I saw someone ask about two titles as a couple, so I was wondering, Knight of Breath and Sylph of Light?
Anonymous

The Knight of Breath analysis can be found right here!

Meanwhile, the Sylph of Light is defined as one who heals fortune, luck, and knowledge, or heals through those elements!  Taking a look at Aranea, Homestuck’s Sylph of Light, the first explicit demonstration of her abilities is being able to heal Terezi’s eyesight.  Seeing as eyes let one see due to the intake of light, this makes perfect sense.  Furthermore, Aranea’s encyclopedic knowledge helps her assist in a variety of situations, and any Sylph of Light would no doubt approach situations with a similar degree of calculative processing!  They may also be able to “heal”, or neutralize, the effects of any other luck-altering abilities, resetting the playing field for all involved!

Now, I’m going to say the same thing here as I said in the last couple analysis involving a Breath player: Breath players, by the very nature of their aspect, generally don’t like being tied down.  To this end, they are incredibly liable to go around and do their own thing regardless of the current status of the relationship.  The Sylph might use their know-how to try and ground the Knight, but in my opinion, they should just leave the Knight be.  Less hassle for all involved.

Hello! Do you think you could explain the Lord of Space and the Lord of Life for me please? Thanks! ^.^
Anonymous

The Lord of Space is defined as one with absolute control over creation and the physical plane!  This is rather simple as far as abilities go: Similarly to Jade, being the Witch of Space, the Lord can bend the attributes of their surroundings to their will, bending, twisting, rearranging, contorting, creating, and destroying to suit their needs.  The only thing inhibiting the Lord’s abilities is their own imagination, because at late-game power levels, they can create and alter almost anything they can think of!

Meanwhile, the Lord of Life is defined as one with absolute control over life, growth, and motivation!  This Lord can be seen as a more specialized version of the Lord of Space, dealing exclusively with living beings.  Their abilities might include inciting rapid evolutionary growth, altering how living beings behave and are structured, creating giant tree monsters, the possibilities are nigh-endless!

How would a Knight of Void and Rouge of Life do as like, partners in a battle? Also what god tiers would work best with them in a session?
Anonymous

Here are links to your analyses:

Knight of Void
Rogue of Life

Once again, there isn’t much that sticks out to me with these two as far as combat situations go.  However, you need to remember that Void players aren’t typically meant to dive into the fray…at least, in terms of their title abilities.  No, I think that these two would be masters of subterfuge!

The Knight of Void, being one who protects through misdirection, would absolutely confound the efforts of the enemy by pointing them in the wrong direction and feeding them misleading information in order to deter them from their teammates.  Meanwhile, the Rogue of Life would slowly eat away at the motivation of the enemies, enhanced by the fact that the Knight is making them run around in circles trying to figure out what the hell to do!

These two would be perfect for sneaking into enemy lines and softening up the enemy’s defenses before the other team members, probably more combat-focused individuals, charge in and utterly blindside them!

Do you think an Hier of Time and a Prince of Doom would work well together in a session?

Here are your analyses:

Heir of Time
Prince of Doom

Now, as far as synergy in a session goes…

I’m going to summarize this with the infinitely profound statement of “eh”.  You see, time and fate are two entirely separate domains, with little to no overlap between the two.  Furthermore, whereas the Prince tends to have a great degree of control over his abilities, the Heir has next to none, their abilities instead helping them out whenever they need it, which has a tendency to be rather fickle.

Don’t get me wrong, these two definitely have the potential to kick ass, but their potential to kick ass isn’t any more prominent or unique than it is with any other combination of two titles.  Hell, the Heir’s abilities could very well interfere with the efforts of the Prince of Doom, who might get time-locked out of absolutely nowhere because the Heir’s abilities decided to freak out, which might be the source of hostility.

Hi! I'm not sure if you do these kind of things, but i'm just wondering, do you think Land of Gore and Judgement (LoGaJ) would be a good land for a cold, but intellectual, Prince of Doom who doesn't really care about anyone/anything? And, could you possibly suggest a few ones if it doesn't fit? Thanks and sorry for bothering! Have a nice day :).
Anonymous

I’m going to be doing this one first, if only because it’s different and unlike anything I’ve been asked before.

A Prince of Doom, to remind you all, is the class that royally screws with fate and the workings of destiny and death in order to achieve their purposes.  Towards this end, Judgment is a fine attribute for their land, since the abilities of a Prince of Doom hinge on their own, personal judgment of fate as opposed to the fate already given!

As for Gore…well, this is probably a more “flavory” descriptor than anything else, but Doom doesn’t always equate to icky nasty deathy stuff.  You can make a Doom player’s land batshit terrifying, sure, and there’s no problem with that!  But bear in mind that it isn’t a necessary component to an effective land for a Prince of Doom!

Also of note is that the overall purpose of a land is to use their abilities to counter whatever is plaguing the planet.  Maybe you could have…I dunno, the Land of Prophecy and Judgment, in which basically everything said to ever happen ever is supposedly predetermined by the powers that be, and occur with almost frightening accuracy.  The Prince of Doom would then be tasked with raising a big ol’ middle finger to those powers that be and nixing the prophecies that constantly hover in the minds of the inhabitants!

I am returned, at least for the time being!  Going to go ahead and knock out some of the messages flailing around in my inbox, so stay tuned!

Hey, where did Bane go?

You may have noticed that I decided to vanish off the face of the earth for a solid week or so. That’s because, to keep this as concise and non-ranty as possible, I am without access to my computer and tablet until further notice. This, of course, means that title analysis is on hold until my parents decide to give me access back.

More things change, more they stay the same.

Okay I swear to all that is holy I will find time in the following days to get around to my inbox. Promise.

Sorry for the lack of activity. Got re-addicted to Minecraft. Will be doing more titles as soon as I finish this lava fountain I swear

How would a Muse of Hope and Lord of Doom duo work out?
Anonymous

You can find the Muse of Hope analysis here!

I am not sure if you mean this as a session analysis or an analysis of the general dynamic between the two, but I’ll go with the latter.

Now, the Lord of Doom is defined as one who has complete control over calamity, death, fate, and structure.  That on its own lets you know the level of power that we’re dealing with here.  The Lord of Doom has complete and utter control over death and destiny, two very, very important themes in SBURB.

The Lord of Doom can change who dies and who doesn’t, possibly bringing the ability to bring people back to life or give others the ability to straight-up ignore fatal blows!  They could also have the power to doom others to a terrible fate, prevent calamity from ensuing, or CAUSE calamity instead!

But most importantly, a fully-realized Lord of Doom has the power to completely alter the way that the game is played, taking a welding torch to the game’s mechanics, and has the potential to work the game in their favor.  Compared to the Prince of Doom, who zaps out rules he doesn’t like, the Witch of Doom, who bends the rules, the Bard of Doom, who makes the rules fall apart, and the Maid of Doom, who ignores the rules and makes their own…

The Lord of Doom at the height of their power has the ability to throw out the already existing rulebook and write their own.  This makes for an extremely dangerous class who can completely change how everything works in the blink of an eye.  You might not even be playing the same game by the end of a session with a Lord of Doom!

Now, bearing in mind that a Muse of Hope is all about giving others the courage to press onwards with the hope that things will work out for the best, and does that better than all other Hope classes, an interesting dynamic could be in place here.  But, with the Lord of Doom changing how things happen and the Muse believing that having the hope that the desired outcome will come to pass will MAKE it come to pass, the two are liable to oppose each other.

The Lord could be in an antagonistic position, messing with the players of a session by constantly changing the rules on the fly, dooming them to failure and performing a motley of other shenanigans.  However, the Muse of Hope might be able to DENY the Lord of Doom’s rules through inspiring their teammates and creating a surge of hope-power that lets them shrug off the Lord’s power over them!

However, an interesting consideration is that the MUSE could be the antagonist of the situation, becoming a crusader-type that is after a destructive goal and is armed with the power of their belief!  The Lord and his allies must then scramble to place structural roadblocks in the Muse’s path, attempting to deny them the ability to see their goals through!

…WOW, that was way longer than I thought it was gonna be.  Time for the araneamode tag.