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9''Majesty'' features, besides the Sovereign and his advisor, 7 deities, 14 heroes, 5 henchmen, over 60 monsters and 10 bosses. These are detailed below, some of them individually and some of them collectively.
10[[foldercontrol]]
11[[folder:The Sovereign]]
12The player character, a noble of Sydrian descent who dwells within the palace, never appearing in the game itself save through a brief shot in the opening cutscene, above their castle.
13----
14%%* BigGood
15* FeaturelessProtagonist: Absolutely no details about the Sovereign are ever given in the game.
16* KingIncognito: In [[AllThereInTheManual a short story in the manual]], the sovereign sneaks into the city under a cloak to hear rumors about what dangers are likely to afflict their kingdom soon.
17* MamaBear: One quest has the Sovereign's son kidnapped by elves. You can either pay the ransom, or [[RoaringRampageOfRevenge systematically exterminate every elf in the kingdom]].
18* NonEntityGeneral: Either played straight or subverted depending on the quest. The Sovereign is detailed to be a descendant of the great king Sydrian, and one quest involves taking Sydrian's crown back from the descendants of Gorsha Blackhoof, a minotaur, centuries after Sydrian's death. The Sovereign may have fallen victim to the magical affliction in "Quest for the Magic Ring," seeing as it affected the advisor. The Sovereign falls explicitly and deadly ill in the "Quest for the Holy Chalice," which must be recovered in 30 days to save the Sovereign from death. Also, the Sovereign's mother aspired to build a great settlement in the marshes of Valmorgen, which the Sovereign fulfills in "The Barren Waste," and made a deal with a demon worth 33,000 gold, which the Sovereign pays off with 200% interest in "Deal With The Demon."
19* AQuestGiverIsYou: Your main method for controlling heroes is to offer rewards for things you want done.
20* SupportingLeader: The Sovereign is essentially playing the SupportingLeader and main QuestGiver in a conventional RPG.
21[[/folder]]
22
23[[folder:The Royal Advisor]]
24Lord Venn Fairweather, a NoCelebritiesWereHarmed medieval version of Sean Connery who assists the Sovereign and briefs them in their quests.
25----
26* CharacterNarrator: He reads out the introductory text to each quest.
27* EveryoneCallsHimBarkeep: He actually does have a name, and mentions it in his first appearance, but he's almost always simply referred to as the Royal Advisor.
28* TheGoodChancellor: If nothing else, he's consistently and firmly loyal to the crown.
29* MeaningfulName: "Venn Fairweather" is an elaborate pun involving Old English meaning "Fairweather Friend", although things never get bad enough for him to abandon you.
30* NoCelebritiesWereHarmed: The man who voiced him was specifically doing his quite-convincing impression of Sean Connery.
31* OldRetainer: The Royal Advisor previously served the Sovereign's mother, from whom they inherited the throne, and is still a big fan of hers.
32%%* YesMan: To the Sovereign, frequently.%%How?
33[[/folder]]
34
35[[folder:The Gods]]
36!!Krolm
37
38The eldest of the gods and creator of the world. His sole followers are the barbarians, who live naturalistic and wild lifestyles outside of civilization. About 4000 years ago, Krolm slew the last Dragon King Andraxal-Kerlazor, though his lone son, Vendral, lived on. After this great battle, the wounded Krolm divided part of his essence to create Lunord and Helia. Krolm's followers distrust all other religions, due to being used as disposable mercenaries by the followers of Lunord and Helia in the Six Winters War. He has no official color.
39----
40* AbusiveParents: Grandparent, in this case. He cast Grum-Gog out for being born small and sickly.
41* NonElemental: Unlike his children or grandchildren, he doesn't specialize in any ''particular'' aspect. Except maybe rage.
42* PhysicalGod: One quest, "Avatar of Krolm", has him take a physical form to stomp all over civilization.
43* SayMyName: The "Rage of Krolm" spell comes with a roar of "KROOOOOLM! KROOOOOOLM! [[RuleOfThree KROOOOOLM!]]"
44* TopGod: The creator of Ardania and progenitor to all other gods... not that any of the others actually consider him the top god. He's pretty bitter about that.
45* UnstoppableRage: Instead of a regular temple spell, you can incite a "Rage of Krolm" that gifts all of your heroes with this.
46
47!!Lunord
48
49The son of Krolm, and the god of the moon. The Adepts follow and worship him, and he has long feuded with his sister Helia. He also seems to possess some healing powers, judging by the fact the Holy Chalice was of his making. He and Helia, despite their rivalry, came together to sire seven children. The eldest, who would become Grum-Gog, the Lord of Pestilence, rallied trolls and goblins into battle with little success. The second child, Url Shekk, was cast into the netherworld by Helia due to his hatred for light. The third child, Rrongol, was mentally deficient and followed Lunord's every step until the frustrated god cast Rrongol into the mortal world. The final four children were quadruplets, and would become Agrela, Krypta, Dauros, and Fervus, the goddesses and gods of life, death, order, and chaos, respectively. His official color is white.
50----
51* AbusiveParents: Towards Rrongol, a special-needs thing. Lunord got sick of babysitting him, and cast him into the mortal world.
52* BlowYouAway: Most of his powers revolve around wind.
53* DivineIncest: He fathered seven kids with his sister, thereby producing the majority of the other gods.
54* GodOfTheMoon: Lunord is the god of the moon, and is opposed to the sun goddess Helia -- you cannot build a temple to Lunord if one already exists for Helia, and vice versa.
55* SolarAndLunar: He's a lunar god in opposition to his sister, the sun goddess.
56
57!!Helia
58
59The daughter of Krolm, and the goddess of the sun. The Solarii follow and worship her, and she has potent fire magics that can devastate her followers' foes. The mainstay of her militant followers are female. Her official color is dark yellow.
60----
61* AbusiveParents: Towards Url-Shekk, who offended her by hating light and was cast into the netherworld for it.
62* DivineIncest: She had seven children with her brother.
63* GodOfLight: Helia is the goddess of the sun, and is opposed to the moon god Lunord -- you cannot build a temple to Helia if one already exists for Lunord, and vice versa. Unusually, in ''Warlock'', she is the primary deity of the werewolves -- the werewolf Great Mage is her high priest, and the beast faction's temple unit for her are werewolf priests of the sun -- due to the wolves having been cast out of Lunord's sight when their old king tried and failed to usurp his power, forcing them to go to her for protection.
64* PlayingWithFire: Most of her spells are scorchers.
65* SolarAndLunar: She's a sun goddess in opposition to her brother, the moon god.
66
67!!Agrela
68
69The goddess of life, who wields potent magics capable of healing, providing stat bonuses and even resurrecting fallen creatures. Her followers are the female Healers. Agrela's official color is blue.
70----
71* CloserToEarth: Her spells aren't combative and neither are her followers, but they're eminently useful.
72* SoulPower: A non-sinister resurrection spell, a stat boost, and healing.
73
74!!Krypta
75
76The goddess of death, who, despite her description, does not actively seek to cause death and seeks to treat all of her charges fairly. Her followers are the gothic Priestesses, and her official color is red.
77----
78* AllAreEqualInDeath: Everyone is equal in her eyes, from the highest king to the lowliest peasant.
79* CastingAShadow: Her temple spells cast debuffs and raise skeletons to support the character it's cast on.
80* DarkIsNotEvil: While she's the ruler of death, she's fair and just. Her temple's spells are also really useful.
81* DontFearTheReaper: Krypta simply administers death.
82* GodOfTheDead: She's the overseer of the afterlife and charged with watching over the souls of the deceased, which she does with absolute impartiality and fairness. She does not seem to have any particular issue with the undead, however -- in ''Warlock'', she grants spells specifically designed to have favorable effects for undead troops, and her high priestess, the Empress, is one of the playable undead Great Mages.
83* RedAndBlackColorScheme: Her followers wear black, with [[InTheHood long red hooded cloaks]].
84
85!!Dauros
86
87The god of order, whose followers are stalwartly lawful. They are the righteous Paladins and the quiet, StoneWall Monks. His official color is grey.
88----
89%%* CrystalDragonJesus: Moreso than any of the others, at least.%%How?
90* GodOfKnowledge: He is also associated with knowledge. His priests view knowledge as power, especially when it is kept concealed; his high priest, one of the playable Great Mages in ''Warlock'', is consequently known as the Grand Librarian.
91* GodOfOrder: He's the god of order, and his followers are monks and paladins who act in rigidly self-controlled and righteous manners and scholars who seek to gather, order and expand knowledge.
92* TakenForGranite: His Petrify spell can turn enemies to stone.
93
94!!Fervus
95
96The god of chaos, whose followers are nature-based and chaotic. He wields significant influence over the creatures of the wilderness, and his official color is green.
97----
98%%* DarkIsNotEvil
99* GodOfChaos: He is the god of chaos, and opposed to his brother, Dauros, who oversees order. He is mainly associated with the wilderness and the creatures that dwell within it.
100* GreenThumb: His "Vines" immobilizing spell. The cultists' gardening habits also point to this.
101[[/folder]]
102
103[[folder:Heroes]]
104!!Adepts
105->''"Lunord hides our fate in the winds."''
106
107Quick footed followers of Lunord, who brandish staffs and wear light leather armor. They have a tendency to patrol the city and while fragile, can come to the aid of the player on very short notice.
108----
109* BlowYouAway: They learn wind spells for combat and as a buff to make themselves faster.
110* FlashStep: At high levels in the expansion, they can use this to teleport across the map like a magical SWAT team.
111* FragileSpeedster: Adepts are one of the physically fastest heroes, but at low levels they're a bit squishy and tend to flee if they so much as break a fingernail.
112* LightningBruiser: See above; you'll only get to see them fight to the full extent of their prowess when they're defending their temple or the realm.
113
114!!Barbarians
115->''"Get ready to rumble!"''
116
117The current and largely only followers of Krolm. They are one of the oldest groups in Ardania, dating back to before the defeat of Andraxal-Kerlazor. They are tough, can dish out absolutely devastating amounts of damage, but are quite slow to boot. They gain extra bonuses from the sole Krolm spell, the Rage of Krolm, and have the strongest tendency to charge into and stay in battle of all the heroes in the game. While the barbarians were responsible for setting back magic around 2500 years by killing the first human wizard, Brashnard, they and the wizards have had a bond of brotherhood ever since the great wizard Tholar IV saved their hides during the dark wizard Andravus's minotaur-driven siege of Lormidia. They also share an affinity with rangers, both preferring the wilderness to civilization and both having somewhat of a bond with nature. Due to being used as disposable mercenary troops by the warring city states in the Six Winters War, they distrust all other religious adherents.
118----
119* BarbarianHero: Well, ''yeah''. Their god detests civilization and its trappings, so this is a given.
120* BloodKnight: They love fighting and will often go hunting for monsters.
121* BrutishCharacterBrutishWeapon: They carry around very big axes, which paired with the club, emphasizes their brutality.
122* DualWielding: They dual wield an axe and a club.
123* LargeHam: THEY YELL ALL THE TIME!
124* MightyGlacier: With their huge weapons and enough (not high, just enough) bulk to withstand several hits. Yet, they are not the fastest ones to respond, unless given a teleportation amulet.
125* NatureHero: They live extremely close to nature and far from baths and razors, although it's less pro-nature than it is anti-civilization.
126* NonLethalKO: This is actually a unique ability of theirs (even Healers still have to die before they can rez). A Barbarian with 0[=HP=] has a chance to simply stay faceplanted for a while before he gets up to savage again.
127* NubileSavage: They wear nothing but rags, boots, and animal skins.
128* ReligiousBruiser: It might not be the first trope that springs to mind, but they are ''really'' devoted to Krolm.
129* SuicidalOverconfidence: Almost all heroes are guilty of this, but they are particularly egregious examples.
130
131!!Cultists
132->''"Three cheers for Fervus!"''
133
134The ministers of Fervus, who wear spirit masks and have a deep connection to the creatures of Ardania's wilderness, even having the ability to charm and transform into them, and blend into the natural environment as though they were invisible.
135----
136* ChameleonCamouflage: From a certain level, they gain the ability to camouflage with the surroundings. This allows them to stay almost invisible to dangers and also removes them from the mini-map.
137* {{Cloudcuckoolander}}: They seem rather disconnected with reality.
138* CoolMask: Cultists sport a bark mask that covers the entire face.
139* FluffyTamer: The longer a Cultist is around, the more fearsome the array of their charmed animals will become--with the sole exceptions of dragons, greater gorgons, and yetis. Their temple also ''spawns'' Fluffies to tame, going from Rocs to Vargs to ''Hellbears''.
140* FragileSpeedster: Their attack speed is quite fast, but their defense stats are... lacking. Like the priestesses, this becomes irrelevant at high levels because they'll have their own personal pack of defenders.
141* FriendToAllLivingThings: Their main ability is charming animals and while other heroes raid creature lairs, Cultists simply patrol them and enchant whatever comes out.
142* GreenThumb: They plant poisonous herbs that rangers and rogues collect.
143* LeaningOnTheFourthWall / TheCuckoolanderWasRight: Whenever they level up, they say "Ooh! Pretty star!". Every time any hero levels up, a star appears above their head...
144* NatureHero: Animal-loving nature loons who dress in loincloths and live in temples that are rock grottos.
145* NubileSavage: They are even less dressed than the barbarians, wearing only a mask and loincloth.
146* SetAMookToKillAMook: They can, at varying levels, charm wild beasts. The higher the level, the more powerful the beast.
147* VoluntaryShapeshifting: They can transform into hellbears at later levels, vastly increasing their fighting prowess.
148
149!!Dwarves
150->''"Ho-diddly-hey-diddly-ho-diddly-ho!"''
151
152[[OurDwarvesAreAllTheSame No introduction needed]]. They are mechanical geniuses and master craftsmen who are slow but heavy hitting and heavily armored.
153----
154* ArtificialStupidity: Like the gnomes, they can build and repair buildings very quickly. However, unlike gnomes, they will try to defend buildings that are under attack even when they're outnumbered and repairing the building would be a much smarter option.
155* TheEngineer: Dwarves only come to a kingdom with a level three blacksmith and allow for the construction of very complicated-looking defense structures. When the dwarves are at home in their settlement, all the gears and windmills clank and ring.
156* HumongousHeadedHammer: They wield huge hammers as weapons and use them as tools for repair.
157* MightyGlacier: No faster than barbarians, but incredibly powerful, and they also wear tough armour.
158* OurDwarvesAreAllTheSame: Your standard fantasy dwarf, although they're more interested in construction than mining.
159* ThePerfectionist: The Dwarf's Tale, on the Majesty website, is an instruction manual for building a "Single-Wheeled, Hand-Driven, All-Purpose Utility Cart" - that is, [[ExpospeakGag a wheelbarrow]]. Among other things, it requires that the wood be taken from a specific part of the trunk of a specific species of tree, at a specific age, at a specific height above sea level.
160* StoneWall: They're even more durable than monks, and have by far the highest natural magic resistance.
161* {{Workaholic}}: Most of their voice lines point to this. When they get into a fight they complain "Not now! I've got work to do!", when leveling up it's "Hard work is its own reward!" etc.
162
163!!Elves
164->''"Long live the Elves!"''
165
166Dainty, pointy-eared humanoids and archers, [[OurElvesAreDifferent who are known for their aversion to the sea, propensity for gambling, links to the rogues and hedonistic lifestyles]].
167----
168* AmazingTechnicolorPopulation: They have vaguely bluish skin.
169* {{Atlantis}}: There are slight clues as to this being their unknown area of origin, due to their aversion to water, ancient nature, mysterious past and arrival on boats from the east. Also, some FridgeBrilliance is invoked when you consider suspicions fell upon them for the [[Literature/TheOdyssey unknown sailor]] who shot Dirgo through the eye.
170* TheBard: One of their standard activities is performing at inns and gazebos.
171* {{Elfeminate}}: Although their portrait is somewhat masculine-looking, they speak with clearly female voices, and their names could go either way. (The sequel implies they were male by saying that all male Elves left Ardania and having female (and rather differently looking) Elven units instead. Spin-off ''VideoGame/WarlockMasterOfTheArcane'' confirms it - Elves have different skin/hair color depending on gender with blue being male-only thing.)
172* TheFairFolk: Of the subtrope on the Different Elves trope page, they're closest to this, but they're too civilized to be an exact fit.
173* TheHedonist: They love to visit gambling halls and the "lounges" they bring to the kingdom are basically brothels, if that alluring sigh is any indication.
174* OurElvesAreDifferent: Were you expecting wise, immortal beings of surpassing grace and beauty? Congratulations, you got a bunch of pleasure-seeking fey who are one step up from criminals.
175
176!!Gnomes
177->''"Doh-dee-doh-dee-doh-dee-doh."''
178
179A race even more diminuitive than dwarves, a weak, nimble and humble folk who have an incredible knack for construction and repair work.
180----
181* ArtificialStupidity: An aversion for once. Unlike dwarves, they ''will'' repair buildings that are under attack instead of trying to defend them.
182* FragileSpeedster: They are really fast and quickly respond to any building being under attack, but not only they are not that tough, they only wield knives and can't use them well.
183* LethalJokeCharacter: Sort of. While they suck at combat, they are the best builders in the game, plus you can have up to ''nine'' of them at time. They'll also actually try to repair buildings instead of defending them like the dwarves do.
184* MagikarpPower: If you manage to (somehow) get them up to level 8, they will transform into gnome champions, who have stats on par with ''[[GameBreaker paladins]]''.
185* OurGnomesAreWeirder: They're hardworking but unhygienic little grubbers with knobbly faces.
186* ThePigPen: Described as filthy, dirty little creatures that live in shanty towns.
187
188!!Healers
189->''"Let Agrela help."''
190
191The priestesses of Agrela, who dispense healing to those in need and use their powers to regenerate what most other deities and their followers destroy.
192----
193* ArtificialBrilliance: They will seek out wounded tax collectors to heal them. Words cannot describe how helpful this is.
194* BackFromTheDead: They can resurrect themselves once for every CharacterLevel as long as their temple is still intact.
195* BaldMystic: Healers are ''incredibly'' useful heroes to have around. Their healing abilities and habit of tailing heroes helps raise everyone's level, and they all have shaved heads for religious reasons.
196* BerserkButton: Apart from self-defense, the only thing that can make them break out their daggers is an attack on the Temple, or an attack on the Palace.
197* BewareTheNiceOnes: Healers are mostly pacifistic and concerned with healing. However, if an attack on their temple or the palace runs long enough, they will begin to actively seek out and hunt down new threats.
198* CombatMedic: Downplayed, but they do wield daggers. Generally, you only see them if their temple or the palace is under attack.
199* GreenThumb: They plant healing herbs around the kingdom, which rangers collect to make potions.
200* HolyHandGrenade: In the expansion, they can sic this on undead.
201* TheMedic: Their standard behavior is "following and healing", sometimes listed as "healing others" if they aren't following anyone and happen on a fight. When not doing that, they plant healing herbs.
202* NighInvulnerable: While they keel over if poked, they can keep a safe distance from fights and rack up experience points by healing others. Combine this with BackFromTheDead, above, and any healer above level ten or so (and they'll get there pretty quickly) will likely not be able to actually die unless their temple is destroyed.
203* NoExperiencePointsForMedic: Awesomely averted. They'll frequently end up being your highest-level heroes.
204* SquishyWizard: They're very fragile, so it is a good thing they can heal.
205* TechnicalPacifist: They will rarely ever fight and will even heal enemy heroes, but they do carry knives if things get too rough.
206* WhiteMagicianGirl: Their function in the game. They often team up with danger-seeking Warriors.
207
208!!Monks
209->''"Om-ni-ah, om-ni-ah-ni-oh..."''
210
211A quiet, stone faced group of stalwart worshippers of Dauros, who possess magicks capable of temporarily turning creatures to living stone and having potent hand to hand skills to boot.
212----
213* ArtificialStupidity: When they detect a treasure chest, they will go all the way there and behave as if they've found it full, even though it was usually found and emptied by someone else first. (On the plus side, they tend to encounter and kill monsters on the way.)
214* BareFistedMonk: They never wear and wield any weapons, since their Hands of Steel spell boosts their attack power enough for their bare hands to be a substitute for a weapon.
215* ElectiveMute: All the monks have taken a vow of silence, which lends to their air of mystery.
216* KiManipulation: Can learn the Energy Blast spell from the library, though whether they ever ''will'' do this is completely up to the AI.
217* TheQuietOne: They don't speak any actual words; all their lines of dialogue are variants of "Ooh" or, sometimes, "ohm".
218* ReligiousBruiser: Very literal on the bruising part with their buffs. Since Dauros is the god of Law, their routine is usually hunting monsters, and they're less likely[[note]]although not ''never''[[/note]] to be tempted into Elven Lounges or Gambling Halls.
219* TheStoic: Even in battle, they do not show much emotions.
220* StoneWall: Almost literally thanks to their magic. They are really slow, but also really hard to kill.
221
222!!Paladins
223->''"The law of Dauros is above all others!"''
224
225The more militant and female followers of Dauros, who wield longswords with incredible skill and precision while wearing heavy plate armor outmatching even that of the warriors.
226----
227* ActionGirl: Only barbarians, solarii and warriors of discord can match their fighting prowess in hand-to-hand combat.
228* {{BFS}}: The swords they wield may be somewhat thin, but it's about half their height.
229* ChainmailBikini: Averted. They're in head-to-toe plate.
230* HelmetsAreHardlyHeroic: Also averted. It should be noted that their helmet leaves an opening for the face, which sidesteps the biggest reason why developers use this trope in the first place.
231* HolierThanThou: According to the flavor text, often perceived as such.
232* HolyHandGrenade: At high levels, they can harm nearby undead.
233* HonorBeforeReason: They have an unfortunate tendency to start berserking when surrounded by enemies which individually would be a fair fight, but in a group are ''not''.
234* KnightInShiningArmor: Even more so than typical warriors. Their dialogue lines are all self-righteous, even when finding random treasure chests. "An item of ''holy'' significance!"
235* LadyOfWar: They're very imposing and graceful.
236* LargeHam: At times. With their height and eagerness to jump into any kind of battle for the sake of righteousness, a little scenery-chewing is inevitable.
237* LightningBruiser: They're as fast as rangers despite being decked out in full plate mail and hit ''very'' hard.
238* ReligiousBruiser: Their voice lines are all Dauros this, Dauros that. And while idling, they will sometimes kneel to him in prayer.
239
240!!Priestesses
241->''"Pestilence and decay."''
242
243The red-robed, pale-skinned, gothic priestesses of Krypta, who wield magical staffs allowing them to project powerful spells against their enemies.
244----
245* ActionGirl: Their magic can be very potent, especially their main spell, which vampirically drains the enemies life and gives it to the priestess.
246* CastingAShadow: Their non-necromancy spell is a life drain and the temple spells are two necromancy, one debuff.
247* CreepyGood: No, they're not evil. They just speak in weird echoey voices, wear heavy black makeup and blood-red robes, surround themselves with undead minions, and have names like "Sister Lifesbane".
248* DarkIsNotEvil: "The Priestess' Tale" on the ''Majesty'' website has them explain their philosophy. They don't rejoice in death just because it's death; mass-murdering monsters profane Krypta's work. Krypta in fact sees herself as something of an egalitarian.
249* DeathSeeker: They won't go out of their way to die, but when they do, they say "At last!" They also complain if you resurrect them.
250* DemBones: They can summon skeletons to aid them in combat. In fact, whenever a priestess is finished doing something (being recruited, killing a monster, bounty hunting) she summons a skeleton as a matter of course.
251* {{Necromancy}}: This is their schtick--they raise undead and can control existing ones. High-level priestesses can even have vampires as minions.
252* SetAMookToKillAMook: Much like the cultists, but with the undead.
253* SquishyWizard: They have low defense and health, but regularly create skeletons to fight for them, which distract monsters from the priestesses themselves. They are also have a life drain spell, which can keep them alive if they manage to survive a hit or two.
254
255!!Rangers
256->''"I take the path less traveled."''
257
258Natural explorers and frontiersmen who live for the natural world and are just as skilled at shooting it down from a distance using their powerful bows.
259----
260* BirdsOfAFeather: A non-romantic version with Barbarians due to historical battle alliance and a natural affinity as people who prefer the wilds to civilization (although the Rangers are less virulently averse to it). Rangers will usually engage in follow-and-support behavior with Barbarians.
261* BoldExplorer: Their usual priorities are buying healing potions and then plunging into the wild to explore your territory. Once they've revealed the entire map, they will periodically leave it for "distant lands" because there's nothing left for them to explore here.
262* ForestRanger: Their guilds are camps (which can be moved at need) rather than a building and they're far more at home in the wilderness than in town.
263* NoArcInArchery: Their arrows follow a straight line, but they're usually shooting from short range.
264* WeaksauceWeakness: In the original, Rangers will almost always flee from skeletons. Too much empty space to fire at, y'know.
265
266!!Rogues
267->''"One day, this will all be mine!"''
268
269Wily, greedy characters with a lot of guile and moxie. They wear light leather armor and wield crossbows, which they often choose to poison for an extra touch.
270----
271* AntiHero: Yes, you just hired Skeeve the Filthy, and yes, that is him ''robbing your marketplace''.
272* AutomaticCrossbows: Averted. They can be seen reloading their crossbows, even if only briefly.
273* BoringButPractical: They are among the weakest and most inglorious hero classes, but their [[OnlyInItForTheMoney greed]] means they are easily and promptly tempted by modest bounties. Since bounties are pretty much your only way to control heroes, rogues can paradoxically become your most loyal agents. They're also surprisingly reliable base defenders, as they often spend time around the town [[note]]you know, robbing the townspeople[[/note]], and rapidly respond to attacks by ratmen [[note]]who they consider competition in robbery[[/note]], who are common {{Mook}}s that often spawn inside the town from sewer grates, and like to target your tax collectors, so fending them off swiftly is important for the economy.
274* TheGambler: If you have a Rogues' Guild and Elves, they'll set up a Gambling Hall.
275* MoneyFetish: They are ''obsessed''. About half their lines are about gold. They're paranoid that monsters are after their gold. And if they die, their final words are to leave their gold alone.
276* OnlyInItForTheMoney: They'll respond to most reward flags purely for profit. You can even set a reward flag on whatever buildings they're allied with and ''they will destroy it,'' solely because there's enough money on it.
277* {{Plunder}}: They're often found robbing graves.
278* TheSyndicate: They have shades of this, particularly with the guild function "Extort." It fills your treasury with all taxes immediately (minus a cut for the Rogues, of course...) by sending guild enforcers out to break into your subject's homes and grab all the gold.
279
280!!Solarii
281->''"Hotter! Brighter!"''
282
283Mace-wielding women warriors capable of potent fire magics and possessing strong resilience and moderate speed.
284----
285* ActionGirl: A solarus goes out of her way to find evil to fight and shares most of her routine behavior with Warriors--hunting, raiding lairs, and garrisoning guardhouses.
286* BoldExplorer: If there are no guardhouses in the realm, Solarii will plunge in the wilderness to find lairs to raid.
287%%* LadyOfWar
288* LightningBruiser: While they aren't as fast as adepts, they are significantly faster than warriors.
289* PlayingWithFire: Their sun spells are both light and heat. (Their sight-enemy quote also happens to be the trope name.)
290* TokenMinority: The only dark-skinned human characters.
291* ReligiousBruiser: They and Barbarians are probably the most physically-oriented temple heroes.
292* SternSunWorshippers: The Solarii are not evil, but they can be stern and arrogant. They also have an intense rivalry with the adepts who worship Helia's rival, Lunard, the moon god.
293
294!!Warriors
295->''"I'm ready for any trouble!"''
296
297Sword- and shield-wielding men who move somewhat slowly but are capable of putting up a good defense and can also dish it out.
298----
299* BadassNormal: No spells, average intelligence, but still really good at killing things.
300* BerserkButton: When a Temple to Agrela is under attack, they'll almost always turn from whatever they're doing to defend it.
301* BoringButPractical: They don't have any special abilities, but they're a staple for building up your kingdom because they're sturdy at low levels, can instantly be summoned home to defend the kingdom, and aren't expensive to recruit.
302* DumbMuscle: Not as dumb as some, but they have average-to-subpar intellect and have more of a reputation for charging in valorously than intelligently.
303* HelmetsAreHardlyHeroic: Averted. Like paladins, their faces are visible.
304* KnightInShiningArmor: They certainly see themselves as such, although the ReligiousBruiser heroes probably have a better claim to righteousness. However, they play it very straight when it comes to Agrela and her followers.
305* MightyGlacier: They're slow of foot but they can take a lot of punishment, making them less inclined to flee the worse monsters. They're also strong enough to deal a good amount of damage once they get there.
306* OvershadowedByAwesome: On their own, Warriors are respectable units with high HP, good physical defense, reasonable AI, and can be instantly teleported home to defend unexpected attacks. Unfortunately, they are also the only basic unit in the game has a guild that recruits higher-tier units (Paladin or Warrior of Discord), in the same slot. Thus, players often use Warriors as "starter" heroes until they have the temples and cash to replace them with Paladins or Warriors of Discord.
307* SmallNameBigEgo: They have quite a lot of confidence in their own skills even though most other hero classes are more versatile / faster / smarter.
308
309!!Warriors of Discord
310->"Bawk -- bawk bawk bawk!"
311
312Strange leather- and ironclad creatures summoned by cultists of Fervus to fight. They appear to be creatures of pure chaos, wielding giant pickaxes to great effect and having a strong thirst for combat.
313----
314* BloodKnight: They basically live to kill stuff.
315* BodyHorror: According to the Majesty website, they were once ordinary Cultists who have been enchanted into becoming insane brutes.
316* {{Cloudcuckoolander}}: They're even more detached from reality than Cultists, if that quote is any indication.
317* DumbMuscle: Unlike cultists, who act like clever naturalists and spellcasters, Warriors of Discord are extremely dim and have a tiny intelligence stat.
318* GlassCannon: They are enormous and powerful but have lacking defenses.
319* HellBentForLeather: A lot of heroes wear leather gear, yet these ones look like they've came to a BDSM party.
320* HelmetsAreHardlyHeroic: Inverted. Unlike the Paladin and Warrior, Warriors of Discord do indeed wear face-concealing helmets; but then again, they're also the least "heroic" characters in the game (barring monsters).
321* InsaneEqualsViolent: Their Tale on the website is told secondhand by a Cultist who indicates that the rites which turn a normal man into a Warrior of Discord deliberately shatter his mind to make him a true vessel of chaos--and this also makes him one of the most ''brutal'' of the recruitable hero classes.
322* LargeHam: "RRRRRRRAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHH! ''Come to Papa!''"
323* MightyGlacier: Unlike Paladins they're fairly slow, but boy can they dish out damage.
324* NubileSavage: Outside of their helmets and some leather straps, they are almost naked.
325* PsychopathicManchild: They seem to be quite childish and naive, despite their bloodlust.
326* SinisterScythe: Their "blade-sticks" are very brutal-looking weapons.
327* SuicidalOverconfidence: Almost every hero is guilty of this, but they are a rather egregious example.
328
329!!Wizards
330->''"Where did I put my spellbook?"''
331
332Hooded and bearded elderly fellows who project magic from their staffs and, while extremely frail, are capable of magical attacks beyond the ability of even the most powerful temple heroes.
333----
334* {{Cloudcuckoolander}}: When they're not casting hurricanes of fire, they're rather befuddled old men.
335* GlassCannon: A high-level wizard will still have a very low constitution compared to his fellow heroes. That doesn't matter as much, though, because it's hard for the monsters to get beyond the meteor storm he just cast.
336* MagicalIncantation: Everything is cast with the word "Abderazzaq!"
337* MagikarpPower: They start with such a pathetic amount of hit points[[note]]four, to be exact[[/note]] that a single bite from a giant rat can kill them, but get them to a level where they can actually survive a few hits from the average monster and they'll take out almost anything in a few shots (and actually be able to stay alive while doing so).
338* {{Metaphorgotten}}: Their EasterEgg line. "He who laughs first is, uh... worth two in the bush?"
339* MeteorSummoningAttack: Meteor Storm, probably the most powerful spell they can learn in the library. It creates a swirling vortex that continuously blasts every nearby enemy with flaming meteors until it expires.
340* MundaneUtility: Once they learn the teleport spell, [[TeleportSpam they will use it]] for ''everything'', whether they're fleeing a monster or crossing the street to the Marketplace.
341* PlayingWithFire: Though their basic spell is PureEnergy, the spells they can learn from libraries are this.
342* SquishyWizard: Low-level wizards are ''extremely'' fragile, starting with just four hit points. It takes a lot of babysitting with temple spells for them to reach higher levels because while they start with the ability to do good spell damage, they can go down in one hit and frequently run away because of it.
343* WizardBeard: Naturally. In fact, the white beard is the only facial feature visible under their hoods.
344* WizardClassic: Being from a cliche medieval setting, Wizards hit every item on the list. Robes and beard? Check. Old man? Check. Exclusively spellcasters? Check. Humorous befuddlement? Check. Their guild halls are also towers that grow in height and elaborate architecture when upgraded.
345[[/folder]]
346
347[[folder:Monsters]]
348The various creatures that skulk, walk, slither, run and fly through the realm of Ardania. They originate both from off the map and from their numerous on-map lairs.
349----
350%%* BearsAreBadNews: Hellbears. However, this is inverted for cultists.%%Why are they examples?
351* BigfootSasquatchAndYeti: Yetis and wendigo are enemies in the expansion.
352* BossInMookClothing:
353** Vampires, who can suck the life out of their enemies to regenerate themselves and cast a magic mirror spell, which can easily kill your wizards by rebounding their powerful incantations back at them.
354** Daemonwoods also count; they have an incredibly large pool of hit points, invisible on the mini-map and for heroes, and hit ''hard''. Woe betide any low-level hero who stumbles across one.
355** Greater gorgons can [[TakenForGranite petrify heroes]], spawn [[GoddamnedBats medusae]], and execute powerful ranged attacks. If you see one, hope your heroes can gang up on it in time before it becomes a problem. And if you have a whole ''swarm'' on them on your doorstep...good luck.
356** Yetis are daemonwoods taken a few steps further. 250 HP and capable of dishing out upwards of 40 damage per attack? HaveANiceDeath, [[SuicidalOverconfidence heroes]].
357* CallARabbitASmeerp: Vargs are essentially just wolves.
358* DeathOfAThousandCuts: Devil Flowers. They are not that powerful, yet they tend to appear in groups and also have fast poisonous ranged attack. If a lone hero would encounter them, there's a high risk he or she would be spat over to death. Also, Flowers as invisible on the mini-map as Daemonwoods.
359%%* DemBones: Skeletons.
360%%* ExtraEyes: Evil oculi.
361* GaiasVengeance: Daemonwoods despise humans for despoiling their lands and cutting them down.
362%%* GiantSpider: There's an enemy named exactly that.%%Which is an example why?
363%%* {{Golem}}: The rock golem is ExactlyWhatItSaysOnTheTin.%%Meaning?
364* MookMaker: Greater gorgons in the expansion can spawn medusae.
365%%* NatureSpirit: Dryads and, to a lesser extent, daemonwoods.
366* NightOfTheLivingMooks: Skeletons and zombies, which can spawn from graveyards, as well as vampires.
367%%* OurMinotaursAreDifferent:
368* OurWerewolvesAreDifferent: Stated to be the result of an incurable lycanthropy bug. They shrink back into human form when killed.
369* RodentsOfUnusualSize: Giant rats, ratmen, ratmen champions, and ratmen shamanesses.
370%%* SmashMook: Trolls and minotaurs.
371* TakenForGranite: Greater gorgons are capable of doing this to your heroes; this is the main reason why they're DemonicSpiders and [[BossInMookClothing Bosses In Mook Clothing]].
372* TimeAbyss: Daemonwoods predate humanity.
373* {{Wendigo}}: The wendigo enemy doesn't seem strongly associated with the actual myth; they more resemble small yetis that can teleport.
374* WhenTreesAttack: Daemonwoods. Their conditional invisibility reflects the difficulty of distinguishing them from regular trees.
375%%* WingedHumanoid: Harpies.
376[[/folder]]
377
378[[folder:Bosses]]
379!!Url Shekk
380
381A three-headed creature that goes around enslaving the local inhabitants to help satiate his hatred for light.
382----
383* AbusiveParents: His mom threw him into the underworld because he hates light.
384* DeathOfAThousandCuts: His attack is launching low-to-medium-damage fireballs very fast.
385* EmotionEater: He apparently feeds on pain and suffering, hence his cruel treatment of his slaves.
386* MultipleHeadCase: Three of 'em, and this gives him an incredible rate of attack with his fireballs.
387%%* RuleOfThree
388* SlaveryIsASpecialKindOfEvil: He doesn't actually appear and attack until you destroy all of his slave pits. But keeping slave pits and tying heroes up on crosses solely to torment them might just be worse.
389* TheUnfavorite: Of his mother's seven children, he's the one she hates the most.
390
391!!Black Phantoms
392
393Eldritch creatures of apparently sorcerous origin who guard a magic healing ring.
394----
395%%* BlackCloak
396%%* CaptainErsatz: [[Literature/TheLordOfTheRings Guess.]]
397* GlassCannon: Individually, they have relatively low HP totals -- around the same amount as a daemonwood tree -- though they are immune to magic. However, their spellcasting powers are outstanding.
398* NoSell: Spells don't do a thing to them.
399* RuleOfThree: They appear in groups of three.
400* SquishyWizard: Somewhat averted: though they do have lower HP than expected and low resistance to close-ranged attacks, they still are not that easy to take down. But their "wizard" part works in full force: their powers are very similar to your own Wizards, if not even more powerful.
401
402!!Dirgo
403
404A giant cyclops who lived off the east coast of Ardania before an unknown sailor shot him through his eye, blinding him. He has since gone on a rampage across Ardania until he finds the sailor responsible.
405----
406%%* DamageSpongeBoss
407%%* EyepatchOfPower
408%%* RoaringRampageOfRevenge
409* SayMyName: "DI-RGO!"
410* ShoutOut: His past blinding is a reference to Odysseus putting out Polyphemus' eye to ''Literature/TheOdyssey''.
411
412!!Rrongol the Hunter
413
414A reptilian creature, deemed by his estranged father, Lunord, to be too dimwitted to be considered among the pantheon. He relentlessly hunts any hero who comes across his path and jealously guards a holy chalice created by his father.
415----
416* AbusiveParents: His father, Lunord, didn't like him and threw him out.
417%%* HeroKiller
418* LizardFolk: A scaled, reptilian monster with two long tails, and slit pupils.
419* PoisonedWeapons: Wields a particularly nasty poisoned blade.
420* TheUnfavorite: His father has no use for him.
421
422!!The Liche Queen
423
424A former high priestess of Krypta, whose mind snapped during a ritual attempting to boost Krypta's power, turning her into a lunatic with a desire to destroy all life.
425----
426%%* CastingAShadow
427* DemBones: Being a priestess of Krypta, she can cast the same skeleton creation spell.
428%%* EvilOldFolks
429%%* LargeHam
430* OmnicidalManiac: Her ultimate goal is to wipe out ''all life''. The jury is still out on how Krypta herself feels about this.
431
432!!The Witch King
433
434A creature of unknown origin with great sorcerous powers, including control over spiders and potent poisons. He has long been a thorn in the side of the Sydrian line, and seems to bounce back from many deadly conflicts.
435----
436* GetBackHereBoss: In The Day of Reckoning. He appears on the other side of the map and stays around the edges, sending swarms of {{Giant Spider}}s at you.
437* LargeHam / IncomingHam: "'''''THIS''''' ''is'' '''''MY''''' ''realm!''"
438* NoIndoorVoice: Ye gods. His opening line is bad enough, but his death clip is so loud it makes many players cringe -- "'''''MIIIIINE!!'''''"
439
440!!Vendral
441[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d49ap7k_76a317b4_2c98_42fb_9cd5_34af7e0283fb.png]]
442 [[caption-width-right:350:Who has disturbed my slumber?!]]
443
444The two-headed heir of the last dragon king, Andraxl-Kerlazor.
445----
446* IncomingHam: "'''''WHO HAS DISTURBED MY SLUMBER?!'''''"
447%%* LargeHam
448* MultipleHeadCase: Sports two heads, and uses them to great effect.
449* OurDragonsAreDifferent: He's a purple, two-headed dragon.
450* TimeAbyss: "I have lived thousands of years, and shall live thousands more."
451* VoiceOfTheLegion: As he has two heads, he says everything in two-part harmony.
452
453!!King Rhoden I
454
455The new and rising king of the Ratmen, who organises a massive assault on a northern settlement.
456----
457* BossBanter: He taunts you throughout the map before revealing himself.
458* FantasticRacism: Judging by his quotes, he ''really'' hates humans.
459%%* KingMook: Literally.
460%%* PoisonousPerson
461* RodentsOfUnusualSize: Ratmen in general tower above your heroes, and Rhoden is the biggest one you'll see.
462
463!!Styx and Stones
464
465Two warriors as linked in death as they were in life.
466----
467* BackFromTheDead: If you don't kill both within a day, the other is revived.
468* DualBoss: A particularly frustrating one, since A: They need to both be killed within a day to end their threat, and B: They sometimes wander off in opposite directions, forcing you to comb the map for them with quite a few heroes.
469%%* PunnyName
470%%* SpikesOfVillainy
471
472!!The Abomination
473
474The term used for the creature that killed the renowned paladin Glohrea Oathtaker. None have seen it and lived to tell the tale. [[spoiler:Pyrog the Shadowed died while creating a creature far stronger than even the oculi, which are one of the most powerful and mysterious creatures in Ardania. This may be the creature in question.]]
475----
476* BodyHorror: [[http://pcmedia.ign.com/media/previews/image/majestyNEab.gif Look at it. Just look at it.]]
477* EldritchAbomination: [[spoiler:Albeit one that is likely to be artificially created]].
478* EyesDoNotBelongThere: Granted, it's so twisted and bizarre that it's tough to say where eyes ''would'' belong on it, but suffice to say, they can be found in random locations all over its body.
479* MindRape: [[spoiler:All of its spells. Two are so horrific that they make heroes ''flee in terror'', and the third appears to be a form of MindControl, as it makes the target attack a nearby ally.]]
480%%* NamesToRunAwayFromReallyFast
481[[/folder]]

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