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This is my second sandbox. Feel free to ask for profiles from here.

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    Deity 
Deity Profile, Title (Codename, Nickname)
  • Potential/New House/Returning To: The house where you think your deity would fit best. Please limit your list to one or two, as it's difficult to keep profiles updated when they're in multiple houses.
  • [tup]s:
  • Power Level/Level of Influence (in descending order: Overdeity, Greater God/Goddess, Intermediate God/Goddess, Lesser God/Goddess, Demigod/Demigoddess, Quasideity)
  • Symbol
  • Theme Song
  • Alignment
  • Portfolio: (insert list of tropes here) 10 to 15 only
  • Domain(s)
  • Herald:
  • High Priest:
  • Followers:
  • Relationships with Other Pantheon Deities (only include those who are already on one of the actual pages, and not here in this sandbox)
  • Allies:
  • Rivals:
  • Enemies:
  • Additional Character Relationships: Members of the Pantheon that have various relationships (examples include Enemy Mine, Vitriolic Best Buds, Teeth-Clenched Teamwork, Headbutting Heroes, Friendly Enemy, Friendly Rival, Just Friends, etc.) other than allies, rivals, or enemies.
  • Respected by/Respects:
  • Pitied by/Pities:
  • Opposed by/Opposes:
  • Conflicting Opinion:
  • Notes about your chosen deity

    Deity Group 
Deity Profile, Title (Codename, Nickname)
  • Potential/New House/Returning To: The house where you think your deity would fit best. Please limit your list to one or two, as it's difficult to keep profiles updated when they're in multiple houses.
  • [tup]s:
  • Power Level/Level of Influence (in descending order: Overdeity, Greater God/Goddess, Intermediate God/Goddess, Lesser God/Goddess, Demigod/Demigoddess, Quasideity)
  • Symbol
  • Theme Song
  • Alignment
  • Portfolio: (insert list of tropes here) 10 to 15 only
    • Character 1:
    • Character 2:
    • Character 3:
  • Domain(s)
  • Herald:
  • High Priest:
  • Followers:
  • Relationships with Other Pantheon Deities (only include those who are already on one of the actual pages, and not here in this sandbox)
  • Allies:
    • Character 1:
    • Character 2:
    • Character 3:
  • Rivals:
  • Enemies:
    • Character 1:
    • Character 2:
    • Character 3:
  • Additional Character Relationships: Members of the Pantheon that have various relationships (examples include Enemy Mine, Vitriolic Best Buds, Teeth-Clenched Teamwork, Headbutting Heroes, Friendly Enemy, Friendly Rival, Just Friends, etc.) other than allies, rivals, or enemies.
  • Respected by/Respects:
  • Pitied by/Pities:
  • Opposed by/Opposes:
  • Conflicting Opinion:
  • Notes about your chosen deity
  • Applies to all or some of them:
  • Exclusive to Character 1:
  • Exclusive to Character 2:
  • Exclusive to Character 3:

    Pokémon Deity 
Deity Profile, Title (Codename, Nickname)
  • Potential/New House/Returning To: The house where you think your deity would fit best. Please limit your list to one or two, as it's difficult to keep profiles updated when they're in multiple houses.
  • [tup]s:
  • Power Level/Level of Influence (in descending order: Overdeity, Greater God/Goddess, Intermediate God/Goddess, Lesser God/Goddess, Demigod/Demigoddess, Quasideity)
  • Symbol:
  • Theme Song:
  • Alignment:
  • Gender:
  • Ability:
  • Moves:
  • Portfolio: 10 to 15 only
  • Domains:
  • Herald:
  • High Priest:
  • Followers:
  • Allies:
    • Partner:
  • Rivals:
  • Enemies:
  • Additional Character Relationships: Members of the Pantheon that have various relationships (examples include Enemy Mine, Vitriolic Best Buds, Teeth-Clenched Teamwork, Headbutting Heroes, Friendly Enemy, Friendly Rival, Just Friends, etc.) other than allies, rivals, or enemies.
  • Respected by/Respects:
  • Pitied by/Pities:
  • Opposed by/Opposes:
  • Conflicting Opinion:
  • Notes about your chosen deity

    Dominion 
Deity Profile, (Un)Holy Seat of [Title] (Codename, Nickname)
  • Picture, if applicable
  • Potential Category/Returning To:
  • [tup]s:
  • Symbol
  • Alignment
  • Portfolio: (insert list of tropes here) 10 to 15 only
  • Domain(s):
  • Similar Places:
  • Sacred To:
  • Unholy To:
  • Notes about your chosen dominion

    Treasure 
Insert Name Here
  • Potential Place/Returning To:
  • [tup]s:
  • Apperance:
  • Alignment:
  • Portfolio: 10 to 15 only
  • Domains:
  • Notes about your chosen item

    Treasure Classification System 

  • Class 6: No known notable effects directly caused by it, in the Treasury for symbolic importance or other reasons, safe for use. Any Treasure that is otherwise an ordinary object that can technically be found in the real world such as The Art of War is considered a Class 6 despite the lessons it imparts that can lead to real damage from warfare.

  • Class 5: Capable of affecting an individual in some form or another, such as through giving them superhuman abilities, inducing memory loss, or killing them. Any corrosive type of weapon, trinket or strong material such as Vibranium is given this designation. Any normal Behelitnote  is considered a Class 5 object.

  • Class 4: Capable of causing a localized group of people or an entire settlement to be heavily affected, effects (positive or negative) can spread further if left unchecked, bearing the risk of becoming a Class 3 threat. Has possible mild reality-warping effects. The Death Note can be counted as a Class 4 for being able to remotely kill people via writing their names, as can the Crimson Behelit for transporting the entirety of Guts and company to the site of the Eclipse for sacrifice. Power-boosting objects such as Aghanim's Scepter are considered Class 4 as well.

  • Class 3: Can affect society on a large-scale, cause complete structural and societal collapse of a species or mass environmental effects. This can range from destroying a city (Godzilla-levels of damage) to the mass enlightenment of the human species. The treasure in this case is likely to have reality-bending effects. A standard large nuclear warhead would be considered a Class 3 object, though a Class 2 threat would be apparent if nuclear armageddon like Judgement Day happened. Objects capable of giving a user control over abstract concepts like magic and time often begin here.

  • Class 2: Treasures capable of affecting planets and the areas around it, at most an entire galaxy, such as through the destruction of a planet or terraforming a planet into metal or waste material. Galaxy-wise, this can also abound from the complete freezing of a galaxy in time or transferring it into a pocket universe. Basically, the effects can range from planetary to stellar to galactic-scale. Expect treasures from this point to be considered extremely powerful, if not the most powerful, objects in their home universe. Since they are able to be used to wish for resurrection, immortality or the complete destruction of a planet though with limitations on the part of the wishing dragon, the Earth and Namekian Dragon Balls are considered Class 2 objects, though the Super Dragon Balls constitute Class 0 objects.

  • Class 1: Reality warping objects capable of causing positive or negative effect to an entire universe. These artifacts are almost always full-on Reality Warpers, able to cause universe-ending events such as plunging it into blackness or wiping out half of the universe's population. Objects affecting the flow of abstract concepts or traverse it such as time machines and dimensional travel portals are considered Class 1, no matter how benevolent or Played for Laughs they may seem, due to the inherent dangers they present. Just look at Back to the Future Part II.

  • Class 0: Reality warping objects capable of affecting an entire multiverse and at worst (or best depending on the nature of the object, but it's often worst), the entire fictional Omniverse. Only a few objects are capable of causing such effects on the cosmic scale, and are almost always reserved for Maximum Security. This may likely be brought about by representing an abstract concept of creation or having no otherwise stated limits in their respective stories. The Anti-Life Equation is at least capable of causing the complete subjugation of all beings in the universe, the ultimate goal of Darkseid, but in the hands of its true wielder, the Anti-Monitor, it is almost certain that a Class Z event will occur and result in the ontological annihilation of absolutely everything.

  • Some notes:
    • Being a Class 5 artifact does not denote that it is weak or insignificant compared to the others. Some well-known ones like the Holy Grail are Class 5! This merely means that their effect is limited to one individual or their effects are less impactful on the cosmic state of the universe.
    • Since the SCP Foundation is in charge of documenting the Treasures in the Vault alongside Turaga Whenua, the Treasures are also listed by the Foundation's object classes, though only with their primary classification. Class 6 objects are equivalent to Safe-class SCPs, Class 4 and 5 objects are equivalent to Euclid-class SCPs and Class 1 to 3 objects are equivalent to Keter-class SCPs. Due to the constantly changing nature of some Treasures, this is not a hard and fast rule.

Adoptable Profiles (Priority 1)

They're found in my main sandbox, and you have to ask permission first.

Adoptable Profiles (Priority 2)

You can take these straight and start work on these.

    Jim Levenstein and Steve Stifler 
James Emanuel "Jim" Levenstein and Steven "Steve" Stifler, Divine Embarkers of the Quest for Sex (Steve: "The Stifmeister")
https://static.tvtropes.org/pmwiki/pub/images/jim_2.png
https://static.tvtropes.org/pmwiki/pub/images/stifler_56.jpg

    Diaval 
Diaval, God of Clever Crows (Diablo)
https://static.tvtropes.org/pmwiki/pub/images/diaval-samriley_717.jpg
His 'new' default form, courtesy of Maleficent
  • Potential House: Birds
  • [tup]s:
  • Lesser God
  • Demigod
  • Symbol: His crow form
  • Alignment: True Neutral
  • Portfolio: (insert list of tropes here)
  • Domain(s): Crows, Servitude, Transformation, Dragons
  • Followers:
  • Relationships with Other Pantheon Deities (only include those who are already on one of the actual pages, and not here in this sandbox)
  • Allies: Maleficent
  • Rivals:
  • Enemies:
  • Additional Character Relationships: Members of the Pantheon that have various relationships (examples include Enemy Mine, Vitriolic Best Buds, Teeth-Clenched Teamwork, Headbutting Heroes, Friendly Enemy, Friendly Rival, Just Friends, etc.) other than allies, rivals, or enemies.
  • Respected by/Respects:
  • Pitied by/Pities:
  • Opposed by/Opposes:
  • Conflicting Opinion:
  • Notes about your chosen deity

    Colin Mochrie 
Colin Mochrie, God of the Overly Pre-Prepared Gag
https://static.tvtropes.org/pmwiki/pub/images/Colin_Mochrie.jpg
  • Potential House: The house where you think your deity would fit best. Please limit your list to one or two, as it's difficult to keep profiles updated when they're in multiple houses.
  • [tup]s:

    Drayton Sawyer 
Drayton Sawyer, Unholy Creepy Gas Station Attendant (The Cook)
https://static.tvtropes.org/pmwiki/pub/images/1510966_1442973031104_full1.png

    Hopper 
Hopper, God of Making An Example Of Others (Hoppy)
https://static.tvtropes.org/pmwiki/pub/images/hopper01_6381.jpg

Profile acquired from RJ-CLOVIS-93

    Dai Li 
Dai Li, Deified Secret Police (Codename, Nickname)

According to "Avatar Extras" for "Sozin's Comet, Part 3: Into the Inferno", the Dai Li begin training at thirteen years of age.

Title acquired from Ferot_Dreadnaught

    Jamal Malik 
Jamal Malik, God of Becoming Wealthy By Story's End (Slumdog Millionaire)
https://static.tvtropes.org/pmwiki/pub/images/jamal_malik_smiling_warmly.jpg

    Etrian Odyssey Guilds 
The Etrian Odyssey Guilds, Divine Organizations of Cartography In Gameplay (Tharsis Guild: Titan Hunters)
  • Individually range between Demi-, Lesser, and Intermediate Deities, capable of felling lower- or even mid-tier Greater Gods (together, or even alone)
  • Symbol: A collection of maps they've graphed
  • Theme Song: Inital Strike (remix) (Etria), The First Campaign (remix) (Lagaard), (The First Campaign (Armoroad), Battlefield - Storm (Tharsis), Battlefield - Activation (Arcania), Battlefield -Exaltation (Maginia)
  • Alignment: All over the place for each individual member, but their goals end up putting them between Lawful Neutral (due to following orders from the city they belong to) and Neutral Good
  • Portfolio: Adventurer Player Characters, From Being Just Another Guild To Legends In Their Base Cities, Hail From Post-Apocalyptic Settings That Used To Be Earth, Facing Cosmic Horrors Near The End of Their Journeys, Crazy-Prepared Out Of Necessity, Can Sense Impending Danger, Can Map Even While Talking or Fighting, Featureless Protagonists, Gender-Neutral Writing, Going Up Yggdrasil (Lagaard and Arcania guilds only), Lazy Backup, Limit Break, Ambiguous Guild Leader, Collecting Organ Drops, Purely Aesthetic Gender 10 to 15 only
  • Domain(s): Exploration, Adventuring, Cartography, Dungeons, Post-Apocalypse
  • Heralds: The Aslarga guild (Etrian Mystery Dungeon), Wufan, Kibigami, and Logre (Tharsis Guild only), Arken (Arcania Guild only)
  • Allies: The Monster Hunters, S.E.E.S., the Investigation Team, Zen and Rei, the Phantom Thieves of Hearts
  • Frequented Locations: The Ancestor's Darkest Estate, Yomi's Dungeon, King Togwoggle's Catacombs, The Rotten Vale and Coral Highlands, the Abyss, The TV World, the Upside Down, Minecraft
  • Rivals:
  • Enemies: The Five Elders, the Hounds of Tindalos, the GUAD, pirates (especially for the Armoroad guild), Azathoth (especially for Armoroad), The Keeper
  • Additional Character Relationships: Members of the Pantheon that have various relationships (examples include Enemy Mine, Vitriolic Best Buds, Teeth-Clenched Teamwork, Headbutting Heroes, Friendly Enemy, Friendly Rival, Just Friends, etc.) other than allies, rivals, or enemies.
  • Respected by/Respects:
  • Pitied by/Pities:
  • Opposed by/Opposes:
  • Conflicting Opinion:
  • Notes about your chosen deity
  • Every game that has a map mechanic eventually has a Cartography Sidequest, where rewards are earned for filling up that map, or it helps with finding areas yet to be explored. In most games, these are truly minor sidequests with barely a good enough character to represent them. However, for the Etrian Odyssey game series, cartography is a core aspect of the game. If one wishes to be technical though, it's assumed that the main quest of each game is to explore the Yggdrasil Labyrinths, while the "sidequest" (more like secondary quest) is to map out the place for fulfilling other quests and for your own sake.
  • Because of the lack of a main character, it was decided to ascend all of the player guilds that have participated in all the adventures so far (and to discount the Story Mode casts in case tropes can be found for them). If one counts every game as having been participated by one guild each, this counts as six.
    • First off is the one that adventured in the country of Etria to explore the nearby Yggdrasil Labyrinth, which delved deep enough to find the ruins of Shinjuku, Japan. Eventually, they end up dooming Etria into decline after exposing every possible mystery within (despite other reasons for exploring the Labyrinth still existing, especially in regards to Lost Shinjuku) because they defeated the mastermind behind a scheme to kill all explorers before the Labyrinth can be fully explored; Chieftain Visil, who was also a survivor of the old era.
    • Second is the one at the northern Duchy of High Lagaard to… explore the nearby Yggdrasil Labyrinth, and climb upwards to the castle far above, and to save its dying duke with the Grail of Kings reported to be found there. However, what they found was a Heavenly Keep made as an ark for people of the old era, and the Overlord there (a head researcher who transferred his consciousness into a machine) was the culprit behind the powerful monsters in the labyrinth, who all used to be humans, and had used the Grail of Kings for that purpose. The guild that reached him eventually put a stop to that plot, and claimed the grail for the ailing duke's daughter.
    • Third is at the ocean city of Armoroad, where explorers were gathered for a specific purpose; there is something the Senatus hope to claim in the undersea realm beyond the First Stratum of the ruins known as the Yggdrasil Labyrinth. To challenge those depths requires more than a journeyman’s skill, else it would be a suicide run. And they wish to find worthy explorers. As it turns out, Deep City and its Abyssal King are at war with the Deep Ones, and did not want knowledge of the Deep Ones' King to spread enough fear to the surface dwellers to make keeping it at bay harder than it already is, and in case their intentions aren't aligned. However, thanks to the guild's strength, they impressed Abyssal King enough to ask them to handle their problem. They also possess a boat for exploring the oceans (to reconnect Armoroad with the surrounding kingdoms) and aren't strangers to underwater exploration, even though it's likely from advanced underwater architecture keeping the air in…and allowing sea life to "swim" in it just fine.
      • Another thing of note is that their storyline has branching paths midway. The fork in the road comes in the form of the Senatus of Armoroad wishing to take on the Deep Ones together, but the Abyssal King of the Deep City disagrees and wishes for only the guild and themselves to handle this problem. One path sides with Armoroad (gaining access to the Shogun class), and the other with the Deep City (gaining access to the Yggdroids). Due to New Game+ shenanigans, the Armoroad guild has memories of both paths, though started pro-Armoroad first before then going pro-Deep City and seeing events from the former path in a new context. Coincidentally, the pro-Armoroad side also had a quest involving healing sick royalty just like Lagaard, but the royalty they were healing turns out to be a Deep One as discovered on the Deep City path.
      • That said, there's actually a third path that could be taken, and that's what the Armororad guild "underwent" after taking both prior paths. It ends up with the Deep Ones' master being freed, though the guild managed to put a stop to their invasion by slaying the leader the Eldest One/Progenitor, and then eventually going deeper to put an end to the Abyssal God once and for all (who's technically also reachable in the Armoroad and Deep City paths).
    • Fourth is at the remote city of Tharsis. A legend claims that something sleeping within the Yggdrasil tree in sight calls people to eternal paradise. The Outland Count of Tharsis wanted to ascertain the truth of this legend by issuing a challenge to explorers to reach Yggdrasil and uncover that truth. Many guilds flocked to claim fame and fortune, and theirs was but one of them. They rose as heroes, united with the Vessel and Sentinel races (plus saving the latter from extinction from a plant-transforming plague), re-established contact with the Empire ahead (and even recruiting a few to their cause), and put a stop to the Imperial Prince Baldur's mad plan to restore his Empire at the cost of the non-human races and the Medium, as well as felling the Heavenbringer Titan he had awakened to enact that plan, which turned back into the Yggdrasil tree, which had fallen earlier due to the Empire.
      • They also possess a skyshipnote  that can be equipped with all sorts of gear like Armoroad's boat, starting with a Foodapult that can fire large bait (though it's useless as a weapon) (and a Mk. II for longer range), but eventually gets various lures that net them rarer beasts, dowsing rods for finding treasure, a Windrider Bell that lets them fly against strong currents, a Storm God Icon that lets them fly into tornadoes without getting blown away, an Emergency Pole that sets up… well, an Emergency Pole for quick escapes (in their case, back to their temple), and a Twin Propellor for increased movement speed.
    • Fifth is at Arcania, in the town of Aeolis, whose Yggdrasil Labyrinth was closed for a time due to a man who became known as the Mad King, who waged war on the other nations to attain enough military might to secure the power of the tree. Of course, all those other nations banded together to being his kingdom to rout, and then forbid entry to the labyrinth after setting up Golems to keep out others with the same desire as the Mad King. Eventually, centuries later, exploration of Yggdrasil was reopened, but only to private explorers, and this guild was but one of them. As the guild discover on the Fifth Stratum, and after later context from other Pantheon locals, it turns out that the planet they were on wasn't Earth, but Mars, given life and greenery by the Yggdrasil Tree planted by the Arken race, and it sealed away the Eternal Tyrant that would ruin it and had done so previously. After vanquishing the Eternal Tyrant at the top of the Fifth Stratum, Arken of the Arken race requested the guild escort her to her vessel so she can proceed to her next assigned planet. After vanquishing the Star Devourer that has made Arken the Last of Her Kind, they either saw her off as she departed, or joined her on her journey to Earth.
    • And finally, the guild of the Flying City of Maginia ended up gathering folks from the first four above locations since Arcania isn't even on the same planet (though classes there still make it here)note  to explore the Lost Islands of Lemuria, drawn to its legends of lost treasures of an ancient civilization, or whatever other reasons they might have (duty, lust for adventure, seeking riches, escaping their past crimes for a new life in the city, and some guilds even give up exploring for that life), and led by Maginia's Princess Persephone Maginias under the Maginia Expeditionary Force. Among these possible treasures are more advanced skyships, teleporters, even an elixir of life, but the one most sought out by Persephone is "that which brings everlasting prosperity to whatever nation possesses it", which Lemuria's apparently used all of its resources to create, and that it lay at the foot of Yggdrasil.

    • Of course, due to the ambiguous nature of being a set of player characters and the flexible chronology, it is not known how many of these guilds could potentially be one and the same, but it is certain that they cannot all be just one guild for the following reasons:
      • One, the Etria and Lagaard guilds have a chance to be one and the same thanks to Old Save Bonus.
      • Two, the same can go for the Tharsis guild and nearly any other guild because unlike the others where there's a possibility that they stay at their assigned towns, it's explicitly stated that the Tharsis guild plan to leave after everything in there and its neighboring lands has been done.
      • Three, The Lagaard guild's 'involvement' in the immortality project invalidates the possibility of them being involved in other storylines.
      • Four, the Arcania guild is from another world entirely. Mars, to be exact.
      • However, some guilds can be possibly thought of as coming from one another via previous members potentially joining up.
    • And being player-based, their fates after the "post-game" can vary, whether they stay at their city, depart for other lands together, and/or go their separate ways, since what they do after all their adventuring is out of the player's hands. For the sake of their ascension, all the guilds' members are together when the call of the Pantheon comes to them.
      • Despite potentially recruiting them, to maintain consistency and to avoid further complications on this profile, the ascended Tharsis guild will not have the Vessel leader Wufan, the Sentinel leader Kibigami, or the Imperial spy Logre a.k.a. Whirlwind among its members, due to their presumed commitments to their respective territories even when the guild inevitably departs.

  • The guilds comprise of the following Classes of adventurers, and the ones in Lagaard and Maginia come with Force Boosts and Force Breaks (though these render Force Boosts unusable until the party returns to town):
    • Landsknechts are powerful soldiers who wield massive blades, be they mounted on hilts or handles. They're balanced in offense and defense, though lean more to the former. They also know how to channel the power of fire, electricity, or ice in their blades for the physical-resistant adversary. For those in Lagaard, their Force Boost Full Charge turns all their hits critical for a short while, and their Force Break Full Gain deals one devastating cutting blow. For those in Maginia, their Force Boost Trinity boosts their attack power, hit rate, and action speed for a while, and their Force Break Full Charge nullifies all attacks on themselves and increases their attack power and action speed for a while.
    • Survivalists are explorers who, as the name implies, specialize in survival techniques. Their knowledge of the Labyrinth allows them to hide in the shadows, ambush their foes, and guide their companions to swifter victories with skills in archery. For those in Lagaard, their Force Boost Illusion Step renders them extremely hard to hit for a while, and their Force Break Summer Rain fires up to 16 arrows on random foes, though hit the same target only four times. For those in Maginia, they share the same Force Boost though named Illusory Formation, and their Force Break Mirage Arrow has them shoot an arrow on one target, rendering their actions slower and less accurate.
    • Protectors serve as knights with incredible defense who protect their fellow party members via protective magic or their own shields. They also learn a couple of simple healing spells to round out their repertoire, though nowhere as proficient as Medics. Their Force Boost Shield Protect simply further reduces the damage the Protector would take shielding an ally, and their Force Break Perfect Defense/Painless nullifies one turn's worth of enemy attacks, no matter how strong (like a titan's smash) or widespread (like a flurry of bullets) they are, on the entire party, although skills that exclusively try to inflict status effects can get past.
    • Dark Hunters are leather-clad masters of whips and blades, and are fantastic at dealing out damage laced with nasty side-effects. A few expert lashes can bind their opponents up, then siphon away the last of their life force, while a sufficiently honed blade in their hands can deal pinpoint strikes to leave their target paralyzed, confused, or petrified. Their Force Boost Trance doubles the damage they inflict on a foe with status ailments or binds, and their Force Break Rose Prison does great damage to one foe and has a very good chance to completely bind the target and Poison them.
    • Medics are talented healers with a wide range of recovery skills; if it exists, they can figure out how to cure it. On top of this, their allies can enjoy some positive effects, like Regenerating Health, elemental resistances, and "overhealing" for a while. Some even have what it takes to fight in the frontlines with a staff or a hammer, though there are only a few of these as it's an understandably dangerous way to battle. Their Force Boost Steady Hands makes their healing more potent, less mana-costly, and faster, and their Force Break Medical Miracle/Healing Touch revives any fallen allies, heals everybody back to full and removes all status ailments.
    • Alchemists are have refined the very elements into secret formulas that can be mixed into jars and unleashed upon the battlefield at will. Not only are the powers of fire, ice and lightning at their command, and can learn several vital support skills like keeping tabs on horrible FOEs and warping the party away to safety. Their skill Compression also turns any area-wide attack they perform (skill or item use) into a devastating single-target attack. Their Force Boost Analysis increases the damage they do on an enemy's weakness, and their Force Break Eschaton influcts massive Almighty damage to all enemies.
    • Troubadours are performers who inspire their comrades to greater successes with their songs and dances. Supporters to the core, they're not proficient in dealing damage, yet can still effectively cover their allies from the back line. Whether it's adding elemental kicks to their weapons, healing, restoring stamina/mana, strengthening their bodies, or weakening the enemy, the Troubadour is second to none when it comes to helping others. Their Force Boost War Song pauses the duration of all buffs on the party for a while and prevents them from being dispelled, and their Force Break Crusade raises the party's strength, defense, and vitality for a short period.
    • Ronin are warriors skilled in foreign arts. All of their skills revolve around three basic stances, each of which confers its own strengths upon the user and allows them access to specialized attacks. While changing stances mid-battle can eat up time (thankfully, they can do damage in the midst of that), the results are difficult to argue against. For those in Lagaard, their Force Boost Immovable maintains the stand they're currently at and makes their katana skills more efficient for a while, and their Force Break Issen attacks all foes with a chance of Instant Kill. For those in Maginia, their Force Boost Musou enables them to use all their attacks that require Stances for a while, and they share the same Issen Force Break, which has a higher chance of Instant Kill the weaker an enemy is
    • Hexers craft crippling curses to lay upon all their enemies, but the most frightening of their skills may well be their Evil Eye. Anyone who has fallen under its power can only obey whatever orders the Hexer gives, whether that means turning against their allies… or even destroying themselves. Their Force Boost Creeping Curse Triples the chances of landing skills that inflict ailments/binds and makes them persist for a while longer, and their Force Break Black Mist forces all ailments/binds on enemies at cast time to persist a bit longer than usual.
    • Highlanders are spear-wielders who rely on using offensive skills by sacrificing HP. Aside from gaining the Force skills in this game, their skill set has not changed much since the previous game. Their Force Boost Hero Battle increases the damage they deal with their spear skills and heals the party for a quarter of the damage dealt, and their Force Break Gae Bolg does massive Untyped damage to all foes at the cost of some of the party's vitality.
    • Gunners are marksmen with a truly impressive arsenal of weapon-based skills. Their shots can be charged with any element, strike any part of their target's body and leave it temporarily useless, stun an opponent outright, or even heal an ally's ailment. And thanks to their Weapon of Choice, they can deal all this massive damage from the back lines, well protected by their capable friends, though their accuracy can leave a bit to be desired. Their Force Boost Action Boost/Double Action doubles their gun skills (though the second only hits with 60% damage of the first), and their Force Break Supreme Bolt/Riot Gun does a lot of danage and is near-guaranteed to stun its target.
    • War Magi combine the healing skills of a Medic with the physical might of a Landsknecht to fill two roles at once. In addition to learning various recovery spells, a trained War Magus with a trusty blade can capitalize on the various weaknesses their allies have already inflicted upon their enemies. They may also learn how to transfer their own energy to others; combining that skill with the ability to drain enemies dry can help ensure an experienced party never runs dry. Their Force Boost War Edge Power ensures that the secondary effects of their War Edge skills always take effect, and their Force Break Fairy Robe heals the entire party to full, removes all status ailments, binds, and debuffs, and blocks all such incoming for a short while.
    • Beasts (white saber-toothed tiger, brown bear, wolf, or panda) are wild yet fiercely loyal companions with an unique array of skills. Many of these skills revolve around healing themselves, such as recovering faster from their injuries, draining an enemy's own lifeforce through their fangs, or even taking a quick power nap in the middle of battle! They can also potentially sniff out and scavenge any of the forest's treasures, and are incredibly powerful fighters. That said, given all the other classes so far, they're best utilized as tanks for the party (better than the Protector, even), though the guilds find having both a Beast and Protector in one party redundant. Their Force Boost Desperation triples their vitality for a while, and their Force Break True Endurance makes them tank every single blow on the party, no matter how widespread (like a flurry of bullets) they are, though they still take damage unlike the Protector's Perfect Defense.
    • Princes/Princesses/Sovereigns are of Royal Blood in some way, shape or form, and this gives them the power to help keep their party's morale high. They are definitely not to be underestimated; their armor may seem gaudy and ornamental, but they've chosen the path of adventurers and explorers, with all that implies. Their Orders can boost offense, boost defense, help endure fatal blows, block oncoming status ailments (but not binds), follow-up on elemental attacks with the same on one or all foes, and they can also purge all (de)buffs on a foe (or ally/allies in exchange for healing and being closer to using Force Boosts). For those in Lagaard, their Force Boost Victory Vow allows their Orders to apply to everybody for a while, and their Force Break Proof of Nobility restores a moderate amount of health and a decent amount of stamina. For those in Maginia, their Force Boost is the same, but their Proof of Nobility instead prevents the loss of buffs on the party for a short while, and double the effects of some of them.
    • Ninjas have handled down the ancient arts of the ninja for generations, and have mastered various techniques (such as shadow clones last ditch bombs, strikes that can petrify or Instant Kill) meant to ensure that all their explorations end successfully. These versatile shinobi can function well in any position, be it right on the front lines or supporting their allies from the back. For those in Maginia, their Force Boost Diversion Gambit increases their evasion and Draw Aggro for a while, and their Force Break Toxic Mist incflicts poison on all foes guaranteed.
    • Buccaneers are descended from those who once ruled the seas, and are experts with guns and blades alike. While they lack the raw power of Gladiators, they make up for it with impressive speed and an arsenal of somewhat less direct tactics, which mainly translates to following up the attacks of their allies.
    • Hoplites are best known for their iconic armor, which completely encases them and provides unparalleled defense on par with the most famous Protectors. Spears are their Weapon of Choice, enabling them to fight up close or from the back line.
    • Monks use the power of Qi energy to heal others, and naturally excel in unarmed combat, to the point that they can potentially fight on the front lines right alongside their fiercest comrades. With the lack of Medics in Armoroad, they are the best stand-ins for the healer role and are far better off there, though at least they aren't frail like the other backline classes.
    • Gladiators have honed their bodies to become combat experts, particularly with the hammer or sword, and are completely focused on attacking in battle, ignoring such things as defense.
    • Zodiacs are astrologers who have turned their knowledge of the secrets of the skies towards combat purposes; they can collect ether of the various elements and use it as a catalyst for their powerful star arts, even make it so that their allies can use their abilities at zero cost. They stand in for Hexers and Alchemists in Armoroad. For those in Maginia, their Force Boost Divination strengthens their skills for a while and recovers some of the mana used up on those skills, and their Force Break Astrosign inflicts a tri-elemental attack on all foes and frees mana/stamina use of the party's skills for a short while.
    • Arbalists have mastered the use of all manner of bows, from the familiar longbow to more physically imposing crossbows that are nearly the same size as them. They're capable of doing heavy damage from either row in battle, but it's extremely risky to do so without someone to shield them.
    • Wildlings, as the name implies, share an affinity with wild creatures and can communicate with them, going so far as to be able to convince these same beasts to fight alongside them during battle, and even take blows for the team.
    • Farmers are easily the weakest of the lot, having little to offer combat-wise. Where they excel is finding and utilizing the vast resources that the world provides (they can also revive fallen party members, and even lead the party back to town without the need for Ariadne Threads, though Maginian ones instead can only take a party out of battle and back to the last stairs or Geomagnetic Pole used and at the cost of some of the party's HP); many have thus set out to find their fortunes, despite the vast dangers of the sea around Armoroad. Some of them do return to agriculture in the Pantheon, but they're all still game to explore or just gather materials. For those in Maginia, their Force Boost Item Echo makes items sometimes take effect twice for a while, and their Force Break Final Secret renders everyone else ready to use their Force Boosts instantly.
    • Shoguns are skilled commanders hailing from the far east whose tactics can change the tide of battle — and they aren't afraid to dirty their own hands, either. One of their best skills is Warrior Might, where in exchange for lowering their defenses, they follow up on their allies' attacks. And with a little bit of math, their damage output goes through the roof! For those in Maginia, their Force Boost Unified Effort increases the party's vitality and attack power for a while, and their Force Break Decoy Party renders everyone able to negate a single enemy attack each for a short while.
    • Mechanical humanoids, Yggdroids have a variety of unusual attacks. They use knives or books (which every other class can use) in battle, can summon attack drones, and launch their limbs at foes, and so forth. In desperate situations, like when fully bound (though they can actually make that easier with Core Dump), they can even perform HP Gun, which deals damage proportional to how much health they lost. However, given all the other perks all the other Armoroad classes can do, they're pretty sub-par in comparison.
    • Fortresses are armored just as heavily as their name implies, taking up the duties of Protectors and Hoplites. With their heavy hammers and clubs, they also pack a considerable punch.
    • Runemasters invoke the raw elemental forces found in the atmosphere, channeling them through runic symbology.
    • Nightseekers lurk in the shadows while weakening their targets, sapping their strength with throwing knives before advancing with dual blades drawn. For those in Maginia, their Force Boost Killing Intent boosts their attack power and chance to land ailments for a while, and their Force Break Disaster is a single cutting attack on one target that extends the duration of any status ailments they have.
    • Snipers pick off their enemies from a distance using bows. Specialize in doling out critical hits, as well as aiming at vital areas in order to seal off their target's ability to move parts of their bodies.
    • Dancers take up where the Troubadours of old left off, supporting and inspiring their allies with their dazzlingly quick, nimble dances. Along with boosting their strength, certain moves let them relieve their friends' exhaustion, and when the situation demands it, they leap into battle with a whirlwind of blades!
    • Arcanists are part of the Vessel race (created by humans long ago, no less), who live in the wilds of the Second Land, and only join the Guild after the rescue of the Medium of the Vessels from the Hollow Queen with Wufan's help. By setting up special Circle fields, they can inflict various negative effects upon their enemies, and can attack or heal by releasing those fields. They can also cast Tame Ground, which reduces damage from painful terrain during exploration. For those in Maginia (who might be human or even beasts), their Force Boost Circle Paradise boosts their chance to inflict binds or ailments for a while and allows their Circles to persist further, and their Force Break Releasal Spell purges all buffs on all foes and reverts their resistances to ailments and binds (which normally build up in battle) to default.
    • Bushi are the fighting men and women of the Sentinel race (also created by humans long ago) of the Third Land, who resemble great beasts and possess all the strength that implies. They fight by bearing down upon their enemies with blades flashing, the flow of battle filling their bodies with energy. They only signed up after helping retrieve the Titan's Heart, the Empire revealed its presenve, and Kibigami offers to join the guild.
    • Imperials have learned how to handle drive blades, special weapons which can perform powerful special attacks, but are prone to overheating. It's only after it's made evident that Imperial Prince Baldur is going too far to save his people that they join the Guild. For those in Maginia, their Force Boost Ignition cools their drive blade for a while and keeps it from overheating, and their Force Break Conversion supercharges their stamina reserves.
    • Arcania has a variety of races, and each have their own classes (which all races can take on via Class Change if one so wishes). They can also take on Legendary Names to further specialize in certain branches of their art.
    • Earthlains/Earthruns are basically standard humans, who come with a wide range of classes and are known for their defenses and agility. Their aptitude for magic is terrible, though.
      • Fencers are Earthlain fighters who skillfully wield pointed swords. While they share similarities to their Landsknecht cousins, they have a stronger focus on evasion. They can take on one of two Legendary Names — Phantom Duelist, which puts a greater focus on evasion and drawing attacks to them, or Chain Duelist, which is more aggressive and well-rounded and specialize on Combos.
      • Dragoons are Earthlain fighters who boast of defense as tough as a dragon and fight with artillery. They can take on one of two Legendary Names — Shield Bearers are more defensive, while Cannon Bearers specialize in greater ordinance. In addition to their shields and cannons, they can also deploy Bunkers and Turrets to Draw Aggro (and while the latter can also attack, they cost more than the former).
      • Pugilists are Earthlain fighters who clear through battles with their tempered fists. They can take on one of two Legendary Names — Barrage Brawlers are highly capable of disabling their opponents and delivering a rapid flurry of blows, while Impact Brawlers take a high-risk high-reward approach with skills that grow stronger at lower health. For those in Maginia, their Force Boost Blind Rush increases their chances to incflict binds for a while and allows them to follow up on bound/ailing/stunned foes, and their Force Break Final Blow is a powerful bash attack that can bind a target's head, arms, and/or legs.
      • Harbingers are Earthlain fighters who fell enemies with sickles that bring death. They can take on one of two Legendary Names — Deathbringers gets more debilitating ailments to boost their offenses with, while Deathguards uses their miasma to shield their allies. For those in Maginia, their Force Boost Unending Armor allows their Miasma Armor to persist longer, and their Force Break Miasma Tsunami lowers all foes' attack, defense, evasion, action speed, and resistances to binds and ailments.
    • Celestrians/Lunarians are an elf-like race that specialize in magic, but are consequently physically frail. They also possess Innate Night Vision.
      • Necromancers are Celestrian summoners who command the spirits of the dead and use coffins to battle (and Necromancers can take a swing deceptively fast with those things). They can take on one of two Legendary Names — Spirit Evokers are focused on support, using a multitude of wraiths for offense and defense, while Spirit Brokers are more aggressive, using deadly attacks to generate high-health wraiths.
      • Warlocks are Celestrian sages skilled in elemental (Fire, Ice, Lightning) attacks. They can take on one of two Legendary Names — Omnimancers gain unique spells that can hit with physical attributes (Wind and Earth), while Elemencers greatly improve their elemental repertoire. While they generally prefer staves, they can also equip cannons if one so desires.
    • Therians are beast-like people that have agility and health comparable to Earthlains, but also have very high physical strength in exchange for being more inept at magic than Earthlains.
      • Rovers are Therian hunters who command falcons and dogs. They can take on one of two Legendary Names — Flying Falcons specialize in commanding hawks to hunt any enemy, while Hunting Hounds utilize their hound companion to support the party.
      • Masurao are Therian heroes who potentially wield can up to four swords. They can take on one of two Legendary Names — Blade Dancers unlock the full offensive potential of the Masurao with multi-blade attacks (at the cost of being a Glass Cannon, and looking like this when quad-wielding), while Blade Masters eschew multiple swords to hone their skills with a single blade.
    • The Brouni/Brownies are a race of smaller humanoids who worship nature. While not exactly the best at combat (with their terrible strength and luck), they are highly valuable due to their supportive skills.
      • Shamans are Brouni who use mysterious powers to help their allies. They can take on one of two Legendary Names — Divine Punishers dispel their buffs to perform powerful attacks, while Divine Heralds access stronger buffs and can even restore health while doing so.
      • Botanists are Brouni masters of healing with herbs, but can also utilize their knowledge of herbs to inflict debilitating ailments. They can take on one of two Legendary Names — Merciful Healers gain stronger healing skills, while Graced Poisoners utilize stronger Smoke skills to wreak havoc on enemy lines.
    • Heroes hail from the floating city of Maginia, and can fill most any role, whether attacking, defending, or supporting. Their Limit Breaks consist of Brave Heart, which drastically boosts the Hero's chance of spawning afterimages and the power of those afterimages for three turns, and Miracle Edge, which unleashes a flurry of close-range cut attacks on all enemies and then heals all allies above their max HP.
    • The Armoroad guild has equippable Limits in place of individual Boosts by way of Scripts, and these can involve more than one party member at a time.
    • As for the others, the Etria guild merely has the ability to Boost their abilities, the Armoroad Guild has Limits learned through Scripts, the Tharsis guild has Burst Skills that work just about the same as Limits, the Arcania guild has Union Skills specialized to each race (though other allies regardless of who/what they are can pitch in as long as an Arcania guild member initiates), and the Maginia guild
    • Also, the "power" of subclasses (only for the Armoroad, Tharsis, and Maginia guilds) allows for the use of the abilities of other classes. Of course, generalization is not recommended, so don't expect the physical types to dabble in spells or vice-versa. Rather…
      • For Armoroad, one can have a Hoplite with Ninja techniques to make a shadow clone of oneself and double on defenses, a Ninja with a Zodiac's Dark Ether can optimize mana use for the party, a Monk could make great use of the Sovereign's Orders, a Farmer might actually be able to Instant Kill/Petrify something with a Ninja jutsu thanks to their great Luck, Gladiators with Shogun skills can really do a lot of wrecking, Arbalists can ramp up the damage with the Gladiator's Berserker Vow, and Yggdroids essentially require a subclass to function as effectively as their fleshy comrades ([Punch] Monk and Hoplite are the best).
      • For Tharsis, Dancers can rack up the attacks-per-turn with Nightseeker's Dual Wield, Nightseekers can maximise the potency of their poisons with some of the Arcanists' passives, and Imperials can make weaknesses with a Runemaster's Elemental Runes to ramp up the obscene damage they can already do by default (at the cost of cooldowns).
      • For Maginia,

    • In addition, Vampires are actually a subclass for the Maginia guild members. They have their own Force Boost and Force Break that replaces that of their current class: their Force Boost Undying Soul enables them to survive mortal blows for a while, and their Force Break Ghastly March revives fallen allies and performed an "untyped" multi-hit attack (how many depends on number of revived allies plus 2) to a single enemy.

  • With so many locations to traverse and map, the guilds have set their eyes on several dungeons. Even if some of them are the special type that change their architecture after leaving, it's still a good way to keep their cartography skills sharp.
    • The Darkest Estate is one such locale for the guilds, and they do get some profits in selling copies of their maps to other adventurers there, not to mention their Yggdrasil trips mean they get more out of the land than the Heir's hired Adventurers, though the numerous human foes they need to kill do dishearten them considerably (less so for the Etria guild, who had to exterminate the forest folk  in the 4th Stratum of their labyrinth [in actuality, Visir was hoping the forest folk would wipe out the guild, but that plan obviously backfired], though enough did manage to survive to establish a kingdom as the Armoroad guilds can attest to, if the swordsman Lindworm was any indication), and they loot only their belongings (curios and gold all still go to the Heir's funds to maintain his Adventurers). Crimson Court vampires and other formerly-human creatures though are still liable to get their parts harvested. And after the first two parties they sent to the Darkest Dungeon ended up needing to retreat (the first's map ending up being useless to the second), and hearing of the terrors within, they have elected to never again venture to that particular location. There wasn't even any worthwhile loot save for the one Ancestor's Knapsack, but it held items that can be more easily found elsewhere in the estate.
      • Speaking of the Crimson Court, their "temple" is also one of many places the guilds take on and have become one of many of their annoyances, especially to the guilds' Sovereigns.
      • As for The Hag, they're somewhat more distressed when fighting her than the Heir's adventurers whenever she sends one of their own Into The Pot! On the other hand, she's annoyed that whenever they do beat her, they also try to make off with her cauldron, too.
    • Yomi's Dungeon is quite the anomalous case given all the Cute Monster Girls that populate it. Because of their humanoid appearance, it feels wrong to harvest their parts, and so their loot is limited to stolen weapons, some ejected slime, the Abyssal Cow's milk, chocolate from the Chocolate Mimic, the Queen Bee's honey, and mana shards to trade to Charlotte for items. And to keep things from getting way too perverted, the guild's only letting the following guys explore (all females are permitted by default) after testing and confirming these traits without a doubt: the unnaturally chaste, the utterly celibate, the homosexual, the married as long as they can stay faithful to their spouses, those Oblivious to Love, and those Not Distracted by the Sexy.
    • The Abyss is one of the more challenging places to explore given the Strains of Ascent once you've gone deep. It doesn't help that there are no Geomagnetic Poles for quick teleportations, and the use of Ariadne Threads is discouraged due to nobody knowing just how the Strains would affect someone warping back through multiple layers. The Armoroad guild is most equipped for this task, as they are more accustomed to camping, not to mention the Yggdroids being mechanical bypasses the Curse of the Abyss, even if Yggdroids aren't the most optimal of them. They (well, their Yggdroids [and with the Yggdroid Plan, they can construct as many as necessary]) intend to delve as deep as they possibly can (which would take a while since they intend to comb the entire place rather than race down there), probably even reach the bottom, given what they've accomplished thus far.
    • King Togwaggle's Catacombs serve as another location worth exploring, and he actually likes them less than other explorers due to how powerful they can be and even run the risk of clearing his catacombs repeatedly.
    • They have even tried making deals with Yu Narukami and Ren Amamiya for permission to explore the TV World and Mementos respectively, even explaining to the latter that they have no plans on seeking out any deities' Shadows (to change their hearts, or kill them to trigger a mental shutdown) or traversing any Palaces without his and his crew's express permission.
      • Yu can allow one trip with the Team, and it will be a trip to one of the Guild member's Dungeonsnote . Whether or not they get a Persona out of the ordeal, gaining a Persona Card that is bequeathed after settling matters with and accepting the Shadow should be enough for the Guild to travel in there without the Team. They can then obtain more Persona Cards for more guild members by having them face their Shadows, which should then allow for more trips. However, Yu asks to limit their number of explorers in the TV World to a single party (maximum of 5) at a time. Whether those 5 or less split up to tackle multiple dungeons is their business. More can wait outside, but they aren't allowed entry.
      • Ren however was against their idea for two reasons. One, he cannot trust them or keep having members dedicated to watch over every excursion. Two, it just feels wrong to have Mementos be treated like a resource trove, even if that's what the Phantoms essentially do.
      • Speaking of them, the guilds eventually heard of their (and S.E.E.S., and Zen and Rei's) expeditions in labyrinths. Regardless of the deals they made, they decided that allying with them would still be a good idea. Though apparently, their definition for F.O.E., rather than Formido Oppugnatura Exsequens or Field-On Enemy, is Fysis Oikein Eidolon (according to Zen and Rei) or Film Obscurité Étendeu (according to Hikari).
    • The Keeper's Dungeon is also on their list, and the Keeper was pretty peeved by their presence given they spend more time wiping out his forces and harvesting them for parts than searching for his treasure, are too cautious for his liking thanks to their adventures in their Yggdrasil Labyrinths (multiple "dungeons" in the case of the Tharsis and Maginia guilds), are too quick to retreat when things go sour, and have the sense to map out his dungeon for future ventures (and to sell to other adventurers), forcing him to "reset" his temple. Eventually, it became a low-priority location due to the lack of variety of loot (unless a quest specifies something in the Keeper's Dungeon that isn't the treasure), not to mention the Keeper being able to smite the entire party as soon as they enter whenever he likes (at the cost of gold, though).
    • They've also decided to tackle the Upside Down, and given the post-game bosses they have felled, not to mention their cartography skills, they've proven to be a great asset in mapping out the place. They eventually hope to find the Treasury there.
    • [[Minecraft is another haven of exploration for the guilds, even if its resources (including the Nether, the End, and The Aether) aren't quite as varied as the Yggdrasil Labyrinths.
    • Another realm they've been banned from exploring is the Spirit World (by Korra and Aang); the former doesn't want it being exploited just as Kuvira once had with Spirit Vine weaponry. Not to mention that some of the flora are sapient, too, in which the Etria guild made the decision to back off; they had been forced to commit genocide before in their Labyrinth, and it would be in everyone's best interest that they don't do it again.
    • Other Dominions they've been blacklisted from include Monster Island (under Mothra's protection), Skull Island (under King Kong's protection), and Helheim Forest (getting in in the first place requires the help of Kouta Kazuraba/Kamen Rider Gaim, Kaito Kumon/Kamen Rider Baron, or Mai Takatsukasa, and they're not spending time to just open Cracks for them).
      • Naturally, most Dominions populated with sapient races (such as the Great Valley) are in this blacklist too, though the Jura Tempest Federation has a labyrinth attraction specifically for adventurers, the Metro occasionally calls for clearing out monsters, Raccoon City is another permitted area to help keep the zombies out, Sugar Rush has a heavy limit so that it doesn't get sucked dry (and harvesting the citizens is obviously not permitted), and the Field of the Ancients are explored by them at their own risk.
    • The Chalkzone was also in consideration, but was shortly removed from their list due to the fact that everything there is susceptible to liquid, and the zone isn't really teeming with dangerous creatures.

  • Applies to all the guilds:
    • For the sake of consistency and by virtue of being the Series Mascot, The Face of their collective guilds is this Protector named Shishou, who may or may not have some involvement with the Empire past Tharsis. Alternatively, the Heroes in the Maginia guild would also count.
    • Their "temple" is comprised of a small town populated by all the guild members (as each guild has a maximum of 30 members each, except Maginia with its maximum of 60, this counts up to 210 people total). One can find several Farmers there too, when they aren't harvesting materials for the guild. Some of them are likely Ninjas too via Armoroad/Maginia subclassing, which helps in their survival at dangerous territories. At least one of them is a mainline explorer, too, though usually not when it's time to take on a boss.
      • In regards to specifics though, there's usually one of each class for each guild, leaving the rest ambiguous as to what they are, so:
      • Etria: 9, plus five Survivalists for "farming", leaving 16 slots
      • Lagaard: 14, plus five Survivalists for "farming", leaving 11 slots
      • Armoroad: 12, plus five Farmers, and five Ninjas with the Farmer subclass, leaving 8 slots
      • Tharsis: 10, leaving 20 slots
      • Arcania: 10 + 10, two of each class with each Mastery, leaving 10 slots
      • Maginia: 19, leaving 41 slots
    • Because of the numerous beasts they kill on a regular basis, the Bestiary has a heavy hunting limit set on the guilds, and that only one party at a time is allowed within the premises. Oh, and hunting Pokémon is off-limits due to the presence of Arceus. SMT!Demons are still fair game, though.
      • And the Pokémon world is off-limits, too, even if they can ignore the Pokémon and settle for Berries, mushrooms, precious stones, etc.
    • In addition to taking jobs at the Soldiers of Fortune mercenary guilds, they frequent all sorts of bars, other eateries, anywhere people discuss matters and all sorts of woes.
    • Besides medicines to heal wounds, recover from status effects, or even bring Back from the Dead, the guilds also order bottles of Formaldehyde. When asked why, they claim it helps with getting "conditional drops" too hard to attempt the old-fashioned way.
      • They never go out without an escape item (preferably several) on hand.
    • Friends with others who are from post-apocalyptic worlds, such as Aloy. Enemies with the Grand United Alliance of Destruction
    • Have official partnerships with the Houses of Food and Craft, to where they sell off their findings in exchange for cash that they in turn use to buy weapons, armor, medicine, Escape Rope-type items (which are very important for them), and other items useful for exploration.
    • Given how much city guards manage to do in Labyrinth exploration, the guilds don't put much faith into them, though the Arcania guild tries to encourage them whenever they can. That said, given how much funding is needed to sustain them, and how great numbers mean nothing in confined spaces like dungeons, it makes some amount of sense.
  • Applies to more than one but not all of the guilds or some of its classes:
    • The Etria and Lagaard guilds possess Grimoire Stones that grant them skills used by other classes or even monsters. That said, the process of making these stones seems to only work in the presence of an Yggdrasil Labyrinth, so no more can be made in the Pantheon.
    • Their Gunners in particular eventually got sold on the more powerful firearms provided by Marcus Kincaid's vending machines, and dealings with Drebin 893. And with the skills they already possess, this has made them that much more effective, even though they stick to single-shot weapons like handguns and rifles.
  • Exclusive to Etria's guild:
  • Exclusive to Lagaard's guild:
  • Exclusive to Armoroad's guild:
    • The Armoroad guild once remembered seeing an old man wearing a white robe and with lifeless, yellow, muddy eyes standing in the middle of a maelstrom they got caught in. Folks theorize it might've been Poseidon.
    • Negative reception from pachyderms due to once having plundered an elephant graveyard. Interactions with Babar and Ganesha.
    • Have the biggest beef against Cthulhu and his kin given what the Abyssal God was like. While there were ways to cheese it, defeating it "fair and square" was definitely possible.
  • Exclusive to Tharsis's guild:
    • Among their inventory is a dagger called Epetam, which is actually a vessel for a giant lightning-controlling bird called the Iwaoropenelep. It will try to fly around in search of blood to shed if grasped by anyone who isn't from the Tharsis guild, so it's better off in their hands.
    • Very strongly oppose genocide, since that's what the Empire close to the Yggdrasil Tree at Tharsis desired to do with the Vessels and Sentinels (as well as the Medium) to return prosperity to their land. This has led to a few contentions with the Etria guild, which partook in such an atrocity on behalf of Visil, who actually hoped the forest folk would exterminate the guild.
    • If there is one quest this guild would rather not take (again), it would be extensive hunting sprees, especially if the targets need to be done in a certain order before it's considered done. That "Investigational Support" quest at the Echoing Library is more than enough.
  • Exclusive to Arcania's guild:
    • Having faced the Star Devourer, this guild is the most prepared for taking on (provided they're weakened enough) planet- or star-consuming entities, and while they're probably not up to taking them on at full power, they're willing to fight the likes of Unicron and Galactus.
  • Exclusive to Maginia's guild:
    • In terms of the kinds of folk their guild has gathered, they've only got Protectors, Medics, Ronin, Survivalists, and Highlanders from Etria, Gunners and War Magi from High Lagaard, Sovereigns, Ninjas, Zodiacs, Farmers, and Shoguns from Armoroad, Landsknechts, Nightseekers, Arcanists, and Imperials from Tharsis, and Pugilists and Harbingers despite no official representatives from Arcania, unless they're from the Arcania guild that came to Earth with Arken.

  • To make sure everybody's up to speed, in the first weeks of their ascension, all the guilds congregated to tell their stories.
    • For those curious on what kind of world they come from, while it's known to be a post-apocalypse one, the world before is that of Earth's. The civilization of before advanced greatly, but technology also cast a dark shadow over its future. Their forecasts and projections increasingly showed their own imminent demise in the form of ruining their own environment. The danger was realized too late, and billions died in the resulting climate change. Mankind faced extinction, but those who refused to give up kept fighting, and by integrating their own technology with the laws of nature, they attempted to restore the lost balance via the Yggdrasil Project. Eventually, its head researcher was able to create a compound to heal the world, but by then everybody he's ever known has died, and the recovery would take thousands of years. So he took Yggdrasil's power into himself… he relinquished his humanity to be forever fused with the great World Tree. He's Visil, the Radha Chieftain of Etria.
    • The Armoroad guild (in their first NG+) discovered that the entity Yggdrasil came to the world by the pitch black starry sea (probably outer space), as did an evil following it that the tree sealed. Its servants, the Deep Ones, desire to defeat Yggdrasil to protect their master and devised a method to control a human through the evil's blood, and that human was someone in Armoroad; Princess Gutrune. Needless to say, from their pre-NG+ experience, realizing what they heard about the Amarantos flower from the Abyssal King means that they had been deceived, since the Amarantos flower (which they didn't know was toxic to humans) ended up nourishing her.
    • In the lands around and between Tharsis and their Yggdrasil tree, long ago, humans from before the apocalypse lived at the foot of Yggdrasil and created other races to take care of it; the Vessels, the Sentinels, and the Hollows. For a time, there was peace, but then a Titan came and "hid" Yggdrasil, taking away its blessings and several lives. According to the Vessels, they stood and fought while humanity fled. According to the Sentinels, they and humanity fought side-by-side. The Hollows turned against everyone and were eventually decimated by the Tharsis guild. [[spoiler:The Empire descended from the Yggdrasil-residing humans. After an accident at Yggdrasil, most of them evacuated north, which looked like fleeing to the Vessels. According to the Sentinels, the Vessels took the Titan's Soul (a.k.a. the Medium) back with them.
      • They had also found mention of an "Yggdrasil Sealing Project", and apparently the entire geography served as seals (which can only be opened from outside) to limit the damage of the tree going berserk. Each of these seals required a tablet arranged by a protector, but the people of before lacked enough men for it. They apparently had to place the rings… somewhere. With the way to Yggdrasil's core sealed, only the "foreman" had approval of any release. The entrance to a facility was connected to the tablets. If the seal was off, one is meant to consult [REDACTED] for approval. They also had a contingency plan in case Yggdrasil went berserk; create the "Savior" (which took the form of an Insatiable Pupa) to stop it, since it won't be affected by the tree's powers, though there were still problems with is, such as control. In their efforts to contain the Pupa, it managed to kill off the old civilization before it was successfully sealed. Much much later, the Tharsis guild eventually came upon the beast, and were able to destroy the Pupa, and the Warped Savior that it transformed into after that.

  • They will stop at almost nothing to map the dungeons they travel in, be it a monster, FOE, fellow adventurers, or even (in the case of the Armoroad guilds) a super powerful Yggdroid, no matter their size.

  • As explorers of uncharted territory, they're always checking all sorts of things for materials, and even try out all sorts of potential nourishment like fruits, water sources, and even tree sap. Of course, those come with their own hazards, but that's part of what makes exploration a thing.

  • Due to their traumatic first impressions of the Ragelopes, the Etria Guild had their weapons ready the second Xerneas ended up in their sights.

  • Petaloids are a pain due to inducing sleep, which is really deadly to do while out exploring, and so they have a pathological impulse to prioritize such creatures to take down or at least disable.

  • As owners of a skyship, the Tharsis guild corresponds with the Cids for upgrades and repairs

  • In addition to your standard adventurers, some of the guilds also have teams specialized in gathering resources at points the adventurers have marked and where there's an easy way out for easy harvests. They either comprise of specialized Survivalists or Armoroad Farmers (or Ninjas with Farmer as a subclass). No, they're not Yggdroids named Byeah. Not all of them, at least.
  • Occasionally hunt the same beasts the Monster Hunters do given their experience with FOEs.
    • Any party that ends up in the House of Gaming is always, well, game to hunt down the Reaper, who—as far as they're concerned—is just a high-tiered FOE.
    • The Armoroad and Etria guilds in particular are often ready to hunt them! thanks to their own experiences with giant ants. And the ants the former knew were living in a lava location, too.

  • The Lagaard guild has experience with harvesting helping with city development, restaurant advertisement (perhaps they choose a sponsor at the House of Food?), and seeing a hot spring at the 12th floor of the labyrinth they traversed.
  • EO 2 Guild has a Beast wearing a bikini that halves fire, electric, and ice attacks on it. When asked why the beasts are wearing them, the guild comments that it not only naturally provides little protection for anyone else, it's likely too revealing even for Dark Hunters. However, should certain FOE battles call for it, as many of the entire participating party as is absolutely necessary will have these Bikini Armors on.
    • The Armoroad guilds also have sets of these too, but they only block 20% of elemental damage, and in exchange boosts one's action speed. This makes it ideal for support classes (such as Monks) or explorer-party Farmers.
  • Having had to contend with a thief who desired a pair of magic flutes that could calm or drive berserk monsters, (whether or not they possessed one of those flutes themselves)
  • Once had a run-in with the Hounds of Tindalos, but the Hounds here don't seem to have a desire to hunt them for some reason. But given how threatening they are, the guilds are on constant watch.
  • Due to the last time they've participated in a "Battle Program", virtual simulation battles are a sore spot for them, if not given the option of proper rest time. There was probably one, but they obviously didn't know how to work that out.

  • The Armoroad and Tharsis guilds are familiar with the forging of weapons.

  • As explorers dedicated to mapping out the world (well, only the Armoroad and Tharsis guilds have needed to explore more than the labyrinths), the very notion of deliberately leaving something uncharted is unprecedented, and so they rightly oppose the Five Elders of the World Government. The Armoroad guild have it most personal given what Olympia did at the 2nd Stratum for presumably decades, and the Etrian guild moreso given the Radha Chieftain Visil's actions mirror theirs, though his motivations were different; keep the mystery of the Labyrinth to keep Etria's source of income (explorers) flowing in.
  • While all of the guilds are willing to accept aid from others or provide aid to others, the Armoroad guild is most accustomed to assembling a party that can support the hired aid thanks to their time doing Sea Quests.

  • Knowing where the floor bosses came from in Lagaard's Yggdrasil Labyrinth, they oppose any form of immortality that sacrifices one's humanity or morality, which the Overlord of the Ark was responsible for.

  • Every guild after the Etria one distrust squirrels due to the ones in the labyrinths making off with their Ariadne Threads.
  • Whenever there's a treasure room, the guild members are always on edge, because in the labyrinths they've been to, monsters come their way far more often in such rooms.

    Merc Profile: Etrian Odyssey Guilds 
The Etrian Odyssey Guilds, Divine Organizations of Cartography In Gameplay
  • Individually range between Demi-, Lesser, and Intermediate Deities, capable of felling lower-tier Greater Gods (together, or even alone)
  • Symbol: A collection of maps
  • Alignment: All over the place for each individual member, but their goals end up putting them smack dab between Lawful Neutral (due to following orders from the city they belong to) and Neutral Good
  • Inclination: While mercs don't take sides, there are those they are more likely to gravitate to than others.
  • Job Preference: Monster Hunt, Fetch Quest, Rescue, Delivery, Search
  • Job Loyalty: Given what they've fought, High.
  • Job Betrayal: Depends on moral choice, but they usually stick with their original clients.
  • Efficiency: High.
  • Threat Level: Medium to High in general depending on the encountered party. Very High when prepared to take on FOEs.
  • To avoid them hogging all the contracts in the request board given just how many members the guild has, just like in the games they come from, they're allowed to take only a maximum of five contracts at a time. However, this doesn't apply per guild, either; it goes for all the guilds. They will have to find other jobs elsewhere.
    • But given just how many members there are who can do the job swiftly, and the technology available to transmit information so quickly (though physical bounties still need to be carried in), they're still pretty quick to turn in completed contracts.

    Yggdrasil Labyrinths 
The Yggdrasil Labyrinths, Celestial Mega Dungeon
  • Picture, if applicable
  • Potential Category: Pantheon/
  • [tup]s:
  • Symbol: Themselves
  • Alignment: True Neutral
  • Portfolio: (insert list of tropes here) 10 to 15 only
  • Domain(s): Trees, Dungeons,
  • Similar Places: [Dungeons & Dragons Maure Castle]], Tartarus, Tristram's Cathedral, Mazes of Menace
  • Sacred To: The Etrian Odyssey Guilds
  • Unholy To:
  • Notes about your chosen dominion
  • When it comes to dungeons in video or tabletop games, they're usually sized just right for a short- segment of it.

    The Guardian Spirit (Baten Kaitos) 
The Guardian Spirit, Deity of Players Acknowledged For Their Importance
https://static.tvtropes.org/pmwiki/pub/images/nekton_kalas_guardian_spiritjpg.jpg
The Guardian Spirit descending to Kalas
  • Greater Deity
  • Symbol: a ring of wild cherry blossom petals
  • Theme Song:
  • Alignment: Neutral Good
  • Portfolio: (insert list of tropes here) 10 to 15 only
  • Domain(s): Players, Spirits, Guardians, Betrayed
  • Herald: Xelha (their last vessel after Kalas's betrayal)
  • Allies:
  • Rivals:
  • Enemies:
  • Additional Character Relationships: Members of the Pantheon that have various relationships (examples include Enemy Mine, Vitriolic Best Buds, Teeth-Clenched Teamwork, Headbutting Heroes, Friendly Enemy, Friendly Rival, Just Friends, etc.) other than allies, rivals, or enemies.
  • Respected by/Respects:
  • Pitied by/Pities:
  • Opposed by/Opposes:
  • Conflicting Opinion:
  • Notes about your chosen deity
    • Reasoning: Second best character example I could find. First was the Commander of X-COM, but X-COM is already here and there's no point in separating them.

  • Because of the nature of the Spirit Guardian, a vessel was required, and given that Kalas had been playing them for a fool, ??? was chosen as their herald
  • It is said that only the people of Mira can summon Guardian Spirits to the world Baten Kaitos takes place in. In ancient times there, at the threshold between it and the Guardian Spirits' world (i.e. our world), souls from both would meet, their fates entwined. The visiting Soul becomes a Guardian Spirit, yet very few could hear their voice, much less those not bonded. Those bonded with a Guardian Spirit receive great knowledge and power.
  • A Guardian Spirit's power in battle depends on the relationship (a.k.a. trust) with the one it's guarding, the better the bond, the stronger the power is. Even though it was Kalas who gave that advice, he was playing the GS for a fool.

    Lemeza and Lumisa Kosugi 
Lemeza and Lumisa Kosugi, Gods of Full Restoration Upon Maxing Out EXP (Lemeza: Mr. Explorer)
https://static.tvtropes.org/pmwiki/pub/images/lemeza_kosugi_6.png
Lemeza
https://static.tvtropes.org/pmwiki/pub/images/lumisa_kosugi_9.png
Lumisa

    Spring Man 
Spring Man, God of Springboard-Filled Levels and Spring Coils (Out-Of-Ideas Man)
https://static.tvtropes.org/pmwiki/pub/images/53_-_spring_man_7497.jpg
  • Potential House: Gaming The house where you think your deity would fit best. Please limit your list to one or two, as it's difficult to keep profiles updated when they're in multiple houses.
  • [tup]s:

    New SCP-3922-As 
SCP-3922-As, Holy Army of Righting Wrongs They Perceive In Canon Events (STOPRIGHTTHERECRIMINALSCUM!!!, ☽☽☽ Initiative soldiers)Interference Point: During Dean Pelton's call with the army surplus store.Result: The call is immediately transferred to an SCP-3922-A instance, who lectures the dean on the dangers of irresponsibly purchasing food from dubious sources. SCP-3922-A instances arrive shortly after in full-body tactical armor, and turn on the thermostat, killing the virus. The rest of the episode is dedicated to the SCP-3922-A instances disinfecting the Greendale campus and placing the campus under the control of the Three Moons Initiative to ensure the safety of the students. The episode ends with George Takei's voiceover remarking on the efficiency of the SCP-3922-A instances. The end tag features an SCP-3922-A instance sitting in between Troy and Abed as they perform a rap about the helpfulness of the Three Moons Initiative.

Adoptable Profiles (Priority 3)

Revisions are required for these.

    Dr. W.D. Gaster 
Dr. W. D. Gaster, God of Those Erased From History (The Man Who Speaks In Hands)
  • Potential House: Pantheon/??? (Narrative sub-house)
  • Lesser God
  • Symbol: The Wingdings font
  • Alignment: Indeterminate
  • Portfolio: Body Horror, The Ghost, Eldritch Abomination, cannot be saved, It's a Wonderful Plot, The Missingno., The Unintelligible
  • Domain(s): RetGone, Science, Genius
  • Followers: The Gaster Followers.
  • Allies: Sans, The Human Child, Xion, Missingno., Vanellope Von Schweetz.
  • Enemies: Flowey.
  • Cautious Around: Any deity with power over shadow/darkness.
  • Gaster had designed and built the Core, which provided the Underground back in his world with electricity. Unfortunately, an accident caused him to plummet into the Core's… core, the damage of which was so severe that it blasted him and some of his colleagues across time and space. He wasn't erased from history, yet nobody missed him, and those who knew much about him were similarly removed with the exception of Sans.
  • On January 20, 2016, several deities started seeing small, monochrome monsters around various houses, mostly Gaming and Technology, speaking about a scientist named “Gaster”, and the stories surrounding him; from his fall, and death, in the CORE, to his seemingly unaided partway reformation from within the “files” of the Undertale world. With this information, and some help from the hacker gods, Gaster ascended to the house of Game Design.
  • Due to his lack of a physical body, no one knows Gaster’s true appearance. Most people see him as a tall, black-clad skeleton with a crack on either side of his face, as well as a circular hole in the center of each palm.
  • Often seen with fellow "Glitches" Vanellope Von Schweetz and Missingno.. They, along with The Human Child and Sans, are some of the few gods who both know of his existence and are comfortable in his presence.
  • Barring Mr. Game and Watch, Gaster doesn’t trust many of the deities that gain power from darkness, due to some of his final research being on a darkness that "kept growing", eventually reaching negative photon content.
  • As a fellow being who was also forgotten upon disappearing, Xion became friends with Gaster, who also served time as her follower.
  • Very few deities openly discuss Gaster. After all, it’s rude to talk about someone who’s listening.

    ACU Trooper Miller 
Asset Containment Unit Trooper Miller, God of Disposable Good Mooks

    Drago Bludvist 
Drago Bludvist, God of (Trope Pending)
https://static.tvtropes.org/pmwiki/pub/images/tumblr_n5mxt2dzlz1qzmmzso1_1280_1883.png

    Exeggutor(s) 
Exeggutor and (Alolan) Exeggutor, Gods of Bizarre Monsters (the Coconut Pokémon)
https://static.tvtropes.org/pmwiki/pub/images/242px_103exeggutor_ag_anime.png
https://static.tvtropes.org/pmwiki/pub/images/600px_103exeggutor_alola.png
Exeggutor (standard [top] and Alolan [bottom])
  • Lesser God
  • Symbol:
  • Theme Song:
  • Alignment:
  • Gender: Male (both)
  • Ability:
  • Moves:
    • Kantonian:
    • Alolan: Dragon Hammer, Wood Hammer, Egg Bomb, Psychock
  • Portfolio: 10 to 15 only
  • Domains: Eggs, Coconuts, Trees, Psychic, Dragon
  • Allies: Ash Ketchum, Pikachu, Blue, Red, Calem and Serena
    • Standard only:
    • Alolan only: Professor Kukui
    • Partner:
  • Rivals:
  • Enemies:
  • Additional Character Relationships: Members of the Pantheon that have various relationships (examples include Enemy Mine, Vitriolic Best Buds, Teeth-Clenched Teamwork, Headbutting Heroes, Friendly Enemy, Friendly Rival, Just Friends, etc.) other than allies, rivals, or enemies.
  • Respected by/Respects:
  • Pitied by/Pities:
  • Opposed by/Opposes: Dark-types and Fire-types (Kantonian), Fairy-types (Alolan)
  • Conflicting Opinion:
  • The world of Pokémon has a slew of bizarre creatures, based off of various fauna, flora, deities, youkai, other mythical creatures, and even objects.

Normal Exeggutor is a psychic coconut with eggs for heads, who starts off as the eggs/seeds/coconuts Exeggcute. Alolan Exeggutor is a palm tree with eggs for heads, and is a dragon somehow.

Sun Alola is the best environment for this Pokémon. Local people take pride in its appearance, saying this is how Exeggutor ought to look.Moon As it grew taller and taller, it outgrew its reliance on psychic powers, while within it awakened the power of the sleeping dragon.Ultra Sun Exeggutor is the pride of the Alolan people. Its image is carved into historical buildings and murals.Ultra Moon It swings its long neck like a whip and smacks its opponents. This makes Exeggutor itself dizzy, too.

    Mandibuzz 
Mandibuzz, Goddess of Scumbag Scavengers (Bone Vulture Pokémon)
https://static.tvtropes.org/pmwiki/pub/images/630mandibuzz.png

    Honchkrow 
Honchkrow, God of Creepy Crows (Big Boss Pokémon)
https://static.tvtropes.org/pmwiki/pub/images/430honchkrow.png

Profile acquired from Kantonkage

    Barnaby Brooks Jr. 
Barnaby Brooks Jr., God of Punch Clock Heroes
https://static.tvtropes.org/pmwiki/pub/images/BarnabyBrooksJr_1972.jpg
  • Potential House: Ambiguity House Guardian
  • [tup]s:

    Anton Ego 
Anton Ego, God of Becoming A Nicer Person (Ego, the Grim Eater)
https://static.tvtropes.org/pmwiki/pub/images/rsz_anton_5412.jpg

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