You are Emma Barnes, and you are broken.
Two weeks ago, you were attacked in your Dad's car...
Two weeks ago, you were attacked in your Dad's car...
User | Total |
---|---|
Lord Ultimus | 9 |
NonSequtur | 1 |
Two weeks ago, you were attacked in your Dad's car, and gang members forced you two out of the car, and threatened to mutilate you. The only reason you are alive and free from dismemberment is thanks to a grey cloaked cape, who murdered half the gang members in front of you. For the first time in your life, you felt what it was like to truly fear for your life, to see someone die right before you, and you haven't been able to stop thinking about it since.
The inborn splats of the game are refereed to as Callings, the ways in which a Princess is called to serve the cause of The Light.
- Champions: Champions are those who stand up and defend those who are weaker than themselves. They are the heroes, the dragon slayers. As such, they have a natural affinity for charms involved combat, as well as those that strengthen themselves and others and grant abilities.
- Graces: Graces are the messengers of Hope. They seek to guide others to confront their own fears and doubts so that they may better serve the light. They have a natural affinity for charms which grant special abilities, as well as those which affect personal relationships and allow the princess to recognize counter supernatural influences. More often than not, they tend to be leaders among any group of Nobility.
- Menders: Menders seek to aide others who are suffering physically or spiritually. They possess affinity for charms that can mend and heal living and non-living things, as well as those that can grant abilities and shape materials.
- Seekers: Detectives, scientists and scholars, seekers are those driven to discover truth and knowledge. They are skilled in charms that allow them to gain knowledge, recognize and counter supernatural influences, and craft illusions.
- Troubadours: Troubadours are artists and performers, seeking to bring joy and enlightenment through their works. They have an affinity for charms of illusion as well as those that arouse emotions and shape materials.
The chosen splats of Princess are the eight Queens. When a Princess reaches the apex of her power she becomes a source of magic, like a colored mirror who not only reflects more of The Light onto the world but impresses her ideals onto it. If a Princess' beliefs align with a Queen she may draw on that source of magic in addition to calling on The Light directly, both to make her magic stronger or to move it in new directions. The Queen's themselves are teachers, mentors, and moral exemplars who help define the ideals Princesses live up to. The five Radiant Queens were killed when the kingdoms fell. Their souls were trapped in the Dreamlands, and they have chosen to remain there after the release as they feel they can do more good as dead Queens than living Princesses. Though most Princesses swear to a Queen it is nearly universal to show some affinity for many Queens.
- Clubs: The Queen of Clubs is loosely based on Taoism, with hints of environmentalism. Her Princesses tend to blend the best of modern life with spiritualism. Fittingly the Queen's philosophies emphasise finding a way to express your true self in harmony with the world, accepting and adapting to change, and to avoid committing violence. Club's signature emotion is Harmony and tranquillity.
- Diamonds: The Queen of Diamonds embodies Enlightenment values. Her courtiers aren't exclusively scientists, engineers or academics, but every member believes in the power of reason to improve the world. Her chief philosophies are to think through a problem before attempting a solution, to educate others, and to focus on big picture structural changes. Diamond's signature emotions are curiosity and wonder.
- Hearts: The Queen of Hearts believes in politeness, responsibility trust and duty. Her Princesses believe that building and leading social institutions is key to making a better world. Heart's chief philosophies are to bring people together in community, to honour traditions and that authority must be earned. Heart's signature emotions are trust and duty.
- Spades: The Queen of Spades favours good humour and lateral thinking. Her Princesses are jesters, rogues and scoundrels who do their best thinking unfettered by social orthodoxy. Spades' philosophies are to think outside the box, to spread laughter, and to think and run quickly so you don't get caught. Spades signature emotion is Laughter.
- Swords: The Queen of Swords believes that you should always follow your heart and your passions. Her Princesses try to become heroes who's example will light the world. Sword's philosophies teach that at heart morality is about not hurting people, the importance of broadening your horizons and of course to embrace your passions. Sword's signature emotion is Love.
The three Twilight Queens survived The Fall, for a given value of "survived." They are the moral flaws of Princesses taken to extremes, and yet their goals are noble. They offer unique advantages unavailable to the Radiant Queens, and many Princesses have been tempted to dabble in their dangerous magic.
- Tears: The Queen of Tears survived The Fall by using unholy magic to turn her city, Alhambra, into an impregnable fortress. Living deep into the heart of The Darkness, she sends her agents out to steal hope itself to keep her city alive. Though she believes in Alhambra's right of rule, the core of Tears' philosophy is protecting the ones you care about, at any cost. Her ability to shelter friends or family in Alhambra, and her unique control over a large mortal infrastructure, tempts the Radiant to her cause. The Queen of Tears' signature emotions are depression and resolve.
- Storms: The Queen of Storms transformed herself into a living embodiment of her own ideals, and so survived The Fall. She remains in the heart of The Darkness, destroying everything within reach, and she grows stronger as her followers die and their souls join the gestalt Queen. Storms' philosophies revolve around killing the Darkness and acceptance of collateral damage, but her powerful battle magic always tempts more followers to her suicidal war. Regular mortals will develop some limited magical abilities if their beliefs align with the Queen of Storms, an effect that no other Queen has demonstrated. The Queen of Storms' signature emotions are rage and hatred.
- Mirrors: The Queen of Mirrors ran away shortly before The Fall. No one knows what she did afterwards, but she is assumed to still be alive, if only because she talks to Princesses outside the Dreamlands. The Queen remains the most distant and unknown of the eight, but her Philosophies are simple: A mixture of vanity and predestination, which attract Princesses who want a life free from constant struggle. The ability to prophecy or remain transformed indefinitely help too. The Queen of Mirrors' signature emotion is vanity and solipsism.