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The Road To Dawn Queens

While modern Princesses can only speculate at who the Twilight Queens once were, it is known that the Queens of Tears, Storms, and Mirrors were once Radiant Courts before the Fall. The Road to Dawn Supplement, written by a fan with guidelines from the authors, covers the ideas on what Tears, Storms and Mirrors were like if they had lived onwards in the Dreamlands without falling to Twilight.

    The 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.
  • Alternate Self: 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.
  • Became Their Own Antithesis: 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 Port Town that welcomed all visitors and was a mashup of many different cultures. After the Fall it became a City Noir locked away in the Dark World, unreachable by mundane means and praising it's own culture at the expense of all others. Furthermore, Fulmine held powers that aided in connecting to other supernaturals who for the most part aren't banal to reality as a whole. Compare to Lacrima, that manipulates the darkness and allows one to emulate the Darkened and use their powers for themselves.
    • 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 Vuoto and it believed that Necessary Evil is sometimes unavoidable and that other people's viewpoints on what is right matters, while her present one is Specchio that believes a purely good option exists even when it isn't possible and that the only viewpoint that matters is your own.
  • Tarot Motifs: Like how the Radiant Courts use Playing Card Motifs, 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.
  • Word of St. Paul: They were written by a fan, but the authors provided outlines of who the Twilight Queens used to be.

     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 Fulmine.

     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 Metallo.

  • A Master Makes Their Own Tools: 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.
  • Animate Inanimate Object: The Princess's 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 "Unlimited House Works", are both Shout Outs to boot.
  • The Determinator: 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, albeit in a twisted way.
  • Extra-ore-dinary: The Invocation of Metallo gives power over metals.
  • Go Through Me: Understandably, this is their stereotype towards the Court of Storms, 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."
  • Humble Hero: Their ideal. The Wands have Humility as their signature emotion, after all.
  • Super Empowering: Wands Charms can grant this to mundane equipment, up to and including controlling them like the brooms in The Sorcerer's Apprentice.
  • True Companions: 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.
  • Utility Magic: 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.
  • Work Hard, Play Hard: Troubadours of Wands tend to be enthusiastic in in their work as they are in their free time.
  • Working-Class Hero: 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.
  • Worker Unit: A group of Wands can serve as this.

     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. 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 Vuoto.

  • A Wizard Did It: 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.
  • Barrier-Busting Blow: The Fight Charm Pythia Prediction reduces the durability of cover by the attacking Princess' Vuoto dots.
  • Because Destiny Says So: 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.
  • Dark Is Not Evil: Vuoto isn't darkness that consumes The Light so much as it is the emptiness that lets it pass unimpeded.
  • Even Bad Men Love Their Mamas: 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.
  • Necessary Evil: 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 should do what needs to be done.
  • Omniscient Morality License: 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.
  • The Power of the Void: 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.
  • Space Master/Time Master: 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.
  • Time Is Dangerous: 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.
  • Time Travel: 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 Temporal Mutability 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.
  • Year Inside, Hour Outside: One of their Shape charms allows for making a space exactly like this.


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 Invocations and related Queens (and Kings). Please limit additions to those that are on the main web page.

     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 friendship, that people can acccomplish together anything that'd be impossible alone. Their Practical Magic allows them to enhance teamwork rolls, making exceptional successes occur easier and increasing the leader's dicepool. Their Invocation is Capriccio.

  • "Arabian Nights" Days: 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.
  • Dual Wielding: 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.
  • Friendly Rivalry : 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 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.
  • Fusion Dance: Capriccio's avatar charm allows two nobles to temporarily fuse into a single noble with the best abilities of each. By default, the fused noble has a Duality Motif representing the people the noble was fused from. If the charm gets an exceptional success, the fused noble is effectively a new person.
  • It Was a Gift: The Queen of Melodies is decked out with plenty of baubles on her person, all made for her by her own people. She remembers who gave them to her, how they made it, and how much it means to her right down to tiny details.
  • Make Me Wanna Shout: Their Invocation, Capriccio, is associated with sound.
  • The Power of Friendship: 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.
  • You Are Not Alone: They place some emphasis on this, trying to make it so that people don't think they don't matter or aren't insignificant, and try to make them not feel that way either. Some of the Nobles also come from broken families or lives, who don't want others to feel or suffer the same way they have.

     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… wearing very little clothes, when they are wearing any at all. Their Practical Magic allows them to ignore any negative emotional or social conditions or tilts. Their emotion is Self-Expression. Their Invocation is Arrossire.

  • Be Yourself: This trope is used Verbatim for the first part of Brass's third philosophy, "Be Yourself, Everyone Else Is Taken", and essentially has the same message as the trope.
  • Bathing Beauty: The Queen of Brass spends most of her free time (and work time) bathing in the ocean.
  • Bizarro Elements: The element of Arrosire is transparent solids, including but not limited to sheer fabrics, glass, or prisms.
  • Belly Dancer/Dance Battler: Their Troubadours have a slight tendency to be dancers.
  • Defeat by Modesty: They can No-Sell 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.
  • Distracted by the Sexy: 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 Nudist Beach, whose name is referenced as one of their nicknames.
  • I Am What I Am: The Court of Brass prides itself on being who they are, and expressing it without fear of what other people think of them.
  • Naked People Are Funny: A lot of humor comes from them wearing very little clothes or going around naked - something they rarely are bothered with due to their philosophy, but other Courts are prone to complain about.
  • The Nudifier: Their Lost Fiber Charm allows them to rip their opponents’ clothes apart, exposing them. Aside from the obvious Defeat by Modesty factor, this has the advantage of destroying any armor their opponent might have.
  • Shameless Fanservice Girl: 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.
  • Tamer and Chaster: Since the Court initially was intended as a joke, earlier drafts of the Court despicted them as openly nudist, with a rather explicit focus on it. Later versions toned down this aspect to have most of them just wear skimpy to light clothings, and put the focus more on them believing into honesty and that you should Be Yourself.

     The Court of Humanity 
AKA: The Work-In-Progress
Kingdom: None
Followers' Epithets The Vigilant, Points of Light, Mockeries (derogatory)

The Court of Humanity is an odd court that arose not because of a Queen or King, but because of the Light's intrinsic nature of rising from humanity itself and their desires to make the world a better place. They believe that people must always strive for improvement and that luxuries should be earned for services rendered, that humanity should band together to cast away supernatural taint, and to provide your services where you can work the best in. Their Practical Magic allows them to recreate broken pieces of Regalia at lower cost, as well as being able to hold practical charms at high Belief. Their emotions are Dynamism and Paranoia, and their Invocation is Umanita.

  • Adaptational Heroism: While they're generally considered sketchy at best, their original concept was a Hunter Conspiracy called the Magisters, who worked by putting Nobles into comas and stealing their power. To give you an idea how messed up the process was, even morally dubious Conspiracies such as The Cheiron Group and Ashwood Abbey were creeped out by them.
  • Assimilation Plot: What many stereotypes against them boil down to.
  • Muggles Do It Better: Repeatedly state that humanity is a more powerful force than any mysticism.
  • Pro-Human Transhuman: Most Nobles are on the side of humanity anyway, but the Court of Humanity is by far the most open about it.
  • Wrong Context Magic: As noted above, they are unique among Noble Courts in that they came to existance without the need for a King or Queen, instead rising from Humanity's inner desire to do good.

     The King of Crosses 
"C'mon, you can be better. I have faith in you."

AKA: The Holy King, The New Monarch, The Sacred Father, Alex
Followers' Epithets: Paladins, Saints, Clergy, Fanatics (Derogatory)
Kingdom: New Eden

The King of Crosses believes that people deserve second chances to be better than what they are, accepting people with open arms and in restorative justice. Despite their name, they cover all kinds of religions and belief systems. Forged after the Long Night, the King of Crosses wanders the earth even as his Kingdom forms in the Dreamlands. Their Practical Magic makes it more rewarding to follow one's virtues, or that imbues a religious object with holy power that abates hostile forces to the holder. Their emotions are Faith and Empathy. Their Invocation is Santo.

  • A God Is You: Played with and more limited. A Charm allows them to temporarily become an avatar of an aspect of a god or goddess (so long as they're concieved as divine), gaining specific powers based on that aspect.
  • Church Militant: They can certainly play the part, especially Champions.
  • Forgiveness: It's one of their philosophies for crying out loud.
  • Good Shepherd: Possible for a Grace of Crosses.
  • Gratuitous Latin: Many of the charms names are latin phrases.
  • Healing Hands: The Santo upgrades to Restore Charms, or Santo Restore charms make it easier to heal people. It's even to the point they can pull people back from their form of Karma Meter hitting 0.
  • Heel–Face Turn: They are the court of second chances, offering people ways to be better than what they are.
  • Holy Burns Evil: Subverted on the "Evil" part, but Santo interacts greatly against supernatural powers and beings.
  • Holy Hand Grenade: The Santo Invocation uses holiness as it's element.
  • Interfaith Smoothie: Played with. Despite being named as "The Court of Crosses" and it's element is Holy, it's actually non-denominational to any religion and accepts people who follow all kinds of faiths equally. From the Abrahmic Faiths like Christianity, Judaism and Islam, to eastern faiths like Taoism, Buddhism, Hinduism and Shintoism, to even older and newer kinds of faiths like ancient greek and egyptian, Paganism, even Satanism and any others that can serve a good purpose.
  • Protective Charm: Santo works excellently with magic that protects people from supernatural influence, or from being harmed due to crimes they've committed.
  • Weaksauce Weakness: Played with. One of their Charms, "Faith in False Weakness", allows them to bless an object or item against a specific supernatural splat and make it function like it's one of their weaknesses.
  • You Are Better Than You Think You Are: Their philosophy in a nutshell, and plenty of charms focus on this aspect.

     The King of Constellations 
"It's through working together that we can shine."

AKA: Lord of the Open Hand, Keeper of the Unknown Paths, Son of Starlight
Followers' Epithets: Probes, Quasars, Trailblazers, Busybodies (Derogatory)
Kingdom: Lamessier Valley

The King of Constellations believes it is through connecting with each other that we can shine, that by creating connections between many people, being able to understand and learn about what people fear or supernatural beings, and that people can always be brought back to the light that the world can be made better. The Court's Practical Magic aids attempts to get to know people. Their emotions are Courage and Patience. Their Invocation is Lustrae.

  • The Alliance: Lamessier Valley is not only made up of residents of the Kingdom, but also people of other supernatural splats as well.
  • The Heart: Part of their duties is attempting to be this for people.
  • Not Evil, Just Misunderstood: Their third belief in a nutshell, the idea that even if people have different belief systems or ideals, that they shouldn't be thought of as evil or bad at first glance.
  • Space Master: The element of Lustrae uses the element of Space.
  • Star Power: Part of Lustrae's powers manipulate energy of the stars.
  • Summon Magic: The Celestial Summons Charm in a nutshell.
  • Thinking Up Portals: Several of their charms create portals, such as Astral Chart, an Upgrade for Call For Aid/Nick of Time, and Astral Window.


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