Do you mind analyzing the difference between a Knight of Breath and a Sylph of Breath? If you only do one, then just a Knight of Breath would be fine.
Yes, I'll do a comparison.
Knight of Breath V. Sylph of Breath
Breath - control over wind and airflow, as well as freedom.
Knight - passive exploitation class, one who serves aspect, or serves through aspect for others.
Sylph - passive creating class, one who heals/fixes their aspect, or heals/fixes with their aspect.
The Knight of Breath is one who serves Breath or serves through Breath for others. Metaphorically, they exploit freedom.
The Sylph of Breath is one who heals or fixes Breath, or heals/fixes with Breath. Metaphorically, they'd be the ones to unshackle someone in captivity.
Their opposites are the Thief of Blood, and the Prince of Blood, respectively.
The Knight of Breath is one who'd exploit the wind itself, and this can be taken many ways. They could use this by using the air itself in a devastating attack, or they could use this wind to free their friends.
The Sylph, on the other hand, is one who heals with Breath. They'd be the ones releasing people from their bonds, or clearing out others' minds. Perhaps they could even heal with The Breeze.
So, there's a few differences, at least.
Similarities:
Both are passive classes.
Both rule over the same aspect, which would bring them an innate understanding of each other.
Both would be the type of people to immediately rush to your side and try to help you.
Differences:
One heals, the other exploits.
The Knight would use someone else's freedom for their friends, but the Sylph would be more inclined to fix that.
Knights naturally start out with a deficiency in their aspect which leads them to put up a facade ghosting their opposite aspect.
Challenges:
Breath as an aspect is all about freedom. Both of these players would be more inclined to go their own direction (especially the Knight, who might have not had this ability in most of their life), and this might lead to conflict.
The two of them would have to learn how to tether themselves down, to not fly too close to the Sun, etc. They have to overcome the instinct to run free and fly forever. They can't go too far, because then you'll lose both of them.










