Enchanters and Witches on the Path of Thistle, who Awakened to the Watchtower of the Lunargent Thorn in the Realm of Arcadia, Acanthus mages tend to be easygoing, sometimes to the point of carelessness, due to their grasp of Fate and Time magic— itís hard to be worried when youíve seen whatís going to happen and you can tweak the dice so you know itís going to work. However, the magic to which theyíre born is subtle, and they have little ability when working with overt Forces. Associated with the Fool (XXII) Tarot.
Arcadia: Their Supernal Realm. It's ambiguous whether or not this is the same Arcadia as the one in Changeling: The Lost; it runs on the same storybook logic and legalese, but the inhabitants are infinitely more human and generally nicer. There are some hints that, this being a realm of Fate shaped by the power of thought and belief, the Others are quite literally forced into a nicer role while the Awakening is going on.
The Fool: Their Tarot card, and a popular stereotype of the Acanthus. After all, when you can hit rewind and play with fate, who needs to worry or plan ahead?
Warlocks and Psychonauts on the Path of Scourging, Scions of the Watchtower of the Iron Gauntlet in the Realm of Pandemonium (Hell), the Mastigos tend to be driven and intense. Their ability to use Mind and Space magic to twist their enemiesí paths and thoughts alike make them dangerous foes, but their abilities focus on the intangible and impermanent, making it hard for them to affect Matter. Asocciated with the Devil (XV) Tarot.
Alien Geometries: With use of the Space Arcana and a bit of creativity, a Mastigos can create them.
Dark Is Not Evil: Pandemonium and its residents superficially have a lot in common with the Fire and Brimstone Hell, but it's about self-knowledge and gaining strength through adversity rather than suffering for its own sake.
Hell: Their Supernal Realm...with the caveat that it's a temporary prison for souls undergoing purification, with the demons being more like prison guards and (brutal) therapists than anything.
Mind Rape: A perennial favorite offensive power, to the point where Warlocks are stereotyped as being a tad triggerhappy with the mindwipes.
Necromancers and Alchemists on the Path of Doom, visitors to the Watchtower of the Lead Coin in the Realm of Stygia (The Nothing After Death), Moros are often (though not always) dour and stern. They have dominion over Death and Matter, following the archetype of Pluto or Hades. Both of these things are dead and lifeless, though, and Moros have difficulty learning the ways of the Spirit. Associated with the Death (XIII) Tarot.
Theurgists and Thaumaturges on the Path of the Mighty, Scions of the Watchtower of the Golden Key in the Realm of the Aether, the Obrimos tend to be devout and fervent. They often believe that they were granted their magic by some deity or deities, and have power over the Forces of the natural world and the Prime ways of magic itself. However, as creatures so filled with life and power, they have little tie to the powers of Death. Associated with the Strength (VIII) Tarot.
Belief Makes You Stupid: Obrimos find this trope a very strange idea. The Creator, whatever he/she/it/they may be, set physical laws in place, they don't change and are always true, so why wouldn't someone use the scientific method to puzzle them out? This isn't to say there aren't atheist ones, but even they admit that it's quite capable to see spiritual beauty in the interlocking systems of the world. Truly knowledge-adverse ones tend to be Banishers, ie certifiably insane.
Elemental Powers: Of the five kinds of Mages, the Obrimos wield these as some of the most overt forms of magic.
Knight Templar: At their worst, the Obrimos are dogmatic and fanatical.
Light Is Not Good: Obrimos can go wrong just as quickly as the next. By example, there's an Obrimos Legacy whose members are addicted to prying people's souls out of place and taking a peek at what's hiding underneath.
Mana: The Obrimos' power with Prime allows them control over the very fabric of magic itself.
Shamans and Ecstatics on the Path of Ecstasy, who Awakened to the Watchtower of the Stone Book in the Realm of the Primal Wild, the Thyrsus are wild, primal, and passionate. Their ability with Life and Spirit magic makes them strong and gives them many allies among beasts and spirits alike, but this magic is wild and untamed and limits their ability to work with the Mind of another. Associated with the Moon (XVIII) Tarot.
Ludd Was Right: Averted. Most Thyrsus don't have a problem with civilization; and an entire Legacy of Shamans, the Neocologists, devote themselves to uniting the natural and the artificial. That said, there are Thyrsus apostates that are hostile to civilization.
The Mage Chronicler's Guide mentions reports of Mages awakening to a Supernal Realm unknown to traditional Atlantean cosmology: a world of elemental forces that move with purpose and alien intelligence, called Djinn. These forces can be bargained with— and for those who follow this Path, coerced into doing the Mage's bidding. Mages of the Sixth Watchtower have power over Forces and Spirit, but lack control over Prime.
Colonel Badass / Majorly Awesome / Four-Star Badass: Adamant Sages and Banner Wardens are just as deadly in open combat as the lower-ranked Talons, as the order believes every general must be able to take on the role of a grunt when needed.
Magic Knight: The ideal Arrow mage is proficient with both mundane and magical methods of war.
Proud Warrior Race Guy: They believe this is an ideal to achieve; the very first precept of their creed is "Existence Is War", meaning conflict— not necessarily violent conflict, mind you— is the basic state of all existence (fire wars with wood, for example, gravity with electromagnetism).
Shell-Shocked Veteran: Vidanti ("the Shunned") are Arrows who have given up fighting, most often due to trauma from combat. While the order considers them outcasts and advise lower-ranked Arrows not to listen to them, this rule is not strictly enforced, and Vidanti can often serve as informal sources of advice... save for matters of morality.
The Friend Nobody Likes: None of the other Orders like the Guardians (they and the Free Council are the only orders with negative stereotypes from everyone else), but their work keeps Paradox from tearing reality apart, so they let them go about their business.
Knight Templar: Part of the reason nobody likes them; an unpleasantly high number of Guardians have taken their work too seriously.
The Magocracy: Oftentimes, Ladder mages are leaders in a Consilium.
‹bermensch: The Sage, their ideal person-all the wisdom of the Stag (self-limiting moral belief systems) guiding the power of the Lion (amoral ambition with the charisma to back it up).
Well-Intentioned Extremist: The Ladder's problem is that they can fall into this all too easily: When your own moral beliefs scoff at the idea of self-limiting when it's not directly beneficial to anyone, it's not hard to make the intuitive jump to Utopia Justifies the Means.
The Seers of the Throne
Ancient Conspiracy: They've been around since the beginning of time as we know it, basically.
Chronic Backstabbing Disorder: The whole reason the Seers aren't a lot more powerful and the Pentacle's job isn't a lot more difficult. Every single member is not only allowed, not only expected but actively encouraged to screw each other over for career advancement opportunities. At one point this led to a calamitous bout of infighting so destructive that it almost collapsed the Seers entirely, and the only thing that's preventing it from happening again is the honour system.
Deadly Decadent Court: The Seers are just as preoccupied with backstabbing one another as they are with fighting the Pentacles. This is why they are not as powerful as they want to be.
Despotism Justifies the Means: They maintain the Lie that keeps the masses of mankind un-Awakened because they believe only they deserve the power.
Les Collaborateurs: Make no mistake— there is no altruistic reason for working for the Exarchs that is not a product of willful ignorance or delusion. The Seers ultimately care about themselves more than anything else.
The Hegemonic Ministry uses government, political ideologies and nationalism as a way to divide and conquer humanity. Once, they were the most powerful Ministry: however, time and the changing world have reduced them to a weakened husk, with little power in most of the world.
Evil Counterpart: To the Silver Ladder. The Ladder wants to raise humanity to their level and create a social order where individuality is prized, but not at the expense of the group. The Hegemons want people to think of themselves as a faceless mass whose only purpose is to serve their nation and its amoral leaders.
Nice Job Fixing It, Villain: The Hegemons' attempts to control the world through Big Government have ended up screwing them over twice.
When they tried to turn governments into all-encompassing entities, it opened them to Pentacle infiltration, which let the Atlantean Orders turn the Seers' favored weapon against them.
In the 19th century, with the Ministry weakening, the Tetrarch attempted to get the Nameless Orders to join the Seers. Most of the Nameless rejected the offer, resulting in the birth of the Free Council.
Vestigial Empire: Once, they organized the Seers into the cold, stable bureaucracy they are now. Today, they're being eaten alive by Mammon, which serves an Exarch who isn't even native to the same Supernal Realm as their patron.
Ministry of Panopticon
Big Brother Is Watching: And unlike other examples, they want you to know it, since a scared populace is a gullible populace.
Conspiracy Theorist: They love these individuals. There's few better puppets for spreading hopelessness in the face of the powerful.
Evil Counterpart: To the Guardians of the Veil. While the Veil watches to ensure the safety of the Awakened world and remove all threats to it, the Panopticon watches to foster paranoia and distrust among Sleepers.
Believing Their Own Lies: Unlike the rest of the Ministries, who are in it for the power, the Paternoster Seers genuinely believe that they are doing the right thing— they believe once all Supernal truth has been scoured from the world, the Exarchs will transform it into a utopia.
Crystal Dragon Jesus: Paternoster uses the trappings of Christianity to distinguish themselves from the other Ministries, although their object of worship is less Crystal Dragon Jesus than Crystal Dragon Demiurge.
Evil Counterpart: To the Mysterium. The Mysterium seeks to uncover and preserve occult truths to be found by people who want to find them, and prize the concept of individually finding enlightenment. The Paternorster wants to destroy all occult truth except for what they personally have, and blindly follow the dogma handed down to them from the Exarchs.
Have You Seen My God?: The current Apotheosian, or Great Minister of Paternoster, has had no contact with his patron Exarch in a long time. This is somewhat shameful, as he is the only one who has had this problem.
Knight Templar: Paternoster's Seers are absolutely devoted to their creed and their patron Exarch, the Father.
Path of Inspiration: The Ministry creates them to deceive Sleepers, believing that the one true religion should belong to the Awakened (read: the Seers) alone.
Religion of Evil: They worship the Exarchs, the tyrannical god-kings that caused the fall of Atlantis.
War Is Hell: When warfare becomes an affair of atrocity after atrocity, the fear and pain created makes a potent barrier to enlightenment. As such, Praetorians encourage such a state of affairs where they can.
Ministry of Mammon
Not part of the traditional four Great Ministries, the Ministry of Mammon serves the Chancellor, Exarch of Matter, by using the corporate world to control Sleepers. They are the most prominent Lesser Ministry, competing with the weakened Hegemonic Ministry for ascendancy.
Evil Counterpart: To the Free Council. The Council uses modern tools and systems to uplift Sleepers and guide them to the Supernal: Mammon uses those same tools and systems to debase everything and everyone by reducing them to commodities that can be bought and sold.
They're actually one of two Counterparts to the Council, the other being the Pantechnion, the very small minority of Nameless Mages who accepted to the Seers' offer. While the Council seeks to use technology to guide the common man to the wonders of the truth, the Pantechnion wants people to use technology without really understanding them, leaving real science to the elite few. Of course, the other Seers know the very existence of the Pantechnion is a Berserk Button for the entire Council and mainly see them as human shields and chaff to be thrown between them and the Pentacle.
Mega Corp.: The preferred vehicle of control for the Mammonites— and it is a very efficient one, thanks to globalization.
Sometimes known as the Timori (Atlantean for "the fearful" or "the feared", depending on who you ask), Banishers are mages who wield the Supernal against other Mages in the name of wiping out what they see as "tainted" powers. They come in all shapes and sizes, and have a variety of ways of operating.
Anti-Villain: The less homicidal Banisher cabals, like the Translators and Shepherd Paine's Flock, come off as this.
Boomerang Bigot: Most Banishers hunt other Mages for wielding powers that pervert reality— never mind that they gained their powers from the same source as the Mages. For some, this is because they feel an instinctual revulsion when using magic, while for others they interpret their directive through the lens of fanaticism.
Knight Templar: Their fanaticism and revulsion for magic make getting through to them a Herculean task, to say the least.
Mad Prophet: One of the main advantages they have over normal mages is a sort of "Timori bond", a little-understood phenomenon which allows them, among other things, to find other Banishers and team up, Awaken other Banishers, and have Genetic Memory. Indeed, a common theory among Atlantean literalists is that they're the reincarnations or inheritors of Technical Pacifist monks in Atlantean times who sought to preserve the Supernal Realms from hubris but went mad when the Abyss was born.
Woobie, Destroyer of Worlds: It's kinda hard not to feel sorry for them when you realize how their madness and fear has destroyed them. Some, like Aaron Murphy, make that task a bit easier, but the majority are more in need of a Mercy Kill than hate.
Damaged Soul: The Mad Ones' derangements are the result of having their soul "break" for some reason, frequently because of all the transgressions they've committed.
Mook Maker: A Mad Mage spawns tulpas, embodiments of all the Arcana that have leaked out from the cracks in their soul.
Dark Messiah: Aswadim, or Scelestus archmages, are part of the very make-up of the Abyss and have the power to change the world as they see fit. Unfortunately, the changes Aswadim desire are not good for much of humanity.
Omnicidal Maniac: Regardless of their individual motives, all Scelesti intend to have the world swallowed by the Abyss.
Woobie, Destroyer of Worlds: While many Scelesti are cackling madmen, there are just as many who were driven to their present state by desperation or personal pain. Two examples in Left-Hand Path are Angrboda, who made a deal with a gulmoth to avenge his cabal and ended up becoming corrupted; and Theumiel, an Aswadim who despises the screwed-up state of the Spirit World and wants to fix it by using the Abyss to wipe the slate clean.