers, despite all of their knowledge, also tend to become self-destructive because of their decisions or outside influences. If you have a Seer in your session, they are invaluable allies, but try to help them along with the consequences of learning their aspect.Â
Breath: Breath is the aspect that represents freedom and confidence. Players of the Breath aspect have high mobility in sessions, often playing atypical roles in their session. The biggest challenge for Breath players come from the negative features of their aspect- apathy and feeling disconnected. Breath players should seek to create a balance between their freedom and their commitment to others.
Personality:
A Seer of Breath is likely to be someone who tries to coach others on how to be confident or on how to have their own freedom. They might, of course, not take into account that not everyone is in the same position as them, mentally, physically, or in the case of trolls, biologically. Seers of Breath begin a little wrapped up in their own world as well, and if they donât take any effort to make the oh-so relatable dick jokes to others now and again, they will stay there.
It might seem like Iâm writing a diss-track on them right now, so I should cover the good parts. A Seer of Breath is likely to stumble upon secret and bonuses that others may be dissuaded from collecting, and they would likely be unfazed by empty threats. Additionally, when they get a handle on how much of their spiel is relatable to other players, they can offer astounding advice on how to stand up for yourself or how to get out of a tricky situation.
Land Name:
The first word of a Seer of Breathâs name is likely to be a highly scientific word relating to their aspect, if not the word Breath itself. Alveoli, Bronchi, or Pneuma may be present.
The second word of a Seer of Breathâs name will relate more to their quest. This mostly depends on the denizen they have, but a few examples could be Discontentment (if the denizen has created unfair monarchies that must be dismantled), or Disingenuity (if consorts no longer believe praise and need to have their confidence re-instilled).
Strife Specibus:Â
A Seer of Breath would make the most use out of fanKind (with both rotary and analogue fans at their disposal) or paddleKind. Something that will help them move a lot of air around.
Dream Moon:
A Seer of Breath is most likely to be a Prospit dreamer. The more whimsical moon fits someone this potentially up-beat and above it all.Â
Denizens by Aspect (Part One)
The Denizen is the ultimate adversary of your land. The driving force behind your quest and character development, if you play the game correctly your denizen will be your greatest adversary and your most powerful benefactor.Â
Contrary to popular belief, your goal isnât to kill your denizen. It is certainly a possibility, donât get me wrong, but killing your denizen is only one possible answer to the Ultimate Riddle. Your goal as a player is to undo the corruption that your denizen has brought to the land, and in the process learn to understand them. Only when you stop hating your denizen can you truly complete your quest.
So what does that mean for individual players? The way you deal with your denizen is heavily based on your individual classpect, but like most things, there are patterns based on the aspect you belong to.
This guide will cover the aspects of Space, Time, Light, and Void (Or, the Cardinal Aspects).
Rogue of Space, or Sylph of Light please!
I will post the Sylph of Light request in a different post.
Rogue of Space
Rogue:Â Rogues initially start with an abundance of their aspect that they are unable to cope with. Because of this, they often rely on other people or outside stimulus to deal with their feelings. Rogues may be extremely dependent on a train of thought or even on another person. A massive part of a Rogueâs quest is to learn to redistribute their Aspectâs abundance to others, especially those who lack it.
Space: Space is the aspect representing randomness, change, and handicrafts. A Space player will typically have a deep-rooted interest in something atypical for their species or age, such as a troll interested in fashion and sewing or a human child interested in nuclear physics. Space players are almost always awake on Prospit before their session, allowing them to play some level of an Oracle role. They are also responsible for breeding the Genesis Frog.
Personality:
A Rogue of Space is likely to have an abundance of talent in a sort of skill. This player may begin the game as a sort of idol who feels pressured by others to use their talent to the fullest. They may be burnt out on something they previously enjoyed because of this. A Rogue of Space could also experience an abundance of randomness, and become frustrated at the arbitrary nature of life.
To deal with their abundance of their aspect, a Rogue of Space may try shoving their responsibilities on other players, especially the Knight. They may also attempt to over-embrace their aspect (cough-scene-kids-cough). The best way to deal with this is to encourage the Rogue of Space to distribute the responsibility evenly, while also offering tips on how to do their task efficiently. Burn-out due to the game is highly likely for these players.
Land Name:
The first word of a Rogue of Spaceâs land should be related entirely to the aspect of the player. Branches, Stars, Nebula, or Neutrinos would all be effective, because these do not represent just the idea of Space, but also what Space itself represents. The Quest for a Rogue of Space could potentially consist of curtailing the chaotic nature of the land- pruning the Branches or bottling up the Nebulae. Â
The last word for a Rogue of Spaceâs land will invariably be Frogs. This is true of all Space players. If your land name ends with something other than Frogs and you are a Space player, your session is doomed. Rest in Pieces.
Strife Specibus:
A Rogue of Space will likely have a weapon based on their talent. For example, a player with a talent for track and field may use javelinKind or poleKind. A player talented with crochet could use hookKind or yarnKind.Â
Dream Moon:
A Rogue of Space is invariably going to be a Prospit dreamer. Again, if you are a Space player and you are on Derse, your session is doomed.Â
Do a Rogue of Blood!
Rogue of Blood
Rogue: Rogues initially start with an abundance of their aspect that they are unable to cope with. Because of this, they often rely on other people or outside stimulus to deal with their feelings. Rogues may be extremely dependent on a train of thought or even on another person. A massive part of a Rogueâs quest is to learn to redistribute their Aspectâs abundance to others, especially those who lack it.Â
Blood: Blood is the aspect representing bindings, relationships, and physical blood. Blood players tend to be talented leaders, or at least believe themselves to be so. They also have a tendency towards speaking their mind on even the most controversial topics. Although their methods may be questionable, most blood players happen to be quite likable, for some reason.
Personality:
A player who is a Rogue of Blood is a sickly sweet member of an already saccharine-laden class. A Rogue of Blood will begin with an abundance of companionship and associations, perhaps to the point where they feel stifled. Borrowing a little bit from the Heart aspect, Rogues of Blood may actually play as a sort of platonic matchmaker between their allies as they go about redistributing their aspect.Â
Donât take it personally if a Rogue of Blood tries to shove your attention and friendship onto someone else. They just need a little bit of space. Regardless of original personality, a Rogue of Blood will grow into an expert mediator, learning to take and change the relationship values of those around them.
Land Name:
The initial word of a Rogue of Bloodâs land will likely have to do with the overbearing burden of their relationships. Something like Monarchs, Chains, or Bureaucracy would effectively symbolize their struggles. These things will likely be dismantled or refined throughout the course of their quest- organizing the clutter of too many relationships.
The second word of a Rogue of Bloodâs land would most likely relate wholesale to their aspect. In this case, Pulse, Veins, Heme, or Plasma would all be acceptable. These typically reference circulation as well, which would encompass the Rogueâs role of distribution.
Strife Specibus:
A Rogue of Blood could use a weapon specifically designed for the real-world distribution of fluids (ie. syringeKind or cupKind), or they could use a weapon representing freedom or restriction (keyKind or lockKind).Â
Dream Moon:
A Rogue of Blood would likely be a Prospit dreamer, especially if they happen to be human.
Page of rage?
Page of Rage
Page: Page players tend to, without fail, attempt to overcompensate for their initial lack of their aspect. This tends to come in both the forms of their interests as well as in the form of their actions. Pages do, however, eventually embrace their aspect in a healthy manner, becoming some of the most powerful (and emotionally stable) players.
Rage: The Rage aspect is characterized by negativity, fear, anxiety, and emotions. Rage players tend to be the most powerful players in their session, physically speaking. They also tend to be quite volatile and dangerous, and perhaps a bit needy. Pairing your Rage player off with another, more stable player may be ideal.
Personality:
A Page of Rage will likely be intensely focused on being a villain or nâer do well in their own private drama. Building themselves an elaborate fortress, or maybe even finding themselves inclined to the liking of dark aesthetics, is common for Page of Rage players. They may try, and fail in epic proportions, to intimidate other players with their frightening and extreme appearance. Most of the time, Page of Rage players may actually be quite cute behind the thorns of bad taste.
A Page of Rage will eventually grow into realizing this aesthetic, however, and may become truly frightening. Wielding the most powerful of the already drastic Rage abilities, a lone Page of Rage could potentially take on a prototyped carapacian on their own, with enough confidence in their skills.
Land Name:
The first letter in a Page of Rageâs land would likely involve something frightening or bizarre. Masks, Shadows, or Puppets would be good to give a sort of unsettling air. The Pageâs quest would likely be to embrace the irregularity of the land and utilize it for their own purposes.
The second letter of a Page of Rageâs land could be something to represent the more fundamental aspects of Rage. Buzzing, Fright, Haunts, or Anger would all work.
Strife Specibus:
Pageâs are particularly prone to using weapons that are traditionally gaudy and impractical. Although I am loath to suggest such a thing, a Page of Rage would likely use a weapon like scytheKind or tomeKind. Something built for the edgy aesthetic rather than true combat potential.
Dream Moon:
Much to a Page of Rageâs disgrace, they would likely be a Prospit dreamer.
A Bard of Light?
Bard of Light
Bard: Bards are typically an unstable class by their very nature. One of the defining features of a Bard is that they initially begin in a state of inversion- meaning that they act more as a Maid of their opposite aspect than a true Bard. The event that brings the Bard back into their own aspect is known as their Crisis. This change in roles is often accompanied by a massive shift in personality. Bards also tend to have one very specific and unusual interest that they cling to until their Crisis, which is sometimes replaced by something else post-Crisis. The biggest way to deal with a Bard in your session is to keep an eye on them, and try to help them through their Crisis in the healthiest way possible, lest maladaptive behaviors develop.
Light: Light, as an aspect, represents knowledge, luck, and wealth, as well as physical light. Players of the Light aspect typically have altered luck stats during their session, allowing them to be the catalyst of major events in their sessions (whether for better or for worse). It always seems like there is a spotlight on these players. Light players always seem to have some addiction to gambling their position in the game in the name of progress or exploration, as well. Light players should seek to share their knowledge to guide the session, rather than attempting to push on by themselves.
Personality:
A Bard of Light will initially begin acting as a Maid of Void. This means that they will spend their time making secrets. This could mean that they are scarce about what details they share about themselves, or that they act as a mild inhibitor for communication. Their Crisis is often brought about by the effects of a miscommunication reaching them. Any consequence could do- it doesnât have to be major. It could be someone getting killed or someone getting upset with them.
A post-Crisis Bard of Light will begin entering the spotlight as they press on through the game. They will be more open themselves, sharing things theyâve heard and seen and maybe even some of their elaborate backstory. They continue to be a destructive class, however, and will often accidentally destroy things related to the Light aspect (ie. Blocking out light on a land theyâre on, preventing any scrying in the session, spreading misinformation).
Land Name:
The first word of a Bard of Lightâs land should represent the playerâs aspect. Any words relating to Light could be used, but for a Bard they should be something breakable. Lanterns, Fireflies, Lamps, etc. Their quest can be along the lines of needing to break these things to free the land from an overabundance of Light.
The second word of a Bard of Lightâs land should represent the mechanism of which the player will complete the quest. In this case, something related to blocking out or destroying the Light of the land will suffice. Mist, Clouds, Vapor, or even Ink could all work.
Strife Specibus:
A Bard of Light would benefit from a strife specibus that utilizes not only their unusually good luck, but also their penchant for destruction. cardKind or lampKind would be ideal for this, as cardKind eventually develops into unrelated weapons drawn from a deck of cards, and lampKind destroys Light in the process of smashing a lamp over someoneâs head. The possibilities are endless.
Dream Moon:
A Bard of Light is likely to be a Derse dreamer, because they begin initially acting as a Void player.
Could you please do The Prince of breath?
Prince of Breath
Prince: A prince player is a player who is inherently melancholic and stubborn. Often drawn to academic or intellectual pursuits, princes often believe themselves to be superior to others in terms of intelligence or talent. The quest of the Prince is for them to learn to moderate themselves without consuming themselves and their resources in the process. A major weakness of Princes is that they will stop at nothing to succeed in their goal.
Breath: Breath is the aspect that represents freedom and confidence. Players of the Breath aspect have high mobility in sessions, often playing atypical roles in their session. The biggest challenge for Breath players come from the negative features of their aspect- apathy and feeling disconnected. Breath players should seek to create a balance between their freedom and their commitment to others.
Personality:
A Prince of Breath is a potentially dangerous and volatile player, depending on the initial personality of the player. A typical Prince of Breath relies on binding others to do their bidding, acting as a General figure for an army of their own creation. They are unlikely to care about their underlings, instead seeing them as disposable tools to an end. An atypical Prince of Breath uses their power to a more healthy and sustainable end, instead destroying the freedom and confidence of other players who are at risk of being a danger to themselves or others.
Regardless of their initial personality, a Prince of Breath will likely be single-minded and intensely focused on one cause or purpose. They will refuse to submit to the will of others as well, being blindly stubborn as Princes often are. This stubbornness is the main source of their disconnection from other players.
Land Name:
The land of a Prince of Breath will likely have to do with the more dangerous portions of the aspect. The first word of the land name, representing the essence of the aspect in the land, would be the ideal place for this. Tornados, Typhoons, Dust Devils, or Fans could all represent the dangerous portions of the Breath aspect. The Princeâs quest, in this case, could be to dismantle or destroy the breath-based menace.
The second word for a Prince of Breathâs land could possibly represent their antithesis- in this case being barriers or bindings of some kind. Walls, Chains, Locks, or Knots could all represent the challenge of the Prince learning how to connect themselves to others.
Strife Specibus:
A good strife specibus for a Prince of Breath would be pelletgunKind. Air-propelled projectiles would be effective initially, and could potentially be manipulated by the Prince at later levels. Another good strife specibus would be wireKind. Using wires as bindings and potentially garrotes would allow the Prince to destroy the opponentâs freedom, as well as their opponentâs literal breathing.Â
Dream Moon:
A Prince of Breath would likely be an atypical, or âmoodyâ Prospit dreamer.