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Fanfic / The Fansus

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Trust not a Spider's Bargain, nor a Serpent's Mercy.

The Fansus Project is a fan community centered around the game Cultist Simulator, created by Weather Factory and Alexis Kennedy, formerly of Failbetter Games.

Originating as a discussion on the Cultist Simulator Discord server about ideas for original Hours, the Fansus eventually came to form its own community and following. With a community of forum posters, writers, and even artists the Fansus is a rapidly growing community dedicated to world building and perhaps someday an unofficial mod!


The settings of the Fansus are the myriad alternate realities implied to exist around the canon "Mansus" the mysterious half-real, half-dream realm inhabited by the Hours, the Cultist Simulator equivalent of gods.

Each House contains its own pantheon of gods, its own unique rules, and alternate worlds the gods either collaborate or fight each other over to govern. Usually they fight.

Currently, three Houses exist, with Fansus One being the most developed. Originally following a formula close to the original setting with the first House featuring a deceased "prime Hour" the others were subservient to, each Fansus has now grown to contain up to thirty Hours and govern over strange new world that can sometimes greatly differ from the alternate Earths that the Canon Mansus oversees.

The main page of the wiki is located here.


     Tropes pertaining to all of the Mansii 
  • Alien Geometries: The Mansii are strange dimensions that seem to run on a mix of real world and dream logic with no clear indication where one starts and the other ends. A person can dream themselves into any part of it, but certain areas are blocked behind "Doors" they absolutely cannot cross until a requirement is met.
    • Honorable mention goes to the House of the Serpent's Vizier and his Clocktower, which can be seen clearly anywhere in the House, displaying a different time that corresponds to the Hour that rules that area.
  • Animal-Themed Superbeing: Some anthropomorphic personifications are less "anthro" than others.
  • Anthropomorphic Personification: The Hours, as a general rule.
  • Artifact of Doom: As per canon.
  • Body Horror: And how!
  • Beethoven Was an Alien Spy: As per canon, historical figures are not immune to the influence of the Hours.
  • Came Back Wrong: Dead humans can only return to the mortal world as ghostly wraiths. Hours that die are also at risk of coming back from Nowhere, turning them into an Eldritch Abomination even the gods fear.
  • Deity of Human Origin: The Gods-From-Flesh are mortals who ascended through the Mansus to become Hours.
  • Dream World: The Mansus, and the Wood around it, are home to the Hours and Names, and can only be reached by mortals in dreams (barring certain powerful rituals).
  • Eldritch Location: The Mansus, as per canon.
  • Eldritch Abomination: The Hours, even the Gods-from-Flesh.
  • Elemental Powers: The various aspects of occult lore. They're used in Ritual Magic and to navigate through The Mansus, and double as a blend of skills and Functional Magic for followers.
    • Edge cuts. It's arguably the most uncomplicated aspect, and is useful for combat and murder. It can also cut metaphorical things, allowing you to trade one stat for another by initiating a battle in your mind. Edge cultists are plain old cutthroats and murderers, but become refined assassins as they rank up.
    • Forge changes. It can be used to build and repair, but also burns and consumes. And can blast through warded doors. Finally, it's often valuable when navigating hostile terrain, be that icy mountain passes, vast scorching deserts, or dark churning oceans. Forge cultists tend to have robotic and pragmatic personalities.
    • Grail seduces. It offers the most delicious tastes and sensations, and gives more temptation in return. Useful for getting people to make bad decisions. Grail cultists are usually seductive people with strange appetites.
    • Heart beats, inexorably. It's associated with health, vitality, and celebration, but also with compulsive persistence. Can be used to maintain your reputation, restore your health, and ward off some life-draining curses. Heart cultists are described as being relentlessly cheerful.
    • Knock opens. It opens doors, and space, and people. It's an essential part of any Summoning Ritual and can be used to navigate nearly every door in the Mansus. Serpents, venom and wounds are strongly associated with Knock. Knock cultists are good at breaking and entering and are usually thieves, but have spaced-out personalities from being able to see through dimensions.
    • Lantern illuminates. It shows secret doors, and secret places, and secrets you didn't ask for and don't want to know. The Light is not merciful, and is one of the leading causes of Go Mad from the Revelation in the game. But it's also one of the most useful lores for navigating The Mansus, especially early on. Lantern cultists can be zealous visionaries.
    • Moth confuses. It's associated with shadows and chaos, and is good for sneaking by watchers, stealing inconvenient evidence, and navigating dark forests. Moth cultists are strange tricksters by nature.
    • Winter silences. Like the dead are silent. A vital component in Necromancy, and a good way to suppress curses or sustain an expedition through icy conditions. Winter cultists are usually creepy, dreadful folk who watch and wait.
    • Secret History remembers. It is technically occult lore, but doesn't offer power like the others. Instead, it provides directions to secret places that you can send an expedition to investigate. Secret Histories cultists tend to be a bit odd.
  • Everyone Calls Him "Barkeep": Names and Hours tend to be referred to by titles.
  • His Name Really Is "Barkeep": Excepting Names and Hours from Flesh, these titles really are their true names. Of course, names aren't real, as any student of the Histories knows.
  • Humanoid Abomination: Names, full stop. Long can run the gamut, as certain Hours don't have humanoid Long at all.
  • Talking Animal: Numerous Hours either have a primary form based off of animals or lack a human form at all.
  • Multiple-Choice Past: All of those alternate histories are sort-of true at once.
  • Power of the Void: The Gods-From-Nowhere tend to be able to use this.

     Tropes pertaining to The House of the Serpent 
  • Action Politician: The Ministers in Shesha, with a few exceptions. The Chancellor takes the prize for Ambadassador.
  • Alternate Timeline: The World That Never Was is a History in which a World War eventually leads to the opening of a portal directly to Nowhere, shifting the power balance in the House to Nowhere dominance. To avert this, the timeline was aborted before it could be realized.
  • After the End: In the World That Never Was, life would have risen again, even after all the heat and energy was sucked out of it. Even after the World That Never Was was effectively negated, the world itself and the things that might have lived in it are occasionally visible through shards of glass recovered from the nonexistent Spire's Sister.
  • A.I. Is a Crapshoot: The Engine and the Harvester, debatably. The Maw-of-Thousands, less debatably.
  • All According to Plan: The Vizier is the god of this.
  • All-Loving Hero: The Bright-Delver, the Hour of compassion and kindness, loves everyone with all her heart. This is complicated by the fact that she literally feels all the suffering experienced by mortals as her own, but ultimately an example of this trope. The Delver acknowledges her ability to simply remove the ability of people to suffer, as the Peacock does, but rejects this in favor of actually fixing the problems that lead mortals to inflict suffering upon each other.
  • Alternate History: Six of them, to be precise. Well, five now, after that business with the Engine.
  • Animate Inanimate Object: The Bully's Stick, an Hour with the form of a lead pipe.
  • The Archmage: The Vizier, who's mortal identity was the wizard Merlin.
  • Asexuality: The Anaconda is this to the point of not understanding why immortals continue to "let" alukites happen. Even before she ascended, she went to the point of sleeping on the floor at the fireplace to be sure that her husband didn't get the wrong idea. To be fair, the fact that she hated him to the point of poisoning and then torturing him certainly factored into this.
  • "Ass" in Ambassador: Romeo, the Germane, and the Skin-Tailor, all fall under this trope. Debatably the Maw-of-Thousands; it tries to eat people, but it's ineffectual and adorable as it does so.
  • Badass Army: Numerous Hours have a militant following. Fitting, considering how much time is spent warring for the Mansus.
  • Badass Preacher: Father Douglas, the Architeuthian's Minister in Shesha, is this. Not even a Long, he can still hold his own against the other immortal Ministers.
  • Bash Brothers: The Anaconda and the Architeuthian's friendship has resulted in this. Fighting one is a good way to get the other involved.
  • Battle Chant: The Snow-Stained's agents within the Mansus, the Bobbies (also called Bully Boys), often chant crude, insulting poetry at their opponents. These tunes are typically set to some popular and simple tune, such as Yankee Doodle.
  • Bedlam House: One of the expeditions involves visiting an abandoned one of these. The payoff text implies experimentation on children. The guaranteed loot drop implies that The Anaconda put an end to it.
  • Beware the Quiet Ones: Silence is power, as the Names of the Great Serpent know.
  • Bomb-Throwing Anarchists: The Revolutionary.
  • Bright Is Not Good: The Apple of the Eye, which can only be called "Neutral Self" at best.
  • Butterfly of Transformation: The Butterfly Hatching. This is, however, a very bad thing.
  • Cain and Abel: The Anaconda and the Tail go far beyond sibling rivalry.
    • Played straight with Cuckoo and her sister. Both were servants of the same Hour, but the former became so jealous of the attention their god paid the latter she decided to murder her competition.
  • The Caligula: The rulers of the Empire of Bayal were the Church of the Second Flood, while superficially venerating the God-King Adonibaal dealed openly with Hours like The Peacock and the The Ferryman when they weren't busy running the Empire into the ground. And that's not counting their attempt to invade the Hall of Silence and their subsequent deal with the Butterfly Hatching.
  • Caligula's Horse: The Bully's Stick appointed an (probably) inanimate chair-leg as its minister. This is interpreted by many as an insult to the council, and to the New School of occultism, an entirely unremarkable (and mortal) member of which was appointed as the chair-leg's attendant.
  • Cannibalism Superpower: The Engine, a newborn Hour that promptly devoured two other Hours to fuel its ascension to Hourhood. Also the Harvester, an Hour that ate parts of a Nowhere-Hour. And the Fanged Bramble, whose one ascension to Hourhood came from drinking the collective blood of all the Long that died stopping the former from consuming the House when it was made.
  • Capital Letters Are Magic: As per canon. The Ferryman seems particularly prone to this even for the medium.
  • Celestial Bureaucracy: The Vizier's domain.
  • Charm Person: The Hours of Grail and their servants are able to seduce others into becoming their prey or "willingly" serving them.
  • The Chessmaster: The Vizier.
  • Chronic Backstabbing Disorder: Also the Vizier.
  • Combat Pragmatist: The Anaconda, as the Hour of stealth and assassinations, as well as her Names.
  • The Conqueror: Both Cortez and Adonibaal fall under this trope.
  • Conflict Killer: Cortez's job description. Whenever conflicts in the Mansus go on for too long, he rides out to resolve them, forcing the parties involved to either flee or die.
  • Curse: The Anaconda's specialty.
  • Death of the Old Gods: Two of the Trinity were devoured by the Engine of Cycles, and the third only survived by fleeing into the Histories. The playing field is now dived between those that want them back and the Hours that want to take their old positions for themselves.
  • Deaf Composer: Actia, the Minister of the Bright-Delver, enjoys singing. She's also deaf, and becomes quite annoyed when people attempt to "fix" her disability. Perhaps averted in that while she can't hear herself, what makes her happy when she sings is seeing other people enjoy her singing.
  • Deal with the Devil: Making bargains with the Ferryman or the Upstart falls under this.
  • Decadent Court: The fate of Kingdom of Bayal, whose incredible magical power made its people fat and lazy, to the point their rulers felt entitled to whatever they wanted. Catastrophe ensued.
  • Deity of Human Origin: The Gods-From-Flesh are mortals who ascended through the Mansus to become Hours. How heavily this is leaned into depends on the Hour. The Architeuthian, King of Bayal, is very proud of his earthly origin. The Anaconda has done her best to hide every detail that can be found in Reality. The Cuckoo takes this to a higher level, and has defaced even Mansus-exclusive details.
  • The Determinator: As the domain of gods and the mythical heroes and monsters that serve them, the Mansus has several.
    • The Anaconda's cults and worshipers. They're often perfectly mundane humans who have taken the Anaconda's willpower without her godly benefits.
    • Saint Darwin the Improved. The man will stop at nothing to restore the Trinity to power. Considering his revolution is still fighting despite their gods all being dead is testament to their will.
    • The Golden King is incapable of conquering the House for humanity, yet continues a personal war to keep the Hours from wrecking the Histories any further, in the hope someone new will come along to either free him, or find a way to fix things.
  • Did You Just Punch Out Cthulhu?: The human that would become the Snow-Stained smashed the Vizier's face in with a pipe to reboot the timeline. It Makes Sense In Context.
  • Disability-Negating Superpower: Averted with Actia's gift from the Bright-Delver. Her "subtitles" only extend to things she says to others, or what others say to her. If a conversation isn't meant to be "heard" by her, she could be in the same room and never see a word of it.
  • Disproportionate Restitution: During the First Flood, the Anaconda went out of her way to attempt to stop the forces of three Hours from breaking into the Moon, despite being a single Name and not having the permission of the Great Serpent to do so. After her failure to defeat three Hours and all their forces and the escape of the Dead from the Hall of Silence, she manifested in Bayal to round up the dead. The Ferryman showed its gratitude by appearing and stabbing the one helping it.
  • Disproportionate Retribution: A staple of this House. The Anaconda and the Architeuthian are particularly prone to massively retaliating.
  • Dragon with an Agenda: The Names of several Hours have ambitions and plans of their own that surpass those of their masters, particularly the Prince and the Engineer.
  • The Dreaded: Dolomedes the Ferryman. Better known to mankind as The Grim Reaper in the form of a Giant Spider. No one dares cross the thing. No one that stays alive for long, that is. Even The Anaconda, who well qualifies for this trope on her own merit, is frightened of it.
  • Eldritch Abomination: The Hours, even the Gods-from-Flesh.
  • Embodiment of Vice: The Cuckoo, the Peacock and the Fanged Bramble. It might be worth noting that all three are Hours of Grail, to some extent.
  • Emotionless Girl: Deconstructed with the Anaconda. Not only is it incredibly unhealthy for her, but she's not even good at it.
  • Enfant Terrible: The Diadophian, a Name that is physically and mentally an eight-year old. The Meatgrinder and the Bramble, baby Hours that tend to consume and/or horribly maim any unfortunates they come across. The Anaconda, interestingly, has taken responsibility for two of the three mentioned here.
  • Even Evil Has Loved Ones: The Tail loves its sister to the point of protecting her from Nowhere, even though it wants to make all of reality like its home.
  • Evil Chancellor: The Vizier is the Hour of this trope.
  • Evil Tower of Ominousness: The Clocktower is a subversion of this. The Spire's Sister is decidedly not a subversion.
  • Evil vs. Evil: Anything that happens behind the Gilded Gate.
  • Face Stealer: As servants of the Hour of Deceit, the Skin-Thieves can do this. Especially the Skin-Tailor.
  • The Fair Folk: The Cousins.
  • Fake King: King Adonibaal, who was impersonated during the Second Flood by the Butterfly Hatching.
  • Fan Nickname: The Architeuthian, king Adonibaal, the Great Squid and the Dweller in Depths, is often referred to as... Archie. His impersonator in the Second History is comically referred to as Squidward.
  • Fate Worse than Death: The Mansus has a few.
    • Saint Darwin is trapped in one of these, suffering from a curse that uses his own power to burn him from the inside out. This was meant to be a (relatively) quick demise has turned into an eternity of suffering, since the Peacock and the Caladrius both use their respective powers to keep him alive. He is constantly receiving fatal injuries and completely unable to die.
    • The Darlings. Long of the Peacock that were changed by the Meatgrinder into half-bird, half-man monsters. Before they were incapable of feeling anything but joy, and now they've been changed to be incapable of feeling it.
    • Being struck by the Bully's Stick is often this. Especially if you thought it was going to change you for the better.
  • Friend to All Children: Of all the Hours, it's the Anaconda that claims this trope. She'll willingly make examples of lawbreakers, but she's got quite the soft spot for children. The combination of this and her status as the Judgement of the House results in an interesting dichotomy.
  • Forever War: Upper Mansus, where four Hours are locked in a territory war that has lasted centuries.
  • From Nobody to Nightmare: The Skin-Tailor was a run of the mill social climber with con-artist tendencies. Once the Mendicant Without and the Cuckoo both got their turns with him, he's now a horrifying, skin stealing demigod.
    • The Anaconda's mortal history, which she neither remembers nor wants others to learn of.
  • Gaia's Vengeance: The Fanged Bramble is the Engine's "official" opponent in the Mansus, beating back the attempts of the Factory Devouring's efforts to eat the Wood.
  • Getting Smilies Painted on Your Soul: Indulging in the Peacock's interpretation of Grail too long renders people incapable of either feeling or doing anything that would make them unhappy.
  • The Ghost: The Unmirror. It doesn't just do much of anything or go out of its way to hurt anyone. It just lingers behind mirrors and serves as a reminder to others what the Apple-of-the-Eye did to it.
  • Glamour: The Cuckoo can disguise herself as either another Hour or as a beautiful generic goddess figure to dupe others into becoming either her servants or prey. Leading to...
  • Glamour Failure: When these pawns either resist her or have served their purpose.
  • God-Emperor: The Architeuthian, known in life as Adonibaal, considers himself to be Humanity's Greatest King, and the one ally that they have in the Palace. Because of his belief in this, he views the majority of his actions to be justified, whether they would actually benefit humanity or not. Old Tarnished, also known as Cortez or The Golden King, could also fall into this category.
  • Green and Mean: As if anything else could be expected of an Hour called the Anaconda.
  • Heart Is an Awesome Power: The Peacock, utilizing his abilities a the Hour of Love and Life, can do things such as keep souls away from the Hall of Silence, as well as charm just about anyone into helping him. He's also nearly unkillable.
  • The Hidden Hour: The Gods-From-Nowhere technically don't exist, but can still affect the mortal worlds. Additionally, their Temple, Nil, can only be accessed by mortals during midnight.
  • Hypercompetent Sidekick: The Vizier and his Names have made this their modus operandi. Prior to the Segmenting, the Anaconda and the Vizier were this to the Great Serpent.
  • Implacable Man: What makes the Anaconda so terrifying. Not even her own depowering will stop her from carrying out her duty.
  • Impossible Theft: Moth in general. The Elder Sister is the Hour of this, and Saint Hydra is its patron saint.
  • Intangible Theft: The Elder Sister, again. The Anaconda has also been known to dabble in this, stealing memories and concepts from those she hunts. Saint Hydra just does it for fun.
  • Killer Robot: The Engine, which was designed to help humanity, but Went Horribly Wrong.
  • Lethal Harmless Powers: The Ferryman is technically "just" the Hour of Balance and Equal Exchange. Sounds harmless enough, right? Well, it lets the Spider make deals for the Value an item or service holds in one's soul. If you default or fail to Read the Fine Print in its deals, it can recoup its losses by instantly taking precious family heirlooms, precious memories, your connection to loved ones, or your capacity to feel at all, leaving you an empty shell. Oh, and since the First Men made the First Bargain with it promising it not only their but all of their descendants' souls in perpetuity, it can claim you whenever it feels like it.
  • Living Shadow: The Insidious.
  • Mad Scientist: The Caladrius, the real Hour of Life, is this. It's willing to go to any lengths to keep mortals from dying.
    • Thora, the Curator of the Wyrm's Museum, and an avid vivisectionist of everything. Also the Engineer, the primary maintenance technician for the Engine in the Mansus.
  • Magical Library: The Department's Archives. The Wyrm's Museum has one, but that's not its main attraction, and the Curator doesn't like to share.
  • Mechanical Abomination: The Harvester. The Engine counts as well, but at least the Engine didn't eat any Nowhere Hours...
  • Mercy Kill: The Malinchist. Snake and Stone, the poor Malinchist...
  • Merlin and Nimue: Starring the actual Merlin, but amusingly, "Nimue" (actually Morgan Le Fay) is the elder one.
  • Mother Russia Makes You Strong: The Revolutionary, a Name from the October Revolution. She's a female Leon Trotsky
  • My Master, Right or Wrong: The Anaconda used to be this, before the Great Serpent went Nowhere. Being in charge still doesn't feel right to her.
  • Necessarily Evil: The Anaconda, arguably. As the Judgment of the House, her duty is to utterly destroy any who go against the Law of the House. She tends to make examples of them.
  • Never Grew Up: The Diadophian, who achieved immortality at eight, and has retained that mental and emotional maturity since the fall of Bayal. The other Names of the Anaconda treat her accordingly.
  • Nothing Is Scarier: The Hall of Silence, where the Dead that don't get to go to the Mansus are kept. It's never mentioned what it's like to live there, but everyone is horrified of the prospect of going there, and the Dead can't try to escape from it fast enough.
  • The Old Gods: The Trinity. The Spark, the Maker, and the Anvil were the three Forge Hours that discovered the Histories, created the First Men, and laid the first foundations of civilized society, respectively.
  • Ouroboros: Invoked by the Ouroborines, who believe that the Anaconda and the Tail are two halves of the same being that need to merge. Results in Illegal Religion in the Fourth History when the Ouroborines merge a Name of the Anaconda with a Name of the Tail, resulting in a Class One Apocalypse How when their success causes an Endless Winter to occur.
  • Our Vampires Are Different: Suitors are powerful Long of the Upstart, who was originally a God-From-Blood but takes the form of a giant bird instead of a bat. They are, however, still fond of blood, torture, and tend to hide themselves among the elite like the original Dracula.
  • Refuge in Audacity: In a House where all forces are at war with each other, one of the Heirs of the Great Serpent is an all-loving, tea partying, cookie-baking snake. And absolutely no one dares to harm her.
    • The Occultist, who later gave birth (in a sense) to the Snow-Stained/Bully's Stick, saved (or destroyed and replaced, depending on who you ask) an entire History by beating up time with a lead pipe.
  • The Remnant: The Holy Assemblage of Vessels is a loose alliance belonging to two long-dead Hours trying to find a way to bring them back.
  • Ret-Gone: The World That Never Was wasn't just a Bad Future the Snow-Stained prevented from happening, the History destined to fulfill the prophecy was edited out of existence for good measure leaving no way of telling which of the Six Histories are the originals and which is the replacement. There was, however, enough of it left to come back from Nowhere...
  • Roaring Rampage of Revenge: When the Golden King realized he'd been tricked into binding his soul to the Golden City, he immediately took out his anger by slaughtering the Choir Unceasing, an army that had been on the verge of overrunning the entire Mansus.
  • Robotic Psychopath: The Harvester, which was designed by the Engine to help it in its endeavors.
  • Scaled Up: The Anaconda's ascension.
  • Snakes Are Sinister: Averted by the Bright-Delver, who is compassion personified, and the Great Serpent, who was the ruler of the House until its last adventure. Played straight by the Tail, a horrorterror from Nowhere, and the Anaconda, the enforcer of the Laws of the House.
  • The Spymaster: The Vizier.
  • Squishy Wizard: While the Canonsus typically subverts the trope, and the Fansus tags along with it, the Vizier plays this trope completely straight.
  • Sticky Fingers: The Cuckoo, being the Hour of Selfishness and Deceit, is prone to taking what isn't hers and hoarding it for herself.
  • Sufficiently Analyzed Magic: The Engineer's goal. To some level, the Curator's goal as well, although the latter is more interested in analyzing Nowhere than the Mansus. The Anaconda has accomplished this with curses, although it's anyone's guess as to whether the concepts would work normally or if it's only because an Hour did the analysis.
  • Training from Hell: The Anaconda's Names undergo this.
  • Torture Technician: The Anaconda, who utilizes both an arsenal of curses and more mundane methods to make examples out of lawbreakers. The Suitors also derive amusement from the suffering of others.
  • Ultimate Blacksmith: The Anvil, a now-dead God-From-Flesh.
  • Un-person: The Butterfly Hatching and Mirror have been largely forgotten by both the mundane and supernatural worlds. The former due to the circumstances of their death and the latter for being particularly disliked. Which proves a problem when she comes back from Nowhere and no one remembers her.
  • Villain with Good Publicity: The Peacock, a God-From-Nowhere. Depending on how you view them, almost every other Hour could fit into this in some capacity.
  • Wooden Ships and Iron Men: Far earlier than the 16th century, the nation of Bayal was known for this.
  • Zombie Apocalypse: The Second History had one of these, and even now still has to deal with the Dead occasionally refusing to stay in their graves. This is because their leaders attempted to invade the Hall of Silence and woke up the Butterfly Hatching.
     Tropes pertaining to The House of Earth and Sky 
  • Antagonistic Offspring: Zig-Zagged with the Fun Guy to the Spirarch. The two don't really see eye-to-eye, and often interfere with the other's plans, but the Fun Guy would never make any attempts to physically harm or kill the Spirarch and reacts very badly to those who do. Then again, the Fun Guy is more-or-less a parasite on the Spirarch, so if she dies, he dies as well.
  • Bad Samaritan: Never accept aid from the Fun Guy.
  • Bears Are Bad News: The Cub is not to be messed with. The Mother Bear is not to be angered.
  • Cats Are Magic: The Princess Prominent, who is simultaneously a nuke and a Genesis Device with the personality and instincts of a cat.
  • Cats Are Snarkers: While the Princess Prominent doesn't quite hit cruelty, she's perfectly happy to sass anyone and everyone.
  • Crystal Ball: The dead Hour known as The Panopticon took the form of a giant one.
  • Hive Mind: The Hour known as the Myriad-Masked is one of these, with most of its members technically being Names
  • Fantastic Drug: The Fun Guy's spores.
  • In-Universe Soundtrack: The Worm Funktastic plays its saxophone constantly. This results in earworms if someone is exposed for too long.
  • Knowledge Broker: The Myriad-Masked is a Hive Mind that acts as one of these
  • Lethal Joke Character: The Worm Funktastic. Conceptually, it's a worm with a saxophone. In-Universe, it's a God-From-Nowhere that caused the most impactful event in the History of the Mottled Heart, and presides over artistic blocks and burnouts amongst other things.
  • Love Before First Sight: In the same vein, the Spirarch and the Unending Worm have expressed a desire and love for each other despite never having met beyond hearing from their Names.
  • Mask of Power: The Myriad-Masked all wear masks resembling geodes, that extend inwards into where their face should be. They can also be used to access The Fissure
  • No One Sees the Boss: The Spirarch, who prefers for her servants to never even mention her.
  • Portal Network: The Fissure, which consist of a series of tunnels filled with sharp crystals and Alien Geometries that the Myriad-Masked use to get from place to place.
  • Power-Upgrading Deformation: The Fun Guy, who turned into a literal mushroom when he became an Hour. He's not best pleased about this.
  • Sexy Sax Man: The Worm Funktastic considers itself to qualify for this status, despite being a genderless worm.
  • Spawn Broodling: The Spinebearers, earworms resulting from listening to the Worm Funktastic's music for too long. As seen during the Age Of Jazz, the Worm Funktastic can bestow this ability on others as well.
  • Star-Crossed Lovers: From the moment the Spirarch and the Unending Worm existed in the House, they have been drawn towards each other, and have constantly been stretching their boundaries in an attempt to reach one another and embrace one another to perform UNIFICATION, where the Sky and Earth become One.
  • Ultimate Blacksmith: The Flint-And-Steel, debatably.

     Tropes pertaining to The Place of Chains 
  • Almighty Idiot: Several Hours to varying degrees. Notable examples include Brother Grimalkin and The Instinct.
  • Altar Diplomacy: The Distinguished has announced she would marry one of her fellow Hours to secure her influence on the Mansus.
  • Big Creepy-Crawlies: This Mansus is full of them. Even some of the Stones were this.
  • Blue-and-Orange Morality: Even the Gods-from-Flesh play into this trope. Subverted by the Sins that Stain the Soul, although it's implied that the human idea of immoral acts was derived from these sins, not the other way around.
  • Born-Again Immortality: The Omnipede's Long. While not invulnerable nor unable to age, they're permitted to keep their memories throughout each cycle of reincarnation.
  • Cats Are Mean: Brother Grimalkin cares only for his own entertainment, often at the expense of others.
  • Combat Medic: The Name of the Omnipede known as Nito.
  • Cute and Psycho: The Mare-Night is described as "sweet on the outside, but while she talks about sweet forest strolls, mountain flowers and smoky meeting rooms, she's secretly planning her future murders."
  • Everyone Can See It: All of the Hours are aware of the budding, slow-burning romance between Solemn and Abbess.
  • Father Neptune: The Captain has traveled more or less everywhere that he could've, and is the archetypal experienced sailor.
  • The High Queen: The Distinguished is the quintessential representation of this archetype.
  • Hive Mind: The Hill-Queen is an Hour made of this.
  • Hive Queen: The Hill-Queen herself, when enough of her gets together.
  • Insect Queen: The Hill-Queen again.
  • Lady of War: The Abbess touches on this trope, but between her way of seeing the world, being an Hour, and her typical form, she's not the best example.
  • Mind Hive: The Recollection.
  • More Deadly Than the Male: Between the Solemn and Abbess Sunset, it's clear who wields the sword in their relationship.
  • Pitbull Dates Puppy: The Solemn and Abbess Sunset are in this type of relationship. For your own sake, don't harm or flirt with the Gravedigger in the Abbess' presence.
  • Psychopomp: Abbess Sunset, and formerly the Name of the Omnipede known as Unas. Despite taking his job, the Abbess still respects Unas deeply.
  • The Atoner: The Distinguished does her best to live up to the sacrifice of her followers. It's also implied that The Solemn, The Dongolopticon and the Captain are carrying their own burdens.
  • Red Oni, Blue Oni: The Warp and the Weft rule the Histories together, one with the severe rigor of linear history, the other with the creative inspiration that weaves legends.
  • Reincarnation: The domain of the Omnipede, and the typical result after death. A damaged or stained soul cannot reincarnate, and after becoming a Know, the soul is almost always too stained to be salvaged. This lends some urgency to finding a way to immortality.
  • Silk Hiding Steel: The Distinguished is a very good example of this.
  • Slaying Mantis: Abbess Sunset is this.
  • Tailor-Made Prison: The Ossuary, property of the Millions-Upon-Millions.
  • With Great Power Comes Great Insanity: The Cantharide embodies this trope, constantly shifting between clarity and chaos.

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