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Robyn: "Good afternoon, fellow Path-chads. It is I, your Game Master.™"

The Tales of Terra is a Pathfinder 2e Campaign set in the world of Terra, an alternate version of 1800s Earth wherein gods and monsters are an everyday part of life. The campaign follows a group of adventurers known as Friendship Inc., who find themselves drawn together by a mysterious Leopold George for the sake of clearing out some ghosts from a nearby ruin, only to quickly end up dragged into the deep end, with the very world seemingly at stake.

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Tales of Terra provides examples of:

  • TropeTitle: List of tropes that are fixtures of the series.
  • TropeTitle: Any tropes in which the show is already cited can be retrieved from the Wiki if you text-search in a separate window on the program name.

The party members of Friendship Inc. provide examples of:

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    Azubah 
Azzie: "I'd much rather create than destroy."
  • TropeTitle: List of tropes that are fixtures of the series.
    Cyril 
Cyril: "Dead gods should stay dead."
  • TropeTitle: List of tropes that are fixtures of the series.
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    Esmiray 
Miri: "I will never let anyone shackle me again!"
  • Shed the Family Name: Esimira Ruzha Ilyanichna Volkova shed her birth name in favour of a simpler, freer Esmiray Rue.
  • Gilded Cage: Esmiray's childhood right up until the day she left is basically this. Due to the mysterious nature of her power, and to isolate her from undue influence, Lord Ilya and Lady Odessa stopped allowing her out of the family estate without a chaperone early in her life.
  • Affectionate Nickname: Miri, to her friends.
  • Terms of Endangerment: Esmiray's father, Ilya Volkov, refers to her as "Miraya" in a disconcerting attempt to assert his power over her.
  • Living Shadow: R'as is the definition of this trope - literally living in Esmiray's shadow.
    R'as: Optics, Miri, optics!
  • Runaway Bride: Invoked by her inciting incident. Esmiray ran after being told of her wedding the evening before the ceremony, leaving Grand Duke Konstantin Nikolaievich to reach the altar before learning the object of his desire had evaded him once more.
  • Sex is Liberation: Played straight, especially after becoming a succubus. With her whole society wanting to control her mind, body, and soul, the simple pleasures of hedonism are an act of revolution.
  • Out with a Bang: Inflicted upon poor Thorne. Want to have a fun fling with one of Cyril's old crew mates? Try succubus sex magic manifesting in the worst possible way, at the worst possible time.
    R'as: Sleep with bad people, they get to go out with a bang!
  • Nice Job Breaking It, Hero: Invoked by Esmiray desperately trying to save Thorne's soul and ending up making a deal with a djinn, going back on her word, and creating multiple Bodaks. Oops.
  • The Hedonist: Not simply wanting to experience the world, Esmiray wishes to revel in it.
  • Rebellious Spirit: Esmiray finds joy simply in thwarting rules and expectations. She flagrantly disregards the expectations of others, with sometimes terrifying results.
  • Your Tradition is Not Mine: Generations and generations of Vorojskiy traditions have met their match with Esmiray's blatant rejection of the entire system.
  • Sibling Rivalry: Thanks to the parental favoritism shown to Esmiray, she has a very tense relationship with her eldest sister Vasilisa.
  • Like Brother and Sister: Esmiray looks up to Sam as a brother - even if she'll never admit it to his face.
    Magda 
Magda: "Maiden. Mother. Crone."
    Steingrim 
Grim: "The stars here seem familiar, at least."
  • TropeTitle: List of tropes that are fixtures of the series.
    Sam 
Sam: "Burn in the hell you created."
  • Badass Longcoat: Sam's signature style. His special coat, granted to him by Desna, even grants him a bonus to his defenses, so long as he stays moving.
  • Badass Normal: Surrounded by a group of extraordinary individuals destined for extraplanar power, Sam is simply a human man with a powerful gun and insurmountable determination.
  • Cain and Abel: Sam and his other brother, Hector, have a tense relationship with one another. Sam's resentment for the attention Hector received from their father kept an unspoken tension between them for their whole lives.
  • Chronic Hero Syndrome: Sam is desperate to save people, going out of his way to help others at all times, no matter the cost.
  • Determinator: One of Sam's defining characteristics. His ability to push forward through anything makes him a serious threat to anything that gets in his way.
  • Desperately Looking for a Purpose in Life: Sam started with Friendship Inc. out of a desire to find something he is good at, rather than drifting aimlessly through life without purpose.
  • Fastest Gun in the West: Invoked by one of Sam's abilities, which allows him to deflect ranged attacks and effects by simply shooting it out of the air through the use of a Hero Point.
  • Good is not Soft: Though Sam tries his best to do the right thing, and is one of the more virtuous characters of the party, he won't hesitate to take action or even kill should the needs call for it.
  • The Gunslinger: Sam is a Gunslinger by trade, carrying Sarenrae's pistol, the Dawnflower, into battle. He typically dual-wields this along with his sword, Backtalk.
  • Hypocrite: Though more than willing to sacrifice himself for the greater good, Sam gets very angry when his friends suggest the same. He is also usually willing to abandon some or all of his morals for the sake of a friend.
  • Jack-of-All-Trades: Sam's Improved Improvisation ability allows him to do many things decently well, giving him a very well-rounded skillset. This also applies to his typical combat style, as he is very flexible and can adapt quickly on the fly.
  • Martyr Without a Cause: Sam seems determined that the only way his life will have any value is for him to sacrifice it.
  • Middle Child Syndrome: The second of two children born to the Drake family. While his older brother was groomed to be the heir, his younger sister was doted upon and given all the attention in the world. As a result, Sam was forced to fight for any scrap of affection he could get his hands on.
  • No-Sell: As stated above, Sam's Fastest Gun in the West ability allows him to shoot ranged attacks and effects out of the sky, should he choose to do so.
  • Parental Neglect: Though not physically abusive, Sam's father was extremely emotionally distant, rarely giving his second son any sort of interest or attention, especially as Sam grew older and was no longer the baby of the family.
  • Rebellious Spirit: What started as an anti-authority phase in his teens has become a defining philosophy for Sam. He does not like being manipulated or being told what to do by someone he does not respect, and will often make his opinion very clear.
  • The Redeemer: Invoked by his Champion archetype. Sam is prone to trying to get others to be better, including in combat. He was even capable of talking down a cult of Ashegal, for a brief time.
  • Undying Loyalty: Above all else, Sam is loyal to his friends. He would go to hell and high water for the sake of them, and has repeatedly proven to put them first, even above his own life.
  • The Un-Favourite: As stated above, Sam was often given the short end of the stick when it came to attention from his father.
  • Wouldn't Hit a Girl: Both Exploited and Played for Laughs. During a confrontation with Ares, the God of War, Sam attempted to goad the god away from hitting a vulnerable Magda by declaring it dishonourable to hit a woman. Cue Ares and Magda giving him an earful for his supposed misogyny. It is ultimately Averted, however.

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