Hi, Rogue of Void here! I'm ready to talk about your fan-made adventures! Send me your questions about lands, quests, sessions, classpects, player playlists, etc~ [ASKS OPEN] NOTE: When asking about classpect analyses please have no more than three titles per ask. If you include more than three I will only do the first three or I won't do the ask at all.
What would the frog collecting be like for a Knight of Space? I was thinking they would recruit the session’s Page to help, or perhaps the Time player? I’m stumped. (Also I’ve noticed that you haven’t posted since June. I hope you haven’t abandoned this blog! But I also hope that I’m not the first asker since then. Both possibilities are equally unsettling.)
(I haven’t abandoned this blog exactly. My access to internet has just been very very limited. I really appreciate the concern though!)
Anyways, it is not actually canon that the Space player must be accompanied when breeding frogs. I believe that the idea that the Space player needs someone else in this role is simply because of the reoccurring images from Homestuck. In reality, I think it is a choice thing, and that Space players value the help of someone who inspires them. The job of breeding a new universe is undeniably stressful on whoever happens to be assigned the job. A little support is likely a choice thing.
Think about the types of relationships your Knight of Space has. Who inspires them most? Which friend pushes them to their limits so that the Knight can grow?
Perhaps the session’s Page is a good idea as the Page is one of the more inspiring classes. Or depending on the Time player’s mastery of skills, they could speed up the process, or give helpful insights from future knowledge.
Anyone could really help the Knight, or no one if the Knight is confident enough. Though, if they are looking for support it is mainly a choice thing. Whoever the Knight chooses will make or break the frog breeding process which will progress the story in one way or another.
land ideas for a Witch of void who lives in a lighthouse and is obsessed with cryptids and elder gods and stuff?
How about the Land of Lacking and Eldritch (LOLAE)?
I’m imagining a vast and desolate expanse with thickly wooded areas that are blanketed by fog and mist. The sky is starless and there is no natural light to illuminate the planet. In the wooded areas are where the most humanoid, creepy, and dangerous imps lurk. The only light is from the Witch’s lighthouse that is transported to the land. The planet is also further from Skaia than most player planets and thus is closer to the Horrorterrors.
Because Void has to do with possibilities blank canvases, the Witch’s quest should have something to do with taking advantage of the lacking of their planet and turning it into something fruitful.
Alternatively, the Witch could utilize the influence of the Horrorterrors to better understand them as well as the cryptid-like imps that cover their planet. Rather than fight them, the Witch could come to an understanding with them and perhaps create an army to challenge their Denizen.
Really, there is a lot that could be done. Also, I love your Witch of Void character and their interests.
Do you know what a Land, Quest, and Fraymotif could be for a Prince of Light?
Hmmm
How about the Land of Rays and Prisms (LORAP)?
For this land I am envisioning a fairly flat terrain with small scattered villages, peaks, and consort villages. Massive clear quartz crystals protrude from the ground and catch sun rays from the land’s cloudless sky. Refracting light extends in countless directions and those beams lead to dungeons, landmarks, and hidden treasures. The beams crisscross and look like one of those spy movie laser rooms that must be avoided at all costs.
The Prince destroys Light or destroys with Light and so I imagine their quest could be highly important for the success of the planet or session itself. The mechanics of Sburb are mostly unknown to the players and the information will remain largely uncovered unless players complete their quests. Perhaps the Prince’s denizen holds the most integral information that is needed to know what needs to be done to complete the session. Perhaps you and your teammates are at a loss for what to do and soon the Reckoning will end everything and so an audience with the Prince’s denizen would be necessary to be successful. The denizen would seemingly contrast the Light Aspect entirely. The denizen would be selfishly hoarding this information and frustratingly would refuse to tell the Prince unless they completed some impossible task such as destroying physical light, once pleased, the denizen would provide the most important pieces of information that could be obtained. It would then be the Prince’s job to discern some meaning from the cryptic information given by the denizen and find a way to use it to destroy the uncertainty of the session’s success.
The Prince of Light’s Fraymotif is Fortunanovis where the Prince is able to evaluate the strength of enemies into some quantifiable unit. The Prince who is able to destroy Light, then destroys the luck or fortune of that enemy appropriate to the level of their strength. By destroying the luck of a most powerful enemy, the Prince increases their chances of dealing incredibly high-damage critical blows. However, using this ability on a weak opponent mean that the chances of the Prince dealing these types of attacks is far lower as the probabilities correspond with their power.
I’ve still got asks in my inbox and most of them are pretty lengthy and have a lot of titles in them that would require analysis. However, I took such a long hiatus this year that I have my doubts that those people are even still readers of this blog and so I think I’ll delete the asks, open the askbox again, and focus on people who are actually here. God knows how many of you are actually left but I guess we’ll find out. If your ask got deleted or was lost or never done and you’re still here fell free to just send it again. But be conscious of the three title limit per ask that I am starting because six+ titles is a bit much, I must admit.
I was also toying with the idea of making aesthetics for titles.
Okay so I'm basing characters off of tv show characters and I am having trouble finding a Classpect for one of them. The character is based off of Keith from "Voltron Legendary Defender". I was wondering if you could help me find a Classpect for him? Thanks and sorry if you don't do these kind of asks.
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I don’t mind these kinds of asks at all, though I have to admit I have never watched Voltron Legendary Defender and my knowledge of the characters is only as in-depth as the Fandom Wiki. I’ll give it a shot, though!
From what I’ve read it seems Keith is rather stoic and can be seen as a pretty two-dimensional character for those who do not look further. This deep-down/hidden part of him would make me consider a Knight class, especially due to his value of justice and obvious bravery on his part. He also appears to be a skilled fighter that is versatile with many weapons. Also, the wiki mentioned that he fights for a Lion (not sure what this means exactly) but that could coincide with the nature of protecting or fighting for something of a Knight.
As far as an Aspect goes, I would suggest Rage maybe as he seems to be emotionally driven as far as his desire for justice or retribution is concerned and from what I have read he is a relentless fighter who is undeterred from risk and driven by instinct. The wiki states that he is hotheaded and stubborn and these things which can be associated with the Rage aspect can enhance his fighting, hence being weapons of a sort which further suggests the Knight Class.
So, as a best guess for this Keith character, I would say a Knight of Rage would be most fitting. Sorry if most of this is off the mark but with these ideas in mind maybe you could decide a more appropriate title for him because you’re more familiar with the show. Regardless, hope this helps!
Hoping that this is meant to be the way to submit a message, and not through the Ask Box. If not, sorry
Relationships between a Bard of Doom, Thief of Life, Witch of Breath, Seer of Heart, Page of Space, and Heir of Time?
Also, what would be a good Quest for the Bard of Doom
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Hello!
I’m not super well versed with relationships but I can give you a few general ideas of what I think about the relationships between these players.
The rockiest relationship would likely be between the Thief of Life and the Witch of Breath due to the nature of their titles and what it means for them as people. By nature, the Thief ultimately means to benefit themselves for any number of reasons which may not necessarily be selfish at all. Meanwhile, the Witch manipulates which means they have a little more versatility over their Aspect and may have difficulty understanding why the Thief’s main contribution to the team is focusing mostly on the self (of course, this could be a very surface-level and wrong interpretation on the Witch’s part, but their feelings are still valid). Also, the fact that the Thief would be able to “steal” Life in one way or another could be most offensive to someone who is a Breath player that values, and understands the importance of freedom, the ultimate freedom being Life itself. I hope this makes sense.
The Seer understands Heart and guides through it. This means the Seer would have a great understanding of their own self and what their needs are. This means they would know what types of relationships they need and the types of people that are toxic to them. In understanding this, they would not hesitate to abandon unhealthy relationships and they would encourage others to do the same. Their understanding of people’s identity would not be as refined their knowledge of themselves however, they would still have a general idea of the identities of others and what they need, specifically in relationships and to better themselves and so the Seer would act specific ways for that person or interact in the best way. So, the Seer would have the healthiest relationships among your groups and would encourage others to foster great relationships as well through their example. It is likely that the Seer would get along well with everyone.
I can see two possibilities with the relationships involving the Page and the Heir and the Page and the Witch. The first possibility is that the relationship could be somewhat resentful or passive aggressive. The Page can take longer to progress in the realization and mastery of their powers meanwhile the Witch can manipulate to the extent of their creativity and the Heir is literally surrounded and favoured by Time. Depending on the character, the Page could feel abandoned by their Aspect or as though they have been dealt losing cards in their session. Seeing one’s teammates flourish while you are left “lagging behind” can be a frustrating thing and justify the Page feeling ill toward the Witch and Heir. In this case, it would be a worrying scenario where the Page alienates themself and resents others, meaning their interactions with their team would be unpleasant or faked.
The second scenario with the Page, Heir, and Witch is that the Heir and the Witch could act as mentors or role models. They perhaps are great enough friends that the Page looks up to them and promises to continue trying so that they will live up to their friends’ encouragement. This would be the ideal possibility.
The Thief of Life and Bard of Doom would be two friends united by a hatred of stagnancy. They would be the ones triggering events and getting the ball rolling on a lot of things. When together, the two are the Fred and George Weasley type to (innocently) stir up trouble or find themselves in some kind of predicament or adventure. There would be harmony among their titles as well as the Bard who is a destroyer class will either destroy Doom or allow Doom to destroy and the Thief of Life who would feel somewhat protective of their Aspect would of course benefit from the destruction of its inverse. And, if the Bard chooses to use their Aspect of Doom instead then the Thief could get crafty with the Life it effects. Their relationship would be a fun one and they would genuinely enjoy each other’s company while the rest of the team would watch on from a safe distance.
As for the relationships I didn’t mention, I think most would be your standard friendly relationships that a functional team would have. Of course, it’s hard for me to go into much detail without extensively knowing their quirks and who the players are inside and out but these are my best guesses.
Now, for a Quest!
You didn’t give me a land so I’ll give you a random Quest idea and then maybe some inspired lands afterward. Firstly, the Bard allows for the destruction of Doom or allow for destruction through Doom. So, I think the quest will be profoundly personal and challenging for the Bard as an individual to go against the mystery and influence of their title. The quest will somehow involve the Bard needing to fight against a natural acceptance of Doom or misfortune on their land which may then trigger a secondary journey to do the same within their own life. Perhaps their desolate or doomed land simply needs someone to take action to confront the Denizen in order to bring back vitality. Generally, the Denizens are responsible for the problems of the player planets and so while most people are given the choice whether or not to kill their denizen, the Bard will be bound by an obligation to kill it to restore the land. It is important to keep in mind that the nature of the Bard’s title suggests that they would be neutral to impending doom or unfortunate circumstances with a “there is nothing that can be done so why try?” mentality and so the doom occurs. This quest would require some serious character development and could not simply be thrown the Bard’s way. They would have to be inspired by their consorts or something to push them out of a state of neutrality and urge them to fight against fate.
You may find the Bard’s land is barren, desolate, void of life or hope, perhaps there is a large threat looming over the consorts that only the Bard can stop. Good luck!
hey! (could you answer on chat if up for it, privacy etc) i was wondering if you’d be able to talk on tumblr chat and help me figure out my classpect at all? It’s okay if not. :)
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Oh my goodness yes this will be so much fun! PM me whenever is convenient for you and assuming I’m not at work I should be pretty prompt to reply.
The same goes for anyone who wants to have a possibly lengthy discussion about their classpects
“Hi, I am currently making an oc and I was wondering what quest would the knight of heart go on. My character is outgoing but she is also shy and when she tries to stand up for what is right her shyness takes over and same thing happens when she tries to help her friends but she thinks more on what would be right rather than trusting her emotions. Also what would the knight’s fraymotif by the way? Sorry if it sounds like a dumb question to ask. I’m just curious.”
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Hi! It’s not a dumb question at all.
Firstly, the land quests are heavily influenced by the land themselves as well as the players’ denizens. So, I can’t give you a very detailed suggestion without this information but from what I can see, an aspect of the Knight’s quest will be very personal. As a Heart player they are drawn to identity and the soul and their role as a Knight could cause them to be more occupied with the Heart of other people. Knights are fairly selfless and protecting of others and so it is definitely easy for them to forget to care for themselves every now and then. I imagine that she is greatly focused on protecting the identities and the confidence of others but she forgets to do the same thing for herself. Of course the quest will be bigger and a more “big picture” thing once you have the land idea down but the quest will also have the secondary function of helping the Knight to realize some things for herself. Through completing her quest the Knight should learn new things about herself and assure herself of aspects of her identity that she is allowing to be overshadowed by self-doubt or a lack of confidence. By the end of it, she should be more self assured and things like her shyness will be easier to overcome and her own traits such as valuing what is right and her skillful intuition will be more in the forefront. Ultimately, the quest will provide satisfying character development and the Knight will likely be happier with their own identity by the end of it.
Full disclosure, my knowledge of Fraymotifs is pretty limited and I don’t think I’ve ever come up with one before but I’ll try my best, just forgive me if it seems wrong.
For a Knight of Heart a fraymotif could be Quartet Identitatem in which the Knight is able to project four clones of themselves by temporarily letting their soul splinter. These four projections would work to be focused and bloodthirsty clones and only the parts of the Knight’s soul that they splintered to make them allow them to recognize their team as friends. Anyone else is an enemy and the projections will attack viciously with no regard for their own well-being. However, when one of these clones is killed, it causes the original Knight a significant amount of pain. However, there is no pain when the Knight simply calls the splinters of their soul back to form one again and the clones disappear without being harmed. Combining this ability with another teammate’s could apply that team member’s powers and attacks to the clones as well.
I just discovered this blog, and I already love it! Anyway, I'm trying to make a fansession, and I made some kind of random lands! Could you help me to see what would be the quest in their lands to each player, and analyze how the session would go too if its not too much trouble! It has a sylph of time (land of monuments and music), a rogue of space (land of slime and frogs), a maid of light (land of trees and lamps) and a heir of blood (land of gold and fireworks). Thanks!!
Hi! Glad you like it <3
Alrighty, as I was skimming this at first I totally skipped over the part where you mentioned that the Land of Monuments and Music was for a Sylph and I was like “hmm that sounds Sylph-y as hell” so I’d say you nailed it. As far as the quest goes, I’m imagining the Land of Monuments and Music (LOMAM) to be a fairly cheerful place and that music would have a special significance here. Have you ever seen that Spongebob episode where the jellyfish are obsessed with Spongebob because when wind travels through him he makes sound? I’m thinking that the monuments in this land would act similarly in that they would produce some kind of music or sound which the consorts would value. However, as time has passed or perhaps because they are continuously being destroyed by some antagonist, these monuments have deteriorated. As a Sylph, a lot of their role comes from the healing end of things and I think that fixing this issue would serve as a good quest. Obviously this is just a watered-down idea. With a bit more thought and lore relevant to your session, you can raise the stakes of this issue with regards to your denizen or the well-being of the land etc. Though, I think you could come up with a really personal quest to the land if you like this sort of idea.
For the Rogue of Space I’m thinking that the Land of Slime and Frogs (LOSAF) is pretty green. I also think that the Rogue’s quest could be somewhat similar to John’s. If you recall, on his planet he had fireflies that were trapped underneath clouds that resulted from the pollution and oil on his planet. For the Rogue, I imagine that the planet could hold the same type of predicament where the vast majority of frogs in the land are trapped or hiding in slime that the Rogue may not be able to break the surface of, or it slows them down too much. Considering that potentially successful sessions are all on the clock because of an eventual Reckoning, the Rogue could not do their duty of creating the new universe in time unless they were able to overcome a pretty huge feat. This being, they would have to find the source of the slime or what properties make it so that it acts as a barrier between them and the frogs necessary for breeding. This quest could involve them having to take huge risks to confront their denizen before they feel ready or involve them trying to master their powers for any kind of solution before the Reckoning. It is a very sizable quest as failure would result in the entirety of the session being destroyed by the Reckoning and a whole universe being prevented from being created. No pressure, Rogue.
The Land of Trees and Lamps (LOTAL) for a Maid of Light sounds beautiful. The land is also pretty relevant for the title so you did a good job with this one as well. I’m imagining that the planet is pretty much covered in a dense forest with a canopy of leaves so thick that you can’t even see the sky and lanterns are the only real source of light. The inhabitants of this land would have very finite knowledge, probably opting to believe that nothing lies beyond the forest and having never seen the real sky, they think their world is confining and has small boundaries. As a Maid of Light, you are one who creates Light (knowledge, fortune, etc) and so the main focus of the quest would be to literally expand the horizons of the world that the inhabitants knew. It would not be an easy thing to do (see Plato’s cave), and so an unconventional Light player would have to rely on their creativity to come up with a solution. For example, using a lantern to create a forest fire and expose the land’s inhabitants to the universe beyond? There’s some mega symbolism there. However, to raise the stakes I think the isolation from the rest of the universe should be somehow tied to the denizen or a greater protagonist.
Finally, the Heir of Blood in the Land of Gold and Fireworks (LOGAF) would find themselves in a very rich land. Their land would likely be the most advanced as far as society established by the consorts. The presence of gold can always be attributed to negative shifts among people in societies and in this case I think a neat quest would involve a denizen with insatiable greed who acts as a harsh deity for the consorts and demands resources. In return, the consorts are relatively free to live as they wish. However, once again the gold causes unpleasant shifts among peoples and unsurprisingly the Heir’s land will be filled with turmoil as a result of the conflict over riches and dictatorial rule of their denizen. Their Blood powers allow them to be skilled in areas involving bonds and relationships and so I think it would be their responsibility to heal a society that is at odds with itself. The end goal could be uniting everyone and going after the Heir’s denizen if they decided they wished to fight it but ultimately the land would be in dire need of reconciliation and only the Heir who is driven by bonds and relationships could do so as they would not be jaded by riches.
Your session is dependent upon a lot of circumstances and so I can’t give you a real probability of your success. Though, if you use this idea for your Rogue of Space, your success rate is at great risk if your Rogue cannot complete their quest before the Reckoning occurs. This would make for an interesting additional challenge to endanger your session. Anyways, I really liked your lands! I think they were super creative and well-thought for each of the players! Best of luck!
I was wondering if I could please get a session analysis of a Knight of Space, Maid of Blood, Page of Void, Sylph of Breath and Lord of Doom?? No pressure I know you're on hiatus and thank you in advance! :D
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Sure thing!
A Maid of Blood post was made here however, with the Extended Zodiac there’s more I can draw about this particular character so I’ll add a bit more. The Maid will create bonds and be driven by their relationships and their inherent ability to make new ones. The Maid will be fiercely loyal to their team and will teach others to do the same by example, ultimately resulting in more unity and making them a leader in some senses. However, their stubborn loyalty and the importance they place on relationships may cause them to overlook dangerous flaws in others or to give people more chances than they deserve. In turn, the Maid may come to expect this same kind of treatment if they were to spin off the handle or cause harm in some way. Despite this, the survival of the group as a whole will always be the Maid’s goal and so they will continue to use their powers of Blood to strengthen the group in trying times and never allow for a disconnect.
A Page of Void provides others with Void. When taken literally this can seem quite useless but it is actually quite the opposite. While Void can be synonymous to “lacking” or “nothing” these things can be applied creatively to amount to great benefit. By lacking nothing the Page is able to provide infinite, essentially. Depending on the skill level of the Page, this could come in a number of things. Through the Page, others could find the questions they need answers and the secrets not yet revealed. When you think about it, having knowledge of the things you don’t yet know is way better than searching blindly for answers to questions you don’t even know you have. The Page will understand what is relevant and irrelevant and through them others will come to understand as well. By choosing to shift the focus to someone the Page can either bring them into the spotlight or make them less relevant for a certain period of time. This is particularly useful if someone who never receives attention needs it for one reason or another and the Page can provide this by providing a lack of irrelevancy. The potential is basically infinite with the Void aspect and the Page could do a vast number of things with the given skill set and creativity. Though, they will want to ensure they are not providing too much Void, meaning they do not want to conceal more than what should be concealed or bring about too much uncertainty and secrecy that may bring problems or distrust to their peers.
The Sylph of Breath can be found here
The Lord of Doom (master classes are so cool) is one who has a mastery over the aspect of Doom. They are the type of player that would be able to mess with the probability of outcomes on a more dire or catastrophic scale. In this way they would differ from Light players who can often manipulate luck. Your Lord would not be able to manipulate the outcome of a coin flip or lottery numbers but for large consequences they would have a notable influence. Mastery suggests that they would be able to mess around with their aspect in very direct ways. When facing an enemy, they would be more than able to intensify the consequence of things. The Lord hurts an enemy in battle? Well, thanks to their mastery over Doom that potentially minor wound will become infected and result in the enemy’s ultimate demise. Your Lord would also likely be able to direct Doom elsewhere. If perhaps they had put themselves in a position where their consequences would be dire, they could command Doom to be lenient or to be applied elsewhere entirely. If given the proper amount of time, the Lord could hone their skills to perform on a catastrophic, session shattering level. These same things could be said for general suffering, not necessarily death, btw.
The Knight of Space can be found here
All in all, I think your session is fairly promising. Your more combat/offensive players will definitely be the Lord and the Knight while the Page and the Mage will be extremely important for the vital non-combat aspects of a successful session. The Sylph will be your in-betweener. In order to increase your chances of success I would mostly recommend ensuring that the Lord is careful with their power and how they outlet it. It would be best to pair them with the Page as they have the power to reduce the consequences of the Lord’s power, the two would balance each other out very nicely.
Hey so looking at all the asks leftover from before my hiatus, I just wanted to mention a few things!
Firstly, it will definitely take some time to get those finished because a lot of them have 5+ different godtiers to analyze as well as the occasional land idea to add to the request.
It’s easier for myself, a uni student, to finish asks with only a few godtiers so that I can do them during study breaks, or between classes, or even at night when I can’t sleep.
Secondly, perhaps I am stating that as a preference. Try limiting your godtier titles to only a few per ask, no more than four maybe, you’re free to send more asks than one if you have a large group but break it up into manageable pieces for me.
Thirdly, asks are not open yet until I can finish these larger requests as well as others so just keep these things in mind for when I am ready to do more analysis! Thank you!
Hi me again! You did an awesome job last time, so I was wondering if you could do Seer of Blood and a possible land for her, please? :)
Hey there!
A Seer of Blood is one who is generally knowledgeable of Blood and uses this knowledge to aid others. As Blood tends to be associated with unity, bonding, teamwork, etc, the Seer would be very knowledgeable in relationships. The Seer would understand who is best suited to work with who. They would also have knowledge in all things relevant to their team. If there is a strain in relationships, the Seer would know of it and by using their knowledge, they can advise and guide their fellow players of how to best mend it. As the Seer themselves is a knowledge-based leader, they would be the ones to lay out the stepping stones for people to form good relationships or fix broken ones. That is the nature of their ability through their Aspect. The Seer would have to learn that “you can lead a horse to water but cannot force it to drink” meaning challenging teammates may not necessarily listen or understand the Seer’s knowledge. Development-wise, the Seer will have to learn to apply such knowledge into their active practices and then will find more utility in their powers.
Additionally, the Seer would understand enemy teams and alliances very well. They would know what areas of the team are weak and could strategically cause the enemy team to collapse on itself if the Seer chose to infiltrate and undo the seams that bind them together. In this sense, the Seer could be particularly useful and is just another example of where their knowledge of Blood could be applied. With more creativity, the Seer could cause more chaos among enemy groups and advise their team to be the best and most unbreakable it can possibly be.
As far as lands go how about the Land of Song and Friction (LOSAF)
I imagine your land being very mountainous with many canyons and caverns to explore for treasures and puzzles. The canyons are formed of reddish sand and stone similarly to the grand canyon I suppose. There are rickety (and probably poorly made) bridges constructed by your consorts to connect the canyons and plateaus. However, it should be noted that these bridges have been rendered useless; cut in half or burned so they could not be crossed. It is symbolic of the conflict that is present on your planet.I also imagine that your consorts would be especially musical and your land itself echoes with the sounds of their songs. Though, the songs carry sad or angry tones that tell of conflict and disputes which your consorts have with one another. The canyons separate them into geographical groups and after being at war until your arrival, you realize you are the only one who can mend things. Being a Blood player, you are immediately trusted by them and even the groups which resent each other most can agree that your arrival is a gift. Your task will involve establishing peace and alliances among your consorts which may sound simple but is not as years of discourse cannot so easily be forgotten. Also, as I have said, you pave the way to strong bonds but some do not necessarily follow. In order to up the importance of this quest, imagine a powerful enemy that threatens to destroy all the consorts and the planet if they cannot work together. Or something along those lines.
I hope this was okay lol and thank’s for your request!
How about The Land of Shores and Reflection (LOSAR).
Imagine a land that is predominantly water with countless islands to explore where you’ll find crypts, consort villages, frogs for breeding, and puzzles to solve. The water that makes up much of your land would be deathly still and as your land is in a constant state of nighttime, the stillness of the water would cause it to perfectly mirror the night sky. Throwing a pebble in the water or submerging the toe of your shoes in it would create a ripple affect that would seem to cause the whole night sky to shimmer. Can you imagine how aesthetic that would be?
As far as land quests go, perhaps it could have something to do with lessening the space between the islands in order to create small continents or land masses so that consorts could intermingle. I have always found Lords to be particularly tricky since there is such little information on them but here is one ides. Alternatively, you can check out this post where I give another (probably better) land idea.
You might have wondered about the symbols you’ve seen on the new HIVESWAP: ACT 2 trolls we’ve been revealing for the past few weeks. They’re not on the Zodiac you’re familiar with– what the heck are they? We’d like to introduce you to something we’ve had in the works for a little while now: the Extended Zodiac.
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