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The Player Character

    In General 
  • From Nobody to Nightmare: They start off as a fairly ordinary person; at most, an heir to a moderate fortune or a doctor. From there, they can become a Humanoid Abomination and attain immortality.
    • Even without the eldritch aspect, they can garner a following of a couple dozen fanatical followers who are perfectly willing to kill, steal, and abduct at their word.
  • Gender-Neutral Writing: The main character's gender is never assumed - not while they're alive, at least.
  • Humanoid Abomination: Following any of the paths to Ascension will gradually transform you into something that barely resembles a human being — and fully Ascending to the Mansus will transform you into a Long, completely shedding your humanity in the process.
  • I'm a Humanitarian: On both the Enlightenment and Sensation paths, the only way to increase your Marks (and thus get closer to victory) is to consume people. Spiritually and psychologically for Enlightenment, physically for Sensation.
    • The Medium eats the dead to obtain their memories.
  • Immortality Immorality: There are few things the Player Character and their cultists would not be willing to do for the sake of Ascending to the Mansus.
  • Immortality Seeker: The end goal of the paths of Ascension is to become one of the Long, making yourself immortal in the process.
  • Instant-Win Condition: If you achieve a Senior Position at Glover & Glover, you can commit Passion to dedicate your life to your mundane work, abandoning your life as a cultist. Given the tone, however, it's treated more like a Non-Standard Game Over.
  • Legacy Character: Each successive game is an inheritor, literally or figuratively, of the previous game, whether that person ultimately ascended to the Mansus or not.
  • Omniglot: Downplayed, but the protagonist has quite a talent for languages. Just to start off with, you'll probably pick up Greek, Latin, Aramaic and Sanskrit relatively early, so you can translate occult texts. Later on, you can learn a collection of dead (and fictional) languages, which you need for more advanced texts. However, you're not necessarily speaking the languages conversationally, just translating books written in them with references on hand.
  • Villain Protagonist: At least, if you ask the Suppression Bureau.

    The Aspirant 
"June the 28th, once again."
  • Canon Name: Not the Aspirant themselves, but the "previous player character reference" that gets them started on their journey will always be "J.N. Sinombre" if you're starting a fresh game. It's an ailing Sinombre who wills them the eldritch clues that get them started.
  • Master of None: Doesn't have any particularly noteworthy traits, and only receives the bare minimum necessary to advance in the game.
  • Unexpected Inheritance: The Aspirant's path begins properly when they receive a bequest from a patient at a hospital where they worked as an orderly.

    The Bright Young Thing 
"Endowed from birth with wealth and talent. A life of ease, comfort and delight stretches ahead like an amber carpet."
  • The Big Guy: Possibly due to their youth, the Bright Young Thing starts off with more Health than everyone else. They're still just as vulnerable to Illness and Injury as anyone else, however.
  • Idle Rich: The Bright Young Thing's first job is "This and That," which is basically doing just screwing around until their allowance arrives. This quickly changes once their father dies, however.
  • Impoverished Patrician: Downplayed by the 'Bright Young Thing' beginning. Your father dies, and his business and fortune both vanish in debt, leaving you with no job and a serviceable chunk of leftover inheritance. You're unemployed, but you're strong and healthy enough to pick up and excel in a Fallen-on-Hard-Times Job to keep yourself afloat.
  • Personal Effects Reveal: When their father dies, it is discovered that the Bright Young Thing's father had squandered most of the family's money. It is only when going through their father's papers that they discover exactly what papa had spent all the money on...

    The Detective 
"I am an Inspector in the capital's police, charged with the investigation of the most vile and wretched things that one human does to another."
  • Face–Heel Turn: Although they start off working for the Suppression Bureau, it is ultimately intended that they will abandon their position and begin on the path of a Cultist in earnest.
  • Instant-Win Condition: If they successfully arrest and prosecute the Troublemaker, they get a Favour from Authority which they can trade for a Promotion, which is considered a minor victory. However, given the tone of the ending, this is treated more as a Non-Standard Game Over.
  • Magikarp Power: The Troublemaker is initially just a useless character taking up space on the playing table. If you can wait around until you can gather enough of your Aspect to Exalt followers, however, you can Exalt them as a part of your cult as well, even if they don't share your Cult's Aspect.

    The Physician 
"As the patient descended into the final delirium, I made copious notes. In the buzzing heat of the night, I re-read those notes, and they began, at last, to make a kind of sense."
  • Bedlam House: The Institute where they work is implied to be this sort of place.
  • Boring, but Practical: The Physician can always work at the Institute, which produces two funds every minute. It pays moderately well and doesn't generate Mystique or expire if ignored for too long, which can be very useful.
  • Reasonable Authority Figure: The Position at the Institute is the only Career where you can avoid showing up regularly and still have it waiting for you. This is because the Director of the Institute is apparently "very understanding."
  • The Smart Guy: Starts off with more Reason than any other character (although they have to sacrifice at least one Reason to unlock their Passion and Temptation).
  • Ultimate Job Security: The Physician is the only starting profession whose occupation doesn't disappear or decay with time like the Inspector, an employee of Glover & Glover, or a professional dancer. This gives them a reliable, if rather mundane, source of income. Possibly they have tenure at their university or something like it.

    The Dancer 
"I am young and I am strong and for a time yet I will be beautiful."
The origin from "The Dancer" DLC, set up for immediately pursuing the Change Temptation, which can be pursued to either a Moth or Heart-aligned ascension.

  • Dancing Is Serious Business: The character is set up to go for the Change temptation right away, which involves changing themselves via dance to something much, much more.
  • Heart Is an Awesome Power: They start off with bonus Passion and Health, each of which can be used to dance (and get two different endings from the Change desire).
  • Trophy Wife: Or Trophy Husband, as the case may be. They can impress one patron at their regular job so much that they get invited to private sessions and eventually get a marriage proposal.

    The Priest 
"In visions have I seen St Agnes. I have learnt not to speak of the form she takes."
From "The Priest" DLC. A preacher who gets eldritch inspiration one day and starts taking a more occult stance to their sermons. Heavily Knock-focused and set up for the new Knock ascension.

  • The Heretic: The invisible arts are not an approved part of the Church's religious practice, and mixing them into your sermons is a great way to get the Suppression Bureau on your ass.
  • Sinister Minister: Your congregation is nothing but a tool to advance your ambitions, and they love you for it.
  • Dark Messiah: ... but your ambitions, if you continue on the Knock path, include becoming a gate for your congregation to ascend at great pain to yourself.

    The Medium / "The Ghoul" 
"Everyone knows that I speak with the dead. I have been called a prophet, and a ghoul. I have no reason to disabuse them of their illusions."
The origin story of "The Ghoul" DLC, the player character is a fortune teller and medium whose visions get a bit too real and take a very dark turn. From there they gain the "Remembrance" temptation and can pursue a ghoulish Winter-aligned victory.

  • Eat Brain for Memories: Their "Remembrance" desire and Winter ascension path requires them to eat the bodies of the dead to absorb and use their memories. They can use these memories to make their Phony Psychic routine a lot more real. If they have a very special remnant from a special enemy they defeated during an expedition, they can even use it to paint a special painting.
  • Horror Hunger: The Medium will start to hunger for the flesh of the dead, and gains power by consuming such flesh. And they will be devoured by the Crowned Growth if they fail to feed this hunger.
  • Mad Artist: Even more so than the others. Their path to ascension involves painting a special painting using memories that they have consumed. As they progress, the painting becomes increasingly eldritch until it eventually becomes a stairway leading to Nowhere that consumes their life as they descend.
  • Not-So-Phony Psychic: The Medium starts the game with a job in this line — theatrical and profitable. Until the dead decide to make them exactly what they pretended to be.
  • The Man in the Mirror Talks Back: Acquires a strange painting early on that does not "talk" conventionally, but discussing memories with it or your own Restlessness will provoke a response. The painting soothes your Restlessness by assuring you that everything ends, including pain.

    The Apostle 

Following an Ascension Victory of the three original desires, you can play a sort of New Game Plus as a follower of the player character who ascended to Longship and are helping them rise even higher, but at great personal cost and the challenge of dealing with an enemy Long who means trouble for your cult and your master.

Apostle Entheate

"The Illuminated One waits in the House of the Sun - waits to rise higher. I am their hand."

Apostle Obsonate

"The one who nourished us has ascended to a higher state... in one history, at least. The past is uncertain. But I will prepare the feast for their next ascension."
  • Devoured by the Horde: The final part of the Vitulation is to turn yourself into a feast for the Host, spiced by Marinette and the Seven Graces that you spiced with Three Savours.
  • Soap Opera Disease: The disease your character suffers is quite vague, other than that "My blood is wrong. My bones are sick". It can only be temporarily cured by consuming Delightful Blood given by your Mentor.


The Cultists

    In General 
"Student, helpmeet, defender, champion, dupe, sacrifice... companion."
  • Came Back Wrong: You can revive them as undead, should they die. Ascending with your lover's zombie unlocks special endings and achievements.
  • Deceptive Disciple: With the Dancer update, your followers can become Rivals, who seek to achieve their own ascension, denying you yours in the process.
  • I Can Rule Alone: If one of them becomes a Rival, they seek to become a Long themselves, instead of aiding you in your ascension.
  • Magikarp Power: As Believers, they're of minimal use on expeditions or Cult Business, but they become much more reliable when promoted to Disciples. Exalted Cultists are almost guaranteed to succeed at their Cult Business and can singlehandedly handle any obstacle that can be bypassed with their aspect.
  • Mistreatment-Induced Betrayal: If you treat your followers poorly, they may become Rivals, who seek to ascend in your place.
  • Psycho Serum: Indoctrinating cultists in forbidden lore doesn't do wonders for their mental health, even if it does increase their Aspects and, thus, their chances at succeeding at their respective tasks.
  • Sycophantic Servant: All of the Cultists, once indoctrinated, are absolutely loyal, and will carry out any task given to them, even if they're woefully unprepared to handle it.
    • Averted as of the Dancer update, however: Push them too far and they will turn against you.
  • The Power of Love: Lover cultists have their primary aspect boosted by 1 - an exalted cultist may wind up with 11 technically stronger than Names!

"I have negotiated this one's service for a little while."
  • Everyone Calls Him "Barkeep": They're identified by some trait related to their aspect, like "A Practical Disciple" (Forge) or "A Sturdy Disciple" (Edge).
  • Faceless Goons: Unlike your named Followers, your Pawns have no discernible identities or personalities or, in fact, names.
  • Go Mad from the Revelation: Promoting your Moth-aspect Pawn will make them unstable, which will cause them to lose their sanity and, eventually, die from self-destructive behavior.
  • Mooks: This is the role your Pawns basically play- too weak to do much of anything on their own, but highly expendable if you need Cannon Fodder or sacrifices.
  • Sharp-Dressed Man: They wear suits when promoted.
  • Sinister Shades: All your Pawns wear them.

"Craig Slee, the astronomer and avant-garde poet, has developed an interest in the esoteric as his health wanes."
  • Eccentric Artist: Slee is described as an avant-garde poet with numerous theories. As he is promoted, he approaches full Mad Artist territory as he begins to blend mathematics into his poetry, with it becoming harder to distinguish the difference between the two.
  • Room Full of Crazy: If Slee is ever imprisoned, his cell quickly turns into this.
    "Slee writes poetry on the walls, obsessively. If we don't provide him ink, he uses what he can."
  • Sickly Prodigy: Slee is a skilled artist in poor health, whose illness (which involves crippling headaches) becomes worse as his abilities become more pronounced.

    "Pope" Clifton 
"A bellowing and unorthodox Catholic with a mystic streak and an untrimmed beard."
  • Badass Beard: Has the most pronounced facial hair of all the Cultists by a fair margin.
  • Blasphemous Boast: He got his nickname because he refuses to be addressed as anything other than "your Holiness," despite supposedly being a devout Catholic.
  • The Power of the Sun: Clifton has an obsession with the Sun, as might be expected for a follower of Lantern. If he is Exalted, he will start each morning by staring directly into the Sun, to find out what it wishes of him.

    Cat Caro 
"'Cat Caro', as she styles herself, earns a living as a stage medium and a fortune-teller. She may have deeper talents."
  • Dreaming of Things to Come: Her true power lies in dreams, and the visions they provide.
  • Fortune Teller: This is how she makes her living, although unlike most Fortune Tellers, she actually has some genuine mystical talent.
  • Phony Psychic: Before she is indoctrinated into your Cult, this is basically her job. As she is promoted, however, the "psychic" part gets a lot less phony.
  • Take Away Their Name: If imprisoned.
    "The woman who used to call herself 'Cat Caro' sleeps whenever she can."

"Tristan dislikes distractions. Tristan gets things done."
  • Berserk Button: Tristan does not like distractions, and he's always willing to do what's necessary to get results.
  • The Blacksmith: Like all the Forge Aspected followers, he is able to repair broken mystical items.
  • Utopia Justifies the Means: As a rival, he is building a "little kingdom," and he has no problem doing extreme things when required.

"Valciane has operated her establishment for almost twenty years. She has never employed an assistant. Her hands are terribly strong."
  • The Blacksmith: Like all the Forge Aspected followers, she is able to repair broken mystical items.
    • Ultimate Blacksmith: When Exalted, she stops using tools altogether, because they just get in the way.
  • Emotionless Girl: They are quite certain Valciane is not, in fact, a machine, because she occasionally makes mistakes. Otherwise, it is difficult to tell.
    • If she becomes a Rival, she deals with her enemies "With the remorseless brio of a youth smashing bottles".
  • Loners Are Freaks: Despite owning a business for twenty years, she has never employed an assistant.

"Laidlaw is a tinkerer and mechanic with an uncanny knack."
  • The Blacksmith: Like all the Forge Aspected followers, he is able to repair broken mystical items.
  • Master of Unlocking: "Laidlaw's door is bolted, not locked. We know better than that."
  • Noodle Implements: "Laidlaw has learnt the cleverer uses of fire and copper, wax and acid."

"Rose is a sly miss, and she recognises you as someone uncommon."
  • Calling Card: When she is going to kill someone, she sends them a yellow rose as a gift first, to warn them she's coming. It doesn't help them, mind...
  • Deadly Euphemism: Rose doesn't have targets. She has "subjects".
  • Even Evil Has Loved Ones: Her and Victor's romance texts suggest they're siblings.
  • Femme Fatale: Emphasis on the "fatale" part. As an Edge Aspected follower, the primary service she provides is assassinating your enemies.
  • Wrong Name Outburst: During her romance, it's mentioned she once calls you by the name of another cultist mid-coitus. "Victor".

"An elegant man of inelegant habits."
  • Blood-Splattered Warrior: Not a good thing, in this case — as an Edge Aspected follower, his primary job is killing people on your behalf, and he starts off quite sloppy. This improves as he is promoted, however.
  • Improbable Weapon User: He needs special precautions if imprisoned.
    "Elridge is not permitted a spoon, or a plate. It is probably unwise to permit him even the sharper vegetables."
  • No Social Skills: Quoting his Believer description: "He has almost learnt not to pick his teeth with his knife. He has not yet learnt to keep his knife in his boot."
    • Improves dramatically by the time he is Exalted, at which point he is never seen with blood on him, no matter what he's been up to.
  • Suspiciously Specific Denial: "Elridge is never seen with a spot of blood upon his person. Not a spot."

"Victor is a sly fellow, and he knows an unusual opportunity when he sees it."
  • Apologetic Attacker: He likes to apologize to his victims before killing them; it's for this reason that he tends to get friendly with targets.
  • Even Evil Has Loved Ones: His and Rose's romance texts suggest they're siblings.
  • Good Hair, Evil Hair: Has a distinctive pencil-thin mustache, as appropriate for his role as an Edge Aspected followers.
  • Meaningful Name: Like other Edge-aspected cultists, he's a nearly unstoppable killer once Exalted - very likely to be the victor in any confrontation, in other words.
  • Tranquil Fury: If imprisoned.
    "Victor's eyes are wells of rage."

"Violet has always given unstintingly of her time, easing the pain of the dying."
  • Eccentric Artist: She loves to paint, but hates painting people. There are enough people in the world, in her mind.
  • Mercy Kill: She enjoys easing the pain of the dying, and doesn't mind bringing their end about sooner to do that.
  • Take Away Their Name: Once Exalted, she loses her name, the price of ascending to the heights of Winter's powers.

"Auclair has a scholarly aspect and a morbid streak."

"Dorothy is an enthusiastic sort with an eclectic reading habit. She's fascinated by my hints about the shapes beneath the world's skin."
  • Eccentric Artist: Her Heart Aspect expresses itself as a love of dance.
  • Magic Music: More then the other Heart-aspected followers, her Exalting evokes music.
    "When Dorothy moves, we hear the drum. When she speaks, we see the dance. Her determination is her shield and her weapon."
  • The Pollyanna: A twisted version: she is described as endlessly enthusiastic, and intrigued by hints of "shapes of things beneath the world's skin."

"Clovette is happy in a way that brooks no counter-argument to happiness."
  • Friend to All Living Things: She's so relentlessly optimistic that even the Detective can't bring themselves to hate her as a Troublemaker, even as they are hunting down evidence to arrest her.
  • Hope Springs Eternal: Even when imprisoned and dying, she keeps waiting for things to turn around, but they won't.

"Leo is an earnest sort with an interest in the occult. He hangs on your hints about the invisible arts."
  • Determinator: Like all Heart Aspect followers, he has pledged not to cease. For the others, this means unceasing dance or unceasing optimism. For Leo, it means unceasingly striving towards bringing the Cult to greater heights.
  • Utopia Justifies the Means: His primary defining trait is his willingness to do anything for his cause. Anything.

"Saliba is a man of prodigious appetites. He is long past the point where their satisfaction has given him any pleasure; but he has learnt so very much."
  • Expy: Resembles an older Bela Lugosi in appearance - especially given Saliba's association with blood and Lugosi's famous Dracula role.
  • The Hedonist: Comes part and parcel with his Grail Aspect, although he has indulged in physical pleasure for so long that he no longer derives any real joy from it.
  • He-Man Woman Hater: The Grail represents both blood and birth, but Saliba only understands blood... at least, at first. He becomes more egalitarian as he is promoted.
  • Tranquil Fury: If imprisoned, his anger "burns like buried lava".

"Renira has been found not guilty three times in three separate jurisdictions. She will likely never be found guilty of anything."
  • Creepy Souvenir: Alongside flowers, jewelry and poetry, some of Renira's admirers are implied to send her these.
  • Femme Fatale: Renira has been found "not guilty" in three separate jurisdictions, although for what is not clear.
  • The Hedonist: Comes with being a Grail Aspected follower.
  • Karma Houdini: The Detective notes that, not only has she never been found guilty despite her activities, but "she will likely never be found guilty for anything."

"Sylvia lost her eye in the woods when she was nine years old. Every year, at Candlemas, she returns to the place she buried it."
  • Cloud Cuckoolander: No one is quite sure what Sylvia wants, not even herself.
  • Eye Scream: Lost her eye when she was nine years old. Every year, at Candlemas, she returns to the place in the woods where she buried it.
  • Living Lie Detector: A part of how her Moth Aspect reveals itself- all she has to do is close her remaining eye, and people start spilling their guts to her.
  • Stealth Expert: When Exalted, she can leave a room "almost before she enters it".

"Porter was a barber, until the court case."
  • Noodle Implements: It's not clear how he puts his scissors to work now that he's no longer a barber, but it seems to be quite helpful to the Cult.
  • Noodle Incident: Whatever court case got him fired as a barber.
  • Stalker Without a Crush: The Detective discovers that Porter enjoys collecting people's names, although he can't figure out why.
  • Stealth Expert: "Porter goes unnoticed, until he's ready."

"Ysabet has always been most comfortable by moonlight. She has excellent night vision. She is often overlooked in daylight."
  • Not a Morning Person: Ysabet prefers to sleep through the day and do her work at night, which may be a part of her connection to the Moth and the darkness of the Wood.
  • Shaped Like Itself: Her behavior is so peculiar that it can only be described as "what a Ysabet does."
  • Stealth Hi/Bye: "Ysabet was just here, just a moment ago. Just here. Almost certainly."

"Neville pauses before he speaks, and flinches easily. He laughs whenever he thinks you've made a joke."
  • Despair Event Horizon: If imprisoned.
    "Neville is weeping."
  • Self-Imposed Challenge: He just really likes opening doors, and wants to open as many as he can, while he can.
  • Shrinking Violet: He is an extremely nervous fellow, or at least appears that way. He starts to become more confident as he is promoted.

"Enid speaks softly, and sometimes her gaze doesn't focus on anything visible. It may be that you've dreamed the same dreams."
  • Blind Seer: It is implied that, the better her supernatural sight becomes, the more her actual eyesight deteriorates, although this doesn't seem to be much of an impediment for her.
  • Cloud Cuckoolander: Enid often stares at things that are not visible, although it is difficult for her.
  • Despair Event Horizon: If imprisoned.
    • "Enid doesn't speak any more."
  • Spider-Sense: She always sees her enemies coming.

The Patrons

    In General 
  • Cunning Linguist: Four out of Five Patrons can tutor you in another language, in exchange for an Iron Spintria or better. Madame Bechet will teach you Greek, Count Jannings can tutor you in Latin, Dr. Ibn Al-Adim can instruct you in Aramaic, and Sulochana can tutor you in Sanskrit.
  • Eccentric Mentor: To a greater or lesser extent. While they don't grant you knowledge by themselves, turning in Commissions for them can net you Erudition and Glimmering, which are essential for studying or subverting Lore.
  • Weird Currency: The primary benefit of having Patrons is that they give you Spintrias- the currency of the supernatural- in exchange for Commissions.

    Poppy Lascelles 
  • Adult Child: Despite being an older woman (with some disturbing interests), she is often described as being cute and childlike in her demeanor.
  • An Ice Person: While she lacks any special magic powers, as far as we can see, she appears to venerate the Sun-In-Rags, and leaves behind a Winter-Aspected Influence wherever she goes.
  • Creepy Cute: She speaks in a cute, childlike manner, but requests Commissions on Knock and Winter Lore- the Lores most commonly associated with loss, sacrifice and death.
  • Deal with the Devil: The first time you meet her, she promises to give you support so long as you introduce her to someone who will "end things properly." If you accept her bargain, she'll give you a whopping ten Funds, along with a Silver Spintria, but after a certain period of time, you'll need to give her one of your cultists as a sacrifice. Otherwise, you'll get a Non-Standard Game Over.
    • Once you do that, however, she becomes like all the other patrons, exchanging Commissions for Spintrias.
  • Rich Boredom: Described as a "woman of property," with a self-described interest in "matters of blood and ice." Seems to make Commissions simply to fill her time.

    Mme Bechet 
  • Femme Fatale: Has shades of this, particularly given her fascination with Grail and Moth lore.
  • Lurid Tales of Doom: Runs the Kerisham Review, a gossipy tabloid that focuses on "material too ghastly or thrilling" for other, more reputable magazines.

    Count Jannings 

    Dr Ibn Al-Adim 

    Sulochana Amavasya 
  • Ambiguously Human: Like Al-Adim, Sulochana doesn't have Mortal aspect. When you're getting ready for dance to get Instar: Far-Travelling, she mentions that she gets nearly as far as you, but in the end chose a different way to ascend to Mansus. She also thinks of warning her sisters about your eventual ascent.
  • Eats Babies: She's Ligeian Club member, which means that she's an Alukite and had committed Crime of the Sky at one point. Getting the location to Miah from her will even make her tell you to relay a threat against children of people who want to ask about her when you got there.
  • Magical Asian: Like Al-Adim, the Ambiguously Human part kind of makes her fit in the Magical part, especially since she's the owner of the Ecdysis Club, which seems to know a lot of the occults. Her name and appearance, and the fact that she's Sanskrit tutor, also heavily implies Indian origin.
  • The Last of These Is Not Like the Others: She's the only patron that doesn't give Commissions. Instead, she serves as your access point and guide for the Change temptation. She's also someone who you need to talk to in order to advance at least 2 Apostle Legacies
  • The Unblinking: She's described as this.
    • This is standard for what the members of the Ligeia Club are implied to be.

    Apostle Legacy Patrons 

  • Can't Kill You, Still Need You: Consider how heinous Crime of the Sky is regarded normally, the fact that the Ligeian Club members aren't hunted down can be surprising. This is because they're the Keyholders necessary to elevate a Long higher.
  • Eats Babies: All of them are Ligeian Club members, who are all Alukites, which means that they had committed Crime of the Sky at one point.
  • Not Blood Siblings: The Ligeian Club members all consider each other to be sisters, even if they're totally unrelated by blood.

Frau Schlüssel

Marinette, 'Our Lady of Wires'

  • Meat Puppet: In-game description partly suggests that Marinette isn't actually one of Sulochana's sister but rather is a puppet controlled by Sulochana. Given that Marinette's name is only 1 letter missing from the word "marionette", hereference to wires, and the fact that she only appears when Sulochana disappeared from the board, this seems plausible. Of course, it's possible that she's an actual sister of Sulochana, given that the name Marinette is also a reference to Vodou Loa, who is skeletal, and that Sulochana and her siblings are Long.
  • Wingdinglish: She only speaks in lore symbols.

Mrs E.

  • Picky People Eater: Requires an Exalted follower before she gives you her assistance. Unless you're in Secret History cult, since you can't have Exalted cultists.

The Hunters

    In General 
  • Bunny-Ears Lawyer: Hunters with the "Erratic" trait can find evidence against you even without any Notoriety to use, reflecting the fact that as strange as they are, they are also incredibly skilled and dangerous.
  • Face–Heel Turn: As of the Dancer update, Hunters can become Troublemakers and Rivals that seek the same ascension they once tried to stop you from gaining.
  • Hero Antagonist: Opposes the Player Character at every turn, by building cases from the Notoriety you generate in pursuit of your Ascension.
  • Heroic Second Wind: If a Hunter survives an attempt to kill them or drive them insane, they have a chance to become resistant to similar attempts to get rid of them in the future. Worst case scenario is instead they chose to embrace the occult and becomes your rival.
  • I'm Dying, Please Take My MacGuffin: If a Hunter is able to generate Evidence but gets killed before they can make an arrest, other Hunters can use that Evidence to try to arrest you or your followers.
  • No One Could Survive That!: Some hunters are Tenacious and this trope is said word-for-word when they survive an attack that should have killed them.
  • Occult Detective: The Suppression Bureau investigates and prosecutes crimes surrounding the Mansus and its many occult mysteries.

    Doctor Natalia Dragon 
  • Awesomeness by Analysis: As she has the Meticulous Aspect, she always produces Evidence from Notoriety, making any sort of suspicious activity even more dangerous while she's hunting you.
  • "Awesome McCool" Name: It is entirely appropriate to refer to her as Doctor Dragon.
  • Determinator: Her study of occult Lore got her kicked out of her respectable university job, but that didn't stop her from pursuing her studies, which is how she wound up at the Suppression Bureau.
  • The Pollyanna: As a Hunter with the Idealist Aspect, she can't be driven insane with Dread or Winter-Aspected Lore. However, Lantern-Aspected Lore and Fascination have a much higher chance to affect her.

    Connie Lee 
  • Determinator: She starts with both the Tenacious Aspect, which makes all attacks against her have a one-in-three chance to fail, even when they'd normally succeed. She also has the Mystic Aspect, which makes her essentially immune to creatures from the Mansus. In short, she is very, very hard to kill.
  • Names to Run Away from Really Fast: In the upcoming update which allows players to recruit detectives that have turned to Rivals, Connie is called a "Conqueress."
  • Non-Idle Rich: She's from a wealthy family, but has decided to use her resources and skills to hunt down cultists at the Suppression Bureau.

    Inspector Wakefield 
  • Awesomeness by Analysis: Like Doctor Natalia Dragon, he is Meticulous, which means he always produces Evidence when he finds Notoriety. You need to be extra careful when doing anything shady while he's hunting you.
  • Hardboiled Detective: With his Grim Aspect, he evokes shades of this.

    Spencer Hobson 
  • Bat Deduction: How it's implied he manages to produce Evidence even without Notoriety to work from.
  • Cowboy Cop: Indicated by the Erratic Aspect. While he's more likely to fail to create Evidence from Notoriety, he also has the chance to create Evidence even without Notoriety.
  • Renaissance Man: Has had a collection of jobs, and though he has seemed reasonably competent at all of them, he was too Erratic to stay on any one job long.

    Weary Detective 
  • Cowboy Cop: Normally not at all, but if provoked enough to become a Rival rather than a Hunter, it is implied by the text that he's delving into eldritch stuff just to see what all the fuss is about and to stop you by beating you at your own game.
  • Create Your Own Hero: The Weary Detective is the least dangerous of the potential Hunters, but failed attempts to kill him or drive him insane can cause him to pick up traits that make him much more threatening.
  • Create Your Own Villain: Another possibility, if the player's attempts to drive him mad make him decide to "see what all the fuss is about" and begin practicing the eldritch arts for himself.
  • Deadpan Snarker: Though he doesn't speak, his description indicates this sort of personality. Even if he's been captured by your cult, he mostly seems annoyed that he doesn't get to read his morning paper.
  • Given Name Reveal: If you try to bewilder him with eldritch lore he has a chance to instead become a Rival, and then it gives him the name "Douglas."
  • Old-Fashioned Copper: Lacks any special Aspects, and seems like just an ordinary beat cop who got put on the Suppression Bureau for some reason.
  • Starter Villain: He's the first investigator who'll start following your trail, but isn't much of a threat unless you're exceedingly careless. Once you get rid of him, however, you'll draw the attention of the more effective, named Hunters.

Other Mortals

    Mr. Alden 
  • Klingon Promotion: You can send a minion to kill him and take over his position at Glover & Glover.
  • Mean Boss: As the Supervisor of Records at Glover and Glover, he has a lot of opportunity to make your life miserable (assuming you take a job with them), and he often forces you to work overtime. If you refuse to put in overtime when he wants, or don't put in additional effort in the form of Reason, he docks your pay.
  • Mistreatment-Induced Betrayal: It's not terribly surprising if you get tired of being forced to work overtime for him, but fortunately there are a few ways to deal with him: you can send an Edge or Winter Aspected minion to assassinate him, or a Grail Aspected minion to seduce him and ruin his reputation with scandals, or you can send a Moth Aspected minion to drive him insane. Or you can just wait until he retires and he'll hand you the Senior Position himself.
  • Stealth Mentor: Seems to be one reason for Mr. Alden forcing you to constantly work overtime- he's preparing you to take over his job for him.

The Hours

    In General 
  • Abstract Apotheosis: Several Gods-from-Blood, such as The Moth and The Red Grail are abstract concepts given form.
  • Deity of Human Origin: Several Hours were once mortals who penetrated the Mansus - these are known as the Gods-from-Flesh. It's also possible for some Gods-from-Blood note  to once be mortals.
  • Eldritch Abomination: The in-game art depicting them is more a symbolic representation than anything else; their 'real' appearances aren't quite comprehensible to humans.
  • I Have Many Names: Most Hours are known by several different names.
  • The Old Gods: Two flavours. There's the Forge of Days and the Sun-in-Splendour, both of which descended directly from The Glory, and the six Gods-from-Stone, which existed before humanity.
    • Death of the Old Gods: A long time ago, the other Hours rose up and killed all but two of the Gods-from-Stone.

    The Moth 

    The Door In The Eye 
(Also called the Watchman)
  • Deity of Human Origin: He's also Gods-from-Flesh in addition to Gods-from-Light, with one part of his origin being a mortal who learned the arts of Flint during the days of Carapace Cross, then probably end up merging with the Egg Unhatching within the Glory to become the Watchman.
  • Eye Scream: "The Watchman's eye was opened: not in the usual way, but with a knife."
  • Go Mad from the Revelation: The merciless Watchman is the Hour embodying this concept.
  • Light Is Not Good: Rather, light is not compassionate. Knowledge, being knowledge, does not care what its effect on you might be should you learn it.
    "Mercy," saith the Watchman, "is found only in shadow."
  • Messianic Archetype: Of a sort. He is one of the Gods-from-Light, originating from the Glory, and in time, he will return, bringing seven worthy souls with him.
  • Ninja Pirate Zombie Robot: So far he's the only hour to have 3 origins all at once, which is referred to as Amber by a writer, namely being Gods-from-Flesh note , Gods-from-Stone note , and Gods-from-Light note . There are, however, lores that dispute the Watchman's origin as Gods-from-Light.

    The Velvet 
(Also known as the Black-Flax and as Moldywarp)
  • Secret Keeper: It is said to guard the secrets of the other Hours.
  • Animal Motifs: Moles. "Moldywarp" is an old word for mole, and she is depicted as a mole on her Tarot card.

    The Malachite 
(Also known as the Ring-Yew and the Apple-Bright)

    The Thunderskin 
(Also known as the Heart Relentless and the Vigiliant Storm)
  • Deity of Human Origin: He was originally a musician from Phrygia (a region in the west-central part of modern-day Turkey) before being forcefully transformed into an Hour by the Red Grail.
  • Flayed Alive: Repeated references to flaying in pieces of Heart lore, a comparison between the Thunderskin and the mythological satyr Marsyas, statement that the Grail "ripped the Thunderskin from Flesh" and that the Thunderskin "pleaded at his ascension" and the Thunderskin being described as being "beaten, like a drum" seem to imply that the Thunderskin's transition from mortality to Hourhood involved being unwillingly flayed alive by the Red Grail.

    The Mother of Ants 
(Also known as the Daughter of Venoms and the Key-Serpent.)
  • Deity of Human Origin: As a God-from-Flesh.
  • Hijacked by Jesus: Inverted. The Gospel of Zacchaeus suggests that Jesus was a Mansus occultist in service of the Mother of Ants.
    • Also played straight when she's conflated with St. Agnes by christian cultists.
  • One Bad Mother: Her name might be a clue. Played with, however - she's actually one of the more merciful of the Hours, and her Rite spares the assistant who is ritually offered to her.
  • Poison Is Evil: Is also referred to as "the Mother of Poisons." You can sometimes find bottle of Sthenic Venom, which is associated with her, and kills its victims by opening many tiny wounds all over their bodies.
  • Snakes Are Sinister: Despite her name, she is also closely associated with monstrous serpents- her "sisters"- that appear throughout the game, impeding your path.

    The Colonel 
(Also the Scarred Colonel, the Cartographer of Scars, the Tribune of Scars, the Scarred Captain, the Thousandman, the Chiliarch - pick whichever rankis equivalent to The Colonel is appropriate for the given era)

    The Lionsmith 
(Also known as the Golden General)
  • Arch-Enemy: He's engaged in a millennia-long battle against The Colonel.
  • Beethoven Was an Alien Spy: The Book of Thrones implies that Memnon of Rhodes was one of his identities before his apotheosis, though he is also said to have studied under the Perseid dynasty long before the historical Memnon was born.
  • Challenge Seeker: Being the intersection of Edge and Forge, this is his bailiwick overall. He has started wars and created monsters so that he might become stronger from his subsequent victories.
  • Deity of Human Origin: As a God-from-Flesh.
  • Horrifying the Horror: The Worms are scary enough that even the Lionsmith, as much as he hates the Colonel, will not challenge the Colonel for the job of guarding the Worm Museum
  • Insignia Rip-Off Ritual: Subordinate-instigated version. The Lionsmith shattered his sword when he turned on his mentor, The Colonel, increasing his own power through the symbolism of the act.

    The Elegiast 
(Also known as the Ivory Dove)

    The Beachcomber 
(Also known as the Beach-Crow)
  • Collector of the Strange: It hoards rare and curious things, ranging from curios to the shameful, secret affairs among the other Hours. Those things it takes from others which are most precious, it claims 'found'.

    The Meniscate 
(Also called the Mirror-Queen)
  • Pieces of God: One of the three Hours created from the division of the Sun-in-Splendour, alongside the Madrugad and the Sun-in-Rags.
  • Dark World: The House of the Moon, accessible through balancing the number of Old Form and New Form dances at the Ecdysis Club while pursuing a Change victory.

    The Sun-in-Rags 
  • Fallen Hero: The Sun-in-Rags appears to have once been the Sun-in-Splendour, before it was divided by the Forge of Days. In certain parts of the Mansus, it can be seen walking with its "shattered crown" and "silent retinue".
  • Light Is Not Good: Has the Lantern aspect. Wreaks havoc and destruction as it brings "beautiful endings".
  • Pieces of God: Created through the division of the Sun-in-Splendour.

    The Horned-Axe 

    The Madrugad 

    The Red Grail 
(Also called the Great Mother and the Source)

    The Wolf Divided 
  • Savage Wolves: A nihilistic embodiment of despair and destruction. Also a wolf.
  • Wound That Will Not Heal: The personification of one. The Wolf Divided is said to be the wound from the Sun-in-Splendour's division.

    The Vagabond 
  • Flying Dutchman: The Vagabond has been everywhere. Everywhere. Except the Mansus, which she cannot enter. You can follow her Maps to some of the most distant and obscure places found in the Secret Histories.
  • I Have Many Names: Almost every hour is known by more than one name, but she takes the cake: she's also known as the Laughingthrush, the Centipede, the Sight-Thief, and the Pilgrim, among others.

    The Sister-And-Witch 
(Together with the Witch-And-Sister, called the Twins)
  • Brother–Sister Incest: Of a sort. While they're Not Blood Siblings, they consider themselves sisters and often meet "to seek union."
  • Heart Is an Awesome Power: The Sister side of the Sister-And-Witch is quite strong in Heart, and used it to her advantage.
  • Light Feminine and Dark Feminine: The light to the Witch-and-Sister's dark. The Sister-and-Witch's chiefest aspect is Heart, and the rite used to petition them involves an assistant offering their hand in marriage.
  • Liminal Being: It's not entirely clear whether the Sister-And-Witch and Witch-And-Sister are two aspects of the same being, or two separate, but related, beings.
  • Tome of Eldritch Lore: Their story is told in the Geminiad, the only such book to retain a measure of its power even once it has been read.
  • Twin Telepathy: Despite being born to separate mothers, and even in separate countries, they consider themselves sisters, and possessed the ability to communicate telepathically.

    The Witch-And-Sister 
  • Light Feminine and Dark Feminine: The dark to the Sister-and-Witch's light. The Witch-and-Sister's chiefest aspect is Grail, and the rite for petitioning them involves offering an item to sate their hunger.
  • Liminal Being: It's not entirely clear whether the Sister-And-Witch and Witch-And-Sister are two aspects of the same being, or two separate, but related, beings.

    The Flowermaker 
(Also called the Lilyking)
  • Forbidden Fruit: His domain is self-destructive pleasures.
    "The Flowermaker cannot touch you; he cannot find you; he always has what you desire."
  • Your Heart's Desire: Is said to have this.

    The Forge of Days 

    The Crowned Growth 
  • Blob Monster: It seeks only to infect and become.
  • Horror Hunger: A being of Grail whose strange hungers frighten even the other Hours.
  • Eldritch Abomination: As a God-from-Nowhere, it is eldritch even compared to the other Hours.

     The Sun-in-Splendour 
  • Messianic Archetype: According to legend, it will return to life in the Second Dawn.
  • Posthumous Character: Of sorts. It was divided into pieces by the Forge of Days, and isn't currently alive as the Sun-in-Splendour.
  • The Power of the Sun: The first and mightiest of the solar deities.
  • Top God: The ruler of the Mansus before the Intercalate.

     The Mare-in-the-Tree 

Summonable Spirits

    The Baldomerian 
Teresa Galmier was once an occultist and apparently Christopher Illopoly's lover, who wrote The Locksmith's Dream series of books that you can study, until she went off a deep end and ends up becoming a Name of the Door In The Eye.
  • Casts No Shadow: One of the indicator that she's not quite human anymore is that she's described as this.
  • Non-Malicious Monster: She's the only summon that will not go out of your control.
  • Star-Crossed Lovers: Christopher Illopoly is this to her, as opposite-sex intercourse is forbidden once you cross the Tricuspid Gate and become Long or Name.
  • The Quiet One: Subverted. While she lives in Lodge of the Sage Knight, which is accessed through The White Door, which robs speech, she can still speak, but that's because she didn't arrive there through the Door. What she did, how, and why, she won't explain, other than the fact that she's not proud of it.
  • Was Once a Man: She's now a Name, however her appearance when you summoned her is still that of a human.
  • Half-Human Hybrid: Possibly. When in her cups, she occasionally claimed her mother cast no shadow. This seems to be a trait common to Lantern-Long like her.

    Burgeoning Risen 
A corpse that has been reanimated by the ritual implantation of plants, causing it to rise and do your bidding, at least for a time.
  • Our Zombies Are Different: One of two varieties of zombies in the game. May qualify as a Technically Living Zombie due to the plants that grow inside of it.
  • Plant Person: A Burgeoning Risen is created by taking a corpse and planting seeds in various parts of its body. For a time, the plants animate it, but it loses its power once it grows enough to take root.
  • Zombie Gait: Averted- the Burgeoning Risen are described as surprisingly subtle and swift.

A Mansus spirit that is created when the power of the Forge burns away less pure elements. Can be used to attack enemies in their dreams.
  • Deadly Gas: Affects an enemy's dreams rather than their bodies, but is quite dangerous all the same.
  • Super Smoke: Takes the form of "a cunning vapor to infect your enemy's dreams."
  • Ultimate Blacksmith: Despite being technically incorporeal, its high Forge rating means it's quite good at repairing broken magical items.

    Ezeem, the Second Thirstly 
A god of change and desire emanating from the Red Grail.

  • Eyeless Face: Has no eyes, just a big, grinning mouth.
  • Horny Devils: As an emanation of the Grail, Ezeem is a master of seduction, with the highest Grail score in the game.

Frail wisps formed from those who have died and entered the Mansus, Hints live in mirrors to avoid the direct gazes of mortals. When they do leave their glassy homes, they prove to be vicious and subtle killers despite this weakness.
  • Enemy Rising Behind: Said to be their preferred method of attack, to avoid potential eye contact and subsequent shattering.
  • Gone Horribly Right: With 8 Edge, their main purpose is as an assassin. If they break free during a summoning, they'll happily kill your cultists just the same.
  • Mirror Monster: Live in mirrors to shield against human sight, and weaponize them when needed.
  • The Quiet One: Noted for a lack of flashy theatrics when summoned. Given that drawing attention could be fatal, it makes sense.
  • Was Once a Man: Hints are said to be former humans, altered into something much stranger.
  • Weaksauce Weakness: For all their power, a direct gaze from a mere human will kill them instantly.

    King Crucible 
A Name emanating from the Forge of Days. King Crucible is a god of fire, destruction and the desert.

    Maids In The Mirror 
A dead person who rested in front of a cracked mirror, who has entered the Mansus through the Peacock Door and came into the service of the Sun-In-Rags. Exceptionally skilled at killing in a quiet, efficient manner.
  • An Ice Person: Is quite strong in the Winter Aspect, even if their equally powerful Edge Aspect is more generally useful.
  • Mirror Monster: As their name suggests, a Maid in the Mirror usually appears in the mirror, right before they attack.
  • The Quiet One: Like all those who have crossed through the White Door, they have lost the power of speech. They are perfectly able to understand spoken language, however.
  • Was Once a Man: Was once human, but after crossing into the Mansus, they have changed substantially.

A Heart Aspected spirit that never, never, never stops dancing. It can learn any dance, but prefers only one.
  • Dance Battler: Implied, given how it's a good fighter that literally is always dancing.
  • Music Soothes the Savage Beast: Averted- it enjoys music, but it is perfectly capable of dancing to a nice tune while flaying you alive.

    Red Prophets 
A strange, inchoate spirit that constantly shifts its shape, and doesn't even seem to have a distinct agenda aside from causing chaos.
  • Chaos Is Evil: Zig-zagged, depending on whether the Red Prophet is serving your needs, or if it has rebelled against you. Although it can be debatable which side is "evil."
  • Horny Devils: Their Grail aspect allows them to seduce potential threats on expeditions. It's unclear whether they play the Shapeshifting Seducer role to do it, or if they have a supernatural ability to instill desire despite being horrifying in appearance.

    Shattered Risen 
A corpse brought to life by a shattering force. It is close to alive, but slowly disintegrates from the power that animates it.

    Voiceless Dead 
A dead soul that has crossed through the White Door into the Mansus.

Names, Long, and other supernaturals

A non-summonable Name. Vak is both a language and a goddess of language. She is also the spirit of the Peacock Door.

  • Abstract Apotheosis: Vak the goddess is Vak the language. This is a reference to Vedic goddess Vāc.
  • Cunning Linguist: As the goddess of language. She teaches Vak, the first language, to those who meet her.

    Miss Naenia 
Gentlest of the Elegiast's names, Miss Naenia plays a small part in the Heart path of the Dancer legacy and a major one in the Ghoul legacy.

Hostile Long

In Apostle Legacy, you will face enemy Long that will try to stop you from fulfilling your Mentor's goals.

    In General 
  • The Ageless: Long can't die from old age. They can be killed, but it'll take a lot of punishment to take them down for good.
  • Morton's Fork: Fighting them is this: are you going to directly trying to stop the Long's action against you, increasing the Long's stat and making them more likely to bring out bigger guns note , or suffer whatever action they're taking? Balancing between these two is a key to delay and prepare for the eventual fight against the Long.
  • The Starscream: Beating each of them grants you a method to betray your mentor and, with exception of J.C.'s method, allow your character to ascend into Longhood. This also serves as a backup victory condition if you ends up in a situation where you cannot win Apostle victory due to critical ingredients and such being lost.
  • Your Mind Makes It Real: If the Long directly attack you from the dream, this trope applies. As the game described: "The battle is imaginary. The war is not". If your Passion and Reason drop to zero, you will die. The same goes in the reverse: enough wounds in the dream, and the Long will die.
  • No-Sell: Every Long is immune to assaults by some Mansus-spirits, usually ones associated with their Principle:
    • Captain Welland is immune to Caligines, implied to be due to his connection to the Sovereigns of the Leashed Flame
    • As a Lantern-Long, The Diarist is immune to attacks by Hints. He's also immune to attacks by Maids in the Mirror due to being on first name basis with the Dead of the the Ascent of Knives.
    • Due to his nature as a Winter-Long, Julian Coseley immune to attacks by Maids In The Mirror.
    • As a Grail-Long, Tryphon is immune to attacks by Raw Prophets.

    Captain Welland 
An old Forge Long who has fought in many wars, in many eras, under many names. He holds "the great secret of betrayal", that made the Lionsmith betrayed the Colonel.
  • Playing with Fire: He's a Forge Long, so this goes with the territory.
  • Self-Made Man: He seems to hate your mentor because he/she's this.
  • The Starscream: Not him personally, but he holds "the great secret of betrayal", which is taught by Darius to the Lionsmith, making the Lionsmith betray the Colonel, and later told to Alexander to make him stop his conquest and turn back. He'll bequeath you this in his letter if you managed to defeat him, letting you able to pull one on your mentor.

    The Diarist 
  • Energy Beings: As a Lantern Long, he doesn't have a physical body outside of the Mansus. Because of this, direct assault by The Diarist is impossible; he'll only attack you directly through the Mansus, or via proxies before he takes matters into own hands.
  • Everyone Calls Him "Barkeep": Referred to only as The Diarist, though he's implied to be Lars Westergren, author of The Concursum Diaries

Julian Coseley is the author of The Six Letters on Necessity and the owner of books at the Gwaer Inn library. Now he's your enemy.
  • An Ice Person: He's a Winter Long, so this goes with the territory.
  • Nigh Invulnerable: Due to his Winter affinity, Julian practically can't die note , even with wounds that would have killed other Long. He'll merely give up and retreat if you "killed" him.
  • Wild Card: He's the only Long who isn't bound to a specific ascension route. Plus, he's the only one whose betrayal method doesn't give you any alternate temptation.
  • Who Wants to Live Forever?: His description and letter after you beat him implies that he grows tired of being an Immortal. His method of betraying your Mentor merely removes the Mentor card but doesn't give you standard temptation that other Long give, implying he wants you to remain mortal.

    Lady Tryphon 
A 3rd century saint who ascended as a Grail Long, and seems to have changed gender in the process.
  • Gender Bender / Gender Flip: She's Saint Tryphon of Campsada as a woman. It's hard to say if she's always female in this universe or changed gender after ascension, however, since the only text to mention Saint Tryphon is The Rose of Nuriel, which uses male pronoun.

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