#heir of mind
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Dipper Pines is a Dersite Heir of Mind
Mabel Pines is a Prospitian Witch of Heart
Stanley Pines is a Prospitian Thief of Void
Stanford Pines is a Dersite Mage of Light
Soos Ramirez is a Prospitian Page of Life
Wendy Corduroy is a Dersite Knight of Time
Fiddleford McGucket is a Prospitian Bard of Light
Gideon Gleeful is a Dersite Prince of Space
Pacifica Northwest is a Dersite Maid of Rage
Bill Cipher is a Prospitian Lord of Mind
#gravity falls#homestuck#classpecting#dipper pines#mabel pines#stanley pines#grunkle stan#stanford pines#grunkle ford#soos ramirez#wendy corduroy#fiddleford mcgucket#pacifica northwest#bill cipher#heir of mind#witch of heart#thief of void#mage of light#page of life#knight of time#bard of light#maid of rage#lord of mind#gideon gleeful#prince of space
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You do not have permission to use/steal/trace over these images. Only the commissioner can use this.
#homestuck#fantroll#homestuck ocs#fantrolls#jade blood#violet blood#seadweller#purple blood#prince of doom#heir of mind#knight of rage#original characters#ocs#godtiers#kofi commissions#commissions#commissioned art
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Waiting for your brother to wake up
South park sburb au pt 1: here
#South Park#kyle brovlofski#kyle broflovski#ike broflovski#ike brovlofski#sp ike#sp Kyle#sp#homestuck#homestuck au#prospit#heir of mind#knight of breath#sburb#sburb au#dreaming moons#classpect#fanart#digital art#this is pretty poorly done but ehhh#sp sburb#my art
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JERMA985 is an HEIR of MIND!
Requested by anonymous!
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the Heir of Mind: one who passively manipulates intuition
sources: x, x, x, x, x, x, x, x, x
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Sherlock from BBC is an heir of mind or thief of mind and I am dying on this hill (not a crazy take)
#homestuck#classpect#classpects#aspects#aspect#mind aspect#heir of mind#thief of mind#bbc sherlock#sherlock
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THE HEIR OF MIND
~~~~
The Heir of Mind is someone who is one with their brain and mind, one who always thinks before they act, and has their feelings under a lock and key. The Heir of Mind is tactical and a genius, they always know what they want, and they more often than not understand how to get it. They can easily blend in with a crowd if they want to, masquerading as a normal person with normal thoughts, but really they have great ideas on how to change the world for the better.
They are known for being able to keep their head on their shoulders and think rationally and in a calm manner, even in the most stressful situations. The Heir of Mind becomes their Mind, always open and willing to consider other points of view or take in new details to a situation, and they always make sure they have every side of an argument before they take sides or make any decisions.
They are not flighty people, they don’t run away or hesitate if they’re faced with any sort of danger or problematic situation, and instead they try to make a decision that will benefit the most people possible. The Heir of Mind is logical and pragmatic, they are one of the most reliable and intelligent people you’ll ever know, and they’re a great person to keep by your side because they will not disappoint you, at least not on purpose.
#homestuck#homestuck classpect#homestuck classpects#classpects#classpect#homestuck classes#homestuck aspects#homestuckheirclass#homestuckheir#homestuckmindaspect#homestuckmind#heir of mind
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mind playlists are done! here are some of my favorites!
bard
knight
rogue
#homestuck#homestuck ocs#homestuck godtier#maid of mind#page of mind#mage of mind#knight of mind#rogue of mind#sylph of mind#seer of mind#thief of mind#heir of mind#bard of mind#prince of mind#witch of mind#mod dave
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Hi! Could you do a session analysis for my friends and I?
Knight of Hope (Prospit)
Rogue of Void (Derse)
Page of Space (Derse)
Heir of Mind (Prospit)
Bard of Heart (Derse)
Witch of Light (Prospit)
(You can replace the Witch with a Seer of Time if it's absolutely needed for the session to be successful, that classpect also works. Otherwise, how fucked are we anyway?)
Thank you!
h0ly shit 8O!!
i personally have a bit of theory that a session can go WITHOUT a time player BUT, everything else in the session would have to go perfect. (or at least good enough-)
i believe out of some of my research on the knight of hope that they can create weapons based on hope and/or religion. also with some in-cannon examples, knights are shown to either not think of their aspect as "useful" or just completely ignore their aspect.
the rogue of void is quite useful! as we see in-cannon, roxy can take things from nothing (eg: the orb that kanaya got from slicing her lusus, i forgot its name) which saves the trolls from extinction. chances are the rogue on your team can get almost anything.
the witch of light can manipulate things related to light, like fortune, luck and knowledge. they could possibly enhance your team's luck and what-not. witches of light are also very active in their session, like taking out the derse royalty, keeping their team's luck high and killing imps.
pages of space are actually quite powerful (believe it or not) pages of space can hand over their space powers for a temporary amount of time. if the page of space is persuaded to the side of evil or they give their powers to the wrong person, the session could perhaps scratch. (especially if the session had a witch of time who isn't exactly the best person) pages of space can teleport their team across vast distances of land, create objects for other to use and of course their also on genesis frog duty.
the heir of mind would inspire logic and rationality in those around them, proctecting others from trickery and embodying mind. they tend to brag a bit about being a mind player (and just about their intelligence in general) they'll probably always have a plan for something, whether that be for some random sidequest or the entire session. (another thing id like to mention is that they like pranking, not really important but i think its nice)
bards of heart have the ability to manipulate people using their emotions, leading people to completely destroy their sense of self, warping their perception on who and who isnt an enemy. theu could possibly change someone so much that when they die, it's labelled as a "just death" instead of a heroic death.
id say you and team would be fineeeeee 8P
#bard of heart#classpecting#blogging#homestuck#ask the witch of mind#analysis#heir of mind#knight of hope#witch of light#rogue of void#page of space
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Alright gang, this is the second request from this post, and I'm excited to get into it. Nice addition with Heir of Mind, also. As a Mage of Heart, I should probably feel some sort of contention with them as an inverse, but honestly, I just think the connection there is neat (^<^)b (also this is a Partybreaker so cw: Page abuse)
Fated Barrage, Senza Misura
Page of Time [one who becomes and becomes fully realized through time, change, and activity] + Thief of Heart [one who steals and steals through emotion, essence, and the self] + Bard of Blood [one who allows the destruction of and invites destruction through bonds, connections, and sacrifice] + Mage of Void [one who understands and understands through uncertainty, emptiness, and absence] + Maid of Space [one who serves and serves through space, creation, and passivity] + Heir of Mind [one who inherits and ascends through reason, order, and consequences]
Fated (destined to happen, ensured) + Barrage (a concentrated artillery bombardment over a wide area) + Senza Misura (Lit. Without Measure; playing a piece without a beat, allowing for freer rhythm and tempo)
Lots of moving parts to this one, and another Partybreaker! Fun for the whole family!!
Bard is here, so there will be some friendly fire, but nothing that can't be smoothed out by an ice pack and a few years of godtier interpersonal beef. And because Partybreakers are like that, the Thief is going to be doing a lot of heavy lifting. Thief is gonna start out by stealing the Mage's sense of self. The Mage of Void thereby becomes emptier, allowing them to tap into their magical Void powers with greater potency, and without the sense of self, has less connections to their allies (seeing as there is less distinction between them and their allies for there to be connections in, if that makes sense). The Thief isn't done yet, they go and steal a bunch of Aspectual Heart from the Heir as well, who, without all that Heart in the way, can really get in touch with the vast amount of Mind they already have access to. The Page may not have easy access to multiple timelines, but with the help of the Heir, may be able to scope out the various paths that the immediate future can take.
The Thief then goes in, and with the Bard's invitation of the destruction of bonds (Bonus Bard Boosts (TM)), steals the alternate future Pages, bringing them into this timeline to aid in the fight. The Bard uses them as cannon fodder and/or projectiles. Whichever makes the most sense at the time. The Page is, understandably, kind of traumatized by this. Oh well.
The Mage aids the Bard's assault on the Target by, with help from the Maid, conjuring several black holes to occupy the battlefield. The Mage is not very concerned with how their allies might be affected by all of this, partly because of the Thief and Bard messing with their sense of companionship and caution, and partly because the Heir has some amount of command over probability and outcomes. With the numerous Pages being thrown about, the Heir has a lot of Time and alternate futures to assess and can go around nudging things to ensure that their allies don't get messed up by the black holes. Not because they care at all, mind you, their empathy got yoinked by the Thief, but simply so that they can go on living in the alpha timeline.
Until the Page--the alpha Page--gets stolen into another timeline by another version of the Thief who is also a part of Fated Barrage, Senza Misura in the other timeline. Because the Bard, obviously.
The Maid is working around the clock trying to keep the black holes from collapsing and/or ripping everything up too much, mostly by maintaining the gravity of the place to be somewhat stable.
From this point in the Fated Barrage, Senza Misura, it's not so much about attacking the Target (they're already incapacitated from black hole or Page spam) as it is getting everyone back so that the special attack can resolve in a place where everyone is at least mostly "fine."
The Heir must snatch up an errant Page running around so that they can give the Thief access to the timeline where the alpha Page is, then steal it back. The Mage of Void through being emptier, gains more firsthand knowledge of Aspectual Void, which is fulfilling to their personal character arc, which reinforces their sense of self, sort of undoing the Thief's stealing of it. The Thief in question having taken the Mage's sense of self and the Heir's compassion into themself would definitely have some qualms about how they are all treating the Page, but they can apologize later they gotta get the Page back first. The Mage, having more detachment from the Void, falters in their magic keeping the black holes running. That, combined with the Maid keeping them in check would collapse the black holes in on themselves, and the Heir could go around messing with stuff so that it'll end up doing more harm to the Target than their allies. The Thief successfully gets the alpha Page back, and the Bard punts the last doomed Page the Thief and Heir just used into the Target, causing the doomed Page to fall into the last black hole as it closes. The Maid, using all that extra Time energy from the various Pages running around as a focus, puts the area affected by the Fated Barrage, Senza Misura back together as it was before it began, well, mostly.
uh... go team! yay! [The Page will remember this]
#cw: page spam#homestuck#fraymotif#request#3+ players#partybreaker#page of time#thief of heart#bard of blood#mage of void#maid of space#heir of mind
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[IMAGE ID: three horizontal flags with nine stripes; each flag has the mind aspect symbol in the center; a neon teal circle with three evenly-spaced wavy lines coming out of it. it is outlined in medium warm green. the middle stripe is twice as large as the rest of them, which are equally sized. the first flag has these top three colors: dark blue, warm medium green, and teal. the second flag has these top three colors: forest green, medium purple, and white. the third flag has these top three colors: dull orange, warm light purple, and deep blue-purple. each flag has these bottom six stripes: medium warm green, off-white, medium warm green, dull warm green, medium teal, and neon teal. END ID.]
mindasithief: a gender connected to being a thief of mind; this gender is connected to the mind aspect, mind aspect aesthetics, thief aesthetics, and thievery!
mindasiheir: a gender connected to being an heir of mind; this gender is connected to the mind aspect, mind aspect aesthetics, heir aesthetics, and being genderqueer!
mindasibard: a gender connected to being a bard of mind; this gender is connected to the mind aspect, mind aspect aesthetics, bard aesthetics, music and musical aesthetics, being silly or goofy, and MUSiN genders!
@radiomogai @liom-archive @obscurian @drowntowns @electrosaccharine
#mindasithief#mindasiheir#mindasibard#thief system#heir system#bard system#music in nature#mind aspect#thief of mind#heir of mind#bard of mind#mogai gender#mogai coining#gender coining#tech.png
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Witches & Heirs: Adherence and Manipulation
Well, here we are again. It's always such a pleasure. (Do you remember when you tried to kill me twice, blah blah blah...)
Witches & Heirs are a pair with a lot of material to work with, owing to the fact that Homestuck's main protagonist happens to fall under this category; though comparatively the other characters in the group (besides Jade, fellow Main Character) happen to be relatively obscure.
...But I've also written a whole goddamn analysis on one of them, so this should be fine.
The Witch:Heir class dichotomy embodies adherence, manipulation and fundamentally, control. This is both control over the Aspect, and the control the Aspect has over the person - and practically functions as a means to manipulate & bend the Aspect freely.
Canonical Witch players are Jade Harley (Witch of Space), Feferi Peixes (Witch of Life) and Damara Megido (Witch of Time).
Canonical Heir players are John Egbert (Heir of Breath), Equius Zahhak (Heir of Void) and Mituna Captor (Heir of Doom).
Point A, the narrative function of the Witch.
Narratively speaking, the Witch is the Class of active manipulation. What this translates to is a person whose Aspect has a heavy influence & sway over their life and their actions, which ends up manifesting in them growing to control & influence it in rebellion. And therein lies the key word everyone uses when analysing Witches - rebellion.
The Witch is somebody who rebels against their Aspect. They bend the rules, play around with it, they think they're above its whims. And this, more often than not, is because they don't want it to try and control them in turn.
Jade Harley, Witch of Space, spends her whole life in isolation. Space has her under its thumb, she's got one big, floating empty canvas to play around in and nobody else to inhabit it with. She's so far away from anyone or anything, and has no freedom to explore it to her heart's content because of the fucking First Guardian that keeps teleporting her around.
Feferi Peixes, Witch of Life, has her future decided for her. She's the princess & the heiress to a colossal empire, and the trajectory & development she's meant to undergo is pre-planned. Her life isn't her own to control, and she has to worry about a titanic sea monster that'll kill everyone on the planet if she doesn't tend to it.
Damara Megido, Witch of Time, finds closure to be something hard to swallow. All the toxic & debilitating relationships in her life, she can't bring herself to burn the bridge until the bridge starts burning her - and that's when she resorts to pulling teeth and cutting off heads. And her post-scratch self ends up being groomed & made to serve the Lord of Time himself.
Noticing a pattern here? Witches often find themselves literally controlled by a grand manifestation of their Aspect. Becquerel for Jade, Glb'golyb for Feferi & Lord English for Damara/The Handmaid.
And this brings us to the point that Witches want to rebel against these forces of control. Jade has to learn to break the rules, to disobey her guardian & travel as far from that desolate rock as she can.
Feferi wants to bring great, sweeping change to the whole empire and everything underneath it, she's got big dreams & wants to change the way that everyone's lives grow and develop.
Damara figures out that she doesn't have to take shit & deal with abuse because she can end things, and oftentimes in her situation that means ending lives. And, furthermore, bringing about total oblivion with the Scratch.
(Damara was totally justified in doing that, by the way. Fuck you, Meenah & Rufioh).
This leads to the fairly digestible Point B of the Witches' practical function.
The Witch controls their Aspect to an absolute. The power they gain is to manipulate it and make it do whatever the goddamn hell they want it to do, best exhibited with Jade who gains complete dominion over physical space; which ties directly into her Quest.
Even then, there's still an upper limit to her strength, but from what we see of her God-tiered self (and she's unfortunately the only Witch to reach the God-tiers), Space basically becomes her bitch.
It's one of the most straightforward power sets of any class. Manipulating the Aspect is pretty simple to grasp, and it's moreso the narrative idea of a Witch that's harder to explain.
Point C, the narrative function of the Heir.
Heirs find themselves in an opposing situation, but like the Witches, the Aspect has them under its' thumb. Like the Witch, they find themselves with a huge influx of their Aspect that they don't really get a say in - though I think the difference is that the Heir isn't aware of it as much.
John Egbert, the Heir of Breath, is unrestrainable. He's impossible to keep down or chain in a way that matters, and that often applies to him being impossible to sway emotionally as well. He just glides, freely, from one thing to another without a care in the world - obeying every whim of Breath and disallowing himself the time to dwell on one thing and process it.
Equius Zahhak (yes, I'm going here again) feels empty. He has no substance to himself, and he despises it. Every single facet of his life, he feels is controlled by the untenable nothingness inside him that he can't fight back against, and Void is all he feels he has to him.
Mituna Captor, the Heir of Doom, is fate's chewtoy. He's overwhelmed by prophecies & foretellings of Doom, finds himself repeatedly suffering & stagnating as the world subjects him to misfortune after misfortune, and ultimately sacrifices his own sanity & stability for the greater good.
(And, of course, I don't think I need to mention how the Psiionic gets the raw end of the deal as well).
The Witch uses their Aspect. The Heir is used by it. And though these often overlap, the passive nature of the Heir means they're far more likely not to fight the control their Aspect has over them.
Point D also ties neatly into this, the Heir's practical function.
In the sense that they may metaphorically be consumed by their Aspect to the logical extreme, they are literally granted the ability to become it.
Not only is John seen turning himself into gusts of wind, but further on in the story once he gets his 'retcon' powers; he basically becomes untethered from the narrative. He's unable to stop himself from jumping between places & ideas, becoming instability in its purest form.
This means Equius could become invisible, which is really funny.
So, overall, I find that the Witches & Heirs are deceptively simple to comprehend - and that perhaps my initial frustration with trying to work with them comes from me searching for a hidden complexity that wasn't there. The key words here are definitely control & rebellion, and the way that manifests in them.
I wouldn't go as far as to say their sessions always have this great influx of their Aspect, because I think it's more personal to them - but often the metaphorical cloud of their Aspect that follows them ends up influencing other people around them. That's how changing the Aspect works, right? Change with it, change through it, change it itself. That's the joining point of both Classes; they change.
(That's interesting in of itself because it implies Feferi as someone who changes change, but that's something I'll focus on more when I write about Life; which happens to be my own Aspect anyways).
Next week, the post will be about the most controversial players in Homestuck analysis; The Princes & Bards.
(...oh, christ, please don't make me write about the Makaras).
#homestuck#homestuck analysis#classpecting#classpect#witch class#heir class#witch of space#witch of life#witch of time#witch of heart#witch of mind#witch of doom#witch of void#witch of light#witch of hope#witch of rage#witch of breath#witch of blood#heir of breath#heir of void#heir of doom#heir of blood#heir of light#heir of life#heir of hope#heir of rage#heir of heart#heir of mind#heir of time#heir of space
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Enitan Bostma, Heir of Mind, Prospit
They/them
3 is a magic number
Cursed with a super villain laugh
Still working to find the perfect emoticon for themself (:.
Land of Lairs and Dilemmas
#homestuck#homestuck oc#hiveswap#fantroll#fan troll#extended zodiac#heir of mind#cerulean#cerulean blood#heir#mind#prospit#scorra#mod lepio
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sometimes i just need to be a little cringe okay
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Could I get a session analysis for a session with a mage of blood (prospit), knight of light (derse), prince of hope (derse), rogue of space (prospit), sylph of time (prospit), and heir of mind (derse)?
Okie dokie, let's see the players:
Mage of Blood: Active knowing class. One who understands blood or understands though blood for themselves.
Knight of Light: Passive serving class. One who serves light or serves with light for others. Represents what the session lacks. Also responsible for protecting the Space player during frog breeding.
Prince of Hope: Active destruction class. One who destroys hope or destroys with hope. (Eridan my belovved)
Rogue of Space: Passive stealing class. One who steals space or steals with space for others.
Sylph of Time: Passive creation class. One who allows creation of time or allows time to create.
Heir of Mind: Passive manipulation class. One who is changed by mind or is changed through mind.
So, good news: you have a Space player, which makes this session viable for completion! Bad news, however, the session is going to lack the aspect of Light. This could show itself in a couple of different ways, A: The session is incredibly dark, making it hard for the players to see the world around them, B: The session lacks knowledge, with the players never fully realizing the rules of Sburb/Sgrub, or C: The session lacks luck, with every unlucky thing possible happening to the players.
Now, let's look closer at our players:
Lets start with our Frog Breeding duo, the Rogue of Space and Knight of Light. The Rogue of Space would have difficulty breeding the frogs, as the frogs won't be found on their planet, but the planets of other players. They would have to use the gates to travel through the session, stealing the frogs they find. The Knight of Light would assist the Rogue by serving them knowledge. They could serve as a scout, finding the frogs for them. Overall, they make a solid team easily prepared for the challenge of breeding the Genesis Frog.
Now we have our time player, the Sylph of Time. As a Time player, they would be responsible for making sure time loops occur the way they are supposed to. The Sylph of Time would have a hands-off approach, letting things happen the way they happen. While this is certainly risky, allowing time loops to play out on their own could work out great.
While this session lacks a Seer, it does have a Mage of Blood. The Mage has a deep understanding of relationships, but for themselves. They could easily be the team's leader, as they are able to get along well with everyone. However, they would not be able to really help others with their knowledge, meaning if there was a falling out in the team, they wouldn't be of much help.
There really isn't much to say about the Heir of Mind. They are a very logical person, and they could make a great strategist for their team. I could see them being difficult to work with if they were arrogant, but if not, they would make a great asset to the team.
Now for the most dangerous player: The Prince of Hope. We all know just how dangerous this player can be for the team, destroying any and all hopes for success and survival. However, despite these dangers, they could be a great ally, using the power of Hope as a weapon. The Prince of Hope can really make or break this session.
In all, I can see this session going really well! The Frog Breeding players have excellent synergy, and the other players have really useful skills. While the Prince of Hope could cause problems, the players could likely still prevail.
#classpect#session analysis#prince of hope#mage of blood#knight of light#rogue of space#sylph of time#heir of mind#classpect analysis
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REGENT: Absolutely.
REGENT: For personality, the Heir of Mind is certainly an odd combination; relaxed, amicable, thoughtful and logically inclined, but still prone to selfish or short-sightedness, and often carrying insecurities that can wreck their perception. However, they will often latch onto a particular occupation or field of expertise, and in those fields they tend to be the best of the best.
REGENT: Meanwhile, the Seer of Space is more on the reclusive side, tending to keep to themselves, if not with a particularly close circle they’re confident with. They’re ruthlessly inquisitive, highly creative, compassionate, and caring; to this end, the few people who get to really know a Seer of Space will likely find them to be brilliant and welcome company.
REGENT: As for powers, the Heir of Mind can slowly grow to gain powerful manipulation over causal factors and thought, but also innately have a degree of benefit from it - whether that manifests as mind-reading or being able to predict outcomes ahead of time, an Heir of Mind is dangerous for their affinity for the long game.
REGENT: Meanwhile a Seer of Space can perceive pretty much anything pertaining to Space - be it perceiving things that exist or across vast physical distances, or being able to perceive a path that leads to the creation of a thing. With how vast the domain of Space is, it’s a little more difficult to discretely quantify the powers a Seer of Space could hold.
REGENT: ...Which is saying something, coming from someone who has just about reached the pinnacle of mastery for Seer powers.
REGENT: Regardless, I hope this helps!
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