So, Sylphs and Muses both exist in contrast to the Lord, and both also have themes of control and plotting. How do you distinguish between them?
As the master classes, Lord and Muse are basically the âruling classâ classes, complete with all kinds of responsibilities pertaining to being that ruling classâ a Lord has to make sure that everybody under his command is safe and provided for, while a Muse has a more reciprocal relationship, keeping others out of trouble by making it easy for them to keep her safe. In practice this usually turns into a large game of tight resource management, like an RTS player who moves some soldiers to fortify her capital while simultaneously advancing on the enemyâs. Discovery means losing her shot at victory, so the Muse has to conceal what sheâs doing as sheâs doing it, and that means she has to be patient.
While Sylphs are often inclined to operate in this manner as well, it turns out that when they try to play the role of Reasonable Authority Figure it doesnât work out so well. In the best case scenario they just sabotage their own ability to participate entirely, and kind of windmill in some forgotten corner while everybody else fucks everything up foreverâ in the worst case scenario, their efforts to keep everyone else from doing anything stupid become outright villainous and they get taken down. (Sound familiar?)
The key here is that a Sylph has to accept that even if someone on her side is ridiculously incompetent, she can still reverse the outcomes of their poor decision making without having to directly prevent them from doing anything, by taking initiative in other areas and arranging things behind the scenes. This is why Sylphs who take on a protector role tend to be healers or secondary fighters, as opposed to the more tactically minded Seers and Muses who would rather protect others by telling them how to avoid danger. A Sylph wonât warn you that sticking metal in an oven will set your house on fire, but sheâll help you collect on the insurance.
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ăăĄăăďź You can find a fuller description of Witch of Doom here; in this post, Iâm going to cover Witch of Void and then compare the two kinds of Witch.
Doom and Void
Both of these aspects are existentialist in nature, with Void being more âpureâ about it than Doom. They both have an interest in the absurdâ the revelation that it is actually impossible to know if the universe, or anything in it, means anything, and the resulting futility of the human tendency to read meaning into everything.
However, they differ in terms of how theyâre supposed to react to the absurdâ Void players are meant to brush it off and realise that itâs actually awesome that external events have no relation whatsoever to who they are as a person, while Doom players have to redefine their world in terms of the contradiction between the absence of true meaning and their desire to find it.
Witch of Void
Moving on to the class, Witches are characters that complete their coming of age by discovering their own inner strength and establishing themselves as powerful figures, beholden to none other than themselves. Their imposing nature and willingness to take control over whatever it is that they need go hand in hand with the secrecy of a magician; a fully grown Witch rarely feels the need to explain herself to anyoneâ theyâll find out what she was planning soon enough.
Witch and Void have a really high degree of synergy together; a class that excels at exploiting deception and tight control over oneâs own affairs combined with the aspect that literally argues that our inherent inscrutability to each other forces us to be forever free to do whatever we please? That was a mouthful, but basically itâs very straightforward to write, or be, someone who is able to mature as a Witch by learning the philosophy of Void.
On the other hand, traits that hurt Witches or Void players in particular can easily double up to lengthen a Witch of Voidâs maturation. Void players tend to have deflated senses of self-worth from the beginning, which often leads them to willingly surrender their agency to the expectations of dumb things like society. Combine that with an immature Witchâs over-reliance on the good graces of others, and you can get someone whoâs a real stickler for the rules, not to mention boring.
The dimension of doing a very specific set of things in order to achieve an outcome that originates from outside the Witchâs own headâ going through the steps of somebody elseâs danceâ resonates with me chiefly as the kind of problem you get with the children of overbearing parents who want their kids to become doctors, the kidâs aspirations be damned. Often, the expectations of their parents or society or whatever become internalised, until the kid in question isnât consciously aware of the falseness of their âchoiceâ.
Choosing to open your eyes and understand that you matter regardless of how much money you make or what skills you have might sound like a no-brainer, but with this authenticity comes the need to make sense of your own actions as a personâ and that means all of them, especially the things that you would rather not consider. It means questioning the bedrock of your own essence, and wondering if who you think you are is at all who you really are. And, fundamentally, this is a rejection of the Other, that class of metaphysical entity that happens to include everything that isnât you. It means not playing the game that everybody else is.
Both Witches of Doom and Witches of Void deal very directly with the importance of authenticity in this vein. Theyâre outsiders to a greater extent than most other kinds of Witch, and similarly focus on the importance of personal choice and individual action. But where a Witch of Void is built to survive in a mundane world, performing actions for no reasons other than their own motivation, a Witch of Doomâs path leads them to almost deify the particular unconventional actions that they select, transforming those actionsâ existences into something beyond the grasp of the mundane realm.
The character arc of a Witch can usually be generalised to âmeek character learns to stand on her ownâ. The meekness I describe here is not necessarily social meekness; there is just a class of activities that a maturing Witch feels hesitant about interacting with, maybe because those activities are too serious, or too frivolous, or too dangerous, or not dangerous enough, or too difficult, or too easy, or whatever. The rub, of course, is that the Witchâs self-affirming activities are best served by performing these activities.
Except when inverted, Doom players are always operating on two different levels-- the mysterious, âspiritualâ realm, and the normal, âmaterialâ realm. One neat example of this kind of split would be between two Minecraft players-- the one firmly entrenched in the âmaterialâ world of Minecraft would laugh at his n00b friend for walking into lava and dying, while the friend who âdiedâ in Minecraft is running the hell away because he can see meteors falling from the sky in the real world. To a Doom player, most people are like the first Minecraft player, their eyes glued to events that donât matter as much as the weird stuff underlying it. Having loads of money in your first life isnât worth it if it means that youâre going to go to Tartarus for your afterlife.
Unlike many other Doom players, a Witch of Doom is best favoured by not disclosing anything at all about the âother sideâ to the people around her, or at least by withholding the details of whatever supernatural armageddon she may foresee. She wants to keep the unknown the way it is, because the less that anybody knows about whatever conspiracy or magic she has access to, the more inexplicable miracles she can work with it, and the more mileage she gets out of knowing anything about it in the first place.
Doom players have an enduring sense that thereâs something large and dangerous out thereâ a less potent Witch of Doom might be content to follow the status quo and stay away from it, but more mature ones actively seek out the many roads that others fear to tread, looking to plumb their secrets and exploit them to make her ambitions a reality. What are her ambitions, you ask? Well, with the Doom aspect in particular, the possibilities range from summoning the literal apocalypse to averting it, but rarely have much to do with anything that doesnât involve the threat of massive-scale upheaval at all. The Doom aspect is all about the epic and otherworldly, after all, even if sometimes the world at the brink of destruction exists in another universe entirely.
A Witch of Doom first exposed to her storyâs representative(s) of Doom is likely to feel intimidated and unsure, and doubt her own ability to contribute to whatever efforts are taking place in relation to it/them. These feelings of inadequacy tend to be supported by feelings of being out of place in the ânormalâ world, or some kind of âevidenceâ that mundanity is all that she really has going for her. The deal here is that she needs to understand that the cardinal differences between the two worlds mean that the qualities she might have been trained to dislike in herself are, in fact, worth embracing. She ditches whatever resigned perspective she was dealt by the âreal worldâ, and gets to take on board whatever she can requisition from the real real world.
At a surface level, Rogue and Witch look like incredibly different classes-- but looks can be deceiving, and immature Rogues and Witches are often pretty similar! They both have issues with self-pride and can dislike actually taking control of anything, both in a leadership sense and just objects in general.
Rogues see it in terms of greed; they donât want to impose on others or make themselves look bad, so they give up on things in order to appease the palates of those others, so to speak. However, they often donât understand how much greed is actually encoded into these âsacrificesâ, and can end up failing at their true goal-- inspiring as much resolute greed in their friends as is humanly possible.
Witches are more pragmatic about the situation when theyâre unwilling to lead; they often see themselves as reliant on certain allies or tools, and powerless unless they keep those allies co-operative. This makes them significantly less self-directed in their actions and goals than they should be, which in affords external forces more power over them and reduces their own agency-- making a self-fulfilling prophecy out of their fears that theyâre too weak on their own.
Basically: a Witch makes herself by drawing on her own power and exerting enough force of will that others are cowed into following her or leaving, while a Rogue does it by exploiting the short-sightedness and desires of others. The latter is reliant on the impulses of others in a way that a Witch isnât.
Adding the Time aspect gives you all kinds of fun things. Basically, a realised Witch of Time weaves determinism into her schemes; sheâs a stoic motherfucker who conceals whatever awareness she does have from everybody and anybody, something that makes it look extremely cool when she dodges a bullet or turns out to have trained in anti-magic martial arts from a young age. A Rogue of Time takes assholes and hardship as granted and cheats the system, so to speak. Theyâre comfortable with the knowledge that people are motivated chiefly by their self-interest, and theyâre able to use it to trick people into going hunting after their own demise.
Yikes. I started this ages ago, saved it as a draft to do something else, and then⌠forgot about it completely! Sorry for the late response, and here you goâ one Sylph of Heart analysis.Â
Sylph of Heart
I consider Sylph the passive summoner class, inviting and permitting negotiations and bargains in the same way that the Witch directly creates them. Heart is the aspect of souls and truth, drawing upon the highly essentialist philosophy of Plato.
A Sylph is a competent, capable individual, kind at heart and generally eager to help other people. This desire to aid and fix the woes of others can sometimes lead to frustration, especially when people partake in behavior that the Sylph has already cautioned against.
Generally, a Sylph is relegated to the role of the ultimate secretary. If somebody wants to acquire something, they can call upon a Sylphâ sheâll either produce the desired result herself, or ring up a third party and have them do it. This is where the Sylph is at her most effective, dialing up favors and letting others work miracles.
In living out this role, Sylphs are generally loathe to let others struggle alone. Unlike an Heir or a Witch, they do not generally underestimate their own capacity to act; but what they may underestimate is the helplessness of other parties. A less mature Sylph might perceive people as unable to make the correct choices, and take it upon herself to choose for them.
A helpful source of guidance and power, then, becomes a meddling busybody who reduces the agency of others âfor their own goodâ.
Thereâs no definitive rule as to how much meddling is too much, but I think part of the criteria involves relative agency. If the Sylph boasts more control over the situation or plan than the person that sheâs assisting, I would argue that this is a case of excessive control; Sylphs are concerned with providing raw material (whether that material is physical or not) rather than actively shaping it like a Lord would.
The conflict that faces Heart players is basically between universal justiceâ âif you shouldnât do x here, nobody else should eitherââ and personal justice. An advanced Heart player will always err on the side of personal morality, since everybodyâs souls are fundamentally equipped to handle different tasks. Staying true to oneself is another form of this kind of balance, and I think another valid reading of the Heart playerâs struggle is between the deceptive material world and the self-evident world of spirit and soul.
So, what would a Sylph of Heart in failure mode look like? One possible route might run off of this idea of universal justice, where she forces everybody to live to the rules and laws that she deems appropriate. She might enforce her own particular brand of justice, and keep everything âfairâ by keeping people from using or abusing personal advantages against each other. Most prominently, sheâll keep an extremely tight handle over herself and her own emotions, potentially in the interests of setting an example for her subjects. Inverted Sylphs almost always look like misguided tyrants; inverted Heart players are obsessed with forgetting about (and in some cases outright replacing) their true selves.
At her best, a Sylph of Heart is almost unrivalled in the field of talking over life choices and helping people discover their true calling. Sheâll be naturally attracted to sites of her own personal interest, especially where true friends or soulmates are present, and those whoâd benefit most from the ability to summon Heart.
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First of all, I have to say, I really enjoy reading these! Thank you so much for making them :). And now, what's your take a Witch of Mind?
Iâm glad you like âem!
Witch of Mind
A Witch is best described as âone who summonsâ, taking ownership of and responsibility for the things around her. Mind is an aspect that strays very closely to Void; a key point of divergence is the Mind aspectâs focus on dissecting your own thought processes.
To a Mind player, there is very little that is more important than being in the right. But, from their perspective, justice has practically nothing to do with the actual outcome of their actions; they are solely concerned with the projected outcome.
Understanding the rationale behind this decision, in addition to being very Mind-y, is an excellent way to leap into the wonderful world of Kantian philosophy.
Thinking along similar lines to Voidâs insistence that you cannot truly know anything about the physical world around usâ our senses filter literally everything that we see, smell, touch, taste and hearâ Kant (and the Mind aspect in general) rejected philosophy as a way to learn about the âtruthâ of the universe. Rather than speculating on metaphysics, he said, we should use critical thinking to analyze the nature of the mind.
Justice, under this system, is simply that which is justified; if you want to do something, you must first consider why you want it. Then imagine a universe where everybody is forced to operate with the same logic that you used in that situation. If that universe is not paradoxical or otherwise undesirable, then your reasoning is justâ nothing else need rest upon your brow.
(An example: someone says, âI want to punch somebody.â Why? âI donât like him.â What about a universe where everyone goes around hurting people just because they donât like them? âThat would kinda suck.â Then donât punch him.)
(Oh: and when you're doing this, making stuff up is a big no-no. With my punching example, I absolutely can not lie to myself and say, "I want to punch him because he was a jerk to my dog." Honesty is key here, or else the whole thing falls apart.)
One final thing that needs to be taken into account are the projected consequences of your actions-- this is really just another instance of the intended outcome thing that I just mentioned, only with a greater bent towards "side-effects".
Do you believe that the thing you are about to do will cause _____ to happen? Is making ____ happen worth your intended outcome? (Naturally, you'll also want to apply that self-analyzing trick that I covered in the brackets above.)
If all that stuff has been sorted, and you believe that you are proceeding logically and in a justified manner, you can safely execute your plans without fearing regret. As long as you accounted for all the possibilities that you could see, you're in the clear as far as Mind is concerned; leave outside interference up to karma.
Now-- Witches. I'm going to keep this short and sweet, seeing as I've covered Seers twice already.
Just like Seers, Witches are highly intelligent individuals who often feel pressure to behave as something of a solo act; unlike Seers, this is exactly how they should be, and their challenge is to stop letting others do things in their stead. A Witch who meekly dispenses knowledge to all who ask for it has an extremely limited sphere of influence! They need to maintain secrecy and keep themselves distant from the rest of the cast in order to exert as much control as is humanly possible over their plans and goals. Then, when the going gets tough for everyone else, they can leap from the middle of nowhere and do something absolutely earth-shaking.
A big part of their character arc is the existence of a "familiar", some kind of representation of their aspect-- usually sentient or alive-- that lends the Witch immense power. To prove themselves, a Witch has to lose this familiar... only to discover that she didn't really need it anyway, and that the powers it wielded (or at least something comparable) were inside her all along.
Applied to the ideals of justice I outlined above, the Witch of Mind's familiar could be something kind of Avatar of Law that basically amounts to a walking, talking field guide to Kantian justice. (Do unto others as you would have them do unto you?) Here, part of her arc would involve losing the Avatar's form of justice, only to learn that she can make her own justice.
As a parting note, I think that it'd end very badly if a Witch of Mind actually listened to a a rule-breaker's pleas for lenience and made a special allowance for him or her based on who he or she is. As far as Mind is concerned, justice is absolute-- and as far as Witches go, staunch conviction is a stellar sign of heroism.