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Due to the number of entries for ''Princess the Hopeful'', the folders have been moved into various indexes listed below.

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Due to the number of entries for ''Princess [[TabletopGame/PrincessTheHopeful Princess the Hopeful'', Hopeful]], the folders have been moved into various indexes listed below.
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Due to the number of entries for Princess the Hopeful, the folders have been moved into various indexes listed below.

to:

Due to the number of entries for Princess ''Princess the Hopeful, Hopeful'', the folders have been moved into various indexes listed below.



[[/index]]

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[[/index]][[/index]]
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* Characters/PrincessTheHopefulCallingsAndAlliesOfTheHopeful
* Characters/PrincessTheHopefulRadiantAndTwilightQueens
* Characters/PrincessTheHopefulForcesOfDarkness
* Characters/PrincessTheHopefulEmbassiesAndProtectorates
* Characters/PrincessTheHopefulAshesOfTheMotorCity
* Characters/PrincessTheHopefulSupplementaryCourts

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* Characters/PrincessTheHopefulCallingsAndAlliesOfTheHopeful
[[Characters/PrincessTheHopefulCallingsAndAlliesOfTheHopeful Callings and Allies of the Hopeful]]
* Characters/PrincessTheHopefulRadiantAndTwilightQueens
[[Characters/PrincessTheHopefulRadiantAndTwilightQueens Radiant and Twilight Queens]]
* Characters/PrincessTheHopefulForcesOfDarkness
[[Characters/PrincessTheHopefulForcesOfDarkness Forces of Darkness]]
* Characters/PrincessTheHopefulEmbassiesAndProtectorates
[[Characters/PrincessTheHopefulEmbassiesAndProtectorates Embassies and Protectorates]]
* Characters/PrincessTheHopefulAshesOfTheMotorCity
[[Characters/PrincessTheHopefulAshesOfTheMotorCity Ashes of the Motor City]]
* Characters/PrincessTheHopefulSupplementaryCourts[[Characters/PrincessTheHopefulSupplementaryCourts Supplementary Courts]]

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[[foldercontrol]]
! Callings
When Nobles go through their first transformation (commonly known as "Blossom"), they discover themselves a Calling, representing the way they try to bring hope to the world. Callings define a Princess' vocation, but also the Charms she has affinities for and the way she can recover Wisps.

[[folder:Nobles in General]]
!!Tropes applying to all Princesses:
* AllergicToEvil: Thanks to Sensitivity, Princesses can suffer negative effects if they experience emotional turmoil; and because they're naturally empathic, witnessing cruelty always makes Sensitivity worse.
* AlwaysLawfulGood: Averted. A person needs to be a paragon of virtue to become a Princess (or be the reincarnation of a Princess), but there's nothing stopping them from becoming a FallenHero later.
* BlessedWithSuck: In itself, being an avatar of light and hope is a pretty good thing. Being so in a world where Evil has won and is all-powerful? Less so, especially when you are AllergicToEvil.
* BornAgainImmortality: With the exception of Stormites who die by Tempesta Charms, any Princess who dies will reincarnate later as a Beacon who will eventually Blossom into a new Princess, with vague memories of her past lifes.
* TheChainsOfCommanding: A Princess risks her KarmaMeter if another person does something bad while acting under her orders or following her example. Not all Princesses command anyone, but those who do have to take leadership seriously.
* ChronicHeroSyndrome: Thanks to Sensitivity, Princesses are hurt and revulsed by cruelty and misery, which in turn compels them to act against it and help the helpless.
* ClarkKenting: Enforced; thanks to a side effect of their transformation known as Dual Identity, a Princess' mundane and transformed forms appear to be two different people even if they have exactly the same face, making it nearly impossible to identify them. Even finding actual evidence of a Princess' identity requires a contested roll of Wits+Subterfuge against her to actually figure out the truth. This ability is effective enough that supernatural means of detection (such as a Werewolf's sense of smell) will ''still'' register the two forms as separate people.
* ClingyMacGuffin: Played with; it ''is'' technically possible for a Princess to lose her [[TransformationTrinket Phylactery]] or Regalia Charms, but should that happen, she can just destroy them from a distance by sheer force of will, then summon them back in her hand. She can also reshape they in a similar manner should they get destroyed in a different manner.
* DeflectorShields: Instead of a HealingFactor like most splats, all Princesses have the "Holy Shield" ability, which allows them to [[ManaShield channel Wisps]] into this to downgrade damages inflicted to them- aggravated become lethal, lethal becomes bashing and bashing is cancelled.
* DreamingOfThingsToCome / DreamingOfTimesGoneBy: All Princesses have the potential to experience prophecies or snatches of a past life in their dreams.
* EmotionalPowers: One of the primary difference between Princesses and [[TabletopGame/MageTheAwakening Mages]] is that Noble magic works through emotions. Wisps are basically their emotions made into fuel, and their Charms are natural abilities they feel in order to use rather than spells they need to picture in their mind.
* FunctionalMagic: They have three different forms of magic:
** Charms, which essentially are spells granting their Transformed State various abilities, including new powers, magic weapons and equipment, or just enhancement of already existing skills. Each Calling has an affinity for three specific types of Charms, and the basic Charms can be used by anyone, but higher-level ones require the mastery of specific Invocations to become available. In addition, with the proper ability and practice, Charms can be bound to physical objects in order to create [[MagicalAccessory Bequests]];
** Invocations, which essentially draw powers from the Queens, and allow Princesses [[MagicEnhancement to boost their Charms]] (or use ones specific to their Queen) [[OathboundPower as long as they follow the Queens' philosophies]]. Some Charms also allow to use them to enhance specific mundane actions or attacks;
** Practical Magic, a very subtle form of magic allowing them to use Wisps to temporarily increase some of their skills and attributes (in earlier editions) or use a specific power matching their Queen's philosophy (in more recent versions). Unlike the previous two, this one isn't limited to their transformed state and ''can'' be used even in mundane form, but is available only to Princesses with a Court.
* GoodIsNotSoft: Make no mistake; while Sensitivity theorically ensures Princesses shouldn't be able to act vicious or cruel (at least not without harming themselves), it has its limits; A Noble ''won't'' sympathize with the suffering of a sadist whose victim she just saved, and while many of them will go out of their way to save civilians and cure Darkened rather than kill them, they won't think twice about obliterating Darkspawns or enemies who clearly are irredeemable. They did not survive the Fall of the Kingdom and [[CrapsackWorld the setting they are in]] by acting like Care Bears.
* HenshinHero: Every Princess has the ability to transform into an idealized, magical version of herself. Their transformed form comes with improved attributes and skills, as well as the ability to use spells known as Charms and boost them with Invocations.
* HeroicSecondWind: Can be [[InvokedTrope Invoked]]; a Princess who is low on [[{{Mana}} Wisps]] and in a dangerous situation can use an ability called Inner Strength to draw power from their very determination and regain Wisps on the spot. In term of gameplay, she rolls her Belief and regain a number of Wisps equal to Inner Light+ the number of success, and gain the 9-Again quality if she delivers [[WorldOfCardboardSpeech a speech asserting her Belief in the process]].
* HopeBringer: Any Princess is supposed to be this by default; this literally is how they regain [[{{Mana}} Wisps]].
* ItNeverGetsAnyEasier: Thanks to Sensitivity, Princesses can never truly get comfortable with all the horrible things they witness or sometimes have to do themselves. In fact, it tends to get ''harder'' as they grow in power.
* LightIsGood: Princesses draw their powers from ''the'' Light, which is essentially a force made of hope and everything good in the Universe. This ''doesn't'' make them AlwaysLawfulGood however, as demonstrated by the Twilight Queens.
* MagicalGirl: They are explicitly designed to follow the archetype in every aspect; girls with [[HenshinHero the ability to transform into a superheroic version of themselves]], using magic based on love, friendship and good to fight the forces of evil. There are some twists to adapt it to the setting however; for example, they are not required to be female, and some of them are adults rather than children.
* ManaShield: In a way similar to a [[TabletopGame/GeistTheSinEaters Sin-Eater]], a Princess can expend a wisp to degrade incoming damage by one tier of severity, by way of magical DeflectorShields.
* NatureVersusNurture: Princesses have the same nature every time they reincarnate but naturally have different nurtures. However this doesn't stop them regaining their powers, as it takes far less to make a reincarnated Princess Blossom.
* NotUsingTheZWord: In-universe, they refer to themselves as "Princesses", "Nobles" or "the Hopeful" rather than Magical Girls.
* PubertySuperpower: Downplayed; most Princesses Blossom when they become teenagers, but this is merely because Blossoming happens in a period of big change, which puberty is a good example of. Technically speaking, it is just as possible for a Princess to Blossom as an adult or a young child, as long as they go through some life-changing event.
* SecretIdentity: Since it's all too easy for the Darkness to send its minions after their loved ones, Princesses are careful about hiding their real idendity.
* SuperMode: In addition to the two forms (Mundane and Transformed) all Princesses have, each Invocation includes an "Avatar Charm", which allows its user to go through a second transformation where she becomes an incarnation of the matching Queen's philosophy. The exact power this grants varies according to the Invocation, but it's always one of the most powerful Charms.
* TransformationTrinket: Well, this is a MagicalGirl game, so this is a given. Each Princess has a "Phylactery", a physical representation of the power sealed inside her that manifests after her Blossoming, and is required in order to transform. It usually takes the form of a small object, but aside from that, it can be pretty much anything (including something embarrassing to the owner, much to their dismay).
[[/folder]]

[[folder: Champions]]
->''"Be strong for the weak."''

Champions are those who stand up and defend those who are weaker than themselves. They are the heroes, the dragon slayers. As such, they have a natural affinity for charms involved combat, as well as those that strengthen themselves and others and grant abilities. They start with an extra dot of [[SuperStrength Strength]] or [[TheDeterminator Resolve]] while out of mundane form.

to:

[[foldercontrol]]
! Callings
When Nobles go through their first transformation (commonly known as "Blossom"), they discover themselves a Calling, representing the way they try
Due to bring hope to the world. Callings define a Princess' vocation, but also the Charms she has affinities for and the way she can recover Wisps.

[[folder:Nobles in General]]
!!Tropes applying to all Princesses:
* AllergicToEvil: Thanks to Sensitivity, Princesses can suffer negative effects if they experience emotional turmoil; and because they're naturally empathic, witnessing cruelty always makes Sensitivity worse.
* AlwaysLawfulGood: Averted. A person needs to be a paragon of virtue to become a Princess (or be the reincarnation of a Princess), but there's nothing stopping them from becoming a FallenHero later.
* BlessedWithSuck: In itself, being an avatar of light and hope is a pretty good thing. Being so in a world where Evil has won and is all-powerful? Less so, especially when you are AllergicToEvil.
* BornAgainImmortality: With the exception of Stormites who die by Tempesta Charms, any Princess who dies will reincarnate later as a Beacon who will eventually Blossom into a new Princess, with vague memories of her past lifes.
* TheChainsOfCommanding: A Princess risks her KarmaMeter if another person does something bad while acting under her orders or following her example. Not all Princesses command anyone, but those who do have to take leadership seriously.
* ChronicHeroSyndrome: Thanks to Sensitivity, Princesses are hurt and revulsed by cruelty and misery, which in turn compels them to act against it and help the helpless.
* ClarkKenting: Enforced; thanks to a side effect of their transformation known as Dual Identity, a Princess' mundane and transformed forms appear to be two different people even if they have exactly the same face, making it nearly impossible to identify them. Even finding actual evidence of a Princess' identity requires a contested roll of Wits+Subterfuge against her to actually figure out the truth. This ability is effective enough that supernatural means of detection (such as a Werewolf's sense of smell) will ''still'' register the two forms as separate people.
* ClingyMacGuffin: Played with; it ''is'' technically possible for a Princess to lose her [[TransformationTrinket Phylactery]] or Regalia Charms, but should that happen, she can just destroy them from a distance by sheer force of will, then summon them back in her hand. She can also reshape they in a similar manner should they get destroyed in a different manner.
* DeflectorShields: Instead of a HealingFactor like most splats, all Princesses have the "Holy Shield" ability, which allows them to [[ManaShield channel Wisps]] into this to downgrade damages inflicted to them- aggravated become lethal, lethal becomes bashing and bashing is cancelled.
* DreamingOfThingsToCome / DreamingOfTimesGoneBy: All Princesses have the potential to experience prophecies or snatches of a past life in their dreams.
* EmotionalPowers: One of the primary difference between Princesses and [[TabletopGame/MageTheAwakening Mages]] is that Noble magic works through emotions. Wisps are basically their emotions made into fuel, and their Charms are natural abilities they feel in order to use rather than spells they need to picture in their mind.
* FunctionalMagic: They have three different forms of magic:
** Charms, which essentially are spells granting their Transformed State various abilities, including new powers, magic weapons and equipment, or just enhancement of already existing skills. Each Calling has an affinity for three specific types of Charms, and the basic Charms can be used by anyone, but higher-level ones require the mastery of specific Invocations to become available. In addition, with the proper ability and practice, Charms can be bound to physical objects in order to create [[MagicalAccessory Bequests]];
** Invocations, which essentially draw powers from the Queens, and allow Princesses [[MagicEnhancement to boost their Charms]] (or use ones specific to their Queen) [[OathboundPower as long as they follow the Queens' philosophies]]. Some Charms also allow to use them to enhance specific mundane actions or attacks;
** Practical Magic, a very subtle form of magic allowing them to use Wisps to temporarily increase some of their skills and attributes (in earlier editions) or use a specific power matching their Queen's philosophy (in more recent versions). Unlike the previous two, this one isn't limited to their transformed state and ''can'' be used even in mundane form, but is available only to Princesses with a Court.
* GoodIsNotSoft: Make no mistake; while Sensitivity theorically ensures Princesses shouldn't be able to act vicious or cruel (at least not without harming themselves), it has its limits; A Noble ''won't'' sympathize with the suffering of a sadist whose victim she just saved, and while many of them will go out of their way to save civilians and cure Darkened rather than kill them, they won't think twice about obliterating Darkspawns or enemies who clearly are irredeemable. They did not survive the Fall of the Kingdom and [[CrapsackWorld the setting they are in]] by acting like Care Bears.
* HenshinHero: Every Princess has the ability to transform into an idealized, magical version of herself. Their transformed form comes with improved attributes and skills, as well as the ability to use spells known as Charms and boost them with Invocations.
* HeroicSecondWind: Can be [[InvokedTrope Invoked]]; a Princess who is low on [[{{Mana}} Wisps]] and in a dangerous situation can use an ability called Inner Strength to draw power from their very determination and regain Wisps on the spot. In term of gameplay, she rolls her Belief and regain a number of Wisps equal to Inner Light+
the number of success, and gain the 9-Again quality if she delivers [[WorldOfCardboardSpeech a speech asserting her Belief in the process]].
* HopeBringer: Any
entries for Princess is supposed to be this by default; this literally is how they regain [[{{Mana}} Wisps]].
* ItNeverGetsAnyEasier: Thanks to Sensitivity, Princesses can never truly get comfortable with all
the horrible things they witness or sometimes Hopeful, the folders have to do themselves. In fact, it tends to get ''harder'' as they grow in power.
* LightIsGood: Princesses draw their powers from ''the'' Light, which is essentially a force made of hope and everything good in the Universe. This ''doesn't'' make them AlwaysLawfulGood however, as demonstrated by the Twilight Queens.
* MagicalGirl: They are explicitly designed to follow the archetype in every aspect; girls with [[HenshinHero the ability to transform
been moved into a superheroic version of themselves]], using magic based on love, friendship and good to fight the forces of evil. There are some twists to adapt it to the setting however; for example, they are not required to be female, and some of them are adults rather than children.
* ManaShield: In a way similar to a [[TabletopGame/GeistTheSinEaters Sin-Eater]], a Princess can expend a wisp to degrade incoming damage by one tier of severity, by way of magical DeflectorShields.
* NatureVersusNurture: Princesses have the same nature every time they reincarnate but naturally have different nurtures. However this doesn't stop them regaining their powers, as it takes far less to make a reincarnated Princess Blossom.
* NotUsingTheZWord: In-universe, they refer to themselves as "Princesses", "Nobles" or "the Hopeful" rather than Magical Girls.
* PubertySuperpower: Downplayed; most Princesses Blossom when they become teenagers, but this is merely because Blossoming happens in a period of big change, which puberty is a good example of. Technically speaking, it is just as possible for a Princess to Blossom as an adult or a young child, as long as they go through some life-changing event.
* SecretIdentity: Since it's all too easy for the Darkness to send its minions after their loved ones, Princesses are careful about hiding their real idendity.
* SuperMode: In addition to the two forms (Mundane and Transformed) all Princesses have, each Invocation includes an "Avatar Charm", which allows its user to go through a second transformation where she becomes an incarnation of the matching Queen's philosophy. The exact power this grants varies according to the Invocation, but it's always one of the most powerful Charms.
* TransformationTrinket: Well, this is a MagicalGirl game, so this is a given. Each Princess has a "Phylactery", a physical representation of the power sealed inside her that manifests after her Blossoming, and is required in order to transform. It usually takes the form of a small object, but aside from that, it can be pretty much anything (including something embarrassing to the owner, much to their dismay).
[[/folder]]

[[folder: Champions]]
->''"Be strong for the weak."''

Champions are those who stand up and defend those who are weaker than themselves. They are the heroes, the dragon slayers. As such, they have a natural affinity for charms involved combat, as well as those that strengthen themselves and others and grant abilities. They start with an extra dot of [[SuperStrength Strength]] or [[TheDeterminator Resolve]] while out of mundane form.
various indexes listed below.



* ActionGirl: The most likely Calling to fit this trope; Champions are reincarnations of heroes and warriors, so they tend to have the most physical prowess and fighting skills out of all the Nobles.
* AsLethalAsItNeedsToBe: Most weapons provided by their Fight Charms can switch between inflicting lethal or bashing damages as an instant action, allowing their user to rely on lethal force only if needed.
* BoxingLessonsForSuperman: The weapons and martial abilities granted by their Fight Charms are explicitly stated to be compatible with any Fighting Style merit; for exemple, it's entirely possible for a Princess who knows Kung Fu to combine it with Empty Hands, for a sniper to put her training to use when manipulating a wand granted by Levinbolt. The rules also say the shape of the weapon doesn't matter, a Princess magical weapon counts as a single chosen mundane weapon for determining what training is useful. [[AWizardDidIt A Princess could use knife fighting techniques with an enormous war hammer]]
* ChronicHeroSyndrome: They are all about helping and protecting people who are weak or otherwise helpless, and their very first oath is to never abandon those who need them. They can in fact literally regain magic from acting like this, even if the help only consisted in doing a chore for a neighbour.
* CombatMedic: An optional rule in Vocation allows a Champion to swap out Bless for any other charm tree, allowing a Champion to more easily purchase Restore charms.
* CuteBruiser: ''All'' Princesses could technically fit this trope, but Champions in particular tend to enjoy physical accomplishment for its own sake, and frequently include people more likely to be physically strong, like athletes or brawlers.
* TheDeterminator: They can start with a bonus dot in Resolve, and their Third Oath insist they must never back down from a challenge or accept defeat; if they can't win at something, they are expected to train until they can.
* DumbMuscle: [[SubvertedTrope Subverted]]; the rulebook mentions that Champions are frequently perceived as simple-minded or naturally violent because of their emphasis on physical strength, but also clarifies this is a misconception, and they just prefer to look for direct solutions first; if they can't find a physical solution to a problem, they will break the situation down until they can.
* TheFettered: Champions are expected to swear loyalty to some cause that tells them when they're allowed to fight. ''What'' code isn't as important, and they're free to switch.
* KungFuWizard: A Champion with the Empty Hands Charms and either a good brawling skill or a fighting style merit (or both) can combine her magic with with her fists against her opponents.
* LoyalPhlebotinum: The weapons summoned by Fight Charms can only be used properly by their owners- anyone else trying to use them will suffer a penalty in Initiative and need a Strength of 3+Inner Light in order to even wield it.
* MagicalGirlWarrior: Explicitly inspired by the trope.
* MagicKnight: The Kensai Charm allows them to have a melee weapon, allowing them to use a combination of magic and swordmanship to fight.
* ThePaladin: They fit a lot of the elements associated with the archetype; aside from the fact they draw their powers from the Light, the Charms they have affinities are focused on both improving their fighting abilities and blessing others to reinforce them. The only part they are missing is the healing powers. (Which they can easily have anyway, they just won't get the experience discount for affinity)
* SuperStrength: They can begin with one dot of Transformed Attribute in Strength, meaning even a starting Champion can have an above-average strength in her Transformed State.

[[/folder]]

[[folder: Graces]]

->''"Be the light for the world."''

Graces are the messengers of Hope. They seek guide others to confront their own fears and doubts so that they may better serve the light. They have a natural affinity for charms which grant special abilities, as well as those which affect personal relationships and allow the princess to recognize counter supernatural influences. More often than not, they tend to be leaders among any group of Nobility. They start with an extra dot of [[TheCharmer Presence]] or [[NervesOfSteel Composure]] while out of mundane form.
----
* GuileHero: Obviously their area of expertise, though minus the manipulative aspect as mentioned below. They still nail the "charm, wit political acumen and in-depth knowledge of human nature" part.
* TheLeader: Usually end up the ones leading groups of Nobles, since they tend to have the best mindset for leadership. They are more likely to fit the Charismatic type, but there are enough options to make them fit any type.
* MagneticHero: They can get a bonus in Presence to represent their charisma, and many of their Connect Charms allow them to appear more likable and sympathetic to other people. This aspect of them is best illustrated by their stereotype toward [[TabletopGame/WerewolfTheForsaken Werewolves]]:
-->"I might never know loyalty like you, but your pack has five. In a week I could make fifty friends."
* ManipulativeBastard: [[DefiedTrope Defied]]; Their oaths clearly prohibit this, with the first one forbidding blackmail, threats or MindControl (the last one in particular is a big no no) and the third one stating they should be "honest, not manipulative".
* TheParagon: The Graces exist to show other people (mortal and Hopeful) the way to be heroes in their own right.
* TheSocialExpert: Their signature Charms, Connect, grant them an increased ability to deal with relationships between people.
* ReasonableAuthorityFigure: Graces can restore their magic by fulfilling the duties of a social office, and they have an oath forbidding lies and manipulation. Many of them tend to be politicians, trying to get in positions of authority so they can work to make things better from there.
* RousingSpeech: Judging by some stereotypes from the other Callings, Graces have a reputation of trying to motivate people around them with big speeches. Many of the Charms they specialize into involves inspiring people to act by using the right words.
* SemanticSuperpower: Their signature Charms, Connect, are defined as the ability to create and sever connections between things. This ranges from merely [[MagneticHero developping connection with organizations, people]] and [[FriendToAllLivingThings animals]], to [[PsychicLink connecting two persons' minds telepathically]], to connecting events in order to create a chain reaction. A Specchio Charm even allows to connect two mirrors together to use them as portals.
* SupernaturalSensitivity: They have an affinity for the Govern Charms, which grant the ability to sense and influence supernatural forces in general.
* WillNotTellALie: Graces are expected to be beacons of honesty.
* YouAreBetterThanYouThinkYouAre: One of the ways Graces can recover their magic is by convincing people to act on their positive impulses. This can be anything from [[CannotSpitItOut Spitting It Out]] to a crush to kicking a drug habit.

[[/folder]]

[[folder: Menders]]

->''"Save those who cannot save themselves."''

Menders seek to aide others who are suffering physically or spiritually. The posses affinity for charms that can mend and heal living and non-living things, as well as those that can grant abilities and shape materials. They start with an extra dot of [[SuperIntelligence Intelligence]] or [[SuperToughness Stamina]] while out of mundane form.
----
* ChronicHeroSyndrome: In a different way than Champions, but a Mender is required by her first Oath to heal anyone who asks for their help. And their third Oath insists they must help even those who ''don't'' want their help.
* CombatMedic: While nowhere near as combat-oriented as [[MagicalGirlWarrior Champions]], Menders ''do'' have an affinity for the Perfect Charms, which can grant, among other things, armors, resilience to the elements, superhuman agility, SuperSpeed, [[{{Sizeshifter}} Size-Shifting]] (including the SuperStrength that a gigantic size would imply) and [[{{Animorphism}} the ability to shapeshift into animals]]. Meanwhile their affinity for Shape Charms gives them powerful shields and the ability to reshape the battlefield to their advantage. If properly built, a Mender can prove a force to be reckoned with. Alternatively, an optional rule in Vocation allows a Mender to swap out Perfect for Fight, reducing their potential [[GlassCannon tankiness for offence]].
* GoodIsNotDumb: As noted above, their first Oath states they have to heal anyone who asks for their help, no matter what. Said oath, however, also clarifies that if the one seeking their help is a potentially dangerous creature, they are allow to take precautions to protect themselves and their friends should this [[TheFarmerAndTheViper backfire]], and they don't have to provide aid in the exact manner requested.
* HealingHands: Their signature Charms, Restore, which allows them to heal wounds, cure the sicks and fix objects. Most notably, Balm allows them to literally heal wounds just touching the injured. Regenerate even allows them to cause limbs to regrow.
* TheMedic: One of the three roles they are the most likely to fill, since their Signature Charms include a lot of healing spells, and the very first oath of their Calling insists they must heal whoever is in need.
* MrFixit: Another role they lend themselves to; Several Restore Charms allow them to repair non-living objects, and the Shape Charms (see below) allow them to create the materials they need.
* ThePowerOfCreation: They have a affinity for Shape Charms, which allow them to shape materials at will or make things out of nothing.
* SemanticSuperpower: The Restore Charm is defined as the ability to fix things. This includes both fixing living beings, thus giving them the ability to heal them, and fixing devices or machines, making them fit to repair broken objects as well.
* TheShrink: A third role they lend themselves to, seeing how they are dedicated to heal both physical and mental wounds. Menders of Heart, in particular, are noted to frequently be counselors and therapists rather than doctors or nurses.
* TeamMom: They are frequently motherly, overprotective and tend to display great maturity.
[[/folder]]

[[folder: Seekers]]

->''"Remember for those who forget."''

Detectives, scientists and scholars, seekers are those driven to discover truth and knowledge. The are skilled in charms that allow them to gain knowledge, recognize and counter supernatural influences, and craft illusions. They start with an extra dot of [[IndyPloy Wits]] or [[SuperSpeed Dexterity]] while out of mundane form.
----
* AdventurerArchaeologist: Explicitly listed as one of the roles they can have.
* BadassBookworm: They usually are the kind of people to like libraries and enjoy every bit of knowledge they can find. They also happen to be [[MagicalGirl Princesses]].
* TheEmpath: One of the many visions their Learn Charms include is the ability to sense someone's emotions. Passion's Light, in particular, grants them a Aura Vision allowing them to perceive which emotions are the strongest in someone at the moment.
* GreatDetective[=/=]OccultDetective: Another role they can fill. A lot of their abilities involve collecting information about objects or people (they can, as an example, find out personal information about people by just touching their skin), giving them an edge when it comes to investigation.
* GuileHero: Some of them can fill this role, using deception to befuddle their enemies and unearth hidden things.
* SeekerArchetype: [[ExactlyWhatItSaysOnTheTin Naturally]]. They are obsessed with uncovering the mysteries of the world and increasing their understanding of it.
* ScienceHero: Well, they ''are'' focused on learning and knowledge, which does include science. Their ranks are mentioned to include a lot of scientists.
* CannotTellALie: Of sorts. Their First Oath prevent lying for your own benefit. It does allow not telling the truth about supernatural to [[TheWorldIsNotReady people who aren't ready to hear it]], however.
* MasterOfIllusion[=/=]MasterOfDisguise: They have a affinity for Appear Charms, which grant them the ability to cast illusion. A frequent use of this ability is to alter or conceal their features.
* TheSmartGuy: The most likely role they are to fit in a Nobility group; they ''are'' focused on knowledge, after all.
* TheSpymaster: Another role they are pretty good at, especially in the more military-oriented Courts or Tears and Storms; Between their ability to produce illusions or disguise themselves, their multiple {{Stat O Vision}}s allowing them to learn almost anything, and their natural inclination toward finding and delivering new informations, they make perfect spies and scouts.
* StatOVision: Thanks to their combined access to Govern and Learn, they have access to almost all the different visions Charms can provide.
* SuperIntelligence: Their signature Charms, Learn, grant them abilities based on this. Said abilities included increased sense of observation, or the ability to assimilate knowledge from an entire library in a matter of minutes.
* SupernaturalSensitivity: They have an affinity for the Reflected Light and A Magical Girl's Eyes Charm, which both grant them the ability to sense the supernatural.
[[/folder]]

[[folder: Troubadours]]

->''"Be inspired by the silent."''

Troubadours are artists and performers, seeking to bring joy and enlightenment through their works. They have an affinity for charms of illusion as well as those that arouse emotions and shape materials. They start with an extra dot of [[TheCharmer Presence]] or [[SuperSpeed Dexterity]] while out of mundane form.
----
* AdmiringTheAbomination: Their stereotype towards the [[TabletopGame/LeviathanTheTempest leviathans]].
-->That's just horrible, and maybe just a little bit beautiful. Wait! What am I saying?!
* ArtAttacker: All Troubadours are artists of some kind, so the more combat-oriented ones will usually use their creations as a mean to fight opponents. By combining "Living Image" with the right Charm, they can literally create a piece of art that make Darkspawns feel so bad they explode.
* TheBard: Troubadours are artists, which covers storytellers and poets. They are in no way limited to this, though.
* BeginnersLuck: Some of the Inspire Charms (one being actually named after the trope) allow them to grant this to others, either giving bonus or removing penalties to a character for doing something she hasn't even done before.
* CloudCuckooLander: The rulebook mentions Troubadours are frequently perceived by most people as "people with their head in the cloud".
* FunPersonified: Above everything, Troubadours like to bring joy and fun to others.
-->'''To Seekers''': Do you remember your teacher's lecture on the states and their capitals? No? Do you remember that song from WesternAnimation/{{Animaniacs}}? Yeah, it's like that.
* MagicIdolSinger: Any Princess that fits the trope is probably a Troubadour.
* MasterOfIllusion[=/=]MasterOfDisguise: Along with the Seekers, they have an affinity for Appear Charms to reflect their skills for acting and disguise.
* MusicForCourage: A lot of the Inspire Charms, such as Rousing Song of Heroism, are built around inspiring and encouraging people through music and songs.
* NoSocialSkills: Frequently their weakness; Troubadours tend to be so lost in their art and symbolism and as a result have a hard time understanding other people's impatience with their "hobbies".
* PluckyComicRelief: The most likely Calling to fit that role. They are artists with [[CloudCuckooLander frequently eccentric tendencies]] trying to uplift people, and some of them like to do that by cracking jokes.
* ThePowerOfCreation: Fittingly considering they usually are artists, they have access to the Shape Charms.
* QuirkyBard: ''[[AvertedTrope Averted]]''. Troubadours have access to the [[MasterOfIllusion Appear Charms]] and the [[ThePowerOfCreation Shape Charms]] (the latter covering [[DeflectorShield one of the strongest shields in the game]]), and their Inspire Charms grant them control over emotions. They are far from being useless.
* SavingTheWorldWithArt: Quite literally their mission statement.
* ShoutOut: Their signature Inspire charms are usually named after songs.
* TheStoryteller: A role they can frequently fit; telling stories ''is'' a form of art, and many of them are the reincarnation of bards and storytellers.
* TrueArtIsAngsty[=/=]TrueArtIsBoring[=/=]TrueArtIsIncomprehensible: [[invoked]] [[DefiedTrope They're not fans of any of that]]. Their art is intended to inspire, uplift, and enlighten. In fact, their First Oath explicitly forbids them to use their art to "make people afraid of their own identities or trick them into silence".

[[/folder]]

!Radiant Queens
[[folder:All Radiant Queens]]
The Radiant Queens are the five Queens who were imprisoned in the Deamlands by the Darkness to prevent them from interfering. They have been trapped there for most of the recent centuries, and only got freed recently thanks to the Apollo landing breaking the illusion. They are now trying to bring light and hope back to the world.
----
!!Tropes applying to all Radiant Queens:
* TheAgeless: Downplayed; Queens have enough power that they can actually stop their aging if they wish, making them this trope. It's not an obligation however, and they typically let themselves die and reincarnate every few centuries to preserve their mental health. The [[ModestRoyalty Queen of Clubs]] prefers to ignore this option and just let herself age normally in each of her incarnations.
* BenevolentMageRuler: All Radiant Queens are powerful magic beings whose power basically make them {{Physical God}}esses. And they all use their abilities to rule their kingdom fairly and support their people.
* BigGood: Or more accurately, Big Good Ensemble. The five Radiant Queens are the most powerful servants of the Light, and a major force of good in the setting. They probably also qualify as this to the ''TabletopGame/ChroniclesOfDarkness'' at large, since given [[CrapsackWorld the kind of setting this is]], they probably are ''the'' strongest unambiguously good beings, period.
* DividedWeFall: The reason the Darkness was able to defeat their Kingdom and trap them in the Dreamlands; at some point in the backstory, they became self-righteous and started fighting each other over who had the right definition of what was good; this distracted from their usual duties of fighting the Darkness, allowing its Taint and servants to spread until they were numerous and smart enough to carry out an effective plan. Thankfully, in present day, [[TaughtByExperience they have learnt from this mistake]], and are in good relationships with each others.
* GoodIsNotDumb: Unlike the [[WellIntentionedExtremist Queen of Tears]] and the [[KnightTemplar Queen of Storms]], the Radiant Queens are unambiguously heroic and good. Unlike the [[WrongGenreSavvy Queen of Mirrors]], however, they ''do'' realize [[CrapsackWorld what kind of world they live in]], and are willing to compromise when it's necessary.
* HopeBringer: All Queens and Princesses are supposed to be this, but really, considering how the Twilight Queens have turned out, the Radiants are the only one who do a decent job at it.
* MightAsWellNotBeInPrisonAtAll: A rare heroic version. They were trapped in Dreamlands alongside their Princesses, where its LotusEaterMachine effects keept them in check while the Darkness spread in the world. Ever since the release they have been able to leave at any time, but they chose to stay and support them through guidance and Invocations rather than start fresh as Princesses-- in fact, this actually makes it ''harder'' for the Darkness to kill them and their Courts, since that'd require invading the Dreamlands.
* PlayingCardMotifs: Though not their actual titles, most Princesses have taken to naming the Queens after various playing card suits, if mostly because the Queen of Diamonds actually has "Queen of Diamonds" as one of her titles. Clubs, Diamonds, Hearts and Spades are named after this, while Swords follows TarotMotifs below.
* PhysicalGod: Though the Radiant Queens' powers currently are limited to the Dreamlands, all Queens, including them, are insanely powerful, being capable of feats such as [[TheAgeless cancelling their aging process]], resurrecting people with even more efficiency and ease than the strongest Mender, or creating a PocketDimension the size of a kingdom.
* ReasonableAuthorityFigure: All Radiant Queens are benevolent monarchs who lead their kingdoms fairly, offer all the support they can to their Princesses and seek to bring good back to the real world.
* RoyalsWhoActuallyDoSomething: Downplayed; each Radiant Queen is heavily active in governing her kingdom, but said kingdoms now only exist in the Dreamlands. When it comes to Earth, they only serve as mentor figures to Princesses. This is because the only way they could leave the Dreamlands is to reincarnate as a Princess (which would considerably weaken them and weaken every Princess who practices their Invocation), so they know they can do more good as a Queen, even if it is indirectly.
** Given that you become a Queen by becoming the beloved ruler of an entire nation, they must have done some very impressive stuff back when they were alive.
* SealedGoodInACan: They were trapped in the Dreamlands, and only recently managed to break free thanks to the Apollo landing breaking their prison. Nowadays, they could ''technically'' get out, but they wouldn't be as powerful as they are in the Dreamlands due to their Courts still being here, so they prefer to stick with their Kingdoms and help the Princesses in the real world through guidance and advice.
* TarotMotifs: The Queen of Swords is named after the Tarot version of the Spades Suit.
[[/folder]]

[[folder: The Queen of Clubs]]

->''"You can't control the world, but you don't need to."''

->'''AKA:''' The Matron of the Forest, the Mother
->'''Followers' Epithets:''' Wilds, Turtles
->'''Kingdom''': Forest of Wen-Mung

The Queen of Clubs is loosely based on Taoism, with hints of environmentalism. Her Princesses tend to blend the best of modern life with spiritualism. Fittingly the Queen's philosophies emphasize finding a way to express your true self in harmony with the world, accepting and adapting to change, and to avoid committing violence. Club's signature emotion is Harmony and tranquility. The Wilds can [[InHarmonyWithNature choose to allow an action to be taken against them with no resistance and use the same action at a greater effect later]] for their practical magic. In Dream, the Sworn of Clubs Practical Magic allows them to gain a merit that is fitting to their surroundings up to their dots of Legno. Their Invocation is [[GreenThumb Legno]].
----

* {{Animorphism}}: As part of their association with nature, the Legno Charm ''Skinchanging'' allows them to shapeshift into animals.
* TheBeastmaster: Several Legno charms deal specifically with animals, and Legno in general is easily applied to animals. Taken UpToEleven with their [[SuperMode Avatar Charm]], ''Peacable Kingdom'', which turns its user into a BeastMan whose mere presence presence makes all animals surrounding her sentient, capable of speech and inclined to support her.
* BoldExplorer: Seekers of Clubs tend to be a variant of this, delving into jungles to find new kinds of herbs, animals or beautiful vistas.
* {{Druid}}: They are never explicitly referred as such, but many of the Legno Charms cover abilities usually associated with druids, including talking with and controlling animals, turning into one or manipulating plant life.
* FriendToAllLivingThings: The Court of Clubs tend to be the one to have the most affinity with animals and plants; practically every animal in Wen-Mung is friendly with the inhabitants, and several of the Legno Charms allow their user to communicate and gain assistance from animals. Wen-Mung is also described as a beautiful forest where the human and Noble inhabitants live in harmony with all the animals. They can even befriend ''[[TabletopGame/WerewolfTheForsaken spirits]]'' with the proper Charms.
* GardenGarment: Ivy and leaf motives are a very common choice of clothes for Princesses of Clubs.
* GlacierWaif[=/=]StoneWall: They usually don't particularly look much more durable than any Princess, but if a Princess of Clubs doesn't want to move, good luck trying to force her, because they have a lot of charms allowing them to enhance their resilience and stamina; there is a reason one of their nicknames is "Turtles".
* GranolaGirl: Members of the Court of Clubs are typically stereotyped as being very hippie-like, in touch with nature, peaceful and trying to leave in harmony with the world.
* GreenThumb: Their signature invocation, Legno, focuses around affecting living plants, wood, or [[TheBeastmaster living animals]].
* HarmonyVersusDiscipline: The Harmony side. The Queen of Clubs believes in being in harmony with both nature and yourself, and that you should try to move along with natural change rather than force it; she even allows herself to age normally between each of her reincarnations. This Philosophy frequently puts her Court at odds with more Discipline-aligned Princesses like [[TheEmpire Tears]], [[TheSpock Diamonds]] and [[TheChainsOfCommanding Hearts]], who accuse them of doing nothing of value to improve the world.
* InHarmonyWithNature: the ideal Clubs try to live up to, along with being in harmony with everything else.
* ModestRoyalty: The Queen of Clubs rejects all finery, instead wearing only spare clothes gifted to her by the working women of her kingdom. She also let herself age like a normal human in each of her incarnations, even though Queens have the ability to be TheAgeless.
* NatureHero: The Queen is also called the Matron of the Forests and her followers are sometimes known as Wilds. That about sums it up. Princesses of Clubs also frequently have profession related to nature, like Park Ranger Champions or Environmentalist Graces.
* NobleSavage: The people in Wen-Mung have a simple life of living in agriculture and having practically tamed every animal in their forest without even harming them.
* NotQuiteDead: The Charm ''Last Breath'' can be used to cancel the last damage when their health is filled with lethal or aggravated damages, effectively saving them in emergeancy situations.
* ReluctantWarrior: While they can and will fight if needed, Princesses of Clubs prefer to solve a conflict peacefully whenever possible. To illustrate this, starting a fight loses a Princess' access to Legno. Even their Champions usually prefer to favour defensive tactics and [[GradualGrinder gradually wear their opponent down while inflicting them as little damage as possible]].
[[/folder]]

[[folder: The Queen of Diamonds]]

->''"Your heart can show you where you need to go, but only your head can get you there."''

->'''AKA:''' The Crystal-eyed One, Lady of Clear Water, the Philosopher Queen
->'''Followers' Epithets:''' Crystals, Lights, Hope-Engineers
->'''Kingdom:''' Danann Archipelago

The Queen of Diamonds embodies Enlightenment values. Her courtiers aren't exclusively scientists, engineers or academics, but every member believes in the power of reason to improve the world. Her chief philosophies are to think through a problem before attempting a solution, to educate others, and to focus on big picture structural changes. Diamond's signature emotions are curiosity and wonder. Depending on which version of corebook owned, their practical magic differs. In the Dream version, the Hope-Engineers can create a plan (she must spend at least an hour planning) for a broad goal and when pulling off the plan, she may spend a wisp up to Acqua times [[CrazyPrepared to declare for what cases she's prepared for.]] In the Vocation Version, the Crystals may spend a wisp to [[HiveMind divide their consciousness into two and carry out extended mental tasks.]] In Dream, the Sworn of Diamonds Practical Magic allows them to add their Acqua to rolls to create equipment. Their Invocation is [[MakingASplash Aqua]].
----
* AwesomenessByAnalysis: The Court of Diamonds typically approaches a problem by carefully analysing it until they have a good understanding of it, then try to use the acquired knowledge to cut the problem to the root.
* BadassBookworm: Any Champion of Diamonds is going to be this or GeniusBruiser, as can Diamonds members of the other Callings.
* CelibateEccentricGenius: Downplayed. The Queen of Diamonds isn't interested in romance but she has one night stands.
* CoolTeacher: Diamonds have a philosophical belief in the importance of education. Troubadours of Diamonds are usually trying to make learning fun.
* CrazyPrepared: In the Dream version, this is the effect of their Practical Magic; a Princess of Diamonds can spend an hour and making a plan with a particular goal in mind. In later scenes, whenever she ends up facing an obstacle, she can spend a Wisp and declare a number of times equal to her dots in Acqua that she prepared for this.
* CrystalSpiresAndTogas: The Danann Archipelago is described as a subartic civilization covering hundreds of islands, with crystalline towers made of ivory and glass, sleek hydrofoils and aircraft as the main transports, and advanced heat control technology used to maintain a warm climate. [[ProudScholarRaceGuy Their society is intellectual, with a lot of philosophers and scientists, as well as many artists.]]
* EmperorScientist: The Queen of Diamonds is one of the few characters to be both an EmperorScientist and a SorceressQueen at the same time. She is equally happy studying [[SufficientlyAnalyzedMagic magic]], {{Magitek}} or science.
* TheDarkArts: [[DefiedTrope Defied]]. The Queen of Diamonds is in favor of the safe and responsible use of the Twilight invocations (specifically Lacrima and Specchio) for benefits that can't be found in the Light invocations. You're more likely to hear the Lights argue for or against a particular kind of magic because it's ''dangerous to the user'', rather than because it's ''evil''. This doesn't apply to the magic of the Darkness itself, however.
* HeelFaceTurn: Acqua is the invocation that's necessary for redeeming the Darkened and healing their souls.
* LightIsGood: One of their epithets is "Lights." Though their motif isn't as strongly associated with Light as Mirrors' is and they also lack their solipsistic insanity, the Princesses of Diamonds genuinely work for the good of all.
* {{Magitek}}: Seeing how their philosophy is based around knowledge and their Seekers tend to learn everything in both science and magic, they are prone for combining the two. Their outfits are described as frequently having a futuristic, science-fiction feel to them, with computer readouts built into sleeves or gloves or gadgets such as scanners.
* MakingASplash: The Aqua Invocation's main element.
** AnIcePerson: Part of the water association.
* MeasuringTheMarigolds: Averted, curiosity and wonder are their signature emotions. And while the Queen of Diamond might look like TheSpock, [[TheWomanWearingTheQueenlyMask this is just a facade]].
* {{Meganekko}}: The Queen of Diamonds is described as wearing glasses in private. To note, she ''could'' easily have fixed her eyesight, but just never bothered to do it.
* ReallyGetAround: Downplayed; the Queen of Diamonds is mentioned to have a lot of occasional one-night-stands rather than a consort.
* RedemptionInTheRain: The symbolism is there: Acqua is the invocation for cleansing and redeeming the Darkened.
* RomanticismVersusEnlightenment: The Enlightenment side.
* ScienceHero: Technology can be mass produced, magic generally cannot. Diamonds base an entire philosophy around this.
* ThePhilosopherKing: The Queen of Diamonds is also known as The Philosopher Queen and she believes in the ability to practice pure unclouded thought as a cardinal virtue.
* TheSmartGuy: Their entire philosophy is based around knowledge, so the large majority of them tend to be scientists, teachers, intellectuals or erudites in some form.
* TheStrategist: Champions of Diamonds tend to have affinity at leading armies and coming up with strategies, making them skilled generals.
* SuperIntelligence: Their Bless Charm allows them to enhance their Intelligence and Wits. Taken UpToEleven with Acqua's Avatar Charm, ''Books in Running Brooks'', which allows a Princess to instantly fill her mind with knowledge equivalent to an entire ''library''.
* TheOwlKnowingOne: The Queen of Diamonds is always travelling with an owl, which she calls Plato. Everyone wrongly believes the bird to be nothing but a pet to her, but in truth Plato is TheSpymaster in the kingdom, as well as a powerful magic practicioner and possibly the second smartest person in the kingdom after the Queen herself.
* TheWomanWearingTheQueenlyMask: The Queen of Diamonds herself, in public she acts like TheSpock. In private she reverts into a GenkiGirl. She doesn't mind wearing a mask though.
* WillNotTellALie: Lies without a good reason bar the speaker from using Aqua. Playing the MetaphoricallyTrue or YouDidntAsk cards doesn't prevent it, either.
[[/folder]]

[[folder: The Queen of Hearts]]

->''"We're not calling ourselves Princesses because our childhood fantasies came true. Nobility means something."''

->'''AKA:''' The Rose Bride, the Gentle Patroness, the Queen Regnant
->'''Followers' Epithets:''' Jewels, Flowers (female), Gallants (male), Rocks (often derogatory)
->'''Kingdom:''' City-State of Andarta

The Queen of Hearts believes in politeness, responsibility trust and duty. Her Princesses believe that building and leading social institutions is key to making a better world. Heart's chief philosophies are to bring people together in community, to honor traditions and that authority must be earned. Heart's signature emotions are trust and duty. Depending on which version of corebook owned, their practical magic differs. In the Dream Version, the Jewels may give others as a bonus to rolls, so long as said rolls are carrying out an order the Jewel gave. In the Vocation Version, the Jewels may gain an exceptional success with lower successes required so long as she is acting on her role in her organization. In Dream, the Sworn of Hearts Practical Magic allows them to add the lower of their Terra or Status to a roll where they're acting for the organization they have status in. Their Invocation is [[DishingOutDirt Terra]].
----
* BeautyIsNeverTarnished: Twisted. While hearts have no special abilities to prevent their beauty from being tarnished, they can make themselves look as good while covered in blood and mud as they would while sparkling clean. So long as they have a good justification for their appearance it will shine through. After all, nobility is about duty and duty can get messy.
* TheChainsOfCommanding: While all Princesses have to take leadership seriously or risk their KarmaMeter the Court of Hearts are the ones who's philosophies put the most emphasis on responsibility and leadership. A side effect of their Avatar Charm also makes them especially vulnerable to the burdens of leadership.
* ComesGreatResponsibility: One of Hearts' signature emotions is duty, and their entire ideal is about how they must prove worthy of their power by using it responsibly and protecting people with it.
* CulturedBadass: As a representation of the ideal nobility, Princesses of Heart are expected to be well-educated, sophisticated and courteous. Which is in no way incompatible with being capable of kicking ass, especially for their Champions.
* DishingOutDirt: Terra's associated element is Earth.
* DivineRightOfKings: Defied. Despite being the most traditionalist court and the ones who take words like "noble" and "princess" seriously, the Court of Hearts believes that authority belongs to people who earn it by working hard to become and to remain good leaders. Nobles of Heart who seek to get in position of power in order to improve the world typically try to do it by the rules, with the proper elections and approbation from people.
* {{Expy}}: One of the primary inspirations for the Queen of Heart is [[WesternAnimation/MyLittlePonyFriendshipIsMagic Princess Celestia]]; both are benevolent, dignified {{Reasonable Authority Figure}}s representing the ideal ruler.
* GoodIsOldFashioned: Frequently accused of suffering this trope. According to the stereotypes, many of the Courts feel like Princesses of Hearts attach too much value to outdated traditions that can no longer work today. As noted below, this isn't entirely true.
* GoodOldWays: Played with; Princesses of Hearts do believe a lot in traditions and customs, and usually try to preserve them. However, they do believe in improving the world, so when they meet a tradition they cannot condone, they will usually try to replace it with a new, more adapted one.
* GuileHero: A different kind than Spades. Rather than manipulation and trickery, they specialize in politics and charisma, trying to use the system to their advantage to improve the world.
* HappilyMarried / ReincarnationRomance: The Queen of Hearts and her unnamed husband. She is the only Queen to be confirmed as such-- the Queen of Swords practices {{Polyamory}}, the Queen of Diamonds is single but has occasional one-night-stands, and the other Queens' marital status are unknown.
* HarmonyVersusDiscipline: The Discipline side, of the law and civilization variety; the Queen of Hearts believes society and traditions should be used to ensure everybody does what is best for the whole.
* KnightInShiningArmor: Male followers of the Queen of Hearts frequently like to dress in shiny medieval armors in their transformed form. It's mentioned some female ones like this look as well.
* MagneticHero: To be expected, seeing how charisma is a big part of their ideal. They can use their magic to augment their presence and social attributes as a way to illustrate this.
* ManOfKryptonite: The Bless Charm ''Fists of Jade'' enchants the hands of an ally with the properties of jade, which burns creatures of the Darkness on contact. It can be upgraded to extend to weapons as well.
* MenUseViolenceWomenUseCommunication: The relationship between the Queen of Hearts and her husband twists this trope into a pretzel. The Queen governs her kingdom and sends her husband to fight duals on her behalf, because she's so powerful that it would be improper for her to fight personally. In reality she's a MasterOfAll aspects of leadership which means she's a fearsome warrior queen when the need arises; while her husband is a diplomat.
* NotSoDifferent: From Princesses of Tears; as acknowledged in their respective stereotypes toward each other, both have similar values based on duty, nobility and traditions. Because of this, Alhambrans have somewhat more respect for them than for most Radiant Princesses. Princesses of Hearts on the other hand feel like the Court of Tears is just using these values as a justification, and [[MotiveDecay has forgotten what it truly means]].
* PowerOfTrust: They are big believers of this. To them, a society where everyone can trust each other is more likely to work. Terra's Avatar Charm, ''Wearing a Heavy Crown'', allows its user to enhance the efficiency of a group's teamwork if everyone trust her as the leader. Their Invocation can also be applied for free if they use it on a mortal who trust them enough to give them his consent.
* ReasonableAuthorityFigure: While all Radiant Queens technically qualify as this, the Queen of Hearts stands out as a notable mention because it's a major part of the ideal she stands for. To Princesses of Hearts, a crown is a symbol of responsibility, and they must act accordingly by guiding people and proving they deserve their trust.
* SheCleansUpNicely: One of Terra's specialties is making things beautiful.
* SilkHidingSteel: A Princess of Hearts is scrupulously courteous (otherwise Terra stops working for them), and they tend to favour very formal clothes, such as elegant ballgowns and elaborate jewellery. They are still just as dangerous as any other.
** When the need arises the Queen of Hearts leads her army from the front.
* TheSocialExpert: By far the most social-oriented of the Courts. Even their Menders tend to be psychologists and therapists rather than nurses.
* TheWomanWearingTheQueenlyMask: {{Averted}}. As the rulebook puts it:
--> The Queen of Hearts is a Queen wearing a mask. She is not a woman wearing the mask of a Queen, the few people who have seen her in private all agree she is a queen through and through. No, The Gentle Patroness is a Queen with a crown for every occasion. In times of peace she is a public speaker without peer and a patron of charities and the arts. In times of uncertainty she is a diplomat, a peacemaker and a rock of stability. In times of war she is a warrior-queen, the first to charge and the last to retreat.
[[/folder]]

[[folder: The Queen of Spades]]

->''"Lighten up! This will be fine, and if not we'll just run for it."''

->'''AKA:''' The Queen of Knaves, [[KingOfThieves the Queen of Thieves]]
->'''Followers' Epithets:''' Knaves (affectionately derogatory), Rogues (affectionately derogatory), Soundrels (affectionately derogatory)
->'''Kingdom:''' Confederacy of the Four Winds

The Queen of Spades favors good humor and lateral thinking. Her Princesses are jesters, rogues and scoundrels who do their best thinking unfettered by social orthodoxy. Spades' philosophies are to think outside the box, to spread laughter, and to think and run quickly so you don't get caught. Spades signature emotion is Laughter. Depending on which version of corebook owned, their practical magic differs. In the Dream Version, Princesses of Spades may wipe away traces of evidence to their existence, [[LaserGuidedAmnesia even from other people's memories.]] In the Vocation Version, Princesses of Spades may help [[TheRunaway herself or others escape the wrath of authorities.]] In Dream, the Sworn of Spades Practical Magic allows them to aid in making a false Clue or tampering with one, and to add Aria to rolls for Stealth, Athletics, Streetwise and/or Subterfuge to get out of trouble. Their Invocation is [[BlowYouAway Aria]].
----
* BewareTheSillyOnes: Because of their inclination toward humor and unorthodox solutions, Princesses of Spades have a reputation as lazy and immature pranksters who- [[DidYouJustScamCthulhu What do you mean they managed to scam True Fae!?]]
* BlowYouAway: Aria is strongly associated with wind and speed and the Invocation favoured by the Queen of Spades.
* CrazyEnoughToWork: The Queen of Spades encourage her Princesses to try solutions like this, as she likes out the box thinking better than obvious solutions.
* FragileSpeedster: Champions of Spades tend to be this compared to their counterparts; they are much faster and more agile, capable of easily dodging both bullets and melee weapons, and some of their Charms even allow them to fly, but their tendency to rely on dodging means they can't take as many blows.
* {{Flight}}: One of the Aria Charms, Wings of Air, grants its user the ability to fly.
* FunPersonified: Well, Humor ''is'' their signature emotion, so this trope is a given.
* GuileHero: Comes with the Trickster side of their ideal; since they favor humor and taking the enemy by surprise, Princesses of Spades are good at manipulating and outsmarting the opponent, especially since their Practical Magic can be used to enhance their Wits and manipulation skills. Most notably, the crossover section of the wiki mentions some of them managed to scam [[TabletopGame/ChangelingTheLost True Fae]].
* KarmicTrickster: What Spades strives for, sans the selfishness. Spades ''love'' to pull pranks on people they feel deserve to be humbled or punished.
* KingOfThieves: "The Queen of Thieves" is one of the Queen of Spades titles.
* LoveableRogue: The Stereotypical Princess of Spades; their ideal is about freedom, breaking the rules and using their wits, and quite a few of them actually ''were'' criminals who Blossomed through a heroic effort to turn their life around. One of the nicknames for them even ''is'' "Rogues".
* TheCuckoolanderWasRight: Spades encourages both humor and out the box solutions, but they also have the ability to enhance their Wits.
* PluckyComicRelief: To be expected, considering humor is a big part of their philosophy; Princesses of Spades tend to crack a lot of jokes and put effort into making people laugh.
* RebelliousSpirit: Aria encourages this sort of behavior, and disapproves of imposing on anyone as a whole, to the point trying to do so will make you lose access to the invocation.
* ReformedButNotTamed: Downplayed; while she never really was evil as far as we know (never Darkened-level of evil, at least), the Queen of Spades used to be a rebel before being made a royalty. It's mentioned she still feels nostalgic of her days as one, and likes to travel disguised as a commoner so she can play pranks and jokes on people. Infamously, she is responsible for about half the graffiti in her kingdom.
* SitcomArchNemesis: Seems to be perceived that way by Princesses of Tears. The Tears stereotype toward them is almost as violent as the one toward Stormites, but whereas Stormites are actually called "monsters", Spades are criticized as being "insubordinate curs" with "no regard for the burdens of leadership". They don't quite consider Princesses of Spades as monsters, but they do seem to find them really irritating.
* TricksterMentor: A frequent method used by the Queen of Spades to teach her followers is to suggest them solutions as crazy as possible to their problems. When they inevitably protest and point out how this couldn't possibly work, she insists that they try anyway and only then tell her it doesn't work. The purpose of this attitude being to encourage out of the box thinking.
* VisualPun: Many Princesses like to include those in their outfits to be noticed for observant viewers.
* WindsOfDestinyChange: The Aria Avatar Charm, ''Becoming the Fulcrum'', grants them the ability to essentially manipulate probability so that any mundane action they do can have repercussions that will end up helping them.
[[/folder]]

[[folder: The Queen of Swords]]

->''"I have no regrets. I'm doing this because I love you."''

->'''AKA:''' The Brightly Burning One, the Faithful Marshal, the Queen Errant
->'''Followers' Epithets:''' Adventurers, Heroes, Martyrs
->'''Kingdom:''' Aztallan Alliance

The Queen of Swords believes that you should always follow your heart and your passions. Her Princesses try to become heroes whose example will light the world. Sword's philosophies teach that at heart morality is about not hurting people, the importance of broadening your horizons and of course to embrace your passions. Sword's signature emotion is Love. Depending on which version of corebook owned, their practical magic differs. In the Dream Version, the Heroes may [[BarrierBustingBlow break through any obstacle that stops them from reaching their loved one]]. The obstacle may be physical, mental or supernatural, and the love can be any of TheFourLoves. In the Vocation Version, the Heroes can make any effort they spend a point of Willpower onto easier to fulfill, requiring only 3 successes for an exceptional success. In Dream, the Sworn of Swords may spend a wisp to add a third of the Princess's Transformed Dicepool back into their own roll as a bonus. Their Invocation is [[PlayingWithFire Fuoco]].
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* BewareTheNiceOnes: Nobles of Swords are borderline {{Love Freak}}s obsessed with ThePowerOfLove and whose code of live basically boils down to "hurting people is wrong, so don't do that". However, they also happens to be ''very'' HotBlooded and passionate, can manipulate fire and won't hesitate to give their life for the people they love, so pissing them off is a ''bad'' idea.
* BoldExplorer: Because of their passionate nature and research of new horizons, Princesses of Swords frequently are adventurers travelling around the world looking for new experiences. Out of all the Courts, they tend to be the one to travel the most, and their Nobles frequently have connections in multiple countries.
* BrutalHonesty: Downplayed, but still present; the Queen of Swords has a reputation of always being honest about her feelings, meaning she won't be afraid to express how bored she feels in her court or criticize a Princess requesting her help if he considers they could do it by themselves. She does usually try to stay polite about it however.
* CollectorOfTheStrange: The Queen of Swords is mentioned to like to collect bugs from her jungles as a hobby.
* CoitusUninterruptus: Downplayed. The Queen of Swords is known to have make out sessions on the royal throne while simultaneously running her country. Being a SorceressQueen she's more than capable of doing both at once.
* EmotionsVersusStoicism: The Emotions end. They believe you should follow your passions and follow what your heart tells you is right.
* FlamingSword: Their upgrade for the Kensai Charm allows them to ignite their melee weapon.
* HotBlooded: They have a reputation of being this, since they value passion over reason. Princesses of Hearts, in particular, perceive them as fools who take pointless risks. Not that the Princesses of Swords mind; if anything, they are proud of it.
* IWorkAlone: Downplayed. Like all Princesses, Swords are social and team players. However part of swords' ideals is that you should be able to work alone if you need to. That way you can walk away from an unhealthy relationship.
* JackOfAllTrades: Part of the Swords code, as the Queen encourages her Princesses to broaden their horizons, try new things and learn new skills. They even use part of the same Heinlein quote as the trope page.
* LargeHam: They have a reputation of being quite hammy and overly dramatic in what they do, due to their emphasis on passion.
* LetsJustBeFriends: The flip side to being borderline {{Love Freak}}s. That kind of passion usually doesn't last, so when the pair's passions fade a Princess of Swords is expected to know how to end a relationship without anyone getting hurt.
* ManOfKryptonite: The Fuoco Avatar Charm, ''I Am Become Light'', allows its user to essentially turn into a being of fire and light. While in this form, she can [[PowerNullifier shut down or distrupt any supernatural power not related to the Light around her]], becomes a BrownNote for Creatures of the Darkness, and generates sunlight, which is as devastating as you'd expect for [[TabletopGame/VampireTheRequiem vampires]].
* {{Mayincatec}}: Their kingdom, Aztallan, is described as being in the heart of a jungle and resembling a mix of Mayan, Inca and Aztec cultures, with pyramids and obsidian thrones.
* NotSoDifferent: They have occasionally been compared to Stormites, as both are passionate and ready to die for their cause; in fact, they are the Radiant Stormites are the least disdainful to, admitting that they kinda understand their passion and just feel it needs to be directed toward the real problem. Of course, Princesses of Swords disagree, as they feel Stormites are just fighting mindlessly without anything of value to defend.
* PapaWolf[=/=]MamaBear: If you value your life, do ''not'' try to harm a Noble of Swords' friend, relative or any other person they might care about. They will fight to their dying breath to save them, and their power will in fact grow ''stronger'' because of it.
* PersonalityPowers: Of the "Fire is Passion" type. Their signature Invocation is [[PlayingWithFire Fuoco]], and their entire ideology is based around being driven by love and passion. They are often described as "consumed by the fire within".
* PlayingWithFire: Fuoco is associated with both literal flames and the flames of the heart. Many of their Charms explicitly involve fire in some form, including the obligatory FlamingSword, the ability to be fireproof, or turning into a humanoid sun.
* {{Polyamory}}: While the Queen of Swords considers Love as SeriousBusiness (she won't kiss someone unless she is deeply in love with that person), she has no such things as limitations on how many people she allows herself to be in love with, so she ended up with several consorts which she all deeply loves. [[BiTheWay It's implied they include both men and women]].
* ThePowerOfLove: Taken UpToEleven when compared to other Princesses. The Queen of Swords considers losing a boyfriend a minor crisis worthy of her personal advice. Several Fuoco Charms also create flames that are literally fueled by how much the user loves someone.
* RedIsHeroic: Unsurprisingly considering their association with fire, red is a frequently favored color in their outfits.
* RenaissanceMan: Part of their ideal. The Queen of Swords prefer her Princesses to have a wide variety of talents rather than specialize in only one area.
* RomanticismVersusEnlightenment: The Romantic side, obviously. They are all about embracing love and passions, and do what your heart tells you is right.
* RousseauWasRight: The Court believe it, and generally support societies or life styles that don't have the ability to push people away from their natural moral inclinations.
[[/folder]]

!The Twilight Queens
[[folder: All Twilight Queens]]
The three Queens who weren't trapped along with the Radiant in the Dreamlands during the Kingdom's fall, but still managed to survive, albeit through questionable methods. Because of this, they tend to be morally ambiguous compared to the Radiant Queens, through they still try to fight the Darkness. Unfortunately, the fact they have remained active even back when the Radiant were trapped means they had much more time to recruit Princesses.
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* ALighterShadeOfBlack: Even at their worst, none of the Twilight Queens are as evil or depraved as the All-Consuming Darkness.
* AllegoricalCharacter: In several different ways. The Twilight Queens have are a stronger representation of their signature emotions than the Radiant Queens. They also represent a flaw Princesses are prone to (see the entry for {{Foil}}). And fittingly for a genre that is prone to [[ComingOfAgeStory coming of age stories]] they all represent a failure to achieve maturity:
** Mirrors represents childhood gone wrong: They are immature, unable to see complexities, selfish and all around bratty.
** Storms represents adolescence gone wrong: They Lash out at the world, are self destructive, and rush into the quick solution.
** Tears represents adulthood gone wrong: They are stuck in a rut, and both complicit and unwilling to challenge an unhealthy status quo.
* AntiVillain: [[SlidingScaleofAntiVillains Depending on which Queen is looked at,]] Tears is somewhere between [[WoobieDestroyerOfWorlds Type 2]] and [[WellIntentionedExtremist Type 3]], Storms is definitely [[WellIntentionedExtremist Type 3]] and Mirrors is [[HeroWithAnFInGood Type 4]]. Really, they're all still [[HopeBringer Princesses]], it's hard for this trope not to come into play for "antagonist" Courts.
* BrokenBird: How much this trope comes into play depends on the Queen, but all three of them were once Radiant Queens and due to whatever actions they took during the Fall or changing their very philosophies on how to change the world, their Invocations changed to [[AlwaysSaveTheGirl damning the world to save your loved ones]], [[TakingYouWithMe fighting the Darkness in any form even to the death]], or [[ItsAllAboutMe trusting only your ability to handle things to save the day and let nobody else get in your way]].
* EvilVersusEvil: Any Twilight Queen could team up with the Radiant in TeethClenchedTeamwork if the situation was dire enough. But the Court of Storms is in all out war with the Court of Tears; and both of them have far less patience for the Court of Mirror's childish antics than the Radiant.
* FallenHero: From the Radiant Queens' perspective, as all three used to be Radiant Queens who escaped imprisonment in the Dreamlands, but only survived the Kingdom's fall through compromising themselves to huge extent. Of course, the Twilight Queens don't consider themselves as such.
* {{Foil}}: All three Twilight Queens represent (among other things) a character flaw that all Princesses are predisposed to growing until it's the dominant facet of their personality:
** Tears represents [[AlwaysSaveTheGirl the desire to protect the people closest to you taken to such an extreme]] that [[KnightTemplarParent you'll willingly hurt other people to keep your people safe]].
** As [[MadeOfEvil a personification of evil]] with [[AlwaysChaoticEvil no redeeming factors whatsoever]], most Princesses justifiably hate the Darkness, but Storms [[KnightTemplar have been consumed by that hatred until they are a danger to themselves and others]].
** Princesses are idealists who try and improve the world, but they're also aware of [[CrapsackWorld what kind of setting]] they're in and and accept that [[EarnYourHappyEnding victory might have a price]]. The court of Mirrors denies this reality and see only a brighter more idealistic world where good will always triumph without sacrifice. And while they can [[FallenHero lose their way]] a Princess would never have received their power if they weren't [[TheParagon a moral and virtuous person at heart]]. However, the Radiant [[HumbleHero try to avoid developing pro-princess prejudices]] (the [[ReasonableAuthorityFigure Court of Hearts]] has an entire Philosophy against it), but Court of Mirrors embrace the idea of their [[SmugSuper own superiority]].
* PhysicalGod: Like their Radiant counterparts, they are insanely powerful, with the Queen of Tears single-handedly protecting her entire city from being devoured by the Dark World. Unlike the Radiant, they ''aren't'' limited to the Dreamlands, not that it helps them- the Queen of Tears can't leave Alhambra due to being the one holding it together, while the Queen of Storms [[AlmightyIdiot has too little sentience left to actually do anything]]. Too little is known about the Queen of Mirrors to know for sure if she is similarly limited or not.
* PowerAtAPrice: The key difference between Radiant and Twilight magic. Twilight magic is often stronger and can bypass consent where Radiant magic requires it, but eats away at the user's morality, health, and/or sanity.
* VillainForgotToLevelGrind: Inverted. The Twilight Courts were active in the mortal world and continuing to gather Princesses and resources while the Radiant Courts were still imprisoned in the Dreamlands. Combined with the [[TheDarkSide natural allure]] of each Court's FatalFlaw, the Courts of [[TheEmpire Tears]] and [[ArmiesAreEvil Storms]] are both larger and more powerful than any single Radiant Court. However the Court of Mirrors squandered this opportunity due to their [[ItsAllAboutMe core philosophy]].
* WellIntentionedExtremist: Both the Queen of Tears and the Queen of Storms are still trying to defeat the Darkness, but use terrible methods. The Queen of Mirrors is a weird variation, as the problem is less that she is an extremist and more that she is too much of an ''idealist''.
[[/folder]]

[[folder: The Queen of Tears]]

->''"Ignorance of the law is no excuse - you are all subjects of Alhambra."''

->'''AKA:''' the Ever-Flowing One, Lady of Alhambra, the Last Empress
->'''Followers' Epithets:''' Handmaidens, Esquires, Ravens, Witches (derogatory), Crybabies (derogatory)
->'''Kingdom:''' Alhambra (formerly Calat)

The Queen of Tears survived the fall by using unholy magic to turn her city, Alhambra, into an impregnable fortress. Living deep into the heart of The Darkness she sends her agents out to steal hope itself to keep her city alive. Though she believes in Alhambra's right of rule, the core of Tear's philosophy is protecting the ones you care about, at any cost. Her ability to shelter friends or family in Alhambra, and her unique control over a large mortal infrastructure tempt the Radiant to her cause. The Queen of Tears' signature emotions are depression and [[IDidWhatIHadToDo resolve.]] The Witches' Practical Magic allows them to [[HypnoticEyes issue commands that mortals will follow]], or that help them in carrying out commands through force. In Dream, the Sworn of Tears Practical Magic allows them to use Holy Shield as Princesses can. Their Invocation is [[CastingAShadow Lacrima]].
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* AlwaysSaveTheGirl: Working to save Alhambra no matter the cost to everyone else. Tears' Invocation of Lacrima is fueled by this attitude and Lacrima users outside the Court of Tears are often willing to go to immoral lengths to protect the ones they love. Sometimes the two combine: Alhambra is a very safe place to put your loved ones.
* AnimeHair: Alhambra uses hair styles as a badge of office, and the styles come straight out of Anime. However their hair doesn't grow that way naturally.
* AntiVillain: [[SlidingScaleofAntiVillains Somewhere between Type II and III]]. The reason the Queen of Tears is known as such is because she's constantly crying from her broken Belief which seems to fit in Type II, but then again her Invocation IS about [[WoobieDestroyerOfWorlds damning everything else if it means keeping your loved ones safe.]]
* BrokenTears: The Queen of Tears herself is eternally crying for all that she has compromised to keep Alhambra alive. She fully breaks down when she's alone with Nobles, begging for their help. It's been noted that this display has sometimes converted some of the Radiant into her Court, as it shows there's still someone worth saving underneath all of her [[PoweredByAForsakenChild taxation.]]
* CastingAShadow: Lacrima is the Invocation that has most to do with manipulating shadow, darkness and death. That those sound a lot like the things associated with the monsters Princesses fight is probably best not mentioned to the face of anyone from Alhambra.
* CultOfPersonality: All Queens are to some extent adored by their Courts, but in Alhambra's case, it has pretty much degenerated into this trope; they treat the Queen of Tears as the last legitimate Queen, have their entire philosophy and laws based on serving her and everything they accomplished is in her name.
* TheDarkArts: Lacrima focuses on simulating and channelling the power of Darkness. Naturally, most Radiant Princesses think it's dangerous and should not be used.
* TheDarkSide: Using Lacrima is a directly risk to your KarmaMeter, meaning that long term users are often have few moral principals left.
* DarkMagicalGirl: Princesses of Tears are designed to fit the archetype. They wear dark colours (but never black), contrast the protagonists, and are willing to do anything to protect the few people they care about. To make matters worse, their Court's signature emotion is depression.
* EvenEvilHasStandards: Alhambra may survive buy draining hope itself from the world, but they're [[NobleDemon a very traditional and lawful society]], and look down upon anyone who isn't either.
* TheEmpire: The Court of Tears is functionally this. Though they're still a long way from [[TakeOverTheWorld actually taking over the world]], "subduing the rebellious provinces" is definitely on their bucket list.
* EvenEvilHasLovedOnes: The ''one'' positive thing that can be said without any disagreement about the Queen of Tears and her followers is that they are sincere in wanting to protect the ones they love at all cost. Most Princesses join Tears because they are offered to have their friends and relatives moved to Alhambra, thus ensuring their safety from the Darkness and all the other horrible things in the physical world.
* EvilCounterpart: Somewhat recognized as one to the Court of Hearts. Whereas Hearts uses tradition as a way to better the world, the Court of Tears uses it as a justification to further damage the world and flaunt their superiority.
--->'''Hearts on Tears (Dream)''': We both talk about nobility and duty. [[ReasonWhyYouSuckSpeech The difference is you use it as a justification, I remember what it actually means.]]
--->'''Tears on Hearts''': [[NotSoDifferent So close. So very close... and yet so far.]]
* GodSaveUsFromTheQueen: Where to begin... the Queen of Tears is mentioned to have several somewhat arbitrary laws that can have severe punishments like "do not waste the Queen's time" or "do not speak out or rebel against the Queen of Tears or Alhambra". Not to mention her schedule is based entirely around fortifying Alhambra and keeping it safe, which runs on [[PoweredByAForsakenChild stolen hope from the world outside.]] Attempts at changing Alhambra's policies is met with FIERCE opposition, and any Noble who's visiting there (because the Queen's city is open to all Nobles) find themselves unable to leave "for their own good" unless they have loyalty to Tears. And may God help the poor Princess if they're found guilty of breaking the second law above, as it can range from being kept from going back for a LONG time up to the penalty of death... and let's not forget Tears can create Ghost Princesses.
* {{Hypocrite}}: Their stereotype calls out on how [[TabletopGame/VampireTheRequiem Vampires]] selfishly leech off the world to survive another day... when they're basically doing the exact same thing for their city.
* IDidWhatIHadToDo: Tears focuses on "necessary" actions. How necessary their actions actually ''are'' is a contentious debate at best.
--->'''Diamonds on Tears''': Look, it’s obvious - if you didn’t live in that dank hole, you wouldn’t need to steal the world’s hope. Why don’t you move out?
* LuckManipulationMechanic: The signature ability of Tears lets them curse people, which negatively impacts others' dice rolls.
* MamaBear and/or PapaWolf: Tears' whole ethos is a dark take on this. They will do ''anything'' to preserve what they hold dear, including really questionable things.
* ManaDrain: [[EmotionalPowers Emotions are the fuel]] behind Noble magic, and Lacrima can be used to steal them from the land and other light attuned beings.
* {{Necromancer}}: Lacrima offers power over ghosts. This includes raising ''Princesses'' as Ghosts- [[BeyondTheImpossible something that should be impossible due to the Noble's reincarnation cycle.]] There's also their Protectorate of Amethyst, which helps tend to Ghosts.
* NotSoDifferent: How they see the Court of Hearts in regards to themselves.
* NobleDemon: For all their flaws, Alhambrans are very strict about traditions and honoring deals, and they genuinely are trying to do what is best for their city.
* PoweredByAForsakenChild: They keep Alhambra alive in the DarkWorld by draining Light from the real world, which only causes the Darkness to grow further there. The supplement suggests that at the conclusion of the war that destroyed the old kingdom, the Queen of Tears may have also [[DirtyCoward betrayed all the other surviving nations to the Darkness in order to create this arrangement in the first place]], using them as {{Human Sacrifice}}s.
* ThePowerOfTheVoid: One of the elements associated with Lacrima.
* ShutUpHannibal: Their stereotype towards [[TabletopGame/VampireTheRequiem vampires]]:
-->"[[NotSoDifferent We are]] ''[[NotSoDifferent nothing]]'' [[NotSoDifferent alike]]."
* SquareRaceRoundClass: Its stated that Troubadours don't entirely fit in with the Tears, due to Alhambra being a dogmatic CityNoir that actively stifles creativity. As a result, Troubadours of Tears are usually regarded as just [[SquishyWizard slightly squishier]] Champions and discouraged from artistic endeavors, to the Troubadours' dismay.
* SunkCostFallacy: Alhambra is implied to lie in the heart of DarkWorld. In order to avoid being devoured by it, Alhambra steals light and hope from the world. There are obvious solutions, such as by relocating Alhambra somewhere else, but if they did that, the Queen would be forced to consider whether she could have done this before, and admit that she didn't ''need'' [[IDidWhatIHadToDo to do what she did]]. A HeelRealization would all but guarantee she loses the last dot in her KarmaMeter.
* TheUnfettered: The Court of Tears will sink to any depths to keep the rotting city of Alhambra alive. It is even rumored in some of the Supplement's unconfirmed legends that they somehow betrayed the old Kingdom's last hope against the Darkness to ensure Alhambra's survival.
* WhiteMansBurden: Why they want to take over the world. The Court's dogma says that Alhambra is the last remiment of the Kingdom and thus it's society is objectively superior to all others. Alhambrans have a duty to share their culture, and anyone who isn't immediately won over is clearly brainwashed by leaders in league with the Darkness and must be liberated.
* WorldDomination: Officially, one of Alhambra's main goals is to take the world back from the Darkness and re-conquer the "Rebellious Provinces". In practice, this is at best considered a long-term goal, since doing so would waste resources, and the few attempts that have been made over the course of history failed, either due to their failure to realize the scale of such a project, the self-destructive draining of Light from their lands, or just because the Court of Storms usually is waiting for them. In modern days however, this ideal has gone through a revival, and a coalition has started forming in favour of the idea.
[[/folder]]

[[folder: The Queen of Storms]]

->''"It doesn’t matter if I die, just how many I take with me."''

->'''AKA:''' the Seraphic General, the Lady of the Cleansing Flame, the Dragon-Slayer
->'''Followers' Epithets:''' Seraphim, Furies, the Sworn Guard, Crazies (derogatory)
->'''Kingdom:''' none, formerly Gonel

The Queen of Storms [[AbstractApotheosis transformed herself into a living embodiment of her own ideals]] and so survived the fall. She remains in the heart of The Darkness, destroying everything within reach, and she grows stronger as her followers die and their souls join the gestalt Queen. Storm's philosophies revolve around killing the darkness, and accept of collateral damage but her powerful battle magic tempts more followers to her suicidal war. Regular mortals will develop some limited magical abilities if their beliefs align with the Queen of Storms, no other Queen has demonstrated this effect. The Queen of Storms' signature emotions are [[ThePowerOfHate rage and hatred]]. Her followers, both Sworn and Princesses, gain strength from their injuries. Their Invocation is [[UniversalPoison Tempesta]].
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* AbstractApotheosis: The Queen of Storms now is all rage and hatred directed against the Darkness (or The Court of Tears). Consequentially simply feeling those emotions strongly enough can turn an ordinary mortal into a Sworn of Storms.
* AlmightyIdiot: For all of her power, the Queen of Storms has fallen into this trope. As an incarnation of rage and hate she lashes out mindlessly against the darkness, and lacks even the sentience to form a coherent plan of attack.
* AntiVillain: [[SlidingScaleofAntiVillains Type III]]. Despite her mindlessness, the Queen of Storms, her forces and her Invocation DO annihilate the [[AlwaysChaoticEvil Darkness]] from the world and they promise one day to destroy it to the point where no traces remain, [[WellIntentionedExtremist even if it means destroying the world in the process]].
* TheBerserker: Most people in Franchise/TheWorldOfDarkness get weaker as they get beaten more to crap. Followers of Storms get stronger. Giving them painkillers would actually weaken them.
* CastFromHitPoints: Tempesta charms tend to injure the user. To make it worse, if they lose access to Tempesta, the only way they can recover it is by filling their entire health bar with bashing damages.
* ChurchMilitant: It doesn't come up much but many followers of Storms see their Queen through a religious lenses. [[AbstractApotheosis They may have a point.]]
* TheDarkArts: Tempesta requires you to show no mercy to your foes and physically harms the user. Naturally the Radiant Princesses are very nervous around anyone who practices it.
* DeaderThanDead: A Princess of Storms who dies by Stormite martyrdom is pulled out of [[BornAgainImmortality the cycle of reincarnation]] and absorbed into the Queen of Storms. A Princess who uses the Martyr Charm destroys her soul and the soul of the target Dethroned.
* DestructiveSavior: Storms cares too much about fighting the Darkness to waste any concern on collateral damage.
* HeWhoFightsMonsters: The Queen of Storms has become nothing more than rage, hate and destruction in her quest to destroy the Darkness. This also applies to her followers, and indeed the power of Tempesta is incredibly alluring to any Princess who fights the Dark and Alhambra (which is most of them).
* HollywoodAcid: One of Tempesta's associations.
* HolyIsNotSafe: Played with. Their Queen is known as "The Lady of Cleansing Flame" and has some mentions of religious contexts (her screaming winds being "hymns of defiance" and how all hatred is a prayer to her). The Stormites are also known as Furies and Seraphim (greek spirits who punish the wicked and the highest rank of Angel respectively), and their charms outright purge the Darkness and can get Royal Favours (or in other words, divine intervention from the Queen herself). The "Not Safe" parts come in in that their mindset is full on KnightTemplar with the belief that anything touched by the darkness must die or be torched to the ground, that using Tempesta Charms can kill you as well as the Royal Favours too.
* ItsPersonal: While they are at worst disdainful toward the Radiant Queens [[MyFriendsAndZoidberg (and Mirrors)]], who they perceive as {{Wide Eyed Idealist}}s, the Queen of Storms and her followers absolutely ''hate'' Alhambrans, who they see as cowards and traitors. Fighting Princesses of Tears with Tempesta grant the same bonus than if you were using it to fight the Darkness.
* KnightTemplar: Part of Storms' creed is "Burn the world to save the world." They mean both parts of that very sincerely.
* MartyrdomCulture: Followers of Storms believe that if they die through Tempesta they'll become part of the Queen of Storms, making their Queen stronger until one day she will be strong enough to destroy the Darkness utterly. They're right about the first part, the second part remains to be seen.
* ThePowerOfHate: Stormites literally are powered by their hatred for the Darkness and their desire to see it burn.
* SealedEvilInADuel: To whatever extent the Queen of Storms can be called evil, she's currently fighting the entire Dark World being mindless she's not going to leave any time soon.
* SicklyGreenGlow: Princesses of Storms tend to dress in green, and Tempesta usually manifests itself as green flames. This is not a healthy green.
* SirSwearsALot: If their various quotes and some of the stereotypes in their section are to be believed, Princesses of Storms can be quite foul-mouthed. Considering two of the inspirations listed for them are ComicBook/ThePunisher and [[ComicBook/KickAss Hit-Girl]], this probably shouldn't be a surprise.
* SuperEmpowering: The Queen of Storms has the ability to turn any mortal who has sufficient hate and desire for revenge toward the Darkness into a Stormwracked Sworn. She can also use a power known as Royal Favours to make her followers use a Charm with however many successes she dictates instantly. The downside? The follower also takes that much damage in Lethal, and [[GodSaveUsFromTheQueen the Queen of Storms has killed her followers this way many times before]].
* TheUnfettered: Their goal is to destroy the Darkness, no matter what the cost. The Queen has lost the capacity to even think about anything else, as will anyone who uses her ultimate charm.
* UniversalPoison: The very point of Tempesta is to be destructive, to the enemy, to your allies, to yourself and to everyone and everything around. And not necessarily in that order.
* VanHelsingHateCrimes: Princesses of Storms will kill ''any'' creature of the Darkness they can find, even if said creature is a Darkened who became so against her own will and can still be saved. Similarly, they consider Princesses of Tears to be traitors who aren't any better than the Darkness and show just as little mercy toward them. In fact, Tempesta more or less ''forces'' them to act like this, since showing mercy toward an opponent make them lose access to it. Showing mercy towards the Darkness makes it stop functioning unless the Princess fills up all of her health boxes with damage.
* VillainHasAPoint: Tempesta''is'' the most effective possible weapon against the Dark, and none of the Radiant disagree with Storms about how evil the Darkness is. In some versions of the game, ''[[DefeatingTheUndefeatable this even extends to the Dethroned]]'' with the right Charm, allowing a Fury to annihilate the soul of a fallen Princess rather than take on the nigh-impossible task of restoring her to the Light. However, while the Seraphim are right in that Storms is the most effective method for purging the Darkness, the cost of their methods is so high that other Hopeful generally agree that there has to be a better way.
* WarriorHeaven: Subverted. The followers of Storms want to spend their afterlife fighting The Darkness as part of their Queen but they aren't doing it for enjoyment.
[[/folder]]

[[folder: The Queen of Mirrors]]

->''"Why don't you let me do that for you... you could at least be grateful, commoners!"''

->'''AKA:''' the True Queen, the Child Queen, the Hierophant-Queen, the Crown's Custodian
->'''Followers' Epithets:''' Lightbearers, Heirs, Brats (derogatory)
->'''Kingdom:''' none, formerly Crystal Heril

The Queen of Mirrors ran away shortly before The Fall. No one knows what she did afterwards, but she's still around and probably still alive if only because she talks to Princesses outside the Dreamlands. The Queen remains the most distant and unknown of the eight, but her Philosophies are simple: A mixture of [[ItsAllAboutMe vanity]] and predestination, which attract Princesses who want an life free from constant struggle. The ability to prophecy or remain transformed indefinitely help too. The Queen of Mirrors' signature emotion is selfishness and solipsism. Where most Princesses need to make an effort to transform from mundane to empowered form, followers of Mirrors [[ShapeshifterModeLock can remain transformed indefinitely]] and only need to make an effort to change ''back.'' The Sworn of Mirrors Practical Magic allows them to add a single die to the Princess who sworn them in. Mirrors' Invocation is [[LightEmUp Specchio]].
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* AlphaBitch: The archetype is explicitly an inspiration. Princesses of Mirrors use a lot of Charms to boost their abilities, make themselves look prettier and cause everyone to admire and idolize them, all at the cost of developing delusions of narcissism and megalomania, so even the ones who ''aren't'' this are at risk of devolving into ones to some extent.
* ALighterShadeOfGrey: Compared to the other Twilight Queens, the Queen of Mirrors doesn't seem ''that'' bad, as she lacks the WellIntentionedExtremist vibe of her two counterparts, and the worst that can usually be said about her Princesses is that they tend to be narcissistic brats. Because of this, there is an in-universe debate among Radiant about whether the Queen of Mirrors should be considered a Twilight or Radiant Queen. However, the other side of this debate argues that she's simply the most [[TheCorrupter insidious]] of the Twilight Queens.
* AntiVillain: [[SlidingScaleofAntiVillains Type IV]]. As is noted about the Child Queen, she is looking for the True Heir to resurrect the Kingdom and her Invocation (for all its flaws) is very effective at being the best at things. The major reason she's seen as a Villain is because she's enigmatic and sometimes unhelpful, and her followers more often than not are insane due to Specchio's influence.
* BeautyIsNeverTarnished: They have a Charm that repels dirt. This is contrasted to Heart's ability to look good even while dirty.
* TheBeautifulElite: Successful Princesses of Mirrors can achieve the trope, but others can have the physical beauty while transparently lacking charm and sophistication.
* BreakTheCutie: Though common for Princesses the Lightbringers deserve a special mention in this regard, as not being able to live up to their near impossible ideals make them break harder than most Princesses.
* CastFromSanity: The primary drawback to their Invocation of Specchio.
* ChildMage: Child Princesses are noted to be disproportionately accepted to the Court of Mirrors. Then again, the other Courts look upon the older courtiers of Mirrors as childish brats.
* TheChooserOfTheOne: The Queen of Mirrors chooses her Princesses and tells them that they're the True Heir, destined to heal the world. However she's chosen plenty of True Heirs and none of them have fulfilled their destiny.
* TheChosenMany: The Queen of Mirrors believes the whole situation can be fixed by finding [[TheChosenOne the True Heir]], who is destined to put the Light get back into power. However, since she doesn't know exactly ''who'' that True Heir is, she just tells every Princess she recruits that they are the one, and waits for the good one to prove herself. This tend to result in all Princesses of Mirrors being convinced they are the True Heir and hating each other for claiming to the title.
* TheDarkArts: Downplayed. Specchio works best if you act like an AlphaBitch and it can cause bouts of insanity. But unlike the other Twilight Invocations Specchio doesn't draw upon the Darkness or turn innocents into collateral damage, so whether Specchio is a dark art is a matter of some debate among Princesses.
* DivineRightOfKings: The Queen of Mirrors' first tenet is this. Princesses are anointed to lead humanity by mandate from the Light, and it is the duty of humanity to follow their lead.
* EngagementChallenge: Or kiss challenge, or sex challenge. There's a Specchio Charm that sends someone on a quest to earn the Princess' affections. This is a sign that Princesses of Mirrors have an unhealthy idea of romance, or possibly just a really childish one.
* EveryoneHasStandards: The Court of Mirrors actually has very high standards of ethics and behaviour for themselves, as befitting their belief that they are [[TheChosenOne the chosen hero]]. However they [[{{Hypocrite}} constantly break their own standards]] out of [[CastFromSanity Spechcio induced madness]]. For example in the section for Tear's practical magic it say's the Court of Tears believe they have the right to govern without the consent of the governed, and makes special mention that even the most arrogant of Brats think they need consent. Instead Brats justify ruling without consent by convincing themselves they do have consent or simply not thinking about it.
* TheFriendNobodyLikes: While the Queen of Mirrors usually isn't considered quite as bad as her two Twilight peers, her servants still aren't exactly appreciated by Radiant Princesses, who perceive them as immature brats with too much of an ego.
* GoKartingWithBowser: However, given that Mirrors is sometimes seen on the Radiant's side, it can lead to situations like this where Radiants will be with Mirrors.
* HardWorkHardlyWorks: Becoming the True Heir is a matter of [[BecauseDestinySaysSo destiny]], not hard work! Besides, why should you work hard when you have Charms that can make you better than others, or even have other people do the work for you?
* HeroWithAnFInGood: They're firmly on the side of the Light and their court is built on a fundamentally idealistic principle, but Princesses of Mirrors have a nasty tendency to become self-absorbed glory-seekers that operate under ProtagonistCenteredMorality.
* HiddenAgendaVillain: The Queen of Mirror's stated agenda is pretty simple, name the true heir and step back to let her fulfil her destiny. However fans have debated if this is her real agenda, and what it might be.
* HiddenDepths: They may act like immature brats even before their magic drives them into insane levels of selfishness and solipsism, but their magic has powers over space and time that no other Invocation can begin to duplicate. Which makes sense, since The Queen of Mirrors and Specchio are the Twilight forms of The Queen of Pentacles and Vuoto, which specialized in that sort of thing. Compared to the other Twilight Invocations and their Precursors, Specchio and Vuoto are also the only ones that still share the most similarities.
* {{Hypocrite}}: Princesses of Mirrors think they're a TheChosenOne and that it beneath them to ever compromise their morality in the name of pragmatism. In reality usually they're self obsessed [[AlphaBitch alpha bitches]]. Most of the hypocrisy comes from insanity inducing effects of their magic allowing them to ignore obvious contradictions between their words and behaviour.
* ImprobableAimingSkills: Speccio's upgrade to the Levinbolt regalia, ''Trickshot'', allows a Princess to ignore accuracy penalties up to her level of Speccio mastery. Skilled Princesses of Mirrors can pull off shots from the hip at a hundred or more yards, fire over their shoulders using only a handmirror as a guide, or even [[BizarreAndImprobableBallistics ricochet their shots off several surfaces]].
* ItsAllAboutMe: Their attitude in a nutshell; Egomania might be the most common madness caused by Specchio.
* IWorkAlone: More commonly one of their schticks, as part of their ItsAllAboutMe attitude. While a Princess of Mirrors can theorically work in a team, she usually is really bad at it, since she tends to see her teammates as competitors and will do everything to bring the spotlight back on ''her''.
* LightEmUp: One of the associations with Specchio. In a world where LightIsGood this only feeds their arrogance further.
* LightIsNotGood: The Queen of Mirrors is the only one among the Twilight Queens (and even Radiant Queens to an extent) to have a light motif, and Specchio, her signature invocation, is primarily light-based. She also has an ideal that can't possibly work in the World of Darkness, and her followers tend to become self-absorbed jerks, or [[HeWhoFightsMonsters worse]].
* LoonWithAHeartOfGold: Even if the Court of Mirrors tends to suffer from {{Narcissism}}, they are still trying to do their best for the world.
* MadOracle: They are the only Princesses who can intentionally perceive the future but doing so risks their mind.
* MagicMirror: Unsurprisingly, many Specchio charms revolve around using mirrors like this. Specchio is also free if it's used on a mirror constructed for the purpose of Specchio charms.
* MickeyMousing: Some Brats automatically generate their own sound effects.
* NoHonorAmongThieves: Unlike the other Courts who tend to be unified and almost always work together, the Court of Mirrors tends to be singular Nobles with their only support coming from the supporters they can get, and if they meet another Noble of Mirrors they would probably try to outdo the other. The reason for this is that [[TheChosenOne there can be only ONE True Heir]]; and because the Queen of Mirrors tells ''everyone'' that they're the True Heir, this leads to most Brats hating each other. Nowhere is this more apparent than the fact that the Mirrors' have a stereotype [[WeAreStrugglingTogether towards themselves]]:
-->''You're not the True Heir! I am!''
* NotSoHarmlessVillain: Princesses of Mirrors can look more like the antagonist of a TeenDrama than a dark UrbanFantasy. But one of the characters referenced as inspiration is [[Disney/TheHunchbackOfNotreDame Judge Claude Frollo]]. A TautologicalTemplar with magical powers and superhuman charisma can do a lot of damage.
* ThePerfectionist: The True Heir has to be perfect, and most Mirrors try to uphold to those standards.
* PerfectionIsImpossible: No matter how many Princesses of Mirrors rise, not one has become the True Heir. There's also the factor that one possible reason for Specchio's madness is the complete and utter denial of this trope by the Brats themselves.
* ThePollyanna: A very good amount of Mirrors are this way, believing the world is better than it actually is. Sadly, this is the World of Darkness and gets played for all the [[BreakTheCutie drama]] [[StepfordSmiler it]] [[FallenHero entails]].
* PowerPerversionPotential: Infamous for this; the large majority of the Court of Mirrors are either children or immature, and Specchio Charms focus primarily on making them better, more attractive and adored by everyone around them- all abilities they can very easily abuse for seduction purposes. They also cover abilities related to mirrors, such as allowing to watch someone from afar through their reflection- which is very useful to spy on them.
* ScrewThisImOuttaHere: Supposedly the Queen of Mirrors fled her Kingdom the night before the Fall came to her doorstep. Nobody knows where she screwed off to.
* ShapeshifterGuiltTrip: It's an illusion rather than actual shapeshifting, but one of their charms operates under the same principle, making them look like someone the victim cares for, making them hesitant to strike.
* ShapeshifterModeLock: A subversion to what the trope normally entails. The Queen of Mirrors' Practical Magic lets her Princesses remain Transformed (aka the awesome state with magical powers and more easily advanced attributes/skills) indefinitely. Instead, it takes an effort to return to normal.
* SlapSlapKiss: The Speccio charm ''[[DefeatEqualsFriendship Befriending]]'' can be upgraded into a stronger variant that instead induces romantic feelings in a defeated enemy. Fittingly enough, the upgrade is named after the trope.
* SpaceMaster and TimeMaster: Aspects of Specchio that intrigue some members of Diamonds. Consequently, they're the elements of Vuoto, Mirror's Precursor.
* SpecialSnowflakeSyndrome: An in-character example, Specchio madness often causes Princesses to try and prove how unique and special they are. Princesses of Mirrors also hate each other because they're not as special when they're not unique.
* StatusBuff: Specchio has more than a few charms that qualify for this. Combine the uninvoked Skill Enhancer charms with the factor that Specchio can be used for free if the target is the using Princess, and an Heir has a variety of abilities ready for self-buffing.
* TautologicalTemplar: It can happen if Specchio's insanity gets particularly bad. The Mirror Blindness condition in the Dream Version lets the Brat commit any Belief Compromise and automatically succeed the roll.
* VainSorceress: Being Princesses whose defining trait is selfishness and who want everyone to worship them, this is a given. Unsurprisingly they have Charms to maintain their beauty or to ruin the looks of someone else (in the form of the Enduring Beauty Charm), and the Specchio Invocation is themed after the ubiquitous MagicMirror associated with these types of sorceresses.
* WideEyedIdealist: [[{{Deconstruction}} Deconstructed]]; while unlike the other Twilight Queens, the Queen of Mirrors genuinely ''is'' trying to protect mortals and improve the world, her ideal refuses any form of compromise, and insists that you should always find the good option, even when it seems like there isn't any. While not ''bad'' in itself, this kind of idealism tends to work poorly in [[CrapsackWorld this universe]], leading them to cause more harm than good. Many Princesses of Mirrors turn crazy in part because they are unable to live up to this ideal.
* WithGreatPowerComesGreatInsanity: Specchio charms tend to drive the user insane.
* WrongGenreSavvy: Mirrors know they're living in a MagicalGirl setting. However they think they're living in a light and idealistic setting like Anime/SailorMoon rather than a dark {{Reconstruction}} set in the TabletopGame/WorldOfDarkness. It generally works out poorly for the people they're trying to protect.
** The wiki's section on crossovers points out that Princesses of Mirrors have been known to [[TooDumbToLive enter alliances]] with [[TabletopGame/LeviathanTheTempest Leviathans]]. This is because the True Heir would ''obviously'' have the favor of the gods, and some Leviathans have enough riches to shower Mirrors in gifts and stroke their already-inflated egos.
** Their stereotype towards [[TabletopGame/VampireTheRequiem vampires]] expresses a desire to eradicate all of them except "[[RomanticVampireBoy the hot ones I can save]]". [[BeautyIsBad Unfortunately]], the hot ones in question tend to be the [[EvilIsSexy sensuous]]-yet-[[BastardBoyfriend sociopathic]] [[TheHedonist Daeva]].
[[/folder]]

!The Pre-Twilight Queens
[[folder:All Pre-Twilight Queens]]
Described in the ''Road of Dawn'' supplement, the Pre-Twilight Queens are the three Twilight Queens as they were before the Kingdom's fall, back when they were still Radiant.
----
* AlternateSelf: Sort of; they represent the Twilight Queens' past selves, but the way they are designed in the supplement allows to play them as an alternate version of them who ''didn't'' went Twilight after the Kingdom's fall.
* BecameTheirOwnAntithesis: Turns out the Twilight Queens have, in many ways, became the opposite of what they used to be:
** The Queen of Cups believed in having an open mind, helping others find their own way and generally being yourself, in contrast to the isolationist and authoritarian Queen of Tears. Furthermore, Alhambra was formerly a PortTown that welcomed all visitors, but after the Fall it became a CityNoir locked away in the Dark World, unreachable by mundane means.
** The Queen of Wands used to specialize in improving the world and making it a better place to live in through hard work, whereas the Queen of Storms takes the quick and easy solution of destroying everything touched by Darkness rather than putting in the time and effort to save Darkened and bystanders. This also extends to their invocations: Metallo is a support-oriented invocation focused on creating, repairing and improving things, while Tempesta is a combat-oriented invocation focused on decaying and destroying things.
** The Queen of Pentacles believed that good was subjective and that sometimes you should do a morally questionable option if it's truly necessary or the only option, while the Queen of Mirrors refuses any form of compromise and believes you should ''always'' chose the good option even when there isn't any. To add to the irony, her original invocation was [[DarkIsNotEvil Vuoto]], while her present one is [[LightIsNotGood Specchio]].
* TarotMotifs: Like how the Radiant Courts use PlayingCardMotifs, the Pre-Twilight Queens would've followed the same naming paradigm. Cups is the Tarot version of the Hearts Suit, Wands to Clubs and Pentacles to Diamonds.
* WordOfStPaul: They were written by a fan, but the authors provided outlines of who the Twilight Queens used to be.
[[/folder]]

[[folder: The Queen of Cups]]

->''"How many steps are needed on the path to enlightenment? Let's find out."''

->'''AKA:''' the Endless Queen, the Unchained Madame, the Mentor of Ten Paths
->'''Followers' Epithets:''' Wanderers, Monks, Masks, Hippies (derogatory)
->'''Kingdom:''' Calat

The Queen of Cups is the Precursor to the Queen of Tears. She believed in the path of self-discovery that would end in the noble gaining self-enlightenment. Her Princesses are mentors, path takers, those who would try out a new way to live to find out about themselves. Cups chief philosophies are about keeping an open mind, that you are a person and not a label, and to teach others how to find their own Enlightenment. Cups signature emotions are Self-Discovery and Enlightenment. The Masks may use their Practical Magic to declare one set of attributes (that can be changed once per day) that she may add bonuses to. The Sworn of Cups get the same treatment, save that they can only apply this to their Skills. Their Invocation is [[ShockAndAwe Fulmine]].
----
* BecomingTheMask: The Court has the nickname of "Masks", and they're known for trying new or different things in their self-discovery. If they find the mask as a part of them, then it becomes another factor of who they are as a person.
* DefectorFromDecadence: [[WordOfSaintPaul As a Post-Fall possibility for the Court]], the Court of Cups is said to receive a large number of new recruits from reformed Twilight Princesses - Tears who got fed up with Alhambra's [[TheEmpire cruelty]] and [[HopelessWar sickly maintenance]], Storms who finally managed to let go of their hate and find peace, and Mirrors that have either [[BreakTheCutie broken]] and/or [[WithGreatPowerComesGreatResponsibility developed a genuine sense of responsibility]]. However, Cups is generally noted to be a transitional Court that reformed Twilights join until they figure out which Court they ''really'' belong with.
* TheDrifter: Champions of Cups are described as frequently being this, heading from city to city and offering their wisdom and help to whoever is willing to listen.
%%* EnlightenmentSuperpowers: Princesses of Cup believe and Self-Discovery and Enlightenment; to reflect this, Fulmine applies at no cost when the Princess using it intends to discover something about herself or help someone do the same.
* FreakyFridayFlip: A charm [[ShoutOut of the same name]] allows the Princess to swap the minds of two consenting individuals, granting them a mild psychic connection as well.
* {{Humanshifting}}: Fulmine has the power to make a Princess have the traits of another Supernatural being.
** [[TabletopGame/GeniustheTransgression Mad Scientists]]: Princesses become able to use and helping in the creation of Wonders and can power them with Wisps. They however also suffer from the madness while they keep the transformation.
** [[TabletopGame/ChangelingtheLost Changelings]]: The user grows to the size of a two foot tall female that can fly and can see through the Mask.
** [[TabletopGame/GeisttheSinEaters Sin-Eaters]]: The user can see ghosts and make artificial anchors. A higher version of this power allows them to become a temporary Ghost Princess in Twilight and even use Numina.
** [[TabletopGame/WerewolftheForsaken Werewolves]]: A Princess can count as one of the Wolf-Blooded for werewolf Rites and Gifts. An upgrade to the power allows for taking up Tells, powers the Wolf-Blooded gained in Werewolf 2E. A higher version turns a Princess into a wolf with regeneration factor.
** [[TabletopGame/PrincesstheHopeful Princesses]]: Not to themselves, but the Cup’s Avatar Charm allows for [[SuperEmpowering temporarily turning another mortal into a Noble.]]
* NonUniformUniform: Princesses tend to be pretty diverse anyways, but Cups takes it UpToEleven by having no actual dress code at all. A group of Masks can look completely different from each-other, with no unifying symbols or colors that would indicate their shared allegiance.
* PortTown: Alhambra was one before the Fall; a thriving hub of trade and communication open to all visitors. A fitting home for a Court built around exploring and embracing new ideas, and a stark contrast [[CityNoir to what it is now]].
* ShockAndAwe: The Invocation of Fulmine grants powers of electricity. It's symbolically linked to the human nervous system, and thus emotions in general. As a result, [[LightningCanDoAnything Fulmine is especially good at metamagic and pushing the boundaries of what Noble magic can do.]]
[[/folder]]

[[folder: The Queen of Wands]]

->''"There's so much Darkness in the world... alright girls, let's get to work!"''

->'''AKA:''' the Ironclad General, the Golden Hearted Queen
->'''Followers' Epithets:''' Laborers, Workwomen/Workmen, Ores (sometimes derogatory)
->'''Kingdom:''' Gonel

The Queen of Wands is the precursor to the Queen of Storms. Her princesses are not all labourers, but they all do believe in the virtue of hard work. Wand’s Philosophies teaches that selflessness and hard work are virtues as well as an ideal of loyalty to comrades. Wand’s signature emotions are Humility and Determination. The Laborers may use their practical magic to add more dice to their (or their group's) extended rolls, making a task much more easily accomplished. The Sworn of Wands Practical Magic allows them to add their Metallo to a Teamwork Roll. Their Invocation is [[ExtraOredinary Metallo]].
----
* AMasterMakesTheirOwnTools: One of Metallo's charms uses this, allowing for making weapons and tools magically empowered against the Darkness. For added relevance, the charm is called ''Master of Arms''.
* AnimateInanimateObject: The Princess's ''[[Disney/{{fantasia}} Apprentice Charm]]'', Wand's Avatar Charm, allows for the Princess to control a number of mundane objects to get work done. The charm, as well as it's condition "[[VisualNovel/FateStayNight Unlimited House Works]]", are both {{Shout Out}}s to boot.
* TheDeterminator: One of their credos is to work hard and not give up until they succeed or their work is made impossible. This mindset continues in the Court of Storms, [[TheBerserker albeit in a twisted way]].
* ExtraOreDinary: The Invocation of Metallo gives power over metals.
* GoThroughMe: Understandably, this is their stereotype towards the Court of Storms, [[EvilCounterpart who are infamous for committing arson and leaving tons of destruction in their wake]].
-->"You'll have to go through me first if you want to torch that building."
* HumbleHero: Their ideal. The Wands have ''Humility'' as their signature emotion, after all.
* SuperEmpowering: Wands Charms can grant this to mundane equipment, up to and including controlling them like the brooms in ''[[Disney/{{Fantasia}} The Sorcerer's Apprentice]]''.
* TrueCompanions: The Court of Wands believes in this the most, that loyalty to the Light and each other can make wonders and chase off the Darkness.
* UtilityMagic: Their main schtick with Metallo is magic that can be used to make mundane tasks easier, be it making tools more effective, raising physical attributes or skills to make labor simple or outright letting the tools work independently.
* WorkHardPlayHard: Troubadours of Wands tend to be enthusiastic in in their work as they are in their free time.
* WorkingClassHero: Their ideal. A Queen and her Court of Princesses might not be working class, but their ethos of teamwork, hard effort, humility, and getting their hands dirty leads to something a lot like the the trope.
* WorkerUnit: A group of Wands can serve as this.
[[/folder]]

[[folder: The Queen of Pentacles]]

->''"The light can only shine if the ways showing it are unclouded."''

->'''AKA:''' the Hierophant Queen, the Quicksilver Regent, the Gazer of the Beyond
->'''Followers' Epithets:''' Priest, Priestess, Prophets, Judges
->'''Kingdom:''' Crystal Heril

The Queen of Pentacles is the precursor to the Queen of Mirrors. Her Princesses try to look at things without bias so that they can make the clearest decisions for themselves. Pentacle's Philosophies teach to keep a clear mind, that sometimes "the ends justify the means" should happen if there's no better options at all, and that good is subjective. Pentacles signature emotion is Contemplation and Judgement. The Prophets may use their Practical Magic to turn an aspiration, Dream or Vocation into a Destiny and the way they're trying to fulfill it. [[BecauseDestinySaysSo The Princess gains bonuses to her attempts at fulfilling the destiny in the way she declared, but takes penalties when she tries fulfilling it any other way.]] The Sworn of Pentacles Practical Magic allows them to add their Vuoto to rolls to help avert bad outcomes. Their invocation is [[PowerOfTheVoid Vuoto]].
----
* AWizardDidIt: One of Pentacles philosophies covers the idea that Princesses are magical, and therefore can provide magical solutions. As such, Pentacles can be the Princesses who did it.
* BarrierBustingBlow: The Fight Charm ''Pythia Prediction'' reduces the durability of cover by the attacking Princess' Vuoto dots.
* BecauseDestinySaysSo: Invoked by their Practical Magic. They can turn a Dream, Vocation or Aspiration they have into a Destiny. They can choose how they wish to fulfill this destiny and get bonuses to doing it the way they declared. Alas, if they try fulfilling it in any other way, they suffer the "bonus" as penalties instead.
* DarkIsNotEvil: Vuoto isn't darkness that consumes The Light so much as it is the emptiness that lets it pass unimpeded.
* EvenBadMenLoveTheirMamas: The charm ''The Mother's Shame'' invokes this, by forcing the target to imagine the princess as someone close/respected who would react poorly if they knew what the target was doing.
* NecessaryEvil: To an extent, this is one of Pentacles Philosophies. The belief that the end justifies the means. It's subverted in the sense that because you're a Princess with the ability to see the future and use magic, you should be able to avoid situations where the solution is an evil one. But if there's no solution other than the one that contains some evil, then you [[IDidWhatIHadToDo should do what needs to be done]].
* OmniscientMoralityLicense: Downplayed. While the court do believe their prophetic powers give them a morality licence, they also believe that if you're a seer you should be able to see a solution that doesn't involve acting like a dick to people. At least most of the time.
* ThePowerOfTheVoid: The Invocation of Vuoto lets one use the clarity of the void.
* {{Seer}}: What their charms are most renowned for, and a trait carried on to Specchio.
* SpaceMaster[=/=]TimeMaster: The "Void" element in Vuoto is the emptiness where time can be perceived and space can be contorted, letting them use both in their charms. Being Pentacles Post-Fall incarnation, Mirrors shares this association.
* TimeIsDangerous: Not inherently in Vuoto's base charms. However, in some of them a Princess has the option of using Temporal Flux. This allows her to make whatever charm she was using last longer in duration, see further away from present time forwards and backwards or be able to freeze something for longer. However, the bigger the time frame, the larger a penalty the Princess takes on her roll for the Charm, which can lead to Failures and Dramatic Failures.
* TimeTravel: ''Adjusting the Wheel'', Pentacle's Avatar Charm, plays with a limited form of this. Mechanically speaking, the Princess may do the scene as normal and personally see what occurs within the scene first hand, and then they snap back in time to when they originally used the charm with the knowledge. Inversely, the Princess may go back one scene to change previous events. Although TemporalMutability is also in play: The Princess cannot change the events she meddled with by secondary uses of this charm, but she can target separate events with this charm if she wishes.
* YearInsideHourOutside: One of their Shape charms allows for making a space exactly like this.
[[/folder]]

!Allies of the Hopeful
[[folder: Beacons]]
Some mortals, referred to as Beacons, are sufficiently optimistic and kind to get the Light radiating inside them, granting them a small amount of magical power. Usually this isn't much, and they are indistinguishable from mortals aside from the fact they are exceptionally nice and pleasant to be around; in fact, many spend their entire life unaware of their supernatural potential. When given the opportunity to learn about it however, they can use them to travel to the Dreamlands and use [[MagicalAccessory Bequests]]. Many of them end up Blossoming and becoming Nobles.
----
* CheerfulChild / NiceGuy: What makes a Beacon. They are essentially people with such a strong sense of hope, morality and idealism that it radiates outwards from them and qualifies as supernatural potential.
* DownTheRabbitHole: The opening fiction alludes to this plot. Any Beacon who discovers his ability to travel in the Dreamlands is very likely to find himself living this trope, finding himself suddenly in a strange, magic land.
* HopeBringer: Their sole presence inspires people around them to make the best of themselves.
* IAmWho: Princesses who reincarnate start their new life as a Beacon without memories of their past, so it's not uncommon for Beacons to suddenly Blossom at some point in their life and discover they are Nobles.
* MagicalAccessory: Since Beacons don't transform and lack Practical Magic or the ability to use Charms naturally, the sources of power they are the most likely to use are "Bequest", magical artifacts created by Princesses or originating from the Dreamlands which grant the ability to cast a Charm to their owner.
* MagneticHero: Because of their nice and caring nature, they tend to be well-liked by people and make a lot of friends. Gameplay-wise, they get additional dots of Social Merits to reflect this.
[[/folder]]

[[folder: Sworn]]
Experienced Princesses learn that they cannot save the world on their own, but powerful Princesses can grant a small amount of magical power to regular people. While lacking the ability to use Charms or transform, they do have Wisps and access to Invocations, allowing them to use Practical Magic and Bequests.
----
* TheAtoner: Invoked by some Princesses, who willingly turn a bad or misguided person into a Sworn. Since Sworns are affected by [[AllergicToEvil Sensitivity]] the same way Princesses are, this can cause them to [[HeelRealization realize the truth of their actions]], and as such redeem them. It rarely happens however, since one cannot be made a Sworn without giving full and informed consent. It can work on a KnightTemplar or WellIntentionedExtremist since these people want to do good. The notes on one of the sample Darkened, a twisted vigilante who wants to be a superhero, suggests offering them Sworn status instead so that they can have superpowers that will not eat their soul.
* BadassArmy: Both the Courts of Storms and Tears mass-produce Sworn as foot soldiers, leading to armies of SuperpoweredMooks.
* BargainWithHeaven: Turning a mortal into a Sworn is one for the mortal in question; the would-be Sworn must be made fully aware of the consequences and give his consent. And aside from acquiring Sensitivity and the OathboundPower aspect, there isn't any real drawback.
* GreenEyedMonster: Defied; it's common for Princesses to turn a friend who's jealous of their powers into a Sworn as a mean to prevent the envy from damaging the friendship.
* LivingEmotionalCrutch: The Sworn in the fiction for the Sworn segment acts as an emotional crutch for her Noble big sister rather than working more directly with her.
* MagicalAccessory: Like Beacons, Sworns usually make up for their lack of Charms by using Bequests. Unlike them however, they can use Invocations to empower them, and ''do'' have access to Wisp and Practical Magic, so they aren't exactly powerless without them.
* OathboundPower: A variant. Unlike Princesses, Sworn don't have an Inner Light, so they instead draw power from the Queen they have sworn allegiance to. As a result, their powers grow stronger when they act according to their Queen's philosophy, and weaken when they act against it. To reflect this, they have access to Invocations and a Wisp pool equal to their integrity and follow the usual rules regarding Invocations.
* {{Sidekick}}: The most common role Sworn play; usually, a Princess will make a friend or family member her Sworn either as a way to make them capable of assisting in a fight, to avoid them being jealous or to give them the ability to defend themselves should the forces of Darkness [[AndYourLittleDogToo target them]].
* SuperEmpowering: How they are created; Princesses powerful enough can witness a mortal swearing loyalty to their Queen and grant him a small portion of their powers in exchange.
[[/folder]]

[[folder: Shikigami]]
Princesses have the ability to bind beings from the Dreamlands into dolls, plushies, or small animals. They mostly do this to recruit advisors from the inhabitants of the old Kingdom still hanging around the dreamlands.
----
* BargainWithHeaven: A different kind than Sworns in that the Princess takes the role of the mortal while the Shikigami serves as the otherworldly entity. Through becoming Shikigami, the Dreamlanders get access to a bodies allowing them to act in the physical world, and can draw power from Princesses to use Charms and Practical Magic; meanwhile, Princesses can benefit of their guidance as Dreamlands experts, their magic abilities, and, in the case of more combat-oriented Dreamlanders, their fighting skills.
* MentorMascot: Explicitly designed to fulfill this trope. They are Dreamlanders whose soul is bound to a doll or a plushy, allowing them to interact with the real world in exchange for serving as allies to the Princess and assisting them with their experience.
* MythologyGag: The first Shikigami were animals but newer ones are more likely to be living dolls or plushies. In universe the reason is that possessing an animal and stealing it's body was considered unethical but a necessary evil until there was enough Princesses to bind Shikigami to an unliving body. Out of universe it reflects the progression of the MentorMascot trope from the ordinary cats in Franchise/SailorMoon to the weirder creatures in later works.
* PintSizedPowerhouse: Rare, but technically possible; Shikigami ''can'' pack human strength in their doll-sized body, but they need to pay extra for it.
* {{Seers}}: to a lesser extent. Thanks to their connection to the Dreamlands, they automatically start with the White Rabbit Merit, which allows them to get vision in their dreams to guide them.
* SuperMode: Like Princesses, Shikigami have the ability to transform, which in their case represents manifesting in the form they would have in the Dreamlands. ''What'' their transformation does is up to the player, but it's entirely possible [[LetsGetDangerous to have them transform in a taller, more combat-oriented form]].
* SweetTooth: As a side effect of their arrival to the real world, Dreamlanders who become Shikigami tend to develop small harmless vices, with a taste for sweet and candies being among the most common.
[[/folder]]

[[folder:Alhambra]]
In the age of the Kingdom, Alhambra was the sea-side capital of the province of Calat, ruled by the noble Queen of Cups. When darkness rose to devour the kingdom, the Queen saw the tide turn against the forces of the Radiant, and chose to abandon her allies to save what little she could. Drawing upon her vast powers, the Queen of Cups sealed her capital inside a bubble and cast it, herself and all of her remaining followers into the dark realm, where they would hide under the noses of the Kingdom's victorious enemies for millennia.

Today, Alhambra is a cold and solemn place. Convinced that they are all that truly remains of the Kingdom, the people of the Last City have become deeply obsessed with the history, traditions and norms of their lost homeland, to the point of becoming insular and wretchedly stagnant. Many of the city's inhabitants are themselves part of that ancient history - whether by choice or inability, a great many Alhambrans do not pass on after death, lingering in the city as ghosts venerated by their descendants.

To hold the ever-encroaching darkness at bay and prevent deadly incursions from darkspawn, Alhambra relies upon special lanterns fueled by solidified, smelted wisps to illuminate its maze-like streets. The Court of Tears mounts regular forays into the realm of light to harvest wisps, siphoning away the hopes and dreams of humanity to sustain the half-forgotten past for just a little while longer.

----

* AlienGeometries: Alhambra is contained entirely within a solid bubble, nearly six miles in diameter, somewhere within the DarkWorld. The interior surface of the bubble is coated with an apparently-bottomless lake of water, and a multitude of overlapping buildings constructed upon what little dry land is available.
* AlternativeCalendar: Alhambra uses an ancient calendar system that was supposedly invented in the later days of the Kingdom. It is basically lunisolar, with twelve months of alternating thirty and twenty-nine days in a normal year; 123 years out of 334, a thirteenth month of thirty days is added to keep the start of the year on the first new moon after the spring equinox. This calendar ''would'' be quite accurate, if Alhambra counted the months in Earth’s days; unfortunately the "day" of the calendar [[GreyRainOfDepression is based on the cycle of the rains]], so the calendar drifts out of sync with the real world by more than two days each year.
* [[PlanetOfHats City of Hats]]: Alhambra's hat is depression. Not every charachter is actually depressed, but most aspects of Alhambra from it's cultural stagnation to it's [[GreyRainOfDepression weather]] are metaphors for depression.
* CityNoir: The interior of the bubble consists of a large island upon a lake, but you'd never be able to tell because every exposed inch of rock has been built over, creating a maze of shadowy streets and alleys. This combines with the natural darkness of the bubble, [[GreyRainOfDepression the fact that it rains near-constantly]], and the institutional depression of its ruler and her subjects.
* DarknessEqualsDeath: The reason the wisp-lamps were created, and why the Court of Tears is so desperate to maintain them - Any sufficient level of darkness in Alhambra corrodes things within it like an acid (which includes both architecture and ''people''), and eventually manifests darkspawn if left unchecked. Alhambra is constantly patrolled by lamp-lighters who make damn sure the streets stay well-lit.
* ExcessiveMourning: It's a staple of Alhambra's culture. They constantly mourn the loss of the Kingdom. It starts to go into neglect in that their society has become so static that they refuse to change their ways even if better options come forth.
* TheGadfly: [[SecretPolice The Order of the Ghost Owl]] has several of these; their job is to jab and provoke members of the Court of Tears, assessing their composure and making note of anyone who seems too impulsive or irrational. Those who fail this SecretTestOfCharacter are quickly stripped of their status or demoted, as anyone deemed too easily-swayed by their emotions is considered easy prey for the temptations of the All-Consuming Darkness or the luxuries of the outside world.
* GildedCage: While Alhambrans have a rather unflattering opinion of the Radiant Queens' philosophies, they still see individual Princesses as people to flatter and potentially recruit, so Radiant Nobles who visit Alhambra are likely to be respected and treated better than the average citizen as long as they obey the law. However, they also have a policy of not permitting them to leave the city until they have demonstrated loyalty, which they justify as being "for their own safety", so getting out might be a bit troublesome. Though since they're also big on [[IGaveMyWord honoring deals]], it is possible to get around that issue by agreeing to visit the city only if you are permitted to leave at the time of your choosing.
* GreyRainOfDepression: Alhambra has this so often, and on such a punctual schedule, that it's actually replaced the locals' perception of a day-night cycle. According to them, [[FisherKingdom the rain is the result of the Queen of Tears' endless depression and grief]], and it even has the same taste and consistency of human tears.
* HiddenElfVillage: Alhambra is the only physical remainder of the ancient Kingdom, its ruler is the only living Queen left, its people still speak a decayed form of the Royal Tongue and studiously maintain the old culture... and its all hidden away in the DarkWorld, where few people will ever be able to find it without help.
* UnwinnableByDesign: In ''Dream'', Alhambra's foundations are enchanted by the Queen of Tears to resist any magical intrusion. Anyone attempting to use non-Lacrima or non-Darkness magic to infiltrate the city from outside has to surpass the successes [[PhysicalGod the Queen]] rolled when she first created Alhambra. The number of successes she got, and the relevant skills/attributes, are not described - the book simply says [[FailureIsTheOnlyOption "do not bother rolling, just assume the Queen wins"]].
* OurGhostsAreDifferent: Ghost Princesses separated from the cycle of reincarnation can be found in Alhambra, and many natives who die within the city do not bother to pass on to the afterlife, remaining constant fixtures in their homes and families. The living are a minority within Alhambra, and in fact the entire city possesses the "Necropolis" condition.
* PoweredByAForsakenChild: The lanterns of Alhambra that keep the darkness away are fueled by solidified wisps, which must be taken from the real world in harvest expeditions. Draining wisps (and therefore Light) from an environment causes an upshoot of [[TheCorruption taint]] in the region, which means Alhambra's maintenance is actively making the World of Darkness a worse place than normal. Wisps are also collected from captured bequests, [[MooksAteMyEquipment which are broken down and drained of their powers]].
* ThatsNoMoon: Alhambra is heavily hinted by WordOfGod to be the DarkWorld's equivalent to the Moon. Whether Alhambra was actually built inside a hollowed-out satellite, or somehow replaced the real moon (both assuming the dark world even had a natural moon to begin with), is unknown.
[[/folder]]

[[folder:Ghost Princesses]]
->''She sits in an empty palace, the tapestries are moth eaten and threadbare. The floor is covered in dust, no one has been this way in years. In a ghostly whisper she answers petitions from courtiers and subjects long departed from their mortal coil. And yet she carries a presence about her, she still radiates with the power of her magic. The Princess is dead but her subjects still need her. Long live the Princess.''

Princesses do not naturally form ghosts; the cycle of reincarnations draws the royal soul onwards with a gentle call that cuts the threads of anchors. To the followers of Tears this presents a problem, as ghosts are useful and the ghost of a princess more so. Ghost Princesses are deceased members of the Nobility who have been separated from the cycle of reincarnation by the Lacrima charm ''Long May She Reign''. They are kept safe and secure deep within the palaces of Alhambra by the Protectorate of Amethyst, until their ancient knowledge is required by the Queen of Tears or her other subjects.
----
* AllergicToEvil: Ghost Princesses still experience Sensitivity and Hauntings. In Vocation this function as their Ban while in Dream they share Lacrima's Ban.
* CuteGhostGirl: At first. If they gain too many shadows, they can decay to the point of more closely resembling a StringyHairedGhostGirl.
* SanitySlippage: If a Ghost Princess gains shadows, their mind is said to decay along with their body.
* UncertainDoom: When a Ghost Princess hits Belief 0 or gains shadows equal to her Belief, [[CriticalExistenceFailure the ghost's corpus collapses and disintegrates into nothing]]. While in ''Dream'' the Ghost Princess is stated to return to the cycle of reincarnation, in ''Vocation'' it's left ambiguous if dissolution allows them to reincarnate or is an outright CessationOfExistence.
[[/folder]]

[[folder:Stormwracked]]
Because of her unusual status, the Queen of Storms is capable of displaying abilities the other Queens have never shown. One of them is that she can create a connection with anyone who has a strong enough hate for the Darkness, allowing her to turn regular mortals into Sworns on a large scale. These Sworns, called Stormwracked, usually regroup in military cells and take arms against the Darkness, fighting under her bannner.
----
* BadassArmy: Stormwracked typically form paramilitary groups to hunt down the Darkness, and are often led by Princesses or Goalenu. However, they rarely end up big enough to qualify as more than small militias, since that would make them too easy to spot.
* CreateYourOwnVillain: They usually are born from mortals who were victimized by the Darkness and have a strong desire of vengeance. Dark Cults have a strong tendency to encounter a premature end thanks to the people they abused becoming Stormwracked.
* DreamingOfThingsToCome: The Queen of Storms has the ability to induce dreams in some of them to guide them toward Creatures of the Darkness to kill.
* HunterOfMonsters: For all intents and purposes, the Stormwracked are a [[TabletopGame/HunterTheVigil Hunter Conspiracy]] that specifically focuses on fighting the All-Consuming Darkness. They typically organize into cells, though theirs tend to be more aggressive and savage than other groups of Hunters. Individuals are also known to infiltrate other hunter cells, much to the Radiant's dismay.
* SuperpoweredMooks: Stormwracked are Sworn armed with mundane equipment, making them mook tier compared to a Princess, but they do have some power.
* WrongContextMagic: Stormwracked display a lot of abilities regular Sworn aren't capable of, such as being created directly by the Queen of Storms, recovering Wisps independently from Nobles, and having the Queen of Storms manifesting her Charms directly through them. Nobody is sure how exactly they can do all of this.
[[/folder]]

[[folder:Goalenu]]
The lieutenants of the Queen of Storms. Said to be the very incarnation of Tempesta, Goalenu are powerful spirit-like entities with a particularly strong connection to the invocation, who frequently takes the lead of Stormwracked Cells. Being immaterial, Goalenu have no physical form of their own, but they can either possess people or craft themselves a "vessel" from flesh and clay, creating a weird golem-like body.
----
* CastFromHitPoints: While in a vessel, a Goalenu can use various powerful abilities called Reprisals. However, using one of these abilities gradually damage the vessel, which makes it progressively easier to spot as non-human and will eventually results in it blowing up. Notably, this is ''only'' damaging the vessel; the Goalenu itself will survive the destruction and can build a new one later.
* EliteMooks: For the Court of Storms, described as the Queen's "[[MookLieutenant lieutenants]]". Individual Goalenu are often found commanding [[SuperpoweredMooks Stormwracked]] cells.
* EyeBeams: One of the abilities they can display while in a Vessel is to shoot green fire out of their eyes to injure the opponent.
* FleshGolem: Disturbingly enough, their vessels are both this ''and'' a regular golem, as Goalenu use a combination of clay and human flesh to create them.
* GlamourFailure: The more a Goalenu's vessel takes damage, the easier it becomes to spot it as not human, forcing them to wear baggy clothes to hide their true nature. Goalenu who use too much clay to build their vessels also tend to end up looking... [[UncannyValley off]].
* GlowingEyesOfDoom: Goalenu whose vessel has been damaged usually start displaying green glowing eyes.
* HiveMind: Goalenu have been known to occasionally argue with themselves. When asked about it, they explain they are "many by birth, one by the General's will".
* NinjaPirateZombieRobot: Spirit-like creatures made from Tempesta's energy and the Queen's champions, who craft themselves what amounts to a magic version of a cyborg body made of flesh and clay.
* PoweredByAForsakenChild: These vessels they craft themselves require clay and flesh as the two major component, and at least the heart must be made of human flesh. Worse, they can acquire new skills from the organs used to craft the vessels, meaning Goalenu will sometimes hunt down experts in various fields to harvest their organs.
* ThroatLight: Goalenu whose vessels gets damaged enough start to have their own mouth glowing green in addition to the eyes.
* WoundThatWillNotHeal: Because a Goalenu's vessel partially is made of clay and as such isn't really alive, any damage suffered by it will not heal unless repaired through magic. This both mean that it becomes easier to spot them and that it will eventually be destroyed, forcing the Goalenu to create a new one.
[[/folder]]

!Forces of Darkness

[[folder:The All-Consuming Darkness]]
A BackgroundMagicField or perhaps a SentientCosmicForce made of sorrow, fear, hunger and everything evil in the world, the Darkness is the main threat usually fought by Princesses. While not a person of its own, its influence tends to fester in places where horrible things happened, creating Tainted areas from which it can spreads its Taint on living beings, turning them into Darkened. Such people acquire powers they can increase by sacrificing their conscience, until they eventually lose their mind and turn into monsters known as Darkspawns.
----
!!Tropes applying to the Darkness as a whole:
* AsLongAsThereIsEvil: In the most literal sense; the Darkness pretty much is [[MadeOfEvil a physical manifestation of evil]] so by definition, if there is evil in the world the Darkness is around.
* AlwaysChaoticEvil: Any creature of the Darkness is irremediably evil and incurable, making them foes Princesses can dispose of violently without moral reservations. The exception is Darkened, who can resist their new evil urges and can be cured through magic or rebuilding their Integrity.
* ArchEnemy: Nobles can and will fight any malevolent force or being in the World of Darkness, but the All-Consuming Darkness is by far their biggest and most personal enemy, being responsible for the Kingdom's fall and the evil they are the most dedicated to defeat.
* BackgroundMagicField: Specifically an evil one.
* BadIsGoodAndGoodIsBad: Gameplay-wise, a Dark being's use of Vice and Virtue are reversed.
* BigBad: From the Hopeful's perspective; the Darkness was the force responsible for the Kingdom's fall, and is the enemy they face the most frequently.
* CastingAShadow[=/=]PowerOfTheVoid: A lot of Umbrae and Caligines the Darkness grant involves abilities like this. Examples include Shadowblade (allows to imbue an object with the darkness to make a weapon or create a blade out of the darkness) and Void Blast (allows to shoot blast of cold emptiness).
* TheCorruption: How it operates; the Darkness taints areas where something horrible or tragic happened, allowing it to then use these places to warp people into Darkspawns.
* CosmicEntity: Though it's unclear if it's a SentientCosmicForce or just a BackgroundMagicField.
* TheDarkArts: Umbrae and Calignes in a nutshell, the latter especially so because it can be taught.
* DarkIsEvil: [[ExactlyWhatItSaysOnTheTin Well, it's in the name]].
* TheDarkSide: A CosmicEntity made of everything evil, with addictive effects and corrupting people who use it.
* DarkWorld: The place Creatures of the Darkness come from (and where they can return to from any Tainted Area) is described as being a warped, entirely Tainted version of the real world, with almost nothing but Darkspawns and Dethroned.
* DeathEqualsRedemption: Even though the Darkness is corruption and evil, simply killing Creatures of Darkness won't decrease its amount in the universe. The taint within the Creature of Darkness will just head back to the Outer Dark as a whole. The only way to destroy the Darkness without it doing this is to destroy it with virtuous reasons. Usually, Princesses who hunt Darkspawn for the sake of ending their corruption or existence is usually good enough to purify most, if not all, of its Taint and turn it back to Light. Of course, the only exception is Tempesta, which utterly annihilates the Darkness and deletes it from existence instead of purifying it.
* EvilIsDeathlyCold: A number of [[TheDarkArts calignes]] involve cold effects, and the DarkWorld is described as being devoid of any warmth; hibernating creatures of the Darkness litter the ground in a way eerily reminiscent of frozen corpses, only 'thawing' in proximity to a noble or the equivalent position of a Tainted Place in the human world.
* EvilIsSterile: Its biggest weakness; Darkness cannot create anything, just corrupt.
* EvilIsVisceral: Both Umbrae and Caligines tend warp your body in a wide variety of BodyHorror, and Darkspawns tend to look like disgusting monsters who would fit nicely in ''Franchise/SilentHill''.
* EvilMakesYouMonstrous: Creatures who get tainted by the Darkness tend to suffer huge cases of BodyHorror as Umbrae and Caligines warp their bodies. When they finally turn into Darkspawns, they usually are deformed monsters with nothing remotely human.
* ForTheEvulz: After all, the Darkness is personified evil.
* GeniusLoci: The Dark World is mentioned to be one, mainly acting when it feels resonance of Light (usually from a Princess within it being in her transformed state).
** Tainted Places definitely are; the proper amount of mystical force can transport a Princess to their dreams, where the formation of the Taint replays constantly. Undoing the actions there ends up purifying the real-world Tainted Place... but naturally, the Place immediately becomes aware of it and starts defending itself as soon as it realizes a Princess is in its mind. Sometimes there isn't a better option barring Tempestra and arson, though.
* TheHeartless: Most Darkspawns are this, being either born from someone being corrupted by the Darkness or from someone committing suicide in tragic conditions.
* KryptoniteFactor: Any creature tainted by the Darkness is vulnerable to jade, to the point just getting in contact with it inflicts them one lethal damage per scene. Many people end up realizing they have become Darkened when their jade jewellery suddenly starts burning them.
* LovecraftianSuperpower: Some of the higher Umbrae and Calignes involve a lot of BodyHorror and other abilities qualifying as unnatural.
* MadeOfEvil: The Darkness is created whenever people do evil actions, and exists to corrupt people into evil monstrosities.
* NotSoHarmlessVillain: In the backstory; The Kingdom actually used to overpower the forces of Darkness and routinely [[CurbStompBattle Curb-Stomp them]] whenever it was starting to grow out of control. Then they grew self-righteous and neglected to take care of it, allowing it to pull a scheme and successfully imprison most of the Queens. Flash-forward to centuries later, its influence has grown out of control and contributed to turn Earth into a CrapsackWorld.
* PowerAtAPrice: That price being your integrity, and, on a long term, sapience. A Darkened character who loses Integrity from a Breaking Point usually has a chance (or certainty depending on version used) to gain an Umbra, one of the twisted powers of darkness that grants the Darkened a useful effect or power. In addition, characters with any amount of Umbrae who lose their last dot of Integrity die in their sleep and rise as Darkspawn. Meanwhile, Calignes require to actually suffer a Breaking Point with a -5 penalty to be learnt, and most are Breaking Points themselves to even use. Those who don't gain any Umbrae instead become Mnemosyne, Creatures of Darkness who, due to their inability to wield Umbrae, often learn and wield [[TheDarkArts Calignes]] instead.
** Each Umbra also comes with a drawback in addition to its benefice, usually one that involves BodyHorror.
* PoweredByAForsakenChild: You know how Alhambra above power their city through stolen hope? Any Creature of Darkness can do the same thing with Wisps or Seeds of Light, eating them to regain points of Willpower. One of the sidebars in the Dream Version that details on whether or not Darkspawn need to feed also mentions that they can feed from some of the Light being corrupted or taken from the world and into the Dark World at Taints.
* RitualMagic[=/=]HumanSacrifice: It's possible for someone with enough Occult dots, a specialty in the Outer Darkness and a more than likely unwilling recipient to do a ritual to gain powers from the Darkness. To do this, they need to harm the person in question (not necessarily kill, the Darkness feeds on pain but given [[DarkIsEvil it's the Darkness]] HumanSacrifice can come into play) with Lethal Damage and specify what Caligne they want. At the end of the Ritual, they receive the Caligne [[GoneHorriblyRight along with the Darkened Template]].
* SealedEvilInACan: Darkspawn, mnemosyne and cataphractoi that spend too much time in the DarkWorld eventually fall into a form of hibernation (described as '[[EvilIsDeathlyCold freezing]]') that only ends once a Tainted Place forms somewhere in the equivalent area of the real world. This frequently means that many dark creatures that enter the real world from the Dark World [[OlderThanTheyLook are far older than they look]]. One of the example mnemosyne, Dr. Arnow, became such [[UsefulNotes/VictorianBritain in the 1800s]], and spent the intervening time hibernating in the Dark World.
* SentientCosmicForce: Maybe. It's unclear if the Darkness is sentient or not.
* StupidEvil: Much like the Yamiko of Literature/SailorNothing, the Darkness' servants tend to be short sighted and impulsive, to the point that it's stated that most Dark Cults catch the attention of mortal authorities and are dealt with without Princesses needing to lift a finger. [[NotSoHarmlessVillain But only most of the time.]]
* TheVirus: Anyone who suffers a Breaking Point in a Tainted Place risks becoming Darkened, and from there they risk devolving into a monster. In addition any sufficiently heinous act creates a new Tainted Place. Intelligent minions of the Darkness can act strategically to infect as many people as possible. Less intelligent creatures just run around being evil and see what happens.
* VillainTeleportation: All Creatures of the Darkness have the ability [[ExtraDimensionalShortcut to travel between the real world and the Dark World, which they can use in-game as a mean to move from one Tainted location to another mechanic-wise]]. With the proper Umbra, they can even do that ''without'' the Tainted area restriction, [[ShadowWalker instead using any location with sufficient obscurity]].
* WhatMeasureIsANonHuman: The Darkness' creatures were deliberately designed to have no moral worth so Storytellers could throw them at players who enjoy combat. Darkened and Dethroned are exceptions as both can be redeemed.
* WorldOfChaos: It's suspected by the Nobility that the Dark World loses cohesion where there isn't a Tainted Area to define it, as evinced by the few expeditions reporting that it grows weirder and more melted the more you move away from a Taint. But that leaves the question of where the Darkspawn sleep when there isn't a Taint nearby...
[[/folder]]

[[folder:Darkened]]
The earliest stage of corruption, Darkened are humans who were exposed for too long to the Darkness (usually by spending time in Tainted Areas), warping them morally and physically over the course of time. Unlike most creatures of the Darkness, they still are mostly humans, meaning it's still possible (albeit difficult) for them to be good people, and they can be cured, either through magic or restoring their Integrity. If neither of these things happen, though, they will eventually become Darkspawns.
----

* BadPowersGoodPeople: ''Very'' rare, but it is technically possible for someone to be a Darkened and still be a good person if she has enough willpower. This usually doesn't last however, as Darkened get cured from their condition whenever their Integrity rises high enough, while maintaining a low or average Integrity is difficult because TheDarkSideWillMakeYouForget. Princesses occasionally allow such Darkened to stick and serve as allies, though most of the time they prefer curing them as soon as possible, and turning them into Sworn if they wish to continue helping.
* TheDarkSideWillMakeYouForget: In theory, it ''is'' possible to be Darkened while still being a good person if you have enough moral integrity. In ''practice'', however, since the Darkness is a textbook example of TheCorruption, it urges them toward acting as evil as possible, damages their psyche, and ''requires'' endangering your Integrity in order to improve or use your powers at full potential (Tainted Areas only grant bonuses if you act on your darkest impulses, while just ''learning or using'' [[TheDarkArts Caligines]] triggers Breaking Points with heavy penalties), so even the ones who mean well usually end slowly decaying the good in them until they are either cured, killed or turned into Darkspawns.
* ThisIsYourBrainOnEvil: While Darkened aren't necessarily evil, the Darkness progressively warps their morality, making it gradually more likely that they will turn evil.
* VampireRefugee: While Darkened aren't always chaotic evil, the Darkness inside them constantly works to erode their remaining morality, urging them toward evil actions and warping a little more of them physically and mentally whenever they give in. All they can do is try their hardest to resist and find a cure before this gradually turns them into Darkspawns.

[[/folder]]

[[folder:Darkspawn]]
The most common creatures of the Darkness faced by the Hopeful. Darkspawns are born when a Darkened with Umbrae sacrifices the last bit of his conscience to the Darkness, resulting in them dying and their corpses reanimating within a day as Darkspawns. They are mindless beings of dark ectoplasms, usually retaining the abilities of the people they once were, but lack sentience or any form of real intelligence. Most Darkspawn search out Tainted areas, haunt them, and try to drag others into them, or else stalk the people they knew in life.
----
* BystanderSyndrome: Shadowpuppets are born from Darkened people who refused to do anything when the Darkness started making people suffer around them.
* CreepyCentipedes: Heartleeches. For added creepyness, they are centipede-like Darkspawns made out of their Darkened's ''[[BodyHorror tongues]]''.
* {{Hellhound}}: Duskhounds, which are described as canine-looking Darkspawns who nobody knows for sure whether they started out as humans or dogs. They hunt in packs, and are infamous for relying on CombatPragmatism even against considerably weaker preys, just for the sake of cruelty.
* IAmAHumanitarian: [[ExactlyWhatItSaysOnTheTin Corpse-Eaters]] are born from people who [[NoPartyLikeADonnerParty were forced into cannibalism to avoid starvation]] while in a Tainted Area.
* KillTheCutie: Lickermen are Darkspawns who prefer to attack children or people with morality above 8 so they can destroy their innocence.
* LivingShadow: The Shadowpuppets' main feature- back when they were Darkened, they acquired the Animated Shadow Umbra, which caused their shadow to develop a mind of its own, and decided to just ignore it while it caused people to suffer around them. Now they just keep doing nothing and let the Shadow do everything for them.
* MonsterOfTheWeek: Explicitly designed to serve as this; they are highly customizable, and their lack of sentience remove any moral debate you could have regarding slaying them.
* {{Mooks}}: Can serve as this to Mnemosyne and Cataphractoi, though a powerful enough Darkspawn can actually be a dangerous opponent of his own.
* MoreTeethThanTheOsmondFamily: The Corpse-Eaters look human-enough first... until they open their mouth, revealing this trope.
* OrificeInvasion: Heartleeches are rumored to sometimes crawl down a sleeper's throat so they can whisper from their gut.
* OurGhostsAreDifferent: Shadow-Wraith are ghost-like Darkspawns who are born out of someone's bad memories rather than a Darkened.
* OverlyLongTongue: The Lickermen's main feature. It's described as being as long as a man's arm.
* ThingsThatGoBumpInTheNight: Cradlesnatchers are grotesque boogeyman-esque Darkspawns who hide in cupboard and behind beds so they can kidnap children.
* WasOnceAMan: With the exception of some like Shadow-Wraith, they are born from people with Umbrae who reach 0 integrity.
* WouldHurtAChild: Cradlesnatchers, who specifically target children and abduct them. It's unclear ''what'' they do to these children exactly, but considering the Darkness' nature, it's unlikely to be good. Lickermen, while not targeting them specifically, still love to attack a lone child, especially one under the age of seven.
[[/folder]]

[[folder:Mnemosyne]]
Darkened who reach 0 integrity without gaining a single Umbra. Their body haven't shifted to welcome the Darkness and turn into Darkspawns, allowing them to retain their lives and intellect. This tends to make them actually even more dangerous, as they can organize and direct the Darkspawns, which because of their lack of scruple they usually do in order to commit monstrous acts of depravity. While lacking Umbrae, their mind still has a connection to the Darkness, usually granting them supernatural abilities known as Caligines, which they also are capable of teaching to other creatures of the Darkness. They usually are the ones responsible for founding cults.
----
* TheDarkArts: Essentially what their Caligines amount to- dark, forbidden occult powers acquired through unholy rituals and sacrifices.
* DarkMessiah: Many of them end up using their powers to fashion themselves as this and found Dark Cults.
* EvilIsNotAToy: The Caligo "I Am Your Master" allows them to turn Darkspawns into their servants by feeding them part of their flesh or blood. However, should the control be broken, the Darkspawns will seek their former master out to kill him and feast on his flesh. Worse, they remember where he is, so they can easily track them down if they are careless.
* EvilSorcerer: Caligines are usually learnt through Dark Rituals, so Mnemosynes have a strong tendency to be into occult.
* TheHedonist: Unlike most creatures of the Darkness, Mnemosyne retain a mostly human mind, meaning they can still enjoy the pleasure of life. Many of them take advantage on this to revel into depravity and get the luxuries they want with their powers.
* HumanoidAbomination: Unlike Darkspawns, they still retain their human body and intellect. But everything else about them is anything but human, and on the inside they are irredeemably evil Creatures of the Darkness.
* TheManBehindTheMonsters: They are completely human-looking dark beings capable of controlling the monstrous, mindless Darkspawns.
* ManipulativeBastard: Since they are the most human-looking Creatures of the Darkness, they are the best-fitted to infiltrate human society and corrupt it from the inside. Many of them specialize in spreading their Taint through Cults and subtle manipulations.
* MeaningfulName: "Mnemosyne" means "Remembrance" in Greek. They're basically {{Humanoid Abomination}}s who kept their human forms while being corrupted by the darkness, thus keeping their memories of what it's like being human and sapience unlike the Darkspawn or Cataphractoi.
* MonsterLord: Serve as this to Darkspawns, being one of the two kind of Dark beings who retain their intellect and can control them.
* SquishyWizard: While their Caligines and ability to control Darkspawns make them genuinely dangerous opponents, they don't have access to Umbrae, and unlike Darkspawns and Cataphractoi, their body technically is still human, so they usually can be killed or beaten up just as easily as any mortal. Most of them are well-aware they don't stand a chance against a Princess in a direct fight, which is why they usually prefer to rely on manipulations and behind the scene schemes.
[[/folder]]

[[folder:Cataphractoi]]
Another kind of sentient creatures of the Darkness. Unlike the Mnemosyne, Cataphractoi (singular: Cataphract) aren't born from Darkened who reach 0 integrity, but from any person who died having crossed the DespairEventHorizon (usually by committing suicide). This results in dark beings who retain the memory of their human selves and cling to what they remember of their past lives despite not actually understanding it, usually resulting in disturbing parodies. Cataphractoi have access to [[AllYourPowersCombined both Umbrae and Caligines]], as well as [[OneWingedAngel the ability to shed the limits of their human form to turn into powerful, monstrous beings]].
----
* AllYourPowersCombined: They have access to both Umbrae ''and'' Calignes, and can switch between a human, Mnemosyne-like appearance and a Darkspawn-esque monstrous form.
* CameBackWrong: How they are born; Whenever someone dies while having crossed the DespairEventHorizon, this can result in the creation of a Cataphract with a twisted parody of his appearance and memories.
* DespairEventHorizon: A Cataphract is formed when someone dies while having crossed this. Unfortunately, they are aware of this, and [[KickTheDog will frequently torture and break people to make them reach that point so they can create more of them]].
* EvilCannotComprehendGood: Unlike regular Darkspawns, Cataphractoi completely retain the memories, aspirations and personnality of the people they are born from, and try to cling to them. Unfortunately, because they are beings from the Darkness, they just ''can't'' understand the good or deeper signification behind all these things, so all they end up accomplishing is a pale, warped and frequently grotesque imitation.
* EvilCounterpart: Can be considered this to the Princesses; the rulebook explicitly compares their OneWingedAngel ability to a Princess' transformation.
* GlamourFailure: They can be identified by holding their gaze for long enough, allowing you to notice their pupils appear to writhe as if something was trying to get out. Many of them also acquire inhuman traits as time passes.
* HumanoidAbomination: Inside they are just as ugly and horrific as any being from The Darkness although like Mnemosyne they can appear human, however unlike Mnemosyne they can shapeshift into grotesque abominations at will.
* MeaningfulName: "Cataphractoi" means "Armored" or "Completely Enclosed" in Greek. They're {{Humanoid Abomination}}s who are basically living vessels for the Darkness with human memories. It's also meaningful as "Cataphracts" are also referred to as heavy cavalry in war, and Cataphractoi here are dubbed as "Generals of the Darkness".
* MonsterLord: Even more so than the Mnemosynes, to the point many Princesses nickname them "the Generals of the Darkness".
* OneWingedAngel: While Cataphractoi usually appear as the individuals they were born from, they can shed this limitation and turn into nightmarish monsters.
* TotallyNotAWerewolf: People who aren't familiar with creatures of the Darkness frequently mistake Cataphractoi for Mnemosyne.
* WithGreatPowerComesGreatInsanity: Their OneWingedAngel form is insanely powerful, but it costs them one dot of willpower, which they can only recover by spending a month without using it again. Reaching 0 willpower [[ShapeshifterModeLock locks them in monster form]] and destroys their sentience, leaving them as nothing more than really powerful Darkspawns.
* WoobieDestroyerOfWorlds: All of these were once normal humans who either had enough despair and [[DrivenToSuicide comitted suicide]], or simply accepted that evil is the only thing in the universe and died in their sleep, or just stopped breathing and reborn with their empty souls filled with the Darkness. The two example Cataphractoi completely fit. Dr. Goldstein's wife was cheating on him and he suffered from depression all his life, and as a Cataphract he kidnaps couples who are even having a small disagreement. If they play along, they're traumatized, but live. If they don't, he simply kills them and eats their ring fingers. Maria the Cleaner was a legal immigrant working for a local politician, but due to voters calling for him to deport his (illegal) workers, he caved in and fired Maria. She had killed herself and now as a Cataphract, she terrorizes homes by making Darkspawn clean the place like robbers and leaving tainted places in their wake. These people probably would've needed a hug and support, but the best they need now is a death by a Princess and hope they have a better next life.
** However, the case of Dr. Goldstein makes it clear that Cataphractoi are ''not'' the people they were before death, as is proven by the fact that there are two Dr. Ishmael Goldsteins running around: Dr. Goldstein the Cataphract and Ishmael the Dybbuk, the spirit of the ''actual'' Ishmael Goldstein, who stuck around as a ghost and spends his time trying to weaken the Cataphract and warn its victims. While the people they pretend to be may have been sympathetic, Cataphractoi are simply monsters wearing their dead bodies.
[[/folder]]

[[folder:Cults of Darkness]]
Cults generally founded by Darkened or Mnemosyne as a way to attract more humans to recruit and corrupt. They generally do so by promising immortal powers to them, then making them pray in Tainted Areas so they can become new Darkened.
----
* BreakTheCutie: Pongamia members willingly do this to [[AbusiveParent their own children]] until they become Mnemosyne.
* BurnTheWitch: The Catholic Church decimated the Pongamia in Europe, forcing the survivors to flee to America. This is a rare case of the trope where [[KickTheSonOfABitch the victims completely had it coming]].
* CombatSadomasochist: The Cult of Broken Dreams preaches suffering as the one genuine noble thing in human life, and encourages to embrace it. Its members are taught how to torture their own body to "steel them from the pain of living", and must then spread the cause by torturing others.
* {{Cult}}: [[ExactlyWhatItSaysOnTheTin Obviously]]. Though it's worth mentioning they tend to be dark and unhealthy even compared to ''other'' cults in the setting.
* DrivenByEnvy: What the Sodality of the Harpuiai ultimately boils down to; they see their actions as righteous punishment on people they consider criminals, but ultimately they twist their logic so that anyone remotely better than they are will qualify as a criminal.
* EatTheRich: The Sodality of the Harpuiai believes that "behind every great fortune there is a crime", meaning the wealthy ''have'' to be criminals, and takes upon itself to punish them. Notably, they don't just apply this logic to the rich, but ''anyone'' who could be in any way be considered better than the norm; to be successful, learned train or born with a special gift is enough to justify them assaulting you.
* EvilSorcerer: The Pongamia Coven is a cult of witches who willingly expose themselves to the Taint for the sake of gaining occult powers from the Darkness.
* EvilWillFail: Even without a Princess around, Dark Cults rarely last very long, as their ObviouslyEvil attitude [[RealityEnsues makes it only a matter of time before the police take care of them]]. And when ''that'' doesn't happen, their victims tend to become Stormwracked, who are likely to [[TheDogBitesBack avenge themselves]].
* ForcedIntoEvil: When people aren't tempted by the powers Dark Cults have to offer, it's not unusual for cultists to force them to join, either by blackmailing them or locking them in Tainted Area and waiting until they becomes Darkened.
* TheHedonist:
** Pleasure Principle follows the belief that inhibitions are nothing but cages, and people should shed them to indulge in all their appetites. Their typical method to fish new recruits involve throwing orgies where they study the guests, then use what they learnt to break their sense of shame and gradually corrupt them.
** The Pleasure Parlour has a slightly different variant; they offer services outside of morality for a cut troath price with the purpose of getting people hooked, then manipulate them into indulging their vices in Tainted Places.
* HumiliationConga: The Sodality of the Harpuiai usually aims at humiliating people and ruining their reputation rather than hurting them physically.
* MaliciousSlander: The Sodality of the Harpuiai specializes in this, spreading rumors and scandals until they destroy the reputation of people they are targeting.
* MotiveDecay: It's implied the Pongamia Coven used to have an actual greater motive for what they do, but whatever that motive might have been, it's gone, [[TheDarkSideWillMakeYouForget eroded away by the Darkness]]. Nowaday, they acquire occult power for power's sake.
** Since they worship [[TheDarkSide the Darkness]], this happens to every cult that lasts long enough.
* ReligionOfEvil: They literally are cults based on worshipping TheDarkSide. Can hardly get eviler than that.
[[/folder]]

[[folder:Dethroned]]
Whenever a Princess falls to Belief 0, she reaches a point where she loses both her powers and the ability to feel hope, leaving her in a catatonic state where she can barely function as a human being without help. Sometimes, though, they will instead turn to the Darkness in their despair, and become what the Nobles call Dethroned.
----
* AlienGeometries: The Laments of a Dethroned's Fortress of Regrets are linked to each other, meaning it's possible to walk from one to to the other... which would make Euclidean sense, except there's absolutely nothing that prevents Laments from being on opposite ends of the world. Gets even weirder if a Lament is remade into a Gate (ie, part of a Tainted Area), because the ''real'' location develops roads to other Laments as well.
* AndIMustScream: Dethroned are perpetually trapped in their pain and regrets, unable to feel any form of hope. To make things worse, just killing them won't even free them, as they will just reform unless someone help their soul find redemption.
* AndThenJohnWasAZombie: Any Princess is at risk of becoming a Dethroned should she compromise her Belief too far and not get back to improving it.
* BeyondTheImpossible: They are the only things who can walk around and survive safely in the Dark World without dying or falling into hibernation, something even the Creatures of the Darkness (who are ''native'' of this place) aren't capable of without the help of an Umbra.
* CharmPerson: How their mental enslavement of Darkspawn works - they are reprogrammed to act out particular roles in the Dethroned's Laments/theme that generally work in her favor. Really powerful Dethroned can do this with everyone, which tends to lead to massive Cults of Darkness.
* DeaderThanDead: A Tempesta Charm was made to inflict this on Dethroned, fittingly called [[TakingYouWithMe Martyr]].
* EldritchAbomination: They are described as looking like gigantic, nightmarish monsters, whose mere presence warps Darkness around them.
* EmotionEater: They use Sensitivity to feed, devouring the misery produced by despair and suffering to fill their magic reserves.
* EvenEvilCanBeLoved: One way Princesses can redeem a Dethroned is willingly taking the Dethroned's grief into themselves. The flavor text describes it as this trope.
* EvilMeScaresMe: Understandably, Princesses usually react poorly to seeing some of them turned into grotesque monstruosities filled with despair, especially with the knowledge any of them might become one someday. In the Vocation version, just seeing a Dethroned can be enough to trigger a Breaking Point.
* {{Expy}}: Of [[Anime/PuellaMagiMadokaMagica Madoka's Witches]] and to a far lesser extent, the [[Literature/SailorNothing Yamiko Queen]].
** The sample Dethrowned is an Expy of the witch from {{Webcomic/NoRestForTheWicked}}.
* FallenHero: They are former Princesses who reached Belief 0 and failed to recover from it, resulting in them becoming nightmarish abominations.
* GodzillaThreshold: When Creatures of the Darkness actually go through the troubles of attracting a Dethroned on the battlefield, you ''know'' they think they are in trouble.
* GoMadFromTheRevelation: Dethroned are very much capable of causing Belief Compromises and Breaking Points with their Hexes, namely Unconscious Warping and We Are Alike. In the Vocation Version, even seeing one is a Belief Compromise, but only the first time.
* HorrifyingTheHorror: Creatures of the Darkness are absolutely ''terrified'' by them because of their ability to warp Darkness, and only awaken them as a last resort.
* {{Mana}}: Unlike Princesses who have Wisps and the Inner Light of Hope, Dethroned use (depending on Version) Shadows/Clouds and have Inner Darkness/Night. This means that instead of getting fuel from hope, the Dethroned get power from ''despair''.
* NamesToRunAwayFromReallyFast: Aside from their name of "Dethroned" and the example Witch in the Woods, most of their Hexes have [[SarcasmMode lovely names]]. Fortress of Regrets, Misery Voyeur, Cry of Anguish, One Thousand Weeping Eyes, Welcome to My Personal Hell, etc.
* RealityWarper: To what extent varies between Dream and Vocation, but in both versions a Dethroned's sorrow transforms the Dark World around her, making a Fortress of Regrets that embodies the sequence of events that led to her losing her last dot of Belief, each event creating a room called a Lament.
* RedemptionEqualsDeath: If a Dethroned dies, but a Princess takes the Dethroned's pain onto themselves (literally taking it into their soul in the process) and work off the Dethroned's Shadows, then the Dethroned is redeemed, begins her next life and is allowed to continue reincarnating, or possibly move on to wherever souls go. In some versions, this also applies to pre-Dethroned who regain a point of Belief before Dethronement - they break free of the Shadows and die in their sleep, rather than returning to the fight.
* ResurrectiveImmortality: Simply killing a Dethroned does not permanently resolve the problem, because similarly to Princesses, they eventually reincarnate. Dealing with them permanently requires redemption or a Tempesta charm called Martyr.
* SomeoneHasToDie: If they're not redeemed, then the only way to take them out is for a Princess of Storms to invoke the Martyr Charm and annihilate both of their souls permanently.
* TorturedMonster: They are trapped in a state where they are constantly tortured by their own pain, unable to feel hope or move on.
* WalkingWasteland: While in the Dark World; they warp and twist Darkness wherever they go, reshaping entire landscapes and destroying the mind of any sentient Creature of the Darkness unlucky enough to pass by.
* WasOnceAMan: Or more accurately, Was Once A Princess. See FallenHero above.
* WoobieDestroyerOfWorlds: Possibly one of the most extreme examples of this trope. Not only are Dethroned born from Princesses crossing the DespairEventHorizon because of the trauma of all the compromise they had to make, but they also are left in a state of constant suffering, unable to feel hope or any other positive emotion.
* WorldOfSymbolism: Everything in a Fortress of Regrets embodies a different aspect of its ruler's past and personality.
[[/folder]]

[[folder:The Dark Avatars]]
Also known as the Dark Queens, these three are avatars of the Darkness who were said to be responsible for the creation of the Trap in the Dreamlands. They include the Red Queen of Violence, the White Queen of Self-Loathing and the Black Queen of Despair.
----
* ChessMotifs: A downplayed example, given how little is known about them; however black, red, and white are the traditional colours of chess pieces. This contrasts with the Radiant Queens' PlayingCardMotifs.
* TheCorrupter: They are said to have manipulated the strife that weakened the Kingdom, leaving it vulnerable to destruction at the hands of the Darkness and are responsible for making the Dreamlands into a LotusEaterMachine.
* {{Expy}}: Supposedly they were based on various {{Big Bad}}s in other works of Magical Girls. Black Queen of Despair is one of [[Literature/SailorNothing the Yamiko Queen]], The Red Queen of Violence is one for [[Anime/PuellaMagiMadokaMagica Walpurgisnacht]], and the White Queen of Self-Loathing for [[VideoGame/AmericanMcGeesAlice the Queen of Hearts]].
** WordOfGod says this was an idea when the Dark Queens were first conceived, but he decided not to make it canon.
* FallenHero: Though their status is unknown, it's mentioned that they were intimate to the nature of the Light, which could mean they are this. One theory offered by the supplement suggests that several kings and queens of the old kingdom might have attempted to use or control the Darkness, only to be corrupted by it.
* MultipleChoicePast: Their true origins are lost to history. They might have been three queens of the Kingdom who were corrupted by TheDarkSide. Or they might have been an EnemyWithout of the three Twilight Queens, created when their magic was twisted to become the way it is now. Perhaps they always existed and only grew when the Darkness did.
* NothingIsScarier: There's only one reference to them in the corebook (at the very beginning) and the supplement only gives ideas on what they could be. Otherwise, no concrete information on them exists, or even if they're still active today.
* VillainousLegacy: As part of the forces of Darkness, there's no indication on whether or not they played a part in the Kingdom's Downfall. However, they played a major part to ensure it would never rise again by creating the Trap in the Dreamlands which converted it into a LotusEaterMachine. They mostly serve to explain the backstory and have no known presence as of the Release.
[[/folder]]

!Dreamlanders

[[folder:Dreamlanders in general]]
The inhabitants of the Dreamlands. Dreamlanders cover a wide variety of beings, from creatures actually native from the place and born from various concepts, to members of the Radiant Queens' courts and armies who were trapped with them, to humans who died but chose to stick here rather than move to the true afterlife. Overall, they are divided into three categories: '''chorus''', who appear as people capable of talking and speaking, but actually are little less than an extension of the Dreamlands; '''actors''', who are real people with memories, desires and aspirations, but unaware of the real world's existence, and for the majority will refuse to believe it if told about the truth. And '''stars''', who actually know about the real world.
----
!!Tropes applying to all Dreamlanders
* AnthropomorphicPersonification: Some Dreamlanders are dream manifestations of concepts, ideas and places from the physical world.
* FunctionalMagic: Many actors and stars can wield strange powers, which are either represented by Numina or, in the case of those who started out as Princesses, Charms.
* GoodCounterpart: Dreamlanders with Harmonious Merge to Amanojaku and [[TabletopGame/WerewolfTheForsaken spirits with Claim]]. Unlike Amanojaku, they willingly hitch a ride with someone who is willingly giving them their body, and unlike spirits it's a conscious decision in full knowledge that eventually Dreamlander and host will become a single entity.
* LockedOutOfTheLoop: Actors are this by default; they are unaware of the Dreamlands being just a former LotusEaterMachine and a real world existing beyond it. Not only that, but most of them aren't even capable of realizing it.
* OurGhostsAreDifferent: Some Dreamlanders technically fit this definition, seeing how they are the souls of deceased people who chose to stick in the Dreamlands rather than move to the afterlife.
* OurSpiritsAreDifferent: While not exactly spirits, Dreamlanders ''are'' a form of Ephemeral Beings, and as such mostly follow the same rules than Ghosts and Spirits in the New World of Darkness when it comes to character creation and mechanics. They only are intangible beings while in the real world, however; in the Dreamlands, where everything is made of Ephemera, they can be physically touched as if they were made of flesh.
* ResurrectiveImmortality: ''Averted''; unlike [[TabletopGame/WerewolfTheForsaken Spirits]], a Dreamlander who somehow ends up in the physical world and loses all his Essence will actually die rather than just returning to the Dreamlands. This is pretty rare however, as aside from Amanojaku, they have little reason to leave the Dreamlands.
* SharingABody: Dreamlanders who end up in the physical world can use a Manifestation known as Harmonious Merge, which allows them to share the body of someone whose personality is similar enough to theirs, with the two trading control regularly. Over time, the two personalities tend to become more and more similar until the two become a single entity.
* WasOnceAMan: Some Dreamlanders started out as humans, but ended up in the Dreamlands either because they had their bodies stolen by the Amanojaku, died and had their soul arrive here or just found their way to the Dreamlands and couldn't escape.
[[/folder]]

[[folder:Wardens]]
When the Darkness turned the Dreamlands into a prison, its servants realized it probably wouldn't last forever of its own. They placed powerful Dreamlander guards to watch over the prisonners, constantly adjusting the illusions and dreams to keep the souls unaware of what was happening. When the Release happens, the Radiant Queens saw them as what they really were, and summoned ther armies against them, slaughtering them in masses. Nowadays, they no longer have a grasp on the Dreamlands, but some still exist, hiding in the wild regions and still trying to trap any person carrying the Light they can get their hands on.
----
* LesCollaborateurs: While they share the Darkness' weakness to jade, the Wardens are clearly established as being Dreamlanders, not Darkened (though the book leaves it ambiguous whether they were created by the Darkness or joined it). They still serve the cause of the Darkness.
* CripplingOverspecialization: They were made to trap the souls of servants of the Light in the Dreamlands, which they are very good at; however, this is literally the ''only'' thing they can do; their ban forces them to focus on souls touched by the Light whenever they get the opportunity, their abilities are so focused on manipulating the Dreamlands they would be ''even more'' powerless than regular Dreamlanders should they somehow end up in the physical world, and they barely have any mean to fight. The moment the Radiant Queens saw through their illusions, they were summarly [[CurbStompBattle curb-stomped]].
* FakeMemories: One of their abilities, Web of Illusions, allows them to change the memories of visitors to convince them they have always been a part of the Dreamlands.
* HowTheMightyHaveFallen: These guys used to essentially rule the Dreamlands from behind the scene, keeping the Radiant Queens and Princesses in check with the illusions. Then the Queens found out what was going on and [[CurbStompBattle promptly kicked their ass]]. Now they are little more than lurkers hiding in the darkest part of the realm they once controlled, trying every now and then to catch the few isolated Princesses who actually wander in the area. They are still very dangerous, but compared to what they used to be, that's pretty pathetic.
* TheJailer: A supernatural variant. These particular Wardens are living [[LotusEaterMachine Lotus-Eater Machines]] whose purpose is to keep the Radiant Queens from returning in the real world. While they are not particularly sadistic or cruel to their prisoner, trying to keep beings who are incarnations of Light and hope as their prisoners definitely qualifies as evil.
* LotusEaterMachine: Back when the Dreamlands was under their control, their function was to make sure it stayed this. Now that they have been overthrown, they can still create a smaller scale version on any servant of the Light they find, manipulating their memories and casting illusions to convince them to stay, but each of them can only trap one person at the time.
* TheManBehindTheMan: In ''TabletopGame/HunterTheVigilDarkAndLight'', to the [[{{Sucksessor}} Magisters of Economie]], being the ones the Magisters made a deal with to get powers from abducting Princesses.
* MasterOfDisguise: See VoluntaryShapeshifting below.
* MasterOfIllusion: They are skilled illusionists, which is how they can trap you in a dream.
* SquishyWizard: Their ability to cast illusions and play with your thought are a real danger, as they can easily cause you to stay for a long time trapped in the Dreamlands with it, potentially until your real body dies out and you can never escape. However, they aren't much of a threat in physical combat, so if you somehow manage to see through their trick, it's the end for them.
* VoluntaryShapeshifting: Their Mask of Many Faces ability allows them to transform in any shape they wish. This only grants them very weak physical advantages, however, as the main purpose of this power is to disguise themselves.
[[/folder]]

[[folder:Amanojaku]]
Dreamlanders who for various reasons chose to possess the bodies of living human beings rather than getting a physical form through reincarnation or becoming a Shikigami. Most of their peers see them as criminals who dabble in profane magic, and as such it's a frequent job for Princesses to find them and force them to give the bodies they stole back.
----
* BattleInTheCenterOfTheMind: While regular mortals usually can't do anything to defend themselves against an Amanojaku's assault other than run away until they wake up, those with the Lucid Dreamer merit or some kind of PsychicPowers can actually try to fight back, resulting the two of them struggling inside the dream.
* TheDarkArts: Most Dreamlanders consider the magic they use to possess people as a forbidden and profane.
* DemonicPossession: They are Dreamlanders who use profane magic to steal bodies from mortals. In a variant, they ''don't'' keep the mortals' souls prisonners, instead throwing them in the Dreamlands while they replace them. This is somewhat problematic, since because of this, banishing one from his host will just leave the body as an EmptyShell in a coma rather than free the victim, unless you arrange for the actual soul to get back to the body.
* DrivenByEnvy: Most Amanojaku are motivated into relying on such a magic because they envy humans' bodies enough to forget their ethic.
* PuppeteerParasite: Nobles used to believe they were weird Dreamlands parasites before discovering the AwfulTruth behind their origins.
* SenseFreak: Amanojaku who first got a body don't understand the notion of physical injuries, since in the Dreamlands, injury and loss of will are equivalent. Because of this, they tend to be reckless with their new bodies, and suffering a wound penalty for the first time is quite a shock for them, to the point it causes them to lose a dot of willpower.
* YourWorstNightmare: How they possess people; using doors inside the Dreamlands, they get inside a human's dream, then proceed to twist said dream into a nightmare where they are an alien entity pursuing the unfortunate victim. If they manage to catch the mortal before he wakes up, they throw his soul in the Dreamlands and take its place inside the body.
[[/folder]]

! Embassies and Protectorates
[[folder: Embassies and Protectorates In General]]
Embassies serve as the Z-Splat to Princesses, that represents a cause or concept the Princess takes responsibility for and incorporates into herself and her magic. Once organizations in the time of the Kingdoms, the Embassies were made to either improve the concepts they stood for, or served as actual embassies to foreign powers which allowed for common ground and diplomacy between the Princesses and the other beings.

As for Protectorates, they’re technically the same as Embassies, save for the factor that they’re property of the Queen of Tears and focus on expanding her dominion of Earth through different means.
----
* AstonishinglyAppropriateAppearance: The appearance of the beings within the Embassies and Protectorates have their Transformations change more to suit what the Embassy/Protectorate represents. For example, in the Embassy to Fortune the Nobles can gain more features pertaining to luck or the Cat himself until the Ambassadors look exactly like the Cat. On the other hand, the Protectorate of Pyrite/Garnet take on features of the Queen of Tears herself, even up to the endless crying.
* {{Crossover}}: Embassies are created when a Princess takes some foreign power and incorporates it into her magic. Often this power is another game's magic resulting in abilities suited to crossover; and the Princesses who join that embassy usually do so because they want to interact with that other game's protagonists.
* EvilCounterpart: The Protectorates are this to some of the aftermentioned Embassies.
* PrestigeClass: The Embassies and Protectorates serve as this for Princesses, the latter more for the Princesses of Tears.
* SupernaturalAid: Some of these Embassies serve as such to other supernaturals, or directly dealing with certain types of beings like Spirits and Ghosts for the Embassy to Ephemera and Death respectively.
* ThemeNaming: Protectorates are all named after minerals. This is a shout out to ''Manga/SailorMoon''.
[[/folder]]

[[folder: Embassy to the Arcane]]
-->''"Do not meddle in the affairs of wizards, because they are subtle and quick to anger ... Of course, I’m very, very good at not being caught."''

'''Alternative Titles:''' The Sorcerer’s Embassy, the Order of Witch Finders

'''Informal Names:''' Spooks, Sparkles, Witches

The Embassy to the Arcane is filled with Princesses who’ve taken notice of magic being used or magicians proper. Some complain that it’s used for the wrong purposes, some believe it’s too exclusive, but they all agree that it has much potential, and believe that it should be available for the masses to own and wield. Regardless, the Princesses in this Embassy must take care around the magic wielders they find, for it can be dangerous around them or because of their spells.

Marks of this Embassy take the form of the stereotypical WitchClassic (or WizardClassic for Princes) and usually some form of accurately symbolized magical amulets. The Requirements take the form of the Intelligence Attribute and the Occult Skill.
----
* TheConscience: Some Princesses in this Embassy simply want to save Mages from themselves and their own hubris.
* {{Crossover}}: This Embassy is a good crossover with ''TabletopGame/MageTheAwakening'', but it can work with most other kinds of magic users as well that aren’t a gameline.
* CuteWitch: Princesses within the Embassy to the Arcane take on witch like features, mainly in terms of clothing. This trope can definitely come into play.
* SufficientlyAnalyzedMagic: Most of the Embassy’s powers are done by analyzing the magic, and their Ambassador Privilege allows the Princess to personally assist in a ritual.
* WitchClassic[=/=]WizardClassic: They are designed to have this aesthetic in mind.
[[/folder]]

[[folder: Embassy to Childhood]]
-->''"I assure you, my credentials and references are practically perfect in every way."''

'''Alternative Titles:''' Governesses

'''Informal Names:''' Mary/Maries, Julia/Julias, Roger/Rogers, any title used to refer to childminders or babysitters.

An Embassy only within the Dream Version of Princess, the Embassy to Childhood is focused around raising children, believing them to be the architects of the future. And who better to give them the tools and ability to do so than Princesses?

Marks of the Governesses take the form of either the youthfulness and energy of children or the dignity and authority of adults. Requirements take the form of the Composure Attribute and the Empathy Skill.
----
* CallOnMe: At the Consul level they can teach children a phrase that will magically summon them. However they also know why they're being summoned and can choose not to use it if they think the child doesn't have a good reason.
* {{Crossover}}: This embassy pairs well with the standard TabletopGame/NewWorldOfDarkness SplatBook ''Innocents,'' which contains most of the rules/tips for using children both as players and as Non-Player Characters in this setting.
* FriendToAllChildren: As they’re an embassy based around caring for children, this is a must.
* MagicalGuardian: Though not required, it’s mentioned in more war-torn parts of the world that they serve as this to the children under their protection.
* MagicalNanny: Their shtick and powers in a nutshell. They focus on taking care of children.
* RelegatedMentor: They mentor children, which means they leave as soon as their charge's grow up.
* SpiritAdvisor: Children mentored by the Embassy to Childhood have been known to gain advice from their old mentor in dreams when they need it. However this isn't a literal spirit advisor, it's just how the memories manifest.
* SuperEmpowering: Some of their Privileges allow them to temporarily give part of their Inner Light to children.
[[/folder]]

[[folder: Embassy to Death]]
-->''"Death is an end. But it is not the end"''

'''Nickname:''' Reapers

In the past of the Kingdoms, death had a different nature. The grief of losing a loved one was met with the comfort that they were in better and safer hands. When Death’s eventual scythe struck a sudden blow, the person could remain a little while longer to say goodbye. But in the World of Darkness, death comes painfully, suddenly, and most of all commonly. Ghosts linger behind unable to leave the world by their own hands. The Embassy to Death seek to bring comfort to those grieving and appease the Ghosts that continue to wander, hoping one day to make death as it once was in the Kingdom: not through kicking and screaming but by acceptance.

Marks take the form of dressing in funeral garments appropriate to the Princess’s culture, even up to appearing like angels of death with grey wings. Requirements take the form of the Resolve Attribute and the Empathy Skill.
----
* {{Crossover}}: Thanks to their focus on ghosts, they are obviously the best-fitted Embassy to handle crossovers with ''TabletopGame/GeistTheSinEaters''. To a lesser extent, they are also adapted for crossovers with ''TabletopGame/MageTheAwakening'' if a [[{{Necromancer}} Moros]] or another type of mage with the Death Arcanum is involved.
* DontFearTheReaper: Their modus operandi. The Princesses in the Embassy to Death want to ease the transition of life to death and giving comfort to those dying and dead.
* FeelNoPain: Two of the Privileges specialize in giving Composure and willpower upon pain and wiping out pain entirely.
* HellGate: Not necessarily evil, but a Consul of Death can open an Avernian Gate to enter the Underworld.
* ISeeDeadPeople: A Secretary power allows a Princess to see Ghosts in Twilight.
* MagicMirror: Somewhat. One of the powers lets a Princess create a mirror made of ectoplasm that allows for seeing into Twilight.
[[/folder]]

[[folder: Embassy to the Dreamlands]]
-->''"We live two lives, in two worlds. Each is missing something we dearly need. Our task is to bring them together, to build something new, something whole and complete."''

'''Alternative Name:''' The Lords and Ladies of Sleep

'''Informal Names:''' Daydreamers, Somninaughts, Terriers, The Resistance (defunct), Heralds of the Rooster (defunct)

During the Long Night, as newly Blossomed souls came into the world, they found remaining pieces of guidance from their trapped forbears in the form of the Embassy to the Dreamlands. Their prime mission was simply to learn about the Dreamlands and find a way to break the Trap. Given the Moon landings had broken the Trap, their efforts were ultimately worthless, but they were still useful to the now growing population of Princesses. After all, the Dreamlands has hope but no reality, and the Earth has reality but no hope. If they can combine dream and reality, they may yet make the world have the best of both.

Marks take the form of a mix of sleepwear and exploration equipment. Requirements take the form of the Wits Attribute and Empathy Skill.
----
* AdventureGuild: One that specializes in exploring the Dreamlands.
* AWorldHalfFull: The Heralds of the Rooster believe this to be the case for both the Earth and the Dreamlands. The Earth has reality, but little hope. The Dreamlands have hope, but no reality. Their mission is to bring the best of the two together.
* DreamWalker: They have some powers that can bring other mortals into the Dreamlands.
* LaResistance: They originated as scattered groups of lucid individuals among the Hopeful who had discovered the AwfulTruth of the Dreamlands, and they spent centuries trying to defeat the Wardens and somehow free the rest of their people. While their efforts were ultimately made redundant by the Apollo moon landing triggering the Release, the Heralds of the Rooster simply reformed themselves into a formal embassy dedicated to studying the Dreamlands.
* ShoutOut: All their abilities are named after fictional characters.
* VisionsOfAnotherSelf: A secretary power, ''Christopher’s Parallel Lives'', is using this trope, the waking body and dreamland body able to act on their own.
[[/folder]]

[[folder: Embassy to the Economy]]
-->''"That is a common mistake, the actual quote is “The love of money is the root of all evil.""''

'''Alternative Names:''' The Accountant’s Embassy, The Auditors, The Smith Institute

'''Informal Names:''' Suits (formally pejorative), Taxmen (pejorative), Lamars (pejorative)

The Embassy to the Economy is based on the ideals of Adam Smith, who wrote on both of the workings of economics and ideals of morality must be intertwined with each other. Of course, a common problem is that the greed of people can make them twist the system to their own ends, making illegal money while others suffer. The Smith Institute is of course focused on rectifying the latter.

Marks take the form of formal and mundane attire matching to the culture the Noble belongs to. Requirements take the form of the Intelligence Attribute and the Academics Skill.
----
* BadassBureaucrat: Being an Embassy based on finding criminals within money making systems, this is a given.
* FollowTheMoney: One of the Embassy’s privileges is the ability to tag money a business owns and see what it’s used for or how it’s earned.
* HonestCorporateExecutive: Some members of the Embassy fit the category, but most are crime fighters.
* WhiteCollarCrime: The Embassy is dedicated to opposing this trope.
[[/folder]]

[[folder: Embassy to Ephemera]]
-->''"Listen, you idiot. I know you mean well, but you’re creating fear-spirits like you wouldn’t believe it with your anti-mugger campaign. We’re going to have to find a better way to do this than just appearing and attacking anyone who looks suspect."''

'''Alternative Titles:''' The Animist’s Embassy, Speakers to the World, Guardians of the Silent Hillside

'''Informal Names:''' Shamans, Jumpers.

The Embassy to Ephemera is an Embassy dealing with the Shadow and Spirits. Unlike what their Alternative Titles and Informal Names imply, they do not usually partake in appeasing Spirits. Instead, they focus their efforts on studying Spirits, excorcizing any spirits possessing people and studying how the Shadow and Earth deal with each other and use said knowledge to help make a difference.

Marks of a Shaman take the form of her regalia changing according to the resonance within the Shadow of where she’s at. Requirements take the form of the Presence Attribute and the Persuasion Skill.
----
* {{Crossover}}: Because of their affinity with the Spirit World, they are the ideal Embassy to interact with ''TabletopGame/WerewolfTheForsaken''. A lot of abilities granted it make it easier to interact with Werewolves, including speaking the First Tongue and opening portals to the Shadow.
* HellGate: A secretary power allows them to open a gate to the Shadow as long as they are in an area influenced by a Loci. This is a somewhat dangerous power, as just as they can use it to enter the Shadow, Spirits sometimes use it to get in the World of Flesh.
* IDidWhatIHadToDo: Sometimes the Embassy’s Princesses kill a [[DemonicPossession Spirit-Claimed]] (or its exorcised host) so the Spirit can be properly destroyed and the Host doesn’t have to live with the Spirit’s tendencies living within it for the rest of their lives. Notably, this only goes for spirits reflecting evil stereotypes. An example in the description for the Embassy lists a Spirit of Rape.
* ISeeDeadPeople: Subverted that they can’t see Ghosts, but Spirits instead.
* SpiritWorld: As per an Embassy dealing with Spirits, they tend to deal with the Shadow.
[[/folder]]

[[folder: Embassy to Fortune]]
-->''"You should realize by now, Your Highness. A cat has no duty but to do exactly as he pleases."''

'''Alternative Titles:''' Embassy to the Cat, Those who Walk by Themselves

'''Informal Names:''' Dancers, Stalkers, the Cat’s Girls (only used by the Cat himself)

In the World of Darkness, the forces of fortune run rampant and most Princesses grow to wonder whether they are lucky or unlucky to bear the burdens of hope. Funnily enough, the Princesses didn’t approach making an embassy to fortune, but instead a being called the Cat who claims to be Fortune Incarnate, the foe of Ineluctible Fate, came forth to help Princesses establish the Embassy. Sometimes he says it’s because they’re owed so much good luck because of the Fall. Sometimes it’s because he says the world is tangled so much by bad luck that he has to straighten it out with good luck. Sometimes he says it’s because his Embassy is filled with beautiful women, and he is a tom cat through and through.

Marks of the Dancers take the form of a form of mask and graceful clothes that allow a flexibility in movement. Requirements take the form of the Composure Attribute and Athletics Skill.
----
* DealWithTheDevil: Princesses in this Embassy are actually on speaking terms with their patron, who is willing to use his nigh-omnipotent powers of luck for the Princess's benefit in exchange for doing something for the Cat which usually involves throwing a bit of bad luck on the princess equal to the good luck he would give in the bargain. It's subverted however, in that the Cat makes his workers aware of what they're getting into and that he always keeps his word if the Princess pays the price in bad luck.
* EquivalentExchange: Unsurprisingly, good luck given must eventually be paid back with bad luck with the Embassy of Fortune’s powers.
* LuckManipulationMechanic: All of the Embassy’s Privileges in a nutshell.
* MysteriousBacker: The Cat, the patron to the Embassy of Fortune. Subverted that some of his motives seem known: he wants the Princesses to succeed and untangle the threads of fortune that could sink existence due to bad luck. And also that he’s a bit of a pervert for his workers, being a tom cat through and through.
[[/folder]]

[[folder: Embassy to Lilith]]
-->''"At heart, people aren’t afraid of the dark. They’re afraid of what calls it home. But what about the monsters who have no home but the dark?"''

'''Alternative Titles:''' Children of the Night, Heralds of the Dawn

'''Informal Names:''' Dusks, Rehab Counsellors, Grave Tamers (Derogatory)

Another Embassy within the Dream Version, the Embassy of Lilith is made up of Princesses who are aware of Vampire’s predation upon humanity, and yet also recognize that underneath the Beast still lies the Man inside. The Dusks who inhabit this Embassy seek to bring the man over the Beast, to help Vampires retain attachment to their humanity and to make feeding safer.

Marks of a Rehab Counsellor takes the appearance of sickness, of paling cold skin, bagging eyes, and most importantly looking like any other average Joe out there. Requirements take the form of the Resolve Attribute and the Empathy Skill.
----
* BeyondTheImpossible: While they cannot cure vampires, they ''are'' capable of curing ghouls, and doing so while protecting them from NoImmortalInertia, something usually impossible.
* CreepyGood: They have a tendency to look rather creepy, as described above, and they deal with one of the darkest corners of the World of Darkness, but they are good people.
* {{Crossover}}: With ''TabletopGame/VampireTheRequiem'', obviously. Their entire power set focuses on interacting with vampires, usually with the intent of helping them behave morally.
* FriendlyNeighborhoodVampire: They aren't ones ''themselves'', but they focus on helping actual vampires being this trope. Their powers are partially focuses on making it easier for Kindred, including the ability to lower the limit of what kind of blood they can feed on and tone down the effect of [[UnstoppableRage Frenzy]].
* GoodCounterpart: To the Protectorate of Heliotrope, which focuses on ''killing'' vampires and stealing their stuff.
* GoodIsNotDumb: Despite their efforts of trying to be friendly with Vampires, they’re well aware of [[ManipulativeBastard how manipulative their society, powers and blood can be]]. Most of their Privileges deal with averting them.
* HaveYouTriedNotBeingAMonster: Subverted and controversy of the trope aside, the Embassy does recognize the need for Vampires to feed on blood, but they would desire them to be more ethical in their feeding.
* MonstersAnonymous: Their entire shtick, trying to help Vampires retain their humanity.
* VampireHunter: Not in a malicious way; the Embassy does seek vampires, not to kill them, but to try and help them retain their Humanity.
[[/folder]]

[[folder: Embassy to Machines]]
-->'' "Now that is a beautiful piece of work." ''

'''Informal Titles:''' Mechanists, Techies

The Embassy to Machines is focused on Princesses who find the universe to be filled with awe and wonder, and see the use of Machines as the instruments of wonder that can help the lives of millions.

Marks of a Mechanist take the form of either appearing as a sleek, futuristic [=iPrincess=] appearance, or the appearance of a Wench Wrench or Hammer Men that dominated the ages of technological development. Requirements take the form of the Dexterity Attribute and the Crafts Skill.
----
* {{Crossover}}: While not explicitly stated in their section, their focus on machines make her suitable for interactions with ''TabletopGame/GeniusTheTransgression''.
* EverythingIsAnIpodInTheFuture: One of the aesthetics of Princesses who enter this embassy.
* {{Magitek}}: Any Princess can learn how to create a MagicalAccessory, and any Princess might decide to make one that looks like technology, but only the Embassy to Machines (and only the strongest members) can create a MagicalAccessory that anyone can use.
* TechnologyMarchesOn: In-universe, this Embassy is a hopeful take on this trope, making machinery that can help humanity.
* {{Technopath}}: More than a few Privileges aid in helping machines function.
* UniversalDriversLicense: They have no trouble applying skills at using one kind of machine to any vaguely similar machine. If they learn to drive a car then can apply that knowledge to piloting a jet.
* WrenchWench: The other popular aesthetic for Princesses.
* {{Zeerust}}: It's common for older Princesses who Blossomed before EverythingIsAnIPodInTheFuture to have some other aesthetic to their outfit based on when they Blossomed; RaygunGothic can be found in the oldest Princesses, and CassetteFuturism isn't uncommon for the appropriate generation. SteamPunk is timeless, though, and never seems to go out of fashion.
[[/folder]]

[[folder: Embassy to Night]]
-->''"The night belongs to humanity too, leach. It all belongs to humanity."''

'''Alternative Names:''' Lord/Lady of the Night, Night Witches, Moon Knights

'''Informal Name:''' Bats

The Embassy to Night is an embassy dedicated to the night as a time of beauty, of secrecy, of existence cast in silver and blue. However, as done in the World of Darkness, the night is a dangerous place where many horrible things happen. As a result, the Lords and Ladies of the Night are dedicated to ending what makes the night such a horrible time.

The Marks of a Bat take the form of wearing blues, blacks, silvers and whites of the night sky and the stars and moon that adorn it. Requirements take the form of the Composure Attribute and Stealth Skill.
----
* BoringButPractical: Their actual powers are rather low key. They gain a bonus to stealth, can see in pitch darkness, and at the second level they gain a bonus to see through stealth or subterfuge. However being the StealthExpert can be very useful; as is turning off the lights so that you're the only one who can see a thing.
* DarkIsNotEvil: Being based on bringing the night back into being a time of beauty rather than of evil secrecy, this is the general theme for it’s princesses.
* TheCowl: Being an Embassy based on the Goddamn [[ComicBook/{{Batman}}, this can be a case for the Champions in it.
* TheSacredDarkness: The Embassy believes that DarkIsNotEvil and is full of Champions who hunt down the monsters and criminals who give the night a bad name.
* StealthExpert: They gain a bonus to stealth and to seeing through other people's stealth.
* TechnicolorFire: Any charms a Princess in this Embassy wields that create light as a secondary effect loses that trait, but an extra effect to this is that charms that would make light in general changes to silver or blue. For example, Fuoco charms that produce fire wouldn’t produce light, and said fire is now blue.
* TripleShifter: Almost a requirement to fight evil by moonlight.
* WeakenedByTheLight: A downplayed example with no moral connotations. When a Princess reaches the apex of the Embassy to the Night she becomes irritable and tired during daytime no matter how well rested she should be. Most accept it and become fully nocturnal.
[[/folder]]

[[folder: Embassy to the Ocean]]
-->''"Look down there. It goes for nearly a mile down here; much further in other places. Dark, cold; no air, and many creatures we don’t fully understand yet. But that doesn’t mean we should fear it. It’s a lovely place, really."''

'''Alternative Titles:''' Explorers, Vanguards of the Depths

'''Informal Names:''' Mermaids, Magellans, Divers

The Embassy to the Ocean isn’t necessarily dedicated to the Ocean, but it is dedicated to exploring the unexplored regions and areas of the world, from the depths of the Ocean to Space to the Shadow.

Marks of the Mermaids take the form of seashells forming in their hair, the subtle sounds of waves in the distance and the smell of the sea. Requirements take the form of the Wits Attribute and Survival Skill.
----
* AdventureGuild: Like the Embassy to the Dreamlands, but much more of a focus on finding new places to visit and explore.
* BatmanCanBreatheInSpace: The Ambassador Privilege to this Embassy allows for a Princess to adapt to survive environmental hazards, even including being in the depths of space. Note that it only protects the using Princess from environmental hazards, so even if a Princess adapted to survive in an airless environment she’s not protected against being strangled.
* OurMermaidsAreDifferent: Some of the Embassy’s privileges covers things found for stereotypical mermaids, such as a mermaid’s form, ability to breathe underwater and even enchanting songs.
[[/folder]]

[[folder: Embassy of Stories]]
-->''"So Santa Claus married The Little Mermaid to The Little Match girl and they all lived happily ever after."''

'''Alternative Titles:''' The Storytellers Embassy, The Authors.

'''Informal Names:''' Godmothers/Godfathers, Bards, Editors.

The Embassy of Stories sees the world in terms of stories and tropes running in recurring patterns, usually that of tragedies and pain. Sometimes, the stories even come to life and take others away. To that end, a Godmother’s duty is to enter a story and throw it onto the tracks of a happy ending.

Marks of a Bard take the form that foreshadows her role within the story. For example, a Champion saving innocents appears as TheHero, whereas those teaching younger princesses appear as TheSmartGuy. The only constant appearances is usually that of a leather bound book, reading glasses, or some other form of utensil for making or seeking out stories. Requirements are in the form of the Manipulation Attribute and Expression Skill.
----
* {{Crossover}}: With ''TabletopGame/ChangelingTheLost'' no less, due to them using abilities similar to Talecrafting and drawing power from the Wyrd.
* FairytaleMotifs: Much like Changelings, they have a Fairy Tale theme to them.
* GenreSavvy: It’s required to be a Bard. Heck, there’s even a sidebar that lists how Nobles can count as “[[ShapedLikeItself Nobles]]” when they enter a story.
* InvokedTrope: Possible with their Ambassador Privilege, which outright grants the power of Talecrafting.
* TheoryOfNarrativeCausality: The Embassy of Stories recognizes the plot of the World of Darkness involves loads of tragedies... and their mission is to avert this trope and make happy endings.
* TheStoryteller: The mark of those who are in the Embassy of Stories is usually appearing as this trope.
[[/folder]]

[[folder: Protectorate of Amethyst]]
'''Alternative Titles:''' The Grave Tenders, The Keepers of the Necropolis, The Keepers of Memory

'''Informal Names:''' Funeral Priests, Corpse-Brides (derogatory)

'''Parent Order:''' The Order of the Parrot

They say all are equal in the eyes of Death, but the people of Alhambra call this a farce. Even if people die, sometimes something of the person remains. And while it remains, it still owes it’s loyalty to Alhambra and the Queen of Tears. The fragile servants of Tears must be cared for.

The Protectorate of Amethyst is the Queen of Tears as Lady Protector of the Dead. In Alhambra, the Grave Tenders are responsible for taking care of the resident Ghosts and performing funeral services. On the Rebellious Provinces, the Protectorate’s job is to safeguard the ghosts in the Queen’s name.

The Marks of the Corpse Brides is pale skin, but not to where it’s unhealthy. They gain funerary shrouds that become white, with colors on their regalia becoming muted and distant. Official hairstyle is long, white or silver, and swept back. Requirements take the form of the Presence Attribute and the Expression Skill.
----
* {{Crossover}}: Potentially with ''TabletopGame/GeistTheSinEaters'', as Funeral Priests primarily interact with ghosts.
* DueToTheDead: This Embassy covers this job in taking care of ghosts and the like, as well as looking after the Ghost Princesses that reside in Alhambra. This trope is also inverted. After all, even the undead must still offer service to the Queen of Tears.
* TheNecrocracy: The Protectorate of Amethyst is focused on bringing this quality of Alhambra to Earth.
* SymbioticPossession: ''Sharing Life With Death'' allows a Princess to have a ghost enter her body to enjoy fleshy pleasures or double as transport to and from Alhambra. She may also inflict this on another with ''Blessing the Union of Life and Death''.
[[/folder]]

[[folder: Protectorate of Blue Topaz]]
''Surprised? You shouldn’t be; for one, the third act’s always the one with the big reveal. Second - you’re the one who told me about this place.'''

'''Alternative Names''': Respectful Guild of Actors and Writers, Curators of Inferior Rites (Parrot), Oneiromantic Research Council (Raccoon), Her Eminence’s Messengers (Ghost Owl)

'''Informal Names:''' Playwrights, Ornithologic Conjurors, Mind Knights (respectful, among those authorized to know their true nature), Schemers (insulting), Heretics (very insulting), Alhambran Ministry of Love (Radiant followers only)

'''Attached to Order''': Ambiguous - has charters from Ghost Owl, Parrot and Raccoon under different names.

Only appearing in the Vocation version, the Playwrights are the exceptions of Alhambra's CreativeSterility that proves the rule; while they accept the ability to create art, for them it is the [[PropagandaMachine vessel by which Alhambran ideals may be transmitted to the world]]. Thought by the Orders to be a [[ArmyOfThievesAndWhores dumping ground for the unacceptably eccentric and individual among them]], in truth the Guild are half exactly that, a creative forum for designing art that the Queen feels is acceptably laudatory of the virtues of Alhambra ([[IndividualityIsIllegal exaltation of the group over the self]], [[IDidWhatIHadToDo willingness to do what is necessary]], and [[CulturalPosturing contempt for all those who doubt the previous two]]) for consumption by the Rebellious Provinces. The other half is [[TheChessmaster turning the planet into unknowing method actors in the play "Alhambra's Victory Over All"]], helped by their [[BondCreatures Irim]] familiars.

As befitting a secret Protectorate, the Schemers have an extremely varied set of Marks, all revolving around their view of human motivations as fitting into a spectrum between Love and Fear. To put it simply, their Transformed selves always have the theme of [[DualityMotif duality]]; past and modernity, light and darkness, servant and queen. Given how these motifs can be extremely ''subtle'', an Orinthologic Conjuror who needs to show her true allegiance just shows her Irim.
----
* AffablyEvil: They're remarkably open and fun-loving when off-duty and when in private. They're also fanatically loyal to the Queen of Tears and look down on everyone who opposes her.
* EmotionControl: Their Cuckoo's Egg Privilege allows them to create love or fear of a certain thing, [[ManchurianAgent to be triggered at a certain stimulus]], in the mind of another if they need to really push one of their actors.
* MadScientist: They tend to snap up members of the other orders who show an innovative streak, and are researching ways to purify Taint ([[PragmaticVillainy for more sustainable harvests, natch]].)
* ObfuscatingStupidity: How they [[HidingInPlainSight blend in to Alhambra]]; everyone thinks they're just a bunch of eccentrics ReassignedToAntarctica.
* PatrioticFervor / UndyingLoyalty: Part of what makes them so dangerous is that they serve Alhambra because they love it, not out of tradition.
* ScrewTheRulesImDoingWhatsRight: A very dark version-they don't care for Alhambra's tradition of constant mourning. Rather, they want to [[PragmaticVillainy create new ways to make the world love the Last Empress]].
* TheSpymaster: They are more this than theater types; the actors they use are real people in their schemes.
* SinisterSurveillance: Their ''raison d'arte'' is their ability to use their Irim to invoke this and develop working profiles of their unknowing actors.

[[/folder]]

[[folder: Protectorate of Fused Quartz]]
'''Alternative Names:''' Heralds of the Ineluctable, The Students of Nappilu

'''Informal Names:''' Mannequins, Sibyls

'''Attached to Order:''' Order of the Raccoon

A Protectorate only found within the Vocation version, the Protectorate of Fused Quartz was created when a man named Nappilu was taken in by an Enclave, showing his skills of bending time and fate in ways no Alhambra could understand. Taken into Alhambra, his powers were emulated by the Order of the Raccoon, whose odd plans and the like were a perfect home for studying Nappilu’s powers, and so rose the Protectorate of Fused Quartz, the ultimate planners against the enemies of Alhambra.

The Marks of the Sibyl takes the form of becoming vacant in expression, appearing very much like living mannequins until they show signs they are alive once more. Requirements take the form of the Composure Attribute and the Occult Skill.
----
* {{Crossover}}: With ''TabletopGame/DemonTheDescent'', or at least one of the Unchained is where the Protectorate sprang from.
* FantasticTimeManagement: Most of their Edicts are written in the form of excellent foresight with a bit of time manipulation.
* ForWantOfANail: The ''Butterfly’s Wing'' Edict allows a Princess to make one action that will, by a set of improbable circumstances, proceed to do an action she desired to come to fruition.
* {{Seer}}: They are Alhambra’s Sibyls, who sees omens and signs of things to come.
[[/folder]]

[[folder: Protectorate of Garnet (Dream)/Pyrite (Vocation)]]
'''Alternative Titles:''' The Queen’s Questers (Dream), Her Eyes and Ears (Dream), The Voices of the City (Vocation), The Beacons Among Barbarians (Vocation)

'''Formal Epithets:''' Quester (Dream), Royal Emissary (Dream), Your Majesty (Dream, Questers represent the Queen Herself)

'''Informal Epithets:''' Inspector (Dream), Inquisitor (Dream), Attaché/e (Vocation), Liaisons (Vocation), Natives (Vocation, derogatory), Cuckoos (Vocation, derogatory)

'''Parent Order:''' None, the Protectorate of Garnet is directly attached to the royal palace (Dream) or Order of the Ghost Owl (Vocation)

Despite the numerous differences in names above, the Protectorate of Garnet/Pyrite share one similar duty. Namely, they serve as those who would command the Rebellious Provinces to follow the will of the Queen of Tears and Alhambra. Of course, they have certain differences still. In the Dream Version, the Protectorate of Garnet are representatives of the Queen of Tears herself. In the Vocation Version, the Protectorate of Pyrite pulls it’s ideals from “Unity” and “Obligation”.

There are also differences in the Marks and Requirements of Dream and Vocation. For Dream, the Marks of a Royal Emissary are that of the Queen of Tears before the years took their toll on her beauty. In Vocation the Marks of a Liaison is that of the Princess at their very best.

The Requirements in the Dream Version is the Presence Attribute and Intimidation Skill. But due to representing the Queen of Tears herself, they’re also required to be a paragon of Alhambra’s ideals, shown by owning Lacrima 5. The Requirements in the Vocation Version is the Manipulation Attribute and the Socialize Skill.
----
* AuthorityTropes: You name it, and the Protectorate can take it over.
* DudeLooksLikeALady: In the Dream Version, the Marks of Garnet take the form as appearing as the Queen of Tears herself. Even Princes can be mistaken for being female at first glance.
* GovernmentConspiracy: The Protectorate can easily serve as such.
[[/folder]]

[[folder: Protectorate of Heliotrope]]
'''Alternative Names:''' The Night Audit.

'''Informal Names:''' Night Vultures.

'''Parent Order:''' Order of the Vulture.

A Protectorate found only within the Dream version, the Protectorate of Heliotrope is affiliated with the Order of the Vulture, the order responsible for the Wisp harvests that keep Alhambra alive. Sadly, committing a Wisp Harvest isn’t as easy as going out of Alhambra, throwing charms and running back, it takes time to break even. To do this, they need infrastructure, places for their servants to sleep, etc. Luckily, there’s one type of supernatural that makes havens secretly and subtly away from human eyes, and this Protectorate specializes in killing them and taking their resources for their own. Of course, we refer to Vampires.

This Protectorate represents the Queen of Tears as a benevolent ruler who cares for the downtrodden and banishes all slumlords, gangs and other predators. The Marks take the form as a contrast to the Vampires, their skin becoming tanned and their hair in golden spikes that represents the sun.
----
* AnimeHair: Princesses working for this Protectorate often sport spiky golden hair as one of their Marks, meant to invoke the sun.
* BigBrotherIsEmployingYou[=/=]MookCarryover: Of a sort, the Protectorate of Heliotrope gives Ghouls new lines of work by making them into Sworn for Alhambra.
* {{Crossover}}: With ''TabletopGame/VampireTheRequiem'', as this Protectorate revolves around killing vampires and taking their stuff.
* DarkSkinnedBlonde: Part of their Marks.
* EvilCounterpart: To the Embassy of Lilith and their attempts to redeem vampires.
* ImpossibleTheft: The Modus Operandi of this Protectorate is to find Vampires with good infrastructure, kill them, turn their Ghouls into Sworn and redirect their Blood Bond loyalty towards the Princess using the Edicts. Yes, you read those last two bits correct.
* VampireHunter: As stated, Night Vultures hunt wealthy vampires and kill them for their resources.
[[/folder]]

[[folder: Protectorate of Pyrite (Dream)/Novaculite (Vocation)]]
'''Alternative Titles:''' Alhambra’s Drafting Agency (Dream), The Rebel Guard (Dream, Derogatory), Her Majesty’s Cadre (Vocation), Instructors in War (Vocation)

'''Informal Epithets:''' Drafters

'''Parent Order:''' Order of the Spotted Hyena

Like the Protectorate of Garnet (Dream)/Pyrite (Vocation) above, the Protectorate of Pyrite (Dream) and Novaculite (Vocation) also differ between the versions. In both versions, they serve as part of Alhambra’s forces protecting Wisps at outposts and recruiting people from the Rebellious Provinces. As for differences, the Protectorate of Pyrite (Dream) focuses on dressing up Alhambra as a wonderful place for the provinces outside, hiding the flaws from those the recruit and the flaws in their recruitment from the Queen of Tears in favor of making wisp returns. The Protectorate of Novaculite (Vocation) focuses more on training their recruits for war, ensuring they will be able to defend against breaches of the Darkness and their enemies.

The Marks of a Drafter differs with the Version. In the Dream version, the Drafters dress in elegant clothes and tasteful jewellery that show the perks of joining Alhambra, their hair in golden spikes and even looking well fed and healthy. In the Vocation Version, a Drafter’s clothes are stained with blood and dirt, and the more Shadows the Princess has the more it seems to appear.

The Requirements also differ with the version. In Dream, the Manipulation Attribute and Politics Skill is used. In Vocation, the Presence Attribute and Weaponry Skill is used.
----
* BigBrotherIsEmployingYou: This Protectorate specializes in hiring people from Earth to work for them and their Enclaves.
* {{Conscription}}: This protectorate is “Alhambra’s Drafting Service”.
* {{Doublethink}}: At least within the Dream Version, most recruiters in the Embassy engage in this, hiding Alhambra’s flaws from it’s potential staff, keeping up incentives to work and if a Sworn from Earth is unlucky enough to enter Alhambra, they crush them under the Bureaucracy.
* MookMaker: They have the ability to create loads of Sworn.
* WarIsGlorious: At least, the Vocation Version of this Protectorate seems to think so.
[[/folder]]

!Detroit

!!Detroit Nobility

[[folder: The Radiant Campaign]]

* BadassCrew: They're not well organised, but even their unnamed Sworn members are more dangerous than any other group's equivalent, and the actual Princesses are stronger still.
* ChronicHeroSyndrome: A given for Princesses, and why Automatic Heartland find them too unreliable to work with.
* GondorCallsForAid: Their origin. When the Darkness was detracted Detroit's local Princesses called for aid, and Nobles turned up from all across America.
* MagicalGirlWarrior: Detroit's Princess population is skewen heavily towards Champions.
* RagtagBunchOfMisfits: When the Princesses arrived in Detroit they recruited just about anyone who'd listen, and the leadership is run by teenage girls. This doesn't stop them being the most potent heroic force in Detroit.

[[/folder]]

[[folder: Princess Zari of Swords]]

* AbsurdlySharpClaws: Her nails are explicitly magic.
* BoisterousBruiser: Her leadership style is essentially to do awesome things where others can see her and be inspired.
* AmazonianBeauty: Stated to have the body of an Olympian.
* FemmeFatalons: She has lacquered nails that can carve steel.
* PlayingWithFire: A magical girl with power over fire.
* TheDarkArts: She has a single dot of Tempesta and a Bequest containing the Purgation Charm.

[[/folder]]

[[folder: Princess Mashika of Clubs]]
* AmazingTechnicolorPopulation: A one woman example. When transformed her natural skin colour is ebony with caramel lower arms and her tattoos are actually her (super)natural skin colour.
* CallToAgriculture: If being a Princess wasn't a full time job she'd be a farmer.
* FriendToAllChildren: Runs community farms to give youngsters a work ethic and healthy food.
* GreenThumb: She runs several urban farms.
* HumbleHero: She's a powerful magical being, but happiest when working as a simple farmer.
* PowerTattoo: Focuses her magic through her tatoos. Technically her tatoos are just part of her supernatural skin.
* TeamMom: It's literally her epithet
[[/folder]]

!! Hunter's of Detroit

[[folder: Detroit's Hunters in General]]

* CaptainErsatz: The Hunter factions are all clearly based on groups from TabletopGame/HunterTheVigil. This is intentional to allow for crossover without requiring players to own Hunter books.
* HunterOfMonsters: By definition. Detroit's mortal population aren't waiting for a magical saviour.
* WeAreStrugglingTogether: The Stereotypes make it clear the various hunter factions don't like each other much. Building bridges over old divisions is a theme.

[[/folder]]

[[folder: Operation: Automatic Heartland]]

A secretive operation sent by the USA army to monitor the supernatural situation in Detroit. They're highly skilled, but under funded and bound to follow Washington's directive.

* BadassArmy: Their rank and file have the best stats of all the monster hunters who don't have magic.
* CaptainErsatz: They're clearly an operation run by [[TabletopGame/HunterTheVigil Task Force: VALKARIE]].
* GovernmentConspiracy: A top secret monster hunting operation hidden inside the United States army.
* JustFollowingOrders: They've been ordered to evacuate and destroy Detroit, creating hundreds of thousands of American homeless. It's still in the planning phases, but unless a better option comes along they'll do it.

[[/folder]]

[[folder: Colonel Alexander Hill]]

* ColonelBadass: Is an army colonel who hunts monsters for the men in black.
* ConsummateProfessional: He won't let disillusionment with the army stop him from being the perfect soldier.
* HeroicFatigue: He's only in his forties, but already planning to retire from the army.
* KnightInSourArmor: Truly believes in the ideals of America, but has become very cynical about the politicians running the country.
* ReligiousBruiser: Downplayed. His faith is only mentioned in passing.

[[/folder]]

[[folder: The Neighbourhood Watch Alliance]]

The Neighbourhood Watch Alliance protect Detroit's suburbs and tries to prevent the supernatural problems plaguing Detroit from spreading out of the city.

* BystanderSyndrome: They're proactive in protecting themselves and their neighbourhoods, but aren't that interested in protecting anyone else.
* {{Expy}}: Of [[TabletopGame/HunterTheVigil The Union]]. With a focus on The Union's community relations side.
* PoliticallyIncorrectHero: Members in the LGBT friendly Ferndale suburb are kept at arms length and the Alliance looks down on predominately African American Local 911 for supporting policies that ruined Detroit then begging the taxpayer for help, mirroring a common real life prejudice. Of course Local 911 have an equally prejudiced view of the Neighbourhood Watch Alliance.

[[/folder]]

[[folder: Rachel Ruth]]

* TheBartender: Including the knowledge broker side of things, her job makes her a social linchpin of the Neighbourhood Watch Alliance.
* PoliticallyIncorrectHero: Explicitly prejudiced against the predominately African American population of Detroit.
* TokenWhite: Among the heroes she's the only white character with a full write up.

[[/folder]]

[[folder: Local 911]]

Formed out of Detroit's powerful United Automobile Workers, Local 911 use their skills from the job to defend their friends and co-workers from monsters. By day they build panic rooms. By night they patrol the city, using heavily upgraded cars to travel quickly and to deal damage when they get there.

* CoolCar: Their modus operandi. Local 911 fight with home made armoured vehicles.
* {{Expy}}: Of [[TabletopGame/HunterTheVigil The Union]]. With a focus on The Union's working class labourer side.
* PoliticallyIncorrectHero: Noted to avoid the LGBT friendly Ferndale for fear they'll be MistakenForGay if they go there. They also look down on C.O.R.D. as benefits scroungers and "slaves to welfare". C.O.R.D. are actually [[ReligionOfEvil far worse]], but Local 911 don't know that.
* WorkingClassHero: They fight monsters, and are also politically active in trying to restore Detroit's manufacturing economy.

[[/folder]]

[[folder: Frederick Freeman]]

* CarFu: Frederick is an incredibly skilled driver and often found behind the wheel of a truck with an armoured ram.
* HeCleansUpNicely: Normally found in oil stained workers overalls, but can rock a nice suit when the situation calls for it.
* ICallItVera: His truck is called Phoebe.
* StopBeingStereotypical: It's mentioned that Frederick supports respectability politics. This might be related to both C.O.R.D. and the Lost Boys thinking Local 911 are uncle toms.

[[/folder]]

[[folder: The Lost Boys]]

In Princess evil actions creates [[TheCorruption Taint]]. Which means any smart criminal organisation needs to know how to manage or clean up the Taint they create. The Lost Boys are an alliance of [[GangBangers inner city gangs]] who didn't know how to deal with Taint until it was too late, and teamed up to protect themselves from the monsters they accidentally created. Their neighbourhoods are still blighted by The Darkness but the Lost Boys fight on.

* ALighterShadeOfBlack: They're violent gangbangers, drug pushers, and pimps. In most settings they'd be the villain. Here they're unambiguously morally superior to [[ReligionOfEvil C.O.R.D.]]
* CombatPragmatist: Specialise in using the Darkspawn's animalistic nature against them.
* GangBangers: The Lost Boys are an alliance of inner city criminal gangs who banded together to defend themselves from monsters when nobody else would.
* EvilVersusOblivion: Ultimately they want to survive another day. They fight the Darkness which wants to consume all.
* KillItWithFire: It took them a while to learn how to deal with Taint, now they know they can just burn down buildings.
* DirtyBusiness: To survive and to fight monsters they need money. They get that money from dealing drugs and pimping.
* {{Expy}}: Averted. They're the only group without a clear parallel in TabletopGame/HunterTheVigil. While they have a lot in common with the Jagged Crescent, they neither use alchemy or have ties to a wider international organisation.
* ZergRush: They have more fighters than the other monster hunters, but they're not as well trained.

[[/folder]]

[[folder: Jerome “Four” Lucas]]

* AChildShallLeadThem: He's only Fourteen.
* TheConsigliere: His original role, now he's pretty much in charge.
* TheManBehindTheMan: He runs the Lost Boys, whoever is nominally in charge is really just TheFace.
* TheSmartGuy: Has the highest mental attributes of anyone except [[BigBad Thomas Cotton]].
* TroublingUnchildlikeBehavior: He's a fourteen year old street crime lord.
* StoicWoobie: Grew up in a monster infested inner city hell-hole, and is stated to be clinically depressed. But don't expect him to show any weakness.

[[/folder]]

[[folder: Midewiwin]]

The Grand Medicine Society were a secretive native American group,

* AmbiguousSituation: Because they were active centuries ago nobody really knows anything about them. There's only circumstantial evidence that they were monster hunters.
* HistoricalHeroUpgrade: The Midewiwin were a real group, but in this universe they also dealt with monsters. [[AmbiguousSituation Maybe]].

[[/folder]]

[[folder: Les Voyageurs]]

An alliance of fur traders who've banded together to share information and provide each other with protection from the monsters in the wilderness.

* CrossOver: Unlike most groups, they even have the same name as their HunterTheVigil Counterpart.
* OnlyInItForTheMoney: More like, they want to protect themselves while earning their money.

[[/folder]]


[[folder: The Sons of St. Casimir]]

A historical Polish fraternal brotherhood that protected their immigrant communities from monsters. The group faded away as Polish immigrants assimilated and moved away from their old neighbourhoods.

* {{Expy}}: Averted. They have no parallel in TabletopGame/HunterTheVigil though they do have a resemblance to the unoffical [[TabletopGame/HunterTheVigilDreamCatchers Sons of Cú Chulainn]].
* UndignifiedDeath: Their last surviving member died in a car accident.
* YinYangBomb: While not supernaturally powerful, they practised both Catholicism and Polish folk magic.

[[/folder]]

[[folder: The Talented Tenth]]

* ChurchMilitant: Downplayed, while hardly a superpower they were an organised vigilante movement formed around Detroit's churches.
* {{Expy}}: Of [[TabletopGame/HunterTheVigil The Long Night]], with a greater focus on civil rights and race issues.
* KnowWhenToFoldEm: They realised the bad guy was going to win, and decided to evacuate their communities rather than go down fighting. It worked.
* RetiredBadass: They're retired now, but they're still around and one possibility is bringing them back to Detroit.
* UndergroundRailroad: They originally protected the UndergroundRailroad from monsters. After slavery was abolished some of the members came north to Detroit and continued their heroism.

[[/folder]]

!!Dutchy of Windsor

Just across the river from Detroit is Windsor, Ontario. A healthy city (by the standards of the World of Darkness) with a Princess population of it's own. The Dutchy of Windsor mostly revolves around Windsor University

[[folder: Windsor's Nobles]]

* MagicalGirlWarrior: Mostly averted. Most of the warriors have left for Detroit.
* [[NonActionGuy Non action magical girl]]: Most of the fighters have gone north to Detroit, the Princesses who stayed behind have other callings.
* TheMedic: Windsor is noted to have a lot more Menders than Detroit.

[[/folder]]

[[folder: Princess Courtney Chen of Spades]]

A minor character mentioned to be one of the two leaders of Windsor's Nobles.

* LifeOfTheParty: Her popularity among the Nobles is in part through throwing the best parties.
* TheSocialExpert: She is stated to know everybody.

[[/folder]]

[[folder: Princess Victoria Jones of Diamonds]]

A minor character mentioned to be one of the two leaders of Windsor's Nobles.

* SuperIntelligence: As a Princess of Diamonds this is a given.
* TheSmartGirl: She's a Princess of Diamonds and a research scientist.
* TheProfessor: A professor researching pharmaceuticals, she also uses her position to help Princesses balance their university life with royal duties.

[[/folder]]

!! The Darkness of Detroit

[[folder: C.O.R.D.]]

The shadowy rulers of Detroit, Community Organisation to Reform Detroit (C.O.R.D.) publicly resemble an insignificant community activism group, and to their rank and file they're righteous crusaders fighting against the white oppressor. But the upper ranks have no motive save evil and cruelty for evil's sake.

* AngryBlackMan: An African American community group who preach hatred is a positive force.
* BeneathNotice: All the stereotypes about C.O.R.D. are dismiss them as unimportant or respond to their fake politics.
* HatesEveryoneEqually: Averted with the lower ranks who share the real Detroit's views but the upper ranks are so thoroughly warped by the Darkness that they'll destroy anyone.
* FallenHero: Once C.O.R.D. were a upstanding community group fighting for fair access to housing and against unfair evictions.
* ForTheEvulz: While the rank and file members are motivated by anger at America's legacy of racism and a belief that C.O.R.D. will save Detroit, the leaders do evil for evil's sake.
* MilkmanConspiracy: Detroit is secretly run by... an ineffective community activist group? Justified, C.O.R.D. has access to supernatural powers, which let them subvert officials and put loyal agents in more powerful institutions. The community activism is just a way to get citizens and officials into meetings where they can be infected by Taint.
* NotSoHarmlessVillain: Most Dark Cults are ObviouslyEvil organisations who get taken down by the police. C.O.R.D. proves how dangerous the exceptions can be.
* NotSoOmniscientCouncilOfBickering: Subverted. C.O.R.D. meetings make them look like the kind of ineffective organisation that has pre-meetings to discuss having a post-meeting after the meeting. In reality they do make decisions and implement them, but they're careful not to let outsiders realise that.
* NotSoSimilar: On the surface C.O.R.D. and the radiant are both politically active progressive groups who stand up for the marginalised. Their significant characters even have similar naming styles. C.O.R.D. appear to be the Radiant's most natural allies. However the Radiant are very sincere in their desire to help, while everything positive about C.O.R.D. is a mask to hide a heart of pure evil.
* PoliticallyCorrectVillain: Subverted. In some ways C.O.R.D. are very politically correct. They are an African American community activism group and their associates run programs for LGBT youth when even other charities often turn them away. But they are racist against white people even before you learn they're a ReligionOfEvil.
* ReligionOfEvil: C.O.R.D. is a Dark Cult.
* RestartTheWorld: Downplayed to a single city. C.O.R.D.'s middle ranks are told cutting the African American community's links to a past filled with slavery and prejudice, by destroying Detroit, will make way for supernatural solutions to the community's problems. Only the middle ranks believe this, the lower ranks think they're helping fix Detroit and the upper ranks only care about the destroying part.
* PlayingBothSides: C.O.R.D. are publicly aligned with the African American community of urban Detroit, but they have agents among the white suburbia and it's stated that they'll sideline their African American pawns and relocate to the suburbs if it ever becomes advantageous to do so.
* ThePowerofHate: Subverted. C.O.R.D. preach that the Darkness is a force of justified hatred that will bring retribution for racism. But the Darkness is really a force of corruption which will bring ruin to everything it touches. C.O.R.D. don't shy away from activities that will hurt the black community either.
* UnwittingPawn: The lower ranks believe that the Darkness and C.O.R.D.'s leadership will give them the power to strike back against racial oppression. In reality they're as much of a target as the suburbs.
* VillainHasAPoint: C.O.R.D. are right to say that Detroit has a long and shameful history of racism. The problem is that their leaders are intentionally channelling anger into self-destructive tendencies rather than activism for positive change.
* VillainousGentrification: One of their evil schemes is to use gentrification as a mask to evict long term residents. Notably the sample solutions involve hi-jacking the scheme and turning it to positive ends.

[[/folder]]

[[folder: Thomas Cotton]]

A seemingly cheerful senile senior, Thomas is secretly the most powerful man in Detroit and the leader of C.O.R.D. He is responsible for turning the motor city into a hell-hole of crime, monsters, prejudice, and economic collapse.

* TheAgeless: He's an old man, but he's been an old man since slavery was legal.
* BoomerangBigot: He hates black people even more than white people, as he blames them for dragging him down by association.
* BornIntoSlavery: Specifically an American plantation.
* TheCorruption: Slavery would have turned Thomas into a bitter, hateful, but harmless and tragic man. The Darkness turned him into a monster.
* CompleteMonster: As a human he was a tragic figure. As a Mnemosyne he's irredeemably and unconditionally evil.
* EvilGenius: Explicitly a genius, and the mastermind behind C.O.R.D.
* {{Expy}}: His backstory is Stephen from Film/DjangoUnchained. His modus operandi of using the African American community's legitimate grievances as a justification for omnicidal mania gives him a lot in common with [[Film/BlackPanther2018 Erik Killmonger]] though this was a coincidence.
* ForcedIntoEvil: Thomas was born a slave and didn't have any choice about running a slave plantation or any chance to avoid the evil Taint of slavery before it destroyed his humanity.
* ForTheEvulz: As a creature of the Darkness Thomas does evil for evil's sake.
* NonActionBigBad: He is an old man with a limp.
* ObfuscatingStupidity: Is normally found with a big fake senile smile.
* OmnicidalManiac: As a literal avatar of evil his only goals are to corrupt and destroy as much as he can. While the organisation he runs claims to empower the African American community to strike back against their oppressors, he targets everyone.
* PoliticallyIncorrectVillain: Racist against both African Americans and white Americans. Though he hides it for practical reasons.
* TragicMonster: Thomas started life as a plantation slave and hated it, and despite becoming the ruler of the city he's still trapped living everything he hated about his past.

[[/folder]]

[[folder: Jenni August]]

A young social media personality. While not a member of C.O.R.D. Jenni answers to C.O.R.D.'s leadership and works to keep the cities and suburbs divided.

* TheAgeless: But still young enough that nobody's noticed.
* CompleteMonster: Downplayed, Jenni is a sleeper agent which means she can't do anything too bad without risking her cover. But she is a Mnemosyne, and an avatar of evil.
* ForcedIntoEvil: Jenni was a young homeless woman who was offered support by C.O.R.D. affiliates. This was of course a ploy to transform her into a monster.
* TheMole: A popular member of the suburban political activist community. However her real role is to keep the community from accomplishing much and ensure that C.O.R.D.s' leadership can quickly subvert them if control of suburban politics ever becomes more useful than control over urban politics.
* {{Transgender}}: A key element of her back story. Jenni was kicked out of her home when she came out the closet, leaving her vulnerable to the Darkness' predations.
* TokenWhite: One of two white characters with a full write up.

[[/folder]]

! Fan Splat Queens
[[folder:All Fan Splat Queens]]
This game has a fairly devoted fanbase, and there are those who have done a lot of work in making their own custom Queens. Please limit additions to those that are on the main web page.
----

* RecursiveFanfiction: These are fan-made Queens based on a game that ''already'' was a fan-made supplement for ''TabletopGame/ChroniclesOfDarkness''.

[[/folder]]

[[folder: The Queen of Melodies]]
->'''AKA:''' The Bardic Queen, Mistress of Chords
->'''Follower’s Epithets:''' Bells (Female), Drums (Male), Keys
->'''Kingdom:''' Deserts of Ototeien

The Queen of Melodies believes in [[ThePowerOfFriendship friendship]], that people can acccomplish together anything that'd be impossible alone. Their Invocation is [[MakeMeWannaShout Capriccio]].
----
* ArabianNightsDays: Ototeien takes heavy inspiration from this trope for its aesthetics, being described as an oasis-based kingdom in the middle of a desert. "Desert Wanderer" is a favourite theme among them for their heraldy.
* DualWielding: Their upgrade for the Kensai Charm allows them to duplicate their weapons for this. It also has the additional benefit of allowing them to share it with allies.
* FriendlyRivalry : A weird variant, in that the Queen of Melodies alone has one with ''the entire Court of Spades''. Indeed, she wears many trinkets which are very valuable to her (each of them being a gift from a friend), and she has been known to easily catch all Knaves who tried to snatch these trinkets, taking them back before telling them politely to not take them. Princesses of Spades, being [[LovableRogue what they are]], took this as a challenge, and made a game called “Runaway Rythm” out of working together to steal her trinkets and see how far they can go before she catches them. To date, nobody has been able to go outside the city’s limits.
* MakeMeWannaShout: Their Invocation, Capriccio, is associated with sound.
* ThePowerOfFriendship: While all Princesses believe in friendship to some level, the Queen of Melodies is the one who makes it their hat. Their Charms put an heavy emphasis on teamwork and helping each other.

[[/folder]]

[[folder: The Queen of Brass]]
->'''AKA''': The Brazen Queen, Venus of the Dream, The Ardent One, Our Lady Unburdened
->'''Kingdom''': Shores of Honnō
->'''Followers’ Epithets''': Candids, Ardents, Braves, Exhibitionists (Derogatory), Nudist Beach (Collective, Derogatory)

The Queen of Brass believes in self-expression, and letting go your inhibitions to be honest with people and better help them. Princesses of Brass tend to be straightforward and honest, but also have a reputation of… [[{{Stripperiffic}} wearing very little clothes]], when they are wearing any at all. Their Invocation is Arrossire.
----

* BathingBeauty: The Queen of Brass spends most of her free time (and work time) bathing in the ocean.
* BellyDancer[=/=]DanceBattler: Their Troubadours have a slight tendency to be dancers.
* DefeatByModesty: They can NoSell this, as their entire principles are about not letting yourself be embarrassed. Their Lost Fiber Charm also allows them to inflict it on others, though this is more a side effect than the real goal of this Charm.
* DistractedByTheSexy: In the Dream version, they upgrade for Celestial Grace allows them to essentially stun their opponents with their grace when dodging.
* {{Expy}}: They incorporate elements from [[Anime/KillLaKill Nudist Beach]], whose name is referenced as one of their nicknames.
* NakedPeopleAreFunny: A lot of humor comes from them wearing very little clothes or going around naked - something [[ShamelessFanserviceGirl they rarely are bothered with due to their philosophy]], but other Courts are [[PleasePutSomeClothesOn prone to complain about]].
* TheNudifier: Their Lost Fiber Charm allows them to rip their opponents’ clothes apart, exposing them. Aside from the obvious DefeatByModesty factor, this has the advantage of destroying any armor their opponent might have.
* ShamelessFanserviceGirl: Their entire philosophy embrace this trope, since they reject inhibition and shame. An optional Charm can actually be used to make them ''stronger'' by wearing less clothes.
* {{Stripperiffic}}: Brass's Regalia never have more fabric than there is needed to cover their whole body in a single layer of it. However, almost none of them actually use it all for covering their whole body, and quite a few don't even use all of it, period. Played with in that their suit usually ''are'' practical as far as they are concerned- since they focus on not letting modesty get in the way, they tend to strictly wear what is useful to them, and nothing else.

[[/folder]]

to:


[[index]]
* ActionGirl: The most likely Calling to fit this trope; Champions are reincarnations of heroes and warriors, so they tend to have the most physical prowess and fighting skills out of all the Nobles.
Characters/PrincessTheHopefulCallingsAndAlliesOfTheHopeful
* AsLethalAsItNeedsToBe: Most weapons provided by their Fight Charms can switch between inflicting lethal or bashing damages as an instant action, allowing their user to rely on lethal force only if needed.
Characters/PrincessTheHopefulRadiantAndTwilightQueens
* BoxingLessonsForSuperman: The weapons and martial abilities granted by their Fight Charms are explicitly stated to be compatible with any Fighting Style merit; for exemple, it's entirely possible for a Princess who knows Kung Fu to combine it with Empty Hands, for a sniper to put her training to use when manipulating a wand granted by Levinbolt. The rules also say the shape of the weapon doesn't matter, a Princess magical weapon counts as a single chosen mundane weapon for determining what training is useful. [[AWizardDidIt A Princess could use knife fighting techniques with an enormous war hammer]]
Characters/PrincessTheHopefulForcesOfDarkness
* ChronicHeroSyndrome: They are all about helping and protecting people who are weak or otherwise helpless, and their very first oath is to never abandon those who need them. They can in fact literally regain magic from acting like this, even if the help only consisted in doing a chore for a neighbour.
Characters/PrincessTheHopefulEmbassiesAndProtectorates
* CombatMedic: An optional rule in Vocation allows a Champion to swap out Bless for any other charm tree, allowing a Champion to more easily purchase Restore charms.
Characters/PrincessTheHopefulAshesOfTheMotorCity
* CuteBruiser: ''All'' Princesses could technically fit this trope, but Champions in particular tend to enjoy physical accomplishment for its own sake, and frequently include people more likely to be physically strong, like athletes or brawlers.
* TheDeterminator: They can start with a bonus dot in Resolve, and their Third Oath insist they must never back down from a challenge or accept defeat; if they can't win at something, they are expected to train until they can.
* DumbMuscle: [[SubvertedTrope Subverted]]; the rulebook mentions that Champions are frequently perceived as simple-minded or naturally violent because of their emphasis on physical strength, but also clarifies this is a misconception, and they just prefer to look for direct solutions first; if they can't find a physical solution to a problem, they will break the situation down until they can.
* TheFettered: Champions are expected to swear loyalty to some cause that tells them when they're allowed to fight. ''What'' code isn't as important, and they're free to switch.
* KungFuWizard: A Champion with the Empty Hands Charms and either a good brawling skill or a fighting style merit (or both) can combine her magic with with her fists against her opponents.
* LoyalPhlebotinum: The weapons summoned by Fight Charms can only be used properly by their owners- anyone else trying to use them will suffer a penalty in Initiative and need a Strength of 3+Inner Light in order to even wield it.
* MagicalGirlWarrior: Explicitly inspired by the trope.
* MagicKnight: The Kensai Charm allows them to have a melee weapon, allowing them to use a combination of magic and swordmanship to fight.
* ThePaladin: They fit a lot of the elements associated with the archetype; aside from the fact they draw their powers from the Light, the Charms they have affinities are focused on both improving their fighting abilities and blessing others to reinforce them. The only part they are missing is the healing powers. (Which they can easily have anyway, they just won't get the experience discount for affinity)
* SuperStrength: They can begin with one dot of Transformed Attribute in Strength, meaning even a starting Champion can have an above-average strength in her Transformed State.

[[/folder]]

[[folder: Graces]]

->''"Be the light for the world."''

Graces are the messengers of Hope. They seek guide others to confront their own fears and doubts so that they may better serve the light. They have a natural affinity for charms which grant special abilities, as well as those which affect personal relationships and allow the princess to recognize counter supernatural influences. More often than not, they tend to be leaders among any group of Nobility. They start with an extra dot of [[TheCharmer Presence]] or [[NervesOfSteel Composure]] while out of mundane form.
----
* GuileHero: Obviously their area of expertise, though minus the manipulative aspect as mentioned below. They still nail the "charm, wit political acumen and in-depth knowledge of human nature" part.
* TheLeader: Usually end up the ones leading groups of Nobles, since they tend to have the best mindset for leadership. They are more likely to fit the Charismatic type, but there are enough options to make them fit any type.
* MagneticHero: They can get a bonus in Presence to represent their charisma, and many of their Connect Charms allow them to appear more likable and sympathetic to other people. This aspect of them is best illustrated by their stereotype toward [[TabletopGame/WerewolfTheForsaken Werewolves]]:
-->"I might never know loyalty like you, but your pack has five. In a week I could make fifty friends."
* ManipulativeBastard: [[DefiedTrope Defied]]; Their oaths clearly prohibit this, with the first one forbidding blackmail, threats or MindControl (the last one in particular is a big no no) and the third one stating they should be "honest, not manipulative".
* TheParagon: The Graces exist to show other people (mortal and Hopeful) the way to be heroes in their own right.
* TheSocialExpert: Their signature Charms, Connect, grant them an increased ability to deal with relationships between people.
* ReasonableAuthorityFigure: Graces can restore their magic by fulfilling the duties of a social office, and they have an oath forbidding lies and manipulation. Many of them tend to be politicians, trying to get in positions of authority so they can work to make things better from there.
* RousingSpeech: Judging by some stereotypes from the other Callings, Graces have a reputation of trying to motivate people around them with big speeches. Many of the Charms they specialize into involves inspiring people to act by using the right words.
* SemanticSuperpower: Their signature Charms, Connect, are defined as the ability to create and sever connections between things. This ranges from merely [[MagneticHero developping connection with organizations, people]] and [[FriendToAllLivingThings animals]], to [[PsychicLink connecting two persons' minds telepathically]], to connecting events in order to create a chain reaction. A Specchio Charm even allows to connect two mirrors together to use them as portals.
* SupernaturalSensitivity: They have an affinity for the Govern Charms, which grant the ability to sense and influence supernatural forces in general.
* WillNotTellALie: Graces are expected to be beacons of honesty.
* YouAreBetterThanYouThinkYouAre: One of the ways Graces can recover their magic is by convincing people to act on their positive impulses. This can be anything from [[CannotSpitItOut Spitting It Out]] to a crush to kicking a drug habit.

[[/folder]]

[[folder: Menders]]

->''"Save those who cannot save themselves."''

Menders seek to aide others who are suffering physically or spiritually. The posses affinity for charms that can mend and heal living and non-living things, as well as those that can grant abilities and shape materials. They start with an extra dot of [[SuperIntelligence Intelligence]] or [[SuperToughness Stamina]] while out of mundane form.
----
* ChronicHeroSyndrome: In a different way than Champions, but a Mender is required by her first Oath to heal anyone who asks for their help. And their third Oath insists they must help even those who ''don't'' want their help.
* CombatMedic: While nowhere near as combat-oriented as [[MagicalGirlWarrior Champions]], Menders ''do'' have an affinity for the Perfect Charms, which can grant, among other things, armors, resilience to the elements, superhuman agility, SuperSpeed, [[{{Sizeshifter}} Size-Shifting]] (including the SuperStrength that a gigantic size would imply) and [[{{Animorphism}} the ability to shapeshift into animals]]. Meanwhile their affinity for Shape Charms gives them powerful shields and the ability to reshape the battlefield to their advantage. If properly built, a Mender can prove a force to be reckoned with. Alternatively, an optional rule in Vocation allows a Mender to swap out Perfect for Fight, reducing their potential [[GlassCannon tankiness for offence]].
* GoodIsNotDumb: As noted above, their first Oath states they have to heal anyone who asks for their help, no matter what. Said oath, however, also clarifies that if the one seeking their help is a potentially dangerous creature, they are allow to take precautions to protect themselves and their friends should this [[TheFarmerAndTheViper backfire]], and they don't have to provide aid in the exact manner requested.
* HealingHands: Their signature Charms, Restore, which allows them to heal wounds, cure the sicks and fix objects. Most notably, Balm allows them to literally heal wounds just touching the injured. Regenerate even allows them to cause limbs to regrow.
* TheMedic: One of the three roles they are the most likely to fill, since their Signature Charms include a lot of healing spells, and the very first oath of their Calling insists they must heal whoever is in need.
* MrFixit: Another role they lend themselves to; Several Restore Charms allow them to repair non-living objects, and the Shape Charms (see below) allow them to create the materials they need.
* ThePowerOfCreation: They have a affinity for Shape Charms, which allow them to shape materials at will or make things out of nothing.
* SemanticSuperpower: The Restore Charm is defined as the ability to fix things. This includes both fixing living beings, thus giving them the ability to heal them, and fixing devices or machines, making them fit to repair broken objects as well.
* TheShrink: A third role they lend themselves to, seeing how they are dedicated to heal both physical and mental wounds. Menders of Heart, in particular, are noted to frequently be counselors and therapists rather than doctors or nurses.
* TeamMom: They are frequently motherly, overprotective and tend to display great maturity.
[[/folder]]

[[folder: Seekers]]

->''"Remember for those who forget."''

Detectives, scientists and scholars, seekers are those driven to discover truth and knowledge. The are skilled in charms that allow them to gain knowledge, recognize and counter supernatural influences, and craft illusions. They start with an extra dot of [[IndyPloy Wits]] or [[SuperSpeed Dexterity]] while out of mundane form.
----
* AdventurerArchaeologist: Explicitly listed as one of the roles they can have.
* BadassBookworm: They usually are the kind of people to like libraries and enjoy every bit of knowledge they can find. They also happen to be [[MagicalGirl Princesses]].
* TheEmpath: One of the many visions their Learn Charms include is the ability to sense someone's emotions. Passion's Light, in particular, grants them a Aura Vision allowing them to perceive which emotions are the strongest in someone at the moment.
* GreatDetective[=/=]OccultDetective: Another role they can fill. A lot of their abilities involve collecting information about objects or people (they can, as an example, find out personal information about people by just touching their skin), giving them an edge when it comes to investigation.
* GuileHero: Some of them can fill this role, using deception to befuddle their enemies and unearth hidden things.
* SeekerArchetype: [[ExactlyWhatItSaysOnTheTin Naturally]]. They are obsessed with uncovering the mysteries of the world and increasing their understanding of it.
* ScienceHero: Well, they ''are'' focused on learning and knowledge, which does include science. Their ranks are mentioned to include a lot of scientists.
* CannotTellALie: Of sorts. Their First Oath prevent lying for your own benefit. It does allow not telling the truth about supernatural to [[TheWorldIsNotReady people who aren't ready to hear it]], however.
* MasterOfIllusion[=/=]MasterOfDisguise: They have a affinity for Appear Charms, which grant them the ability to cast illusion. A frequent use of this ability is to alter or conceal their features.
* TheSmartGuy: The most likely role they are to fit in a Nobility group; they ''are'' focused on knowledge, after all.
* TheSpymaster: Another role they are pretty good at, especially in the more military-oriented Courts or Tears and Storms; Between their ability to produce illusions or disguise themselves, their multiple {{Stat O Vision}}s allowing them to learn almost anything, and their natural inclination toward finding and delivering new informations, they make perfect spies and scouts.
* StatOVision: Thanks to their combined access to Govern and Learn, they have access to almost all the different visions Charms can provide.
* SuperIntelligence: Their signature Charms, Learn, grant them abilities based on this. Said abilities included increased sense of observation, or the ability to assimilate knowledge from an entire library in a matter of minutes.
* SupernaturalSensitivity: They have an affinity for the Reflected Light and A Magical Girl's Eyes Charm, which both grant them the ability to sense the supernatural.
[[/folder]]

[[folder: Troubadours]]

->''"Be inspired by the silent."''

Troubadours are artists and performers, seeking to bring joy and enlightenment through their works. They have an affinity for charms of illusion as well as those that arouse emotions and shape materials. They start with an extra dot of [[TheCharmer Presence]] or [[SuperSpeed Dexterity]] while out of mundane form.
----
* AdmiringTheAbomination: Their stereotype towards the [[TabletopGame/LeviathanTheTempest leviathans]].
-->That's just horrible, and maybe just a little bit beautiful. Wait! What am I saying?!
* ArtAttacker: All Troubadours are artists of some kind, so the more combat-oriented ones will usually use their creations as a mean to fight opponents. By combining "Living Image" with the right Charm, they can literally create a piece of art that make Darkspawns feel so bad they explode.
* TheBard: Troubadours are artists, which covers storytellers and poets. They are in no way limited to this, though.
* BeginnersLuck: Some of the Inspire Charms (one being actually named after the trope) allow them to grant this to others, either giving bonus or removing penalties to a character for doing something she hasn't even done before.
* CloudCuckooLander: The rulebook mentions Troubadours are frequently perceived by most people as "people with their head in the cloud".
* FunPersonified: Above everything, Troubadours like to bring joy and fun to others.
-->'''To Seekers''': Do you remember your teacher's lecture on the states and their capitals? No? Do you remember that song from WesternAnimation/{{Animaniacs}}? Yeah, it's like that.
* MagicIdolSinger: Any Princess that fits the trope is probably a Troubadour.
* MasterOfIllusion[=/=]MasterOfDisguise: Along with the Seekers, they have an affinity for Appear Charms to reflect their skills for acting and disguise.
* MusicForCourage: A lot of the Inspire Charms, such as Rousing Song of Heroism, are built around inspiring and encouraging people through music and songs.
* NoSocialSkills: Frequently their weakness; Troubadours tend to be so lost in their art and symbolism and as a result have a hard time understanding other people's impatience with their "hobbies".
* PluckyComicRelief: The most likely Calling to fit that role. They are artists with [[CloudCuckooLander frequently eccentric tendencies]] trying to uplift people, and some of them like to do that by cracking jokes.
* ThePowerOfCreation: Fittingly considering they usually are artists, they have access to the Shape Charms.
* QuirkyBard: ''[[AvertedTrope Averted]]''. Troubadours have access to the [[MasterOfIllusion Appear Charms]] and the [[ThePowerOfCreation Shape Charms]] (the latter covering [[DeflectorShield one of the strongest shields in the game]]), and their Inspire Charms grant them control over emotions. They are far from being useless.
* SavingTheWorldWithArt: Quite literally their mission statement.
* ShoutOut: Their signature Inspire charms are usually named after songs.
* TheStoryteller: A role they can frequently fit; telling stories ''is'' a form of art, and many of them are the reincarnation of bards and storytellers.
* TrueArtIsAngsty[=/=]TrueArtIsBoring[=/=]TrueArtIsIncomprehensible: [[invoked]] [[DefiedTrope They're not fans of any of that]]. Their art is intended to inspire, uplift, and enlighten. In fact, their First Oath explicitly forbids them to use their art to "make people afraid of their own identities or trick them into silence".

[[/folder]]

!Radiant Queens
[[folder:All Radiant Queens]]
The Radiant Queens are the five Queens who were imprisoned in the Deamlands by the Darkness to prevent them from interfering. They have been trapped there for most of the recent centuries, and only got freed recently thanks to the Apollo landing breaking the illusion. They are now trying to bring light and hope back to the world.
----
!!Tropes applying to all Radiant Queens:
* TheAgeless: Downplayed; Queens have enough power that they can actually stop their aging if they wish, making them this trope. It's not an obligation however, and they typically let themselves die and reincarnate every few centuries to preserve their mental health. The [[ModestRoyalty Queen of Clubs]] prefers to ignore this option and just let herself age normally in each of her incarnations.
* BenevolentMageRuler: All Radiant Queens are powerful magic beings whose power basically make them {{Physical God}}esses. And they all use their abilities to rule their kingdom fairly and support their people.
* BigGood: Or more accurately, Big Good Ensemble. The five Radiant Queens are the most powerful servants of the Light, and a major force of good in the setting. They probably also qualify as this to the ''TabletopGame/ChroniclesOfDarkness'' at large, since given [[CrapsackWorld the kind of setting this is]], they probably are ''the'' strongest unambiguously good beings, period.
* DividedWeFall: The reason the Darkness was able to defeat their Kingdom and trap them in the Dreamlands; at some point in the backstory, they became self-righteous and started fighting each other over who had the right definition of what was good; this distracted from their usual duties of fighting the Darkness, allowing its Taint and servants to spread until they were numerous and smart enough to carry out an effective plan. Thankfully, in present day, [[TaughtByExperience they have learnt from this mistake]], and are in good relationships with each others.
* GoodIsNotDumb: Unlike the [[WellIntentionedExtremist Queen of Tears]] and the [[KnightTemplar Queen of Storms]], the Radiant Queens are unambiguously heroic and good. Unlike the [[WrongGenreSavvy Queen of Mirrors]], however, they ''do'' realize [[CrapsackWorld what kind of world they live in]], and are willing to compromise when it's necessary.
* HopeBringer: All Queens and Princesses are supposed to be this, but really, considering how the Twilight Queens have turned out, the Radiants are the only one who do a decent job at it.
* MightAsWellNotBeInPrisonAtAll: A rare heroic version. They were trapped in Dreamlands alongside their Princesses, where its LotusEaterMachine effects keept them in check while the Darkness spread in the world. Ever since the release they have been able to leave at any time, but they chose to stay and support them through guidance and Invocations rather than start fresh as Princesses-- in fact, this actually makes it ''harder'' for the Darkness to kill them and their Courts, since that'd require invading the Dreamlands.
* PlayingCardMotifs: Though not their actual titles, most Princesses have taken to naming the Queens after various playing card suits, if mostly because the Queen of Diamonds actually has "Queen of Diamonds" as one of her titles. Clubs, Diamonds, Hearts and Spades are named after this, while Swords follows TarotMotifs below.
* PhysicalGod: Though the Radiant Queens' powers currently are limited to the Dreamlands, all Queens, including them, are insanely powerful, being capable of feats such as [[TheAgeless cancelling their aging process]], resurrecting people with even more efficiency and ease than the strongest Mender, or creating a PocketDimension the size of a kingdom.
* ReasonableAuthorityFigure: All Radiant Queens are benevolent monarchs who lead their kingdoms fairly, offer all the support they can to their Princesses and seek to bring good back to the real world.
* RoyalsWhoActuallyDoSomething: Downplayed; each Radiant Queen is heavily active in governing her kingdom, but said kingdoms now only exist in the Dreamlands. When it comes to Earth, they only serve as mentor figures to Princesses. This is because the only way they could leave the Dreamlands is to reincarnate as a Princess (which would considerably weaken them and weaken every Princess who practices their Invocation), so they know they can do more good as a Queen, even if it is indirectly.
** Given that you become a Queen by becoming the beloved ruler of an entire nation, they must have done some very impressive stuff back when they were alive.
* SealedGoodInACan: They were trapped in the Dreamlands, and only recently managed to break free thanks to the Apollo landing breaking their prison. Nowadays, they could ''technically'' get out, but they wouldn't be as powerful as they are in the Dreamlands due to their Courts still being here, so they prefer to stick with their Kingdoms and help the Princesses in the real world through guidance and advice.
* TarotMotifs: The Queen of Swords is named after the Tarot version of the Spades Suit.
[[/folder]]

[[folder: The Queen of Clubs]]

->''"You can't control the world, but you don't need to."''

->'''AKA:''' The Matron of the Forest, the Mother
->'''Followers' Epithets:''' Wilds, Turtles
->'''Kingdom''': Forest of Wen-Mung

The Queen of Clubs is loosely based on Taoism, with hints of environmentalism. Her Princesses tend to blend the best of modern life with spiritualism. Fittingly the Queen's philosophies emphasize finding a way to express your true self in harmony with the world, accepting and adapting to change, and to avoid committing violence. Club's signature emotion is Harmony and tranquility. The Wilds can [[InHarmonyWithNature choose to allow an action to be taken against them with no resistance and use the same action at a greater effect later]] for their practical magic. In Dream, the Sworn of Clubs Practical Magic allows them to gain a merit that is fitting to their surroundings up to their dots of Legno. Their Invocation is [[GreenThumb Legno]].
----

* {{Animorphism}}: As part of their association with nature, the Legno Charm ''Skinchanging'' allows them to shapeshift into animals.
* TheBeastmaster: Several Legno charms deal specifically with animals, and Legno in general is easily applied to animals. Taken UpToEleven with their [[SuperMode Avatar Charm]], ''Peacable Kingdom'', which turns its user into a BeastMan whose mere presence presence makes all animals surrounding her sentient, capable of speech and inclined to support her.
* BoldExplorer: Seekers of Clubs tend to be a variant of this, delving into jungles to find new kinds of herbs, animals or beautiful vistas.
* {{Druid}}: They are never explicitly referred as such, but many of the Legno Charms cover abilities usually associated with druids, including talking with and controlling animals, turning into one or manipulating plant life.
* FriendToAllLivingThings: The Court of Clubs tend to be the one to have the most affinity with animals and plants; practically every animal in Wen-Mung is friendly with the inhabitants, and several of the Legno Charms allow their user to communicate and gain assistance from animals. Wen-Mung is also described as a beautiful forest where the human and Noble inhabitants live in harmony with all the animals. They can even befriend ''[[TabletopGame/WerewolfTheForsaken spirits]]'' with the proper Charms.
* GardenGarment: Ivy and leaf motives are a very common choice of clothes for Princesses of Clubs.
* GlacierWaif[=/=]StoneWall: They usually don't particularly look much more durable than any Princess, but if a Princess of Clubs doesn't want to move, good luck trying to force her, because they have a lot of charms allowing them to enhance their resilience and stamina; there is a reason one of their nicknames is "Turtles".
* GranolaGirl: Members of the Court of Clubs are typically stereotyped as being very hippie-like, in touch with nature, peaceful and trying to leave in harmony with the world.
* GreenThumb: Their signature invocation, Legno, focuses around affecting living plants, wood, or [[TheBeastmaster living animals]].
* HarmonyVersusDiscipline: The Harmony side. The Queen of Clubs believes in being in harmony with both nature and yourself, and that you should try to move along with natural change rather than force it; she even allows herself to age normally between each of her reincarnations. This Philosophy frequently puts her Court at odds with more Discipline-aligned Princesses like [[TheEmpire Tears]], [[TheSpock Diamonds]] and [[TheChainsOfCommanding Hearts]], who accuse them of doing nothing of value to improve the world.
* InHarmonyWithNature: the ideal Clubs try to live up to, along with being in harmony with everything else.
* ModestRoyalty: The Queen of Clubs rejects all finery, instead wearing only spare clothes gifted to her by the working women of her kingdom. She also let herself age like a normal human in each of her incarnations, even though Queens have the ability to be TheAgeless.
* NatureHero: The Queen is also called the Matron of the Forests and her followers are sometimes known as Wilds. That about sums it up. Princesses of Clubs also frequently have profession related to nature, like Park Ranger Champions or Environmentalist Graces.
* NobleSavage: The people in Wen-Mung have a simple life of living in agriculture and having practically tamed every animal in their forest without even harming them.
* NotQuiteDead: The Charm ''Last Breath'' can be used to cancel the last damage when their health is filled with lethal or aggravated damages, effectively saving them in emergeancy situations.
* ReluctantWarrior: While they can and will fight if needed, Princesses of Clubs prefer to solve a conflict peacefully whenever possible. To illustrate this, starting a fight loses a Princess' access to Legno. Even their Champions usually prefer to favour defensive tactics and [[GradualGrinder gradually wear their opponent down while inflicting them as little damage as possible]].
[[/folder]]

[[folder: The Queen of Diamonds]]

->''"Your heart can show you where you need to go, but only your head can get you there."''

->'''AKA:''' The Crystal-eyed One, Lady of Clear Water, the Philosopher Queen
->'''Followers' Epithets:''' Crystals, Lights, Hope-Engineers
->'''Kingdom:''' Danann Archipelago

The Queen of Diamonds embodies Enlightenment values. Her courtiers aren't exclusively scientists, engineers or academics, but every member believes in the power of reason to improve the world. Her chief philosophies are to think through a problem before attempting a solution, to educate others, and to focus on big picture structural changes. Diamond's signature emotions are curiosity and wonder. Depending on which version of corebook owned, their practical magic differs. In the Dream version, the Hope-Engineers can create a plan (she must spend at least an hour planning) for a broad goal and when pulling off the plan, she may spend a wisp up to Acqua times [[CrazyPrepared to declare for what cases she's prepared for.]] In the Vocation Version, the Crystals may spend a wisp to [[HiveMind divide their consciousness into two and carry out extended mental tasks.]] In Dream, the Sworn of Diamonds Practical Magic allows them to add their Acqua to rolls to create equipment. Their Invocation is [[MakingASplash Aqua]].
----
* AwesomenessByAnalysis: The Court of Diamonds typically approaches a problem by carefully analysing it until they have a good understanding of it, then try to use the acquired knowledge to cut the problem to the root.
* BadassBookworm: Any Champion of Diamonds is going to be this or GeniusBruiser, as can Diamonds members of the other Callings.
* CelibateEccentricGenius: Downplayed. The Queen of Diamonds isn't interested in romance but she has one night stands.
* CoolTeacher: Diamonds have a philosophical belief in the importance of education. Troubadours of Diamonds are usually trying to make learning fun.
* CrazyPrepared: In the Dream version, this is the effect of their Practical Magic; a Princess of Diamonds can spend an hour and making a plan with a particular goal in mind. In later scenes, whenever she ends up facing an obstacle, she can spend a Wisp and declare a number of times equal to her dots in Acqua that she prepared for this.
* CrystalSpiresAndTogas: The Danann Archipelago is described as a subartic civilization covering hundreds of islands, with crystalline towers made of ivory and glass, sleek hydrofoils and aircraft as the main transports, and advanced heat control technology used to maintain a warm climate. [[ProudScholarRaceGuy Their society is intellectual, with a lot of philosophers and scientists, as well as many artists.]]
* EmperorScientist: The Queen of Diamonds is one of the few characters to be both an EmperorScientist and a SorceressQueen at the same time. She is equally happy studying [[SufficientlyAnalyzedMagic magic]], {{Magitek}} or science.
* TheDarkArts: [[DefiedTrope Defied]]. The Queen of Diamonds is in favor of the safe and responsible use of the Twilight invocations (specifically Lacrima and Specchio) for benefits that can't be found in the Light invocations. You're more likely to hear the Lights argue for or against a particular kind of magic because it's ''dangerous to the user'', rather than because it's ''evil''. This doesn't apply to the magic of the Darkness itself, however.
* HeelFaceTurn: Acqua is the invocation that's necessary for redeeming the Darkened and healing their souls.
* LightIsGood: One of their epithets is "Lights." Though their motif isn't as strongly associated with Light as Mirrors' is and they also lack their solipsistic insanity, the Princesses of Diamonds genuinely work for the good of all.
* {{Magitek}}: Seeing how their philosophy is based around knowledge and their Seekers tend to learn everything in both science and magic, they are prone for combining the two. Their outfits are described as frequently having a futuristic, science-fiction feel to them, with computer readouts built into sleeves or gloves or gadgets such as scanners.
* MakingASplash: The Aqua Invocation's main element.
** AnIcePerson: Part of the water association.
* MeasuringTheMarigolds: Averted, curiosity and wonder are their signature emotions. And while the Queen of Diamond might look like TheSpock, [[TheWomanWearingTheQueenlyMask this is just a facade]].
* {{Meganekko}}: The Queen of Diamonds is described as wearing glasses in private. To note, she ''could'' easily have fixed her eyesight, but just never bothered to do it.
* ReallyGetAround: Downplayed; the Queen of Diamonds is mentioned to have a lot of occasional one-night-stands rather than a consort.
* RedemptionInTheRain: The symbolism is there: Acqua is the invocation for cleansing and redeeming the Darkened.
* RomanticismVersusEnlightenment: The Enlightenment side.
* ScienceHero: Technology can be mass produced, magic generally cannot. Diamonds base an entire philosophy around this.
* ThePhilosopherKing: The Queen of Diamonds is also known as The Philosopher Queen and she believes in the ability to practice pure unclouded thought as a cardinal virtue.
* TheSmartGuy: Their entire philosophy is based around knowledge, so the large majority of them tend to be scientists, teachers, intellectuals or erudites in some form.
* TheStrategist: Champions of Diamonds tend to have affinity at leading armies and coming up with strategies, making them skilled generals.
* SuperIntelligence: Their Bless Charm allows them to enhance their Intelligence and Wits. Taken UpToEleven with Acqua's Avatar Charm, ''Books in Running Brooks'', which allows a Princess to instantly fill her mind with knowledge equivalent to an entire ''library''.
* TheOwlKnowingOne: The Queen of Diamonds is always travelling with an owl, which she calls Plato. Everyone wrongly believes the bird to be nothing but a pet to her, but in truth Plato is TheSpymaster in the kingdom, as well as a powerful magic practicioner and possibly the second smartest person in the kingdom after the Queen herself.
* TheWomanWearingTheQueenlyMask: The Queen of Diamonds herself, in public she acts like TheSpock. In private she reverts into a GenkiGirl. She doesn't mind wearing a mask though.
* WillNotTellALie: Lies without a good reason bar the speaker from using Aqua. Playing the MetaphoricallyTrue or YouDidntAsk cards doesn't prevent it, either.
[[/folder]]

[[folder: The Queen of Hearts]]

->''"We're not calling ourselves Princesses because our childhood fantasies came true. Nobility means something."''

->'''AKA:''' The Rose Bride, the Gentle Patroness, the Queen Regnant
->'''Followers' Epithets:''' Jewels, Flowers (female), Gallants (male), Rocks (often derogatory)
->'''Kingdom:''' City-State of Andarta

The Queen of Hearts believes in politeness, responsibility trust and duty. Her Princesses believe that building and leading social institutions is key to making a better world. Heart's chief philosophies are to bring people together in community, to honor traditions and that authority must be earned. Heart's signature emotions are trust and duty. Depending on which version of corebook owned, their practical magic differs. In the Dream Version, the Jewels may give others as a bonus to rolls, so long as said rolls are carrying out an order the Jewel gave. In the Vocation Version, the Jewels may gain an exceptional success with lower successes required so long as she is acting on her role in her organization. In Dream, the Sworn of Hearts Practical Magic allows them to add the lower of their Terra or Status to a roll where they're acting for the organization they have status in. Their Invocation is [[DishingOutDirt Terra]].
----
* BeautyIsNeverTarnished: Twisted. While hearts have no special abilities to prevent their beauty from being tarnished, they can make themselves look as good while covered in blood and mud as they would while sparkling clean. So long as they have a good justification for their appearance it will shine through. After all, nobility is about duty and duty can get messy.
* TheChainsOfCommanding: While all Princesses have to take leadership seriously or risk their KarmaMeter the Court of Hearts are the ones who's philosophies put the most emphasis on responsibility and leadership. A side effect of their Avatar Charm also makes them especially vulnerable to the burdens of leadership.
* ComesGreatResponsibility: One of Hearts' signature emotions is duty, and their entire ideal is about how they must prove worthy of their power by using it responsibly and protecting people with it.
* CulturedBadass: As a representation of the ideal nobility, Princesses of Heart are expected to be well-educated, sophisticated and courteous. Which is in no way incompatible with being capable of kicking ass, especially for their Champions.
* DishingOutDirt: Terra's associated element is Earth.
* DivineRightOfKings: Defied. Despite being the most traditionalist court and the ones who take words like "noble" and "princess" seriously, the Court of Hearts believes that authority belongs to people who earn it by working hard to become and to remain good leaders. Nobles of Heart who seek to get in position of power in order to improve the world typically try to do it by the rules, with the proper elections and approbation from people.
* {{Expy}}: One of the primary inspirations for the Queen of Heart is [[WesternAnimation/MyLittlePonyFriendshipIsMagic Princess Celestia]]; both are benevolent, dignified {{Reasonable Authority Figure}}s representing the ideal ruler.
* GoodIsOldFashioned: Frequently accused of suffering this trope. According to the stereotypes, many of the Courts feel like Princesses of Hearts attach too much value to outdated traditions that can no longer work today. As noted below, this isn't entirely true.
* GoodOldWays: Played with; Princesses of Hearts do believe a lot in traditions and customs, and usually try to preserve them. However, they do believe in improving the world, so when they meet a tradition they cannot condone, they will usually try to replace it with a new, more adapted one.
* GuileHero: A different kind than Spades. Rather than manipulation and trickery, they specialize in politics and charisma, trying to use the system to their advantage to improve the world.
* HappilyMarried / ReincarnationRomance: The Queen of Hearts and her unnamed husband. She is the only Queen to be confirmed as such-- the Queen of Swords practices {{Polyamory}}, the Queen of Diamonds is single but has occasional one-night-stands, and the other Queens' marital status are unknown.
* HarmonyVersusDiscipline: The Discipline side, of the law and civilization variety; the Queen of Hearts believes society and traditions should be used to ensure everybody does what is best for the whole.
* KnightInShiningArmor: Male followers of the Queen of Hearts frequently like to dress in shiny medieval armors in their transformed form. It's mentioned some female ones like this look as well.
* MagneticHero: To be expected, seeing how charisma is a big part of their ideal. They can use their magic to augment their presence and social attributes as a way to illustrate this.
* ManOfKryptonite: The Bless Charm ''Fists of Jade'' enchants the hands of an ally with the properties of jade, which burns creatures of the Darkness on contact. It can be upgraded to extend to weapons as well.
* MenUseViolenceWomenUseCommunication: The relationship between the Queen of Hearts and her husband twists this trope into a pretzel. The Queen governs her kingdom and sends her husband to fight duals on her behalf, because she's so powerful that it would be improper for her to fight personally. In reality she's a MasterOfAll aspects of leadership which means she's a fearsome warrior queen when the need arises; while her husband is a diplomat.
* NotSoDifferent: From Princesses of Tears; as acknowledged in their respective stereotypes toward each other, both have similar values based on duty, nobility and traditions. Because of this, Alhambrans have somewhat more respect for them than for most Radiant Princesses. Princesses of Hearts on the other hand feel like the Court of Tears is just using these values as a justification, and [[MotiveDecay has forgotten what it truly means]].
* PowerOfTrust: They are big believers of this. To them, a society where everyone can trust each other is more likely to work. Terra's Avatar Charm, ''Wearing a Heavy Crown'', allows its user to enhance the efficiency of a group's teamwork if everyone trust her as the leader. Their Invocation can also be applied for free if they use it on a mortal who trust them enough to give them his consent.
* ReasonableAuthorityFigure: While all Radiant Queens technically qualify as this, the Queen of Hearts stands out as a notable mention because it's a major part of the ideal she stands for. To Princesses of Hearts, a crown is a symbol of responsibility, and they must act accordingly by guiding people and proving they deserve their trust.
* SheCleansUpNicely: One of Terra's specialties is making things beautiful.
* SilkHidingSteel: A Princess of Hearts is scrupulously courteous (otherwise Terra stops working for them), and they tend to favour very formal clothes, such as elegant ballgowns and elaborate jewellery. They are still just as dangerous as any other.
** When the need arises the Queen of Hearts leads her army from the front.
* TheSocialExpert: By far the most social-oriented of the Courts. Even their Menders tend to be psychologists and therapists rather than nurses.
* TheWomanWearingTheQueenlyMask: {{Averted}}. As the rulebook puts it:
--> The Queen of Hearts is a Queen wearing a mask. She is not a woman wearing the mask of a Queen, the few people who have seen her in private all agree she is a queen through and through. No, The Gentle Patroness is a Queen with a crown for every occasion. In times of peace she is a public speaker without peer and a patron of charities and the arts. In times of uncertainty she is a diplomat, a peacemaker and a rock of stability. In times of war she is a warrior-queen, the first to charge and the last to retreat.
[[/folder]]

[[folder: The Queen of Spades]]

->''"Lighten up! This will be fine, and if not we'll just run for it."''

->'''AKA:''' The Queen of Knaves, [[KingOfThieves the Queen of Thieves]]
->'''Followers' Epithets:''' Knaves (affectionately derogatory), Rogues (affectionately derogatory), Soundrels (affectionately derogatory)
->'''Kingdom:''' Confederacy of the Four Winds

The Queen of Spades favors good humor and lateral thinking. Her Princesses are jesters, rogues and scoundrels who do their best thinking unfettered by social orthodoxy. Spades' philosophies are to think outside the box, to spread laughter, and to think and run quickly so you don't get caught. Spades signature emotion is Laughter. Depending on which version of corebook owned, their practical magic differs. In the Dream Version, Princesses of Spades may wipe away traces of evidence to their existence, [[LaserGuidedAmnesia even from other people's memories.]] In the Vocation Version, Princesses of Spades may help [[TheRunaway herself or others escape the wrath of authorities.]] In Dream, the Sworn of Spades Practical Magic allows them to aid in making a false Clue or tampering with one, and to add Aria to rolls for Stealth, Athletics, Streetwise and/or Subterfuge to get out of trouble. Their Invocation is [[BlowYouAway Aria]].
----
* BewareTheSillyOnes: Because of their inclination toward humor and unorthodox solutions, Princesses of Spades have a reputation as lazy and immature pranksters who- [[DidYouJustScamCthulhu What do you mean they managed to scam True Fae!?]]
* BlowYouAway: Aria is strongly associated with wind and speed and the Invocation favoured by the Queen of Spades.
* CrazyEnoughToWork: The Queen of Spades encourage her Princesses to try solutions like this, as she likes out the box thinking better than obvious solutions.
* FragileSpeedster: Champions of Spades tend to be this compared to their counterparts; they are much faster and more agile, capable of easily dodging both bullets and melee weapons, and some of their Charms even allow them to fly, but their tendency to rely on dodging means they can't take as many blows.
* {{Flight}}: One of the Aria Charms, Wings of Air, grants its user the ability to fly.
* FunPersonified: Well, Humor ''is'' their signature emotion, so this trope is a given.
* GuileHero: Comes with the Trickster side of their ideal; since they favor humor and taking the enemy by surprise, Princesses of Spades are good at manipulating and outsmarting the opponent, especially since their Practical Magic can be used to enhance their Wits and manipulation skills. Most notably, the crossover section of the wiki mentions some of them managed to scam [[TabletopGame/ChangelingTheLost True Fae]].
* KarmicTrickster: What Spades strives for, sans the selfishness. Spades ''love'' to pull pranks on people they feel deserve to be humbled or punished.
* KingOfThieves: "The Queen of Thieves" is one of the Queen of Spades titles.
* LoveableRogue: The Stereotypical Princess of Spades; their ideal is about freedom, breaking the rules and using their wits, and quite a few of them actually ''were'' criminals who Blossomed through a heroic effort to turn their life around. One of the nicknames for them even ''is'' "Rogues".
* TheCuckoolanderWasRight: Spades encourages both humor and out the box solutions, but they also have the ability to enhance their Wits.
* PluckyComicRelief: To be expected, considering humor is a big part of their philosophy; Princesses of Spades tend to crack a lot of jokes and put effort into making people laugh.
* RebelliousSpirit: Aria encourages this sort of behavior, and disapproves of imposing on anyone as a whole, to the point trying to do so will make you lose access to the invocation.
* ReformedButNotTamed: Downplayed; while she never really was evil as far as we know (never Darkened-level of evil, at least), the Queen of Spades used to be a rebel before being made a royalty. It's mentioned she still feels nostalgic of her days as one, and likes to travel disguised as a commoner so she can play pranks and jokes on people. Infamously, she is responsible for about half the graffiti in her kingdom.
* SitcomArchNemesis: Seems to be perceived that way by Princesses of Tears. The Tears stereotype toward them is almost as violent as the one toward Stormites, but whereas Stormites are actually called "monsters", Spades are criticized as being "insubordinate curs" with "no regard for the burdens of leadership". They don't quite consider Princesses of Spades as monsters, but they do seem to find them really irritating.
* TricksterMentor: A frequent method used by the Queen of Spades to teach her followers is to suggest them solutions as crazy as possible to their problems. When they inevitably protest and point out how this couldn't possibly work, she insists that they try anyway and only then tell her it doesn't work. The purpose of this attitude being to encourage out of the box thinking.
* VisualPun: Many Princesses like to include those in their outfits to be noticed for observant viewers.
* WindsOfDestinyChange: The Aria Avatar Charm, ''Becoming the Fulcrum'', grants them the ability to essentially manipulate probability so that any mundane action they do can have repercussions that will end up helping them.
[[/folder]]

[[folder: The Queen of Swords]]

->''"I have no regrets. I'm doing this because I love you."''

->'''AKA:''' The Brightly Burning One, the Faithful Marshal, the Queen Errant
->'''Followers' Epithets:''' Adventurers, Heroes, Martyrs
->'''Kingdom:''' Aztallan Alliance

The Queen of Swords believes that you should always follow your heart and your passions. Her Princesses try to become heroes whose example will light the world. Sword's philosophies teach that at heart morality is about not hurting people, the importance of broadening your horizons and of course to embrace your passions. Sword's signature emotion is Love. Depending on which version of corebook owned, their practical magic differs. In the Dream Version, the Heroes may [[BarrierBustingBlow break through any obstacle that stops them from reaching their loved one]]. The obstacle may be physical, mental or supernatural, and the love can be any of TheFourLoves. In the Vocation Version, the Heroes can make any effort they spend a point of Willpower onto easier to fulfill, requiring only 3 successes for an exceptional success. In Dream, the Sworn of Swords may spend a wisp to add a third of the Princess's Transformed Dicepool back into their own roll as a bonus. Their Invocation is [[PlayingWithFire Fuoco]].
----
* BewareTheNiceOnes: Nobles of Swords are borderline {{Love Freak}}s obsessed with ThePowerOfLove and whose code of live basically boils down to "hurting people is wrong, so don't do that". However, they also happens to be ''very'' HotBlooded and passionate, can manipulate fire and won't hesitate to give their life for the people they love, so pissing them off is a ''bad'' idea.
* BoldExplorer: Because of their passionate nature and research of new horizons, Princesses of Swords frequently are adventurers travelling around the world looking for new experiences. Out of all the Courts, they tend to be the one to travel the most, and their Nobles frequently have connections in multiple countries.
* BrutalHonesty: Downplayed, but still present; the Queen of Swords has a reputation of always being honest about her feelings, meaning she won't be afraid to express how bored she feels in her court or criticize a Princess requesting her help if he considers they could do it by themselves. She does usually try to stay polite about it however.
* CollectorOfTheStrange: The Queen of Swords is mentioned to like to collect bugs from her jungles as a hobby.
* CoitusUninterruptus: Downplayed. The Queen of Swords is known to have make out sessions on the royal throne while simultaneously running her country. Being a SorceressQueen she's more than capable of doing both at once.
* EmotionsVersusStoicism: The Emotions end. They believe you should follow your passions and follow what your heart tells you is right.
* FlamingSword: Their upgrade for the Kensai Charm allows them to ignite their melee weapon.
* HotBlooded: They have a reputation of being this, since they value passion over reason. Princesses of Hearts, in particular, perceive them as fools who take pointless risks. Not that the Princesses of Swords mind; if anything, they are proud of it.
* IWorkAlone: Downplayed. Like all Princesses, Swords are social and team players. However part of swords' ideals is that you should be able to work alone if you need to. That way you can walk away from an unhealthy relationship.
* JackOfAllTrades: Part of the Swords code, as the Queen encourages her Princesses to broaden their horizons, try new things and learn new skills. They even use part of the same Heinlein quote as the trope page.
* LargeHam: They have a reputation of being quite hammy and overly dramatic in what they do, due to their emphasis on passion.
* LetsJustBeFriends: The flip side to being borderline {{Love Freak}}s. That kind of passion usually doesn't last, so when the pair's passions fade a Princess of Swords is expected to know how to end a relationship without anyone getting hurt.
* ManOfKryptonite: The Fuoco Avatar Charm, ''I Am Become Light'', allows its user to essentially turn into a being of fire and light. While in this form, she can [[PowerNullifier shut down or distrupt any supernatural power not related to the Light around her]], becomes a BrownNote for Creatures of the Darkness, and generates sunlight, which is as devastating as you'd expect for [[TabletopGame/VampireTheRequiem vampires]].
* {{Mayincatec}}: Their kingdom, Aztallan, is described as being in the heart of a jungle and resembling a mix of Mayan, Inca and Aztec cultures, with pyramids and obsidian thrones.
* NotSoDifferent: They have occasionally been compared to Stormites, as both are passionate and ready to die for their cause; in fact, they are the Radiant Stormites are the least disdainful to, admitting that they kinda understand their passion and just feel it needs to be directed toward the real problem. Of course, Princesses of Swords disagree, as they feel Stormites are just fighting mindlessly without anything of value to defend.
* PapaWolf[=/=]MamaBear: If you value your life, do ''not'' try to harm a Noble of Swords' friend, relative or any other person they might care about. They will fight to their dying breath to save them, and their power will in fact grow ''stronger'' because of it.
* PersonalityPowers: Of the "Fire is Passion" type. Their signature Invocation is [[PlayingWithFire Fuoco]], and their entire ideology is based around being driven by love and passion. They are often described as "consumed by the fire within".
* PlayingWithFire: Fuoco is associated with both literal flames and the flames of the heart. Many of their Charms explicitly involve fire in some form, including the obligatory FlamingSword, the ability to be fireproof, or turning into a humanoid sun.
* {{Polyamory}}: While the Queen of Swords considers Love as SeriousBusiness (she won't kiss someone unless she is deeply in love with that person), she has no such things as limitations on how many people she allows herself to be in love with, so she ended up with several consorts which she all deeply loves. [[BiTheWay It's implied they include both men and women]].
* ThePowerOfLove: Taken UpToEleven when compared to other Princesses. The Queen of Swords considers losing a boyfriend a minor crisis worthy of her personal advice. Several Fuoco Charms also create flames that are literally fueled by how much the user loves someone.
* RedIsHeroic: Unsurprisingly considering their association with fire, red is a frequently favored color in their outfits.
* RenaissanceMan: Part of their ideal. The Queen of Swords prefer her Princesses to have a wide variety of talents rather than specialize in only one area.
* RomanticismVersusEnlightenment: The Romantic side, obviously. They are all about embracing love and passions, and do what your heart tells you is right.
* RousseauWasRight: The Court believe it, and generally support societies or life styles that don't have the ability to push people away from their natural moral inclinations.
[[/folder]]

!The Twilight Queens
[[folder: All Twilight Queens]]
The three Queens who weren't trapped along with the Radiant in the Dreamlands during the Kingdom's fall, but still managed to survive, albeit through questionable methods. Because of this, they tend to be morally ambiguous compared to the Radiant Queens, through they still try to fight the Darkness. Unfortunately, the fact they have remained active even back when the Radiant were trapped means they had much more time to recruit Princesses.
----
* ALighterShadeOfBlack: Even at their worst, none of the Twilight Queens are as evil or depraved as the All-Consuming Darkness.
* AllegoricalCharacter: In several different ways. The Twilight Queens have are a stronger representation of their signature emotions than the Radiant Queens. They also represent a flaw Princesses are prone to (see the entry for {{Foil}}). And fittingly for a genre that is prone to [[ComingOfAgeStory coming of age stories]] they all represent a failure to achieve maturity:
** Mirrors represents childhood gone wrong: They are immature, unable to see complexities, selfish and all around bratty.
** Storms represents adolescence gone wrong: They Lash out at the world, are self destructive, and rush into the quick solution.
** Tears represents adulthood gone wrong: They are stuck in a rut, and both complicit and unwilling to challenge an unhealthy status quo.
* AntiVillain: [[SlidingScaleofAntiVillains Depending on which Queen is looked at,]] Tears is somewhere between [[WoobieDestroyerOfWorlds Type 2]] and [[WellIntentionedExtremist Type 3]], Storms is definitely [[WellIntentionedExtremist Type 3]] and Mirrors is [[HeroWithAnFInGood Type 4]]. Really, they're all still [[HopeBringer Princesses]], it's hard for this trope not to come into play for "antagonist" Courts.
* BrokenBird: How much this trope comes into play depends on the Queen, but all three of them were once Radiant Queens and due to whatever actions they took during the Fall or changing their very philosophies on how to change the world, their Invocations changed to [[AlwaysSaveTheGirl damning the world to save your loved ones]], [[TakingYouWithMe fighting the Darkness in any form even to the death]], or [[ItsAllAboutMe trusting only your ability to handle things to save the day and let nobody else get in your way]].
* EvilVersusEvil: Any Twilight Queen could team up with the Radiant in TeethClenchedTeamwork if the situation was dire enough. But the Court of Storms is in all out war with the Court of Tears; and both of them have far less patience for the Court of Mirror's childish antics than the Radiant.
* FallenHero: From the Radiant Queens' perspective, as all three used to be Radiant Queens who escaped imprisonment in the Dreamlands, but only survived the Kingdom's fall through compromising themselves to huge extent. Of course, the Twilight Queens don't consider themselves as such.
* {{Foil}}: All three Twilight Queens represent (among other things) a character flaw that all Princesses are predisposed to growing until it's the dominant facet of their personality:
** Tears represents [[AlwaysSaveTheGirl the desire to protect the people closest to you taken to such an extreme]] that [[KnightTemplarParent you'll willingly hurt other people to keep your people safe]].
** As [[MadeOfEvil a personification of evil]] with [[AlwaysChaoticEvil no redeeming factors whatsoever]], most Princesses justifiably hate the Darkness, but Storms [[KnightTemplar have been consumed by that hatred until they are a danger to themselves and others]].
** Princesses are idealists who try and improve the world, but they're also aware of [[CrapsackWorld what kind of setting]] they're in and and accept that [[EarnYourHappyEnding victory might have a price]]. The court of Mirrors denies this reality and see only a brighter more idealistic world where good will always triumph without sacrifice. And while they can [[FallenHero lose their way]] a Princess would never have received their power if they weren't [[TheParagon a moral and virtuous person at heart]]. However, the Radiant [[HumbleHero try to avoid developing pro-princess prejudices]] (the [[ReasonableAuthorityFigure Court of Hearts]] has an entire Philosophy against it), but Court of Mirrors embrace the idea of their [[SmugSuper own superiority]].
* PhysicalGod: Like their Radiant counterparts, they are insanely powerful, with the Queen of Tears single-handedly protecting her entire city from being devoured by the Dark World. Unlike the Radiant, they ''aren't'' limited to the Dreamlands, not that it helps them- the Queen of Tears can't leave Alhambra due to being the one holding it together, while the Queen of Storms [[AlmightyIdiot has too little sentience left to actually do anything]]. Too little is known about the Queen of Mirrors to know for sure if she is similarly limited or not.
* PowerAtAPrice: The key difference between Radiant and Twilight magic. Twilight magic is often stronger and can bypass consent where Radiant magic requires it, but eats away at the user's morality, health, and/or sanity.
* VillainForgotToLevelGrind: Inverted. The Twilight Courts were active in the mortal world and continuing to gather Princesses and resources while the Radiant Courts were still imprisoned in the Dreamlands. Combined with the [[TheDarkSide natural allure]] of each Court's FatalFlaw, the Courts of [[TheEmpire Tears]] and [[ArmiesAreEvil Storms]] are both larger and more powerful than any single Radiant Court. However the Court of Mirrors squandered this opportunity due to their [[ItsAllAboutMe core philosophy]].
* WellIntentionedExtremist: Both the Queen of Tears and the Queen of Storms are still trying to defeat the Darkness, but use terrible methods. The Queen of Mirrors is a weird variation, as the problem is less that she is an extremist and more that she is too much of an ''idealist''.
[[/folder]]

[[folder: The Queen of Tears]]

->''"Ignorance of the law is no excuse - you are all subjects of Alhambra."''

->'''AKA:''' the Ever-Flowing One, Lady of Alhambra, the Last Empress
->'''Followers' Epithets:''' Handmaidens, Esquires, Ravens, Witches (derogatory), Crybabies (derogatory)
->'''Kingdom:''' Alhambra (formerly Calat)

The Queen of Tears survived the fall by using unholy magic to turn her city, Alhambra, into an impregnable fortress. Living deep into the heart of The Darkness she sends her agents out to steal hope itself to keep her city alive. Though she believes in Alhambra's right of rule, the core of Tear's philosophy is protecting the ones you care about, at any cost. Her ability to shelter friends or family in Alhambra, and her unique control over a large mortal infrastructure tempt the Radiant to her cause. The Queen of Tears' signature emotions are depression and [[IDidWhatIHadToDo resolve.]] The Witches' Practical Magic allows them to [[HypnoticEyes issue commands that mortals will follow]], or that help them in carrying out commands through force. In Dream, the Sworn of Tears Practical Magic allows them to use Holy Shield as Princesses can. Their Invocation is [[CastingAShadow Lacrima]].
----
* AlwaysSaveTheGirl: Working to save Alhambra no matter the cost to everyone else. Tears' Invocation of Lacrima is fueled by this attitude and Lacrima users outside the Court of Tears are often willing to go to immoral lengths to protect the ones they love. Sometimes the two combine: Alhambra is a very safe place to put your loved ones.
* AnimeHair: Alhambra uses hair styles as a badge of office, and the styles come straight out of Anime. However their hair doesn't grow that way naturally.
* AntiVillain: [[SlidingScaleofAntiVillains Somewhere between Type II and III]]. The reason the Queen of Tears is known as such is because she's constantly crying from her broken Belief which seems to fit in Type II, but then again her Invocation IS about [[WoobieDestroyerOfWorlds damning everything else if it means keeping your loved ones safe.]]
* BrokenTears: The Queen of Tears herself is eternally crying for all that she has compromised to keep Alhambra alive. She fully breaks down when she's alone with Nobles, begging for their help. It's been noted that this display has sometimes converted some of the Radiant into her Court, as it shows there's still someone worth saving underneath all of her [[PoweredByAForsakenChild taxation.]]
* CastingAShadow: Lacrima is the Invocation that has most to do with manipulating shadow, darkness and death. That those sound a lot like the things associated with the monsters Princesses fight is probably best not mentioned to the face of anyone from Alhambra.
* CultOfPersonality: All Queens are to some extent adored by their Courts, but in Alhambra's case, it has pretty much degenerated into this trope; they treat the Queen of Tears as the last legitimate Queen, have their entire philosophy and laws based on serving her and everything they accomplished is in her name.
* TheDarkArts: Lacrima focuses on simulating and channelling the power of Darkness. Naturally, most Radiant Princesses think it's dangerous and should not be used.
* TheDarkSide: Using Lacrima is a directly risk to your KarmaMeter, meaning that long term users are often have few moral principals left.
* DarkMagicalGirl: Princesses of Tears are designed to fit the archetype. They wear dark colours (but never black), contrast the protagonists, and are willing to do anything to protect the few people they care about. To make matters worse, their Court's signature emotion is depression.
* EvenEvilHasStandards: Alhambra may survive buy draining hope itself from the world, but they're [[NobleDemon a very traditional and lawful society]], and look down upon anyone who isn't either.
* TheEmpire: The Court of Tears is functionally this. Though they're still a long way from [[TakeOverTheWorld actually taking over the world]], "subduing the rebellious provinces" is definitely on their bucket list.
* EvenEvilHasLovedOnes: The ''one'' positive thing that can be said without any disagreement about the Queen of Tears and her followers is that they are sincere in wanting to protect the ones they love at all cost. Most Princesses join Tears because they are offered to have their friends and relatives moved to Alhambra, thus ensuring their safety from the Darkness and all the other horrible things in the physical world.
* EvilCounterpart: Somewhat recognized as one to the Court of Hearts. Whereas Hearts uses tradition as a way to better the world, the Court of Tears uses it as a justification to further damage the world and flaunt their superiority.
--->'''Hearts on Tears (Dream)''': We both talk about nobility and duty. [[ReasonWhyYouSuckSpeech The difference is you use it as a justification, I remember what it actually means.]]
--->'''Tears on Hearts''': [[NotSoDifferent So close. So very close... and yet so far.]]
* GodSaveUsFromTheQueen: Where to begin... the Queen of Tears is mentioned to have several somewhat arbitrary laws that can have severe punishments like "do not waste the Queen's time" or "do not speak out or rebel against the Queen of Tears or Alhambra". Not to mention her schedule is based entirely around fortifying Alhambra and keeping it safe, which runs on [[PoweredByAForsakenChild stolen hope from the world outside.]] Attempts at changing Alhambra's policies is met with FIERCE opposition, and any Noble who's visiting there (because the Queen's city is open to all Nobles) find themselves unable to leave "for their own good" unless they have loyalty to Tears. And may God help the poor Princess if they're found guilty of breaking the second law above, as it can range from being kept from going back for a LONG time up to the penalty of death... and let's not forget Tears can create Ghost Princesses.
* {{Hypocrite}}: Their stereotype calls out on how [[TabletopGame/VampireTheRequiem Vampires]] selfishly leech off the world to survive another day... when they're basically doing the exact same thing for their city.
* IDidWhatIHadToDo: Tears focuses on "necessary" actions. How necessary their actions actually ''are'' is a contentious debate at best.
--->'''Diamonds on Tears''': Look, it’s obvious - if you didn’t live in that dank hole, you wouldn’t need to steal the world’s hope. Why don’t you move out?
* LuckManipulationMechanic: The signature ability of Tears lets them curse people, which negatively impacts others' dice rolls.
* MamaBear and/or PapaWolf: Tears' whole ethos is a dark take on this. They will do ''anything'' to preserve what they hold dear, including really questionable things.
* ManaDrain: [[EmotionalPowers Emotions are the fuel]] behind Noble magic, and Lacrima can be used to steal them from the land and other light attuned beings.
* {{Necromancer}}: Lacrima offers power over ghosts. This includes raising ''Princesses'' as Ghosts- [[BeyondTheImpossible something that should be impossible due to the Noble's reincarnation cycle.]] There's also their Protectorate of Amethyst, which helps tend to Ghosts.
* NotSoDifferent: How they see the Court of Hearts in regards to themselves.
* NobleDemon: For all their flaws, Alhambrans are very strict about traditions and honoring deals, and they genuinely are trying to do what is best for their city.
* PoweredByAForsakenChild: They keep Alhambra alive in the DarkWorld by draining Light from the real world, which only causes the Darkness to grow further there. The supplement suggests that at the conclusion of the war that destroyed the old kingdom, the Queen of Tears may have also [[DirtyCoward betrayed all the other surviving nations to the Darkness in order to create this arrangement in the first place]], using them as {{Human Sacrifice}}s.
* ThePowerOfTheVoid: One of the elements associated with Lacrima.
* ShutUpHannibal: Their stereotype towards [[TabletopGame/VampireTheRequiem vampires]]:
-->"[[NotSoDifferent We are]] ''[[NotSoDifferent nothing]]'' [[NotSoDifferent alike]]."
* SquareRaceRoundClass: Its stated that Troubadours don't entirely fit in with the Tears, due to Alhambra being a dogmatic CityNoir that actively stifles creativity. As a result, Troubadours of Tears are usually regarded as just [[SquishyWizard slightly squishier]] Champions and discouraged from artistic endeavors, to the Troubadours' dismay.
* SunkCostFallacy: Alhambra is implied to lie in the heart of DarkWorld. In order to avoid being devoured by it, Alhambra steals light and hope from the world. There are obvious solutions, such as by relocating Alhambra somewhere else, but if they did that, the Queen would be forced to consider whether she could have done this before, and admit that she didn't ''need'' [[IDidWhatIHadToDo to do what she did]]. A HeelRealization would all but guarantee she loses the last dot in her KarmaMeter.
* TheUnfettered: The Court of Tears will sink to any depths to keep the rotting city of Alhambra alive. It is even rumored in some of the Supplement's unconfirmed legends that they somehow betrayed the old Kingdom's last hope against the Darkness to ensure Alhambra's survival.
* WhiteMansBurden: Why they want to take over the world. The Court's dogma says that Alhambra is the last remiment of the Kingdom and thus it's society is objectively superior to all others. Alhambrans have a duty to share their culture, and anyone who isn't immediately won over is clearly brainwashed by leaders in league with the Darkness and must be liberated.
* WorldDomination: Officially, one of Alhambra's main goals is to take the world back from the Darkness and re-conquer the "Rebellious Provinces". In practice, this is at best considered a long-term goal, since doing so would waste resources, and the few attempts that have been made over the course of history failed, either due to their failure to realize the scale of such a project, the self-destructive draining of Light from their lands, or just because the Court of Storms usually is waiting for them. In modern days however, this ideal has gone through a revival, and a coalition has started forming in favour of the idea.
[[/folder]]

[[folder: The Queen of Storms]]

->''"It doesn’t matter if I die, just how many I take with me."''

->'''AKA:''' the Seraphic General, the Lady of the Cleansing Flame, the Dragon-Slayer
->'''Followers' Epithets:''' Seraphim, Furies, the Sworn Guard, Crazies (derogatory)
->'''Kingdom:''' none, formerly Gonel

The Queen of Storms [[AbstractApotheosis transformed herself into a living embodiment of her own ideals]] and so survived the fall. She remains in the heart of The Darkness, destroying everything within reach, and she grows stronger as her followers die and their souls join the gestalt Queen. Storm's philosophies revolve around killing the darkness, and accept of collateral damage but her powerful battle magic tempts more followers to her suicidal war. Regular mortals will develop some limited magical abilities if their beliefs align with the Queen of Storms, no other Queen has demonstrated this effect. The Queen of Storms' signature emotions are [[ThePowerOfHate rage and hatred]]. Her followers, both Sworn and Princesses, gain strength from their injuries. Their Invocation is [[UniversalPoison Tempesta]].
----
* AbstractApotheosis: The Queen of Storms now is all rage and hatred directed against the Darkness (or The Court of Tears). Consequentially simply feeling those emotions strongly enough can turn an ordinary mortal into a Sworn of Storms.
* AlmightyIdiot: For all of her power, the Queen of Storms has fallen into this trope. As an incarnation of rage and hate she lashes out mindlessly against the darkness, and lacks even the sentience to form a coherent plan of attack.
* AntiVillain: [[SlidingScaleofAntiVillains Type III]]. Despite her mindlessness, the Queen of Storms, her forces and her Invocation DO annihilate the [[AlwaysChaoticEvil Darkness]] from the world and they promise one day to destroy it to the point where no traces remain, [[WellIntentionedExtremist even if it means destroying the world in the process]].
* TheBerserker: Most people in Franchise/TheWorldOfDarkness get weaker as they get beaten more to crap. Followers of Storms get stronger. Giving them painkillers would actually weaken them.
* CastFromHitPoints: Tempesta charms tend to injure the user. To make it worse, if they lose access to Tempesta, the only way they can recover it is by filling their entire health bar with bashing damages.
* ChurchMilitant: It doesn't come up much but many followers of Storms see their Queen through a religious lenses. [[AbstractApotheosis They may have a point.]]
* TheDarkArts: Tempesta requires you to show no mercy to your foes and physically harms the user. Naturally the Radiant Princesses are very nervous around anyone who practices it.
* DeaderThanDead: A Princess of Storms who dies by Stormite martyrdom is pulled out of [[BornAgainImmortality the cycle of reincarnation]] and absorbed into the Queen of Storms. A Princess who uses the Martyr Charm destroys her soul and the soul of the target Dethroned.
* DestructiveSavior: Storms cares too much about fighting the Darkness to waste any concern on collateral damage.
* HeWhoFightsMonsters: The Queen of Storms has become nothing more than rage, hate and destruction in her quest to destroy the Darkness. This also applies to her followers, and indeed the power of Tempesta is incredibly alluring to any Princess who fights the Dark and Alhambra (which is most of them).
* HollywoodAcid: One of Tempesta's associations.
* HolyIsNotSafe: Played with. Their Queen is known as "The Lady of Cleansing Flame" and has some mentions of religious contexts (her screaming winds being "hymns of defiance" and how all hatred is a prayer to her). The Stormites are also known as Furies and Seraphim (greek spirits who punish the wicked and the highest rank of Angel respectively), and their charms outright purge the Darkness and can get Royal Favours (or in other words, divine intervention from the Queen herself). The "Not Safe" parts come in in that their mindset is full on KnightTemplar with the belief that anything touched by the darkness must die or be torched to the ground, that using Tempesta Charms can kill you as well as the Royal Favours too.
* ItsPersonal: While they are at worst disdainful toward the Radiant Queens [[MyFriendsAndZoidberg (and Mirrors)]], who they perceive as {{Wide Eyed Idealist}}s, the Queen of Storms and her followers absolutely ''hate'' Alhambrans, who they see as cowards and traitors. Fighting Princesses of Tears with Tempesta grant the same bonus than if you were using it to fight the Darkness.
* KnightTemplar: Part of Storms' creed is "Burn the world to save the world." They mean both parts of that very sincerely.
* MartyrdomCulture: Followers of Storms believe that if they die through Tempesta they'll become part of the Queen of Storms, making their Queen stronger until one day she will be strong enough to destroy the Darkness utterly. They're right about the first part, the second part remains to be seen.
* ThePowerOfHate: Stormites literally are powered by their hatred for the Darkness and their desire to see it burn.
* SealedEvilInADuel: To whatever extent the Queen of Storms can be called evil, she's currently fighting the entire Dark World being mindless she's not going to leave any time soon.
* SicklyGreenGlow: Princesses of Storms tend to dress in green, and Tempesta usually manifests itself as green flames. This is not a healthy green.
* SirSwearsALot: If their various quotes and some of the stereotypes in their section are to be believed, Princesses of Storms can be quite foul-mouthed. Considering two of the inspirations listed for them are ComicBook/ThePunisher and [[ComicBook/KickAss Hit-Girl]], this probably shouldn't be a surprise.
* SuperEmpowering: The Queen of Storms has the ability to turn any mortal who has sufficient hate and desire for revenge toward the Darkness into a Stormwracked Sworn. She can also use a power known as Royal Favours to make her followers use a Charm with however many successes she dictates instantly. The downside? The follower also takes that much damage in Lethal, and [[GodSaveUsFromTheQueen the Queen of Storms has killed her followers this way many times before]].
* TheUnfettered: Their goal is to destroy the Darkness, no matter what the cost. The Queen has lost the capacity to even think about anything else, as will anyone who uses her ultimate charm.
* UniversalPoison: The very point of Tempesta is to be destructive, to the enemy, to your allies, to yourself and to everyone and everything around. And not necessarily in that order.
* VanHelsingHateCrimes: Princesses of Storms will kill ''any'' creature of the Darkness they can find, even if said creature is a Darkened who became so against her own will and can still be saved. Similarly, they consider Princesses of Tears to be traitors who aren't any better than the Darkness and show just as little mercy toward them. In fact, Tempesta more or less ''forces'' them to act like this, since showing mercy toward an opponent make them lose access to it. Showing mercy towards the Darkness makes it stop functioning unless the Princess fills up all of her health boxes with damage.
* VillainHasAPoint: Tempesta''is'' the most effective possible weapon against the Dark, and none of the Radiant disagree with Storms about how evil the Darkness is. In some versions of the game, ''[[DefeatingTheUndefeatable this even extends to the Dethroned]]'' with the right Charm, allowing a Fury to annihilate the soul of a fallen Princess rather than take on the nigh-impossible task of restoring her to the Light. However, while the Seraphim are right in that Storms is the most effective method for purging the Darkness, the cost of their methods is so high that other Hopeful generally agree that there has to be a better way.
* WarriorHeaven: Subverted. The followers of Storms want to spend their afterlife fighting The Darkness as part of their Queen but they aren't doing it for enjoyment.
[[/folder]]

[[folder: The Queen of Mirrors]]

->''"Why don't you let me do that for you... you could at least be grateful, commoners!"''

->'''AKA:''' the True Queen, the Child Queen, the Hierophant-Queen, the Crown's Custodian
->'''Followers' Epithets:''' Lightbearers, Heirs, Brats (derogatory)
->'''Kingdom:''' none, formerly Crystal Heril

The Queen of Mirrors ran away shortly before The Fall. No one knows what she did afterwards, but she's still around and probably still alive if only because she talks to Princesses outside the Dreamlands. The Queen remains the most distant and unknown of the eight, but her Philosophies are simple: A mixture of [[ItsAllAboutMe vanity]] and predestination, which attract Princesses who want an life free from constant struggle. The ability to prophecy or remain transformed indefinitely help too. The Queen of Mirrors' signature emotion is selfishness and solipsism. Where most Princesses need to make an effort to transform from mundane to empowered form, followers of Mirrors [[ShapeshifterModeLock can remain transformed indefinitely]] and only need to make an effort to change ''back.'' The Sworn of Mirrors Practical Magic allows them to add a single die to the Princess who sworn them in. Mirrors' Invocation is [[LightEmUp Specchio]].
----
* AlphaBitch: The archetype is explicitly an inspiration. Princesses of Mirrors use a lot of Charms to boost their abilities, make themselves look prettier and cause everyone to admire and idolize them, all at the cost of developing delusions of narcissism and megalomania, so even the ones who ''aren't'' this are at risk of devolving into ones to some extent.
* ALighterShadeOfGrey: Compared to the other Twilight Queens, the Queen of Mirrors doesn't seem ''that'' bad, as she lacks the WellIntentionedExtremist vibe of her two counterparts, and the worst that can usually be said about her Princesses is that they tend to be narcissistic brats. Because of this, there is an in-universe debate among Radiant about whether the Queen of Mirrors should be considered a Twilight or Radiant Queen. However, the other side of this debate argues that she's simply the most [[TheCorrupter insidious]] of the Twilight Queens.
* AntiVillain: [[SlidingScaleofAntiVillains Type IV]]. As is noted about the Child Queen, she is looking for the True Heir to resurrect the Kingdom and her Invocation (for all its flaws) is very effective at being the best at things. The major reason she's seen as a Villain is because she's enigmatic and sometimes unhelpful, and her followers more often than not are insane due to Specchio's influence.
* BeautyIsNeverTarnished: They have a Charm that repels dirt. This is contrasted to Heart's ability to look good even while dirty.
* TheBeautifulElite: Successful Princesses of Mirrors can achieve the trope, but others can have the physical beauty while transparently lacking charm and sophistication.
* BreakTheCutie: Though common for Princesses the Lightbringers deserve a special mention in this regard, as not being able to live up to their near impossible ideals make them break harder than most Princesses.
* CastFromSanity: The primary drawback to their Invocation of Specchio.
* ChildMage: Child Princesses are noted to be disproportionately accepted to the Court of Mirrors. Then again, the other Courts look upon the older courtiers of Mirrors as childish brats.
* TheChooserOfTheOne: The Queen of Mirrors chooses her Princesses and tells them that they're the True Heir, destined to heal the world. However she's chosen plenty of True Heirs and none of them have fulfilled their destiny.
* TheChosenMany: The Queen of Mirrors believes the whole situation can be fixed by finding [[TheChosenOne the True Heir]], who is destined to put the Light get back into power. However, since she doesn't know exactly ''who'' that True Heir is, she just tells every Princess she recruits that they are the one, and waits for the good one to prove herself. This tend to result in all Princesses of Mirrors being convinced they are the True Heir and hating each other for claiming to the title.
* TheDarkArts: Downplayed. Specchio works best if you act like an AlphaBitch and it can cause bouts of insanity. But unlike the other Twilight Invocations Specchio doesn't draw upon the Darkness or turn innocents into collateral damage, so whether Specchio is a dark art is a matter of some debate among Princesses.
* DivineRightOfKings: The Queen of Mirrors' first tenet is this. Princesses are anointed to lead humanity by mandate from the Light, and it is the duty of humanity to follow their lead.
* EngagementChallenge: Or kiss challenge, or sex challenge. There's a Specchio Charm that sends someone on a quest to earn the Princess' affections. This is a sign that Princesses of Mirrors have an unhealthy idea of romance, or possibly just a really childish one.
* EveryoneHasStandards: The Court of Mirrors actually has very high standards of ethics and behaviour for themselves, as befitting their belief that they are [[TheChosenOne the chosen hero]]. However they [[{{Hypocrite}} constantly break their own standards]] out of [[CastFromSanity Spechcio induced madness]]. For example in the section for Tear's practical magic it say's the Court of Tears believe they have the right to govern without the consent of the governed, and makes special mention that even the most arrogant of Brats think they need consent. Instead Brats justify ruling without consent by convincing themselves they do have consent or simply not thinking about it.
* TheFriendNobodyLikes: While the Queen of Mirrors usually isn't considered quite as bad as her two Twilight peers, her servants still aren't exactly appreciated by Radiant Princesses, who perceive them as immature brats with too much of an ego.
* GoKartingWithBowser: However, given that Mirrors is sometimes seen on the Radiant's side, it can lead to situations like this where Radiants will be with Mirrors.
* HardWorkHardlyWorks: Becoming the True Heir is a matter of [[BecauseDestinySaysSo destiny]], not hard work! Besides, why should you work hard when you have Charms that can make you better than others, or even have other people do the work for you?
* HeroWithAnFInGood: They're firmly on the side of the Light and their court is built on a fundamentally idealistic principle, but Princesses of Mirrors have a nasty tendency to become self-absorbed glory-seekers that operate under ProtagonistCenteredMorality.
* HiddenAgendaVillain: The Queen of Mirror's stated agenda is pretty simple, name the true heir and step back to let her fulfil her destiny. However fans have debated if this is her real agenda, and what it might be.
* HiddenDepths: They may act like immature brats even before their magic drives them into insane levels of selfishness and solipsism, but their magic has powers over space and time that no other Invocation can begin to duplicate. Which makes sense, since The Queen of Mirrors and Specchio are the Twilight forms of The Queen of Pentacles and Vuoto, which specialized in that sort of thing. Compared to the other Twilight Invocations and their Precursors, Specchio and Vuoto are also the only ones that still share the most similarities.
* {{Hypocrite}}: Princesses of Mirrors think they're a TheChosenOne and that it beneath them to ever compromise their morality in the name of pragmatism. In reality usually they're self obsessed [[AlphaBitch alpha bitches]]. Most of the hypocrisy comes from insanity inducing effects of their magic allowing them to ignore obvious contradictions between their words and behaviour.
* ImprobableAimingSkills: Speccio's upgrade to the Levinbolt regalia, ''Trickshot'', allows a Princess to ignore accuracy penalties up to her level of Speccio mastery. Skilled Princesses of Mirrors can pull off shots from the hip at a hundred or more yards, fire over their shoulders using only a handmirror as a guide, or even [[BizarreAndImprobableBallistics ricochet their shots off several surfaces]].
* ItsAllAboutMe: Their attitude in a nutshell; Egomania might be the most common madness caused by Specchio.
* IWorkAlone: More commonly one of their schticks, as part of their ItsAllAboutMe attitude. While a Princess of Mirrors can theorically work in a team, she usually is really bad at it, since she tends to see her teammates as competitors and will do everything to bring the spotlight back on ''her''.
* LightEmUp: One of the associations with Specchio. In a world where LightIsGood this only feeds their arrogance further.
* LightIsNotGood: The Queen of Mirrors is the only one among the Twilight Queens (and even Radiant Queens to an extent) to have a light motif, and Specchio, her signature invocation, is primarily light-based. She also has an ideal that can't possibly work in the World of Darkness, and her followers tend to become self-absorbed jerks, or [[HeWhoFightsMonsters worse]].
* LoonWithAHeartOfGold: Even if the Court of Mirrors tends to suffer from {{Narcissism}}, they are still trying to do their best for the world.
* MadOracle: They are the only Princesses who can intentionally perceive the future but doing so risks their mind.
* MagicMirror: Unsurprisingly, many Specchio charms revolve around using mirrors like this. Specchio is also free if it's used on a mirror constructed for the purpose of Specchio charms.
* MickeyMousing: Some Brats automatically generate their own sound effects.
* NoHonorAmongThieves: Unlike the other Courts who tend to be unified and almost always work together, the Court of Mirrors tends to be singular Nobles with their only support coming from the supporters they can get, and if they meet another Noble of Mirrors they would probably try to outdo the other. The reason for this is that [[TheChosenOne there can be only ONE True Heir]]; and because the Queen of Mirrors tells ''everyone'' that they're the True Heir, this leads to most Brats hating each other. Nowhere is this more apparent than the fact that the Mirrors' have a stereotype [[WeAreStrugglingTogether towards themselves]]:
-->''You're not the True Heir! I am!''
* NotSoHarmlessVillain: Princesses of Mirrors can look more like the antagonist of a TeenDrama than a dark UrbanFantasy. But one of the characters referenced as inspiration is [[Disney/TheHunchbackOfNotreDame Judge Claude Frollo]]. A TautologicalTemplar with magical powers and superhuman charisma can do a lot of damage.
* ThePerfectionist: The True Heir has to be perfect, and most Mirrors try to uphold to those standards.
* PerfectionIsImpossible: No matter how many Princesses of Mirrors rise, not one has become the True Heir. There's also the factor that one possible reason for Specchio's madness is the complete and utter denial of this trope by the Brats themselves.
* ThePollyanna: A very good amount of Mirrors are this way, believing the world is better than it actually is. Sadly, this is the World of Darkness and gets played for all the [[BreakTheCutie drama]] [[StepfordSmiler it]] [[FallenHero entails]].
* PowerPerversionPotential: Infamous for this; the large majority of the Court of Mirrors are either children or immature, and Specchio Charms focus primarily on making them better, more attractive and adored by everyone around them- all abilities they can very easily abuse for seduction purposes. They also cover abilities related to mirrors, such as allowing to watch someone from afar through their reflection- which is very useful to spy on them.
* ScrewThisImOuttaHere: Supposedly the Queen of Mirrors fled her Kingdom the night before the Fall came to her doorstep. Nobody knows where she screwed off to.
* ShapeshifterGuiltTrip: It's an illusion rather than actual shapeshifting, but one of their charms operates under the same principle, making them look like someone the victim cares for, making them hesitant to strike.
* ShapeshifterModeLock: A subversion to what the trope normally entails. The Queen of Mirrors' Practical Magic lets her Princesses remain Transformed (aka the awesome state with magical powers and more easily advanced attributes/skills) indefinitely. Instead, it takes an effort to return to normal.
* SlapSlapKiss: The Speccio charm ''[[DefeatEqualsFriendship Befriending]]'' can be upgraded into a stronger variant that instead induces romantic feelings in a defeated enemy. Fittingly enough, the upgrade is named after the trope.
* SpaceMaster and TimeMaster: Aspects of Specchio that intrigue some members of Diamonds. Consequently, they're the elements of Vuoto, Mirror's Precursor.
* SpecialSnowflakeSyndrome: An in-character example, Specchio madness often causes Princesses to try and prove how unique and special they are. Princesses of Mirrors also hate each other because they're not as special when they're not unique.
* StatusBuff: Specchio has more than a few charms that qualify for this. Combine the uninvoked Skill Enhancer charms with the factor that Specchio can be used for free if the target is the using Princess, and an Heir has a variety of abilities ready for self-buffing.
* TautologicalTemplar: It can happen if Specchio's insanity gets particularly bad. The Mirror Blindness condition in the Dream Version lets the Brat commit any Belief Compromise and automatically succeed the roll.
* VainSorceress: Being Princesses whose defining trait is selfishness and who want everyone to worship them, this is a given. Unsurprisingly they have Charms to maintain their beauty or to ruin the looks of someone else (in the form of the Enduring Beauty Charm), and the Specchio Invocation is themed after the ubiquitous MagicMirror associated with these types of sorceresses.
* WideEyedIdealist: [[{{Deconstruction}} Deconstructed]]; while unlike the other Twilight Queens, the Queen of Mirrors genuinely ''is'' trying to protect mortals and improve the world, her ideal refuses any form of compromise, and insists that you should always find the good option, even when it seems like there isn't any. While not ''bad'' in itself, this kind of idealism tends to work poorly in [[CrapsackWorld this universe]], leading them to cause more harm than good. Many Princesses of Mirrors turn crazy in part because they are unable to live up to this ideal.
* WithGreatPowerComesGreatInsanity: Specchio charms tend to drive the user insane.
* WrongGenreSavvy: Mirrors know they're living in a MagicalGirl setting. However they think they're living in a light and idealistic setting like Anime/SailorMoon rather than a dark {{Reconstruction}} set in the TabletopGame/WorldOfDarkness. It generally works out poorly for the people they're trying to protect.
** The wiki's section on crossovers points out that Princesses of Mirrors have been known to [[TooDumbToLive enter alliances]] with [[TabletopGame/LeviathanTheTempest Leviathans]]. This is because the True Heir would ''obviously'' have the favor of the gods, and some Leviathans have enough riches to shower Mirrors in gifts and stroke their already-inflated egos.
** Their stereotype towards [[TabletopGame/VampireTheRequiem vampires]] expresses a desire to eradicate all of them except "[[RomanticVampireBoy the hot ones I can save]]". [[BeautyIsBad Unfortunately]], the hot ones in question tend to be the [[EvilIsSexy sensuous]]-yet-[[BastardBoyfriend sociopathic]] [[TheHedonist Daeva]].
[[/folder]]

!The Pre-Twilight Queens
[[folder:All Pre-Twilight Queens]]
Described in the ''Road of Dawn'' supplement, the Pre-Twilight Queens are the three Twilight Queens as they were before the Kingdom's fall, back when they were still Radiant.
----
* AlternateSelf: Sort of; they represent the Twilight Queens' past selves, but the way they are designed in the supplement allows to play them as an alternate version of them who ''didn't'' went Twilight after the Kingdom's fall.
* BecameTheirOwnAntithesis: Turns out the Twilight Queens have, in many ways, became the opposite of what they used to be:
** The Queen of Cups believed in having an open mind, helping others find their own way and generally being yourself, in contrast to the isolationist and authoritarian Queen of Tears. Furthermore, Alhambra was formerly a PortTown that welcomed all visitors, but after the Fall it became a CityNoir locked away in the Dark World, unreachable by mundane means.
** The Queen of Wands used to specialize in improving the world and making it a better place to live in through hard work, whereas the Queen of Storms takes the quick and easy solution of destroying everything touched by Darkness rather than putting in the time and effort to save Darkened and bystanders. This also extends to their invocations: Metallo is a support-oriented invocation focused on creating, repairing and improving things, while Tempesta is a combat-oriented invocation focused on decaying and destroying things.
** The Queen of Pentacles believed that good was subjective and that sometimes you should do a morally questionable option if it's truly necessary or the only option, while the Queen of Mirrors refuses any form of compromise and believes you should ''always'' chose the good option even when there isn't any. To add to the irony, her original invocation was [[DarkIsNotEvil Vuoto]], while her present one is [[LightIsNotGood Specchio]].
* TarotMotifs: Like how the Radiant Courts use PlayingCardMotifs, the Pre-Twilight Queens would've followed the same naming paradigm. Cups is the Tarot version of the Hearts Suit, Wands to Clubs and Pentacles to Diamonds.
* WordOfStPaul: They were written by a fan, but the authors provided outlines of who the Twilight Queens used to be.
[[/folder]]

[[folder: The Queen of Cups]]

->''"How many steps are needed on the path to enlightenment? Let's find out."''

->'''AKA:''' the Endless Queen, the Unchained Madame, the Mentor of Ten Paths
->'''Followers' Epithets:''' Wanderers, Monks, Masks, Hippies (derogatory)
->'''Kingdom:''' Calat

The Queen of Cups is the Precursor to the Queen of Tears. She believed in the path of self-discovery that would end in the noble gaining self-enlightenment. Her Princesses are mentors, path takers, those who would try out a new way to live to find out about themselves. Cups chief philosophies are about keeping an open mind, that you are a person and not a label, and to teach others how to find their own Enlightenment. Cups signature emotions are Self-Discovery and Enlightenment. The Masks may use their Practical Magic to declare one set of attributes (that can be changed once per day) that she may add bonuses to. The Sworn of Cups get the same treatment, save that they can only apply this to their Skills. Their Invocation is [[ShockAndAwe Fulmine]].
----
* BecomingTheMask: The Court has the nickname of "Masks", and they're known for trying new or different things in their self-discovery. If they find the mask as a part of them, then it becomes another factor of who they are as a person.
* DefectorFromDecadence: [[WordOfSaintPaul As a Post-Fall possibility for the Court]], the Court of Cups is said to receive a large number of new recruits from reformed Twilight Princesses - Tears who got fed up with Alhambra's [[TheEmpire cruelty]] and [[HopelessWar sickly maintenance]], Storms who finally managed to let go of their hate and find peace, and Mirrors that have either [[BreakTheCutie broken]] and/or [[WithGreatPowerComesGreatResponsibility developed a genuine sense of responsibility]]. However, Cups is generally noted to be a transitional Court that reformed Twilights join until they figure out which Court they ''really'' belong with.
* TheDrifter: Champions of Cups are described as frequently being this, heading from city to city and offering their wisdom and help to whoever is willing to listen.
%%* EnlightenmentSuperpowers: Princesses of Cup believe and Self-Discovery and Enlightenment; to reflect this, Fulmine applies at no cost when the Princess using it intends to discover something about herself or help someone do the same.
* FreakyFridayFlip: A charm [[ShoutOut of the same name]] allows the Princess to swap the minds of two consenting individuals, granting them a mild psychic connection as well.
* {{Humanshifting}}: Fulmine has the power to make a Princess have the traits of another Supernatural being.
** [[TabletopGame/GeniustheTransgression Mad Scientists]]: Princesses become able to use and helping in the creation of Wonders and can power them with Wisps. They however also suffer from the madness while they keep the transformation.
** [[TabletopGame/ChangelingtheLost Changelings]]: The user grows to the size of a two foot tall female that can fly and can see through the Mask.
** [[TabletopGame/GeisttheSinEaters Sin-Eaters]]: The user can see ghosts and make artificial anchors. A higher version of this power allows them to become a temporary Ghost Princess in Twilight and even use Numina.
** [[TabletopGame/WerewolftheForsaken Werewolves]]: A Princess can count as one of the Wolf-Blooded for werewolf Rites and Gifts. An upgrade to the power allows for taking up Tells, powers the Wolf-Blooded gained in Werewolf 2E. A higher version turns a Princess into a wolf with regeneration factor.
** [[TabletopGame/PrincesstheHopeful Princesses]]: Not to themselves, but the Cup’s Avatar Charm allows for [[SuperEmpowering temporarily turning another mortal into a Noble.]]
* NonUniformUniform: Princesses tend to be pretty diverse anyways, but Cups takes it UpToEleven by having no actual dress code at all. A group of Masks can look completely different from each-other, with no unifying symbols or colors that would indicate their shared allegiance.
* PortTown: Alhambra was one before the Fall; a thriving hub of trade and communication open to all visitors. A fitting home for a Court built around exploring and embracing new ideas, and a stark contrast [[CityNoir to what it is now]].
* ShockAndAwe: The Invocation of Fulmine grants powers of electricity. It's symbolically linked to the human nervous system, and thus emotions in general. As a result, [[LightningCanDoAnything Fulmine is especially good at metamagic and pushing the boundaries of what Noble magic can do.]]
[[/folder]]

[[folder: The Queen of Wands]]

->''"There's so much Darkness in the world... alright girls, let's get to work!"''

->'''AKA:''' the Ironclad General, the Golden Hearted Queen
->'''Followers' Epithets:''' Laborers, Workwomen/Workmen, Ores (sometimes derogatory)
->'''Kingdom:''' Gonel

The Queen of Wands is the precursor to the Queen of Storms. Her princesses are not all labourers, but they all do believe in the virtue of hard work. Wand’s Philosophies teaches that selflessness and hard work are virtues as well as an ideal of loyalty to comrades. Wand’s signature emotions are Humility and Determination. The Laborers may use their practical magic to add more dice to their (or their group's) extended rolls, making a task much more easily accomplished. The Sworn of Wands Practical Magic allows them to add their Metallo to a Teamwork Roll. Their Invocation is [[ExtraOredinary Metallo]].
----
* AMasterMakesTheirOwnTools: One of Metallo's charms uses this, allowing for making weapons and tools magically empowered against the Darkness. For added relevance, the charm is called ''Master of Arms''.
* AnimateInanimateObject: The Princess's ''[[Disney/{{fantasia}} Apprentice Charm]]'', Wand's Avatar Charm, allows for the Princess to control a number of mundane objects to get work done. The charm, as well as it's condition "[[VisualNovel/FateStayNight Unlimited House Works]]", are both {{Shout Out}}s to boot.
* TheDeterminator: One of their credos is to work hard and not give up until they succeed or their work is made impossible. This mindset continues in the Court of Storms, [[TheBerserker albeit in a twisted way]].
* ExtraOreDinary: The Invocation of Metallo gives power over metals.
* GoThroughMe: Understandably, this is their stereotype towards the Court of Storms, [[EvilCounterpart who are infamous for committing arson and leaving tons of destruction in their wake]].
-->"You'll have to go through me first if you want to torch that building."
* HumbleHero: Their ideal. The Wands have ''Humility'' as their signature emotion, after all.
* SuperEmpowering: Wands Charms can grant this to mundane equipment, up to and including controlling them like the brooms in ''[[Disney/{{Fantasia}} The Sorcerer's Apprentice]]''.
* TrueCompanions: The Court of Wands believes in this the most, that loyalty to the Light and each other can make wonders and chase off the Darkness.
* UtilityMagic: Their main schtick with Metallo is magic that can be used to make mundane tasks easier, be it making tools more effective, raising physical attributes or skills to make labor simple or outright letting the tools work independently.
* WorkHardPlayHard: Troubadours of Wands tend to be enthusiastic in in their work as they are in their free time.
* WorkingClassHero: Their ideal. A Queen and her Court of Princesses might not be working class, but their ethos of teamwork, hard effort, humility, and getting their hands dirty leads to something a lot like the the trope.
* WorkerUnit: A group of Wands can serve as this.
[[/folder]]

[[folder: The Queen of Pentacles]]

->''"The light can only shine if the ways showing it are unclouded."''

->'''AKA:''' the Hierophant Queen, the Quicksilver Regent, the Gazer of the Beyond
->'''Followers' Epithets:''' Priest, Priestess, Prophets, Judges
->'''Kingdom:''' Crystal Heril

The Queen of Pentacles is the precursor to the Queen of Mirrors. Her Princesses try to look at things without bias so that they can make the clearest decisions for themselves. Pentacle's Philosophies teach to keep a clear mind, that sometimes "the ends justify the means" should happen if there's no better options at all, and that good is subjective. Pentacles signature emotion is Contemplation and Judgement. The Prophets may use their Practical Magic to turn an aspiration, Dream or Vocation into a Destiny and the way they're trying to fulfill it. [[BecauseDestinySaysSo The Princess gains bonuses to her attempts at fulfilling the destiny in the way she declared, but takes penalties when she tries fulfilling it any other way.]] The Sworn of Pentacles Practical Magic allows them to add their Vuoto to rolls to help avert bad outcomes. Their invocation is [[PowerOfTheVoid Vuoto]].
----
* AWizardDidIt: One of Pentacles philosophies covers the idea that Princesses are magical, and therefore can provide magical solutions. As such, Pentacles can be the Princesses who did it.
* BarrierBustingBlow: The Fight Charm ''Pythia Prediction'' reduces the durability of cover by the attacking Princess' Vuoto dots.
* BecauseDestinySaysSo: Invoked by their Practical Magic. They can turn a Dream, Vocation or Aspiration they have into a Destiny. They can choose how they wish to fulfill this destiny and get bonuses to doing it the way they declared. Alas, if they try fulfilling it in any other way, they suffer the "bonus" as penalties instead.
* DarkIsNotEvil: Vuoto isn't darkness that consumes The Light so much as it is the emptiness that lets it pass unimpeded.
* EvenBadMenLoveTheirMamas: The charm ''The Mother's Shame'' invokes this, by forcing the target to imagine the princess as someone close/respected who would react poorly if they knew what the target was doing.
* NecessaryEvil: To an extent, this is one of Pentacles Philosophies. The belief that the end justifies the means. It's subverted in the sense that because you're a Princess with the ability to see the future and use magic, you should be able to avoid situations where the solution is an evil one. But if there's no solution other than the one that contains some evil, then you [[IDidWhatIHadToDo should do what needs to be done]].
* OmniscientMoralityLicense: Downplayed. While the court do believe their prophetic powers give them a morality licence, they also believe that if you're a seer you should be able to see a solution that doesn't involve acting like a dick to people. At least most of the time.
* ThePowerOfTheVoid: The Invocation of Vuoto lets one use the clarity of the void.
* {{Seer}}: What their charms are most renowned for, and a trait carried on to Specchio.
* SpaceMaster[=/=]TimeMaster: The "Void" element in Vuoto is the emptiness where time can be perceived and space can be contorted, letting them use both in their charms. Being Pentacles Post-Fall incarnation, Mirrors shares this association.
* TimeIsDangerous: Not inherently in Vuoto's base charms. However, in some of them a Princess has the option of using Temporal Flux. This allows her to make whatever charm she was using last longer in duration, see further away from present time forwards and backwards or be able to freeze something for longer. However, the bigger the time frame, the larger a penalty the Princess takes on her roll for the Charm, which can lead to Failures and Dramatic Failures.
* TimeTravel: ''Adjusting the Wheel'', Pentacle's Avatar Charm, plays with a limited form of this. Mechanically speaking, the Princess may do the scene as normal and personally see what occurs within the scene first hand, and then they snap back in time to when they originally used the charm with the knowledge. Inversely, the Princess may go back one scene to change previous events. Although TemporalMutability is also in play: The Princess cannot change the events she meddled with by secondary uses of this charm, but she can target separate events with this charm if she wishes.
* YearInsideHourOutside: One of their Shape charms allows for making a space exactly like this.
[[/folder]]

!Allies of the Hopeful
[[folder: Beacons]]
Some mortals, referred to as Beacons, are sufficiently optimistic and kind to get the Light radiating inside them, granting them a small amount of magical power. Usually this isn't much, and they are indistinguishable from mortals aside from the fact they are exceptionally nice and pleasant to be around; in fact, many spend their entire life unaware of their supernatural potential. When given the opportunity to learn about it however, they can use them to travel to the Dreamlands and use [[MagicalAccessory Bequests]]. Many of them end up Blossoming and becoming Nobles.
----
* CheerfulChild / NiceGuy: What makes a Beacon. They are essentially people with such a strong sense of hope, morality and idealism that it radiates outwards from them and qualifies as supernatural potential.
* DownTheRabbitHole: The opening fiction alludes to this plot. Any Beacon who discovers his ability to travel in the Dreamlands is very likely to find himself living this trope, finding himself suddenly in a strange, magic land.
* HopeBringer: Their sole presence inspires people around them to make the best of themselves.
* IAmWho: Princesses who reincarnate start their new life as a Beacon without memories of their past, so it's not uncommon for Beacons to suddenly Blossom at some point in their life and discover they are Nobles.
* MagicalAccessory: Since Beacons don't transform and lack Practical Magic or the ability to use Charms naturally, the sources of power they are the most likely to use are "Bequest", magical artifacts created by Princesses or originating from the Dreamlands which grant the ability to cast a Charm to their owner.
* MagneticHero: Because of their nice and caring nature, they tend to be well-liked by people and make a lot of friends. Gameplay-wise, they get additional dots of Social Merits to reflect this.
[[/folder]]

[[folder: Sworn]]
Experienced Princesses learn that they cannot save the world on their own, but powerful Princesses can grant a small amount of magical power to regular people. While lacking the ability to use Charms or transform, they do have Wisps and access to Invocations, allowing them to use Practical Magic and Bequests.
----
* TheAtoner: Invoked by some Princesses, who willingly turn a bad or misguided person into a Sworn. Since Sworns are affected by [[AllergicToEvil Sensitivity]] the same way Princesses are, this can cause them to [[HeelRealization realize the truth of their actions]], and as such redeem them. It rarely happens however, since one cannot be made a Sworn without giving full and informed consent. It can work on a KnightTemplar or WellIntentionedExtremist since these people want to do good. The notes on one of the sample Darkened, a twisted vigilante who wants to be a superhero, suggests offering them Sworn status instead so that they can have superpowers that will not eat their soul.
* BadassArmy: Both the Courts of Storms and Tears mass-produce Sworn as foot soldiers, leading to armies of SuperpoweredMooks.
* BargainWithHeaven: Turning a mortal into a Sworn is one for the mortal in question; the would-be Sworn must be made fully aware of the consequences and give his consent. And aside from acquiring Sensitivity and the OathboundPower aspect, there isn't any real drawback.
* GreenEyedMonster: Defied; it's common for Princesses to turn a friend who's jealous of their powers into a Sworn as a mean to prevent the envy from damaging the friendship.
* LivingEmotionalCrutch: The Sworn in the fiction for the Sworn segment acts as an emotional crutch for her Noble big sister rather than working more directly with her.
* MagicalAccessory: Like Beacons, Sworns usually make up for their lack of Charms by using Bequests. Unlike them however, they can use Invocations to empower them, and ''do'' have access to Wisp and Practical Magic, so they aren't exactly powerless without them.
* OathboundPower: A variant. Unlike Princesses, Sworn don't have an Inner Light, so they instead draw power from the Queen they have sworn allegiance to. As a result, their powers grow stronger when they act according to their Queen's philosophy, and weaken when they act against it. To reflect this, they have access to Invocations and a Wisp pool equal to their integrity and follow the usual rules regarding Invocations.
* {{Sidekick}}: The most common role Sworn play; usually, a Princess will make a friend or family member her Sworn either as a way to make them capable of assisting in a fight, to avoid them being jealous or to give them the ability to defend themselves should the forces of Darkness [[AndYourLittleDogToo target them]].
* SuperEmpowering: How they are created; Princesses powerful enough can witness a mortal swearing loyalty to their Queen and grant him a small portion of their powers in exchange.
[[/folder]]

[[folder: Shikigami]]
Princesses have the ability to bind beings from the Dreamlands into dolls, plushies, or small animals. They mostly do this to recruit advisors from the inhabitants of the old Kingdom still hanging around the dreamlands.
----
* BargainWithHeaven: A different kind than Sworns in that the Princess takes the role of the mortal while the Shikigami serves as the otherworldly entity. Through becoming Shikigami, the Dreamlanders get access to a bodies allowing them to act in the physical world, and can draw power from Princesses to use Charms and Practical Magic; meanwhile, Princesses can benefit of their guidance as Dreamlands experts, their magic abilities, and, in the case of more combat-oriented Dreamlanders, their fighting skills.
* MentorMascot: Explicitly designed to fulfill this trope. They are Dreamlanders whose soul is bound to a doll or a plushy, allowing them to interact with the real world in exchange for serving as allies to the Princess and assisting them with their experience.
* MythologyGag: The first Shikigami were animals but newer ones are more likely to be living dolls or plushies. In universe the reason is that possessing an animal and stealing it's body was considered unethical but a necessary evil until there was enough Princesses to bind Shikigami to an unliving body. Out of universe it reflects the progression of the MentorMascot trope from the ordinary cats in Franchise/SailorMoon to the weirder creatures in later works.
* PintSizedPowerhouse: Rare, but technically possible; Shikigami ''can'' pack human strength in their doll-sized body, but they need to pay extra for it.
* {{Seers}}: to a lesser extent. Thanks to their connection to the Dreamlands, they automatically start with the White Rabbit Merit, which allows them to get vision in their dreams to guide them.
* SuperMode: Like Princesses, Shikigami have the ability to transform, which in their case represents manifesting in the form they would have in the Dreamlands. ''What'' their transformation does is up to the player, but it's entirely possible [[LetsGetDangerous to have them transform in a taller, more combat-oriented form]].
* SweetTooth: As a side effect of their arrival to the real world, Dreamlanders who become Shikigami tend to develop small harmless vices, with a taste for sweet and candies being among the most common.
[[/folder]]

[[folder:Alhambra]]
In the age of the Kingdom, Alhambra was the sea-side capital of the province of Calat, ruled by the noble Queen of Cups. When darkness rose to devour the kingdom, the Queen saw the tide turn against the forces of the Radiant, and chose to abandon her allies to save what little she could. Drawing upon her vast powers, the Queen of Cups sealed her capital inside a bubble and cast it, herself and all of her remaining followers into the dark realm, where they would hide under the noses of the Kingdom's victorious enemies for millennia.

Today, Alhambra is a cold and solemn place. Convinced that they are all that truly remains of the Kingdom, the people of the Last City have become deeply obsessed with the history, traditions and norms of their lost homeland, to the point of becoming insular and wretchedly stagnant. Many of the city's inhabitants are themselves part of that ancient history - whether by choice or inability, a great many Alhambrans do not pass on after death, lingering in the city as ghosts venerated by their descendants.

To hold the ever-encroaching darkness at bay and prevent deadly incursions from darkspawn, Alhambra relies upon special lanterns fueled by solidified, smelted wisps to illuminate its maze-like streets. The Court of Tears mounts regular forays into the realm of light to harvest wisps, siphoning away the hopes and dreams of humanity to sustain the half-forgotten past for just a little while longer.

----

* AlienGeometries: Alhambra is contained entirely within a solid bubble, nearly six miles in diameter, somewhere within the DarkWorld. The interior surface of the bubble is coated with an apparently-bottomless lake of water, and a multitude of overlapping buildings constructed upon what little dry land is available.
* AlternativeCalendar: Alhambra uses an ancient calendar system that was supposedly invented in the later days of the Kingdom. It is basically lunisolar, with twelve months of alternating thirty and twenty-nine days in a normal year; 123 years out of 334, a thirteenth month of thirty days is added to keep the start of the year on the first new moon after the spring equinox. This calendar ''would'' be quite accurate, if Alhambra counted the months in Earth’s days; unfortunately the "day" of the calendar [[GreyRainOfDepression is based on the cycle of the rains]], so the calendar drifts out of sync with the real world by more than two days each year.
* [[PlanetOfHats City of Hats]]: Alhambra's hat is depression. Not every charachter is actually depressed, but most aspects of Alhambra from it's cultural stagnation to it's [[GreyRainOfDepression weather]] are metaphors for depression.
* CityNoir: The interior of the bubble consists of a large island upon a lake, but you'd never be able to tell because every exposed inch of rock has been built over, creating a maze of shadowy streets and alleys. This combines with the natural darkness of the bubble, [[GreyRainOfDepression the fact that it rains near-constantly]], and the institutional depression of its ruler and her subjects.
* DarknessEqualsDeath: The reason the wisp-lamps were created, and why the Court of Tears is so desperate to maintain them - Any sufficient level of darkness in Alhambra corrodes things within it like an acid (which includes both architecture and ''people''), and eventually manifests darkspawn if left unchecked. Alhambra is constantly patrolled by lamp-lighters who make damn sure the streets stay well-lit.
* ExcessiveMourning: It's a staple of Alhambra's culture. They constantly mourn the loss of the Kingdom. It starts to go into neglect in that their society has become so static that they refuse to change their ways even if better options come forth.
* TheGadfly: [[SecretPolice The Order of the Ghost Owl]] has several of these; their job is to jab and provoke members of the Court of Tears, assessing their composure and making note of anyone who seems too impulsive or irrational. Those who fail this SecretTestOfCharacter are quickly stripped of their status or demoted, as anyone deemed too easily-swayed by their emotions is considered easy prey for the temptations of the All-Consuming Darkness or the luxuries of the outside world.
* GildedCage: While Alhambrans have a rather unflattering opinion of the Radiant Queens' philosophies, they still see individual Princesses as people to flatter and potentially recruit, so Radiant Nobles who visit Alhambra are likely to be respected and treated better than the average citizen as long as they obey the law. However, they also have a policy of not permitting them to leave the city until they have demonstrated loyalty, which they justify as being "for their own safety", so getting out might be a bit troublesome. Though since they're also big on [[IGaveMyWord honoring deals]], it is possible to get around that issue by agreeing to visit the city only if you are permitted to leave at the time of your choosing.
* GreyRainOfDepression: Alhambra has this so often, and on such a punctual schedule, that it's actually replaced the locals' perception of a day-night cycle. According to them, [[FisherKingdom the rain is the result of the Queen of Tears' endless depression and grief]], and it even has the same taste and consistency of human tears.
* HiddenElfVillage: Alhambra is the only physical remainder of the ancient Kingdom, its ruler is the only living Queen left, its people still speak a decayed form of the Royal Tongue and studiously maintain the old culture... and its all hidden away in the DarkWorld, where few people will ever be able to find it without help.
* UnwinnableByDesign: In ''Dream'', Alhambra's foundations are enchanted by the Queen of Tears to resist any magical intrusion. Anyone attempting to use non-Lacrima or non-Darkness magic to infiltrate the city from outside has to surpass the successes [[PhysicalGod the Queen]] rolled when she first created Alhambra. The number of successes she got, and the relevant skills/attributes, are not described - the book simply says [[FailureIsTheOnlyOption "do not bother rolling, just assume the Queen wins"]].
* OurGhostsAreDifferent: Ghost Princesses separated from the cycle of reincarnation can be found in Alhambra, and many natives who die within the city do not bother to pass on to the afterlife, remaining constant fixtures in their homes and families. The living are a minority within Alhambra, and in fact the entire city possesses the "Necropolis" condition.
* PoweredByAForsakenChild: The lanterns of Alhambra that keep the darkness away are fueled by solidified wisps, which must be taken from the real world in harvest expeditions. Draining wisps (and therefore Light) from an environment causes an upshoot of [[TheCorruption taint]] in the region, which means Alhambra's maintenance is actively making the World of Darkness a worse place than normal. Wisps are also collected from captured bequests, [[MooksAteMyEquipment which are broken down and drained of their powers]].
* ThatsNoMoon: Alhambra is heavily hinted by WordOfGod to be the DarkWorld's equivalent to the Moon. Whether Alhambra was actually built inside a hollowed-out satellite, or somehow replaced the real moon (both assuming the dark world even had a natural moon to begin with), is unknown.
[[/folder]]

[[folder:Ghost Princesses]]
->''She sits in an empty palace, the tapestries are moth eaten and threadbare. The floor is covered in dust, no one has been this way in years. In a ghostly whisper she answers petitions from courtiers and subjects long departed from their mortal coil. And yet she carries a presence about her, she still radiates with the power of her magic. The Princess is dead but her subjects still need her. Long live the Princess.''

Princesses do not naturally form ghosts; the cycle of reincarnations draws the royal soul onwards with a gentle call that cuts the threads of anchors. To the followers of Tears this presents a problem, as ghosts are useful and the ghost of a princess more so. Ghost Princesses are deceased members of the Nobility who have been separated from the cycle of reincarnation by the Lacrima charm ''Long May She Reign''. They are kept safe and secure deep within the palaces of Alhambra by the Protectorate of Amethyst, until their ancient knowledge is required by the Queen of Tears or her other subjects.
----
* AllergicToEvil: Ghost Princesses still experience Sensitivity and Hauntings. In Vocation this function as their Ban while in Dream they share Lacrima's Ban.
* CuteGhostGirl: At first. If they gain too many shadows, they can decay to the point of more closely resembling a StringyHairedGhostGirl.
* SanitySlippage: If a Ghost Princess gains shadows, their mind is said to decay along with their body.
* UncertainDoom: When a Ghost Princess hits Belief 0 or gains shadows equal to her Belief, [[CriticalExistenceFailure the ghost's corpus collapses and disintegrates into nothing]]. While in ''Dream'' the Ghost Princess is stated to return to the cycle of reincarnation, in ''Vocation'' it's left ambiguous if dissolution allows them to reincarnate or is an outright CessationOfExistence.
[[/folder]]

[[folder:Stormwracked]]
Because of her unusual status, the Queen of Storms is capable of displaying abilities the other Queens have never shown. One of them is that she can create a connection with anyone who has a strong enough hate for the Darkness, allowing her to turn regular mortals into Sworns on a large scale. These Sworns, called Stormwracked, usually regroup in military cells and take arms against the Darkness, fighting under her bannner.
----
* BadassArmy: Stormwracked typically form paramilitary groups to hunt down the Darkness, and are often led by Princesses or Goalenu. However, they rarely end up big enough to qualify as more than small militias, since that would make them too easy to spot.
* CreateYourOwnVillain: They usually are born from mortals who were victimized by the Darkness and have a strong desire of vengeance. Dark Cults have a strong tendency to encounter a premature end thanks to the people they abused becoming Stormwracked.
* DreamingOfThingsToCome: The Queen of Storms has the ability to induce dreams in some of them to guide them toward Creatures of the Darkness to kill.
* HunterOfMonsters: For all intents and purposes, the Stormwracked are a [[TabletopGame/HunterTheVigil Hunter Conspiracy]] that specifically focuses on fighting the All-Consuming Darkness. They typically organize into cells, though theirs tend to be more aggressive and savage than other groups of Hunters. Individuals are also known to infiltrate other hunter cells, much to the Radiant's dismay.
* SuperpoweredMooks: Stormwracked are Sworn armed with mundane equipment, making them mook tier compared to a Princess, but they do have some power.
* WrongContextMagic: Stormwracked display a lot of abilities regular Sworn aren't capable of, such as being created directly by the Queen of Storms, recovering Wisps independently from Nobles, and having the Queen of Storms manifesting her Charms directly through them. Nobody is sure how exactly they can do all of this.
[[/folder]]

[[folder:Goalenu]]
The lieutenants of the Queen of Storms. Said to be the very incarnation of Tempesta, Goalenu are powerful spirit-like entities with a particularly strong connection to the invocation, who frequently takes the lead of Stormwracked Cells. Being immaterial, Goalenu have no physical form of their own, but they can either possess people or craft themselves a "vessel" from flesh and clay, creating a weird golem-like body.
----
* CastFromHitPoints: While in a vessel, a Goalenu can use various powerful abilities called Reprisals. However, using one of these abilities gradually damage the vessel, which makes it progressively easier to spot as non-human and will eventually results in it blowing up. Notably, this is ''only'' damaging the vessel; the Goalenu itself will survive the destruction and can build a new one later.
* EliteMooks: For the Court of Storms, described as the Queen's "[[MookLieutenant lieutenants]]". Individual Goalenu are often found commanding [[SuperpoweredMooks Stormwracked]] cells.
* EyeBeams: One of the abilities they can display while in a Vessel is to shoot green fire out of their eyes to injure the opponent.
* FleshGolem: Disturbingly enough, their vessels are both this ''and'' a regular golem, as Goalenu use a combination of clay and human flesh to create them.
* GlamourFailure: The more a Goalenu's vessel takes damage, the easier it becomes to spot it as not human, forcing them to wear baggy clothes to hide their true nature. Goalenu who use too much clay to build their vessels also tend to end up looking... [[UncannyValley off]].
* GlowingEyesOfDoom: Goalenu whose vessel has been damaged usually start displaying green glowing eyes.
* HiveMind: Goalenu have been known to occasionally argue with themselves. When asked about it, they explain they are "many by birth, one by the General's will".
* NinjaPirateZombieRobot: Spirit-like creatures made from Tempesta's energy and the Queen's champions, who craft themselves what amounts to a magic version of a cyborg body made of flesh and clay.
* PoweredByAForsakenChild: These vessels they craft themselves require clay and flesh as the two major component, and at least the heart must be made of human flesh. Worse, they can acquire new skills from the organs used to craft the vessels, meaning Goalenu will sometimes hunt down experts in various fields to harvest their organs.
* ThroatLight: Goalenu whose vessels gets damaged enough start to have their own mouth glowing green in addition to the eyes.
* WoundThatWillNotHeal: Because a Goalenu's vessel partially is made of clay and as such isn't really alive, any damage suffered by it will not heal unless repaired through magic. This both mean that it becomes easier to spot them and that it will eventually be destroyed, forcing the Goalenu to create a new one.
[[/folder]]

!Forces of Darkness

[[folder:The All-Consuming Darkness]]
A BackgroundMagicField or perhaps a SentientCosmicForce made of sorrow, fear, hunger and everything evil in the world, the Darkness is the main threat usually fought by Princesses. While not a person of its own, its influence tends to fester in places where horrible things happened, creating Tainted areas from which it can spreads its Taint on living beings, turning them into Darkened. Such people acquire powers they can increase by sacrificing their conscience, until they eventually lose their mind and turn into monsters known as Darkspawns.
----
!!Tropes applying to the Darkness as a whole:
* AsLongAsThereIsEvil: In the most literal sense; the Darkness pretty much is [[MadeOfEvil a physical manifestation of evil]] so by definition, if there is evil in the world the Darkness is around.
* AlwaysChaoticEvil: Any creature of the Darkness is irremediably evil and incurable, making them foes Princesses can dispose of violently without moral reservations. The exception is Darkened, who can resist their new evil urges and can be cured through magic or rebuilding their Integrity.
* ArchEnemy: Nobles can and will fight any malevolent force or being in the World of Darkness, but the All-Consuming Darkness is by far their biggest and most personal enemy, being responsible for the Kingdom's fall and the evil they are the most dedicated to defeat.
* BackgroundMagicField: Specifically an evil one.
* BadIsGoodAndGoodIsBad: Gameplay-wise, a Dark being's use of Vice and Virtue are reversed.
* BigBad: From the Hopeful's perspective; the Darkness was the force responsible for the Kingdom's fall, and is the enemy they face the most frequently.
* CastingAShadow[=/=]PowerOfTheVoid: A lot of Umbrae and Caligines the Darkness grant involves abilities like this. Examples include Shadowblade (allows to imbue an object with the darkness to make a weapon or create a blade out of the darkness) and Void Blast (allows to shoot blast of cold emptiness).
* TheCorruption: How it operates; the Darkness taints areas where something horrible or tragic happened, allowing it to then use these places to warp people into Darkspawns.
* CosmicEntity: Though it's unclear if it's a SentientCosmicForce or just a BackgroundMagicField.
* TheDarkArts: Umbrae and Calignes in a nutshell, the latter especially so because it can be taught.
* DarkIsEvil: [[ExactlyWhatItSaysOnTheTin Well, it's in the name]].
* TheDarkSide: A CosmicEntity made of everything evil, with addictive effects and corrupting people who use it.
* DarkWorld: The place Creatures of the Darkness come from (and where they can return to from any Tainted Area) is described as being a warped, entirely Tainted version of the real world, with almost nothing but Darkspawns and Dethroned.
* DeathEqualsRedemption: Even though the Darkness is corruption and evil, simply killing Creatures of Darkness won't decrease its amount in the universe. The taint within the Creature of Darkness will just head back to the Outer Dark as a whole. The only way to destroy the Darkness without it doing this is to destroy it with virtuous reasons. Usually, Princesses who hunt Darkspawn for the sake of ending their corruption or existence is usually good enough to purify most, if not all, of its Taint and turn it back to Light. Of course, the only exception is Tempesta, which utterly annihilates the Darkness and deletes it from existence instead of purifying it.
* EvilIsDeathlyCold: A number of [[TheDarkArts calignes]] involve cold effects, and the DarkWorld is described as being devoid of any warmth; hibernating creatures of the Darkness litter the ground in a way eerily reminiscent of frozen corpses, only 'thawing' in proximity to a noble or the equivalent position of a Tainted Place in the human world.
* EvilIsSterile: Its biggest weakness; Darkness cannot create anything, just corrupt.
* EvilIsVisceral: Both Umbrae and Caligines tend warp your body in a wide variety of BodyHorror, and Darkspawns tend to look like disgusting monsters who would fit nicely in ''Franchise/SilentHill''.
* EvilMakesYouMonstrous: Creatures who get tainted by the Darkness tend to suffer huge cases of BodyHorror as Umbrae and Caligines warp their bodies. When they finally turn into Darkspawns, they usually are deformed monsters with nothing remotely human.
* ForTheEvulz: After all, the Darkness is personified evil.
* GeniusLoci: The Dark World is mentioned to be one, mainly acting when it feels resonance of Light (usually from a Princess within it being in her transformed state).
** Tainted Places definitely are; the proper amount of mystical force can transport a Princess to their dreams, where the formation of the Taint replays constantly. Undoing the actions there ends up purifying the real-world Tainted Place... but naturally, the Place immediately becomes aware of it and starts defending itself as soon as it realizes a Princess is in its mind. Sometimes there isn't a better option barring Tempestra and arson, though.
* TheHeartless: Most Darkspawns are this, being either born from someone being corrupted by the Darkness or from someone committing suicide in tragic conditions.
* KryptoniteFactor: Any creature tainted by the Darkness is vulnerable to jade, to the point just getting in contact with it inflicts them one lethal damage per scene. Many people end up realizing they have become Darkened when their jade jewellery suddenly starts burning them.
* LovecraftianSuperpower: Some of the higher Umbrae and Calignes involve a lot of BodyHorror and other abilities qualifying as unnatural.
* MadeOfEvil: The Darkness is created whenever people do evil actions, and exists to corrupt people into evil monstrosities.
* NotSoHarmlessVillain: In the backstory; The Kingdom actually used to overpower the forces of Darkness and routinely [[CurbStompBattle Curb-Stomp them]] whenever it was starting to grow out of control. Then they grew self-righteous and neglected to take care of it, allowing it to pull a scheme and successfully imprison most of the Queens. Flash-forward to centuries later, its influence has grown out of control and contributed to turn Earth into a CrapsackWorld.
* PowerAtAPrice: That price being your integrity, and, on a long term, sapience. A Darkened character who loses Integrity from a Breaking Point usually has a chance (or certainty depending on version used) to gain an Umbra, one of the twisted powers of darkness that grants the Darkened a useful effect or power. In addition, characters with any amount of Umbrae who lose their last dot of Integrity die in their sleep and rise as Darkspawn. Meanwhile, Calignes require to actually suffer a Breaking Point with a -5 penalty to be learnt, and most are Breaking Points themselves to even use. Those who don't gain any Umbrae instead become Mnemosyne, Creatures of Darkness who, due to their inability to wield Umbrae, often learn and wield [[TheDarkArts Calignes]] instead.
** Each Umbra also comes with a drawback in addition to its benefice, usually one that involves BodyHorror.
* PoweredByAForsakenChild: You know how Alhambra above power their city through stolen hope? Any Creature of Darkness can do the same thing with Wisps or Seeds of Light, eating them to regain points of Willpower. One of the sidebars in the Dream Version that details on whether or not Darkspawn need to feed also mentions that they can feed from some of the Light being corrupted or taken from the world and into the Dark World at Taints.
* RitualMagic[=/=]HumanSacrifice: It's possible for someone with enough Occult dots, a specialty in the Outer Darkness and a more than likely unwilling recipient to do a ritual to gain powers from the Darkness. To do this, they need to harm the person in question (not necessarily kill, the Darkness feeds on pain but given [[DarkIsEvil it's the Darkness]] HumanSacrifice can come into play) with Lethal Damage and specify what Caligne they want. At the end of the Ritual, they receive the Caligne [[GoneHorriblyRight along with the Darkened Template]].
* SealedEvilInACan: Darkspawn, mnemosyne and cataphractoi that spend too much time in the DarkWorld eventually fall into a form of hibernation (described as '[[EvilIsDeathlyCold freezing]]') that only ends once a Tainted Place forms somewhere in the equivalent area of the real world. This frequently means that many dark creatures that enter the real world from the Dark World [[OlderThanTheyLook are far older than they look]]. One of the example mnemosyne, Dr. Arnow, became such [[UsefulNotes/VictorianBritain in the 1800s]], and spent the intervening time hibernating in the Dark World.
* SentientCosmicForce: Maybe. It's unclear if the Darkness is sentient or not.
* StupidEvil: Much like the Yamiko of Literature/SailorNothing, the Darkness' servants tend to be short sighted and impulsive, to the point that it's stated that most Dark Cults catch the attention of mortal authorities and are dealt with without Princesses needing to lift a finger. [[NotSoHarmlessVillain But only most of the time.]]
* TheVirus: Anyone who suffers a Breaking Point in a Tainted Place risks becoming Darkened, and from there they risk devolving into a monster. In addition any sufficiently heinous act creates a new Tainted Place. Intelligent minions of the Darkness can act strategically to infect as many people as possible. Less intelligent creatures just run around being evil and see what happens.
* VillainTeleportation: All Creatures of the Darkness have the ability [[ExtraDimensionalShortcut to travel between the real world and the Dark World, which they can use in-game as a mean to move from one Tainted location to another mechanic-wise]]. With the proper Umbra, they can even do that ''without'' the Tainted area restriction, [[ShadowWalker instead using any location with sufficient obscurity]].
* WhatMeasureIsANonHuman: The Darkness' creatures were deliberately designed to have no moral worth so Storytellers could throw them at players who enjoy combat. Darkened and Dethroned are exceptions as both can be redeemed.
* WorldOfChaos: It's suspected by the Nobility that the Dark World loses cohesion where there isn't a Tainted Area to define it, as evinced by the few expeditions reporting that it grows weirder and more melted the more you move away from a Taint. But that leaves the question of where the Darkspawn sleep when there isn't a Taint nearby...
[[/folder]]

[[folder:Darkened]]
The earliest stage of corruption, Darkened are humans who were exposed for too long to the Darkness (usually by spending time in Tainted Areas), warping them morally and physically over the course of time. Unlike most creatures of the Darkness, they still are mostly humans, meaning it's still possible (albeit difficult) for them to be good people, and they can be cured, either through magic or restoring their Integrity. If neither of these things happen, though, they will eventually become Darkspawns.
----

* BadPowersGoodPeople: ''Very'' rare, but it is technically possible for someone to be a Darkened and still be a good person if she has enough willpower. This usually doesn't last however, as Darkened get cured from their condition whenever their Integrity rises high enough, while maintaining a low or average Integrity is difficult because TheDarkSideWillMakeYouForget. Princesses occasionally allow such Darkened to stick and serve as allies, though most of the time they prefer curing them as soon as possible, and turning them into Sworn if they wish to continue helping.
* TheDarkSideWillMakeYouForget: In theory, it ''is'' possible to be Darkened while still being a good person if you have enough moral integrity. In ''practice'', however, since the Darkness is a textbook example of TheCorruption, it urges them toward acting as evil as possible, damages their psyche, and ''requires'' endangering your Integrity in order to improve or use your powers at full potential (Tainted Areas only grant bonuses if you act on your darkest impulses, while just ''learning or using'' [[TheDarkArts Caligines]] triggers Breaking Points with heavy penalties), so even the ones who mean well usually end slowly decaying the good in them until they are either cured, killed or turned into Darkspawns.
* ThisIsYourBrainOnEvil: While Darkened aren't necessarily evil, the Darkness progressively warps their morality, making it gradually more likely that they will turn evil.
* VampireRefugee: While Darkened aren't always chaotic evil, the Darkness inside them constantly works to erode their remaining morality, urging them toward evil actions and warping a little more of them physically and mentally whenever they give in. All they can do is try their hardest to resist and find a cure before this gradually turns them into Darkspawns.

[[/folder]]

[[folder:Darkspawn]]
The most common creatures of the Darkness faced by the Hopeful. Darkspawns are born when a Darkened with Umbrae sacrifices the last bit of his conscience to the Darkness, resulting in them dying and their corpses reanimating within a day as Darkspawns. They are mindless beings of dark ectoplasms, usually retaining the abilities of the people they once were, but lack sentience or any form of real intelligence. Most Darkspawn search out Tainted areas, haunt them, and try to drag others into them, or else stalk the people they knew in life.
----
* BystanderSyndrome: Shadowpuppets are born from Darkened people who refused to do anything when the Darkness started making people suffer around them.
* CreepyCentipedes: Heartleeches. For added creepyness, they are centipede-like Darkspawns made out of their Darkened's ''[[BodyHorror tongues]]''.
* {{Hellhound}}: Duskhounds, which are described as canine-looking Darkspawns who nobody knows for sure whether they started out as humans or dogs. They hunt in packs, and are infamous for relying on CombatPragmatism even against considerably weaker preys, just for the sake of cruelty.
* IAmAHumanitarian: [[ExactlyWhatItSaysOnTheTin Corpse-Eaters]] are born from people who [[NoPartyLikeADonnerParty were forced into cannibalism to avoid starvation]] while in a Tainted Area.
* KillTheCutie: Lickermen are Darkspawns who prefer to attack children or people with morality above 8 so they can destroy their innocence.
* LivingShadow: The Shadowpuppets' main feature- back when they were Darkened, they acquired the Animated Shadow Umbra, which caused their shadow to develop a mind of its own, and decided to just ignore it while it caused people to suffer around them. Now they just keep doing nothing and let the Shadow do everything for them.
* MonsterOfTheWeek: Explicitly designed to serve as this; they are highly customizable, and their lack of sentience remove any moral debate you could have regarding slaying them.
* {{Mooks}}: Can serve as this to Mnemosyne and Cataphractoi, though a powerful enough Darkspawn can actually be a dangerous opponent of his own.
* MoreTeethThanTheOsmondFamily: The Corpse-Eaters look human-enough first... until they open their mouth, revealing this trope.
* OrificeInvasion: Heartleeches are rumored to sometimes crawl down a sleeper's throat so they can whisper from their gut.
* OurGhostsAreDifferent: Shadow-Wraith are ghost-like Darkspawns who are born out of someone's bad memories rather than a Darkened.
* OverlyLongTongue: The Lickermen's main feature. It's described as being as long as a man's arm.
* ThingsThatGoBumpInTheNight: Cradlesnatchers are grotesque boogeyman-esque Darkspawns who hide in cupboard and behind beds so they can kidnap children.
* WasOnceAMan: With the exception of some like Shadow-Wraith, they are born from people with Umbrae who reach 0 integrity.
* WouldHurtAChild: Cradlesnatchers, who specifically target children and abduct them. It's unclear ''what'' they do to these children exactly, but considering the Darkness' nature, it's unlikely to be good. Lickermen, while not targeting them specifically, still love to attack a lone child, especially one under the age of seven.
[[/folder]]

[[folder:Mnemosyne]]
Darkened who reach 0 integrity without gaining a single Umbra. Their body haven't shifted to welcome the Darkness and turn into Darkspawns, allowing them to retain their lives and intellect. This tends to make them actually even more dangerous, as they can organize and direct the Darkspawns, which because of their lack of scruple they usually do in order to commit monstrous acts of depravity. While lacking Umbrae, their mind still has a connection to the Darkness, usually granting them supernatural abilities known as Caligines, which they also are capable of teaching to other creatures of the Darkness. They usually are the ones responsible for founding cults.
----
* TheDarkArts: Essentially what their Caligines amount to- dark, forbidden occult powers acquired through unholy rituals and sacrifices.
* DarkMessiah: Many of them end up using their powers to fashion themselves as this and found Dark Cults.
* EvilIsNotAToy: The Caligo "I Am Your Master" allows them to turn Darkspawns into their servants by feeding them part of their flesh or blood. However, should the control be broken, the Darkspawns will seek their former master out to kill him and feast on his flesh. Worse, they remember where he is, so they can easily track them down if they are careless.
* EvilSorcerer: Caligines are usually learnt through Dark Rituals, so Mnemosynes have a strong tendency to be into occult.
* TheHedonist: Unlike most creatures of the Darkness, Mnemosyne retain a mostly human mind, meaning they can still enjoy the pleasure of life. Many of them take advantage on this to revel into depravity and get the luxuries they want with their powers.
* HumanoidAbomination: Unlike Darkspawns, they still retain their human body and intellect. But everything else about them is anything but human, and on the inside they are irredeemably evil Creatures of the Darkness.
* TheManBehindTheMonsters: They are completely human-looking dark beings capable of controlling the monstrous, mindless Darkspawns.
* ManipulativeBastard: Since they are the most human-looking Creatures of the Darkness, they are the best-fitted to infiltrate human society and corrupt it from the inside. Many of them specialize in spreading their Taint through Cults and subtle manipulations.
* MeaningfulName: "Mnemosyne" means "Remembrance" in Greek. They're basically {{Humanoid Abomination}}s who kept their human forms while being corrupted by the darkness, thus keeping their memories of what it's like being human and sapience unlike the Darkspawn or Cataphractoi.
* MonsterLord: Serve as this to Darkspawns, being one of the two kind of Dark beings who retain their intellect and can control them.
* SquishyWizard: While their Caligines and ability to control Darkspawns make them genuinely dangerous opponents, they don't have access to Umbrae, and unlike Darkspawns and Cataphractoi, their body technically is still human, so they usually can be killed or beaten up just as easily as any mortal. Most of them are well-aware they don't stand a chance against a Princess in a direct fight, which is why they usually prefer to rely on manipulations and behind the scene schemes.
[[/folder]]

[[folder:Cataphractoi]]
Another kind of sentient creatures of the Darkness. Unlike the Mnemosyne, Cataphractoi (singular: Cataphract) aren't born from Darkened who reach 0 integrity, but from any person who died having crossed the DespairEventHorizon (usually by committing suicide). This results in dark beings who retain the memory of their human selves and cling to what they remember of their past lives despite not actually understanding it, usually resulting in disturbing parodies. Cataphractoi have access to [[AllYourPowersCombined both Umbrae and Caligines]], as well as [[OneWingedAngel the ability to shed the limits of their human form to turn into powerful, monstrous beings]].
----
* AllYourPowersCombined: They have access to both Umbrae ''and'' Calignes, and can switch between a human, Mnemosyne-like appearance and a Darkspawn-esque monstrous form.
* CameBackWrong: How they are born; Whenever someone dies while having crossed the DespairEventHorizon, this can result in the creation of a Cataphract with a twisted parody of his appearance and memories.
* DespairEventHorizon: A Cataphract is formed when someone dies while having crossed this. Unfortunately, they are aware of this, and [[KickTheDog will frequently torture and break people to make them reach that point so they can create more of them]].
* EvilCannotComprehendGood: Unlike regular Darkspawns, Cataphractoi completely retain the memories, aspirations and personnality of the people they are born from, and try to cling to them. Unfortunately, because they are beings from the Darkness, they just ''can't'' understand the good or deeper signification behind all these things, so all they end up accomplishing is a pale, warped and frequently grotesque imitation.
* EvilCounterpart: Can be considered this to the Princesses; the rulebook explicitly compares their OneWingedAngel ability to a Princess' transformation.
* GlamourFailure: They can be identified by holding their gaze for long enough, allowing you to notice their pupils appear to writhe as if something was trying to get out. Many of them also acquire inhuman traits as time passes.
* HumanoidAbomination: Inside they are just as ugly and horrific as any being from The Darkness although like Mnemosyne they can appear human, however unlike Mnemosyne they can shapeshift into grotesque abominations at will.
* MeaningfulName: "Cataphractoi" means "Armored" or "Completely Enclosed" in Greek. They're {{Humanoid Abomination}}s who are basically living vessels for the Darkness with human memories. It's also meaningful as "Cataphracts" are also referred to as heavy cavalry in war, and Cataphractoi here are dubbed as "Generals of the Darkness".
* MonsterLord: Even more so than the Mnemosynes, to the point many Princesses nickname them "the Generals of the Darkness".
* OneWingedAngel: While Cataphractoi usually appear as the individuals they were born from, they can shed this limitation and turn into nightmarish monsters.
* TotallyNotAWerewolf: People who aren't familiar with creatures of the Darkness frequently mistake Cataphractoi for Mnemosyne.
* WithGreatPowerComesGreatInsanity: Their OneWingedAngel form is insanely powerful, but it costs them one dot of willpower, which they can only recover by spending a month without using it again. Reaching 0 willpower [[ShapeshifterModeLock locks them in monster form]] and destroys their sentience, leaving them as nothing more than really powerful Darkspawns.
* WoobieDestroyerOfWorlds: All of these were once normal humans who either had enough despair and [[DrivenToSuicide comitted suicide]], or simply accepted that evil is the only thing in the universe and died in their sleep, or just stopped breathing and reborn with their empty souls filled with the Darkness. The two example Cataphractoi completely fit. Dr. Goldstein's wife was cheating on him and he suffered from depression all his life, and as a Cataphract he kidnaps couples who are even having a small disagreement. If they play along, they're traumatized, but live. If they don't, he simply kills them and eats their ring fingers. Maria the Cleaner was a legal immigrant working for a local politician, but due to voters calling for him to deport his (illegal) workers, he caved in and fired Maria. She had killed herself and now as a Cataphract, she terrorizes homes by making Darkspawn clean the place like robbers and leaving tainted places in their wake. These people probably would've needed a hug and support, but the best they need now is a death by a Princess and hope they have a better next life.
** However, the case of Dr. Goldstein makes it clear that Cataphractoi are ''not'' the people they were before death, as is proven by the fact that there are two Dr. Ishmael Goldsteins running around: Dr. Goldstein the Cataphract and Ishmael the Dybbuk, the spirit of the ''actual'' Ishmael Goldstein, who stuck around as a ghost and spends his time trying to weaken the Cataphract and warn its victims. While the people they pretend to be may have been sympathetic, Cataphractoi are simply monsters wearing their dead bodies.
[[/folder]]

[[folder:Cults of Darkness]]
Cults generally founded by Darkened or Mnemosyne as a way to attract more humans to recruit and corrupt. They generally do so by promising immortal powers to them, then making them pray in Tainted Areas so they can become new Darkened.
----
* BreakTheCutie: Pongamia members willingly do this to [[AbusiveParent their own children]] until they become Mnemosyne.
* BurnTheWitch: The Catholic Church decimated the Pongamia in Europe, forcing the survivors to flee to America. This is a rare case of the trope where [[KickTheSonOfABitch the victims completely had it coming]].
* CombatSadomasochist: The Cult of Broken Dreams preaches suffering as the one genuine noble thing in human life, and encourages to embrace it. Its members are taught how to torture their own body to "steel them from the pain of living", and must then spread the cause by torturing others.
* {{Cult}}: [[ExactlyWhatItSaysOnTheTin Obviously]]. Though it's worth mentioning they tend to be dark and unhealthy even compared to ''other'' cults in the setting.
* DrivenByEnvy: What the Sodality of the Harpuiai ultimately boils down to; they see their actions as righteous punishment on people they consider criminals, but ultimately they twist their logic so that anyone remotely better than they are will qualify as a criminal.
* EatTheRich: The Sodality of the Harpuiai believes that "behind every great fortune there is a crime", meaning the wealthy ''have'' to be criminals, and takes upon itself to punish them. Notably, they don't just apply this logic to the rich, but ''anyone'' who could be in any way be considered better than the norm; to be successful, learned train or born with a special gift is enough to justify them assaulting you.
* EvilSorcerer: The Pongamia Coven is a cult of witches who willingly expose themselves to the Taint for the sake of gaining occult powers from the Darkness.
* EvilWillFail: Even without a Princess around, Dark Cults rarely last very long, as their ObviouslyEvil attitude [[RealityEnsues makes it only a matter of time before the police take care of them]]. And when ''that'' doesn't happen, their victims tend to become Stormwracked, who are likely to [[TheDogBitesBack avenge themselves]].
* ForcedIntoEvil: When people aren't tempted by the powers Dark Cults have to offer, it's not unusual for cultists to force them to join, either by blackmailing them or locking them in Tainted Area and waiting until they becomes Darkened.
* TheHedonist:
** Pleasure Principle follows the belief that inhibitions are nothing but cages, and people should shed them to indulge in all their appetites. Their typical method to fish new recruits involve throwing orgies where they study the guests, then use what they learnt to break their sense of shame and gradually corrupt them.
** The Pleasure Parlour has a slightly different variant; they offer services outside of morality for a cut troath price with the purpose of getting people hooked, then manipulate them into indulging their vices in Tainted Places.
* HumiliationConga: The Sodality of the Harpuiai usually aims at humiliating people and ruining their reputation rather than hurting them physically.
* MaliciousSlander: The Sodality of the Harpuiai specializes in this, spreading rumors and scandals until they destroy the reputation of people they are targeting.
* MotiveDecay: It's implied the Pongamia Coven used to have an actual greater motive for what they do, but whatever that motive might have been, it's gone, [[TheDarkSideWillMakeYouForget eroded away by the Darkness]]. Nowaday, they acquire occult power for power's sake.
** Since they worship [[TheDarkSide the Darkness]], this happens to every cult that lasts long enough.
* ReligionOfEvil: They literally are cults based on worshipping TheDarkSide. Can hardly get eviler than that.
[[/folder]]

[[folder:Dethroned]]
Whenever a Princess falls to Belief 0, she reaches a point where she loses both her powers and the ability to feel hope, leaving her in a catatonic state where she can barely function as a human being without help. Sometimes, though, they will instead turn to the Darkness in their despair, and become what the Nobles call Dethroned.
----
* AlienGeometries: The Laments of a Dethroned's Fortress of Regrets are linked to each other, meaning it's possible to walk from one to to the other... which would make Euclidean sense, except there's absolutely nothing that prevents Laments from being on opposite ends of the world. Gets even weirder if a Lament is remade into a Gate (ie, part of a Tainted Area), because the ''real'' location develops roads to other Laments as well.
* AndIMustScream: Dethroned are perpetually trapped in their pain and regrets, unable to feel any form of hope. To make things worse, just killing them won't even free them, as they will just reform unless someone help their soul find redemption.
* AndThenJohnWasAZombie: Any Princess is at risk of becoming a Dethroned should she compromise her Belief too far and not get back to improving it.
* BeyondTheImpossible: They are the only things who can walk around and survive safely in the Dark World without dying or falling into hibernation, something even the Creatures of the Darkness (who are ''native'' of this place) aren't capable of without the help of an Umbra.
* CharmPerson: How their mental enslavement of Darkspawn works - they are reprogrammed to act out particular roles in the Dethroned's Laments/theme that generally work in her favor. Really powerful Dethroned can do this with everyone, which tends to lead to massive Cults of Darkness.
* DeaderThanDead: A Tempesta Charm was made to inflict this on Dethroned, fittingly called [[TakingYouWithMe Martyr]].
* EldritchAbomination: They are described as looking like gigantic, nightmarish monsters, whose mere presence warps Darkness around them.
* EmotionEater: They use Sensitivity to feed, devouring the misery produced by despair and suffering to fill their magic reserves.
* EvenEvilCanBeLoved: One way Princesses can redeem a Dethroned is willingly taking the Dethroned's grief into themselves. The flavor text describes it as this trope.
* EvilMeScaresMe: Understandably, Princesses usually react poorly to seeing some of them turned into grotesque monstruosities filled with despair, especially with the knowledge any of them might become one someday. In the Vocation version, just seeing a Dethroned can be enough to trigger a Breaking Point.
* {{Expy}}: Of [[Anime/PuellaMagiMadokaMagica Madoka's Witches]] and to a far lesser extent, the [[Literature/SailorNothing Yamiko Queen]].
** The sample Dethrowned is an Expy of the witch from {{Webcomic/NoRestForTheWicked}}.
* FallenHero: They are former Princesses who reached Belief 0 and failed to recover from it, resulting in them becoming nightmarish abominations.
* GodzillaThreshold: When Creatures of the Darkness actually go through the troubles of attracting a Dethroned on the battlefield, you ''know'' they think they are in trouble.
* GoMadFromTheRevelation: Dethroned are very much capable of causing Belief Compromises and Breaking Points with their Hexes, namely Unconscious Warping and We Are Alike. In the Vocation Version, even seeing one is a Belief Compromise, but only the first time.
* HorrifyingTheHorror: Creatures of the Darkness are absolutely ''terrified'' by them because of their ability to warp Darkness, and only awaken them as a last resort.
* {{Mana}}: Unlike Princesses who have Wisps and the Inner Light of Hope, Dethroned use (depending on Version) Shadows/Clouds and have Inner Darkness/Night. This means that instead of getting fuel from hope, the Dethroned get power from ''despair''.
* NamesToRunAwayFromReallyFast: Aside from their name of "Dethroned" and the example Witch in the Woods, most of their Hexes have [[SarcasmMode lovely names]]. Fortress of Regrets, Misery Voyeur, Cry of Anguish, One Thousand Weeping Eyes, Welcome to My Personal Hell, etc.
* RealityWarper: To what extent varies between Dream and Vocation, but in both versions a Dethroned's sorrow transforms the Dark World around her, making a Fortress of Regrets that embodies the sequence of events that led to her losing her last dot of Belief, each event creating a room called a Lament.
* RedemptionEqualsDeath: If a Dethroned dies, but a Princess takes the Dethroned's pain onto themselves (literally taking it into their soul in the process) and work off the Dethroned's Shadows, then the Dethroned is redeemed, begins her next life and is allowed to continue reincarnating, or possibly move on to wherever souls go. In some versions, this also applies to pre-Dethroned who regain a point of Belief before Dethronement - they break free of the Shadows and die in their sleep, rather than returning to the fight.
* ResurrectiveImmortality: Simply killing a Dethroned does not permanently resolve the problem, because similarly to Princesses, they eventually reincarnate. Dealing with them permanently requires redemption or a Tempesta charm called Martyr.
* SomeoneHasToDie: If they're not redeemed, then the only way to take them out is for a Princess of Storms to invoke the Martyr Charm and annihilate both of their souls permanently.
* TorturedMonster: They are trapped in a state where they are constantly tortured by their own pain, unable to feel hope or move on.
* WalkingWasteland: While in the Dark World; they warp and twist Darkness wherever they go, reshaping entire landscapes and destroying the mind of any sentient Creature of the Darkness unlucky enough to pass by.
* WasOnceAMan: Or more accurately, Was Once A Princess. See FallenHero above.
* WoobieDestroyerOfWorlds: Possibly one of the most extreme examples of this trope. Not only are Dethroned born from Princesses crossing the DespairEventHorizon because of the trauma of all the compromise they had to make, but they also are left in a state of constant suffering, unable to feel hope or any other positive emotion.
* WorldOfSymbolism: Everything in a Fortress of Regrets embodies a different aspect of its ruler's past and personality.
[[/folder]]

[[folder:The Dark Avatars]]
Also known as the Dark Queens, these three are avatars of the Darkness who were said to be responsible for the creation of the Trap in the Dreamlands. They include the Red Queen of Violence, the White Queen of Self-Loathing and the Black Queen of Despair.
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* ChessMotifs: A downplayed example, given how little is known about them; however black, red, and white are the traditional colours of chess pieces. This contrasts with the Radiant Queens' PlayingCardMotifs.
* TheCorrupter: They are said to have manipulated the strife that weakened the Kingdom, leaving it vulnerable to destruction at the hands of the Darkness and are responsible for making the Dreamlands into a LotusEaterMachine.
* {{Expy}}: Supposedly they were based on various {{Big Bad}}s in other works of Magical Girls. Black Queen of Despair is one of [[Literature/SailorNothing the Yamiko Queen]], The Red Queen of Violence is one for [[Anime/PuellaMagiMadokaMagica Walpurgisnacht]], and the White Queen of Self-Loathing for [[VideoGame/AmericanMcGeesAlice the Queen of Hearts]].
** WordOfGod says this was an idea when the Dark Queens were first conceived, but he decided not to make it canon.
* FallenHero: Though their status is unknown, it's mentioned that they were intimate to the nature of the Light, which could mean they are this. One theory offered by the supplement suggests that several kings and queens of the old kingdom might have attempted to use or control the Darkness, only to be corrupted by it.
* MultipleChoicePast: Their true origins are lost to history. They might have been three queens of the Kingdom who were corrupted by TheDarkSide. Or they might have been an EnemyWithout of the three Twilight Queens, created when their magic was twisted to become the way it is now. Perhaps they always existed and only grew when the Darkness did.
* NothingIsScarier: There's only one reference to them in the corebook (at the very beginning) and the supplement only gives ideas on what they could be. Otherwise, no concrete information on them exists, or even if they're still active today.
* VillainousLegacy: As part of the forces of Darkness, there's no indication on whether or not they played a part in the Kingdom's Downfall. However, they played a major part to ensure it would never rise again by creating the Trap in the Dreamlands which converted it into a LotusEaterMachine. They mostly serve to explain the backstory and have no known presence as of the Release.
[[/folder]]

!Dreamlanders

[[folder:Dreamlanders in general]]
The inhabitants of the Dreamlands. Dreamlanders cover a wide variety of beings, from creatures actually native from the place and born from various concepts, to members of the Radiant Queens' courts and armies who were trapped with them, to humans who died but chose to stick here rather than move to the true afterlife. Overall, they are divided into three categories: '''chorus''', who appear as people capable of talking and speaking, but actually are little less than an extension of the Dreamlands; '''actors''', who are real people with memories, desires and aspirations, but unaware of the real world's existence, and for the majority will refuse to believe it if told about the truth. And '''stars''', who actually know about the real world.
----
!!Tropes applying to all Dreamlanders
* AnthropomorphicPersonification: Some Dreamlanders are dream manifestations of concepts, ideas and places from the physical world.
* FunctionalMagic: Many actors and stars can wield strange powers, which are either represented by Numina or, in the case of those who started out as Princesses, Charms.
* GoodCounterpart: Dreamlanders with Harmonious Merge to Amanojaku and [[TabletopGame/WerewolfTheForsaken spirits with Claim]]. Unlike Amanojaku, they willingly hitch a ride with someone who is willingly giving them their body, and unlike spirits it's a conscious decision in full knowledge that eventually Dreamlander and host will become a single entity.
* LockedOutOfTheLoop: Actors are this by default; they are unaware of the Dreamlands being just a former LotusEaterMachine and a real world existing beyond it. Not only that, but most of them aren't even capable of realizing it.
* OurGhostsAreDifferent: Some Dreamlanders technically fit this definition, seeing how they are the souls of deceased people who chose to stick in the Dreamlands rather than move to the afterlife.
* OurSpiritsAreDifferent: While not exactly spirits, Dreamlanders ''are'' a form of Ephemeral Beings, and as such mostly follow the same rules than Ghosts and Spirits in the New World of Darkness when it comes to character creation and mechanics. They only are intangible beings while in the real world, however; in the Dreamlands, where everything is made of Ephemera, they can be physically touched as if they were made of flesh.
* ResurrectiveImmortality: ''Averted''; unlike [[TabletopGame/WerewolfTheForsaken Spirits]], a Dreamlander who somehow ends up in the physical world and loses all his Essence will actually die rather than just returning to the Dreamlands. This is pretty rare however, as aside from Amanojaku, they have little reason to leave the Dreamlands.
* SharingABody: Dreamlanders who end up in the physical world can use a Manifestation known as Harmonious Merge, which allows them to share the body of someone whose personality is similar enough to theirs, with the two trading control regularly. Over time, the two personalities tend to become more and more similar until the two become a single entity.
* WasOnceAMan: Some Dreamlanders started out as humans, but ended up in the Dreamlands either because they had their bodies stolen by the Amanojaku, died and had their soul arrive here or just found their way to the Dreamlands and couldn't escape.
[[/folder]]

[[folder:Wardens]]
When the Darkness turned the Dreamlands into a prison, its servants realized it probably wouldn't last forever of its own. They placed powerful Dreamlander guards to watch over the prisonners, constantly adjusting the illusions and dreams to keep the souls unaware of what was happening. When the Release happens, the Radiant Queens saw them as what they really were, and summoned ther armies against them, slaughtering them in masses. Nowadays, they no longer have a grasp on the Dreamlands, but some still exist, hiding in the wild regions and still trying to trap any person carrying the Light they can get their hands on.
----
* LesCollaborateurs: While they share the Darkness' weakness to jade, the Wardens are clearly established as being Dreamlanders, not Darkened (though the book leaves it ambiguous whether they were created by the Darkness or joined it). They still serve the cause of the Darkness.
* CripplingOverspecialization: They were made to trap the souls of servants of the Light in the Dreamlands, which they are very good at; however, this is literally the ''only'' thing they can do; their ban forces them to focus on souls touched by the Light whenever they get the opportunity, their abilities are so focused on manipulating the Dreamlands they would be ''even more'' powerless than regular Dreamlanders should they somehow end up in the physical world, and they barely have any mean to fight. The moment the Radiant Queens saw through their illusions, they were summarly [[CurbStompBattle curb-stomped]].
* FakeMemories: One of their abilities, Web of Illusions, allows them to change the memories of visitors to convince them they have always been a part of the Dreamlands.
* HowTheMightyHaveFallen: These guys used to essentially rule the Dreamlands from behind the scene, keeping the Radiant Queens and Princesses in check with the illusions. Then the Queens found out what was going on and [[CurbStompBattle promptly kicked their ass]]. Now they are little more than lurkers hiding in the darkest part of the realm they once controlled, trying every now and then to catch the few isolated Princesses who actually wander in the area. They are still very dangerous, but compared to what they used to be, that's pretty pathetic.
* TheJailer: A supernatural variant. These particular Wardens are living [[LotusEaterMachine Lotus-Eater Machines]] whose purpose is to keep the Radiant Queens from returning in the real world. While they are not particularly sadistic or cruel to their prisoner, trying to keep beings who are incarnations of Light and hope as their prisoners definitely qualifies as evil.
* LotusEaterMachine: Back when the Dreamlands was under their control, their function was to make sure it stayed this. Now that they have been overthrown, they can still create a smaller scale version on any servant of the Light they find, manipulating their memories and casting illusions to convince them to stay, but each of them can only trap one person at the time.
* TheManBehindTheMan: In ''TabletopGame/HunterTheVigilDarkAndLight'', to the [[{{Sucksessor}} Magisters of Economie]], being the ones the Magisters made a deal with to get powers from abducting Princesses.
* MasterOfDisguise: See VoluntaryShapeshifting below.
* MasterOfIllusion: They are skilled illusionists, which is how they can trap you in a dream.
* SquishyWizard: Their ability to cast illusions and play with your thought are a real danger, as they can easily cause you to stay for a long time trapped in the Dreamlands with it, potentially until your real body dies out and you can never escape. However, they aren't much of a threat in physical combat, so if you somehow manage to see through their trick, it's the end for them.
* VoluntaryShapeshifting: Their Mask of Many Faces ability allows them to transform in any shape they wish. This only grants them very weak physical advantages, however, as the main purpose of this power is to disguise themselves.
[[/folder]]

[[folder:Amanojaku]]
Dreamlanders who for various reasons chose to possess the bodies of living human beings rather than getting a physical form through reincarnation or becoming a Shikigami. Most of their peers see them as criminals who dabble in profane magic, and as such it's a frequent job for Princesses to find them and force them to give the bodies they stole back.
----
* BattleInTheCenterOfTheMind: While regular mortals usually can't do anything to defend themselves against an Amanojaku's assault other than run away until they wake up, those with the Lucid Dreamer merit or some kind of PsychicPowers can actually try to fight back, resulting the two of them struggling inside the dream.
* TheDarkArts: Most Dreamlanders consider the magic they use to possess people as a forbidden and profane.
* DemonicPossession: They are Dreamlanders who use profane magic to steal bodies from mortals. In a variant, they ''don't'' keep the mortals' souls prisonners, instead throwing them in the Dreamlands while they replace them. This is somewhat problematic, since because of this, banishing one from his host will just leave the body as an EmptyShell in a coma rather than free the victim, unless you arrange for the actual soul to get back to the body.
* DrivenByEnvy: Most Amanojaku are motivated into relying on such a magic because they envy humans' bodies enough to forget their ethic.
* PuppeteerParasite: Nobles used to believe they were weird Dreamlands parasites before discovering the AwfulTruth behind their origins.
* SenseFreak: Amanojaku who first got a body don't understand the notion of physical injuries, since in the Dreamlands, injury and loss of will are equivalent. Because of this, they tend to be reckless with their new bodies, and suffering a wound penalty for the first time is quite a shock for them, to the point it causes them to lose a dot of willpower.
* YourWorstNightmare: How they possess people; using doors inside the Dreamlands, they get inside a human's dream, then proceed to twist said dream into a nightmare where they are an alien entity pursuing the unfortunate victim. If they manage to catch the mortal before he wakes up, they throw his soul in the Dreamlands and take its place inside the body.
[[/folder]]

! Embassies and Protectorates
[[folder: Embassies and Protectorates In General]]
Embassies serve as the Z-Splat to Princesses, that represents a cause or concept the Princess takes responsibility for and incorporates into herself and her magic. Once organizations in the time of the Kingdoms, the Embassies were made to either improve the concepts they stood for, or served as actual embassies to foreign powers which allowed for common ground and diplomacy between the Princesses and the other beings.

As for Protectorates, they’re technically the same as Embassies, save for the factor that they’re property of the Queen of Tears and focus on expanding her dominion of Earth through different means.
----
* AstonishinglyAppropriateAppearance: The appearance of the beings within the Embassies and Protectorates have their Transformations change more to suit what the Embassy/Protectorate represents. For example, in the Embassy to Fortune the Nobles can gain more features pertaining to luck or the Cat himself until the Ambassadors look exactly like the Cat. On the other hand, the Protectorate of Pyrite/Garnet take on features of the Queen of Tears herself, even up to the endless crying.
* {{Crossover}}: Embassies are created when a Princess takes some foreign power and incorporates it into her magic. Often this power is another game's magic resulting in abilities suited to crossover; and the Princesses who join that embassy usually do so because they want to interact with that other game's protagonists.
* EvilCounterpart: The Protectorates are this to some of the aftermentioned Embassies.
* PrestigeClass: The Embassies and Protectorates serve as this for Princesses, the latter more for the Princesses of Tears.
* SupernaturalAid: Some of these Embassies serve as such to other supernaturals, or directly dealing with certain types of beings like Spirits and Ghosts for the Embassy to Ephemera and Death respectively.
* ThemeNaming: Protectorates are all named after minerals. This is a shout out to ''Manga/SailorMoon''.
[[/folder]]

[[folder: Embassy to the Arcane]]
-->''"Do not meddle in the affairs of wizards, because they are subtle and quick to anger ... Of course, I’m very, very good at not being caught."''

'''Alternative Titles:''' The Sorcerer’s Embassy, the Order of Witch Finders

'''Informal Names:''' Spooks, Sparkles, Witches

The Embassy to the Arcane is filled with Princesses who’ve taken notice of magic being used or magicians proper. Some complain that it’s used for the wrong purposes, some believe it’s too exclusive, but they all agree that it has much potential, and believe that it should be available for the masses to own and wield. Regardless, the Princesses in this Embassy must take care around the magic wielders they find, for it can be dangerous around them or because of their spells.

Marks of this Embassy take the form of the stereotypical WitchClassic (or WizardClassic for Princes) and usually some form of accurately symbolized magical amulets. The Requirements take the form of the Intelligence Attribute and the Occult Skill.
----
* TheConscience: Some Princesses in this Embassy simply want to save Mages from themselves and their own hubris.
* {{Crossover}}: This Embassy is a good crossover with ''TabletopGame/MageTheAwakening'', but it can work with most other kinds of magic users as well that aren’t a gameline.
* CuteWitch: Princesses within the Embassy to the Arcane take on witch like features, mainly in terms of clothing. This trope can definitely come into play.
* SufficientlyAnalyzedMagic: Most of the Embassy’s powers are done by analyzing the magic, and their Ambassador Privilege allows the Princess to personally assist in a ritual.
* WitchClassic[=/=]WizardClassic: They are designed to have this aesthetic in mind.
[[/folder]]

[[folder: Embassy to Childhood]]
-->''"I assure you, my credentials and references are practically perfect in every way."''

'''Alternative Titles:''' Governesses

'''Informal Names:''' Mary/Maries, Julia/Julias, Roger/Rogers, any title used to refer to childminders or babysitters.

An Embassy only within the Dream Version of Princess, the Embassy to Childhood is focused around raising children, believing them to be the architects of the future. And who better to give them the tools and ability to do so than Princesses?

Marks of the Governesses take the form of either the youthfulness and energy of children or the dignity and authority of adults. Requirements take the form of the Composure Attribute and the Empathy Skill.
----
* CallOnMe: At the Consul level they can teach children a phrase that will magically summon them. However they also know why they're being summoned and can choose not to use it if they think the child doesn't have a good reason.
* {{Crossover}}: This embassy pairs well with the standard TabletopGame/NewWorldOfDarkness SplatBook ''Innocents,'' which contains most of the rules/tips for using children both as players and as Non-Player Characters in this setting.
* FriendToAllChildren: As they’re an embassy based around caring for children, this is a must.
* MagicalGuardian: Though not required, it’s mentioned in more war-torn parts of the world that they serve as this to the children under their protection.
* MagicalNanny: Their shtick and powers in a nutshell. They focus on taking care of children.
* RelegatedMentor: They mentor children, which means they leave as soon as their charge's grow up.
* SpiritAdvisor: Children mentored by the Embassy to Childhood have been known to gain advice from their old mentor in dreams when they need it. However this isn't a literal spirit advisor, it's just how the memories manifest.
* SuperEmpowering: Some of their Privileges allow them to temporarily give part of their Inner Light to children.
[[/folder]]

[[folder: Embassy to Death]]
-->''"Death is an end. But it is not the end"''

'''Nickname:''' Reapers

In the past of the Kingdoms, death had a different nature. The grief of losing a loved one was met with the comfort that they were in better and safer hands. When Death’s eventual scythe struck a sudden blow, the person could remain a little while longer to say goodbye. But in the World of Darkness, death comes painfully, suddenly, and most of all commonly. Ghosts linger behind unable to leave the world by their own hands. The Embassy to Death seek to bring comfort to those grieving and appease the Ghosts that continue to wander, hoping one day to make death as it once was in the Kingdom: not through kicking and screaming but by acceptance.

Marks take the form of dressing in funeral garments appropriate to the Princess’s culture, even up to appearing like angels of death with grey wings. Requirements take the form of the Resolve Attribute and the Empathy Skill.
----
* {{Crossover}}: Thanks to their focus on ghosts, they are obviously the best-fitted Embassy to handle crossovers with ''TabletopGame/GeistTheSinEaters''. To a lesser extent, they are also adapted for crossovers with ''TabletopGame/MageTheAwakening'' if a [[{{Necromancer}} Moros]] or another type of mage with the Death Arcanum is involved.
* DontFearTheReaper: Their modus operandi. The Princesses in the Embassy to Death want to ease the transition of life to death and giving comfort to those dying and dead.
* FeelNoPain: Two of the Privileges specialize in giving Composure and willpower upon pain and wiping out pain entirely.
* HellGate: Not necessarily evil, but a Consul of Death can open an Avernian Gate to enter the Underworld.
* ISeeDeadPeople: A Secretary power allows a Princess to see Ghosts in Twilight.
* MagicMirror: Somewhat. One of the powers lets a Princess create a mirror made of ectoplasm that allows for seeing into Twilight.
[[/folder]]

[[folder: Embassy to the Dreamlands]]
-->''"We live two lives, in two worlds. Each is missing something we dearly need. Our task is to bring them together, to build something new, something whole and complete."''

'''Alternative Name:''' The Lords and Ladies of Sleep

'''Informal Names:''' Daydreamers, Somninaughts, Terriers, The Resistance (defunct), Heralds of the Rooster (defunct)

During the Long Night, as newly Blossomed souls came into the world, they found remaining pieces of guidance from their trapped forbears in the form of the Embassy to the Dreamlands. Their prime mission was simply to learn about the Dreamlands and find a way to break the Trap. Given the Moon landings had broken the Trap, their efforts were ultimately worthless, but they were still useful to the now growing population of Princesses. After all, the Dreamlands has hope but no reality, and the Earth has reality but no hope. If they can combine dream and reality, they may yet make the world have the best of both.

Marks take the form of a mix of sleepwear and exploration equipment. Requirements take the form of the Wits Attribute and Empathy Skill.
----
* AdventureGuild: One that specializes in exploring the Dreamlands.
* AWorldHalfFull: The Heralds of the Rooster believe this to be the case for both the Earth and the Dreamlands. The Earth has reality, but little hope. The Dreamlands have hope, but no reality. Their mission is to bring the best of the two together.
* DreamWalker: They have some powers that can bring other mortals into the Dreamlands.
* LaResistance: They originated as scattered groups of lucid individuals among the Hopeful who had discovered the AwfulTruth of the Dreamlands, and they spent centuries trying to defeat the Wardens and somehow free the rest of their people. While their efforts were ultimately made redundant by the Apollo moon landing triggering the Release, the Heralds of the Rooster simply reformed themselves into a formal embassy dedicated to studying the Dreamlands.
* ShoutOut: All their abilities are named after fictional characters.
* VisionsOfAnotherSelf: A secretary power, ''Christopher’s Parallel Lives'', is using this trope, the waking body and dreamland body able to act on their own.
[[/folder]]

[[folder: Embassy to the Economy]]
-->''"That is a common mistake, the actual quote is “The love of money is the root of all evil.""''

'''Alternative Names:''' The Accountant’s Embassy, The Auditors, The Smith Institute

'''Informal Names:''' Suits (formally pejorative), Taxmen (pejorative), Lamars (pejorative)

The Embassy to the Economy is based on the ideals of Adam Smith, who wrote on both of the workings of economics and ideals of morality must be intertwined with each other. Of course, a common problem is that the greed of people can make them twist the system to their own ends, making illegal money while others suffer. The Smith Institute is of course focused on rectifying the latter.

Marks take the form of formal and mundane attire matching to the culture the Noble belongs to. Requirements take the form of the Intelligence Attribute and the Academics Skill.
----
* BadassBureaucrat: Being an Embassy based on finding criminals within money making systems, this is a given.
* FollowTheMoney: One of the Embassy’s privileges is the ability to tag money a business owns and see what it’s used for or how it’s earned.
* HonestCorporateExecutive: Some members of the Embassy fit the category, but most are crime fighters.
* WhiteCollarCrime: The Embassy is dedicated to opposing this trope.
[[/folder]]

[[folder: Embassy to Ephemera]]
-->''"Listen, you idiot. I know you mean well, but you’re creating fear-spirits like you wouldn’t believe it with your anti-mugger campaign. We’re going to have to find a better way to do this than just appearing and attacking anyone who looks suspect."''

'''Alternative Titles:''' The Animist’s Embassy, Speakers to the World, Guardians of the Silent Hillside

'''Informal Names:''' Shamans, Jumpers.

The Embassy to Ephemera is an Embassy dealing with the Shadow and Spirits. Unlike what their Alternative Titles and Informal Names imply, they do not usually partake in appeasing Spirits. Instead, they focus their efforts on studying Spirits, excorcizing any spirits possessing people and studying how the Shadow and Earth deal with each other and use said knowledge to help make a difference.

Marks of a Shaman take the form of her regalia changing according to the resonance within the Shadow of where she’s at. Requirements take the form of the Presence Attribute and the Persuasion Skill.
----
* {{Crossover}}: Because of their affinity with the Spirit World, they are the ideal Embassy to interact with ''TabletopGame/WerewolfTheForsaken''. A lot of abilities granted it make it easier to interact with Werewolves, including speaking the First Tongue and opening portals to the Shadow.
* HellGate: A secretary power allows them to open a gate to the Shadow as long as they are in an area influenced by a Loci. This is a somewhat dangerous power, as just as they can use it to enter the Shadow, Spirits sometimes use it to get in the World of Flesh.
* IDidWhatIHadToDo: Sometimes the Embassy’s Princesses kill a [[DemonicPossession Spirit-Claimed]] (or its exorcised host) so the Spirit can be properly destroyed and the Host doesn’t have to live with the Spirit’s tendencies living within it for the rest of their lives. Notably, this only goes for spirits reflecting evil stereotypes. An example in the description for the Embassy lists a Spirit of Rape.
* ISeeDeadPeople: Subverted that they can’t see Ghosts, but Spirits instead.
* SpiritWorld: As per an Embassy dealing with Spirits, they tend to deal with the Shadow.
[[/folder]]

[[folder: Embassy to Fortune]]
-->''"You should realize by now, Your Highness. A cat has no duty but to do exactly as he pleases."''

'''Alternative Titles:''' Embassy to the Cat, Those who Walk by Themselves

'''Informal Names:''' Dancers, Stalkers, the Cat’s Girls (only used by the Cat himself)

In the World of Darkness, the forces of fortune run rampant and most Princesses grow to wonder whether they are lucky or unlucky to bear the burdens of hope. Funnily enough, the Princesses didn’t approach making an embassy to fortune, but instead a being called the Cat who claims to be Fortune Incarnate, the foe of Ineluctible Fate, came forth to help Princesses establish the Embassy. Sometimes he says it’s because they’re owed so much good luck because of the Fall. Sometimes it’s because he says the world is tangled so much by bad luck that he has to straighten it out with good luck. Sometimes he says it’s because his Embassy is filled with beautiful women, and he is a tom cat through and through.

Marks of the Dancers take the form of a form of mask and graceful clothes that allow a flexibility in movement. Requirements take the form of the Composure Attribute and Athletics Skill.
----
* DealWithTheDevil: Princesses in this Embassy are actually on speaking terms with their patron, who is willing to use his nigh-omnipotent powers of luck for the Princess's benefit in exchange for doing something for the Cat which usually involves throwing a bit of bad luck on the princess equal to the good luck he would give in the bargain. It's subverted however, in that the Cat makes his workers aware of what they're getting into and that he always keeps his word if the Princess pays the price in bad luck.
* EquivalentExchange: Unsurprisingly, good luck given must eventually be paid back with bad luck with the Embassy of Fortune’s powers.
* LuckManipulationMechanic: All of the Embassy’s Privileges in a nutshell.
* MysteriousBacker: The Cat, the patron to the Embassy of Fortune. Subverted that some of his motives seem known: he wants the Princesses to succeed and untangle the threads of fortune that could sink existence due to bad luck. And also that he’s a bit of a pervert for his workers, being a tom cat through and through.
[[/folder]]

[[folder: Embassy to Lilith]]
-->''"At heart, people aren’t afraid of the dark. They’re afraid of what calls it home. But what about the monsters who have no home but the dark?"''

'''Alternative Titles:''' Children of the Night, Heralds of the Dawn

'''Informal Names:''' Dusks, Rehab Counsellors, Grave Tamers (Derogatory)

Another Embassy within the Dream Version, the Embassy of Lilith is made up of Princesses who are aware of Vampire’s predation upon humanity, and yet also recognize that underneath the Beast still lies the Man inside. The Dusks who inhabit this Embassy seek to bring the man over the Beast, to help Vampires retain attachment to their humanity and to make feeding safer.

Marks of a Rehab Counsellor takes the appearance of sickness, of paling cold skin, bagging eyes, and most importantly looking like any other average Joe out there. Requirements take the form of the Resolve Attribute and the Empathy Skill.
----
* BeyondTheImpossible: While they cannot cure vampires, they ''are'' capable of curing ghouls, and doing so while protecting them from NoImmortalInertia, something usually impossible.
* CreepyGood: They have a tendency to look rather creepy, as described above, and they deal with one of the darkest corners of the World of Darkness, but they are good people.
* {{Crossover}}: With ''TabletopGame/VampireTheRequiem'', obviously. Their entire power set focuses on interacting with vampires, usually with the intent of helping them behave morally.
* FriendlyNeighborhoodVampire: They aren't ones ''themselves'', but they focus on helping actual vampires being this trope. Their powers are partially focuses on making it easier for Kindred, including the ability to lower the limit of what kind of blood they can feed on and tone down the effect of [[UnstoppableRage Frenzy]].
* GoodCounterpart: To the Protectorate of Heliotrope, which focuses on ''killing'' vampires and stealing their stuff.
* GoodIsNotDumb: Despite their efforts of trying to be friendly with Vampires, they’re well aware of [[ManipulativeBastard how manipulative their society, powers and blood can be]]. Most of their Privileges deal with averting them.
* HaveYouTriedNotBeingAMonster: Subverted and controversy of the trope aside, the Embassy does recognize the need for Vampires to feed on blood, but they would desire them to be more ethical in their feeding.
* MonstersAnonymous: Their entire shtick, trying to help Vampires retain their humanity.
* VampireHunter: Not in a malicious way; the Embassy does seek vampires, not to kill them, but to try and help them retain their Humanity.
[[/folder]]

[[folder: Embassy to Machines]]
-->'' "Now that is a beautiful piece of work." ''

'''Informal Titles:''' Mechanists, Techies

The Embassy to Machines is focused on Princesses who find the universe to be filled with awe and wonder, and see the use of Machines as the instruments of wonder that can help the lives of millions.

Marks of a Mechanist take the form of either appearing as a sleek, futuristic [=iPrincess=] appearance, or the appearance of a Wench Wrench or Hammer Men that dominated the ages of technological development. Requirements take the form of the Dexterity Attribute and the Crafts Skill.
----
* {{Crossover}}: While not explicitly stated in their section, their focus on machines make her suitable for interactions with ''TabletopGame/GeniusTheTransgression''.
* EverythingIsAnIpodInTheFuture: One of the aesthetics of Princesses who enter this embassy.
* {{Magitek}}: Any Princess can learn how to create a MagicalAccessory, and any Princess might decide to make one that looks like technology, but only the Embassy to Machines (and only the strongest members) can create a MagicalAccessory that anyone can use.
* TechnologyMarchesOn: In-universe, this Embassy is a hopeful take on this trope, making machinery that can help humanity.
* {{Technopath}}: More than a few Privileges aid in helping machines function.
* UniversalDriversLicense: They have no trouble applying skills at using one kind of machine to any vaguely similar machine. If they learn to drive a car then can apply that knowledge to piloting a jet.
* WrenchWench: The other popular aesthetic for Princesses.
* {{Zeerust}}: It's common for older Princesses who Blossomed before EverythingIsAnIPodInTheFuture to have some other aesthetic to their outfit based on when they Blossomed; RaygunGothic can be found in the oldest Princesses, and CassetteFuturism isn't uncommon for the appropriate generation. SteamPunk is timeless, though, and never seems to go out of fashion.
[[/folder]]

[[folder: Embassy to Night]]
-->''"The night belongs to humanity too, leach. It all belongs to humanity."''

'''Alternative Names:''' Lord/Lady of the Night, Night Witches, Moon Knights

'''Informal Name:''' Bats

The Embassy to Night is an embassy dedicated to the night as a time of beauty, of secrecy, of existence cast in silver and blue. However, as done in the World of Darkness, the night is a dangerous place where many horrible things happen. As a result, the Lords and Ladies of the Night are dedicated to ending what makes the night such a horrible time.

The Marks of a Bat take the form of wearing blues, blacks, silvers and whites of the night sky and the stars and moon that adorn it. Requirements take the form of the Composure Attribute and Stealth Skill.
----
* BoringButPractical: Their actual powers are rather low key. They gain a bonus to stealth, can see in pitch darkness, and at the second level they gain a bonus to see through stealth or subterfuge. However being the StealthExpert can be very useful; as is turning off the lights so that you're the only one who can see a thing.
* DarkIsNotEvil: Being based on bringing the night back into being a time of beauty rather than of evil secrecy, this is the general theme for it’s princesses.
* TheCowl: Being an Embassy based on the Goddamn [[ComicBook/{{Batman}}, this can be a case for the Champions in it.
* TheSacredDarkness: The Embassy believes that DarkIsNotEvil and is full of Champions who hunt down the monsters and criminals who give the night a bad name.
* StealthExpert: They gain a bonus to stealth and to seeing through other people's stealth.
* TechnicolorFire: Any charms a Princess in this Embassy wields that create light as a secondary effect loses that trait, but an extra effect to this is that charms that would make light in general changes to silver or blue. For example, Fuoco charms that produce fire wouldn’t produce light, and said fire is now blue.
* TripleShifter: Almost a requirement to fight evil by moonlight.
* WeakenedByTheLight: A downplayed example with no moral connotations. When a Princess reaches the apex of the Embassy to the Night she becomes irritable and tired during daytime no matter how well rested she should be. Most accept it and become fully nocturnal.
[[/folder]]

[[folder: Embassy to the Ocean]]
-->''"Look down there. It goes for nearly a mile down here; much further in other places. Dark, cold; no air, and many creatures we don’t fully understand yet. But that doesn’t mean we should fear it. It’s a lovely place, really."''

'''Alternative Titles:''' Explorers, Vanguards of the Depths

'''Informal Names:''' Mermaids, Magellans, Divers

The Embassy to the Ocean isn’t necessarily dedicated to the Ocean, but it is dedicated to exploring the unexplored regions and areas of the world, from the depths of the Ocean to Space to the Shadow.

Marks of the Mermaids take the form of seashells forming in their hair, the subtle sounds of waves in the distance and the smell of the sea. Requirements take the form of the Wits Attribute and Survival Skill.
----
* AdventureGuild: Like the Embassy to the Dreamlands, but much more of a focus on finding new places to visit and explore.
* BatmanCanBreatheInSpace: The Ambassador Privilege to this Embassy allows for a Princess to adapt to survive environmental hazards, even including being in the depths of space. Note that it only protects the using Princess from environmental hazards, so even if a Princess adapted to survive in an airless environment she’s not protected against being strangled.
* OurMermaidsAreDifferent: Some of the Embassy’s privileges covers things found for stereotypical mermaids, such as a mermaid’s form, ability to breathe underwater and even enchanting songs.
[[/folder]]

[[folder: Embassy of Stories]]
-->''"So Santa Claus married The Little Mermaid to The Little Match girl and they all lived happily ever after."''

'''Alternative Titles:''' The Storytellers Embassy, The Authors.

'''Informal Names:''' Godmothers/Godfathers, Bards, Editors.

The Embassy of Stories sees the world in terms of stories and tropes running in recurring patterns, usually that of tragedies and pain. Sometimes, the stories even come to life and take others away. To that end, a Godmother’s duty is to enter a story and throw it onto the tracks of a happy ending.

Marks of a Bard take the form that foreshadows her role within the story. For example, a Champion saving innocents appears as TheHero, whereas those teaching younger princesses appear as TheSmartGuy. The only constant appearances is usually that of a leather bound book, reading glasses, or some other form of utensil for making or seeking out stories. Requirements are in the form of the Manipulation Attribute and Expression Skill.
----
* {{Crossover}}: With ''TabletopGame/ChangelingTheLost'' no less, due to them using abilities similar to Talecrafting and drawing power from the Wyrd.
* FairytaleMotifs: Much like Changelings, they have a Fairy Tale theme to them.
* GenreSavvy: It’s required to be a Bard. Heck, there’s even a sidebar that lists how Nobles can count as “[[ShapedLikeItself Nobles]]” when they enter a story.
* InvokedTrope: Possible with their Ambassador Privilege, which outright grants the power of Talecrafting.
* TheoryOfNarrativeCausality: The Embassy of Stories recognizes the plot of the World of Darkness involves loads of tragedies... and their mission is to avert this trope and make happy endings.
* TheStoryteller: The mark of those who are in the Embassy of Stories is usually appearing as this trope.
[[/folder]]

[[folder: Protectorate of Amethyst]]
'''Alternative Titles:''' The Grave Tenders, The Keepers of the Necropolis, The Keepers of Memory

'''Informal Names:''' Funeral Priests, Corpse-Brides (derogatory)

'''Parent Order:''' The Order of the Parrot

They say all are equal in the eyes of Death, but the people of Alhambra call this a farce. Even if people die, sometimes something of the person remains. And while it remains, it still owes it’s loyalty to Alhambra and the Queen of Tears. The fragile servants of Tears must be cared for.

The Protectorate of Amethyst is the Queen of Tears as Lady Protector of the Dead. In Alhambra, the Grave Tenders are responsible for taking care of the resident Ghosts and performing funeral services. On the Rebellious Provinces, the Protectorate’s job is to safeguard the ghosts in the Queen’s name.

The Marks of the Corpse Brides is pale skin, but not to where it’s unhealthy. They gain funerary shrouds that become white, with colors on their regalia becoming muted and distant. Official hairstyle is long, white or silver, and swept back. Requirements take the form of the Presence Attribute and the Expression Skill.
----
* {{Crossover}}: Potentially with ''TabletopGame/GeistTheSinEaters'', as Funeral Priests primarily interact with ghosts.
* DueToTheDead: This Embassy covers this job in taking care of ghosts and the like, as well as looking after the Ghost Princesses that reside in Alhambra. This trope is also inverted. After all, even the undead must still offer service to the Queen of Tears.
* TheNecrocracy: The Protectorate of Amethyst is focused on bringing this quality of Alhambra to Earth.
* SymbioticPossession: ''Sharing Life With Death'' allows a Princess to have a ghost enter her body to enjoy fleshy pleasures or double as transport to and from Alhambra. She may also inflict this on another with ''Blessing the Union of Life and Death''.
[[/folder]]

[[folder: Protectorate of Blue Topaz]]
''Surprised? You shouldn’t be; for one, the third act’s always the one with the big reveal. Second - you’re the one who told me about this place.'''

'''Alternative Names''': Respectful Guild of Actors and Writers, Curators of Inferior Rites (Parrot), Oneiromantic Research Council (Raccoon), Her Eminence’s Messengers (Ghost Owl)

'''Informal Names:''' Playwrights, Ornithologic Conjurors, Mind Knights (respectful, among those authorized to know their true nature), Schemers (insulting), Heretics (very insulting), Alhambran Ministry of Love (Radiant followers only)

'''Attached to Order''': Ambiguous - has charters from Ghost Owl, Parrot and Raccoon under different names.

Only appearing in the Vocation version, the Playwrights are the exceptions of Alhambra's CreativeSterility that proves the rule; while they accept the ability to create art, for them it is the [[PropagandaMachine vessel by which Alhambran ideals may be transmitted to the world]]. Thought by the Orders to be a [[ArmyOfThievesAndWhores dumping ground for the unacceptably eccentric and individual among them]], in truth the Guild are half exactly that, a creative forum for designing art that the Queen feels is acceptably laudatory of the virtues of Alhambra ([[IndividualityIsIllegal exaltation of the group over the self]], [[IDidWhatIHadToDo willingness to do what is necessary]], and [[CulturalPosturing contempt for all those who doubt the previous two]]) for consumption by the Rebellious Provinces. The other half is [[TheChessmaster turning the planet into unknowing method actors in the play "Alhambra's Victory Over All"]], helped by their [[BondCreatures Irim]] familiars.

As befitting a secret Protectorate, the Schemers have an extremely varied set of Marks, all revolving around their view of human motivations as fitting into a spectrum between Love and Fear. To put it simply, their Transformed selves always have the theme of [[DualityMotif duality]]; past and modernity, light and darkness, servant and queen. Given how these motifs can be extremely ''subtle'', an Orinthologic Conjuror who needs to show her true allegiance just shows her Irim.
----
* AffablyEvil: They're remarkably open and fun-loving when off-duty and when in private. They're also fanatically loyal to the Queen of Tears and look down on everyone who opposes her.
* EmotionControl: Their Cuckoo's Egg Privilege allows them to create love or fear of a certain thing, [[ManchurianAgent to be triggered at a certain stimulus]], in the mind of another if they need to really push one of their actors.
* MadScientist: They tend to snap up members of the other orders who show an innovative streak, and are researching ways to purify Taint ([[PragmaticVillainy for more sustainable harvests, natch]].)
* ObfuscatingStupidity: How they [[HidingInPlainSight blend in to Alhambra]]; everyone thinks they're just a bunch of eccentrics ReassignedToAntarctica.
* PatrioticFervor / UndyingLoyalty: Part of what makes them so dangerous is that they serve Alhambra because they love it, not out of tradition.
* ScrewTheRulesImDoingWhatsRight: A very dark version-they don't care for Alhambra's tradition of constant mourning. Rather, they want to [[PragmaticVillainy create new ways to make the world love the Last Empress]].
* TheSpymaster: They are more this than theater types; the actors they use are real people in their schemes.
* SinisterSurveillance: Their ''raison d'arte'' is their ability to use their Irim to invoke this and develop working profiles of their unknowing actors.

[[/folder]]

[[folder: Protectorate of Fused Quartz]]
'''Alternative Names:''' Heralds of the Ineluctable, The Students of Nappilu

'''Informal Names:''' Mannequins, Sibyls

'''Attached to Order:''' Order of the Raccoon

A Protectorate only found within the Vocation version, the Protectorate of Fused Quartz was created when a man named Nappilu was taken in by an Enclave, showing his skills of bending time and fate in ways no Alhambra could understand. Taken into Alhambra, his powers were emulated by the Order of the Raccoon, whose odd plans and the like were a perfect home for studying Nappilu’s powers, and so rose the Protectorate of Fused Quartz, the ultimate planners against the enemies of Alhambra.

The Marks of the Sibyl takes the form of becoming vacant in expression, appearing very much like living mannequins until they show signs they are alive once more. Requirements take the form of the Composure Attribute and the Occult Skill.
----
* {{Crossover}}: With ''TabletopGame/DemonTheDescent'', or at least one of the Unchained is where the Protectorate sprang from.
* FantasticTimeManagement: Most of their Edicts are written in the form of excellent foresight with a bit of time manipulation.
* ForWantOfANail: The ''Butterfly’s Wing'' Edict allows a Princess to make one action that will, by a set of improbable circumstances, proceed to do an action she desired to come to fruition.
* {{Seer}}: They are Alhambra’s Sibyls, who sees omens and signs of things to come.
[[/folder]]

[[folder: Protectorate of Garnet (Dream)/Pyrite (Vocation)]]
'''Alternative Titles:''' The Queen’s Questers (Dream), Her Eyes and Ears (Dream), The Voices of the City (Vocation), The Beacons Among Barbarians (Vocation)

'''Formal Epithets:''' Quester (Dream), Royal Emissary (Dream), Your Majesty (Dream, Questers represent the Queen Herself)

'''Informal Epithets:''' Inspector (Dream), Inquisitor (Dream), Attaché/e (Vocation), Liaisons (Vocation), Natives (Vocation, derogatory), Cuckoos (Vocation, derogatory)

'''Parent Order:''' None, the Protectorate of Garnet is directly attached to the royal palace (Dream) or Order of the Ghost Owl (Vocation)

Despite the numerous differences in names above, the Protectorate of Garnet/Pyrite share one similar duty. Namely, they serve as those who would command the Rebellious Provinces to follow the will of the Queen of Tears and Alhambra. Of course, they have certain differences still. In the Dream Version, the Protectorate of Garnet are representatives of the Queen of Tears herself. In the Vocation Version, the Protectorate of Pyrite pulls it’s ideals from “Unity” and “Obligation”.

There are also differences in the Marks and Requirements of Dream and Vocation. For Dream, the Marks of a Royal Emissary are that of the Queen of Tears before the years took their toll on her beauty. In Vocation the Marks of a Liaison is that of the Princess at their very best.

The Requirements in the Dream Version is the Presence Attribute and Intimidation Skill. But due to representing the Queen of Tears herself, they’re also required to be a paragon of Alhambra’s ideals, shown by owning Lacrima 5. The Requirements in the Vocation Version is the Manipulation Attribute and the Socialize Skill.
----
* AuthorityTropes: You name it, and the Protectorate can take it over.
* DudeLooksLikeALady: In the Dream Version, the Marks of Garnet take the form as appearing as the Queen of Tears herself. Even Princes can be mistaken for being female at first glance.
* GovernmentConspiracy: The Protectorate can easily serve as such.
[[/folder]]

[[folder: Protectorate of Heliotrope]]
'''Alternative Names:''' The Night Audit.

'''Informal Names:''' Night Vultures.

'''Parent Order:''' Order of the Vulture.

A Protectorate found only within the Dream version, the Protectorate of Heliotrope is affiliated with the Order of the Vulture, the order responsible for the Wisp harvests that keep Alhambra alive. Sadly, committing a Wisp Harvest isn’t as easy as going out of Alhambra, throwing charms and running back, it takes time to break even. To do this, they need infrastructure, places for their servants to sleep, etc. Luckily, there’s one type of supernatural that makes havens secretly and subtly away from human eyes, and this Protectorate specializes in killing them and taking their resources for their own. Of course, we refer to Vampires.

This Protectorate represents the Queen of Tears as a benevolent ruler who cares for the downtrodden and banishes all slumlords, gangs and other predators. The Marks take the form as a contrast to the Vampires, their skin becoming tanned and their hair in golden spikes that represents the sun.
----
* AnimeHair: Princesses working for this Protectorate often sport spiky golden hair as one of their Marks, meant to invoke the sun.
* BigBrotherIsEmployingYou[=/=]MookCarryover: Of a sort, the Protectorate of Heliotrope gives Ghouls new lines of work by making them into Sworn for Alhambra.
* {{Crossover}}: With ''TabletopGame/VampireTheRequiem'', as this Protectorate revolves around killing vampires and taking their stuff.
* DarkSkinnedBlonde: Part of their Marks.
* EvilCounterpart: To the Embassy of Lilith and their attempts to redeem vampires.
* ImpossibleTheft: The Modus Operandi of this Protectorate is to find Vampires with good infrastructure, kill them, turn their Ghouls into Sworn and redirect their Blood Bond loyalty towards the Princess using the Edicts. Yes, you read those last two bits correct.
* VampireHunter: As stated, Night Vultures hunt wealthy vampires and kill them for their resources.
[[/folder]]

[[folder: Protectorate of Pyrite (Dream)/Novaculite (Vocation)]]
'''Alternative Titles:''' Alhambra’s Drafting Agency (Dream), The Rebel Guard (Dream, Derogatory), Her Majesty’s Cadre (Vocation), Instructors in War (Vocation)

'''Informal Epithets:''' Drafters

'''Parent Order:''' Order of the Spotted Hyena

Like the Protectorate of Garnet (Dream)/Pyrite (Vocation) above, the Protectorate of Pyrite (Dream) and Novaculite (Vocation) also differ between the versions. In both versions, they serve as part of Alhambra’s forces protecting Wisps at outposts and recruiting people from the Rebellious Provinces. As for differences, the Protectorate of Pyrite (Dream) focuses on dressing up Alhambra as a wonderful place for the provinces outside, hiding the flaws from those the recruit and the flaws in their recruitment from the Queen of Tears in favor of making wisp returns. The Protectorate of Novaculite (Vocation) focuses more on training their recruits for war, ensuring they will be able to defend against breaches of the Darkness and their enemies.

The Marks of a Drafter differs with the Version. In the Dream version, the Drafters dress in elegant clothes and tasteful jewellery that show the perks of joining Alhambra, their hair in golden spikes and even looking well fed and healthy. In the Vocation Version, a Drafter’s clothes are stained with blood and dirt, and the more Shadows the Princess has the more it seems to appear.

The Requirements also differ with the version. In Dream, the Manipulation Attribute and Politics Skill is used. In Vocation, the Presence Attribute and Weaponry Skill is used.
----
* BigBrotherIsEmployingYou: This Protectorate specializes in hiring people from Earth to work for them and their Enclaves.
* {{Conscription}}: This protectorate is “Alhambra’s Drafting Service”.
* {{Doublethink}}: At least within the Dream Version, most recruiters in the Embassy engage in this, hiding Alhambra’s flaws from it’s potential staff, keeping up incentives to work and if a Sworn from Earth is unlucky enough to enter Alhambra, they crush them under the Bureaucracy.
* MookMaker: They have the ability to create loads of Sworn.
* WarIsGlorious: At least, the Vocation Version of this Protectorate seems to think so.
[[/folder]]

!Detroit

!!Detroit Nobility

[[folder: The Radiant Campaign]]

* BadassCrew: They're not well organised, but even their unnamed Sworn members are more dangerous than any other group's equivalent, and the actual Princesses are stronger still.
* ChronicHeroSyndrome: A given for Princesses, and why Automatic Heartland find them too unreliable to work with.
* GondorCallsForAid: Their origin. When the Darkness was detracted Detroit's local Princesses called for aid, and Nobles turned up from all across America.
* MagicalGirlWarrior: Detroit's Princess population is skewen heavily towards Champions.
* RagtagBunchOfMisfits: When the Princesses arrived in Detroit they recruited just about anyone who'd listen, and the leadership is run by teenage girls. This doesn't stop them being the most potent heroic force in Detroit.

[[/folder]]

[[folder: Princess Zari of Swords]]

* AbsurdlySharpClaws: Her nails are explicitly magic.
* BoisterousBruiser: Her leadership style is essentially to do awesome things where others can see her and be inspired.
* AmazonianBeauty: Stated to have the body of an Olympian.
* FemmeFatalons: She has lacquered nails that can carve steel.
* PlayingWithFire: A magical girl with power over fire.
* TheDarkArts: She has a single dot of Tempesta and a Bequest containing the Purgation Charm.

[[/folder]]

[[folder: Princess Mashika of Clubs]]
* AmazingTechnicolorPopulation: A one woman example. When transformed her natural skin colour is ebony with caramel lower arms and her tattoos are actually her (super)natural skin colour.
* CallToAgriculture: If being a Princess wasn't a full time job she'd be a farmer.
* FriendToAllChildren: Runs community farms to give youngsters a work ethic and healthy food.
* GreenThumb: She runs several urban farms.
* HumbleHero: She's a powerful magical being, but happiest when working as a simple farmer.
* PowerTattoo: Focuses her magic through her tatoos. Technically her tatoos are just part of her supernatural skin.
* TeamMom: It's literally her epithet
[[/folder]]

!! Hunter's of Detroit

[[folder: Detroit's Hunters in General]]

* CaptainErsatz: The Hunter factions are all clearly based on groups from TabletopGame/HunterTheVigil. This is intentional to allow for crossover without requiring players to own Hunter books.
* HunterOfMonsters: By definition. Detroit's mortal population aren't waiting for a magical saviour.
* WeAreStrugglingTogether: The Stereotypes make it clear the various hunter factions don't like each other much. Building bridges over old divisions is a theme.

[[/folder]]

[[folder: Operation: Automatic Heartland]]

A secretive operation sent by the USA army to monitor the supernatural situation in Detroit. They're highly skilled, but under funded and bound to follow Washington's directive.

* BadassArmy: Their rank and file have the best stats of all the monster hunters who don't have magic.
* CaptainErsatz: They're clearly an operation run by [[TabletopGame/HunterTheVigil Task Force: VALKARIE]].
* GovernmentConspiracy: A top secret monster hunting operation hidden inside the United States army.
* JustFollowingOrders: They've been ordered to evacuate and destroy Detroit, creating hundreds of thousands of American homeless. It's still in the planning phases, but unless a better option comes along they'll do it.

[[/folder]]

[[folder: Colonel Alexander Hill]]

* ColonelBadass: Is an army colonel who hunts monsters for the men in black.
* ConsummateProfessional: He won't let disillusionment with the army stop him from being the perfect soldier.
* HeroicFatigue: He's only in his forties, but already planning to retire from the army.
* KnightInSourArmor: Truly believes in the ideals of America, but has become very cynical about the politicians running the country.
* ReligiousBruiser: Downplayed. His faith is only mentioned in passing.

[[/folder]]

[[folder: The Neighbourhood Watch Alliance]]

The Neighbourhood Watch Alliance protect Detroit's suburbs and tries to prevent the supernatural problems plaguing Detroit from spreading out of the city.

* BystanderSyndrome: They're proactive in protecting themselves and their neighbourhoods, but aren't that interested in protecting anyone else.
* {{Expy}}: Of [[TabletopGame/HunterTheVigil The Union]]. With a focus on The Union's community relations side.
* PoliticallyIncorrectHero: Members in the LGBT friendly Ferndale suburb are kept at arms length and the Alliance looks down on predominately African American Local 911 for supporting policies that ruined Detroit then begging the taxpayer for help, mirroring a common real life prejudice. Of course Local 911 have an equally prejudiced view of the Neighbourhood Watch Alliance.

[[/folder]]

[[folder: Rachel Ruth]]

* TheBartender: Including the knowledge broker side of things, her job makes her a social linchpin of the Neighbourhood Watch Alliance.
* PoliticallyIncorrectHero: Explicitly prejudiced against the predominately African American population of Detroit.
* TokenWhite: Among the heroes she's the only white character with a full write up.

[[/folder]]

[[folder: Local 911]]

Formed out of Detroit's powerful United Automobile Workers, Local 911 use their skills from the job to defend their friends and co-workers from monsters. By day they build panic rooms. By night they patrol the city, using heavily upgraded cars to travel quickly and to deal damage when they get there.

* CoolCar: Their modus operandi. Local 911 fight with home made armoured vehicles.
* {{Expy}}: Of [[TabletopGame/HunterTheVigil The Union]]. With a focus on The Union's working class labourer side.
* PoliticallyIncorrectHero: Noted to avoid the LGBT friendly Ferndale for fear they'll be MistakenForGay if they go there. They also look down on C.O.R.D. as benefits scroungers and "slaves to welfare". C.O.R.D. are actually [[ReligionOfEvil far worse]], but Local 911 don't know that.
* WorkingClassHero: They fight monsters, and are also politically active in trying to restore Detroit's manufacturing economy.

[[/folder]]

[[folder: Frederick Freeman]]

* CarFu: Frederick is an incredibly skilled driver and often found behind the wheel of a truck with an armoured ram.
* HeCleansUpNicely: Normally found in oil stained workers overalls, but can rock a nice suit when the situation calls for it.
* ICallItVera: His truck is called Phoebe.
* StopBeingStereotypical: It's mentioned that Frederick supports respectability politics. This might be related to both C.O.R.D. and the Lost Boys thinking Local 911 are uncle toms.

[[/folder]]

[[folder: The Lost Boys]]

In Princess evil actions creates [[TheCorruption Taint]]. Which means any smart criminal organisation needs to know how to manage or clean up the Taint they create. The Lost Boys are an alliance of [[GangBangers inner city gangs]] who didn't know how to deal with Taint until it was too late, and teamed up to protect themselves from the monsters they accidentally created. Their neighbourhoods are still blighted by The Darkness but the Lost Boys fight on.

* ALighterShadeOfBlack: They're violent gangbangers, drug pushers, and pimps. In most settings they'd be the villain. Here they're unambiguously morally superior to [[ReligionOfEvil C.O.R.D.]]
* CombatPragmatist: Specialise in using the Darkspawn's animalistic nature against them.
* GangBangers: The Lost Boys are an alliance of inner city criminal gangs who banded together to defend themselves from monsters when nobody else would.
* EvilVersusOblivion: Ultimately they want to survive another day. They fight the Darkness which wants to consume all.
* KillItWithFire: It took them a while to learn how to deal with Taint, now they know they can just burn down buildings.
* DirtyBusiness: To survive and to fight monsters they need money. They get that money from dealing drugs and pimping.
* {{Expy}}: Averted. They're the only group without a clear parallel in TabletopGame/HunterTheVigil. While they have a lot in common with the Jagged Crescent, they neither use alchemy or have ties to a wider international organisation.
* ZergRush: They have more fighters than the other monster hunters, but they're not as well trained.

[[/folder]]

[[folder: Jerome “Four” Lucas]]

* AChildShallLeadThem: He's only Fourteen.
* TheConsigliere: His original role, now he's pretty much in charge.
* TheManBehindTheMan: He runs the Lost Boys, whoever is nominally in charge is really just TheFace.
* TheSmartGuy: Has the highest mental attributes of anyone except [[BigBad Thomas Cotton]].
* TroublingUnchildlikeBehavior: He's a fourteen year old street crime lord.
* StoicWoobie: Grew up in a monster infested inner city hell-hole, and is stated to be clinically depressed. But don't expect him to show any weakness.

[[/folder]]

[[folder: Midewiwin]]

The Grand Medicine Society were a secretive native American group,

* AmbiguousSituation: Because they were active centuries ago nobody really knows anything about them. There's only circumstantial evidence that they were monster hunters.
* HistoricalHeroUpgrade: The Midewiwin were a real group, but in this universe they also dealt with monsters. [[AmbiguousSituation Maybe]].

[[/folder]]

[[folder: Les Voyageurs]]

An alliance of fur traders who've banded together to share information and provide each other with protection from the monsters in the wilderness.

* CrossOver: Unlike most groups, they even have the same name as their HunterTheVigil Counterpart.
* OnlyInItForTheMoney: More like, they want to protect themselves while earning their money.

[[/folder]]


[[folder: The Sons of St. Casimir]]

A historical Polish fraternal brotherhood that protected their immigrant communities from monsters. The group faded away as Polish immigrants assimilated and moved away from their old neighbourhoods.

* {{Expy}}: Averted. They have no parallel in TabletopGame/HunterTheVigil though they do have a resemblance to the unoffical [[TabletopGame/HunterTheVigilDreamCatchers Sons of Cú Chulainn]].
* UndignifiedDeath: Their last surviving member died in a car accident.
* YinYangBomb: While not supernaturally powerful, they practised both Catholicism and Polish folk magic.

[[/folder]]

[[folder: The Talented Tenth]]

* ChurchMilitant: Downplayed, while hardly a superpower they were an organised vigilante movement formed around Detroit's churches.
* {{Expy}}: Of [[TabletopGame/HunterTheVigil The Long Night]], with a greater focus on civil rights and race issues.
* KnowWhenToFoldEm: They realised the bad guy was going to win, and decided to evacuate their communities rather than go down fighting. It worked.
* RetiredBadass: They're retired now, but they're still around and one possibility is bringing them back to Detroit.
* UndergroundRailroad: They originally protected the UndergroundRailroad from monsters. After slavery was abolished some of the members came north to Detroit and continued their heroism.

[[/folder]]

!!Dutchy of Windsor

Just across the river from Detroit is Windsor, Ontario. A healthy city (by the standards of the World of Darkness) with a Princess population of it's own. The Dutchy of Windsor mostly revolves around Windsor University

[[folder: Windsor's Nobles]]

* MagicalGirlWarrior: Mostly averted. Most of the warriors have left for Detroit.
* [[NonActionGuy Non action magical girl]]: Most of the fighters have gone north to Detroit, the Princesses who stayed behind have other callings.
* TheMedic: Windsor is noted to have a lot more Menders than Detroit.

[[/folder]]

[[folder: Princess Courtney Chen of Spades]]

A minor character mentioned to be one of the two leaders of Windsor's Nobles.

* LifeOfTheParty: Her popularity among the Nobles is in part through throwing the best parties.
* TheSocialExpert: She is stated to know everybody.

[[/folder]]

[[folder: Princess Victoria Jones of Diamonds]]

A minor character mentioned to be one of the two leaders of Windsor's Nobles.

* SuperIntelligence: As a Princess of Diamonds this is a given.
* TheSmartGirl: She's a Princess of Diamonds and a research scientist.
* TheProfessor: A professor researching pharmaceuticals, she also uses her position to help Princesses balance their university life with royal duties.

[[/folder]]

!! The Darkness of Detroit

[[folder: C.O.R.D.]]

The shadowy rulers of Detroit, Community Organisation to Reform Detroit (C.O.R.D.) publicly resemble an insignificant community activism group, and to their rank and file they're righteous crusaders fighting against the white oppressor. But the upper ranks have no motive save evil and cruelty for evil's sake.

* AngryBlackMan: An African American community group who preach hatred is a positive force.
* BeneathNotice: All the stereotypes about C.O.R.D. are dismiss them as unimportant or respond to their fake politics.
* HatesEveryoneEqually: Averted with the lower ranks who share the real Detroit's views but the upper ranks are so thoroughly warped by the Darkness that they'll destroy anyone.
* FallenHero: Once C.O.R.D. were a upstanding community group fighting for fair access to housing and against unfair evictions.
* ForTheEvulz: While the rank and file members are motivated by anger at America's legacy of racism and a belief that C.O.R.D. will save Detroit, the leaders do evil for evil's sake.
* MilkmanConspiracy: Detroit is secretly run by... an ineffective community activist group? Justified, C.O.R.D. has access to supernatural powers, which let them subvert officials and put loyal agents in more powerful institutions. The community activism is just a way to get citizens and officials into meetings where they can be infected by Taint.
* NotSoHarmlessVillain: Most Dark Cults are ObviouslyEvil organisations who get taken down by the police. C.O.R.D. proves how dangerous the exceptions can be.
* NotSoOmniscientCouncilOfBickering: Subverted. C.O.R.D. meetings make them look like the kind of ineffective organisation that has pre-meetings to discuss having a post-meeting after the meeting. In reality they do make decisions and implement them, but they're careful not to let outsiders realise that.
* NotSoSimilar: On the surface C.O.R.D. and the radiant are both politically active progressive groups who stand up for the marginalised. Their significant characters even have similar naming styles. C.O.R.D. appear to be the Radiant's most natural allies. However the Radiant are very sincere in their desire to help, while everything positive about C.O.R.D. is a mask to hide a heart of pure evil.
* PoliticallyCorrectVillain: Subverted. In some ways C.O.R.D. are very politically correct. They are an African American community activism group and their associates run programs for LGBT youth when even other charities often turn them away. But they are racist against white people even before you learn they're a ReligionOfEvil.
* ReligionOfEvil: C.O.R.D. is a Dark Cult.
* RestartTheWorld: Downplayed to a single city. C.O.R.D.'s middle ranks are told cutting the African American community's links to a past filled with slavery and prejudice, by destroying Detroit, will make way for supernatural solutions to the community's problems. Only the middle ranks believe this, the lower ranks think they're helping fix Detroit and the upper ranks only care about the destroying part.
* PlayingBothSides: C.O.R.D. are publicly aligned with the African American community of urban Detroit, but they have agents among the white suburbia and it's stated that they'll sideline their African American pawns and relocate to the suburbs if it ever becomes advantageous to do so.
* ThePowerofHate: Subverted. C.O.R.D. preach that the Darkness is a force of justified hatred that will bring retribution for racism. But the Darkness is really a force of corruption which will bring ruin to everything it touches. C.O.R.D. don't shy away from activities that will hurt the black community either.
* UnwittingPawn: The lower ranks believe that the Darkness and C.O.R.D.'s leadership will give them the power to strike back against racial oppression. In reality they're as much of a target as the suburbs.
* VillainHasAPoint: C.O.R.D. are right to say that Detroit has a long and shameful history of racism. The problem is that their leaders are intentionally channelling anger into self-destructive tendencies rather than activism for positive change.
* VillainousGentrification: One of their evil schemes is to use gentrification as a mask to evict long term residents. Notably the sample solutions involve hi-jacking the scheme and turning it to positive ends.

[[/folder]]

[[folder: Thomas Cotton]]

A seemingly cheerful senile senior, Thomas is secretly the most powerful man in Detroit and the leader of C.O.R.D. He is responsible for turning the motor city into a hell-hole of crime, monsters, prejudice, and economic collapse.

* TheAgeless: He's an old man, but he's been an old man since slavery was legal.
* BoomerangBigot: He hates black people even more than white people, as he blames them for dragging him down by association.
* BornIntoSlavery: Specifically an American plantation.
* TheCorruption: Slavery would have turned Thomas into a bitter, hateful, but harmless and tragic man. The Darkness turned him into a monster.
* CompleteMonster: As a human he was a tragic figure. As a Mnemosyne he's irredeemably and unconditionally evil.
* EvilGenius: Explicitly a genius, and the mastermind behind C.O.R.D.
* {{Expy}}: His backstory is Stephen from Film/DjangoUnchained. His modus operandi of using the African American community's legitimate grievances as a justification for omnicidal mania gives him a lot in common with [[Film/BlackPanther2018 Erik Killmonger]] though this was a coincidence.
* ForcedIntoEvil: Thomas was born a slave and didn't have any choice about running a slave plantation or any chance to avoid the evil Taint of slavery before it destroyed his humanity.
* ForTheEvulz: As a creature of the Darkness Thomas does evil for evil's sake.
* NonActionBigBad: He is an old man with a limp.
* ObfuscatingStupidity: Is normally found with a big fake senile smile.
* OmnicidalManiac: As a literal avatar of evil his only goals are to corrupt and destroy as much as he can. While the organisation he runs claims to empower the African American community to strike back against their oppressors, he targets everyone.
* PoliticallyIncorrectVillain: Racist against both African Americans and white Americans. Though he hides it for practical reasons.
* TragicMonster: Thomas started life as a plantation slave and hated it, and despite becoming the ruler of the city he's still trapped living everything he hated about his past.

[[/folder]]

[[folder: Jenni August]]

A young social media personality. While not a member of C.O.R.D. Jenni answers to C.O.R.D.'s leadership and works to keep the cities and suburbs divided.

* TheAgeless: But still young enough that nobody's noticed.
* CompleteMonster: Downplayed, Jenni is a sleeper agent which means she can't do anything too bad without risking her cover. But she is a Mnemosyne, and an avatar of evil.
* ForcedIntoEvil: Jenni was a young homeless woman who was offered support by C.O.R.D. affiliates. This was of course a ploy to transform her into a monster.
* TheMole: A popular member of the suburban political activist community. However her real role is to keep the community from accomplishing much and ensure that C.O.R.D.s' leadership can quickly subvert them if control of suburban politics ever becomes more useful than control over urban politics.
* {{Transgender}}: A key element of her back story. Jenni was kicked out of her home when she came out the closet, leaving her vulnerable to the Darkness' predations.
* TokenWhite: One of two white characters with a full write up.

[[/folder]]

! Fan Splat Queens
[[folder:All Fan Splat Queens]]
This game has a fairly devoted fanbase, and there are those who have done a lot of work in making their own custom Queens. Please limit additions to those that are on the main web page.
----

* RecursiveFanfiction: These are fan-made Queens based on a game that ''already'' was a fan-made supplement for ''TabletopGame/ChroniclesOfDarkness''.

[[/folder]]

[[folder: The Queen of Melodies]]
->'''AKA:''' The Bardic Queen, Mistress of Chords
->'''Follower’s Epithets:''' Bells (Female), Drums (Male), Keys
->'''Kingdom:''' Deserts of Ototeien

The Queen of Melodies believes in [[ThePowerOfFriendship friendship]], that people can acccomplish together anything that'd be impossible alone. Their Invocation is [[MakeMeWannaShout Capriccio]].
----
* ArabianNightsDays: Ototeien takes heavy inspiration from this trope for its aesthetics, being described as an oasis-based kingdom in the middle of a desert. "Desert Wanderer" is a favourite theme among them for their heraldy.
* DualWielding: Their upgrade for the Kensai Charm allows them to duplicate their weapons for this. It also has the additional benefit of allowing them to share it with allies.
* FriendlyRivalry : A weird variant, in that the Queen of Melodies alone has one with ''the entire Court of Spades''. Indeed, she wears many trinkets which are very valuable to her (each of them being a gift from a friend), and she has been known to easily catch all Knaves who tried to snatch these trinkets, taking them back before telling them politely to not take them. Princesses of Spades, being [[LovableRogue what they are]], took this as a challenge, and made a game called “Runaway Rythm” out of working together to steal her trinkets and see how far they can go before she catches them. To date, nobody has been able to go outside the city’s limits.
* MakeMeWannaShout: Their Invocation, Capriccio, is associated with sound.
* ThePowerOfFriendship: While all Princesses believe in friendship to some level, the Queen of Melodies is the one who makes it their hat. Their Charms put an heavy emphasis on teamwork and helping each other.

[[/folder]]

[[folder: The Queen of Brass]]
->'''AKA''': The Brazen Queen, Venus of the Dream, The Ardent One, Our Lady Unburdened
->'''Kingdom''': Shores of Honnō
->'''Followers’ Epithets''': Candids, Ardents, Braves, Exhibitionists (Derogatory), Nudist Beach (Collective, Derogatory)

The Queen of Brass believes in self-expression, and letting go your inhibitions to be honest with people and better help them. Princesses of Brass tend to be straightforward and honest, but also have a reputation of… [[{{Stripperiffic}} wearing very little clothes]], when they are wearing any at all. Their Invocation is Arrossire.
----

* BathingBeauty: The Queen of Brass spends most of her free time (and work time) bathing in the ocean.
* BellyDancer[=/=]DanceBattler: Their Troubadours have a slight tendency to be dancers.
* DefeatByModesty: They can NoSell this, as their entire principles are about not letting yourself be embarrassed. Their Lost Fiber Charm also allows them to inflict it on others, though this is more a side effect than the real goal of this Charm.
* DistractedByTheSexy: In the Dream version, they upgrade for Celestial Grace allows them to essentially stun their opponents with their grace when dodging.
* {{Expy}}: They incorporate elements from [[Anime/KillLaKill Nudist Beach]], whose name is referenced as one of their nicknames.
* NakedPeopleAreFunny: A lot of humor comes from them wearing very little clothes or going around naked - something [[ShamelessFanserviceGirl they rarely are bothered with due to their philosophy]], but other Courts are [[PleasePutSomeClothesOn prone to complain about]].
* TheNudifier: Their Lost Fiber Charm allows them to rip their opponents’ clothes apart, exposing them. Aside from the obvious DefeatByModesty factor, this has the advantage of destroying any armor their opponent might have.
* ShamelessFanserviceGirl: Their entire philosophy embrace this trope, since they reject inhibition and shame. An optional Charm can actually be used to make them ''stronger'' by wearing less clothes.
* {{Stripperiffic}}: Brass's Regalia never have more fabric than there is needed to cover their whole body in a single layer of it. However, almost none of them actually use it all for covering their whole body, and quite a few don't even use all of it, period. Played with in that their suit usually ''are'' practical as far as they are concerned- since they focus on not letting modesty get in the way, they tend to strictly wear what is useful to them, and nothing else.

[[/folder]]
Characters/PrincessTheHopefulSupplementaryCourts
[[/index]]

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* TheCorruption: Slavery would have turned Thomas into a bitter, hateful, but harmless and tragic man. Taint turned him into a monster.

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* TheCorruption: Slavery would have turned Thomas into a bitter, hateful, but harmless and tragic man. Taint The Darkness turned him into a monster.



* {{Expy}}: His backstory is Stephen from Film/DjangoUnchained.

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* {{Expy}}: His backstory is Stephen from Film/DjangoUnchained. His modus operandi of using the African American community's legitimate grievances as a justification for omnicidal mania gives him a lot in common with [[Film/BlackPanther2018 Erik Killmonger]] though this was a coincidence.


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* OmnicidalManiac: As a literal avatar of evil his only goals are to corrupt and destroy as much as he can. While the organisation he runs claims to empower the African American community to strike back against their oppressors, he targets everyone.
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* FallenHero: Once C.O.R.D. were a upstanding community group fighting for fair access to housing and against unfair evictions.
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* RestartTheWorld: Downplayed to a single city. C.O.R.D.'s middle ranks are told cutting the African American community's links to the past, by destroying Detroit, will make way for supernatural solutions to their problems. The lower ranks think they're helping fix Detroit and the upper ranks only care about the destroying part.

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* RestartTheWorld: Downplayed to a single city. C.O.R.D.'s middle ranks are told cutting the African American community's links to the past, a past filled with slavery and prejudice, by destroying Detroit, will make way for supernatural solutions to their the community's problems. The Only the middle ranks believe this, the lower ranks think they're helping fix Detroit and the upper ranks only care about the destroying part.

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* ForTheEvulz: While the rank and file members are motivated by anger and bitterness at America's legacy of racism, the leaders of C.O.R.D. do evil for evil's sake.

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* ForTheEvulz: While the rank and file members are motivated by anger and bitterness at America's legacy of racism, the leaders of racism and a belief that C.O.R.D. will save Detroit, the leaders do evil for evil's sake.


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* RestartTheWorld: Downplayed to a single city. C.O.R.D.'s middle ranks are told cutting the African American community's links to the past, by destroying Detroit, will make way for supernatural solutions to their problems. The lower ranks think they're helping fix Detroit and the upper ranks only care about the destroying part.

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