

The slug consorts of this forest world seem to be constantly hiding things - their names, their goals, where they’re from, and where they’re headed - and it’s up to the Heir of Mind to uncover the facts. The potential land of an Heir of Mind might be LOTAM, or the Land of Truth and Memory. The inversion of an Heir of Mind would be a Mage of Heart one who actively understands individuality, soul, and emotion. They should probably stay away from serious battles, but would definitely be able to handle themselves in some minor strifes. Post God-tiering, The Heir of Mind would be a powerful force of choice and awareness, gently guiding their team toward the right decisions. They would likely not be bogged down by the emotional aspect of facing death, and with their predisposition toward careful decision making they would probably have a very good reason for their ultimate choice. With the ability to alter others’ decision making on a subconscious level, the Heir might be a little over-confident in their skills and be used to having things go their way.Īscension would be pretty likely for an Heir of Mind. Prior to God-tiering, the Heir of Mind would be snarky, self-righteous, and irritatingly clever. The role of an Heir of Mind in a typical Sburb session would be a passive one: decrease enemy intelligence and choices, increase allies’ intelligence and choices, and generally try to benefit their team. This is a mysterious ability specific to Heirs, but they don’t seem to be entirely in control of such displays. In moments of high danger or intensity the Heir of Mind may literally become their aspect.

The Heir of Mind would have the ability to passively manipulate intelligence and decisions. Mind players tend to be subtle, cunning, and manipulative, though it should be said that that is not necessarily a bad thing. Mind is the aspect of intelligence, awareness, and decision-making. Heirs tend to have very strong friendships, but don’t always act when they should. They passively change, move around, or alter their aspect, and over time begin to completely embody it. Heirs are the passive half of the Manipulation classes, with their counterpart being Witches.
