Welcome to the Trope Pantheons thread! Please read the rules:
- When writing a profile, take note of the following:
- The very first thing any contributor should do before working on an idea or a profile is to propose and nominate the idea on the Trope Pantheons discussion thread
. In the forums, you must discuss with other users on adding ideas and seek their approval with sound reasoning, a paragraph of reasoning to justify taking a trope should be sufficient. This is done to see if your proposal is the best representative and so, in case your profile is turned down, you do not waste time writing something that others might not find suitable. You can also get some assistance in the forum thread by either asking for help and those interested asking if they can help. Attempting to work on ideas without a nomination and at least one net thumbs-up will not be accepted regardless of how much you have written already. Submissions that are added without discussion are likely to be deleted and those who violate those rules by adding Pantheon content without discussion will get reported to the mods.
- If you feel the need to remove a character for some reason (poor quality, outdated titles, etcetera) and replace him/her with another or outright rework, please see what the other tropers think about this in the discussion thread before doing anything hasty. For reworks in particular, nominate the idea as you would with new characters or profiles. Use good reasoning to see if your idea can easily replace the character present without drawing out your statement or giving too ambiguous claims most do not understand.
- In the same vein, if you adopt a profile from another troper, it is recommended that you make an announcement that you have done so on the discussion thread
. More often than not, a trope that was reserved for something was given away to someone else. Check the Related tab on the top of a page to see if a trope or character has been reserved by a user, either in the Pantheon or the Sandbox sections.
- In the same vein, if you adopt a profile from another troper, it is recommended that you make an announcement that you have done so on the discussion thread
- If, for whatever reason, you are writing about a God who just happens to be a person in real life, just try to be very careful about what you decide to say. Do not try to make the editing seem too meta (self-referential) and use the creativity to create hypothetical scenarios towards fictional characters. Some real-life individuals, including content creators (fictional content created by them is still fair-game, but do not bring up the creators themselves in such cases), may be considered disqualified for profiles due to controversies that would make them concern the Rule of Cautious Editing Judgment. To determine where a current creator would be disqualified:
- Wait for at least a month after the latest significant update for a creator's controversy before any decision can be made. If a confirmation from the questioned creator (or associates) themselves occurs, then wait for a week.
- Immediate disqualification for either a guilty sentence in a significant court case against the creator, or evidence of consistently repeated, deliberate, and/or intentionally provocative hate speech and advocacy of dehumanizing perspectives, with lesser examples warranting caution instead.
- For creators with a clear persona of their character disclosed before any scandal, the persona can have a profile with no mentioning of their real-life information. Ambiguous existence of a persona would have to be discussed further hand for anything more decisive.
- For obvious reasons, gods cannot be followers, high priests, or heralds. The 'gods' have ascended meaning there is no need for said character to be a follower of another if they have ascended.
- No hype profiles, please. 'Hype Profiles' are profiles that have been made out of ongoing events and have not been around for a long time. This creates 'hype' due to popularity and certain elements either through certain scenes, memes, dramatic acting or considered overly awesome. They are not bad tropes but building a portfolio solely for that is a bad idea, as they do not say a thing about representing the trope best (unless it's those trope concepts that they are trying to embody for a long time)
- You can see one if the profile is only showing off how awesome they are or suddenly pushing how 'significant' they are thanks to the just very recent events rather than respecting the longstanding good representations of the trope. And usually having... minimum portfolio or flavor texts and being a bit too generalized or self-contained to events from within their home series instead of interacting with other Pantheon members.
- The very first thing any contributor should do before working on an idea or a profile is to propose and nominate the idea on the Trope Pantheons discussion thread
- When posting in the forum, take note of the following:
- When you suggest a God, please explain why they fit the trope. Not everyone is going to understand just "X should be the God of Y because they exemplify the trope" off the bat, especially if they're unfamiliar with the work.
- You must use the Trope Pantheons discussion thread
in the forums if you wish to add a new deity, story, something else of importance to the Trope Pantheon canon, or reworking an existing deity (be it simply improving their existing profile or changing their title).
- For new and reworked deities, 3
means the profile will have a one-week waiting period.
- For new and reworked deities, 4
is a 3 day waiting period.
- 5
is an automatic ascension for new and reworked deities.
- Speaking of reworks, for anyone that wants to improve such profiles, they have to review the current trope the character(s) has and see if it still holds up or if there is a better rep for their trope.
- For new and reworked deities, 3
- For adding new Treasures to The Great Treasury or new Dominions to the Dominions Expansion, the following rules apply:
- For new Treasures or Dominions, 3
is a 3 day waiting period.
- 4
is an automatic addition to the Great Treasury or Dominions.
- For new Treasures or Dominions, 3
- Do not repost a profile in the forums more than twice a day if noticeable changes have not been made in between. If a profile is posted a third time in a row without noticeable alterations, it will be downvoted. This is so spamming of no-effort profiles is less frequent and to prevent tropers from getting aggravated seeing the same profile over and over. The minimum acceptable change has to be one flavor text.
- The Pantheon is not a mouthpiece for you to voice your opinions on certain characters. You may like certain characters more than others, but do not make the mistake of making profiles for characters you like to look like Character Shilling.
- Every troper new to the Pantheon is barred from approving or downvoting profiles until they have ascended at least two profiles, this means avoiding the usage of "
" or "
".
- Do not include fan reception in any profiles. It has nothing to do with the character themselves and will create unnecessary conflict.
- Write a detailed explanation on why the character is the best candidate for the deity of that trope. If people disagree with you, do not force it on the people.
- Keep in mind that if you still want to try to find a trope for a particular character, you are only given three chances to find a particular trope for them. If a suggestion goes past three possible tropes, then it will come off as shoehorning a character into the Pantheon just for the sake of that character to be there.
- On a related note, even if a character does have a free trope being suggested, there is still a limit of three attempts for suggesting that character for that trope. If no one responds to that certain proposal after being posted three times, then it will get to the point where the idea will be seen as being shoehorned into the Pantheon. In addition, the idea needs to be considered acceptable and approved because they are good, not for the sake of pitying others. After all, no one is responding to their idea.
- You can also adopt a profile or idea to work on from another contributor by messaging a request to them (preferably through private messages). Even if you get their permission, you still have to announce your adoption to the forum. Note that if the idea wasn't nominated in the first place you still have to properly nominate it.
- When posting Pantheon related stuff to the wiki, take note of the following:
- Do not put a link to these Pantheon pages into the main wiki page. The moment you want to note in a trope example that the character is a God of this trope, do not do it. If you see leftovers of this practice, correct the situation by deleting the offending text. This goes for any non-Pantheon page. The only exception to this rule is if a page in the Pantheon could be confused for a page in Main, like Good Colors, Evil Colors and Pantheon.Good And Evil Colors.
- Do not bring things that would incite fights; hot topics and 'urgent' news are not pertinent to the Pantheon's mission. For example, the political scene and some really bad politicians. We are not here to fight each other, so don't suggest things that go in that direction, this is a fictional Pantheon after all.
- To add a Pantheon page for a certain work, 4 or more characters coming from the same series/franchise should be ascended before adding the page. For Creator specific pages, 4 deities coming from the same creator and 2 individual work pages coming from the same creator is the minimum to warrant a page.
- Do not create a trope page for a story until the story is fully completed.
- When writing a profile for a character, here are a few things to note:
- Please refer to Text Formatting Rules when writing a profile, since understanding how to make and edit site pages in general is a necessity for working on profiles or other Pantheon content. Additionally, if you are not experienced with English, refer to this forum page
, as proper English spelling and grammar is expected.
- All deities should be sorted by their divine ranking. Put Overdeities on the top of the page and Quasideities on the bottom. Also, be sure to add them in alphabetical order by their first/given name (can be reversed if it is Eastern ordered). For a group, if there is no official name for them all list down all their names by order of relevance or (if too long to list) title them as Insert Name Here Main Characters or some other identifiable title along the same lines.
- The maximum number of tropes that a god can have is two, but do not try to abuse that fact. If you need to use a second trope to specify a certain thing about their position, that can be excused either because said character represents their trope choice very well alongside the first trope. It is still generally encouraged to only have one trope.
- A trope can only belong to one profile at a time. The only time two profiles can share a trope is if there are explicit variations listed in the trope page proper (e.g. Muscle Angst is held by both Biscuit Krueger and Chihiro Fujisaki as the former represents "Too Much Muscle" and the latter represents "Not Enough Muscle")
- If the character you are about to add to a House already exists in another, make sure to mention that this person has spots in another House as well. Up to 2 places can be made for a deity at most.
- For a character's theme song, try to avoid calling it "Theme of God X" or "Theme of (Show where God X originates from)". If possible, try to find out if the song has an actual name through research. Most importantly, it has to be part of their series' official soundtracks from the media. Do not list songs that are made by fans or outside sources. If they were not specifically used as music for that specific character, then they do not count. Furthermore, it has to be a general theme specifically made for that characters' appearances, not some generic music that plays for many other instances not related to the character in question.
- For images, when adding an image for your chosen character, it is highly recommended to use a stylized image that embodies the character or renders that also highlight a character's behavior (such as cool poses). Most images should be from the main adaptations of the character unless the images from the other media are of a higher quality than the adaptation. Unless it is needed, do not use fanart for images. If you are, please attribute it to the original artist. Due to the website's dark mode, removing white backgrounds from an image is paramount. This website
is suggested to do the background removal. If an image you have takes up too many bytes, it is suggestible to use this site
to reduce the byte size. If the byte is still too big, run the compressed image through other sites (or even the same one) to compress even further. Use wikis to look for better images, as even wikis for the series might not contain good official images.
- Creativity is your friend. While it is not recommended to get too ditzy at your ideas, it is best that when writing a profile for a certain character, do you think of capable scenarios between X and Y. Tip: do not use shallow examples (X wields a sword and Y wields one too) and try to think of relationships that make sense (i.e those characters that are shout-outs for another).
- Please refer to Text Formatting Rules when writing a profile, since understanding how to make and edit site pages in general is a necessity for working on profiles or other Pantheon content. Additionally, if you are not experienced with English, refer to this forum page
- Pantheon Content:
- Some series or genres will eventually have greater representation in the Pantheon than others. This is unavoidable, but a little diversity helps to make you not look like a shill. Try to ensure that if you add a deity from a popular series, make sure that it is because they are a good representative for the trope in question, and not just because they are connected to another deity in their respective canon.
- As far as deities from actual mythologies, there is generally an expectation to build the profiles off interactions from fictional portrays rather than basing it entirely from the actual myth. Therefore, a mythological deity should be more of a Composite Character whose main identity is from the actual myth.
- Occasionally there will be Gods that carry a title without a trope. This is not forbidden, but it is well-advised not to abuse them. The only house where trope-less profiles are wholly allowed is the House of Food. Mainly due to most food items lacking tropes, and adding tropes about said foodstuffs is slightly unnecessary. However, the character being ascended for their choice of food, or food-related thing must be a decently good representative of said item. (i.e their Trademark Favorite Food, or something that they are closely associated with In-Universe, or both).
- For Dominions and Treasures profiles, always consider what made those places/objects popular in the first place. Were they plot-important, identifiable imagery or have a unique aspect of it? Do not just bring regular objects under the basis of following a certain canon.
- Do not write in self-promotion or blatant advertising. Minor references to something are fine but writing that clearly intends to advertise something will not be given toleration.
- Some series or genres will eventually have greater representation in the Pantheon than others. This is unavoidable, but a little diversity helps to make you not look like a shill. Try to ensure that if you add a deity from a popular series, make sure that it is because they are a good representative for the trope in question, and not just because they are connected to another deity in their respective canon.
- For Profile Standards:
- Flavor text is used to describe certain things about a character, place, or object. To avoid short ones, it is recommended to write flavor text with 4-7 sentences that can fill around 2 lines each. Be warned that adding too many sentences does not equal good flavor text as it is not an essay of sorts (unless words are substantial and do add to the overall line).
- Character Profiles of a certain person should have the following:
- A portfolio that contains at least 7 (at the minimum) tropes describing their character.
- Flavor text count for a deity profile should have by minimum, 10 (depending on if the character in question has enough relationships/characterization) to 15 with a maximum of 20-25 for an individual profile.
- On the other hand, group profiles (profiles of a group that has 4 or more members) have their maximum flavor text count to 15 minimum, giving individual lines for the other members of the group (unless the members are not as characterized) up to 30 at max.
- Dominion profiles of a certain place should have the following:
- A portfolio that contains at least 5 (at the minimum) tropes describing the context of the place.
- Flavor text count should range at least 10 to 15.
- Treasure profiles (inanimate objects without a trope) should have the following:
- A portfolio that contains at least 6 (at the minimum) tropes that describes the object itself.
- Flavor text count should be at least 7 flavor text up to 12 to constitute a treasure profile.
- Overdeity: Omnipotent-level Reality Warper deities capable of manipulating the entire universe (or at least the world) at will. Within their own universe they are believed to be omnipotent, or at least impossible-to-completely-destroy embodiments or concepts.
- Greater Gods: High-level Reality Warper deities that are extremely powerful (capable of destroying or changing anywhere from a large city to a planet at will) and very strong non-reality warpers capable of doing the same thing.
- Intermediate Gods: Deities at this level are capable of strong but specialized powers such as hydrokinesis, pyrokinesis, etc. without major drawbacks and low-level Reality Warper beings capable of affecting their immediate area at will.
- Lesser Gods: Capable of highly specific or little power on their own, or suffer from Power at a Price. However, they may be able to ruthlessly exploit their power or combine it with just being badass enough to make up for it.
- Demigods: Badass Normal citizens of the pantheon, making up for their lower status with strength, strategy, and/or planning.
- Quasideities: Any otherwise normal human, human equivalent, or below without any special powers or training will fall here.
- An image, if possible. Please use official art or a screenshot for a picture.
- Rank: This can range from Quasideity, Demigod, Lesser God, Intermediate God, Greater God, to Overdeity, based on the representation of power mentioned above.
- Symbol: An image or icon used to represent the deity.
- Theme Song: Official song (in other words, no fan music, regardless of quality) that usually is used in affiliation with the character. If the deity is a musician this will most likely be their Signature Song. If possible, give a link for reference, preferably on either a website like Soundcloud
or YouTube
.
- Alignment: Good, evil, neutral, etc. Forget about The Great Character Alignment Debate here; the Pantheon is one of the few places where you can assign Dungeons & Dragons alignments to characters that don't have an alignment system. After all, the Pantheon is based on D&D and is made for fun.
- For Pokémon deities only:
- Gender: Defines the gender of the Pokémon; if genderless, it instead defines what gender they identify as.
- Ability: Provides the Pokémon's ability. If they can Mega Evolve, the new ability is listed as well.
- Moves: Defines the four moves used by a Pokémon. A Z-Move may also be listed.
- Portfolio: Tropes associated with the character.
- Domains: Things that the character has influence over.
- Herald: Non-ascended loyal character that is from the same series as the ascended character.
- High Priest: Non-ascended like heralds, but not from the same series, and can serve as a worthy replacement in case the deity would be unavailable, incapacitated, dead, or otherwise incapable of carrying out their duties. They can be served as part-time workers in case the originals are busy with some jobs. Co-Godhood is accepted depending on the approval of the originals, usually if the co-deity is from the same series.
- Followers: Non-ascended characters that are not part of the Pantheon, but would probably worship this character by the fact that they share the ascended character's trope.
- Relationships between ascended characters go here with your chosen character, it goes something like this:
- Allies: Members of the Pantheon that are allies, those that share the same values as them and would theoretically be friends with them.
- Rivals: Members of the Pantheon that are rivals, people who may look at your character with suspicion or a challenge.
- Enemies: Members of the Pantheon that are foes, those who would see your chosen character as a threat, either from their perspective or yours.
- Additional Character Relationships: Members of the Pantheon that do not fit in various relationships (examples include Enemy Mine, Vitriolic Best Buds, Teeth-Clenched Teamwork, Headbutting Heroes, Friendly Enemy, Friendly Rival, Just Friends, etc.), allies, rivals, or enemies.
- Partner: Defines a partnership with an ascended deity and Mon-type. (if any)
- Feared by/Fears: A deity whom the members of the Pantheon notably fear or are feared by.
- Respected by/Respects: A deity whom the members of the Pantheon respect or are respected by.
- Opposed by/Opposes: Not necessarily the same as "Enemies", but this is used for any deity whom the members of the Pantheon directly oppose or are opposed by (basically the opposite of "Respects", "On Good Terms With", and/or "Commonality Connection") in terms of certain viewpoints, regardless of alignment.
- Pitied by/Pities: A deity whom the members of the Pantheon feel pity for or are found pitiable by.
- Conflicting Opinion: Sometimes, the Deities argue over specific themes and philosophies.
- OPTIONAL NOTE FOR CHARACTER RELATIONSHIPS: Should the list for Character relationships (IE. Allies, Enemies, etc.) become too big, categorize a certain number of characters to a specific group putting them on a sublist (One example: Luigi is from the same world as his brother Mario, hence Luigi should be fall under the Super Mario Bros sublist.)
- Add the Intro. The intro is made up of two trivia, the Ascension Text (or just the Ascension) and The Bio. Both are necessary, but which order you use for them may vary depending on the profile in question. It may be better for one profile to have The Bio first and the Ascension second or vice-versa, although for the most part, the order is irrelevant:
- The Ascension Text: This is the story of how the character got into the Pantheon and/or was ascended. There are many ways for this to happen. They may be tricked into it or have simply wandered into the Pantheon, they may have had an already ascended character bring them in, they may already be in the Pantheon (via being another deity's Herald or sharing a trope) and got "promoted", or some combination of the above. Anything is possible in the Pantheon, so use your imagination, but try to incorporate their trope into the story, if possible.
- The Bio: A brief synopsis of the character's backstory. No need for the character's entire life/production history, but just give enough that those who don't know the character can get an idea of how the character works.
- Now add some random trivia/facts about events/alignments/moments/fights/friendships/relations etc.
- And some more trivia/facts.
- And a couple more.
- Note: Standard amount of flavor text for Deities/Characters is 10-15 (15-20 for group profiles) at minimum to 20-25 (30 for group profiles) at maximum.
- An image, if possible. Please use official art or a screenshot for a picture.
- Theme Song (Optional): Not important as compared to Deity and Dominion profiles but a notable mention if there is an accompanying song in use with the object.
- Alignment: Refers to the dominion's role in their story, be it those used by villains or used by the Player Character.
- Portfolio: Tropes associated with the dominion.
- Domains: Things that the place has links to.
- Relationships (Optional): Unless the location has a connection with a specific deity, relationships are optional and may not be required. However, if there are deities linked to the same series as to where the dominion is linked to, note them using the relationships, this includes deities that theoretically have interest with said dominion, good or evil otherwise.
- Add the Intro. Here the introduction of the Dominion is added with some tidbits regarding the origins of its' creation and usage in the story. You can also add what made it popular/iconic/important here.
- Now add some random trivia/facts about events/alignments/moments/fights/friendships/relations etc.
- And some more trivia/facts.
- And a couple more.
- Note: Standard amount of flavor text for Dominions is 10 at minimum to 15 at maximum.
- An image, if possible. Please use official art or a screenshot for a picture.
- Appearance: A shortened description of the item's looks with some notable features also mentioned.
- Class: Refer to the Treasure Classification System in the Great Treasury.
- Alignment: Refers to the objects' role in their story, be it those used by villains or used by the Player Character.
- Theme Song (Optional): Not important as compared to Deity and Dominion profiles but a notable mention if there is an accompanying song in use with the object.
- Museum Check: A note that says whether the item is viewable by the public.
- Portfolio: Tropes associated with the item.
- Domains: Things that the item has links to.
- Relationships (Optional): Unless the item has a connection with a specific deity, relationships are optional and may not be required. However, if there are deities linked to the same series as to where the item is linked to (especially the original owner of the item), note them using the relationships, this includes deities that theoretically have interest with said object, good or evil otherwise.
- Add the Intro. Here the introduction of the Treasure is added with some tidbits regarding the origins of its' creation and usage in the story. You can also add what made it popular/iconic/important here.
- Now add some random trivia/facts about events/alignments/moments/fights/friendships/relations etc.
- And some more trivia/facts.
- And a couple more.
- Note: Standard amount of flavor text for Treasures is 7 at minimum to 12 at maximum.
Edited by Tabs on Jun 24th 2024 at 7:51:43 AM
@Crimson By any chance, could there be a section for those that can compose almost any genre? I'm thinking Kevin Mac Leod could potentially be also a guardian given his huge influence on internet music
Uni cat
I guess Stock Music is a possible signal for that.
Also, permission to add Linkin Park to Musical Compositions + change their rank to Demi?
Edited by CrimsonShark on Dec 7th 2020 at 4:07:49 PM
WHERE IS KRYPTO, I mean, WHERE IS THE DOG!!!It's EO time again. Are the classes truncated enough?
The Etrian Odyssey Guilds, Divine Organizations of Cartography In Gameplay (Tharsis Guild: Titan Hunters)
- New House: Gameplay
-
s:
- 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 Good and Neutral Good (though Etria's do lean a bit more to Lawful Neutral)
- 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 Genders, Saving the World (in varying degrees)
- Etria guild: Forced To Commit Genocide On The Forest Folk, Ultimately Driving Etria To Decline (Even Though That Doesn't Make Sense) (If Anything, It'd Be A Scientific Mecca)
- Lagaard guild: Turning Down Offers To Become Royalty
- Armoroad guild: No Problems Walking Around Lava, Intend to Leave Armoroad Once Everything In It Is Over and Done With
- Tharsis guild: Using A Skyship, Intend to Leave Tharsis Once Everything In It Is Over and Done With
- Arcania guild: Union Skills, Getting Prestigious Legendary Names, No Problems Being In Deep Space,
- Maginia guild: Members Can Comprise Of Multiple Combinations, Dare To Stop Living Superweapon Jormungandr, Getting A Day Named After Them For Defeating Jormungandr
- Classes: Landsknechts@ , Survivalists@ , Protectors@ , Dark Hunters@ , Medics@ , Alchemists@ , Troubadours@ , Rōnin@ , Hexers@ , Highlanders@ , Gunners@ , War Magi@ , Beasts@ , Sovereigns@ , Buccaneers@ , Hoplites@ , Gladiators@ , Zodiacs@ , Arbalists@ , Wildlings@ , Farmers@ , Shoguns@ , Yggdroids@ , Fortresses@ , Runemasters@ , Nightseekers@ , Snipers@ , Dancers@ , Arcanists@ , Bushi@ , Imperials@ , Earthlain@ Fencers@ , Dragoons@ , Pugilists@ , and Harbingers@ , Celestrian@ Necromancers@ and Warlocks@ , Therian@ Rovers@ and Masuraos@ , Brouni@ Shamans@ and Botanists@ , Heroes@ , Vampires (sub-class 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, Aloy, Artyom
- 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, Cid Highwind and Cid Pollendina (for the Tharsis Guild)
- Enemies: The Five Elders, the Hounds of Tindalos, the Grand United Alliance of Destruction, pirates (especially for the Armoroad guild), Azathoth (especially for Armoroad), The Keeper
- Hunted Targets: All Monster Hunter monsters, The Reaper, Them!
- 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 Plus 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 had 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 their possible ancestral home, 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, who is of Lemurian descent, under the Maginia Expeditionary Force. Among these possible treasures are more advanced skyships, teleporters, and 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, that it lay at the foot of Yggdrasil.
- This treasure was a great power/abomination named Jormungandr, the World Serpent, which was made by taking energy from Yggdrasil. Evidently, Lemuria prospered only because it was protected by the World Serpent, which deterred invaders. And then when they misused it, a.k.a. their enemies stopped coming, they lost it and shortly perished under the wrath of a god a.k.a. Jormungandr, which yearned for a target to destroy and turned on its masters, the few survivors fleeing in a flying ship, who are the ancestors of present Maginia. Jormungandr sleeps beneath Yggdrasil to this day after the Lemurian royal family sealed it away. The guild has crossed paths with other parties interested in the treaures as well, like Princess Enrica of the Seafarers, whose ancestors have battled with and lost to the Lemurians due to Jormungandr, and are in dire need of this treasure given her country's larger neighbors. According to Chief Makiri of the native forest folk however, it promises no such prosperity, and is a materialization of man's desire, a calamity which destroys all. There is also Blót, who seems to believe that releasing Jormungandr would bring prosperity to mankind despite the warning of destruction because he is (or rather, he and his twin are) under the belief the calamity it would bring will unite the world against it and usher a new era of peace.
- Naturally, the guild and Maginia as a whole were opposed to this mad plan even as he successfully reawakened the weapon and struck preemptively to put a stop to Jormungandr once and for all (Blót having died after awakening it and his twin blown off into the depths below). Or so they had thought. As it turns out, according to Yggdrasil's avatar, which has been observing everything thus far, Jormungandr was merely rendered dormant after the battle, kept alive by Yggdrasil itself. In order to defeat it for good, an Yggdrasil Fruit (which has the power to birth another Yggdrasil tree) has to be used right after slaying it (again). Also, Blót's twin had survived and was down there too, now in hopes of finishing what his brother started, though he was eventually convinced otherwise by Enrica. Naturally, the guild accomplished this task, bringing the series to a close.
- 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.
- Five, the Maginia guild are told about the preceding guilds (sans the Mars-borne Arcania guild) by their allies who came from Etria (Shilleka), Lagaard (Artelinde), Armoroad (Edie Napier), and Tharsis (Wiglaf), and of those guilds' successes, thus giving the Maginia guild the courage to follow in their footsteps. Therefore, it's highly unlikely that their guild is a previous one.
- 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.Force Boosts and Force Breaks
- 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.Force Boosts and Force Breaks
- 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.Force Boosts and Force Breaks
- 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. Force Boosts and Force Breaks
- 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. Force Boosts and Force Breaks
- 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. Force Boosts and Force Breaks
- 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. Force Boosts and Force Breaks
- 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. Force Boosts and Force Breaks
- 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. Force Boosts and Force Breaks
- Highlanders are spear-wielders who rely on using offensive skills by sacrificing HP. Force Boosts and Force Breaks
- 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. Force Boosts and Force Breaks
- 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. Force Boosts and Force Breaks
- 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. Force Boosts and Force Breaks
- 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). Force Boosts and Force Breaks
- 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. Force Boosts and Force Breaks
- 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. Force Boosts and Force Breaks
- 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 in the front 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. Force Boosts and Force Breaks
- 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! Force Boosts and Force Breaks
- 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. Force Boosts and Force Breaks
- Snipers pick off their enemies from a distance using bows. They 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. Force Boosts and Force Breaks
- 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. Force Boosts and Force Breaks
- 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. Force Boosts and Force Breaks
- 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. Force Boosts and Force Breaks
- 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. They're also known for spawning afterimages that repeat their last-used skill (and can be targeted by enemies as a distraction). Force Boosts and Force Breaks
- 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 as mentioned above, the Tharsis guild has Burst Skills
that work just about the same as Limits, and 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)
- 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, Harbingers can stack the Miasmas and their attack rate with Ninja skills, Gunners can rack up their chances to bind foes with Pugilist skills and rack up damage with Raging Billows (increases damage the more ailments/binds the target has), Protectors can get even tankier with Highlander skills, and Heroes can maximize the damage output from their Afterimages with Imperial Drives.
- In addition, Vampires are actually a subclass for the Maginia guild members, accessible only by wearing the Scarlet Evil Eye. Force Boosts and Force Breaks
- Speaking of the Scarlet Evil Eye, there's only one available for this Maginia guild, and it's not known which of their number has the Vampire apart from a discomfort for sunlight. And due to Gameplay and Story Segregation, the Eye can be transferred between members without much consequence.
- 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 most challenging places yet 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 long time since they intend to comb the entire place rather than race down there like most Delvers), probably even reach the bottom, given what they've accomplished thus far.
- Theoretically, the Maginia guild can also deploy Yggdroids who can take on any class combination, so they're participating in exploring the Abyss as well.
- Their biggest snag so far is the Great Fault, where finding or forging a reliable way down and up is an arduous task. And given the Fifth Layer's Strains, the Fourth Layer might be the limit for the organic members of the guilds. It will have to be Yggdroids from then on.
- 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 Ren 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.
- 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.
- 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.
- 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/Maginia Farmers (or Ninjas with Farmer as a subclass). No, they're not Yggdroids named
Byeah
. Not all of them, at least.
- 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 however, 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 (with at least one with a Vampire-subclass among them), five Survivalists and/or Farmers for "farming", leaving 36 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 themselves and settle for Berries, mushrooms, precious stones, etc. because there will always be those few who can't help themselves.
- 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.
- 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.
- 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.
- 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, tree sap, dandelion roots (for coffee), and even moss. Of course, those come with their own hazards, but that's part of what makes exploration a thing.
- 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.
- In addition to taking jobs at the Pantheonic Soldiers of Fortune and other mercenary guilds, they also frequent all sorts of bars, other eateries, and 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".
- As someone else from a post-apocalyptic world that used to be Earth, they got along with Aloy after a few hunts together with her. The same has occured with their encounter with Artyom.
- Naturally, as people from post-apocalyptic world, they don't look forward to seeing worlds destroyed again, and as such are in opposition to 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 never go out without them on hand. Preferably several, like a minimum of 3.), 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.
- 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.
- For the sake of consistency and by virtue of being the Series Mascot, The Face of their collective guilds is this Protector
- Applies to more than one but not all of the guilds or some of its classes:
- Every guild after Etria's distrust squirrels due to the ones in the labyrinths making off with their Ariadne Threads.
- 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.
- 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.
- At least one Beast in the Lagaard guild has been seen 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.
- Exclusive to Etria's guild:
- Due to their traumatic first impressions of the Ragelopes, the Etria Guild had their weapons ready the second Xerneas ended up in their sights, leading to a brief misunderstanding despite not exactly charging at the great deer.
- Exclusive to Lagaard's guild:
- 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.
- 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), they're wary of those with such implements, such as Ember McLain and the Pied Piper.
- 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 guild is on constant watch and has warned the others, too.
- 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.
- 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. As such, they oppose the likes of , and Bondrewd (much more than any of the other guilds).
- Exclusive to Armoroad's guild:
- 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.
- 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.
- Ever since having once plundered an elephant graveyard, every pachyderm always feels wrong in the presence of anyone in this guild, though Ganesha is the least bothered by this, not being the type to hold a big grudge over that.
- 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:
- As owners of a skyship, the Tharsis guild corresponds with the Cids for upgrades and repairs for their craft.
- 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, besides Heroes, 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.
- While the Maginia guild was forced to go through forest folk soldiers in the Barren Wastelands just like the Etria guild, they are distinctly different in that Maginia's only went through them in order to rescue Persephone after Blot abducted her and brainwashed the soldiers, compared to Etria's genocide meant to wipe out the guild.
- Greatly oppose those who believe conflict is for the betterment of mankind, as Blot desired to release a great enemy to cause a calamity in order for the world to unite against it.
- Due to the nature of Lemuria's treasure Jormungandr, the guild is in heavy opposition to those who use sentient superweapons, since they can turn on their masters should anything go wrong with its instructions.
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Go ahead on Linkin Park's change.
Alright, guys. This is my next profile and I'm reserving the trope, but keep in mind that my profile-making activity will slow down in the coming days so it won't get finished too soon.
- Zyuden Sentai KyoryugerMembers , Battle Deities of Dinosaur Epics | Adopted from n3xus for a long while now. Reasoning: They're the main motifs of the heroic team, and their mecha are also fittingly based on dinosaurs from various eras. The Kyoryugers stand out from the other teams just by their series' popularity spawning several spin-offs and movies tying into their main story.
Edited by Muundeis on Dec 8th 2020 at 12:25:32 AM
Hey you, what's up man? Give me money, please!Music Leader@ Beethoven is better. Also, Freddy Mercury should stay as a Leader since he is a legend. Queen is Rock so they can take Bill and Teds place. Michael Jackson should also take Dance. K-On girls are not really Pop and are base on Rock music. Nana Mizuki could be a replacement. But she is J-Pop.
Edited by WhirlRX on Dec 7th 2020 at 12:02:53 PM
Sorry mate, sticking to what I'm going for. That said, I would have considered Freddie, had his trope be a Rock-related one and not Cover Version. Houkago Tea Time are Pop Rock, so they still count as being under the umbrella of the former.
I will be working on Chigurh as well, but still, dropping these two beta drafts as well.
August is a man who saw his brother killed and his case not solved, which caused him to become a police detective. Upon becoming the speedster Godspeed, he decided to enact his own way of serving justice, which meant ruthlessly killing criminals and anyone else who stood in his way, though he does come to start regretting some of his actions.
Chariot is a witch whose main goal is to put a smile towards people and make them joyful by using her magical talents and inspiring them. She also became The Chosen One in using the Shiny Rod, but bad circumstances led to the rod leaving her and her reputation being ruined. She then took the guise of Ursula, where she would later train Akko under her supervision, given that she was inspired by Chariot, wishes to be a great witch like her and is the most recent holder of the Shiny Rod.
Suggestions and Ideas are welcome.
Prototype Mode
August Heart, God of Lethal Vigilantes (Godspeed, Detective Heart)

- Intermediate God
- Symbol: A Golden Lightning Chest Insignia in a White Background
- Theme Song: His Theme in
The Flash (2014)
- Alignment: Started off as Lawful Good, Became Chaotic Evil as Godspeed and then went Lawful Neutral to Atone Himself. Currently Lawful Neutral.
- Portfolio: Vigilante who Believes Murder is the Top Example of Getting Things Done, Initially a Partner and Friend to Barry, Thinks He can Freely Commit Executions, Thinks He's doing Justice when that's Not the Case, Knight Templar, Is Motivated by the Death of his Brother, Keeps Barry's Identity as The Flash to Himself, An Absolute Jerk though he Does Gradually Improve Himself after Realizing the Error of his Ways and Seeks to Make Amends with Barry, Rather Similar to Hunter Zolomon
- Domains: Speed, Judgement, Friendship, Vigilantes, Revenge
- Allies:
- Teeth-Clenched Teamwork: Barry Allen/The Flash, Wally West, Hunter Zolomon/Zoom
- Enemies: Eobard Thawne/Reverse-Flash
- August Heart was once a detective in the Central City Police Department and a good friend of Barry Allen, also known as The Flash. His primary motive for being on the job was because his brother was murdered by a criminal who got off scot-free and he has desired justice since. Figuring out that the crime was committed by a criminal organization called Black Hole, August went to confront, only to be shot and then strict by a lightning generated by the Speed Force, granting August access to it. With his newfound powers, August decided to fight crime Barry, but unfortunate circumstances soon began to warp August into a darker path, preferring to kill criminals, disregard the Justice System and regard himself as Judge, Jury, and Executioner, christening himself as Godspeed. In time, Godspeed's actions began to result in the deaths of innocent speedsters, which he initially was horrified by. However, his vengeance consumed him so much, it was inevitable him and Barry would begin to battle against one another.
- Overtime however, August began to realize the error of his ways regarding his actions and decided it would be best to try seeking forgiveness from Barry. Together, they enlisted the begrudging help of the Reverse-Flash, Eobard Thawne, into defeating Paradox to prevent him from erasing the Flash's history. Unfortunately, this heroic act of August would be last as Thawne murders him shortly after, while gleefully admitting that he was the one who killed August's brother.
- Despite his death, August would eventually find himself be given a second chance. Waking up, the first thing he noticed was a very different realm from the one he was familiar with. Travelling around and gathering as much information as he could, August realized that he was in the Trope Pantheons. Interested in this new world, plus catching word that Barry is also an ascended being, August decided to resume his quest. He's got a new priority, namely to punish and kill Thawne and decided to mark his presence in the Pantheon, one way or another.
Never forget, a Beleiving Heart if your Magic
Chariot du Nord, Goddess of Expository Hairstyle Changes (Ursula Callistis, Shiny Chariot)

- Intermediate Goddess
- Symbol: The Shiny Rod with her Trademark Wizard Hat Alongside
- Theme Song: Shiny Chariot's Theme
- Alignment: Lawful Good
- Portfolio: Is Dedicated to Bringing Smiles to People, All Loving Heroine, Formidable Teacher and Witch, Is Suffering and Has Insecurities in Spite of her Talent, Almighty Janitor, Relies More on her Physical Skill than on her Magical Prowess, Feels Guilty About Siphoning Akko's Magical Potential, Is Insanely Dedicated to Akko, Declaration of Protection, Is More-or-Less Akko's Mother, Mysterious Past, Clark Kenting, Magically Colors her Hair Blue to Hide her Identity and Reverts Back to Red when Things get Serious, Stellar Name,
- Domains: Witchcraft, Mentoring, Inspiration, Happiness, Friendship
- Allies: Diana Cavendish
- Enemies:
- Special Relationship: Atsuko "Akko" Kagari
- Professor Ursula Callistis is a teacher in the prestigious Luna Nova Academy where girls enrol to become witches. She also happens to be the youngest one out of the bunch, despite her being 28. During an investigation, she caught the sight of three up for three upcoming witch students and set off to rescue them. One of them, Atsuko Kagari was able to unleash the fabled Shiny Rod, much to everyone's surprise and warp everyone to Luna Nova for the opening reception. From there on, Ursula was appointed to be Akko's personal teacher, overseeing her magical training and looking after her needs and support, especially with her dream to, one day, meet Shiny Chariot, a performing witch who disappeared 10 years ago.
- In reality, however, Professor Ursula is not without her own secrets. In reality, she is actually Shiny Chariot, who had humble beginnings and was inspired by magic, wanting to use it to bring joy and happiness towards others. She initially possessed the Shiny Rod and was given the task of finding the seven magical words to open up the Grand Triskelion. She succeeded with discovering six, but no matter how hard she tried, Chariot was unable to discover the seventh. She tried to be a performing magician in an attempt to unlock the word, but proved to be a disastrous mistake partly because she ended up unintentionally crippling several people's ability to use magic, among them being devoted fans like Akko and Diana Cavendish, and losing ownership of the Shiny Rod. As a result, Chariot decided to hide her identity out of guilt and took to mentoring Akko so that as the current wielder of the Shiny Rod, Akko can succeed where Chariot has failed.
- Eventually, Akko and Chariot would succeed in unveiling the final word and managing to further prove the essence and importance of magic in a world where technology was becoming more prevalent. Though a few sacrifices had to be made, Chariot was proud of what Akko had achieved and went through to prove herself as an up-and-coming witch and a source of inspiration, much like herself back in her early days. So it came as a surprise when one day, Chariot received an invitation to as place called the Trope Pantheons, alongside the fact that Akko and Diana were also a part of it. Eager to further look into Akko's journey and to always be on the look out for her, Chariot wasted no time in entering the Pantheon. Akko couldn't have been any happier.
Edited by CrimsonShark on Dec 7th 2020 at 6:01:09 PM
WHERE IS KRYPTO, I mean, WHERE IS THE DOG!!!
Enemies with Tirek, Chrysalis and Grogar given their desire for magic to use it in their own plans and selfish purposes. Might have a word or two to say about Discord, who once used magic to torment others, too. And some other nicer words with the rest of the MLP Deities
What other monstrous fae and cannibals are out there for the Pale Man to be friends with?
The Pale Man, God of Schmuck Banquets (The Thing That Slumbers There)

- Adopted from: Excessive-Menace
- House: Meals (House of Food)
- Lesser God
- Symbol: A palm with an eye on it, clasping a single grape
- Alignment: Chaotic Evil
- Portfolio: Formerly Fat Humanoid Abomination, Represents The Church's Complicity In Spanish Fascism, Creepy Fae Beings And Child Eater, Eyeless Face, Can Put Eyes On Its Palms, A Scrumptious Banquet YOU MUST NOT EAT FROM, Food Chains, All There in the Manual (Former Human Who Killed His Brother), Lean and Mean, Light Is Not Good
- Domains: Monsters, Cannibalism, Feasts, Fear
- Superior: Guillermo Del Toro
- Amuses: Damien Thorn, Killer BOB
- Allies: Pennywise, The Other Mother/Beldam
- On speaking terms with: SCP-096, Cronus
- Enemies: The Faun, The SCP Foundation, most of the Fairies sub-house, the House of Childhood And Adolescene, Alexander Anderson, Hansel and Gretel, Denzel Crocker, anyone who dares to take its food
- Fears: Zeus, SCP-173, those who go for the eye, Beerus
- Feared by: Many, including Davros interestingly enough. Also Scooby and Shaggy
- Uncertain on: SCP-3166
- A child-eating monster, said to be one of The Fair Folk, lays waiting on a table with a glorious banquet. It's tempting to take food from it as the Pale Man seems locked into position, yet even a single grape will set the Pale Man off. There are many creepy aspects of this being, but perhaps the most is a face without eyes. Instead, empty sockets in its palms to put its own eyes when ready to wake.
- Generally disliked by the House of Food it belongs too due to going berserk at anyone who takes its tempting banquet. The face the Pale Man is forbidden from partaking of the banquet only adds to its frustrating. Unfortunately for it, there are gods like Kirby and Gluttony who can easily take food while being strong enough to beat it back.
- The Pale Man is terrified of Beerus the Destroyer, who has made regular habit of stealing food from it just to frustrate the being with the knowledge any retaliation will result in a swift Hakai. It holds a fear of Zeus due to the tale of Tantalus; for his transgressions against family, cannibalism, the gods and guest right, he was condemned for food and drink to forever be beyond his reach. This type of punishment is all too familiar to the Thing That Slumbers There, and it has committed all but the fourth sin.
- Zeus' father is more agreeable to the Pale Man given what he's done, but merely considers it to be a tool and not a true ally.
- By word of del Toro, the Pale Man is meant to represent the Catholic Church during 1930s fascist Spain, something they were highly complicit in. Perhaps it is for this reason that Alexander Anderson finds it important to slay the beast in order to help the name of his church. This allegory had Damien laugh uproariously, seeing a symbol of a Christian organization's darker sides reflected in this monster. The Emperor of the Kingdom Dolorous beams in the hellish gluttony and religious corruption of the Pale Man.
- Though creeping out many, Davros was a surprise for many to be found in the list of "fearing the Pale Man". After all, hadn't hadn't he done far worse?. It goes back to his childhood; when he was just a boy trying to survive, he almost died by the Hand Mines before the 12th Doctor ended up saving him. They had an eye in their palm, just like the Pale Man. It's unknown if this speaks to some Hidden Depths for Davros, and if it had influence in why Daleks usually have suckers instead of claws or hands.
- Despite the distaste it has for and from the House of Food, the Pale Man is at relative ease in the House of Flesh Eaters. Given it devours fairies, children and even babies, this isn't surprising. Among its few allies is Pennywise, due to the fact they like to eat kids and are abominations in humanoid form. The Pale Man isn't as picky; it doesn't "salt the meat", but simply finds small humans preferable. Or fairies that resemble children in size.
- Is one of the darker types of the fey, but despite that relationship almost no fairy god wants anything to do with him. Given he has snacked on fairies, it's not surprising. Tinkerbell in particular is seen by the Pale Man as a delectable treat. Interestingly despite his obsession with catching and proving FAIRIES! Mr Crocker considers an Enemy Mine with other FAIRIES! in order to stop the Pale Man. Part of this is him afraid the Pale Man'll try to eat potential FAIRY! GOD! PARENTS! that he wants to catch for ultimately power, and part of it is general disgust.
- Killer BOB is enough of a sadist that he just sits back and laughs at the Pale Man's antics, even if he is one of the fey. Another despicable fairy that tolerates the Pale Man is the Beldam. The Other Mother is in fact an ally as they're both The Fair Folk who feasts on children, but she's stated that the Pale Man needs to be smarter with how it lures in kids if it wants to have more success.
- Looks like a fat man who was starved into skinniness. Some wonder if, with the proper diet, this is what the Slender Man looks like naked. That, or a Silent who really let itself go. You're not going to get an answer out of the Pale Man, and you certainly won't want to hear its voice.
- The SCP Foundation has decided to contain the Pale Man, which given it doesn't react until you try to take food wasn't too hard. This only frustrates the being, however it did find some common ground with SCP-096; they're emaciated, pale humanoid abominations with a quick temper. Because its eyes are usually set as "grapes" on the table, the Pale Man doesn't have much in the way of sight and usually avoids triggering the Shy Guy's reaction upon looking at its face. Of course 096 isn't too talkative and mainly wants to be left alone.
- Not wanting to trigger 096 is a good way to keep the Pale Man in check. However it gives the Pale Man a crippling fear of SCP-173. The Pale Man is more confused than anything about SCP-3166, due to its persistent need to feed people its own lasagna biomass; given its condition, the confusion is understandable.
- Mystery Incorporated is banned from going anywhere near the Pale Man's temple, as Shaggy and Scooby's appetite would inevitably lead them to scoffing down food from the Pale Man's banquet and incur its wrath. Hoagie Gilligan, himself a Big Eater, has had to tell them from personal experience with booby-trapped food to stay AWAY no matter how tempting it is.
@Crimson
For Chariot, there's Trucy Wright of the WAA, Oscar Diggs, Trixie Lulamoon, Dorothy Albright, Zatanna Zatarra, and Kaito Kuroba for stage magicians. Maybe something with the ascended Hogwarts Staff? For those looking to make others happy, there's Pinkie Pie and Wander.
@RJ
There's a broken link to Childhood and Adolescence.
Edited by Excessive-Menace on Dec 7th 2020 at 11:22:28 AM
SING TO ME, LEND ME THE SONG OF BLASPHEMY![]()
The Hag is a cannibalistic witch living in a forest she corrupted who frequently throws adventurers sent to kill her into a pot where she turns them into stew. To screw with said adventurers even further she tastes that same stew right in front of them.
@ Crimson: Punishing Bird, Judgement Bird, and Big Bird are a trio of birds who appointed themselves as their forest's guardians to keep it safe after hearing of a destiny's involving its ruin from infighting and a horrible monster. Punishing Bird is the executioner, Judgement Bird is the judge, and Big Bird is the lookout. Their attempts to help eventually went too far which soon sowed discord so the three decided to combine their strength in an attempt to save their forest, becoming that very same monster foretold in the prophecy.
Laetitia is a doll-like girl who gives out pranks disguised as pranks to make people laugh and form new friendships. That would be fine, but her pranks involve her other friends bursting from people's bodies and apparently cannot comprehend the actual consequences of her pranks.
A killer roomba's first draft is coming your way.
Roombo, God of Deadly Vacuum Cleaners

- Potential House: Weaponized Objects
-
s:
- Lesser God
- Symbol: Itself.
- Alignment: Chaotic Good
- Portfolio: Killer roombas, Everything Is Online, Ramming Always Works, Protect This House, Dissonant Serenity when cleaning up corpses
- Domains: Cleaning Robots, Hacking, Defense, Blood
- High Priest: All-Around Helper
- Allies: The ASJ Janitor, Susy Hendrix
- Rivals:
- Enemies: Paul and Peter, Dr. Zomboss, The Zombies (PvZ)
- Respected by/Respects:
- Pitied by/Pities:
- Opposed by: The House of Slaughter
- Opposes: The House of Thieves
- Conflicting Opinion:
- Keeping your home tidy and clean is tough work. Dirt, hair, dust, and other contaminants builds up quickly. And as if that wasn't bad enough there's always the looming threat of burglary. Not only are these thugs trying to steal valuables but they're also leaving their dirty footprints all over the house. That's both amateurish and rude. What is a person to do in these trying times? Introducing Roombo, the future of cleanliness and house defense. Armed with the ability to hack into all sorts of appliances, Roombo will ensure the safety the owner's belongings. Not even corpses are a much for him as the little guy can turn the bad guys into red chunks for ease of cleanliness. Order one today!
- Roombo can into the Pantheon when someone brought him along thinking he was just a regular vacuum robot. Starting out, he was just that. Then a bunch of bad guys happened to bust into the premises and Roombo immediately got to work. The owner, however, came back early due to forgetting something and bore witness to Roombo diligently cleaning up all the ludicrous amounts of blood left behind by what remained of the intruders. For his act of bravery, after he was finished cleaning he was brought to the Court of Gods to be evaluated for a divine title. The discussion was quick as they immediately found the perfect trope of Vicious Vac. And so, the little roomba that could continues his services in the Pantheon.
- While Roombo is more often see cleaning households he sometimes accompanies the Aerospace Sanitation Janitors and their heralds during their work hours. Due to their occupation taking them into places where the dust has already been settled Roombo doesn't much of any action when doing so and is really there for extra manpower. He doesn't mind though, he's just happy to clean. They love cleaning so much that they, unlike the Janitor, doesn't mind doing so even in the House of Slaughter. Roombo actually empowers himself by cleaning blood, in fact. The resident gods there don't appreciate him doing that though the times he comes there is very rare.
- The existence of a House dedicated to Thieves was enough to make Roombo's circuits burn out in anger. It was the burglars that drew first blood by stepping into his place of residence, after all. This is of course ignoring the fact that very few of the gods there have any reason to cross paths of Roombo, the chance of them doing so being closer to zero, and a bunch of them being more than your typical balaclava wearing thug, but Roombo doesn't care. Dirt is dirt and must be cleaned all the same.
- (Protect This House: Kevin, Susy)
- (Paul and Peter)
- (PvZ plants and zombies)
Edited by CrownlessMimic on Dec 8th 2020 at 1:45:09 AM
Be awed. Or be awestruck. This is the difference between the ordinary and the extraordinary.WALL-E had a little cleaner bot named MO chasing him during his first time in the Axiom. They only became friends after MO was done cleaning the little trash compactor. What would he think of this murderous Roomba?
TV Tropes Pantheon Group Members Database
Given how the EO guilds have members of varying ranks, perhaps they'd best fit in Gaming under "Ambiguous Ranks" as profiles consisting of groups with varying ranks go there.
@Crownless For House invasions, there is the obvious Kevin McCallister except his profile is complete trash to begin with, so unless someone plans on reworking him, do so before someone suggests a better idea.
Before I start posting my rework for Micolash, I'd like to ask two things: because the entire Pyrocynical drama is starting to unfold and Pyro's response is not so great, permission to delete him? I'm not liking the new controversy that is popping up as of the moment and second, with December coming up, I have a few ideas for the month:
- Terrence Fletcher from Whiplash for Muse Abuse. The film's premise is that of a young artist Andrew Neiman who wishes to be a great musician, only to be under the teachings of one Terrence Fletcher, a notorious teacher who wants the complete and utter dedication of his students with no mistakes/wrongs. He is shown berating, abusing and directly hitting and emotionally destroying Andrew's life in order to fulfill his wish to become a great musician. This was a profile under J Rads but it was never finished so I decided to handle him instead.
- New London from Frostpunk for Endless Winter. New London is one of the last few remaining cities that managed to survive under intense pressure from the infinite cold rampaging throughout the world. The game's objective is to maintain New London both its infrastructure and its people, as well as making choices in order to sustain the city and avoid the city from being frozen to death.
- I also wish to make the dominion profile for the Snowpiercer for Cool Train for my reasons here
.
Edited by HamanaHamanaHamana on Dec 8th 2020 at 7:23:00 PM
I swear Loid, you can't draw worth shit!
I feel like commenting on the Fletcher profile you already have in your sandbox but since I have a bunch of guilty pleasure, unapproved profiles in my fourth sandbox, I'm one to talk.
for the first two, unsure about the Cool Train.
Abstaining on Pyro's removal.
Edited by SuperWIKI1 on Dec 8th 2020 at 7:07:36 PM
Retired effective March 1, 2022![]()
Is it okay to admit I don't know entirely what's going on in the controversy?
Good idea.
Anyways, I just need 2 more votes, and he's in. Anyone interested?
Kaos, God of Doom Related Phrases

- Possible House: Phrases
- Intermediate God, though his constant One-Winged Angel powerups bring him to Greater God.
- Symbol: The glowing markings on his forehead.
- Chaotic Evil
- Portifolio: DOOOOOM!, Comedic Villainy, Not Even Trying To Hide His Evil, Terrible Bosses, Genuinely Competent Despite His Bumbling, Almost Always the Final Boss, The Evil Portal Master to Eon's Good, Hams It Up 24/7
- Allies: Ripto, Gnasty Gnorc, The Sorceress, Zim, Dr. Cortex, Bowser
- Enemies: The Skylanders, including Spyro, Crash Bandicoot, and Donkey Kong, Pinocchio, The Doomslayer
- Annoys: Malefor
- Opposes: Any Omnicidal Maniac
- Yes, that's Skyland's biggest threat. Kaos is the evil Portal Master responsible for a majority of Skylands woes. However, armed with an army of trolls, access to powerful magic, knowledge of ancient weaponry, and some surprisingly well thought-out plans show that even a little guy like him can be a threat with the right equipment. When he's not making an ass of himself, of corse.
- Originally, Lucifer the Doom proudly held this trope. However, recent investigations have discovered that he actually left with telling anyone for some reason. When brainstorming ideas for someone to take the trope in his place, they noticed that the Skylanders were battling Kaos, who's been invading the Pantheon for quite some time now. Figuring that he was just gonna come back, not to mention the fact that he screams "DOOOOOM" every five seconds, the gods just gave him the title of Doom Related Phrases, much to the Skylanders annoyance, and to Kaos's utter glee.
- While he really doesn't care about the Skylanders individually, more focusing on hating them as a group, he fully acknowledges Spyro as one of the bigger pains in the army, seeing how the dragon already had experience before joining them. This had the effect of him teaming up with Ripto and Gnasty Gnorc, the former due to his hatred of the purple menace, and the latter because he reminded Kaos of his old troll army he used to have.
- His hatred of the Skylanders has also landed him enemies with Crash Bandicoot and Donkey Kong, since they too were part of them for a bit. Either way, the idea that anyone can join the Skylanders has Kaos genuinely worried.
- That said, he managed to land an alliance with Bowser and Dr. Cortex, both of whom were former members as well, having been persuaded by the team to do so. Naturally, he likes to gloat how he "stole" the Skylanders former teammates, not knowing (Or caring) that they were expecting them to defect from them.
- Speaking of Spyro's old enemies, he's also made an alliance with the sorceress, mostly with the promise of letting her kill the dragon herself. However, it should be noted that he's critical of her decision to kill all dragons, even when she doesn't have to. Not that he cares about the dragons, mind you, he just thinks its unnecessary motive fodder.
- It should be noted that the amount of times he's had a One-Winged Angel Power-Up is ridiculous. These range from a robotic fist turning him into a giant robot king, using crystalized evil to grow huge, turning himself into a Reality Warper to attack the Portal Master, and a super form that looks oddly similar to Super Sayian. This continues with the Pantheon, at one point getting a hold of Majora's Mask and using it to try and crush the Skylanders with the Moon.
- He's repeatedly tried to gain the alliance of Malefor, the demonic dragon who vastly outmatches Kaos in evil. Unsurprisingly, he's rather annoyed with the portal master, dismissing him as nothing more than a annoying pest. To be fair, it was obvious Kaos was gonna try to backstab him, but even then, he's not stopping his goals.
- Opposes any Omnicidal Maniac, as he believes that he should rule the Pantheon, not destroy it. The fact that the last time he teamed up with one, he promptly betrayed it and helped the Skylanders defeat it, doesn't earn much respect from them either. This means the GUAD is on his shit list.
- Believe it or not, Kaos was actually in the Pantheon before. To be specific, his clone was. Y'see, one time Kaos tried to clone himself in order to double his evil. However, his clone was too stubborn, and the clone decided to aid the Skylanders in order to overthrow his clone as the evilest Kaos, in the process becoming a surprisingly valuable ally. And no, Kaos doesn't want to talk about it.
- Upon hearing fellow god talk about how similar he is to Zim, he decided to sought out the irkian invader. Naturally, the two formed a quick alliance, with the two agreeing to split the Pantheon: Zim gets the ground, Kaos gets the sky. While the two do occasionally get into Ham-to-Ham Combat, overall they do seem to get along fine. They will deny how similar they are when compared, though.
- Kaos first discovered his power through bringing his toys-to-life (Eh?) so that he could have friends. The results were the Willikin, a race of sentient puppets that pretend to be inanimate just to mess with people. While they're friendly, they are also completely loyal to Kaos, and while most of them live in a village, a few of them are still at his castle, happily doing his bidding. Seeing how he's a puppet himself, this understandably creeped out Pinocchio, who usually stays out of his way. He's happy to chat with the Willikin, though, if given the chance.
- Upon hearing of the Doomslayer, Kaos immediately set out to find him, foolishly confident that he's able to defeat him with his massive army, which, to his credit, he went all out on. To say it didn't help at all would be an understatement to end all understatements. Eventually, the Skylanders themselves had to bail him out, convincing the Slayer to spare him (Since he wasn't demonic or an unstoppable threat, he was perfectly fine with it). Kaos still hasn't forgotten about that, and has been wising up on who he picks a fight with ever since, though he'll happily wait for an opportunity to kill the Slayer.
Edited by DoodSlayer136 on Dec 8th 2020 at 6:25:19 AM
I think it's best not to dwell on it for too long. The longer a controversy is held as the main focus, the more trouble and mess we'll be having.
Reposting the Rock And Metal Sandbox here. Is this ready to go?
for Fletcher and Frostpunk. I'm personally intrigued by the former, NGL.
Edited by CrimsonShark on Dec 8th 2020 at 2:35:27 PM
WHERE IS KRYPTO, I mean, WHERE IS THE DOG!!!
Which is why I ask what to do with it so that we may get it over it. Hopefully some resolution may come through cooperation
I just realized that you weren't referring to me but to dood. Anyway, I'm fine with the house but I am not in favor of the changing of the Guardians in the House of Music.
Also, would it be nice to ask for approvals/countersuggestions for my suggestions above?
Edited by HamanaHamanaHamana on Dec 8th 2020 at 11:31:30 PM
I swear Loid, you can't draw worth shit!Im done with Urd. I wish i could add interaction with potential enemies, but i cant think of anything to add. Also wanted to include something from YHVH and Lucifer. But again, nothing.
Urd, Goddess of Supernatural Dark Skin (The Exchanger Of Goals And Means, Heaven's 2nd Class Goddess Of Destruction)

- Potential House: Body Images
- Rank: Greater Goddess. Higher if she fully embraced her demon side
- Symbol: Her Facial Markings
- Alignment: Chaotic Good
- Portfolio: Part Goddess and Demon, Big Sister Instinct, Being OK In Lying, Hard-Drinking Party Girl, Not Wanting To Be Like Her Mother, User Of Fire And Lighting, The Tease, Brilliant, but Lazy, The Alcoholic, Self Proclaimed Love Goddess
- Domains: Love, Family, Lightning, Fire
- Allies: Skuld, Belldandy, Aphrodite, Tyr, Tsunade, Akeno Himijima, Bayonetta, Misato Katsuragi, Sicily
- Enemies: Malebolgia, Satan (Castlevania), The Angels of Paradiso
- Rival: Akuma
- Opposes: War and Death
- Urd is the older half-sister of both Belldandy and Skuld. Instead of being a full Goddess like her sisters, she is actually part Goddess and Demon with her parents being their Universe's versions of God and the Devil.
- Ascended to the Pantheon with Hades Shaded as it represents her darker skin which she inherited from her demon mother. This goes even deeper with her Angel, World of Elegance, this caused her wings and hair to be part white and black. This left a deep complex of her demon root that she tries to deny while focusing on her Goddess side.
- Despite her reluctance of her demon side, she doesn't actually hate her mother Hild. Even if they do clash from time to time, she genuinely loves her mother. Though, she doesn't dare say it for fear of becoming just like her.
- Since she is part demon, she inherited the strange weakness of being incapacitated with music of a certain genre. In her case it's enka.
- Actually sees her self as a "Love Goddess" as she tried to get her sister and Keiichi together. Though, it usually ends up backfiring. When she joined the Pantheon, she tried to do the same with predictable result. (Never Forget Loveageddon)
- She did have a bit of a problem with Aphrodite who had a issue of her calling herself a "Love Goddess" Thankfully nothing bad happened and the two were able to get along pretty well. In fact, she was able to gather some "love essence" out of Aphrodite. (Never Forget Loveageddon Dos)
- Absolutely loves to drink alcohol which doubles as her energy source. She was delighted when she entered Bacchus' Bar and Grill and saw all the different kinds of alcohol. She was also able to make drinking buddies with Tsunade and Misato Katsuragi.
- Heard rumors about the Sparda twins in that they were both angel/devil hybrids. Sadly, she learned they were only half devils. She also attempted to get to know both the Nephilim of War and Death when she learned they were actually devil/angel hybrids. But she thought twice when she learned they and their other Horsemen siblings actually killed the other Nephilims.
- Encounter Akuma who wanted to challenge her to a fight when he learned she had power that could be equal or greater then her parents. As much as she didn't want to fight him, she didn't have a choice with his agression. And during her fight, she almost unleashed her demon side.
- Got along greatly with Akeno as the two were able to bound over their mutual issues with their parents and how they still love them. That and their combine "ara ara" charmed could electrified an entire room.
- Became a big sister type towards Sicily, which includes all of the teasing, when she learned she was part angel and demon. The two were able to bond over the fact that while they did live in the celestial realm, they were put off over the fact they were demons.
- Heard that Tyr was present in the Pantheon. Believing that he was her father, she went to visit him. Though, it turn out he wasn't her father. But despite that, the Norse deity does act like a father figure.
- Became friends with Bayonetta after the Witch helped her fend off the Angels of Paradiso who were ordered to eliminate her because of her "defile" lineage.
Edited by WhirlRX on Dec 8th 2020 at 9:56:54 AM



No, really.