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1%%Be sure to view Administrivia/HowToWriteAnExample before editing. Thanks.
2The cast of ''VideoGame/NeverwinterNights2'', ''Mask of the Betrayer'', ''Storm of Zehir'', and ''Mysteries of Westgate''. Mostly unrelated to the characters of ''VideoGame/NeverwinterNights''.
3
4[[Administrivia/HandlingSpoilers Beware spoilers.]]
5
6[[foldercontrol]]
7
8[[folder:General character tropes]]
9* BadassCrew: All player parties tend towards this.
10* HeroOfAnotherStory: Examining the idea of heroes is the main theme of [=NWN2=]. So it's not surprising to have the player encounter characters who count as this. From the party members (especially Shandra, who even has a similar background to the Knight-Captain), to all of the major antagonists (particularly Ammon Jerro) the game shows how while the Knight-Captain is still a special case which might justify his or her being the PlayerCharacter, there are other characters who have traits that make them cases also.
11[[/folder]]
12
13!Player Character
14[[folder:The Kalach-Cha / Knight-Captain / Spirit Eater]]
15->''"Know this name our enemies have draped upon you -- this ''Kalach-Cha'' -- its sound travels far, even reaching the ears of my people."''
16-->-- '''Zhjaeve'''
17
18The player character of the first two installments of [=NWN2=] is at the beginning of the story just a [[{{Farmboy}} Farmboy/Farmgirl]] who is, for all intents and purposes, completely insignificant. The only unusual thing about your character is that regardless of what race your are, you're an orphan who was born during a climactic battle between the forces of Neverwinter and the demons of the chaotic planes in which their mother died. Your real father, unknown. The character is raised by a particularly grumpy [[OurElvesAreDifferent half-wood elf]], with whom you don't particularly get along. Sounds like the perfect set-up for TheHerosJourney? You'd be right.
19
20Shortly after the village festival that's part fair, part coming-of-age ritual, your swampy hometown is attacked out of nowhere by [[ScaryDogmaticAliens githyanki]] and [[OurDwarvesAreAllTheSame duergar]]. While everyone is dumbstruck by the seeming randomness of it, your father knows a little something about what's going on and without informing you on all the details, tasks you with removing a single silver shard from the swamp and taking it to Neverwinter, where his half-brother -- who you've never heard of before -- lives. Along the way you encounter allies and enemies and eventually discover that you personally are more intricately tied to the events going on in the Sword Coast than your adopted father let on.
21
22Later on, in ''Mask of the Betrayer'', after being knocked unconscious and dragged to Rashemen away from your friends and allies following the climactic FinalBoss of the previous game, you discover yourself possessed of an ancient curse [[YourSoulIsMine that causes you to hunger for and devour spirits and souls]]. Curing yourself or embracing the power of the "curse" is up to you.
23
24----
25* AbusiveParents: Daeghun isn't implied to physically abuse you, but ''several'' characters [[WhatTheHellHero call him out]] on ''emotional'' abuse and neglect. As it turns out, it's related to how you came to be his foster child.
26* BadassBookworm: Wizards, Sorcerers, and Warlocks.
27* BadassCape:
28** An actual plot point no less. The cloak you receive at the beginning of Act III marks your position as a Knight of Neverwinter.
29** And if you win all the four contests in the prologue, you'll receive the non-magical Harvest Cape that increases your Charisma score.
30* BadassNormal: Fighter, Barbarian, or Rogue.
31* BarbarianHero: If you picked the Barbarian class, oddly enough.
32* BloodKnight: One of the possible dialogue options in the base game boils down to, "''Two dragons? HAH! Perfect, I LOVE A CHALLENGE!''"
33* TheCallKnowsWhereYouLive: It turns out one of the shards of the Sword of Gith is buried in your chest, which is what drew the Githyanki to your village.
34* CallingTheOldManOut: They have several opportunities to voice their displeasure with [[AbusiveParents Daeghun's particular brand of parenting]].
35* TheCaptain: You get promoted to Knight-Captain by Lord Nasher for services rendered, and are awarded Crossroad Keep and it's surroundings to rule.
36* TheCasanova: As a background trait, though this has no in-game effect beyond a few comments in West Harbor and giving you a few skill bonuses.
37* CharacterAlignment: In-universe. This ''is'' a game based on ''TabletopGame/DungeonsAndDragons'' after all. Any, although non-evil is at least implied for the original campaign given that the King of Shadows is canonically defeated by the time ''Mask of the Betrayer'' starts. But then again, it's not out of the realm of possibility that EvilVersusEvil resulted.
38* ChickMagnet: Or DudeMagnet, if female. A ridiculous amount of guys/girls show interest and get ShipTease with them.
39* CoolSword: The Silver Blade of Gith, no less! Fairly important as it becomes tied to you, fate, mind, body and soul after its reforging.
40** PowerUpLetdown: Despite its coolness and plot-relevance, it's not as effective as crafted weapons, especially in the original campaign.
41* CruelMercy: You can dish out a particularly nasty one to Kaelyn in ''Mask of the Betrayer''. [[spoiler:Defeat her Crusade, kill her siblings, kill her grandfather, and then leave her where she fell, alive, mortally wounded, and utterly heartbroken, for demons to collect.]] Unlike most examples, the dialogue when you say you'll spare her after all this makes it clear you're doing it to be cruel, not merciful.
42* CulturedBadass: Possibly, if you have a high Lore skill.
43* DeadpanSnarker: Optional, of course, given the medium, but this option certainly exists.
44* DidYouJustPunchOutCthulhu: A number of examples from the King of Shadows to Kelemvor's paragon, but the standout example has got to be the very casual, easy way in which you can eat Myrkul in a truly epic example of both DeathByIrony and KarmicDeath.
45* TheDogBitesBack: One of the reasons you can give for your FaceHeelTurn in the expansion is that you're sick of being yanked around by cosmic forces.
46* DoomMagnet: In both the first and second games this is entirely justified. In the original campaign, you have a shard of the ''Silver Sword of Gith'' embedded in your chest, which the githyanki and Ammon Jerro both want but which can't be removed without killing you. And of course, the King of Shadows naturally wants to take you down as a threat. In ''Mask of the Betrayer'', your ability to [[YourSoulIsMine eat souls]] makes you a target for both those who see you as an abomination as well as for those who want your ability for themselves.
47* DoomedHometown: Zigzagged. Not only is West Harbor attacked at the beginning of the game, it's completely destroyed at the end, too. However, in the [[CuttingOffTheBranches canonical ending]] the inhabitants survived and rebuilt.
48* EmpoweredBadassNormal: If a KC of a non-spellcasting class takes levels in a spellcasting class. Also happens when you receive the Illefarn ritual powers and, later, courtesy of the spirit-eater curse.
49* EvenEvilHasStandards: You can be Evil-aligned and still oppose the King of Shadows and the Spirit-Eater Curse on ethical or logical grounds.
50* FaceHeelTurn: It's possible to ally with the King of Shadows at the end of the original campaign, and to manipulate and revel in your curse in the expansion.
51* FarmBoy: One from a swamp, to be exact, but the intent is there.
52* FrameUp: [[spoiler:The second act is kicked off by Luskan framing you for the destruction of the village of Ember.]]
53* FriendToAllChildren: There are several opportunities, whatever your alignment, to be nice to orphaned children.
54* HalfHumanHybrid: Half-elf and half-orc are both playable.
55* HappilyMarried: The good epilogues of ''Mask of the Betrayer'' have you marrying your love interest.
56* HeartbrokenBadass:
57** If male, evil, and romanced Safiya, [[spoiler:then she will be devoured by One-of-Many in the epilogue of ''Mask of the Betrayer''. You hunt it down, kill it, and then never take another lover again.]]
58** Also, you can cite your feelings for Casavir or Bishop as why you can't return Gann's, even if [[spoiler:you've learned of/witnessed their fates]] by then.
59* HelloInsertNameHere: This game uses the variant where your name will appear in subtitles, but not get pronounced.
60* TheHero: [[ButThouMust You'll save the realm, regardless of alignment]]. [[AntiHero Motivation]], [[{{Jerkass}} attitude]] and [[VillainProtagonist collateral damage]], however, are largely up to the player.
61* HeroicSacrifice: Optionally, in ''Mask of the Betrayer''. Choosing to bind Akachi to your soul and stay in the realm of the dead forever.
62* HeroicWillpower: ''Mask of the Betrayer'' centers around this, especially if you’re going the good route while fighting the dreaded Spirit Eater curse.
63* HumanoidAbomination: As the Spirit-Eater, you are required to devour sentient beings' souls to survive. You can end or exorcise the curse, or [[FromBadToWorse master it and take this trope]] up a notch.
64* KarmaMeter: Added bonus in that it's got ''two'' axis, incorporating both BlackAndWhiteMorality and LawVsChaos rather than just the former, as in traditional [=D&D=]. Fan consensus is that the former is implemented well in the original campaign but the latter is not, with some (but only some) improvement in ''Mask of the Betrayer''.
65* LargeHam: ''A lot'' of the potential character voices seem to be channeling '''Creator/BrianBlessed'''. Even the female voices.
66* LoveHurts: A lot of the romances end or can end in ways that inflict max emotional pain. Romanced Elanee or Casavir? [[spoiler:In ''Mask of the Betrayer'', you get to hear that they died in the collapsing temple.]] "[[UnresolvedSexualTension Romanced]]" Bishop? [[spoiler:You get betrayed because of his CommitmentIssues, then he dies, then he's absorbed in the Wall of the Faithless]]. And if you're evil and romanced Safiya, [[spoiler:One-Of-Many eats her]].
67* ManipulativeBastard: If you're Evil and have a high Bluff skill, you can completely and utterly deceive Kaelyn into BlindObedience in ''Mask of the Betrayer''.
68* MultipleEndings: Somewhat sloppily in the first game, with you either defeating the King of Shadows only to experience a rather unpleasant RocksFallEverybodyDies situation or join up with him to kill your former allies for no particular reason. In ''Mask of the Betrayer'', most fans think this was done much better, though some still wish you could have destroyed the Wall of the Faithless for real. Obsidian didn't even bother trying to implement it, on the assumption Wizards of the Coast [[ExecutiveMeddling wouldn't allow that past concept stage]].
69* NeverFoundTheBody: In the good ending of the original campaign, no one knows what happened to you. It turns out that Nefris had some gargoyles magically rescue you from the collapsing temple and drag you to Rashemen. In the evil ending of ''Mask of the Betrayer'', the gods rally to destroy you, and after the battle your fate is unclear... but Kelemvor notes that you've become a creature even the gods fear and suspects that you still walk the planes.
70* PluckyGirl: Female [=PCs=] will often come across as this. Shandra even [[LampshadeHanging lampshades]] it, stating with no small amount of surprise that she would never have guessed you had such a rough life from the way you act.
71* RagsToRiches: You eventually become a minor noble and gain command of your own castle. Not bad for a kid from a swamp.
72* TheReveal: That you have a piece of the ''Silver Sword of Gith'' in your chest, and that as part of the Spirit Eater curse, [[TheSoulless your soul currently resides]] in [[AndIMustScream the Wall of the Faithless]]. Instead, your body is being partly inhabited by whatever is left of Akachi the Betrayer.
73* SoreLoser: You can take losing contests quite badly, if you wish. For example, one of the options if you're defeated in a "battle of the bards" is setting the winner on fire and stealing his lute.
74* StarCrossedLovers: With Bishop, if female and choosing him over Casavir. [[spoiler:[[LoveCannotOvercome Their feelings for each other are not enough]] to defeat his CommitmentIssues, and he betrays the PC, then dies, then [[DeaderThanDead has his soul absorbed into the Wall of the Faithless]].]]
75* SuperpoweredEvilSide:
76** The Spirit Eater mechanic, if you're evil, is ''meant'' to be powerful but ethically repugnant if various characters are to be believed, but unfortunately it ends up living to its name as a ''curse'' all too well. On the other hand, if you're ''good'' (in which case it's supposed to be bad), it ends up being CursedWithAwesome, since you can gain a few of the benefits while reducing the negative impact significantly.
77** In summation, the difference between indulging the hunger itself, or using it pragmatically is also the difference between BlessedWithSuck and CursedWithAwesome. Hedonistic self-indulgence against practical restraint? Deep stuff.
78* ThenLetMeBeEvil: In the evil ending, the spirit-eater's final motivation to [[spoiler:devour Akachi]] is this: they're so sick of being a DoomMagnet that they no longer care what happens, only that they can get revenge on everyone who wronged them.
79-->'''Red Woman:''' I do not know what you would become, only that it would be ''terrible'', an abomination! The power of a god, wed to the hunger of the wall! You must not!
80-->'''Spirit-Eater:''' After so much suffering, that sounds like a fitting reward. There are many who need to ''answer'' to me.
81* UnresolvedSexualTension: His romance may have been cut, but there's still plenty of opportunities for Bishop and the female PC to express romantic interest in each other. In fact, you can even cite your feelings for him as a reason for turning down Gann in ''Mask of the Betrayer''. But, since his romance was ''cut'' [[spoiler:and he's ultimately absorbed in the Wall of the Faithless]], simmering feelings and sexual tension are all you get.
82* TheUnreveal: In ''Mask of the Betrayer'' it's pretty obvious early on that you've been cursed with something that requires you to eat spirits, though you aren't told this in so many words until the end of the first act. More significant might be the "revelation" that Akachi's punishment by Myrkul is the source of the curse - which a reasonably intelligent player can figure out pretty quickly from the various hints dropped through the game.
83* VillainousGlutton: If evil and indulging in the Spirit-Eater Curse, the player becomes this, as high Craving almost requires eating everything to cross your path.
84* WarriorTherapist: You were already good at this game in the Original Campaign (especially with Khelgar and Neeshka, not to mention the trial) but it's exaggerated in ''Mask Of The Betrayer'' where you verbally fight against PhysicalGods and win. It goes so far, you'll be seen as a MessianicArchetype [[RuleOfSymbolism by angels]], gain the respect of absolutely everyone you meet and generally come out as the kind of person who starts legends on your path.
85* YourSoulIsMine: Due to having the Spirit-Eater curse, the Knight-Captain can do this to others. Also due to having the curse, his/her soul is displaced from his/her body and stuck in the Wall of the Faithless.
86[[/folder]]
87
88!Original Campaign
89!!Party members
90[[folder:Bevil Starling]]
91[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nwn2_bevil_8.jpg]]
92->''"We were risking life and limb for ''[[PlotCoupon that]]''? None of this make any sense."''
93--> -- Bevil regarding the silver shard from the ruins outside West Harbor.
94--> '''Voiced by:''' Creator/JasonGriffith
95
96Bevil Starling is either your best friend or an implied crush, depending on which gender you are. Either way, he doesn't stick with you for long, serving as the obligatory GuestStarPartyMember at the beginning of the game to help you run through the basics of how to play the game. For the most part, Bevil's an upstanding, if somewhat naive, young man with no particular interest in leaving the swampy home that you and he live in.
97
98Later on, you discover he survived the ''third'' destruction of West Harbor and you can hire him as a captain in your own personal army, though he doesn't join your party. He also shows up in ''Mask of the Betrayer'' as a manifestation of your psyche during TheVeryDefinitelyFinalDungeon located ''within your soul''.
99
100----
101* CantCatchUp: This is why he can't join your party even when he rejoins the story later in the game. By ordinary standards he's highly skilled, enough to immediately get a Sergeant rank, but by that point the Knight Captain and company have a dozen or so levels on him and most of the foes they face could kill him in one hit.
102* ChildhoodFriends: With the KC.
103* ColdBloodedTorture: The Githyanki treat him to this to find out where you're going and what you're doing with the shards. He refuses to tell the other villagers about it and feels very guilty for cracking.
104* GuestStarPartyMember: He follows you up until you leave West Harbor. Then shows up later to join your army, though not as a party member.
105* OldFriend: When you meet him again, by which point you've been away from the village for quite some time and generally moved on to bigger things.
106* LawfulGood: His in-universe alignment.
107* SuspiciouslySimilarSubstitute: A mild mannered fighter who acts as a GuestStarPartyMember in the prologue but decides adventuring isn't for him, voiced by Creator/JasonGriffith. He's basically Pavel from the [[VideoGame/NeverwinterNights first game]], although he gets a bit more characterization later on when you can potentially recruit him into your army.
108* TookALevelInBadass: When he turns up the second time - and you can talk him into taking another.
109* UnluckyChildhoodFriend: It's implied if you're a woman by at least one character that Bevil has a crush on you, especially if you chose the Flirt background. If you ask him about it, he gets flustered and winds up saying something to the tune of ByNoIMeanYes. Nothing comes of it, but there it is.
110* WhiteSheep: Bevil is the only decent Starling kid. His older brother Lorne became a stooge for [[AlwaysChaoticEvil Luskan]] (and [[spoiler:slaughters a whole village in magical disguise to frame you]]), and his younger siblings are ''[[TroublingUnchildlikeBehavior way]]'' [[TroublingUnchildlikeBehavior too eager to hear the details of their dogs ripping dwarves apart]].
111* WideEyedIdealist: How he sees the world beyond West Harbor is at odds with the one you end up with, which is full of people who can be brutal and selfish.
112[[/folder]]
113
114[[folder:Amie Fern]]
115[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nwn2_amie_3.jpg]]
116->''"Fool girl."''
117-->--Tarmas's estimation of his apprentice Amie's role in the story
118--> '''Voiced by:''' [[Creator/StephanieDAbruzzo Stephanie D'Abruzzo]]
119
120The other GuestStarPartyMember at the beginning of the game, Amie is a wizard's apprentice, the only one in West Harbor (unless you choose a magic user as your base class). Considered a bit odd but pretty, Amie bonded with both you and Bevil early on. If you're a woman, she's your best friend; if you're a man, she's implied to have romantic feelings for you (particularly if you take the Lady Killer background trait).
121
122[[WeHardlyKnewYe She dies within the first hour.]] However, she does reappear in ''Mask of the Betrayer'' as an aspect of your persona during TheVeryDefinitelyFinalDungeon.
123
124----
125* BullyingADragon: You'd think she'd be smart enough to keep well away from somebody that's giving her ''master'' a hard time. But no, she attacks him, and he one-shots her.
126* ChaoticGood: Her in-universe alignment. She's very sweet but not above sneaking some spells out of her master's spellbook while he isn't looking, or defying a direct order to help.
127* ChildhoodFriends: Again, with the KC.
128* CurbStompBattle: Gets utterly owned by that githyanki mage.
129* HistoryRepeats: Her parents chose to fight in the Battle of West Harbor even though they were simple farm villagers with no combat training or weapons of note, and and clearly outmatched by the demons and shadow legions. Amie also jumps into the fray during the attack on West Harbor, and shares her parents' fate.
130* InTheBlood: Tarmas claims her parents died in the battle of West Harbor because they chose to fight to protect their home (despite being simple farmers) instead of running for their lives like other sensible villagers. He claims Amie shares their fate.
131* LeeroyJenkins: Charged into the fray to assist her master, getting herself killed in the process. She inherited it from her parents.
132* ThePollyanna: She lost both her parents at an early age, but doesn't seem broken up about it that much. Justified because she was very young when it happened and has had time to come to terms with it.
133* UnluckyChildhoodFriend: Implied with a male KC. Not that anything comes of it.
134* WeHardlyKnewYe: She dies in the beginning of Act 1 and you hardly had any interactions with her in the Prologue.
135[[/folder]]
136
137[[folder:Khelgar Ironfist]]
138[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/Khelgar_6238.jpg]]
139->''"Some take pride in craftsmanship, or in hunting, or in haggling for the best price on a blade or other piece of steel. Me? Talking with my fists is my art form."''
140--> -- Khelgar Ironfist
141--> '''Voiced by:''' Creator/AdamSietz
142
143The first potential party member you run into, Khelgar is a [[OurDwarvesAreAllTheSame dwarven fighter]] originally encountered not far from West Harbor. After helping him out with a gang of roughnecks (by beating them all to death and/or unconsciousness) and the first wave of githyanki, Khelgar decides to tag along with you because [[TheJinx you attract fights everywhere you go]], and he wants in.
144
145Despite being more than a little thick-headed and stubborn, Khelgar is loyal and has his own reasons for being off on an adventure with some random ChosenOne from the swamps. Khelgar was kicked out of his clan for abandoning them during an attack by fire giants, and they haven't forgiven him yet. Aside from wanting to rejoin his clan, Khelgar also aspires to be a monk, since the first people who ever beat him in a fight were a group of travelling monks.
146
147He survives the [[RocksFallEveryoneDies final battle]] with the King of Shadows by way of being pure badass. In ''Storm of Zehir'', he has joined the Neverwinter Nine and watches over Crossroad Keep in the Knight Captain's absence. Later on chronologically, in the best ending of ''Mask of the Betrayer'' he is present at the Captain's wedding to either Safiya or Gann alongside Neeshka or Aldanon.
148
149----
150* BaldHeadOfToughness: He is a bald, battle-axe wielding, dwarven fighter who is built like a MightyGlacier with high Strength and Constitution base stats. Unless you've built your character for durability too, he'll be the only character of your initial party capable of taking hard hits.
151* BarBrawl: It's a hobby of his, one he discusses with you.
152* BareFistedMonk: What he becomes if you complete his quests.
153* BloodKnight: He's probably the most fight-happy of your entire party, fitting for the first character you recruit.
154* BoisterousBruiser: Post-Character Development.
155* CharacterDevelopment: All the party characters undergo some, of course, but Khelgar's personal quest is tied up in it. In order to become a monk, Khelgar has to overcome three trials. They involve overcoming his FantasticRacism, [[TheAtoner making good with his family]], and developing a sense of justice. Passing all three trials and talking to the priest of Tyr changes his alignment to Lawful Good and resets his class to monk. Fortunately, he keeps all his experience and is able to return to his current level.
156* ComicallyMissingThePoint: When he first tries to join the monks they say, among other things, that his FantasticRacism proves he's not ready yet. He responds that he can't be a racist because he's adventuring with a ''tiefling'' and an ''elf'', and you know what ''those types'' are like! Even before then, when you try to explain to him that a monk's lifestyle is about more than fighting, such as uniting body and mind, he takes this to mean it also involves head-butting.
157* CrutchCharacter: He's a solidly-built fighter with excellent Strength and Constitution for his level, and as a dwarf he's able to use dwarven waraxes (a 1d10 one-handed weapon that only dwarves can use naturally) right out of the gate. Unless the player is built for taking damage as well, he'll be the only member of your initial party (you, himself, [[FragileSpeedster Neeshka]] and [[SquishyWizard Elanee]]) who can take any hits, and his feat selection lends itself to good offense as well. Once you get Casavir, though, he is slightly outclassed as a tank due to not having Casavir's paladin perks and the Construct can make him near-superfluous through its raw stats. Making him a monk allows him to transition into a new role as a pure damage dealer with all the other perks a monk brings to the party, though it also means he can't use the Hammer of Ironfist, so there are pros and cons.
158* DeconstructedCharacterArchetype: That of the stereotypical dwarf sidekick in a lot of fantasy media. He distrusts elves and tieflings, drinks like a fish and enjoys fighting to a fault, but it is for these exact reasons that he ends up getting the shaft from his own people. As his clansman Khulmar puts it, he's become so enamored with fighting that he's forgotten the importance of having a ''reason'' for it, and his distrusting attitudes don't win him any points from those party members who happen to be a tiefling and an elf. His CharacterDevelopment as part of his personal quest serves as a {{Reconstruction}} -- finding a reason to fight, putting aside his prejudices and making good with members of his clan whom he wronged through his selfishness.
159* DifficultButAwesome: Making him a monk unfortunately relegates him to being a fairly mediocre one; his ability scores, which worked so well for a tanky fighter, are poorly distributed for a monk, he's locked out of using the Hammer of Ironfist -- a late-game, dwarf-exclusive InfinityPlusOneSword -- and a bunch of his old equipment is now unequippable, forcing you to shell out cash for monk-suitable equipment to replace it. That said, you can definitely make him work as one by crafting +8 versions of the Belt of Agility and Periapt of Wisdom and selecting appropriate feats. The monk class also has nifty special features such as immunity to disease and poison, very fast movement and automatically getting Knockdown and Improved Knockdown for free.
160* EstablishingCharacterMoment: You meet him just as he's about to deal with the fallout of a BarBrawl, proving his status as a BoisterousBruiser by mentioning that he'd stopped at the inn explicitly for that reason.
161* FantasticRacism: He doesn't mean anything by it, but he takes umbrage with Elanee and Neeshka... because they're an [[ElvesVsDwarves elf]] and a tiefling respectively. You can help him realize that he's not giving them a fair chance.
162** If you ask her about Elanee specifically he'll mention that one of the reasons for which he tolerates her is because as a Wood Elf he considers her less stuck up than moon or Gold Elves, and also because her ancestors supported his in an ancient battle that took place within FR's own internal mythology, which subverts the traditional Elf v. Dwarf rivalry in most conventional fantasy fiction.
163* {{Foil}}: Potentially to Grimgnaw from Neverwinter Nights 1. Dwarven monks are fairly exotic; but while Grimgnaw is also thoroughly atypical for his race, Khelgar is a decent example for OurDwarvesAreAllTheSame.
164* HypocriticalHumor: "Prejudiced? I'm not prejudiced! By the gods, [[ComicallyMissingThePoint I even travel with a back-stabbing tiefling of all things, and you know what her kind's like!]]"
165* InformedEquipment: [[LampshadeHanging Lampshaded]] by Khelgar when he's wearing the Belt of Ironfist and says no can one can see it, but it's there.
166* LawfulGood: In-universe, if you change his class. Enforced, since 3.5 edition rules require monks to be some flavour of Lawful (a manifestation of discipline and focus) and Khelgar is a good guy.
167* LukeNounverber: Khelgar Ironfist.
168* MuggingTheMonster:
169** One day, Khelgar was in a pub, and saw a group in the corner keeping to themselves and drinking water. He decided to avenge the insult they were showing the tavern's fine ale by starting a brawl with them. Some time later, when he regained consciousness, he found out they were Sun Soul monks. The experience inspired him to try to become a monk himself.
170** He also got a taste of it from some thugs who picked a fight with him outside the tavern you travel to near the start of the game. As he puts it, they probably expected him to just hand over all his money without a fight, which just goes to show they didn't know him too well.
171* NoMoreForMe: PlayedForLaughs. After you're attacked by a blade golem, he remarks that if that was the beer, he's gonna stop drinking.
172* OurDwarvesAreAllTheSame: A more nuanced example than most. He ''is'' a stereotypical dwarf, but therein lies the rub: the Ironfists kicked him out because he took his love of beer and battle too far and became a drunken thug who failed to live up to the more positive parts of this trope, namely reliability, selflessness, clan honor and dignity. His CharacterDevelopment consists of him coming to understand that, sometimes with help from the player.
173* NeutralGood: In-universe, his starting alignment. This manifests itself in admiring the player taking good actions (like siding with the City Watch and doing good deeds for free) while mostly enjoying a good fight — especially one that lets him do good in the process.
174* NobleBigot: Becomes this after character development.
175* OhMyGods: His "swear" emote is, "By Tyr's right buttock!"
176* StoneWall: Most players use him as a tank for his time as a fighter, and admittedly he is well-suited to it.
177* SquareRaceRoundClass: The player can point this problem out the first time they hear he wants to be a monk. Putting aside that his stats are not ideal for it, there's also the fact that his quick temper and fight-happy personality clash heavily with the traditional monk ethos of detachment and eschewing violence unless forced into it.
178* TookALevelInBadass: He was always pretty badass, but ''Storm of Zehir'' shows that he's ''become one of the Neverwinter Nine''.
179* UnexplainedAccent: He has the traditional Dwarvish "bad impression of Scottish" accent, but nobody else in his clan has it.
180* VitriolicBestBuds: His relationship with Neeshka has shades of this in the latter half of the game.
181* YouAreACreditToYourRace: Basically holds this view towards a tiefling protagonist; he's a bit suspicious of you at first, but apparently fighting side-by-side in a bar brawl goes a long way to winning him over. Hence, he considers you alright for a tiefling while still being leery of Neeshka.
182[[/folder]]
183
184[[folder:Neeshka]]
185[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/Neeshka_8076.jpg]]
186-->''"Someone who doesn't play the odds doesn't last too long in my experience. Well, except me."''
187--> '''Voiced by:''' Creator/RobynKramer
188
189A tiefling rogue that the Captain and Khelgar encounter being threatened by a group of corrupt soldiers. After helping her fight them off, she agrees to tag along, mainly for the thrill of adventure. Neeshka is fiery, feisty, and more than a little mischievous. She takes the FantasticRacism she often gets in stride, barely letting it get to her. However, her fiend blood makes her vulnerable to certain dark magics, which Black Garius tries to take advantage of in the final battle. Whether or not he succeeds in this depends on Neeshka's influence. Canonically, Neeshka survives the original campaign's final battle due to her great agility. In the best ending of ''Mask of the Betrayer'', she is seen attending the Captain's wedding along with Khelgar.
190
191----
192* ActionGirl: Of the sneaky, backstabby variety.
193* ApologeticAttacker: [[spoiler:If her influence is high enough that she likes you, but not so high she can turn on Garius, she'll sob and scream apologies as she's forced to attack you.]]
194* BornLucky: She would have been killed by the Fort Locke guards if you just ''hadn't'' happened to be walking by, and the guards just ''hadn't'' happened to get greedy and attack you. [[spoiler:She's also one of the few to escape the collapsing final dungeon, with Ammon even describing her as blessed to be dodging as well as she was.]] Her patron deity is also Tymora, god of luck and fortune.
195* TheCameo: In [=MotB=]'s best ending.
196* ClingyJealousGirl: Mild example. She pouts and gets upset if a male PlayerCharacter compliments Elanee or Shandra.
197* CuteMonsterGirl: Looks like an ordinary, pretty girl but for her horns and tail.
198* DarkIsNotEvil: She may not be very heroic but Neeshka is nowhere near as evil as many make her out to be due to her heritage.
199* DespairEventHorizon: [[spoiler:If her influence is low, she crosses it when Garius kidnaps her. She already saw little value in the Realms already, but with you being a terrible friend on top of it, she decides there's nothing worth saving at all and joins him willingly.]]
200* FriendlessBackground: Due to FantasticRacism lobbed against her for being a tiefling.
201* HeroicWillpower: If her influence is high enough, she'll resist Garius's MindRape through sheer willpower.
202* IHaveYouNowMyPretty: During the VeryDefinitelyFinalDungeon, [[TheDragon Black Garius]] captures Neeshka and proceeds to torture her and attempt to bind her to his will.
203* IKnowYoureInThereSomewhereFight: You can break Garius's control over her by making such an appeal to her.
204* InTheBlood: It's suggested her demon blood makes her feel antsy and impulsive, which manifests in her rampant kleptomania. (Considering the other ways demon blood can direct tieflings, that's beyond mild.)
205* KleptomaniacHero: She sometimes makes an off-hand remark about taking something from you or another party member.
206* LoveableRogue: For all her sneaking, thieving and greedy ways, Neeshka is charming and considers you a good friend if you put the effort into getting to know her.
207* ParentalAbandonment: She's pretty sure her parents abandoned her as a baby due to her being a tiefling.
208* PluckyGirl: Life kicks her in the teeth a ''lot'', and sometimes its her own fault. But she always dusts herself off and carries on.
209* ThePowerOfFriendship: It lets her endure torture and [[spoiler:throw off direct mind control]] if your influence with her is high enough.
210* ThePowerOfLove: Implied to also be the case in the above scenario if the PlayerCharacter is male.
211* RedEyesTakeWarning: Tieflings have a tendency towards evil due to their ancestry, but Neeshka is a {{Kleptomaniac Hero}}ine at worst and can only go evil because of a {{geas}} placed on her by Black Garius.
212* ShipTease: With a male PC. She was intended to be a love interest but her sidequest, like Bishop's, was cut due to time. You can still see hints that she's interested in him, though.
213* TrueNeutral: In-universe. Rather than being a compromise-seeking activist, Neeshka comes off as a voice of rational self-interest and non-involvement, expressing distaste for the player joining the City Watch and getting annoyed about the player stopping to help a couple for free (even though the job involves rescuing two little boys, which Elanee chews her out for).
214* UnevenHybrid: Tieflings are humans with an evil outsider (normally a devil or demon) as an ancestor. Neeshka is specifically one-quarter devil (LawfulEvil outsider), and her grandfather is implied to be Ammon Jerro's pit fiend ally Mephasm.
215* VitriolicBestBuds: Seems to become this with Khelgar after his CharacterDevelopment.
216[[/folder]]
217
218[[folder:Elanee]]
219[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/Elanee_2416.jpg]]
220->''"I don't know. She's got pointy-ears but doesn't smell of the Lower Planes, so she's probably not a tiefling. And she's too tall to be a halfling -- and too thin. Plus, she hangs out with animals, so she's an elf."''
221-->-- Neeshka, asked to describe her companion.
222--> '''Voiced by:''' Creator/UrsullaAbbot
223
224A young elf that is part of the Mere of Dead Men's Druid Circle. She follows the Knight Captain during the early parts of his/her adventure, and ultimately reveals herself by helping the party fight off a group of Bladelings and Duergar. She then explains how the Mere has of late become corrupted and barren and that her Circle has been destroyed, and believes that joining the Captain is her best bet to find out the cause of it.
225
226In Chapter 3, she learns that her Circle has actually survived, but have, with a single exception, become twisted and corrupted by the King of Shadow's influence. After being forced to kill them, Elanee will either continue to stay with the group, or decide to leave with the survivor in an attempt to find a new home, depending on her Influence.
227
228Her fate at the end of the official campaign depends on the PC's choices. If the PC has low influence with her, then she leaves with the only other survivor of the Circle of the Mere earlier in Act III (you can kill her or let her go). If the PC is male and romances her, she sacrifices her life to save him from the CollapsingLair. Otherwise Ammon mentions that he last saw her pinned by a chunk of debris, not moving, and whether she dies is left ambiguous.
229
230----
231* ActionGirl: Via her druid spells, or turning into something with lots of claws and teeth. And later by turning into an elemental.
232* BrokenBird: [[spoiler:If you have low influence with her and let her leave unharmed, the epilogue of the OC mentioned that she becomes this. Elanee help lost travelers escape the swamp. People are grateful to her, but couldn't help noticing how sad she was.]]
233* BrokenPedestal: [[spoiler:If you have low influence with her and decide to kill her, she says she regrets ever caring about you.]]
234* CannotSpitItOut: She has a big crush on you if you're a male, and there's ''something'' there even if you're female, but struggles to communicate her feelings for a long time.
235* ClingyJealousGirl: At times with a male PC, becoming annoyed if the player has kind words for Shandra or shows favoritism to Neeshka.
236* CombatMedic: As she is the only divine spellcaster available for the majority of the game, until you recruit Zhjaeve, you're probably going to end up packing much of her spell list with "Cure Wounds" unless the KC is a divine spellcaster him/herself.
237* CountryMouse: Admits to feeling a little bit lost in Neverwinter, having lived in the Mere practically since birth.
238* FriendToAllLivingThings: She's very compassionate to every animal the party meets, and is very upset over the state of the swamp.
239* GhostlyGoals: [[spoiler:Elanee becomes a Type B if you kill her. The epilogue of the OC mention that Elanee's ghost lures lost travelers into the swamp and she take great pleasure watching them drown.]]
240* HeroicSacrifice: Provided the player of ''[=MotB=]'' doesn't say that she left the party after the corrupted Circle incident, she dies shielding you from falling rubble in the CollapsingLair if you romanced her.
241* LeftForDead: If she wasn't romanced, Ammon Jerro last saw her pinned and unmoving beneath a fallen pillar, but whether she's alive or not is unknown, and we never find out.
242* LoyalAnimalCompanion: As a druid she has a badger named Naloch as her companion.
243* MayDecemberRomance: With a male PC, being several years older than you no matter what race you are.
244* MyGodWhatHaveIDone: She'll go into shock after killing the remnants of the Circle if your influence is low, and subsequently leaves your party.
245* NatureHero: As a druid many of her spells revolve around controlling flora and fauna, and even weather. She can also shapeshift.
246* NeutralGood: In-universe. While as a druid she is expected to emulate the balance of nature and her values sometimes prove dissonant to civilized characters, she's adamant that the corruption of the King of Shadows is an ''unnatural disturbance of'', rather than a ''natural shift in'', the balance of the Mere, and will otherwise disapprove of evil acts performed by the PC.
247* ParentalAbandonment: Both her parents died long ago in the Mere of Dead Men. She was adopted into the local druid circle and eventually became one of them.
248* PutOnABusToHell: Either she died pinned down by a pillar of rock in the final dungeon, or she was left alive in a position she is unlikely to have survived for very long.
249* ReallySevenHundredYearsOld: She's an elf, after all.
250* SoleSurvivor: When you speak to her, she reveals that when she was just a child, her people were cut down by orcs and she was the only one to survive. The druids in the swamp found her and trained her as a druid.
251* SpeaksFluentAnimal: She can communicate with animals as a druid class feature, which allows you to communicate with animals under specific circumstances. Notably, unless you are a druid or ranger (or drow) yourself, you need her to befriend Kistrel the spider.
252* StalkerWithACrush: With a male PC. Unusually, the stalker part came before the crush. She was assigned by the Circle of Merdelain to observe the Kalach-Cha as he grew up, and eventually started to feel affection for him. Said affection can turn into love during the game, depending on the player's choices.
253* StalkerWithoutACrush: If you're female. She still came to care greatly for you, but more in terms of loyalty than romantic interest.
254* TheStoic: She never really gets frazzled except after the incident with the corrupted Circle.
255* {{Tsundere}}: Slightly Type A, for the male PC. She has clear affection for him, but trouble expressing it.
256* UnkemptBeauty: Companion dialogue suggests that she has dirt on her face or in her hair, and doesn't wash often. She's still attractive.
257* VoluntaryShapeshifting: Another druid class feature. Depending on what level you recruit her at, though, she may not know it until you level her up.
258[[/folder]]
259
260[[folder:Qara]]
261[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nwn2_qara.jpg]]
262->''"My problem is people keep telling me what to do, and I don't need to hear it anymore. I can handle myself. I know my powers, and I don't need somebody telling me how to use them."''
263--> -- Qara
264--> '''Voiced by:''' Creator/JennaLamia
265
266A vain, arrogant sorceress that the party encounters picking a fight with two other mages. After resolving the situation one way or another, Qara accidentally burns part of the Sunken Flagon, and is forced to join the party by Duncan in order to pay off the damages.
267
268Qara is self-obsessed, arrogant, and more than a little pyromaniacal. She genuinely believes that she is the most powerful magician in Faerûn, and expects everyone else to treat her as such. Her over-inflated ego, along with her general disdain of wizards, causes her to frequently butt heads with Sand.
269
270She canonically died in the original campaign's final battle, either having been killed by the party after betraying them (either due to low influence or automatically if Sand stays on the good side), or by having her head split open by a falling rock.
271
272----
273* AbortedArc: Her conflict with her rivals from the Academy was set to evolve into a BlackAndGrayMorality conflict, such as two of the students who fought her planning to take out the player and their companions, before killing Qara next. It was also planned that she could learn to destroy the Animus, a doppelganger of her designed to destroy her, by learning to show restraint as she was constantly advised to do. As it is, the arc sort of fizzles out after you destroy the Animus and the mage who created it.
274* AtLeastIAdmitIt: If the KC points out that Qara isn't so different from her bullies, Qara retorts that at least ''she'' has the guts to insult the girls to their faces, not whisper about them behind their backs the way they do to her.
275* BlackMagicianGirl: She's a sorceress but lacks the grace or charm necessary to be a LadyOfBlackMagic, so she is this by default.
276* BlackAndGrayMorality: Her conflict with [[KnightTemplarParent Jochris]] ends up being this. Say what you will about Qara, but Jochris offered his own students as apprentices (and possibly ''slaves'') to the [[LawfulEvil Arcane]] [[ObviouslyEvil Brotherhood]] to get revenge on Qara for ''threatening his daughter''. A shame you don't get to fight him.
277* BloodKnight: She may not go looking for fights, but she's way too eager to jump into them, and [[RelationshipValues loses influence if you opt for a peaceful solution]].
278* ChaoticNeutral: InUniverse. More than anything else she just wants an excuse to use her powers; give her the chance to let loose and she'll fight for you to the bitter end no matter who you're fighting against, but restrict her and her opinion of you will remain low.
279* ChaoticStupid: For all intents and purposes. She would rather incinerate everything and everyone rather than other alternatives to solve a conflict.
280* DeadpanSnarker: She gets a few fantastic hits in on other characters. Particularly the scene during Act I where she inserts herself into an argument/insult contest between Khelgar and Neeshka and shows them both up completely. At times she also has a knack for snarky commentary rivalling that of Sand.
281-->'''Qara:''' ''[When Casavir and Elanee agree about sensing an evil aura]'' Great, now the druidess has an echo.\
282'''Qara:''' ''[Commenting on your trip through the Orc Caves]'' From bloodthirsty orcs to creeping around in tunnels filled with corpses... this just gets better and better.
283* DisproportionateRetribution:
284** Went on a fiery rampage after finding out some students were insulting her behind her back, claiming they "attacked" her first.
285** If she allies with the King of Shadows, she tries to ''destroy the world'' because ''you didn't agree with her''.
286** Note she can be on the receiving end of this as well. Just ask Jochris.
287* DroppedABridgeOnHim: Assuming she didn't turn on you, her skull is crushed by a falling boulder during the escape.
288* DrunkWithPower: Her comments about what using arcane magic feels like suggests it's an emotional high she's constantly chasing, which would certainly explain some of her trigger-happy behaviour.
289* EveryoneHasStandards: She is absolutely horrified by the zombie-mages in the orc caverns -- even moreso because they were made from the corpses of her fellow Academy students.
290* FaceHeelTurn: Turns on you and joins the King of Shadows if her Influence is lower than Sand's.
291* FantasticRacism: Discredited. Most sorcerers are discriminated against by wizards claiming they are undisciplined and dangerous. Qara is both those things and actually looks down on wizards for having to ''learn'' to use their magic.
292* FieryRedhead: According to her character description, though in-game it looks more like brown. Also, emphasis on [[{{Pyromaniac}} fiery]].
293* GenreSavvy: In one specific instance -- if you bring her along for one of Khelgar's personal quests, she's reluctant to go into an old dwarven clan hold for the following reasons:
294-->'''Qara:''' And in case anyone here fell asleep in cultural studies, we all know what [[DugTooDeep exploring old dwarven holds digs up]] -- traps, monsters best left undisturbed, and lots of explorers' bodies. Let's not add to the mystery.
295* HoldingBackThePhlebotinum: DummiedOut content would have shown her to be even more powerful than she seems in-game. Unfortunately, they didn't fully account for the change, and if her loyalty is greater than Sand's he'll refer back to it and declare she's a bigger threat to the world than the BigBad.
296* HotBlooded: Not ''quite'' literally. But she sure does love fire.
297* {{Jerkass}}: She goes out of her way to aggravate everyone, inside the party or out, and has very few moments where she acts otherwise.
298* JerkassHasAPoint: As a sorceress, she learns spells by a mixture of experience with casting and simple intuition and gut instinct, not through books or studying; as such, it would be pointless for her to try studying or learning about magic besides some rudimentary study of common spells and their effects, because the sorcerer class' magic-learning curve is more automatic and restrictive than that of the wizard.
299* JerkJustifications: Her reason for betraying you is that you didn't let her do whatever she wanted with her powers (namely, burn everything in sight).
300* KillItWithFire: Her preferred method of problem solving. It can be annoying, because her pyrotechnics have a tendency to destroy loot chests and the loot inside, though good micromanagement can prevent this. It should also be noted her patron deity is Kossuth, the elemental deity of fire.
301* MuggingTheMonster: For all their talk of practicing restraint, the mages Qara is enemies with seem awfully happy to push her to the point where she moves past passive-aggression and actively attacks them.
302* NeverMyFault: Potentially two instances when you first meet her.
303** Claims she's the victim of needless bullying, though the player can respond that she's quick to insult them right back.
304** She also brushes off Duncan calling her out for fire to the Sunken Flagon by saying it's the fault of the wood from the rafters catching fire, not her for recklessly shooting fire in the first place. Thankfully, Duncan's having none of it, and strong-arms her to work to pay him back for the damages.
305* PetTheDog: If you take her to the Orc Caves she'll discover zombie-mages being made from the corpses of her fellow Academy students and vows to stop the Shadow Priest who created them, which is the most heroic thing she does in the entire game. Also, if you have high influence with her, she'll offer to fight Lorne for you in Act II.
306* SmallNameBigEgo: Her name is only four letters long, but her ego is the size of an ocean.
307* SmugSuper: She's the most powerful member of your party in terms of pure magical damage output, so some of that ego is justified.
308* SociopathicHero: Doesn't seem to understand that reacting to ''every'' slight with a fireball to the face creates more problems for herself and others than it solves, and is more forced to be on the hero's side than following voluntarily.
309* SpoiledBrat: Her father is the headmaster of the Neverwinter Academy. In fact, it's implied in cut content that one of the reason Sand hates her is that her father fired him.
310* SurroundedByIdiots: Tends to treat fellow party members this way, but may end up treating the player slightly less terribly if enough influence is gained.
311* UnequalRites: She's a sorcerer who ''really'' doesn't like wizards. To the point that the determining factor in whether she sides with you during the final battle is whether ''Sand'' does. Sand is offered the choice to turn before she is, and if he stays with you, she will turn on you no matter how high your influence is.
312* UnskilledButStrong: As a sorcerer, she naturally has incredible magical power, but she doesn't bother refining it.
313* WhenAllYouHaveIsAHammer: Qara's preferred solution to her problems is to blast everything in sight. This works about as well as you'd expect, even having a hand in her being drafted into the party.
314[[/folder]]
315
316[[folder:Grobnar Gnomehands]]
317[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nwn2_grobnar.jpg]]
318-> "'Kalach-cha' ''.'' 'Kalach-cha' ''. Well, it's not Gnomish, Elvish, Dwarvish, Orcish, Goblin, or Draconic -- well, unless the 'k' is silent, but that would make it "gizzard stone" or the equivalent."''
319--> -- Grobnar demonstrating a surprising command of language.
320--> '''Voiced by:''' Creator/AndyPang
321
322An... eccentric gnome bard the party encounters shortly after arriving in Neverwinter. He is a self-proclaimed writer, mechanic, and general storyteller. He decides to join the party because he believes they're on a grand adventure.
323
324While not very good in combat and deeply annoying as a character, Grobnar actually is a mechanical genius -- he repairs the Construct and makes it functional.
325
326He canonically died in the final battle, in a futile attempt to save the Construct from a falling pillar.
327
328----
329* ButtMonkey: Everyone in the party makes fun of him, short of Casavir, Zhjaeve, and Shandra. Only Shandra protests his treatment, and very weakly at that.
330* ChaoticGood: In-universe. He's a complete kook who seems to wander the countryside before he joins your party, but he's also jolly, good-hearted, and very friendly to everyone he meets.
331* {{Cloudcuckoolander}}: An absent-minded goofball prone to ComicallyMissingThePoint who is searching for the Wendersnaven, a race that is apparently invisible and intangible and (as far as anyone else can tell) fictional.
332* GeniusDitz: Believe it or not, he ''is'' a mechanical genius, as well as several other types of genius, and is capable of some surprising feats of engineering if he's with the party at the appropriate moments.
333* LukeNounverber: Although it's more like Luke Noun''nouns''.
334* {{Omniglot}}: Based on the instance where he tries to translate ''"kalach-cha"'', we can infer that he speaks at least six languages, not counting Common.
335* OurGnomesAreWeirder: He's a rock gnome and a ditz in almost every sense of the word.
336* OvershadowedByAwesome: Bishop and Neeshka are better archers than him, while Qara, Sand, and Ammon Jerro are better spellcasters. However, if you yourself are a bard, you completely blow Grobnar out of the water in terms of musical and magical talent.
337* ThePollyanna: Everything reminds him of a song. Even, apparently, getting crushed to death by rocks.
338* QuirkyBard: Even by D&D bard standards, since his base stats are mediocre at best and his skillset leaves something to be desired.
339* StupidSacrifice: He genuinely thought his ''three foot tall body'' could save the Construct from a ''story-high stone pillar''. Long story short, it didn't.
340[[/folder]]
341
342[[folder:Casavir]]
343[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nwn2_casavir.jpg]]
344->''"I do not have faith in a city or a nation, but the people within it."''
345--> -- Casavir
346--> '''Voiced by:''' Creator/PaulSchoeffler
347
348A paladin of Tyr who was formerly part of Neverwinter's paladin order, but left in frustration over the order's inability/unwillingness to help the commonfolk. Since then, he has taken it upon himself to protect the innocent, and has formed a tight-knit band of mercenaries to help him in this. He first meets the party when they're investigating orc activity in the region, and offers his help in this. After the orcs are routed, he decides to stay with the party.
349
350Casavir is reserved and takes his duties as a paladin very seriously. He follows his code of conduct to the letter and holds himself to an extremely high standard that he admits he doesn't always meet. This inevitably puts him at odds with the openly selfish and ruthlessly pragmatic Bishop, not helped by the fact that they form something of a LoveTriangle with a female Knight-Captain.
351
352''Mask of the Betrayer'' suggests that he died in the final battle of the original campaign, his back broken in an attempt to hold a door open to allow the party to escape. However, ''Storm of Zehir'' strongly implies that he managed to survive the CollapsingLair, albeit severely wounded. His current whereabouts are unknown, but it is suggested that he has been captured by Luskan.
353
354----
355* CourtlyLove: Casavir's romance with the female PC comes off as this until [[FadeToBlack the night before the final battle]]. (DummiedOut content reveals he's failed at this before, as he had a private affair with Ophala before public discovery disgraced him.)
356* TheDreaded: The orcs call him ''Katalmach'', an orc word referring to those who lose themselves in battle, and one orc calls him a blight upon their tribes.
357* GameplayAndStorySegregation: Minor case with Neeshka claiming she's allergic to him ("His aura makes my skin itch!"). She notably doesn't make the same complaint if the Knight-Captain is a paladin, and it has no effect on gameplay.
358* GoodIsOldFashioned: Embodies the ideals of knightly duty, honor, and chivalry.
359* TheGenericGuy: Many players find him bland and a little cardboard compared to Bishop. Among those that do enjoy him, many cite his voice acting as an aspect that puts a very world-weary and forlorn spin on an otherwise rather archetypal Paladin.
360* HeroicSacrifice: According to Ammon Jerro in ''Mask of the Betrayer'', he broke his back holding open a collapsing doorway for the party. ''Storm of Zehir'' implies that he survived and was captured and imprisoned by Luskan.
361* HidingBehindReligion: Or the Paladin Order. If Casavir confronts Bishop over his "intentions" for the female KC, Bishop counters that Casavir has the same base feelings for women that he does (alluding to Casavir's DummiedOut backstory), but while Bishop is [[AtLeastIAdmitIt at least honest about his intentions]], Casavir hides his lust and jealousy behind a front of chivalry and "protecting her honor."
362* InformedAttribute: The orcs he fought in Old Owl Well call him "Katalmach," which means "one who loses himself in battle." There is literally no evidence of this anywhere in the (canon) game.
363* HunterOfMonsters: Has been hunting orcs for weeks when you meet him.
364* KnightInShiningArmor: What he appears as at first. Talking to him reveals he's more of a KnightInSourArmor.
365* KnightInSourArmor: He's bitter about his former order's inaction in problems around Neverwinter and focuses on doing practical good.
366* LawfulGood: In-universe. Paladins aren't allowed to be anything else. Casavir pointedly leans on the Good half, though, [[ShownTheirWork as is explicitly required of paladin codes in the game rules]] (the KnightTemplar portrayal they often get is a mistake).
367** In-universe, this is integral to Casavir's personal struggle: ToBeLawfulOrGood? As well as balancing obeying his paladin vows with his personal desires. (Especially in regards to women, like [[DummiedOut Ophala]] and the female KC.)
368* LuckilyMyShieldWillProtectMe: His StarterEquipment is a warhammer, full plate armor, and a heavy shield.
369* MayDecemberRomance: He looks to be anywhere from ten to twenty years older than the female PC.
370** MayflyDecemberRomance: If the PC is an Elf, Dwarf or any other race with an extremey long lifespan
371* NoodleIncident: Casavir can confront Bishop over his "intentions" for the female PC, only for Bishop to turn it back around on him and imply this is not the first time Casavir's feelings for a woman left him confused. The player never learns what this is. (Cut content reveals Casavir was involved with Ophala, a popular courtesan, before public discovery ruined him.)
372* NotSoDifferentRemark: Bishop claims Casavir's feelings for the female PC are no more noble than his own; the only difference is [[AtLeastIAdmitIt Bishop is more honest about his lust for her]].
373* ThePaladin: Of the Tyrran church. Unlike many paladins, Casavir places far higher importance on [[ToBeLawfulOrGood Good than on Law]]. For example, when his order declined to intervene in a spate of orc attacks on the settlements near Old Owl Well, Casavir said ScrewTheRulesImDoingWhatsRight, left Neverwinter and went to fight the orcs on his own. He wound up with a band of mercenaries with similar views.
374* TheRival: Casavir and Bishop are a study in opposites, LawfulGood and faithful versus ChaoticEvil and Faithless, armored hammer-swinging knight versus master archer and woodsman, [[TheFettered sworn to defend others and fight for justice]] versus misanthropic sociopath. This makes them natural opponents. They were also supposed to form a LoveTriangle with the female Knight-Captain but Bishop's half didn't make the final cut despite hints of this still being there.
375* ScrewTheRulesImDoingWhatsRight: As noted, he got fed up with Neverwinter's inaction and set out to do something himself.
376* TheStoic: The facial animations in the game are limited, but even so Casavir clearly comes off as this. His voice is almost always level and even, and he never seems to lose his temper--Bishop's the only one who comes close to getting a rise out of him.
377* YouNeedToGetLaid: Bishop all but states this if Casavir confronts him over his interest in the female KC, sneering that those holy vows have left him with so much "pent-up frustration" under that armor that he needs to "drink from a wench's cup" to loosen up.
378[[/folder]]
379
380[[folder:Bishop]]
381[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nwn2_bishop.jpg]]
382->''"If you aren't willing to kill for it, how important can it be?"''
383-->-- Bishop
384--> '''Voiced by:''' Creator/AsaSeigel and Creator/DaveWalsh (Mask of the Betrayer)
385
386A black-hearted ranger that the party first meets in the Sunken Flagon. He is initially a typical, if very assholish patron, but after Shandra is kidnapped by Zeearie, Duncan convinces him to help the party track them down by calling upon an old deal they made. Reluctantly, Bishop agrees, and afterwards stays on with the party for his own reasons.
387
388Bishop is an interesting look at what it means to be ChaoticEvil. He genuinely believes that the concept of civilization and culture is a total sham, and is convinced that everyone, even him, is just a rabid animal waiting to strike. He despises being ordered about, but will grudgingly admit he respects the Knight-Captain if your influence with him is high enough.
389
390Ultimately, Bishop's beliefs and free spirit are his undoing. During the siege on Crossroad Keep by the King of Shadows' army, he betrays the party by sabotaging the keep's gates and allowing the undead entry. He later shows up at the site of the final battle. If your influence with him is low, he will assist Garius in the battle, and will attempt to take control of the Construct. If influence with him is high, the Captain can appeal to his hatred of being someone's servant, and he will agree to leave in peace.
391
392No matter what path is taken, Bishop ultimately dies, either by the player's hand or by being crushed by the collapsing castle during his escape. He makes an appearance in ''Mask of the Betrayer'' in a dream, where it is revealed that he has been bound to the Wall of the Faithless. After giving some last few snide remarks to the Captain, he is fully absorbed into the Wall, but not before hand over a fragment of Akachi's mask.
393
394----
395* AllGirlsWantBadBoys: The female Knight-Captain can choose him over the more traditional and good-natured Casavir.
396* AndIMustScream: ''Mask of the Betrayer'' reveals that [[spoiler:his soul was sent to the Wall of the Faithless after his death.]] Subverted however in that, given his extreme nihilism, he finds being consumed by the Wall to be a peaceful experience.
397* ApologeticAttacker: [[spoiler:If you have high Influence with him, he'll genuinely apologize for betraying you--but he'll still attack (unless you can talk him out of it).]]
398* AtLeastIAdmitIt: Said verbatim at one point.
399* BelligerentSexualTension: Possibly with a female Knight-Captain, an artifact from when he was going to be romanceable.
400* ChaoticEvil: In-universe. He places great emphasis on his personal freedom and refuses to be bound by authority. That can include that of the bad guys as well. Note that he seems to place emphasis on others' freedom/individuality - as seen when he tells [[GoodIsOldFashioned Casavir]] not to stand up to him on the female Knight-Captain's behalf and let her defend her own honour. He is also deeply misanthropic, firmly convinced civilization is a sham and that everyone, especially himself, is only out for themselves. He also just revels in violence and bloodshed.
401* ChildSoldier: Implied to have been very young when conscripted into Luskan's military.
402%%* ChronicBackstabbingDisorder: So very much. The developers intended for you to be able to help him with it, [[WhatCouldHaveBeen but, well...]]
403* CommitmentIssues: He tells the female PlayerCharacter that getting tied down isn't his style. [[spoiler:At high influence, this fuels his betrayal--he panics when he realizes he ''is'' getting tied to her and scrambles to cut it while he still can.]]
404* CoveredWithScars: They're not on his model, but his character description says he has a lot of old cuts and burns. This is important.
405* TheCynic: By far the most dour member of your party and convinced that everyone, especially himself, is out for themselves and nobody else.
406* DeadpanSnarker: Count yourself lucky to say ''anything'' in his presence without getting a sarcastic drawl in reply, usually followed by a quick, half-assed BreakingSpeech aimed at just about anything in the immediate vicinity, and god help any companion who tries to intervene.
407-->'''Bishop:''' So the farm girl's going to join our band? Good. We need someone to make up for the paladin -- or at least to catch arrows if Grobnar's already dead.
408* DebtDetester: He hates Duncan for [[spoiler:saving his life after he destroyed his home village; he would rather have died there.]] He also hates you, because Duncan called in the debt to get Bishop to follow you. More than ''anything'', he hates being obligated to someone. Anyone. For any reason.
409* DeathSeeker: Can be inferred from some of his dialogue when relating his backstory. [[spoiler:Much later, in the Wall of the Faithless, he'll mock you if you try to free him and claim that he's the only one there not desperate to escape. He's glad to face oblivion, scared only of the pain he'll suffer on the way.]]
410--> '''Bishop:''' To forget and be forgotten - that's paradise. It's getting there that's the hard part.
411* DontYouDarePityMe: One of his core principles. Bishop practically despises ''anyone'' who does ''not'' share this sentiment.
412* ExactWords: Born a Harborman and conscripted by Luskans when young. They were grooming him to be a double-agent, and his last act before he made the grade was supposed to be [[IfYoureSoEvilEatThisKitten choosing a remote village in Neverwinter and destroying it completely]]. He chose his ''own'' village, and then tried to warn its inhabitants of what he was about to do, but they ignored him, so he burned it to the ground with everyone trapped inside. ''Including'' his Luskan trainers and handlers, which his familiarity with his home let him locate.
413* EvenEvilHasStandards: As evil as he is, he openly hates Luskan.
414* EvilCannotComprehendGood: Believes everyone must be as vicious and self-serving as he is deep down.
415* FlatEarthAtheist: And one breaking the setting rules, no less. Rangers are divine spellcasters, which the ''TabletopGame/ForgottenRealms'' setting requires to have a patron deity. The loophole is that it's possible one of the gods has chosen to grant him spells anyway (Malar would be a likely candidate given his beliefs), but that falls flat in light of [[spoiler:him ending up in the Wall of the Faithless after the original campaign]].
416* {{Foil}}: Arguably to Daeghun Farlong, the KC's foster father. They're both skilled archers, trackers, and hunters (rangers) who suffer trauma from their younger days. However, while Daeghun's makes him very [[IceKing cold]] but still heroic and well-intentioned, Bishop's left him [[HotBlooded hot-blooded]] and evil to the core. The female KC can also serve as a MoralityPet for them, though.
417* {{Foreshadowing}}:
418** He's openly contemptuous of a small village you pass filled with villagers hiding from attacking githyanki, and openly sneers that they deserve to die if they won't defend themselves. [[spoiler:This ties into his feelings about his home village, who refused to flee when he warned them he was about to burn it down and wound up burning them all alive.]]
419** On three separate occasions Casavir, Bishop's ex Malin, and a mind-reading succubus can all warn the player of his ChronicBackstabbingDisorder. [[spoiler:They weren't kidding.]]
420** His cryptic conversation with Grobnar about the Construct's capabilities hint at his true motives.
421** He's an FlatEarthAtheist and [[spoiler: the loading screen will sometimes mention the Wall of the Faithless. Guess where you'll meet him in ''Mask of the Betrayer''.]]
422* FreudianExcuse: Was kidnapped as a child, brought to Luskan, and trained as an assassin, whether he wanted it or not. On the other hand, he never tries to use it as a defense for his actions.
423* GreenEyedMonster: If the female Knight-Commander has higher influence with Casavir than him, it's very heavily implied his jealousy of their relationship fueled his betrayal.
424* GoneHorriblyRight: Luskan [[ChildSoldiers "conscripted" him young]] to be a skilled assassin, cunning strategist, and remorseless killer. [[TakingYouWithMe They got exactly what they wanted.]]
425** Bishop chose a remote Neverwinter village to burn to the ground as part of his initiation. He chose [[spoiler:his own village. He tried to warn them of their impending doom before hand, but they refused to leave.]]
426* HatesEveryoneEqually. Teeters between this and PoliticallyIncorrectVillain. While he makes lewd, sexist, and racist comments to other characters, it's clear he despises everyone and just says the most degrading thing any given moment to get a rise out of people.
427* HeelFaceDoorSlam:
428** In the original campaign, he switches sides during the Battle of Crossroad Keep, but if your influence with him is high enough in the final dungeon, you can talk him into quitting the King of Shadows' employ. He dies no matter what, however: if you don't kill him, the CollapsingLair does, and he ends up in the Wall of the Faithless.
429** In ''Mask of the Betrayer'', he warns you of approaching demons and gives you the last piece of the Mask, hinting that he's started reconsidering his "everyone for themselves" worldview, but he's absorbed into the Wall before it can do him any good.
430* HeelFaceRevolvingDoor: Well, he used to work for Luskan, but grew to be [[EvenEvilHasStandards so disgusted by them]] that he left their service and now actively hunts them down. Then he'll join you, but [[spoiler:will betray you to the King of Shadows. If your influence is high enough, you can talk him into sort-of [[HeelFaceTurn heel-face-turning]] by walking away from the fight with Garius. Finally, if you choose to side with the King of Shadows, he'll come back and help you kill your former comrades, which can be called either a [[FaceHeelTurn face]] or a full [[HeelFaceTurn heel]].]] For goodness' sake, Bishop, just pick a side and stick with it!
431* IAmWhatIAm: [[spoiler:His reason for betraying you if you ask EtTuBrute.]]
432* IFightForTheStrongestSide: Admits it up front. [[spoiler:It's potentially one of the reasons he gives for betraying you to the King of Shadows.]]
433* IJustWantToBeFree: ''Hates'' being tied down to anyone or anything, in any way. (His past, his Luskan captors, his debt to Duncan... his growing emotional attachment to a player with high influence with him...)
434* {{Jerkass}}: Constantly prone to rudeness, cruelty and apathetic disinterest when speaking.
435* JerkassHasAPoint: Frequently. His remarks really do make a lot of sense from a purely pragmatic point of view, as his character quote shows.
436* JerkWithAHeartOfGold: If you pinch ''real'' hard the remnants of his romantic dialogue can arguably come off as this, though "gold" may still be overstating it.
437* LackOfEmpathy: He has no sympathy for anyone in particular, but he really has it in for the village you pass through while rescuing Shandra, saying that if they aren't prepared to fight for their lives, they don't deserve to have them in the first place. [[spoiler:Part of it is projected guilt over burning his own home village alive after they refused to flee when he tried to warn them about what was to come.]]
438* LikeParentLikeSpouse: If the female KC chooses Bishop over Casavir, their relationship has shades of this since he's an emotionally damaged ranger who specializes in archery, tracking, and hunting like her foster father. [[spoiler:Not that anything comes of it.]]
439* LoveCannotOvercome: [[spoiler:No matter how high your female PC's influence with him is, no matter what you say or do, no matter the implication he's truly developing genuine feelings for you, the best case scenario is that his CommitmentIssues make him cut and run. [[FromBadToWorse And then a temple falls on him, and then he gets absorbed into the Wall of the Faithless]].]]
440* MeaningfulName: Bishop means "overseer," and he's a skilled tracker who's spent most of his life overseeing terrain to hunt for food or track down enemies.
441* MistakenForRomance: Though his romance was cut in the final game, if a female PC returns to West Harbor with Bishop in her party, then Georg will think he's her lover. (Hilariously enough, Georg thinks this even if ''[[OfficialCouple Casavir]]'' is in the party.)
442-->'''Georg Redfell:''' Hnh. Looks like you picked up an admirer. Well met there, boy. You sweep her off her seat from some seedy tavern, did you?\
443'''Bishop:''' ''(Joking)'' Oh, yeah, she wasn't even conscious when we were married.
444* MrFanservice: Rugged, handsome, cheerfully (if also bitterly) snarky and with a deep, gravelly voice. He is well-remembered for this reason.
445* MyCountryTisOfTheeThatISting: Grew up in a poor swamp village much like yours, and is very vocal about how much he hated it. Some cut dialogue implies poverty, crime, and drunkards filled it.
446* MyRulesAreNotYourRules: Do the math and one realizes his stats are just a bit higher than what is actually possible in-game for a human character of his level. Maybe he rolled well? He also doesn't have a patron deity despite casting divine spells. He also easily talks circles around Casavir even though the latter has a ''much'' higher Charisma score.
447* NeverBeHurtAgain: A possible interpretation of his core [[SocialDarwinist philosophy]] and [[ChildSoldiers back]][[WhereIWasBornAndRazed story]]. After being "conscripted" and groomed into a [[ChildSoldier Child Soldier]] by [[AlwaysChaoticEvil Luskan]], [[spoiler:and then burning his own village alive after they refused to flee]], Bishop developed his aggressive SocialDarwinist outlook and his ''intense'' [[IJustWantToBeFree hatred of being tied down]] to avoid ever being enslaved or tortured again. It's easier to believe the world is filled with predators and prey to avoid being prey again, [[spoiler:and to believe the weak ''deserve'' to die to avoid feeling guilt over the massacre of his home village]].
448* TheNicknamer: A very sarcastic and condenscending example. For instance, he addresses you as "Captain" in way that's interchangeable with "Idiot".
449* TheNotLoveInterest: For female [=PCs=]. Like Neeshka, he was planned as a love interest in opposition to Casavir, but his RomanceSidequest didn't make the final cut of the game. Also like Neeshka, his feelings are still openly there, making for a LoveTriangle that [[ForegoneConclusion never gets resolved in his favor]] (you can have higher influence with him, which does openly change dialogue, but there's never a RelationshipUpgrade and Casavir will always be the one trying to woo you before the finale).
450* NotSoDifferentRemark: He often hints that the two of you are more similar than you think. You're both swamp-dwellers, for one.
451-->'''Bishop:''' You see, for every West Harbor that gives rise to someone like you... someone great... there's a hundred like me, that end up going down the other path.
452* OOCIsSeriousBusiness: In Ammon Jerro's Haven, if the female KC fails a charisma check with an imprisoned succubus and gets insulted for it, Bishop will actually stand up for her (contrary to his usual "our leader can stand up for herself" shtick). This is immediately lampshaded and earns him a HannibalLecture.
453-->'''Hezebel:''' How long has it been since you defended a woman as you have now? Shown a kindness? [...] Tell your "lovely" friend, who does not even realize what it means for you to defend her, to journey with her, what it meant when this... "Duncan" saved you.
454** This, along with his offer to fight Lorne for you, were hints that he's [[TrueLoveIsExceptional truly starting to fall for]] [[LoveRedeems and could be redeemed]] by the female KC, [[DummiedOut but]], [[WhatMightHaveBeen alas]]...
455* PermaStubble: A bit blurry due to the quality of his model, but this is clearly still his intended facial hair affect. (It's definitely present in the concept art.)
456* PetTheDog:
457** Well, he ''tried'' to, at least. He warned the villagers of his hometown that he was going to [[spoiler: burn it down to kill the Luskans with him]], in an attempt to let them get away. They didn't listen.
458** He gets several more of these if the PlayerCharacter is female and has high influence, like offering to fight Lorne for her, standing up to a succubus who insults her, or [[spoiler:telling her to stay on the walls where it's safe during his betrayal.]]
459* PoliticallyIncorrectVillain: Occasionally makes very lewd, sexist, and/or racist comments to other characters, although he HatesEveryoneEqually.
460* PrettyBoy: Downplayed. Despite his rugged, grizzled exterior, his character model and ''especially'' [[https://lparchive.org/Neverwinter-Nights-2/Update%2031/ concept art]] give him a boyish, almost androgynous look. (Most fan art tends to play up the [[ManlyMan rugged, grizzled, "manly" part,]] though.)
461* PsychoticSmirk: Though [=NWN2's=] facial animations are pretty limited, you can practically hear it in his voice every time he says something degrading.
462* TheRival: Casavir and Bishop are a study in opposites, LawfulGood and faithful versus ChaoticEvil and Faithless, armored hammer-swinging knight versus master archer and woodsman, [[TheFettered sworn to defend others and fight for justice]] versus misanthropic sociopath. This makes them natural opponents. They were also supposed to form a LoveTriangle with the female Knight-Captain but Bishop's half didn't make the final cut.
463* SavageWolves: His animal companion is a wolf called Karnwyr who shares his master's alignment.
464* ScrewThisImOuttaHere: He may decide to give Garius a verbal flip-off and walk away from the whole thing if he likes you enough.
465* SelfDeprecation: While eager to pounce on the faults of others, Bishop isn't above barbs at his own expense.
466-->'''Knight Captain:''' Forgive him, Alaine, it takes a dog to hunt dogs.\
467'''Bishop:''' That's the truth. Ah - I think I'll like this journey.
468* SelfMadeMan: He was trained in stealth by the Luskans, but became a tracker, archer and hunter (read: ranger) due to practicality, such as having to hunt for food. He taught himself these skills.
469* ShadowArchetype: Regardless of the KC's alignment, Bishop (a fellow Harborman from a small swamp village like yours) is a more feral, aggressive, less functional version of what the KC could easily have become. Some cut dialogue reveals he's bitterly aware of it:
470-->'''Bishop:''' For every West Harbor that spawns a hero, there's one that makes a hundred brigands, killers, and cowards. [[SelfDeprecation And then there's me]]. Who knows what I would have been? Not me. But I've got you to show me what could have been.
471* SocialDarwinist: Openly believes the concept of civilization to be total bull and that only the ruthless survive.
472* TheSnarkKnight: He holds just about everything in disdain, including himself, and always has some kind of sarcastic barb up his sleeve.
473* StarCrossedLovers: His romance has him and the female PC play out something straight from a tragedy. [[spoiler:Inevitably, he betrays her, dies, and then is absorbed into the Wall of the Faithless.]]
474* TallDarkAndSnarky: He ''is'' ruggedly handsome and the source of many a bitingly sarcastic remark.
475* ThereAreTwoKindsOfPeopleInTheWorld: Predators and prey, and even those who think themselves predators must always watch out lest they become someone else's prey.
476* TokenEvilTeammate: He's the only person who joins your party in the Original Campaign who is genuinely Evil-aligned. Khelgar, Elanee, Grobnar, Casavir and Shandra are all good guys; Neeshka, Qara and Sand are all pretty self-interested but not evil; Zhjaeve is technically Neutral-aligned but clearly means well; the Construct isn't sentient enough to have any kind of alignment. The only other Evil-aligned party member in the game is Ammon Jerro, who isn't ''quite'' Evil so much as knee-deep in [[WellIntentionedExtremist good intentions, evil methods]] territory. As such, Bishop stands out like a sore thumb.
477* TrueLoveIsExceptional: The remnants of his DummiedOut romance have shades of this, but ''especially'' for good-aligned female KC's. He's a black-hearted ranger who can fall for a kind-hearted KC despite admitting [[UnholyMatrimony he likes a woman who's "mean and sharp-tongued"]], [[DummiedOut but]] [[ForegoneConclusion alas]]...
478* {{Tsundere}}: Very, ''very'' Tsun-Tsun for the female Knight-Captain.
479* UnwantedAssistance: He really doesn't like that Duncan [[spoiler:helped him survive the burning of his hometown]] and holds it over his head as a debt.
480* WhereIWasBornAndRazed: [[spoiler:Burned his village to the ground to try and [[TakingYouWithMe kill the Luskans with him]].]]
481[[/folder]]
482
483[[folder:Sand]]
484[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/Sand_2259.jpg]]
485-> ''"A hedge wizard, somehow set up a shop in the Docks, but it's telling enough he can only run a business down here in the crack of Neverwinter. Got a dry wit, and he'll always rub you the wrong way, so his name's well-chosen."''
486--> -- [[InnSecurity innkeeper]] Duncan Farlong describing Sand
487--> '''Voiced by:''' Creator/FredBerman
488
489A skilled, but somewhat haughty elven wizard that runs a magic shop in Neverwinter. He first appears when the Knight Captain tries to learn the secret of the shards, but Sand is unable to give much help aside from pointing them in the direction of someone who can help them. Later on, when Garius' henchmen accuse the Captain of slaughtering the town of Ember, Sand is chosen as their assistant and lawyer. Once the Ember Trials are resolved, he decides to assist the Captain in their quest.
490
491[[spoiler:Assuming Sand remains loyal to the cause during the final battle (depending on relative Influence, either he or Qara will join the King of Shadows), Sand canonically survives the final battle by transforming into an iron golem, rendering him impervious to the falling debris of the King of Shadows' lair.]]
492
493----
494* BrandishmentBluff: If the Knight-Captain brings Qara for their first visit to his shop, Sand will grumble about her being there and Qara will threaten to burn down this shop, prompting Sand to casually bluff that the walls have magical wards that will drain her powers if she does. Qara hesitantly backs down. Sand then explains there ''are'' no such wards, which she would have known had she paid better attention in school.
495* TheCameo: Makes an appearance at the Knight-Captain's wedding in some versions of the ''[=MotB=]'' epilogue.
496* DeadpanSnarker: In a game filled with these, Sand stands head and shoulders above the rest. [[spoiler:He'll even mouth off to the King of Shadows if he stays loyal.]]
497** His response after Duncan implies he's a petty hedge wizard: "You have no appreciation for my talents - and after all I've done for you. To think you could survive a fortnight without my ale purgative - why, you would be buried in the tombs with the rest of the Neverwinter traitors - a betrayer of barkeepers everywhere."
498* DefectorFromDecadence: [[spoiler:Left Luskan's Hosttower and now has to spend the rest of his life in hiding from them.]]
499* DefrostingIceQueen: He'll warm up to you if you make the effort.
500* DudeWheresMyRespect: Arrogant and acerbic though he may be, Sand is a genuinely brilliant and accomplished wizard, and his frustration of being kicked down the ladder (fired from the Academy, blacklisted from Blacklake) and his talents underappreciated by Neverwinter's elite can be understandable.
501* EarlyInstallmentWeirdness: His introduction scene doesn't quite square with how he acts later on. He has a much more casual (but just as snarky) speaking style, and has an "overdeveloped sense of smell" schtick that is never mentioned again.
502* EveryoneHasStandards: [[spoiler: He once studied in the Arcane Brotherhood, despite knowing how awful their wizards can be.]] It eventually became too much for him, so he packed his gear and left.
503* FaceHeelTurn: [[spoiler:If your influence with him is lower than with Qara, he turns on you at the final battle, considering ''her'' a bigger potential threat than the King of Shadows.]]
504* GreenEyedMonster: It's implied that he's at least a somewhat jealous of Qara for being naturally gifted and powerful with magic, while he's had to work and study for it his whole life. Tellingly, his chosen field is Transmutation, meaning he tries to turn himself into powerful and fantastical creatures.
505* InsufferableGenius: He's got a huge opinion about himself, but also has the skills, intelligence and wits to back it up.
506* JerkassHasAPoint: Smug, snide, and acerbic though he may be, Sand is usually right about things. Lampshaded by Duncan, of all people.
507* KnightInSourArmor: He generally ends up doing the right thing, but only if he gets to insult people and moan about it first.
508* LawfulNeutral: In-universe. An interesting take on the alignment, too.
509-->'''Sand:''' There are laws, and there is right and wrong. Although you may choose to live your life somewhere in between, I do not believe you are guilty of this [crime] and if [Luskan] should get a hold of you, you will be killed. I believe people should answer for their crimes, but it must be just.
510* MaybeEverAfter: Combined with a bit of RetCon. If the female player never romances anyone else all through [=NWN2=] & [=MotB=] and tells [[spoiler:Ammon-Jerro]] in [=MotB=] that they miss Sand, in the [=MotB=] epilogue it's possible to eventually reunite with him in the same end slide reserved for other love interests. This was almost certainly added following his unexpected FanPreferredCouple reception in the base game, with many players wanting him to be a love interest (along with [[AllGirlsWantBadBoys Bishop]]) more than [[TheGenericGuy Casavir]].
511* MeaningfulName: It even gets a nod in-universe.
512-->'''Duncan:''' Got a dry wit, and he'll always rub you the wrong way, so his name's well-chosen.
513* PetTheDog: If the player honestly thanks him for representing them at their trial, he's genuinely touched and warmly returns the sentiment, saying he's happy to do this for you too. (Mostly to spite Luskan, but still...)
514* ProperlyParanoid: He believes Qara to be a potential threat. In dummied-out content, it's revealed that she really is holding back a a large part of her powers. [[spoiler: And, you know ... she may end up siding with the King of Shadows.]] The later point is rendered moot, though, [[spoiler:given that he himself will side with the King of Shadows if she doesn't.]]
515* Really700YearsOld: He's an elf end his appearance suggests that he has lived for a long time. He also states that he's at least some hundred years at one point.
516* ShorterMeansSmarter: Elves are generally shorter than humans and he's the only wizard companion in the official champaign.
517* TheSnarkKnight: And one of the game's most prominent!
518* SquishyWizard: Serious artillery (and less prone to destroying loot chests than Qara), but keep him away from anything sharp. However, his school of specialization, Transmutation, specializes in buffs, and he can potentially armor himself well enough to compete with the group's tanks.
519* TallDarkAndSnarky: Well, short and snarky, but whatever.
520[[/folder]]
521
522[[folder:Shandra Jerro]]
523[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nwn2_shandra.jpg]]
524-> ''"Well, if it had been [[PlayerCharacter the Captain]] doing it, [[CatUpATree the cat]] would be lost, the tree burned down, and the old lady would be traveling with us now."''
525--> -- Shandra remarking on the "adventures" of the [[PlayerCharacter Knight-Captain's]] self-appointed [[TheApprentice apprentices]].
526--> '''Voiced by:''' Creator/RachelYork
527
528A simple farmgirl from just outside Highcliff, Shandra Jerro at first seems like just another NPC, until the githyanki abduct her to use her in the search for her grandfather's Haven. Having lost her farm thanks to getting caught up in the Knight-Captain's business, she joins up with the Knight-Captain's party as a fighter.
529
530[[spoiler: For a time she acts as a free extra party member , but during the assault on Ammon Jerro's Haven, she realizes that the man they have been chasing is in fact her grandfather, and that her blood is the key to undoing the spells that make Ammon Jerro nigh-invincible. After undoing the spells, he kills her in a fit of anger, not realizing who she was.]]
531
532----
533* ActionGirl: After [[TookALevelInBadass Taking a Level in Badass]] she proves quite effective with a shortsword.
534* ActionSurvivor: She is forced to become badass when it becomes clear to her that the world isn't going to let up on her.
535* BadassNormal: As a human fighter, she has no spells or supernatural powers, but still proves quite capable in combat.
536* ChekhovsGunman: You meet her very briefly in a small quest near the beginning of the game, then promptly forget about her. Learning that she's Ammon Jerro's granddaughter comes as a shock, to say the least. [[spoiler:She also has a pivotal role in your trial.]] Lampshaded when you learn of her significance:
537--> '''Neeshka:''' Shandra Jerro? You mean the girl [[OnceDoneNeverForgotten with the flammable barn]]?
538* DealWithTheDevil: [[spoiler:Makes one to save the party.]]
539%%* DeadpanSnarker: See the above quote for one of her best.
540* DefrostingIceQueen: Initially, she's rude to the PC because she blames them for the loss of her home and her farm. If they apologize, she will as well, and becomes steadily warmer so long as they keep her influence high (not a difficult task). She's even one of the few who will ask about ''them'' and ''their'' life!
541* DualWielding: She has the Two-Weapon Fighting line of feats, and her default weapon loadout consists of two shortswords.
542* FarmGirl: When you first meet her, she's just a ordinary farmer with no skill in combat.
543* HadToBeSharp: She wants no part of adventuring, it's just that terrible things ''keep happening to her''. It was toughen up or die.
544* HeroicSacrifice: [[spoiler:Spills large amounts of her own blood to sabotage Ammon Jerro's fiend bindings, and is slain by him in retribution.]]
545* KnightInSourArmor: Despite her sometimes world-weary manner, Shandra ultimately holds close to her ideals and hopes to find such devotion in others as well.
546* LovedByAll: Not ''quite'' all, but Shandra is the most well-liked member of the party, having no stand-out rivalries like Khelgar-Neeshka, Qara-Sand, or Casavir-Bishop. The only conflicts that might arise are jealousy-inspired ones if the PC is male. [[spoiler:And Elanee and Neeshka will still be upset by her death. Heck, even [[TheSnarkKnight Bishop]] seems angry about it.]]
547* LukeYouAreMyFather: [[spoiler:Her final words include telling Ammon Jerro that he is her grandfather (possibly give or take a few generations).]]
548* NaiveNewcomer: Naïve in the sense that she doesn't quite know how to be an adventurer. When you approach her the first time after she joins the party, the first words out of her mouth are "Did I do something wrong?"
549* NeutralGood: In-universe. She's simply a good-hearted farm girl trying to survive in the ''TabletopGame/ForgottenRealms''. [[spoiler:Then she sacrifices her life [[DealWithTheDevil and probably her afterlife]] to save the world.]]
550* OnlySaneMan: By far the most normal member of your party. Most of them seem quite fond of her.
551* PlotlineDeath: As above.
552* PluckyGirl: She loses her farm and her house, and what does she do? She [[TookALevelInBadass takes a level in badass]] and becomes a mercenary.
553* RasputinianDeath: [[spoiler:Already dizzy from loss of blood, she's impaled with an ice spike, set on fire, and blasted apart by eldritch magic.]]
554* ShipTease: She has quite a bit with a male PC.
555* SixthRanger: While the maximum party size is normally four, she acts as a mandatory fifth party member in chapter II.
556* TookALevelInBadass: Literally. Starts out as a repeatedly DistressedDamsel, then turns into a shortsword-wielding BadassNormal.
557* {{Tsundere}}: Type A. Grobnar will inadvertently reveal that she was really worried for you during [[spoiler:the duel with Lorne]]. If you ask her about it, she vehemently denies it.
558* UnkemptBeauty: Her biography and a NPC painter describe her as this.
559[[/folder]]
560
561[[folder:Zhjaeve]]
562[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/Zhjaeve_5828.jpg]]
563-> ''"Know that I am Zhjaeve, one who carries the knowing Circle of Zerthimon in mind and hand. Know that I aid the ''[[PlayerCharacter Kalach-Cha]]'' in shielding your community from the doom that comes."''
564--> -- Zhjaeve introduces herself
565--> '''Voiced by:''' Creator/LisaEmery
566
567A githzerai cleric and zerth that was imprisoned in Crossroad Keep while it was under Garius' control. She is one of the only people who truly knows what is happening, and helps the Knight Captain learn about the King Shadows, its origins, and how it can be stopped.
568
569[[spoiler:Whether or not she survived the destruction of the King of Shadows' lair is completely unknown. Not even Ammon Jerro knows what happened to her.]]
570
571It's commonly theorized that her lack of a patron deity indicates she's actually a psion, not a cleric. Or that since she's part of the Circle of Zerthimon, she worships the githzerai [[GodEmperor god-king]].
572
573----
574* DemotedToExtra: She's a big part of the latter half of Act 2, where she helps the KC acquire their InfinityPlusOneSword and perform the Illefarn rituals necessary to defeat the King of Shadows. By Act 3, her only meaningful contribution to the plot is that she can recite the True Names of the Shadow Reavers to destroy them -- and even then, that crucial responsibility can be off-loaded to Ammon Jerro, thus reducing her to an extra healer/divine caster for your party.
575* TheGenericGirl: She has knowledge necessary to advance the plot, but besides that she generally has no standout character traits besides her VerbalTic.
576* InformedEquipment: She sticks with her default look no matter what type of armor you give her.
577* LawfulNeutral: Her in-universe alignment. The githzerai mostly hold themselves aloof from the concerns of other races and even other planes, but also require much mental discipline just to survive their home plane of Limbo.
578* MsExposition: She's there to fill in the gaps in the story that no one else is in a position to fill.
579* NeverFoundTheBody: [[spoiler:Ammon Jerro has no idea what happened to her. Lore-minded fans have noted that high-level githzerai can plane-shift once per day, so it's entirely possible that, quest completed, she returned home to Limbo.]]
580* PardonMyKlingon: She uses "illithid" as a curse. Given her people's history with the mind flayers, this is an appropriate use of the word and a ''pretty grievous'' insult.
581* ReligionIsMagic: Although her class is listed as cleric, she mentions that githzerai don't have conventional clerics, and her role as a zerth simply approximates to a priest class.
582* SlaveRace: Her people, the githzerai, were once slaves of the illithid. The reason it's being mentioned is that she's clearly still got a sore spot about it, see PardonMyKlingon above. This is also the reason she doesn't have a patron deity -- githzerai don't take them because it reminds them too much of their slavery.
583* TheSmartGuy: She has a very high Wisdom score and serves as
584* {{Stripperiffic}}: Borderline example since [[AllThereInTheManual according to sourcebooks]] githzerai traditionally rely more on agility than armor anyway.
585* SupportPartyMember: Clerics may have a reputation as excellent melee fighters, but that's not how Zhjaeve is built. She has 20 Wisdom but only ''10'' Strength. Needless to say, she's better off sticking with casting unless you can find a Strength boosting item for her.
586* VerbalTic: ''Know'' that like a certain other [[VideoGame/PlanescapeTorment Githzerai]], Zhjaeve puts ''emphasis'' on words relating to ''knowing'' and ''will''. Know that she begins pretty much every sentence with the word know. Know that you will get tired of this. Know that she doesn't care.
587[[/folder]]
588
589[[folder:Ammon Jerro]]
590[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/Ammon_7735.jpg]]
591->''"Ammon Jerro? Oh, he was a court wizard of Neverwinter decades ago."''
592--> -- '''Aldanon's''' woefully inadequate description of Jerro
593--> '''Voiced by:''' Creator/MurphyGuyer
594
595A former court wizard of Neverwinter, Ammon Jerro first became aware of the King of Shadows twenty years before the story starts. He tried to warn people about the threat that it posed, but to no avail. Unwilling to let the threat grow unchecked, he vowed to stop the King of Shadows... no matter what.
596
597In a climatic battle twenty years before the story begins, Ammon Jerro battled the King of Shadows in West Harbor at the head of an army of demons, and wielding the Silver Sword of Gith. While his demons fought the undead, he dueled the King of Shadows. He managed to win, but the explosion of power released by the King of Shadows' death throes shattered the Silver Sword and sent Ammon Jerro to Hell.
598
599Having [[EscapedFromHell made his way back to the Prime Material Plane]], Ammon Jerro again plans to fight the King of Shadows by seeking out the shards of the Silver Sword, and binding demons to his will. The party encounters some of his demons and manages to track down his Haven thanks to his granddaughter, Shandra. When the party and he finally face off, he kills his granddaughter in a rage at her unbinding his demons. After realizing his mistake, Ammon Jerro [[DefeatMeansFriendship agrees to join the party to defeat the King of Shadows]]. If the player character's influence with Shandra was high enough, it is possible to make Ammon Jerro admit that his methods of combating the King of Shadows were flawed, and beg Shandra's forgiveness.
600
601[[spoiler:Ammon Jerro survives the end of the original campaign, and potentially has a minor role in ''Mask of the Betrayer''. The party encounters his body at the Academy of Shapers and Binders, and with a bit of clever [[DealWithTheDevil dealing]] can recover his soul and restore him. He explains that he managed to follow the player character during his/her kidnapping, and is the one to provide details about the fates of your companions from the OC. He [[GuestStarPartyMember joins the player for a small amount of time in chapter two]], and also sends demonic reinforcements to aid the player in the final chapter of the expansion.]]
602
603----
604* ArsonMurderAndAdmiration: He admits he admires [[spoiler:the man who became the King of Shadows, due to his willingness to make the ultimate sacrifice to protect his homeland]]. He's still going to stop him, though. His choice of words may imply he sees some similarities between them.
605-->'''Ammon Jerro:''' There is a certain... sympathy... I have for such a man. Someone willing to make that choice. [...] He cast aside his people, his ties to his family, and ended up suffering for it while trying to protect them. Such motivation is not hard to understand.
606* BaldMystic: Ammon Jerro, a warlock, trained with the Red Wizards of Thay while gathering knowledge to defeat the King of Shadows and has their customary tattooed scalp, choosing to wear the bald look with a BeardOfEvil.
607* CantKillYouStillNeedYou: If you don't state it outright, someone else will. You learned the first four parts of the Rituals of Cleansing necessary to fight the King of Shadows and his army, he gained the fifth and you can't obtain it yourself because the statue necessary to gain it was broken by a Shadow Reaver; as he wryly notes, you need each other to fight the King of Shadows at full strength.
608* CassandraTruth: He tried to warn Neverwinter about the threat posed by the King of Shadows. They didn't listen to him.
609* CurbStompBattle: During your fight at Haven, cutscene dialogue implies he's handing your party's asses to you. [[GameplayAndStorySegregation The real fight isn't nearly as hard]].
610* CutscenePowerToTheMax: He's unstoppable in cutscenes (in part due to his demonic army and the RealityWarper powers of his Haven), but the Warlock character class mechanically isn't very strong. Zhjaeve, a cleric and the other character capable of the IKnowYourTrueName trick against the shadow reavers, is far more destructive.
611* DealWithTheDevil: Many bargains struck with devils and demons, as well as binding them and siphoning their power directly.
612* DemotedToExtra: Reduced to an unvoiced NPC in ''Mask of the Betrayer'', due to his voice actor not being able to come back for the sequel.
613* EvenEvilHasLovedOnes: He had a family before he became a warlock, which seems to have been part of his initial motivation to stop the King of Shadows. He claims that all his kin have died out in the years before his return. [[spoiler:As it turns out, he's not entirely correct... initially...]]
614* EvenEvilHasStandards: ''Hates'' the King of Shadows so much, [[spoiler:he's one of the few characters ''guaranteed'' to stay with you, no matter how little influence you have]].
615* EvilVersusEvil: His quarrel with the [[BigBad King of Shadows]] is this taken up a notch. He has a more even-split conflict with the [[ScaryAmoralReligion Githyanki]] as well.
616* EvilVersusOblivion: The King of Shadows poses a grievous threat to the Sword Coast, and everything Jerro has done, he has done to stop him.
617* FallenHero: He was apparently a much better man before becoming a warlock.
618* HeWhoFightsMonsters: After realizing that no one took his warnings about the King of Shadows seriously, he decided to act on his own. In order to combat the horde of undead under the thrall of the King of Shadows, he turned to the infernal powers for an army of his own.
619* IDidWhatIHadToDo: If you confront Ammon Jerro about all the evil he's unleashed in his war against the BigBad, he's wholly unrepentant unless you had high influence with Shandra, in which case you can make him realise his mistakes.
620* ImGoingToHellForThis: He tells the player that although they don't get to kill him, they can rest assured he has bigger problems to worry about -- like all the bad karma he's built up and all the demons and devils out for his blood.
621* InformedEquipment: You can equip him with armor other than his starting set, but his appearance will not change.
622* IveComeTooFar: On several occasions he states this is why he's still fighting. If he ever backs down and stops fighting, the King of Shadows will more than likely destroy Neverwinter and pose a grave threat to the entire Sword Coast... but it will also mean that ''Ammon Jerro has given in'', and everything he did will have been for nothing. He will never allow it.
623* KarmaHoudiniWarranty: As noted, he is merely delaying the inevitable backlash he will incur for all his misdeeds.
624-->'''Ammon Jerro:''' Whatever punishments you think I deserve, I will suffer a thousand-fold -- well beyond anything your small mind can imagine.
625* KarmicJackpot: If you convince him of the wrongness of his actions, he apologises to [[spoiler:Shandra]] for killing her and begs for her forgiveness. In return, he gains a magical amulet she left behind.
626* MyGodWhatHaveIDone: His reaction to [[spoiler:killing]] Shandra -- even if you don't persuade him he was wrong, he is sad she died [[spoiler:by his hand]] and wishes he could have gotten to know her.
627* NeutralEvil: In-universe. Whatever kindness or good intentions he had have long ago dwindled, leaving a desire for power and an ego that refuses to be defeated; whatever depravity he must commit or beneficence he must sacrifice, if he believes it will get him closer to winning, he ''will'' do it. It creates a curious kind of loyalty. No matter what [[spoiler:Ammon will refuse to betray you to the King of Shadows, no matter how little influence you have.]]
628* OlderThanTheyLook: His age is indeterminate but he's at least old enough to be the thirty-something Shandra Jerro's grandfather. Or great-grandfather, or great-great-grandfather; Shandra apparently isn't sure. Likely justifications are that, a) mages have a tendency to live longer than regular humans anyway, and b) lots and lots of contact with other planes where [[TimeyWimeyBall time can be a little weird]].
629* PowerTattoo: He got his while studying with the Red Wizards of Thay. Although this does not explain why they glow.
630* RealityWarper: [[spoiler:Only within his Haven, thanks to the vast amounts of enchantments on the place that are keyed to his bloodline.]]
631* ShutUpHannibal: His rejection of Black Garius' offer of [[WeCanRuleTogether joining forces with the King of Shadows]] is pretty damn awesome.
632-->'''Ammon Jerro:''' You could promise all that and more, Garius. But for all your empty promises, I have seen the one I follow accomplish so much more. And Garius, [[spoiler:[[AndThisIsFor for mentioning]] [[SacrificialLion Shandra]] [[AndThisIsFor to me]]]], I shall enjoy watching you die.
633* WellIntentionedExtremist: Everything he's done, he's done to protect Neverwinter and the world at large from the King of Shadows, who has the power and resources at his disposal to destroy the city if not stopped.
634[[/folder]]
635
636[[folder:The Construct]]
637[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nwn2_construct.jpg]]
638-> ''"Oh my, this is a marvelously constructed... er... [[ShapedLikeItself construct]]. To think of the enchantments that must have been inscribed on its core... fascinating!"''
639--> -- Grobnar {{squee}}ing
640
641A Blade Golem that was sent by Garius' followers to dispose of the party while they were investigating Githyanki activity in Neverwinter. The party manages to drive it off, severely damaging it in the process, and later come across it during the assault on Zeearie's lair. Grobnar, fascinated with the machine, convinces the Knight Captain to confiscate it in hopes of repairing it. Once Crossroad Keep is reclaimed from the Shadow Priests, and after a rather lengthy sidequest, Grobnar is able to repair the construct and make it better than ever.
642
643[[spoiler:In the final battle, if Bishop fights alongside Garius and Grobnar's influence is low, Bishop will sabotage the Construct, making it turn against the party. With a high enough influence however, Grobnar reveals that he found a way around that.]]
644
645[[spoiler:Canonically, the Construct was destroyed in the final battle when both it and Grobnar were crushed by a fallen pillar.]]
646
647----
648* BladeBelowTheShoulder: Of the blade-instead-of-forearm variety.
649* DumbMuscle: Although the Construct is mute, it's got an Intelligence of 13. It's just as smart as Elanee, and smarter than Shandra, Khelgar, Qara, Bishop, Casavir, and even Grobnar. Admittedly, this is mostly so it can take Combat Expertise.
650* EleventhHourRanger: It is probably the last party member the player will acquire without outside help, and joins at the turn of the tide.
651* {{Golem}}: A metal variety, complete with attached weaponry.
652* OptionalPartyMember: Reactivating it requires a series of sidequests.
653* TeamPet
654* TrueNeutral: In-universe. It's a barely sentient suit of armor, so it can't really be anything else.
655[[/folder]]
656
657!!Non-Party Characters
658[[folder:Daeghun Farlong]]
659[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nwn2_daeghun.jpg]]
660--> '''Voiced by:''' Jim Murtaugh
661
662Your foster father, who has raised you since you were a baby. He's cold, haughty, and not very fatherly.
663
664----
665* AbusiveParents: Emotionally distant, often absent, and at times outright neglectful.
666* AndIMustScream: [[spoiler:The evil ending leaves Daeghun killed and raised several times for the player's amusement, before finally being killed and stuffed into a pillar with his mouth left open at the surface, silently screaming in eternal agony.]]
667* AwLookTheyReallyDoLoveEachOther: The good epilogue of the main campaign has him [[spoiler:refusing to believe you're dead and setting out to search for you]]. In the good epilogue of ''Mask of the Betrayer'', [[spoiler:the two of you have a happy reunion]].
668* DeconstructedCharacterArchetype: In keeping with the game's examination of heroes, Daeghun exists to show the long-term emotional consequences of adventuring. Years of going on daring adventures slowly picked off his friends over time, and years of watching his friends die one by one weathered his emotional well-being and led to the cold, distant, emotionally reserved man that raised you.
669* {{Foil}}: One could consider him one to Gorion from ''VideoGame/BaldursGate''. Each is the foster father of the player's character, a skilled former adventurer and RetiredBadass who knew the player's mother. However, while Gorion is always gentle and affectionate to the player and succumbs to MentorOccupationalHazard right at the beginning, Daeghun lives on, but is aloof and emotionally distant, addressing even the player in a cold and professional manner.
670* HeartbrokenBadass: After years of adventuring, one day he realized that of their original party, only he and Esmerelle remained. Weary of death, he decided to settle down in West Harbor with his wife Shayla. Then she and Esmerelle died during the King of Shadows' assault on West Harbor, and he never really got over it.
671* HopeSpot: After years of watching his friends die one by one, Daeghun retired from adventuring to settle down with his wife Shayla. Soon they were joined by his heavily pregnant friend Esmerelle. Over time he forgot his grief and became content... Then the battle of West Harbor came and killed them both.
672* IceKing: Even to you!
673* InterspeciesRomance: If the locket bearing the sigil of a halfling goddess in his trunk is any indication, it's strongly implied that wood elf Daeghun's late wife Shayla was a halfling. (Which could help explain why they were unable to bear children.)
674* {{Irony}}: Cut content reveals that Esmerelle asked Daeghun's wife Shayla to look after you if she ever died or went back on the road, since she didn't think Daeghun would make a very good father. Ironically, Daeghun ended up fulfilling his late wife's promise to raise you.
675* JerkWithAHeartOfGold: He's a hero with the best of intentions, but he is often rude and condescending, and frequently inconsiderate of others' feelings.
676* LawOfInverseFertility: He and his wife Shayla wanted children but couldn't, while the PC's single mother Esmerelle got knocked up despite being unable to settle down.
677* TheLostLenore: The death of his wife Shayla haunts him to this day, and is a huge part of why he's such an emotionally distant and neglectful father figure. (Though you're the child of his friend Esmerelle, both she and Shayla died trying to save you during the battle of West Harbor, so you're a living reminder of all he lost.)
678* NoSenseOfHumor: You yourself can [[LampshadeHanging Lampshade]] this during the prologue.
679* NoSocialSkills: Not even to you. This is also why he sends you to deal with the merchant in the prologue and Neverwinter to uncover the mystery of the shard in Chapter 1, since you were raised in a human village and thus understand their ways better than he ever could.
680* TheNotLoveInterest: To the KC's mother, Esmerelle. They were close friends and adventure buddies, but were never romantically involved. Daeghun married a mutual friend named Shayla, and [[RiddleForTheAges Esmerelle got pregnant by an unknown man]] [[TheUnReveal the player never meets or learns anything about]]. Daeghun is, for all intents and purposes, the closest thing to a father you've ever had despite never being romantically involved with your mother.
681* RaisedByWolves: Raised by wild elves, which are so insular and feral compared to most races that Daeghun is ''really'' not good with people.
682* RetiredBadass: He used to be an adventurer. He has since settled down in West Harbor, but maintains his formidable archery skills.
683* SiblingYinYang: He's the exact opposite of his brother Duncan.
684* TheStoic: Neither his face nor voice betray much emotion.
685* TellMeAboutMyMother: Trying to get Daeghun to talk about Esmerelle is like trying to pull teeth from a stone statue, much to the KC's potential frustration.
686* ThisIsUnforgivable: He's not happy to meet Ammon Jerro in the field because [[spoiler:Ammon's demon army laid waste to West Harbour during the events of Act II]].
687* TrueNeutral: His InUniverse alignment (it's in the game files but not mentioned in-game).
688[[/folder]]
689
690[[folder:Duncan Farlong]]
691[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/duncan_farlong_7232.jpg]]
692->''"Well now, if it isn't my Harborman kin! What can Uncle Duncan do for you?"''
693--> '''Voiced by:''' Steven Scott
694
695Daeghun's half-brother, an innkeeper in Neverwinter. He allows you and your companions to stay at the Sunken Flagon for free during your adventures.
696
697----
698* TheAlcoholic: Sand claims he's one, though it's thankfully never seen.
699* CoolUncle: A RetiredBadass like Daeghun who's also friendly, helpful and lets you and your friends stay in his inn rent-free.
700* DeadpanSnarker
701* DeconstructedCharacterArchetype: Downplayed. Like Daeghun, Duncan demonstrates some long-term negative emotional repercussions of adventuring. But while Daeghun's grief led to him becoming an IceKing, Ducan's led to him becoming TheAlcoholic.
702* GoodIsNotSoft: Managed to strong-arm both the ChaoticEvil SocialDarwinist Bishop and SmugSuper Qara into honoring their debts to him, which they wouldn't tolerate for anyone else. He may be friendly, but he's no push-over.
703* HotBlooded: His character bio explicitly states him to be "expressive and passionate".
704* InformedAttribute: Duncan's supposedly an alcoholic and the Sunken Flagon a really seedy place, though thankfully neither are really shown. Duncan is warm and friendly to you, and the Flagon looks pretty decent. (It only really has Bishop hanging around to give you an idea of what kind of place it is.)
705* MoodSwinger: Can go from very friendly to shouting angry very quickly.
706-->'''Shandra:''' Well, the innkeeper certainly runs hot and cold.
707* NoodleIncident: Something happened between him and Bishop that led to the latter owing Duncan a favor, which he uses to force Bishop to join the party, but neither will elaborate. [[spoiler:It turns out he saved Bishop's life after the WhereIWasBornAndRazed incident. Bishop really, really, ''really'' despises him for it.]]
708* PapaWolf: You may be his estranged half-brother's foster child, but Duncan ''immediately'' welcomes you as kin and is as fiercely protective of you as if you were his own.
709** When you first meet Qara, Duncan is ''furious'' with her for setting fire to his tavern mostly for putting you in danger.
710** It's implied he held Bishop's debt over his head for ''years'', but when Shandra is taken to Luskan territory and you need to go after her, Duncan doesn't even ''hesitate'' to call in that debt to make Bishop help you.
711* RetiredBadass: He's left the adventuring life behind him to keep an inn.
712* SiblingYinYang: Just compare his tropes to Daeghun's.
713* TellMeAboutMyMother: Duncan's more willing to talk about Esmerelle than Daeghun, though he feels awkward about it since he feels Daeghun should be the one to tell you, not him.
714* VitriolicBestBuds: Implied to have this sort of relationship with Sand. They trade insults all the time, but Ducan trusts Sand at the end of the day.
715* WhatHappenedToTheMouse: [[spoiler:You can't invite him back to your keep, and no mention of him is made in the game's epilogue.]]
716* YouOweMe: Keeps Bishop on a leash by holding some debt from years ago over his head. [[spoiler:Duncan saved his life after witnessing him burn his own village down, and implicitly threatens to report him if he strays too far out of line.]] Bishop detests him for it.
717[[/folder]]
718
719[[folder:Lord Nasher Alagondar]]
720[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nwn2_nasher.jpg]]
721--> '''Voiced by:''' Gregg Martin
722
723A former adventurer and the ruler of the city-state of Neverwinter.
724
725For tropes which apply to him in ''VideoGame/NeverwinterNights'', see [[Characters/NeverwinterNights here]].
726
727----
728* BigGood: Reprises his role as such from the original ''VideoGame/NeverwinterNights''.
729* CharacterDevelopment: From the first game. While in the first game he was willing to [[TheScapegoat execute an innocent man to appease Neverwinter's rioting masses]], this game he seems to have learned his lesson and goes to bat for you to keep you from being wrongfully executed, even if it risks war with Luskan.
730* TheGoodKing: Though technically the ruling lord of a city-state rather than a literal king, he fulfills this role in Neverwinter. He cares deeply about his people and is no slouch in either statecraft or battle.
731* IdiotBall:
732** After the war in [[VideoGame/NeverwinterNights the previous game]], one clause of the peace treaty allowed Luskan to extradite anyone they consider a criminal from Neverwinter. He regrets signing it when the PC is framed for murder.
733** Minor case in ''Storm of Zehir''. Making [[spoiler:Khelgar Ironfist]] a member of the Neverwinter Nine? No problem. But putting him in charge of Crossroad Keep? Surely there were more politically adept candidates. The Knight-Captain's seneschal Kana, for instance, or maybe Sir Neville. Khelgar himself notes that it was a bad idea.
734* LawfulGood: In-universe. Not mentioned in-game but this is his alignment according to the ''Forgotten Realms Campaign Setting''. In-game he's a ReasonableAuthorityFigure who wishes to rule well and keeps his people's best interests in mind, but rules by law rather than by decree and follows said law even when inconvenient.
735* ReasonableAuthorityFigure: Doesn't believe Luskan's claim that the KC destroyed Ember for one second, arranges for them to be squired so they can have a chance at a fair trial within Neverwinter, and basically does everything in his power to ensure they receive said fair trial, regardless of the KC's alignment or criminal record. (You can be a Chaotic Evil member of a Docks gang and he'll still go to bat for you.)
736* RetiredBadass: Used to be a member of the Northern Four Adventuring Troupe before he became ruler of Neverwinter. The Troupe's history is detailed in the in-game book of the same name.
737* RoyalsWhoActuallyDoSomething: In addition to laying various intrigues and magical preparations against invasion by Neverwinter's northern rival Luskan, [[spoiler:he personally leads Neverwinter's main army in the Battle of Highcliff in Act III, and is badly wounded in the process]].
738[[/folder]]
739
740[[folder:Aldanon]]
741[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/aldanon.jpg]]
742--> '''Voiced by:''' Creator/MiltonJames
743
744A wizard who lives in the Blacklake District. He has an eccentric demeanour that hides a considerable knowledge of the world around him. Getting into the Blacklake District to talk to him about the shards they carry forms the crux of Act 1's storyline after the player reaches Neverwinter. Later he comes back as a major supporting player and ally of the player.
745
746----
747* AbsentMindedProfessor: He's an undeniably brilliant and knowledgeable man, but he's prone to going off on tangents and appears to have some memory issues.
748* AttentionDeficitOohShiny: He seems to suffer from this around books.
749* ChekhovsGunman: He only has a very small role in Act I, which is consigned to exposition and comic relief. He comes back later during Acts II and III, where he becomes a DistressedDude, joins the Knight-Captain at Crossroad Keep, correctly determines the location of Ammon Jerro's Haven and is able to read and discover the secrets of the Tome of Iltkazar. During the grand finale, [[spoiler:he casts a powerful teleportation spell that transports your entire party into TheVeryDefinitelyFinalDungeon]].
750* {{Cloudcuckoolander}}: He's completely oblivious to Luskan's attempts to use him to get into Ammon Jerro's Haven, and once he's kidnapped he doesn't even realise that's what happened.
751* TheCuckoolanderWasRight: As barmy as he is a lot of the time, he ''is'' still a smart guy and a lot of the things he says are correct, useful and helpful.
752-->'''Aldanon:''' Well, [[EvilIsNotAToy no good comes from tinkering around with ancient powers]]... all this ritual nonsense doesn't sound very wise.
753* CrazyPrepared: After his mansion wound up in the Blacklake District following the rebuilding of Neverwinter after the war from the first game, he found there were a lot of people who wanted his home. Since then he has taken to putting wards up at the entrance to his home to keep them out and magical traps around the interior to deter thieves.
754* DistressedDude: Around the middle of Act II, when Garius kidnaps him to help with his plans at Crossroad Keep.
755* DitzyGenius: Intelligent enough to figure out the nature of the shards you carry (for reference, Sand cannot) and possessed of a great deal of knowledge regarding the githyanki, but also rather prone to distraction, forgetfulness and general bumbling.
756* IgnoredExpert: [[{{Cloudcuckoolander}} If you can believe it.]] He tried to warn Black Garius that his ritual to harness the King of Shadows' power was a dumb idea that wouldn't work the way he wanted it to; [[spoiler:Garius ignored him and [[CameBackWrong look what happened]]]].
757* MoneyIsNotPower: Remarks that people trying to get his house offered him exorbitant sums of money, all of which he turned down because he had no use for such things.
758* MysticalWhiteHair: Adds to his old wizardly look.
759* NeutralGood: His In-universe alignment, although [[AllThereInTheManual it can only be seen using the editor]].
760* NonActionGuy: He's a feeble old man, for starters, and while he ''is'' a wizard he specialises in the school of Divination, which is primarily concerned with teleportation magic, long-distance reconnaissance and information-gathering. Unsurprisingly, he has to resort to indirect means to protect himself such as magic wards outside his home. Still, his chosen field of expertise does make him the ideal candidate to discover things that no-one else can, and eventually he is able to [[spoiler:send you and your more battle-ready casters into the heart of the King of Shadows' domain]].
761[[/folder]]
762
763[[folder:Kistrel the Spider]]
764A large spider with an unusual coloration and disposition for its kind. Encountered deep underground near Ember, a kindly Kalach-Cha can befriend it under the right circumstances.
765
766----
767* AllOfTheOtherReindeer: Describes itself as an outcast among its kind, presumably for its gentle nature.
768* AndroclesLion: Completing its sidequest earns you its gratitude and gives you the option to adopt it as your pet.
769* BadassCape: If you befriend it, it will make one for you using its magic silk. It's a nifty one too, granting the user Freedom of Movement and minor Spell Resistance.
770* BecauseYouWereNiceToMe: Remain nice to it all the way through and it will eventually thank you for your kindness by weaving you a cloak from its own silk.
771* BlueIsHeroic: It has an overall blue colour scheme and is the only NPC spider in the game that's ever friendly to you.
772* GentleGiant: It doesn't want to fight you and will happily be your friend if you let it.
773* GiantSpider: Try to fight it instead of befriending it and you'll learn quickly that it's still a giant, fearsome arachnid.
774* ItCanThink: It's smarter than you'd think, if still an animal by nature.
775[[/folder]]
776
777[[folder:The King of Shadows]]
778[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/King_of_Shadows-NWN2_9231.jpg]]
779--> '''Voiced by:''' Adam Sietz
780
781An ancient being of pure magic and a contender for the worst threat the Sword Coast has ever known.
782
783In the ruins of an Illefarn city, you learn that he was once human, a great hero and patriot who sacrificed himself in an arcane ritual to create a Guardian to protect Illefarn from invasion by Netheril, becoming a PureMagicBeing who drew his power directly from the Weave. When the Netherese archmage Karsus tried to usurp Mystryl as deity of magic, his power source was interrupted, forcing him into the SadisticChoice of either dying, in which case he could no longer protect Illefarn, or drawing power from Shar's Shadow Weave. He chose the latter. Illefarn tried and failed to destroy him repeatedly, but their final attempt, hiring the great wyrm Nolalothcaragascint, succeeded in damaging him badly enough he was forced to retreat to the Astral Plane.
784
785According to ''Mask of the Betrayer'', he was canonically destroyed by the Knight-Captain--which admittedly is a bit of a ForegoneConclusion since [[CuttingOffTheBranches the endings where this doesn't happen don't allow the expansion to actually take place]].
786
787----
788* AbsurdlyDedicatedWorker: His job is to destroy enemies of the Illefarn Empire. He continues to try to carry out that function a couple thousand years after Illefarn has fallen, partly ''because'' of him.
789* BeardOfEvil: Either this or FangsAreEvil, depending on what you interpret the white vertical lines on the bottom half of his mask to be.
790* BigBad: Of [=NWN2=].
791* BlackAndWhiteInsanity: [[spoiler:His job is to destroy enemies of the Illefarn Empire. Attempting to attack him, a guardian of that empire, means you are an enemy. An awful lot of entities wind up attacking him for silly reasons like his very presence being inimical to life. Just about all of them, in fact. Solution: destroy the world. Subverted if you take him up on his WeCanRuleTogether offer and he wins; he claims the former heartlands of the Illefarn empire (which is basically the Mere and everything north as far as Crossroads Keep) and then just sits there guarding it with his undead army. He never actually planned to do more than that; the idea he would destroy the world was based on speculation that he would want to kill everyone descended from Netheril and it turns out that he doesn't really care about them one way or the other.]]
792* BlackMagic: [[spoiler:When the 12th level spell ''Karsus' avatar'' interrupted the Weave, the Guardian was faced with the SadisticChoice of either death ([[LogicBomb in which case he could no longer protect Illefarn]]), or changing his power source to the Shadow Weave and taking on the corruption that would entail. He chose the latter and became the King of Shadows.]]
793* CastingAShadow: He's not called "The King of Shadows" for nothing.
794* TheCorruption: [[spoiler:He is implied to be one of the reasons the Mere of Dead Men is full of undead (the other being that part of Myrkul's essence ended up there after Mystra killed him). He also drives the senior members of the Mere's druid circle insane.]]
795* DarkIsEvil: Naturally.
796* TheEmpath: Has the power to sense your feelings and motivations.
797* EveryoneCallsHimBarkeep: The King's original name is lost to the ages. [[spoiler:Even the ghosts in the Illefarn ruins don't remember; one of them mentions this was done deliberately as part of the ritual.]]
798* EvilIsNotAToy: Garius plans to steal his power and usurp him, but beings like the King of Shadows are not mocked. The ritual was designed from the beginning to make him and his followers into TheUndead; after it was botched, [[spoiler:Garius and his followers died and were brought back as the Shadow Reavers]].
799* FlawExploitation: Dialogue from his followers suggests this is how he convinces mortals to serve him; it's outright stated that he lured Black Garius to become his dragon by playing on his {{ambition|IsEvil}} and {{greed}}. [[spoiler:This and his status as TheEmpath are likely the reason he makes a WeCanRuleTogether offer to an evil PC and ''only'' an evil PC -- he's playing on their lust for power, and knows a good or neutral PC doesn't have sufficient character flaws for him to exploit.]]
800* FromNobodyToNightmare: [[spoiler:Once he was a patriot of the Illefarn Empire, an ordinary man with a girlfriend who lived an unremarkable life. After that, he became a guardian for his beloved empire, with no ambition or desire save to continue protecting and serving it. Now, he is the commander of an army of shadow-infused undead who poses a threat to everyone around him.]]
801* HeWhoFightsMonsters: [[spoiler:Became exactly the kind of evil he originally wanted to protect his empire from.]]
802* HumanoidAbomination: Resembles a large man made of pure blackness.
803* IfYoureSoEvilEatThisKitten: [[spoiler:If the player accepts a place at his side, their first task as his new general is to slaughter their party members, turning their TrueCompanions into a QuirkyMinibossSquad. Afterwards, the King raises them from the dead to serve as the player's followers in evil.]]
804* LawfulEvil: In-universe. [[spoiler:He'll uphold his directive of "protecting" the Illefarn Empire and its descendants by any means necessary, even if it means manipulating, conquering, killing, and blighting out all life in the region to do so.]]
805* MesACrowd: [[spoiler:During his fight he possesses the statues surrounding his arena and spawns clones of himself less than a quarter of his true height.]]
806* NobleDemon: [[spoiler:He still acts to protect the Illefarn Empire, years after its destruction. All his misdeeds are done in their name.]]
807* PhysicalGod: His battle with Nolaloth, a planar-travelling crystalline dragon of godlike power, is said to have 'spanned the planes' and inflicted untold destruction on the entirety of the Sword Coast. When you meet Nolaloth himself, he describes the King as 'a Power'. In the end, it takes nothing less than an ancient ritual specifically designed to reverse the processes that created him in the first place along with the weapon of the Githyanki's own demigoddess to destroy him.
808* PureMagicBeing: [[spoiler:All that's left of him.]]
809* StillFightingTheCivilWar: This, as it turns out, is his motivation: [[spoiler:he was created to protect Illefarn. Illefarn hasn't been a functioning kingdom for well over a thousand years by the time the story takes place, but he's still determined to try to keep its borders clean of outsiders... which is everything.]]
810* TragicVillain: There is a very sad story behind the King of Shadows, made all the sadder for it being almost completely forgotten.
811* TheUndead: His armies are largely comprised of these, because his essence and powers sap the life force from mortals, which isn't a problem for skeletons, zombies and suchlike. Given that the Mere of Dead Men has ample dead bodies to offer him, he has a large renewable source of manpower too.
812* WalkingWasteland[=/=]EnemyToAllLivingThings: He drains the life-force of whatever he approaches or approaches him, be it animal, plant, spirit, flesh, or otherwise. Thus, his servants tend to be undead, though he makes use of mortal agents as well.
813* WeCanRuleTogether: [[spoiler:If the Knight Captain is evil, he will offer him/her a place at his side, taking Garius' place as the leader of his armies. The player can still reject it, of course.]]
814* WoobieDestroyerOfWorlds: [[spoiler:The King of Shadows was, and still is, to an extent, a regular man who made the ultimate sacrifice to become an immortal guardian. Years after the collapse of his empire, he genuinely believes his duty is still active and valid. Everything he does, he does in the name of his long-dead homeland.]]
815[[/folder]]
816
817[[folder:Black Garius]]
818[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/Black_garius_8047.jpg]]
819[[caption-width-right:200:Black Garius [[spoiler:when he was human]].]]
820--> '''Voiced by:''' Creator/ChristopherMurney
821
822TheDragon to the King of Shadows, he is a Luskan mage and the Master of the Fifth Tower.
823
824----
825* BaldOfEvil: He's evil and doesn't have a string of hair on his head.
826* BigBadWannabe: Garius thinks he's so evil but he's really just ThePawn of a far more terrifying being.
827* DemotedToDragon: Played With. Technically he was ''already'' TheDragon, [[spoiler: but his death and resurrection turns him from a DragonWithAnAgenda to a legit [[TheDragon Dragon]] who is fully loyal to his master.]]
828* TheDragon: To the King of Shadows.
829** DragonInChief: He is much more active than his master, who never leaves his home in the Astral Plane. Garius is responsible for nearly all the problems that the PC has to contend with and is even [[TheStarscream scheming to usurp the King of Shadows.]] [[spoiler: Ultimately subverted when Garius is killed and resurrected as a Shadow Reaver who is fully loyal to the King of Shadows.]]
830** DragonWithAnAgenda: He serves the King of Shadows while also planning to steal his power for himself. [[spoiler: [[SubvertedTrope His attempt to do so fails spectacularly. Afterward, he is resurrected as a lich who is fanatically loyal to his master]].]]
831* EvilIsNotAToy: He's stupid enough to fall for this trope ''twice''.
832** Ammon Jerro reveals it was Garius who released him from the Lower Planes to uncover information about the Silver Sword of Gith and the ritual to obtain the King of Shadows' power. Jerro escaped from the Arcane Brotherhood quite easily.
833** Then there's the ritual itself. It was never designed to give him the effects he was hoping for; one of the shadow priests more or less admits it was designed to turn him into an undead minion for King of Shadows. [[spoiler:Even if it had not failed so spectacularly, he should have known better than to think his master had not planned for his treachery. It's entirely possible the "failure" was actually the spell working as intended.]]
834* HateSink: He's a prominently featured antagonist who treats his own underlings like dirt, isn't loyal to his own master or nation and spends the final portions of the game trying to lure your TrueCompanions away from you. It's clear he's an easy target for hatred.
835* TheHeavy: He may answer to someone else, but Garius is the most active villain in the story and one the PC spends most of their time fighting against.
836* HumanoidAbomination: [[spoiler:After being turned into a Shadow Reaver.]]
837* OurLichesAreDifferent: [[spoiler:As the leader of the Shadow Reavers.]]
838* MindRape: [[spoiler:Tortures Neeshka, then abuses her diabolic blood to magically bind her.]]
839* TheStarscream: His plan was to harvest the King of Shadows' power for his own gain. [[spoiler:His death at the hands of the Knight-Captain threw a wrench into the plan; he was revived as a Shadow Reaver under the King's direct control.]]
840[[/folder]]
841
842[[folder:Shadow Reavers]]
843[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nwn2_shadow_reaver.jpg]]
844--> '''Voiced by:''' Creator/DavidPittu, Ariel Winters and Chris Peterson
845
846Seven powerful undead spellcasters, who serve as enforcers for the King of Shadows and command his undead armies.
847----
848* AchillesHeel: The King's power protects them from death, but reciting their True Names from a scroll renders them vulnerable to destruction. It takes a while to charge up.
849* AlwaysChaoticEvil: They are all insanely evil.
850* AuthorityEqualsAsskicking: They make regular undead look like a bump in the road.
851* BackFromTheDead: But they CameBackWrong. [[spoiler:They are the reanimated corpses of Black Garius and his closest followers. [[BeCarefulWhatYouWishFor Not how they pictured acquiring the power of the King of Shadows, certainly.]]]]
852* CastingAShadow: A part of their powers.
853* DemBones: More or less. Their bodies are skeletons infused with shadow.
854* EvilGloating: Oh god, so so much.
855-->'''Shadow Reaver:''' Do you remember me? I am the one who tasted the lifeblood of those in Castle Never, whom ''you'' swore to protect. You should have learned then that I cannot be destroyed. Submit, and your ends shall be quick. Defy me, and you shall die ''for days''.
856-->'''Shadow Reaver:''' You shall die, like all the rest. But I will not soil myself with your blood. (Proceeds to revive the army of Golems that his enemies had just gotten finished destroying)
857* EliteMooks: They're the most powerful of the King of Shadows' servants.
858* EvilIsHammy: They tend to speak in loud theatrical tones.
859* IKnowYourTrueName: Their big weakness, which are read from a scroll by Zhjaeve or Ammon Jerro.
860* MookPromotion: [[spoiler:Garius, notably, has the power to render lesser undead immune to sunlight, and to empower them so that even the weakest skeleton hits like a truck]].
861* OurLichesAreDifferent: Although they are distinct from actual liches in-game, they certainly give this impression, as powerful undead who are immortal but for a single weakness. Functionally, they seem like a half-way point between Liches and Demiliches.
862* QuirkyMinibossSquad. Three of the remaining Shadow Reavers fight you together in TheVeryDefinitelyFinalDungeon.
863* TheUndead: They're all undead skeletal wizards.
864[[/folder]]
865
866[[folder:Mephasm]]
867[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/mephasm_6173.jpg]]
868
869A pit fiend in the service of Levistus the Still Lord, master of the Fifth Circle of Baator, and one of Ammon Jerro's fiendish allies. He is initially encountered in the githyanki stronghold along with the hezrou Zaxis, attempting to breach the chamber where the githyanki leader Zeeaire kept her portal to the Astral Plane. He voluntarily gives up his [[IKnowYourTrueName true name]] to the Knight-Captain so s/he can return him to Baator. He is encountered again at Ammon Jerro's Haven, as one of several greater fiends bound in summoning circles and [[PoweredByAForsakenChild powering the place]]. The player can later talk Jerro into helping him/her summon the fiend at Crossroad Keep. Mephasm is unfailingly polite to the Knight-Captain and takes a degree of interest in the party's welfare, though nobody doubts that his motives are less than altruistic.
870
871----
872* AffablyEvil: Very polite in all of his dialogue.
873* AFormYouAreComfortableWith: Prefers to take the form of a purple-skinned half-elf when conversing with the player character.
874* DealWithTheDevil: Late in the game you can summon him in order to trade magical trinkets with him. You can also offer to sell him your soul, but he has no interest in purchasing it.
875* IKnowYourTrueName: He agrees to tell you his true name the first time you meet, because someone using it to banish him is the only way he can return to Baator. The second time you meet him, you can offer to use it again, but he admits it won't work again because the enchantments holding him are too strong.
876* LawfulEvil: InUniverse. Conceptually baatezu (devils) are LawfulEvil personified. They follow their contracts and deals to the letter as a matter of honor, but always, at least ''try'' to compose them in such a way that they come out ahead in the end. (However long that may take, and given their immortality they can afford to wait.)
877* LukeIAmYourFather: He is strongly implied to be Neeshka's devilish grandfather, both from his own remarks and those of other fiends in the Haven.
878[[/folder]]
879
880!Mask of the Betrayer
881!!Party Members
882[[folder:Safiya]]
883[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nwn2_safiya.jpg]]
884-> ''"If you enjoy tense situations, my affiliation with the feared magocracy of Thay should prove endlessly amusing."''
885--> -- Safiya
886--> '''Voiced by:''' Creator/JulianneGrossman
887
888A Red Wizard that appears to help the Knight Captain when he/she awakens in Rashemen, and the first party member gained. She claims to have been sent by her mother, the leader of a prominent Thayan academy, to help the Captain for unspecified reasons, but there may be ulterior motives to her task that not even she is aware of.
889
890[[spoiler:Unknown to her, she along with her mother and aunt are three fragments of the soul of Akachi's lover, now the Founder. She was planted in the Knight-Captain's party as part of the Founder's plan to end the Spirit Eater curse.]]
891
892----
893* ArtificialHuman: [[spoiler:Safiya is an aspect of the Founder, created alongside Lienna and Nefris as part of her plan to end the Spirit Eater curse.]]
894* BadassBookworm: A well-read wizard who is no slouch in a fight either.
895* BadassTeacher: Badassery is a necessary trait for survival in a Thayan magical academy - and she's an ''instructor''.
896* BaldMystic: A bald magician, Safiya is a full-fledged Red Wizard and a senior instructor at a Thayan WizardingSchool.
897* ClingyJealousGirl: Has her moments. One can certainly read losing influence with her for calling a younger Rashemi witch charming (and not just for a witch either) as this for example.
898* CoolTeacher: This also. One of the ''least'' vicious and ruthless Red Wizards anywhere, and she obviously loves teaching. She even begins teaching you a few basics in concentration and logic if your influence gets high enough - so her idea of best protecting you is making you one of her students. [[spoiler:Her optimistic endings establish that she took back the Academy of Shapers and Binders from her rivals, and it became that most anomalous of places in Thay: a place where magic is studied for its own sake rather than as a route to personal power.]]
899* TheCynic: Whenever you bring up religion or the Rashemi or...a lot of things, actually. She's a pragmatic, critical thinker down to her core by birth and upbringing.
900--> '''Safiya''': ''(about Kaelyn)'' That servant of...I've never trusted people of faith. They live their lives divorced from reason.
901-->'''Safiya''': ''(about Gann)'' People who talk overmuch about the value of dreams usually want to sell you something.
902* DeadpanSnarker: Never let it be said that Safiya lacks wit, as her character quote shows.
903* {{Familiar}}: Has a [[MyRulesAreNotYourRules unique familiar]] in the form of Kaji, a gargoyle-like flying homunculus and one of the earliest constructs she ever animated. Kaji is advanced enough to serve the party in place of a stopgap rogue, i.e. picking locks and tripping traps, but not enough to [[YouNoTakeCandle speak in complete sentences]]. Though in fairness, Safiya was apparently quite young when she created him. [[spoiler: The Child is a better rogue, but only evil parties are likely to recruit him.]]
904* HearingVoices: Safiya reluctantly admits to hearing voices inside her head that aren't her own, though they seem to be benevolent. (She recounts a time when she was about to use a spell that would have fatally backfired and the voices suddenly became much louder, breaking her concentration and saving her life.) [[spoiler:They turn out to be the voices of Nefris, Lienna, and the Founder.]]
905* TheHecateSisters: Safiya represents the Maiden (with Nefris as the Mother and Lienna as the Crone).
906* HotTeacher: Noted as good-looking in her character description.
907* MasterOfOneMagic: Despite the [[RedMage name]], Red Wizards of Thay focus intensely on one particular school of magic. Safiya focuses on Transmutation at the expense of Illusion and Conjuration.
908* MergerOfSouls: [[spoiler:In the endings where she survives, the Founder's split soul is reformed into one consciousness in Safiya's body after the Founder dies.]]
909* MySpeciesDothProtestTooMuch: If your primary exposure to Red Wizards in the past has been [[VideoGame/BaldursGateII Edwin]], then Safiya seems to be going out of her way to show they're not all like that.
910* {{Naytheist}}: She rolls her eyes at Kaelyn, is not the least bit unwilling to say that she thinks the people of Rashemen are credulous imbeciles for worshipping spirits, and will almost always react badly if the player character tries to comfort her with any variation on the phrase "Have faith." This seems to be a Red Wizard trait. [[spoiler:The Founder's experiences and opinions probably influenced her, as well.]]
911* NonhumanSidekick: Her homunculus familiar, Kaji.
912* PrestigeClass: Notable as the first [=NWN2=] party member to have one.
913* ThePowerOfCreation: Safiya's [[MasterOfOneMagic specialty]].
914* PowerTattoo: All Red Wizards have them.
915* ReincarnationRomance: [[spoiler:The PC is carrying around the soul of Akachi, and she was split off from the soul of the Founder, who was Akachi's true love. Thus, this is definitely in play if the male PC romances her.]]
916* SecondLove: Depending on your choices.
917* SquishyWizard: Though like Sand, she has a variety of buffs that increase her durability and strength in combat.
918* StereotypeFlip: Unlike the majority of Red Wizards, Safiya is far more interested in learning and teaching than in accruing personal power.
919* TrueNeutral: InUniverse. Primarily concerned with her own affairs, not with others', good or evil.
920[[/folder]]
921
922[[folder:Gannayev-of-Dreams]]
923[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nwn2_gann.jpg]]
924-> ''"'''My''' crime? It is a serious one. You see... I am too handsome to look upon."''
925--> -- Gannayev-of-Dreams
926--> '''Voiced by:''' Creator/CrispinFreeman
927
928Better known as Gann, this young hagspawn is a Rashemi Spirit Shaman that the Captain encounters while searching for allies against Okku. Abandoned by his parents at birth, the wild spirits of Rasheman raised him as their own. Interestingly and unusually, Gann is quite a PrettyBoy, a trait he takes great pride in. As a Spirit Shaman, he is capable of walking in the realm of dreams, which can come in handy at various points in the game.
929
930[[spoiler:It is later learned that his mother actually truly loved him and his father, and was forced to abandon him by the Slumbering Coven. Upon discovering this, he implores the Captain to kill the Coven in retribution.]]
931
932----
933* BoxedCrook: He actually doesn't mind prison too much (especially since he's messed with the runes that keep him from dream hopping), but he was getting a little bored.
934* TheCasanova: He puts his high Charisma score to exactly the use you think. It's possible to resolve Anya's sidequest by making him out-sweettalk an idealized version of ''himself.''
935* ChaoticNeutral: In-universe. Mostly takes the form of being selfish and capricious, though not actively malicious.
936* CharacterDevelopment: Bringing closure to his past and learning what love really means, as well as taking responsibility for his mistakes.
937* {{Cute Monster G|irl}}uy: Gann is a stark contrast to most other hagspawn, who are usually brutish and ugly (there are several examples proving this). Gann lampshades it.
938-->'''Gannayev:''' Do I ''look'' like a hagspawn? Come now.
939* DreamWalker: Primarily naughty dreams.
940* {{Druid}}: Gann's a Spirit Shaman, a spontaneous spellcasting variation of the Druid class that can fight and commune with supernatural spirits.
941* GirlOfMyDreams: Gender-flipped. Not the ''PC'''s dreams, but he does quite like showing up in the dreams of young women [[PowerPerversionPotential for unchaste purposes]].
942* HalfHumanHybrid: Hagspawn are offspring of hags and human males.
943* HandsomeLech: Gorgeous. Charming. ''Totally'' irresponsible.
944* HiddenDepths: Frequently deflects questions with humor and snark (or flirtation), but beneath that he's terribly afraid of letting anyone get too close, lacks any direction for his life, and has depths of rage that can be a little frightening.
945* InsufferableGenius: Although he does take jabs at his ego quite well.
946* LadyKillerInLove: Should the Knight-Captain pursue a relationship with him, he falls well and truly in love, going so far as to [[spoiler:convert to the worship of Kelemvor to stay with the player character in one of the endings]]. Some of his endings also have him settling down with a girl you help during the main story.
947* TheLancer: Both in story and gameplay terms. His preferred weapon is a spear.
948* LivingDream: Gannayev ''claims'' he's one at first, but he'll admit to just being a hagspawn after some prodding and a successful Diplomacy check.
949* LookingForLoveInAllTheWrongPlaces: As Gulk'aush ([[spoiler:Gann's mother]]) puts it, Gann drifts "from creature to creature, spirit to spirit, finding no dream that has touched [him]."
950* LongHairedPrettyBoy: More obvious in his artwork.
951* LovableRogue: Well, spirit shaman, anyway, but he fits the stereotype.
952* MySpeciesDothProtestTooMuch: 99% of hagspawn are ugly brutes. The reason he isn't is because [[spoiler:his parents actually loved each other]].
953* {{Naytheist}}: He acknowledges the presence of gods in the Realms, but refuses to devote himself to any of them, or actually acknowledge them as gods at all, preferring to venerate the local spirits. This causes some minor crises of faith in the later parts of the game, and one of the endings as well.
954** FlatEarthAtheist: The Wall of the Faithless, however, he adamantly refuses to believe exists, even though one of your companions (Kaelyn) is personally familiar with it.
955* TheNicknamer: Usually poetic (he calls Kaelyn "songbird" and Okku "Old Father Bear"), sometimes imbuing them with a taunting affection, like when he calls his jailer "my matron-of-the-cell".
956* ParentalAbandonment: He hides it, but he's enormously resentful of his parents for leaving him until he learns why.
957* PowerPerversionPotential: He's called "Gann-of-Dreams" for a reason. Given his HandsomeLech tendencies and there you go.
958* ProudBeauty: Gorgeous and excruciatingly aware of it.
959* RaisedByWolves: Wolf spirits at that!
960* ReallyGetsAround: Goes with being a HandsomeLech, really.
961* SecondLove: If you so choose.
962* SoBeautifulItsACurse: A fact he is well aware of. In fact, when you first meet him, he says he's in the Mulsantir prison when first met for the crime of "being too handsome to look upon". He's actually there more or less voluntarily -- hiding from his numerous admirers. In his case, it really is a curse; the guy is a pariah among both humans and hagspawn because of it.
963* SquareRaceRoundClass: Hagspawn are not known for their spellcasting abilities (for the unaware, they're basically the region's half-orc equivalent). Of course, Gann is no ordinary hagspawn.
964* TailorMadePrison: Unlike the classic iron bars of the others prisoners', Gann's prison is a windowless room in which every surface is covered in runes. They're ''supposed'' to keep him from his usual late-night dreamsex activities, but a PC with a high enough spellcraft skill can notice that Gann's messed around with them a bit.
965* TallDarkAndHandsome[=/=]TallDarkAndSnarky: Well, tall, ''blue'', handsome and snarky - rather as if someone took a good-looking human and colored him blue.
966* TraumaInducedAmnesia: [[spoiler:Upon discovering that Gannayev's mother let his father escape, the her hag sisters hunted him down, tore him apart, and force-fed Gann's mom bloody chunks of him - all in front of infant Gann. Gann naturally - and probably fortunately - remembers none of this]].
967* TheUglyGuysHotDaughter: Gender-flipped, and {{justified|Trope}}. [[spoiler:Because his conception was consensual and his parents were actually in love, he came out very handsome instead of ugly like most hags and hagspawn.]]
968[[/folder]]
969
970[[folder:Kaelyn the Dove]]
971[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nwn2_kaelyn.jpg]]
972->''"I will fly to them, and I will grant them wings as I have. I shall release them from the curse their death has become. "''
973-->-- Kaelyn the Dove
974--> '''Voiced by:''' Cat O'Connor
975
976A half-celestial cleric of Ilmater that the Captain recruits for the struggle against Okku. The party meets her in the Shadow Realm version of Mulsantir, attempting to discover secret information on Kelemvor and Akachi the Betrayer. In exchange for helping her obtain this information, she agrees to aid the Captain.
977
978[[spoiler:Kaelyn was originally a devout servant of Kelemvor, god of death. As time went on she began to question her faith, specifically regarding the Wall of the Faithless. No longer able to shepherd the souls of the dead to a FateWorseThanDeath, she left the Kelemvoran faith and attempted to forcibly tear down the Wall. Though she failed and was cast down into Faerûn, she still wishes to see the Wall destroyed.]]
979
980----
981* AbstractApotheosis: [[spoiler:In Kaelyn's good ending, she becomes the symbol of hope for all the victims of the Wall of the Faithless.]]
982* AnimalMotif: Doves, as a symbol of peace. And ironic, as she's already led one Crusade against the City of Judgment and ''will'' lead another in some shape or form.
983* AnimalsSeeInMonochrome: Quite literal in her case -- her all-black eyes can only see in black and white. Played with, in that her celestial father said this is a function of her belief rather than her heritage or her actual eyes.
984-->'''Kaelyn the Dove:''' Spectra of color are something I know only from text, not from experience... my eyes do not perceive color as you do. There is only [[RuleOfSymbolism black, white]], and [[BlackAndWhiteMorality little else.]]
985* BadassBoast: Gets in a few thanks to her absolute conviction that she ''will'' cast down the Wall of the Faithless:
986-->'''Kaelyn:''' It is only a structure. It will not survive time and faith. It will not survive me.
987* BarredFromTheAfterlife: She's not ''dead'', but she notes that she's unable to return to Mount Celestia, which she should be able to travel to and from freely. The deeper implication is that she won't be allowed in after she dies and is doomed to the Wall.
988* BigSisterMentor: To her siblings in the Menagerie.
989* BittersweetEnding: She has exactly one ending that isn't a downer, and it's this. [[spoiler:If you fight for the Crusade and don't become guardian of the Wall, she's able to repeatedly pry a few souls free in guerilla strikes, and becomes a symbol of hope to the Faithless. However, she's still a FallenAngel with [[BarredFromTheAfterlife no hope of reconciling with her home or an afterlife]], fighting a doomed war.]]
990* BlackAndWhiteMorality: Both figuratively and quite literally; she's mentioned to be colorblind.
991* BlindObedience: At high influence values, an evil Knight-Captain can lie to her with a subpar Bluff - and still get away with it, because she trusts you so much that she ''knows'' you're lying but chooses to ignore it. It misses an Influence gain, but it's still pretty horrible; [[YourApprovalFillsMeWithShame One-of-Many loves it especially.]]
992* BrokenBird: [[spoiler:If she and Rammaq survive and you didn't become guardian of the Wall, she will try to team up with him for another Crusade. He instead leads the Menagerie into an ambush, which ends with her siblings being dragged into hell. This is what makes Kaelyn give up her Crusade and return home, and she's said to never speak again, lest her words lead more to their doom.]]
993* ChurchMilitant: Being a cleric and all, though she's built more for casting than combat.
994* CombatMedic: As a cleric, she comes equipped with a variety of healing spells and buffs.
995* CrisisOfFaith: She was initially a cleric of Kelemvor, but she suffered this when her compassion for the Faithless conflicted with her faith's [[NecessarilyEvil hard stance]] on the Wall. Unlike many cases of this trope, she instead converted to a different religion - namely, the faith of Ilmater, the god of sacrifice and ending the pain of others.
996* {{Determinator}}: Her quest sets her against all the laws and powers she was born to serve - and many others - but she hasn't let that stop her.
997* DidntThinkThisThrough:
998** Her desire to tear down the Wall has one simple, very fundamental flaw: it is a major structure in the Land of Judgment and its destruction would likely shake the planes, at best. Furthermore, it would need to be replaced by some other method or way of handling Faithless souls, but if you ask her what she has in mind, she admits she has no idea.
999** Happens in [[spoiler:the epilogue where she conscripts Rammaq into her Crusade. She takes a ''demilich'' at his word, with evidently no backup plan or contingency, and as a result gets blind-sided by a betrayal that ends with her siblings being dragged into hell.]]
1000* DissonantSerenity: She ''never'' raises her voice, which can be a bit creepy depending on what she's talking about.
1001* DownerEnding: Many. From "least bad" to "worst":
1002** [[spoiler:If you help defend against the Crusade, you crush her, her siblings, and her Crusade, but you can allow her grandfather to take them back to Mount Celestia. In this scenario, Kaelyn comes out with everyone she loves alive, but is utterly humiliated and disgraced.]]
1003** [[spoiler:If you sacrifice yourself to end the Curse, via binding it to your soul, you become guardian of the Wall. Because you're now her main opponent, Kaelyn is never able to get her Crusades off the ground, and she and her siblings become fugutives.]]
1004** [[spoiler:If you fight for the Crusade, don't become guardian of the Wall, and don't kill the demilich Rammaq, he ambushes her siblings in the WhereAreTheyNowEpilogue and drags them to hell. This breaks her spirit and she returns home to carry out a vow of silence for the rest of her days.]]
1005** [[spoiler:If you help defend against the Crusade, as before, you crush Kaelyn, her siblings, and her Crusade...but you can instead choose to kill her grandfather when he tries to rescue them. Then you leave her there, mortally wounded but alive and weeping in utter anguish, for demons to collect.]]
1006* FallenAngel: [[spoiler: In all of her endings, her wings eventually turn black. In her [[BittersweetEnding best one]], she is still perceived as a savior of forsaken souls, and sees her wings as a symbol of her cause.]]
1007-->'''[[spoiler:Myrkul]]:''' You are an angel left to walk the earth, with only her burning need for justice to keep her warm. A fairy tale with a bright beginning and a fiery end, I think.
1008* GameplayAndStorySegregation: Kaelyn says she's a doomguide but has no levels in that class, nor does she have any of the prerequisites. Forgivable since the doomguide class wasn't added as a prestige class until ''Storm of Zehir''. [[spoiler:It's also possible she was de-leveled for rebelling against Kelemvor.]]
1009* HalfHumanHybrid: Human/angel.
1010* HeroWorship: Of Akachi, who led the first Crusade against the Wall. This is actually combined with an InUniverse DracoInLeatherPants, as to Kaelyn he is a purely heroic figure who turned against his god for the sake of the Faithless. In actuality, he was a ''high priest'' of [[ReligionOfEvil Myrkul]] who supported the Wall [[OriginalPositionFallacy up until it affected someone he loved]]. Trying to point this out to Kaelyn nets you an Influence loss.
1011* {{Hypocrite}}:
1012** Claims that her intent isn't to bring the Wall down by force, but to persuade Kelemvor into taking it down...by assembling a large force and threatening him with it. You can call her on this, and [[spoiler:Myrkul]] ''will''.
1013** She preaches that she wants to save souls from the FateWorseThanDeath on the Wall, [[spoiler:but would rather the protagonist unleash the Spirit-Eater Curse back onto the realm, dooming who knows how many souls to a FateWorseThanDeath, rather than bind it and themselves to the Wall.]] To give you an idea of how heinious it is: choosing to [[spoiler:release the curse]] is something ''One-of-Many'' approves of.
1014** While she fancies herself a protector of the innocent, she is remarkably silent for many of the horrible deeds the protagonist can do; for instance, [[spoiler:she only speaks out against you feeding people to the uthraki when you try to do it to Anya, ''after'' you've already sent several innocents to them]]. In fact, if you're evil and have high Bluff, it's possible to convince Kaelyn to [[BlindObedience blindly and happily]] go along with whatever you say and do.
1015* KnightTemplar: She is utterly devoted to what she thinks is a just cause, to the point that she can be blinded by her own {{Pride}}, [[HeroWorship her image of Akachi]], and [[BlindObedience an evil protagonist's true nature]], [[NotSoWellIntentionedExtremist as well as ignore the pain of those right in front of her]].
1016* TheMagnificent: Her last name, as a result of being part of the Menagerie. If the player wants, and lacks a last name of their own, they can assume one with her.
1017* MoralMyopia:
1018** In the "Sacrifice" ending. [[spoiler:Kaelyn's whole goal is to save souls from being devoured by the Wall. Yet, when the protagonist binds the Spirit-Eater Curse and themselves to the Wall as their best attempt at saving souls from being devoured by the curse, she's upset solely because it interrupts her crusade.]]
1019** She will ignore almost any suffering the protagonist inflicts on others, especially if they consistently pass Bluff checks, as long as they don't let her Influence drop to -75. But should they [[spoiler:threaten ''her'' personal hobby horse by defending the City of Judgment from the Crusade, ''then'' she permanently turns on them.]]
1020* MutuallyExclusivePartyMembers: [[spoiler:If you accept Kelemvor's offer and agree to defend the City of Judgment against the Third Crusade, Kaelyn will abandon you, effectively replacing you as the Crusade's de facto leader, but Araman will [[GuestStarPartyMember join you in her place]], having come full circle as a cleric of Kelemvor, the same god Kaelyn abandoned. The battle for the city plays out effectively the same but from the opposite perspective, right up to battling Kaelyn instead of Araman at Eternity's End.]]
1021* NeutralGood: In-universe. Gentleness, compassion and honor are all built right into her very essence. Interestingly, knowing that she is a creature made above all to do good causes her to stumble into thinking if she believes it to be good, then it ''must'' be.
1022* NonIndicativeName: Someone called "the Dove" would be peaceful and gentle, right? Right. Originally she had that name because she was the mediator of the Menagerie. But when she began the Second Crusade, she ''declared war upon the gods''.
1023* NotSoWellIntentionedExtremist: Kaelyn would like you to believe she's a righteous warrior, daring to fight against the gods themselves to tear a monstrosity that inflicts horrible suffering on poor souls. Yet, throughout the game she consistently fails to actually ''stand up'' to a true evil that's right in front of her -- the PlayerCharacter (if you so choose, of course). An evil protagonist can do absolutely monstrous things, up to and including [[spoiler:sending a whole family of innocents and a mentally-ill young woman to be eaten by cannibals]], and Kaelyn will simply stand by and let it happen. She only occasionally raises protests, and even if you trigger her departure by dropping her Influence to -75, she won't try to fight you, she'll just leave and let you keep doing your thing.[[spoiler:The only times she ''does'' fight you are if you achieve the "Devour" ending and become an unholy HumanoidAbomination, long after you have likely painted the land with blood, and if you refuse to aid her Crusade.]] This paints an unflattering picture that Kaelyn cares more about ''being right'' than ''doing'' right.
1024* ThePaladin: Technically not in gameplay, where she's a cleric, but as a holy warrior and the FrontlineGeneral of at least one crusade who broke faith with her god over a ToBeLawfulOrGood crisis of conscience, clad in heavy armor with a shield and warhammer, she more than looks and acts the part. While her stats definitely emphasize spellcasting, as an epic-level cleric and in terms of the spells she starts out having memorized, she's easily capable of buffing herself into one of your most capable frontline warriors. If she lags behind Okku or One-of-Many, that's only because they use monster stats rather than being anything approaching being a legal character.
1025* {{Pride}}: Kaelyn's FatalFlaw, besides her black-and-white view of the world. She has been alienated from her family, her friends, her home, her faith, and her afterlife, in her single-minded crusade against the Wall... and she refuses to listen to anyone who tries to dissuade her from it, holding fast to her belief that it ''must'' be brought down and that ''she'' will be the one to do it, no matter the cost. She further claims that doing so will be righting a cruel injustice, which is actually true. Though, as horrible as the Wall is, its purpose is ''not'' to administrate justice; it is to punish those who do not worship the gods, thereby ensuring that [[GodNeedsPrayersBadly the gods have the faith they need to keep the world running]].
1026* SherlockScan: Though she's not particularly worldly, one of Kaelyn's gifts is gaining extremely disturbingly accurate insight into someone's basic personality, just from looking at them. One dialogue path has her pick up and point out most of Gann's hidden issues with a momentary glance, one of the few times Gann is noticeably blind-sided. A case of GameplayAndStoryIntegration, as she also has absurdly high Wisdom.
1027* SingleIssueWonk: Normally mild-mannered, but just mention the Wall of the Faithless, and she'll go on quite a tear -- always soft-spoken and gentle, but insistent.
1028* StereotypeFlip: She's a cleric, the only companion who worships a god (Ilmater), and a celestial with wings -- but she's bent on tearing down the wall, an act that could well see the Planes crumble or start a war between gods and mortals.
1029* TranquilFury: She's outraged to the point of obsession by the injustice the Wall represents, but she never raises her voice, not even to shout her BattleCry.
1030* UnreliableNarrator: Her hatred for the Wall of the Faithless and {{Pride}} definitely color her accounts. In one case, she [[HeroWorship gushes over Akachi as a heroic man who bravely defied the gods for the sake of justice]], when the actual facts are he was one of [[ReligionOfEvil Myrkul's favored high priests]] who was extremely loyal and only tried to tear the Wall down [[OriginalPositionFallacy because it affected someone he loved]]. In another case, she claims that the Wall affects ''everyone'', even people who haven't heard of the gods; in actuality, the afterlives of other realms (such as ''TabletopGame/{{Eberron}}'' and ''TabletopGame/{{Dragonlance}}'') function very differently and the people there, who don't know of the ''Forgotten Realms'' gods, aren't affected by the Wall at all.
1031* WhatBeautifulEyes: They're completely black, like the eyes of a bird. Gann quite likes them... mostly because they're reflective enough that he can admire ''himself'' in them. On the other hand, the party's comments on their strangeness reveals some interesting facets of their characters. In particular, it turns out that Kaelyn is color-blind. Which is to say, [[StealthPun she sees everything in black and white]].
1032* WideEyedIdealist: It's so obvious to her that the Wall is evil that she believes she can just ask and it'll be taken down, because surely it's equally obvious to everyone else, as she thinks it was to Akachi (who is her idol). Myrkul takes enormous glee in tearing apart these misconceptions one by one.
1033* WingedHumanoid: Downplayed in that her wings are non-functional (i.e. she can't fly). They do allow her to move faster and shield herself from sun or rain.
1034* {{Womanchild}}: Despite her enormous Wisdom score, she's idealistic to the point of naïveté; prone to BlackAndWhiteMorality and almost pouting when she doesn't get her way. [[spoiler:Myrkul claims that even before she went on her crusade, her Grandfather went to Kelemvor and made appeals on her behalf, citing that she hadn't yet learned the rules like a parent making excuses for a wayward child. Kaelyn calls this a lie, but it's such a painfully accurate description of her one can't help but think BrutalHonesty is being invoked. Kelemvor and her Grandfather can later confirm that it is true.]]
1035[[/folder]]
1036
1037[[folder:Okku]]
1038[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nwn2_okku.jpg]]
1039-> ''"I am a god of bears. What is there not to understand? ...I jest, little one. You smell of distant lands. No doubt the spirits of Rashemen are a puzzle to you. In life, I was a bear of flesh and bone. In death, my bond with the land has called me back."''
1040--> -- Okku, asked to describe himself
1041--> '''Voiced by:''' Creator/DarrylKurylo
1042
1043A powerful bear spirit that is the sole guardian of the Spirit Barrow. He first appears attempting to stop the Knight Captain and Safiya from escaping the Barrow. Although driven off, Okku soon afterwards amasses a spirit army outside Mulsantir, demanding that the Captain face him in combat. Despite the Captain's attempts at peace, Okku strangely insists that the Captain must die. [[spoiler:After a heated battle, Okku is defeated and begs that the Captain kill him before the Curse consumes him. If the Captain chooses to suppress the curse's hunger, Okku will be shocked that they have not given in to their hunger, and offers to help the party as part of a compact he made with a previous Spirit Eater long ago.]]
1044
1045[[spoiler:Okku's clan barrow is the prison the Knight-Captain awakens in at the beginning of the game. To ensure the curse never threatened the world again, the previous Spirit Eater crafted the prison and spent his last days there in the hopes that once he died the curse would be trapped in the prison and never spread to another person. Okku, out of respect to his friend and a sense of duty to end the curse, remained within the Barrow to watch over and guard the prison against interlopers. The curse had disastrous effects on his clan members, most of whom went feral or mad due to the curse's influence.]]
1046
1047----
1048* BearsAreBadNews[=/=]BearyFriendly: Once you get to know him, it turns out he's a GentleGiant most of the time. He's soft-spoken and intelligent, known to crack the occasional joke, and a fiercely loyal ally for a good-aligned Knight-Captain, but antagonize him at your peril.
1049* BearyFunny: On occasion. See him scare a spirit badger by roaring louder than him, or threaten to eat people. It's funnier than it sounds, if you are into ComedicSociopathy.
1050* BloodKnight: He doesn't go out of his way to pick fights - but he ''likes'' fights and tends to solve problems by ripping them in half. Much of this can be explained by his being, well, a large bear. How else would anyone expect him to solve problems?
1051* TheComicallySerious: He definitely has a sense of humor, but it doesn't always translate well across the spirit-mortal/bear-humanoid divide (and vice versa).
1052* DeityOfHumanOrigin: Or bearish origin, rather. Okku was once a bear of higher-than-usual intelligence, strength and ferocity that attained minor godhood by the virtue of being an exemplar of what it is to be ursine. This often occurs with animals of Rashemen. He would probably rate rank 0 on the divine ranks scale from ''Faiths & Pantheons''.[[note]]Rank 0 are extremely minor deities, weaker than even demigods like the Red Knight - basically, they're immortal and that's about it. They're still distinct from mortals, who don't have a divine rank at all.[[/note]]
1053* GentleGiant: In his kinder moments, anyway.
1054* GoldAndWhiteAreDivine: Brown as a mortal bear, he gained that coat of brilliant colours when he became a spirit.
1055* HeroAntagonist: When you first meet him.
1056* IOweYouMyLife: Assuming you didn't eat him after defeating him. [[spoiler:The Spirit-Eater before you did likewise.]]
1057* LawfulNeutral: In-universe. He's generally friendly, but he has a very rough side and no issues with solving problems through violence, and his motivation is to uphold his final duty.
1058* MercyKillArrangement: In one particular conversation you have with him, you can give him permission to rip out your throat if you ever lose control of the Spirit Eater curse. He promises to do so, and to not take any enjoyment from it.
1059* MutuallyExclusivePartyMembers: After defeating him at Mulsantir, [[spoiler:if you devour his spirit, his power is such that a kind of metaphysical husk is left behind. If you bring this husk to the crematorium in the Death's God Vault in Shadow Mulsantir, the spirits trapped there can escape into the husk, becoming the companion One of Many.]]
1060* MyRulesAreNotYourRules: In a rare case of this working in your favor, he is from a special race (Fey), has powerful natural weapons and armor, and starts with way higher stats (including a Strength in the low 30s) than a fighter of his level should have. This is to balance him out, as LinearWarriorsQuadraticWizards is now in effect and it helps him stay even with the casters, and he can't use items and levels up by himself, meaning he needs the brute strength.
1061* NaturalWeapon: Being a bear, he can't use much in the way of equipment, so he fights entirely with teeth and claws.
1062* PhysicalGod: ''Very'' physical. He might be a spirit, but the wrong end of his jaws still hurts like hell.
1063* ProudWarriorRaceGuy: He's very prideful, both of his nature as a bear and his nature as a demigod-bear.
1064* RememberedICouldFly: Going along with the general theme of "memory" in the story, he doesn't actually gain levels; he already had all his powers from the get-go, being a bear-god and all. He's forgotten them in the years since, and him "levelling" is just him remembering his prior powers.
1065* SourSupporter: He is initially quite skeptical that the Knight Captain can end the Curse without succumbing to it, but prove your willingness to resist the curse and he'll warm up to you considerably.
1066* SympatheticInspectorAntagonist: He wants to contain the [[EldritchAbomination Curse]] by any means necessary and put it back in its [[SealedEvilInACan ward]]. Sparing him subverts this, as he decides to let you prove you can control or even end it.
1067* TeamDad: As the oldest, most old-fashioned, and most generally paternal of the group.
1068* UnskilledButStrong: In terms of his overall playstyle. He doesn't have anything resembling the versatility of his three caster counterparts or One-of-Many's MultiformBalance or whatever crazy build the Knight-Captain's been cooked up with. He can't use items, and he levels automatically without player input. The only thing he can do is hit hard - so he hits really, really, really hard.
1069[[/folder]]
1070
1071[[folder:One of Many]]
1072[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nwn2_one_of_many.jpg]]
1073-> ''"Here is a soul so old, so broken and fragmented... it is not even worth devouring. One would gain more sustenance chomping at the air."''
1074--> -- One of Many
1075--> '''Voiced by:''' Creator/SScottBullock and Creator/SteveBlum
1076
1077A mysterious spirit entity actually made of many souls in a MindHive. One soul is in charge of the rest, dictates their actions as an entity, and is referred to as "the One"; the others are "the Many". The One can be switched with any other soul from the Many, lending the creature different powers and attitudes. [[spoiler:If the Knight Captain chooses to devour Okku, you can offer Okku's pelt as a shell for this creature in the Dead God's Vault.]]
1078
1079----
1080* AssimilationBackfire: If [[MindHive One of Many]] is in your party when you meet the dead god [[TheGrimReaper Myrkul]], they'll ask you if they can eat Myrkul. Given that unlike the [[PlayerCharacter Knight-Captain's]] Spirit-Eater curse, One of Many adds consumed souls to its collective, Myrkul will take control and try to devour the spirit-eater, resulting in a {{Superboss}}.
1081* BadassBoast: By proxy, and for you. [[ShutUpKirk It gives an impressive one]] [[spoiler:to Kelemvor in the Devour Akachi ending if it is with you: "Fool! It is my [spirit-eater's title here] who will hound the gods' steps. And they shall know fear!" It is absolutely accurate.]]
1082* TheBrute: One of the souls is an orc known only as 'The Brute'.
1083* TheCameo: Reappears in ''Storm of Zehir'' in a RandomEncounter if it survived ''Mask of the Betrayer''.
1084* CardCarryingVillain: It downright exults in being evil.
1085* CreepyChild: The soul leading the MindHive is a small boy, killed for burning a temple of Myrkul and attacking his family.
1086* EvilCounterpart: Well, Okku isn't necessarily "good", but One-of-Many functions as one to him. They use similar mechanics, including being a unique race and levelling automatically. They also both push the player in the direction of a specific playthrough; Okku makes Suppression easier, while One-of-Many pushes in a Devouring direction.
1087* {{Expy}}: Like [[VideoGame/KnightsOfTheOldRepublicIITheSithLords Darth Nihilus]], it is a black ragged shadow, an UndeadAbomination which arose following an unconscionable number of deaths. It drains the lives of the living and [[SpeakingSimlish speaks in distorted, unearthly tones]]. It's not as one-to-one as Nihilus and the Faceless Man, but Obsidian has always had a predilection for playing with tropes from their previous games. Nihilus and his Sith Assassins in turn draw on the ragged, not-quite-alive Transcendent One and the shadows which dog the Nameless One's steps in ''VideoGame/PlanescapeTorment'', and in the ''Dead Money'' DLC for ''VideoGame/FalloutNewVegas'', the hungry, shadowy, cannibalistic zombies known as the Ghost People fill a similar conceptual space.
1088* FighterMageThief: Depending on which personality you allow to take control of the Many, its function in the party will change. The Child personality allows it to serve as a rogue, the Brute personality functions as a barbarian, and the Madwoman as a warlock.
1089* ForTheEvulz: This is One-of-Many's most consistent motivation; pretty much the only thing its collective consciousness can agree on is that causing pain for giggles is really fun.
1090* IAmLegion: It even consistently refer to itself using collective pronouns.
1091* MindHive: An amalgamation of souls extracted from the victims of Myrkul's death priests; primarily rapists, murderers, heretics...and even a few innocents. Some of Myrkul's priests are there too, thanks to the acolytes of Cyric inflicting some ironic justice. Thanks to all those years crammed in the Furnace, none of them are very sane.
1092* MutuallyExclusivePartyMembers: The only way to recruit One of Many is to [[spoiler:bring the husk of the dead Okku to the crematorium in the Death God's Vault below Shadow Mulsantir. There, the angry spirits of Myrkul's dead enemies have been imprisoned in the furnace for ages, but they can escape by taking up residence in the pelt, becoming a kind of undead spectral abomination, apparently unique in all the Realms.]] Don't do this, and the lack of [[spoiler:an Okku corpse]] means that the crematorium has to be dealt with in other ways, none of which can result in it. Basically, think of Okku and One-of-Many as the embodiment of the choice you made at the end of the first act.
1093* NeutralEvil: In-universe. There are no redeeming features whatsoever to One-of-Many. Even its loyalty to the main character comes only from recognizing power that could destroy it forever, and fearing/desiring/hating that power all in equal measure.
1094* NiceJobBreakingItHero: [[spoiler:When the player character meets Myrkul in the Astral Plane, One-of-Many demands the right to consume Myrkul as vengeance for the suffering of its collective souls in the Furnace. If allowed to do so, Myrkul seizes control of the Many, and tries to use it to devour the player character.]]
1095* ObviouslyEvil: Friggin' look at the thing! Pretty much every scene involving One-of-Many is a reminder to the player of just how horrible they are for creating it, and allowing it to continue to exist.
1096* SpeakingSimlish: Uses a strange Voice of the Dead that any mortal creature can understand, but doesn't sound anything like any living language. Each of the different Ones has its own unique voice set -- the Child is high and mocking, the Brute is low and fierce, and the Madwoman is mad with grief and pain. [[spoiler:There's a fourth, the God, which is deep and echoing with power.]]
1097* {{Superboss}}: [[spoiler:If one allows it to consume Myrkul. Also, in ''Storm of Zehir'', where it can be faced as a RandomEncounter -- and, while not as powerful as it is after having absorbed Myrkul, is still very, very powerful.]]
1098* TokenEvilTeammate: You have to commit a very evil act to even recruit it, so you know exactly what you're getting if you do.
1099* UndyingLoyalty: Despite being NeutralEvil, One-of-Many will pretty much never leave your service; the only way to get it out of the party in-game is to go through the above AssimilationBackfire and then pull a YouHaveFailedMe. In one of the endings, the player is only able to get rid of it by ordering it to devour itself.
1100* WhatTheHellHero: Kaelyn calls the player out for creating an abomination. Its entire narrative purpose, really, is to impress upon the player what their evil might lead to.
1101* YourSoulIsMine: Like the Captain, it can absorb souls, but instead of devouring them, it adds them to its MindHive - thus their memories and personalities are retained, not obliterated. [[spoiler:This can backfire.]]
1102[[/folder]]
1103
1104!!Non-Party Characters
1105[[folder:Araman]]
1106[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/Araman_redwizard_4948.jpg]]
1107->''"Faith and blood are the strongest ties of all... stronger than comradeship... purer than the intrigues of love."''
1108--> '''Voiced by:''' Creator/FredTatasciore
1109
1110A mysterious Red Wizard who usurped Safiya's mother as leader of the Acadamy of Shapers and Binders for unknown reasons. He seems to have a vendetta against the Knight-Captain.
1111::
1112Araman is actually the brother of Akachi the Betrayer. His original name was Eveshi. Centuries ago, the two infant boys were laid on the doorstep of Myrkul's temple to be raised there. Akachi became Myrkul's most proud and devoted disciple, and Eveshi/Araman -- though never as great -- followed in his brother's footsteps, always in aid and loyalty. When Akachi chose to rebel against Myrkul for the sake of his lover, Araman joined him in the Crusade, but when it failed, he repented on bended knee to Myrkul and swore never to betray him again. As a "reward", Myrkul made him immortal and gave him the task of hunting down the Founder and killing her. His takeover of Thaymount was so he could access a portal that would lead him to the Founder's Sanctum. Before he can reach her, however, the Knight-Captain's party confront him and Araman is ultimately killed. He is later seen on the Fugue Plane, defending the City of the Dead.
1113::
1114Araman is a jaded, depressed man. To this day, he believes firmly that Akachi's betrayal of his god for his love was madness, and believes that no good could come of upsetting the order of the Planes; his regret for turning against Myrkul has long become a greater conviction that Akachi was ''wrong''. He takes no pleasure in what he does, instead seeing his actions as [[NecessarilyEvil necessary]] to maintain balance in the world.
1115
1116----
1117* AntiVillain: He believes that protecting the Wall is the right thing to do and takes no pleasure in it.
1118* BaldOfEvil: As per standard Red Wizard hairstyle (or lack thereof).
1119* BigBad: The game sets him up to look like one for a while, but he's actually more of a...
1120* DiscOneFinalBoss: Araman and the Red Wizards that he leads spend a good chunk of the narrative as the Knight-Captain's main antagonists. Once they're dealt with, however, the focus shifts over to dealing with the after-effects of Akachi the Betrayer's legacy and ultimately the Faceless Man, who is essentially the ghost of Akachi himself.
1121* DoorstopBaby: He was left alongside Akachi on the steps of Myrkul's temple and the two brothers were raised together by the clerics.
1122* TheDragon: To Myrkul originally, and now to Kelemvor.
1123* EvenEvilHasLovedOnes: Though only arguably evil (he no longer has a choice but to do what Myrkul demands of him) Eveshi once loved Akachi too, enough to turn against his god. And he still loves Akachi, trying to reach out to the remnant of him in the spirit-eater, deeply regretting the Crusade and what its consequences did to his beloved brother.
1124* KilledOffForReal: Assuming you continued the Crusade, he makes a LastVillainStand after Kelemvor agrees to let you try and get your soul back, and dies fighting you on the Fugue Plane, where there's no coming back.
1125* LawfulNeutral: In-universe. All he does is his job, and only because he believes he must.
1126* OptionalPartyMember: Should the player decide to betray the Betrayer's Crusade and side with Kelemvor, [[GuestStarPartyMember Araman joins in place of Kaelyn]], [[MutuallyExclusivePartyMembers who leaves the party]].
1127* PowerTattoo: Again, Red Wizard.
1128* UnexplainedRecovery: Subverted when he reappears on the Fugue Plane. You ''did'' kill him in the Academy, but since you're attacking the plane of existence that serves as the afterlife's sorting area for souls and he's a priest of the god of death, there's a pretty obvious explanation for encountering him.
1129* UsedToBeASweetKid: He was Akachi's brother, Eveshi. Akachi gave him the nickname "Ahrraman", which meant "laughter", when they were both children, because Eveshi was always giggling, even during solemn masses and sermons. That bright little boy is one of the very last things left of Akachi, but only in memory and dreams. Araman himself has long crushed any light or sweetness in his personality.
1130* WalkingSpoiler: There's not much that the Spirit Eater finds out over the course of the game that Araman couldn't have told them, but he's not about to do anything that might help the Founder's pawn complete her plan.
1131[[/folder]]
1132
1133[[folder:The Slumbering Coven]]
1134[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nwn2_the_slumbering_coven.jpg]]
1135->''"The longer we sleep, the stronger our web. And we '''take''' dreams from other minds, adding them to our own. From the dreams of mortals, we salvage much..."''
1136--> '''Voiced by:''' Jennifer Darling
1137
1138A coven of Rashemi hags who gather dreams and ancient knowledge. While undeniably evil and depraved, most of the people of the nation grudgingly accept their presence due to their wealth of ancient knowledge. The Knight-Captain's party is directed to visit them as a source of information about the Spirit Eater curse, but the Coven, fearing that the Captain will lose control of the curse and devour them, betray the party and dump them in a prison under the lake.
1139::
1140The Coven turns out to be directly responsible for Gann's [[ParentalAbandonment childhood abandonment]]. When it was discovered that Gann's mother had sired a child with a human, and worse, loved both the man in question and the child, the Coven offered her a [[SadisticChoice choice between the life of her child or that of her lover.]] She chose to spare her son, and was forced to ''eat her lover alive'', the act of which drove her completely insane. Gann is less than pleased to discover this and insists that they die, but the Coven claims that their deaths would rob the world of priceless knowledge and beauty. Ultimately the Captain chooses their fate. In either case, the Coven do end up telling the party the next destination: Thaymount Academy.
1141
1142----
1143* DeepSleep: They are permanently dreaming.
1144* DreamStealer: The source of their knowledge, and the payment they extract from their guests.
1145* DreamWalker: Just like Gann, though on a considerably larger scale.
1146* KnowledgeBroker: They drag knowledge from the dreams of mortals, whom they believe will simply die and forget, to add to their enormous collective dream.
1147* NecessarilyEvil: How they view themselves. You can disagree, whether from your own sense of ethics, to exact justice for Gann and his parents, or out of no more than naked spite, and shred their collective dream before destroying them.
1148* LotusEaterMachine: Many of the guests are dreaming, trapped inside their own minds as their bodies slowly wither away.
1149* NeutralEvil: In-universe.
1150* NumerologicalMotif: Nine hags in three groups of three.
1151* PayEvilUntoEvil: As valuable as their knowledge may be, killing these cruel and vicious beasts is nevertheless extremely satisfying.
1152* SelfFulfillingProphecy: The hags are so fearful of the spirit-eater turning the curse on them that they dump the Knight-Captain into the Skein almost as soon as the character enters their chambers. If, somehow, the Captain wasn't sufficiently pissed off about ''that'', there's plenty more down there to motivate a Captain of any alignment to turn on the hags. They would have been better off treating the spirit-eater like anyone else.
1153* TalkingInYourDreams: Meeting them requires you to navigate the dreams of several other visitors, solving (or ignoring, or worsening) their troubles. Despite everyone involved being fast asleep, these interactions seem to have real-world effects. In addition, on the trip you meet Bishop during his last moments in the Wall of the Faithless. The hags clarify afterwards that yes, the encounter was real, and Bishop has now been fully consumed by the Wall.
1154[[/folder]]
1155
1156%%!!Gulk'aush
1157%%->''"No sleep, sleeping, dream, dreaming!"''
1158
1159[[folder:The Faceless Man]]
1160[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nwn2_the_faceless_man.jpg]]
1161
1162The embodiment of the Spirit-Eater curse, dealing with the Faceless Man is the only way for the Spirit-Eater curse to be ended. Its origin is a mystery that drives much of the backstory, and discovering it provides the key to freeing the Knight-Captain. '''Spoilers follow.'''
1163::
1164The man known as Akachi was once the high priest of the now-dead god Myrkul, who once was god of the dead. When his lover, the Founder, died without pledging herself to a god, her soul was condemned to the Wall of the Faithless and Akachi chose to rebel against his god to save her, storming the Fugue Plane with an army to tear down the Wall and free every soul inside. This became known as the First Crusade, and earned him the title "the Betrayer". Though he succeeded in freeing the soul of the Founder, his Crusade failed, and as punishment he was bound to the Wall himself in her place. Myrkul, seeing an opportunity to spread misery (and to remain alive-in-death by exploiting the TabletopGame/ForgottenRealms' early GodNeedsPrayerBadly system) decided that Akachi had not suffered enough, and so inflicted a ''real'' FateWorseThanDeath on him. He ripped Akachi ''out'' of the Wall once he was stripped of his mind, his humanity and everything that had made him a person, and left with an insatiable hunger for souls: the Faceless Man. The Spirit Eater curse is Akachi's parasitic ravenous remnant, attaching itself to people and condemning their souls to the Wall in his place. Over time, his victims are slowly "digested", devouring spirits to hold off the encroachment of the curse, but needing more and more spirits to hold off the hunger. At last they cannot sate themselves and die in madness, and the curse transfers itself to a new host.
1165::
1166At the end of the game, the player character recovers the stolen soul from the Wall of the Faithless, but must then battle Akachi for control over it. Depending on what whether or not the three fragments of the [[TitleDrop Mask of the Betrayer]] were recovered in the game, the Knight-Captain can choose to [[GoldenEnding restore Akachi and end the Spirit-Eater curse]], [[BittersweetEnding subdue Akachi and spend eternity on the Fugue Plane]], hurl Akachi out of their soul so that they are cured but the curse still exists, or ''devour the Faceless Man'' and become [[EldritchAbomination a power to shake the planes]].
1167
1168----
1169* BigBad: In as much as there is one for the game (and that's pretty arguable), the Faceless Man is it. The game ends when he's defeated and he's the direct cause of most of your troubles. It's revealed, however, that he has no mind, memory or identity, only instinct -- he can't be held responsible for what his curse makes him do.
1170* ChaoticEvil: InUniverse. The Spirit-eater is pure elemental hunger.
1171* DoorstopBaby: He and his brother were left on the steps of Myrkul's temple as infants to be raised by the clerics. Akachi grew to become Myrkul's Chosen, equally beloved of and devoted to his god.
1172* EldritchAbomination: He's an insane ghost who forces his current host to eat souls, becoming a conduit for an outright [[AbstractEater metaphysical]] force of hunger for identity. When manifesting through its host, it appears as a glowing, floating mask with CombatTentacles whipping around its edges.
1173* EvenEvilHasLovedOnes: In life, he was high priest of a ReligionOfEvil, but his entire sad state is a testament to how he put unselfish love above his god or himself.
1174* {{Expy}}: As is common in Creator/{{Obsidian|Entertainment}} titles, the villain is a deliberate reenvisioning of a character from one of their own previous games, in this case [[VideoGame/KnightsOfTheOldRepublicIITheSithLords Darth Nihilus]]. Both are ChaoticEvil [[HumanoidAbomination abominations]] that [[WasOnceAMan used to be people]], and were turned into said abominations though perverse means involving the death and suffering of countless of others. The Spirit Eater is feeding on souls in similar fashion to Nihilus feeds off the LifeEnergy of others as well as the Force itself. Both are shadowy and strangely featureless if not for their [[MalevolentMaskedMen sinister masks]]. The primary difference is that the Spirit Eater is a blind parasitic spirit, while Nihilus is capable of independent action. The use of masks and shadows as a {{motif}} are common throughout Obsidian's work: ''VideoGame/PlanescapeTorment''[='s=] shadows, the aforementioned Nihilus and his Sith assassins, and ''VideoGame/FalloutNewVegas's Dead Money''[='s=] Ghost People, and even the masked MindHive the Faces of Nerat in ''VideoGame/{{Tyranny}}''.
1175* TheFaceless: It's not just his name; he is always depicted either with a mask or simply as TheBlank. This is actually essential to the curse -- he is constantly driven to fill his own lack of self with the souls of others.
1176* HorrorHunger: The spirit-eater curse compels its bearer to seek out and devour the souls of others, a hunger which can never be sated and which [[CessationOfExistence eradicates the consumed souls]], denying them an afterlife or any possibility of resurrection.
1177* MalevolentMaskedMen: Wears the titular Mask of the Betrayer, a tentacled, many-eyed creepy-CoolMask. Subverted in that rather than being worn to intimidate others, it's actually the last remnant of his lost humanity, a memory of the masks his people used to wear when he was alive.
1178* MeaningfulName: "Akachi" is an [[https://en.wikipedia.org/wiki/Igbo_people Igbo]] given name meaning "the hand of God".
1179* OriginalPositionFallacy: Akachi was the Chosen of Myrkul, meaning he had to have been at the very least complicit in condemning souls to the Wall, but it was only once the Founder, his lover, was condemned that he did anything about it. The Founder believes it was ''because'' of her that he came to truly care about the injustice of the Wall and the cruel order of the planes... but also that he might have been better off if he hadn't. Akachi himself obviously isn't talking.
1180* PowerOfTheVoid: The Faceless Man is spiritual emptiness contained within a living body (the player character's, currently), and what it wants - the ''only'' thing it wants - is to fill itself and be whole. Unfortunately, that's impossible because of the curse; the spirits it devours only ever fill it for a little while before they're gone, leaving it even emptier than before.
1181* SadisticChoice: The player character can deduce that the spell-backfire which killed the Founder and sent her to the Wall might have been Myrkul's doing, because her death allowed him to test Akachi's faith. Akachi had to choose between devotion to his god and devotion to his lover. He chose the latter, and as far as Myrkul was concerned, he chose poorly.
1182* StarCrossedLovers: With the Founder.
1183* TragicMonster: It's hard not to feel sorry for him once you realize what -- or rather who -- he is.
1184* WalkingSpoiler: A regular blizzard of white text.
1185* WasOnceAMan: You see that floating husk with a huge maw and tentacles? That thing that looks some hideously large tick with multiple eyes? It was once a living, breathing man.
1186[[/folder]]
1187
1188[[folder:The Founder]]
1189[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nwn2_the_founder.jpg]]
1190-> ''"But what do good or evil matter in the face of love? Love will break an oath, shatter a man's faith, and outlive gods."''
1191--> '''Voiced by:''' Susan Silo
1192
1193The woman who founded the Thaymount Academy of Shapers and Binders several centuries ago, and an incredibly dedicated wizard who didn't believe there was any such thing as "impossible" - only deeds that had yet to be done. She died long ago, but rumors abound of a sanctum beneath the Academy where her greatest work and experiments still reside. Araman is seeking either her or her sanctum, and overthrew Safiya's mother as the head of the Academy to aid his search.
1194::
1195She was Akachi's lover and had no respect for the gods; when she died during a backfiring spell, her soul went to the Wall of the Faithless. Akachi turned on Myrkul and marched upon the Fugue Plane, leading the Betrayer's Crusade to rescue her, and he did - but Myrkul's judgement led to Akachi becoming the spirit-eater, and the Founder returning to life knowing he would suffer forever.
1196::
1197So determined was she to free Akachi that she did not die, remaining beneath the Academy in her Sanctum and searching for ways to save her lover. She made many discoveries that none could repeat, including a portal into the Astral Plane, a way to completely reforge the shattered Silver Sword of Gith, and a way to split her soul that gave each piece a body and a life of its own. Three such fragments are known to exist, currently: Nefris, the researcher, the ruthless logician and the mother, who became headmistress of the Academy; Lienna, the artistic mind, the dreamer, who ran the Veil Theatre and crafted amazing masks for its troupe; and Safiya, the innocent soul, the creative mind, filled with love, who was raised as the daughter of Nefris and became an instructor at the Academy. The Founder worked her will in the outside world through each of these fragments - and it was by her order that the Knight-Captain became the latest bearer of the curse. Her greatest goal is the end of Akachi's suffering, and she will sacrifice anything and anyone to make it happen... almost.
1198----
1199* AffablyEvil: She comes across as a kindly old lady, despite the horrible deeds she has committed.
1200* AntiHero: Or AntiVillain as it's up to you whether she's a hero or a villain. However, whichever she is, she's right on the borderline. She wants to end the curse, definitely a noble thing, and she's motivated purely by love. But she specifically chose to curse ''you'' (for your connection with the Silver Sword of Gith), freed the curse from its makeshift binding in Okku's barrow, put you in terrible danger, and has done many extremely questionable things to achieve her goal.
1201* BadassBoast: If you spare her, she'll say this:
1202--> '''The Founder''': Love is stronger than any justice meted by a mad god. Let ''that'' be Myrkul's legacy to the planes; that in the end, his cruelty broke before a mortal's resolve!
1203* DeathByIrony: If you drain Myrkul he will allow you to consume her soul as well, inflicting possibly the most horrible fate possible upon both her ''and'' Akachi.
1204* {{Determinator}}: She ''never'' gave up on any task she put her mind to, and when you add ThePowerOfLove to the mix, well...
1205* EasilyForgiven:
1206** You can forgive her or at least state you won't kill an old lady for inflicting you with the curse. This will result with a massive influence boost with Safiya.
1207** Alternatively, [[KarmicDeath you can absorb her]] if you have the means to do so. Just don't bring [[BerserkButton Safiya]] along.
1208* EvenEvilHasLovedOnes: Like Akachi, she has done many terrible things and feels little remorse or regret, but her true unselfish love for both Akachi and Safiya is her redeeming quality. Safiya's creation is an effort to preserve all that she believes Akachi loved about her in an innocent. Though she knows she and Akachi can never see each other again ''even if she wins'', at least there'll finally be an end to his pain.
1209* EverybodyCallsHimBarkeep[=/=]SpellMyNameWithAThe: The only way she's every referred to is as "the Founder". Or "the Red Woman."
1210* BadassBookworm: She was a mage-scientist, and one of the most brilliant who had ever been.
1211* LoveHurts: Oh boy, does it.
1212* LoveMakesYouEvil[=/=]NecessarilyEvil: Her primary defence for her actions is that she did everything for love.
1213* MamaBear: There is one thing - and only one - that will induce her to attack the player character, who bears Akachi's essence, in anything other than self-defence. By extension, the one thing she loves as much as she loves Akachi himself. It's Safiya. Threaten her and the Founder will die in defence of her "daughter".
1214* {{Naytheist}}: She doesn't have a high opinion of the gods, to say the least.
1215* OppositesAttract: Sceptic mage-genius and a devoted disciple of Myrkul?
1216* ThePowerOfLove: Damned, redeemed and drove her all at once. It will even prevent her soul from being devoured by the spirit-eater, because the spirit-eater is Akachi and even as he is he would never harm her. ''Unless'', that is, the player also devoured Myrkul - then Akachi's love is overcome by the spite of Myrkul, and he's forced to obliterate the person he gave up everything and suffered eternally to save.
1217* PowerTattoo: Still a Red Wizard.
1218* StarCrossedLovers: With Akachi. In the event that you restore his identity and end the curse forever, they'll still never be together, even in death.
1219* WalkingSpoiler: [[RuleOfThree Rule]] [[RunningGag of]] [[VideoGame/PlanescapeTorment Three]]. It's just that kind of game.
1220* WellIntentionedExtremist: Like Ammon Jerro, she has an admirable goal, but she will do anything to achieve it. That includes sacrificing ''you''.
1221* WhatTheHellHero: You get the opportunity to call her out for inflicting you with the curse. She replies bluntly that she would sacrifice a hundred more like you if it ended Akachi's curse.
1222[[/folder]]
1223
1224[[folder:Myrkul, the Lord of Bones]]
1225[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/Myrkul_2635.jpg]]
1226[[caption-width-right:200:Myrkul, or rather what's left of him.]]
1227->''"In '''everything''' you do, spirit-eater... you stoke the embers of my soul."''
1228--> '''Voiced by:''' Creator/SScottBullock
1229
1230The former god of the dead, and creator of the Wall of the Faithless and Spirit-Eater curse.
1231::
1232Myrkul was a member of the Dead Three along with Bane and Bhaal, a trio of evil epic-level adventurers who, centuries ago, challenged the original god of the dead, Jergal, for rulership. Ironically Jergal had grown tired of his job and divvied up his portfolio voluntarily. Bane chose to become the tyrant of the living, Myrkul the ruler of the dead, and Bhaal death itself, while Jergal chose to simply be the archivist of the dead.
1233::
1234Fast forward several hundred years (we'll skip Akachi's rebellion since it's described above), and the Dead Three get back together in 1358 DR (the Year of Shadows) to steal the [[MacGuffin Tablets of Fate]] from the Overgod Ao. An infuriated overgod casts the entire pantheon down to Toril, only allowing them back if the Tablets are recovered. During this period, Myrkul is killed by Mystra, and Bhaal is slain by Cyric. (Bane is killed by Torm, but gets better about ten years later.) As happens with all dead gods, Myrkul's corpse was set adrift in the Astral Plane, which holds the multiverse together.
1235::
1236The [[PlayerCharacter Knight-Captain]] runs across his decaying corpse during his/her escape from the Academy of Shapers and Binders via the Astral Plane. After interrogating Myrkul on various points to the player's satisfaction, s/he is given the opportunity to serve up an [[DeathByIrony Ironic Death]] with the Spirit-Eater.
1237
1238----
1239* ClapYourHandsIfYouBelieve: {{Exploited}}. [[spoiler:The Knight-Captain can work out that one motive for Myrkul's creation of both the Wall of the Faithless and the Spirit-Eater curse was as insurance against his own death: since deities in the TabletopGame/ForgottenRealms draw power from people's belief in them, as long as people feared Myrkul's creations and memory, he could never truly die. [[DidYouJustPunchOutCthulhu The Knight-Captain may turn the Spirit-Eater on him,]] but ''even then'' his essence will not entirely fade from the Astral Plane unless the Spirit-Eater curse is put to rest as well.]]
1240* DeathByIrony: If you choose to eat him. A fact he [[LampshadeHanging lampshades]] with surprising glee.
1241* DeityOfHumanOrigin: He was an epic-level adventurer centuries ago.
1242* DemBones: He used to be a more typical [[TheGrimReaper Grim Reaper]] type, but these days his essence is confined to his skull. You must actually climb his spinal column to speak directly to him.
1243* DidYouJustPunchOutCthulhu: Did You Just ''Eat'' Myrkul?
1244* EvenEvilHasLovedOnes: In a strange way, Myrkul loved Akachi, who was his most favoured and devoted follower (as much as an evil god who's also generally an asshole could). Killing and condemning the Founder was Akachi's chance to prove his own devotion, but he chose to turn his back, and Myrkul was a jealous god. Thus was Akachi branded the Betrayer.
1245* EvilSoundsRaspy: He's certainly evil and sounds very raspy.
1246* GodIsDead: At this point he's essentially the ghost of a god, after being killed by the mortal wizard Midnight (the current Mystra) during the Time of Troubles. What you're talking to is the remnants of his consciousness, set adrift in the Astral Plane. And even that can be destroyed, if you know how...
1247* GreaterScopeVillain: He's essentially the source of all of the Knight-Captain's problems, given how he's responsible for Akachi becoming the Faceless Man and is therefore indirectly responsible for the curse that the player has to contend with.
1248* TheGrimReaper: Unlike Kelemvor, he fully fit the "god of death is horrible" stereotype: canonically NeutralEvil, he loved creating TheUndead and his temples were places of fear, torture, mass murder, [[ArsonMurderAndJaywalking and price-gouging for funeral services]].
1249* IHaveManyNames: As befitting a god, he has a few titles. In his case, they are "Lord of the Dead," "Lord of Bones," "Old Lord Skull," "the Reaper," and "the Deathless Lord of Death."
1250* ItsAllAboutMe: He has no problem in creating a curse that has [[CessationOfExistence erased countless beings from existence]] in order to prolong his own, and the punishment he inflicted on Akachi was so horrible in part because his favourite disciple ''dared'' to love another.
1251* JerkassGod: Not as {{Jerkass}} as Cyric was during his brief tenure as god of the dead, but that's not saying much. For instance, he took a special pleasure in crafting punishments for his enemies and didn't care if other, innocent people were caught up in them. The Slumbering Coven claims that even in his dreams within death, he's still obsessing over how to most painfully punish old slights. What he did to Akachi was unutterably cruel, and with your help he can inflict even further suffering on the Betrayer by enforcing your command to ''devour the soul of the Founder''.
1252* NeutralEvil: In-universe.
1253* RetiredMonster: More like "technically dead" monster.
1254* VillainHasAPoint: As cruel as Myrkul is to Kaelyn, he doesn't lie: her quest is doomed as long as she remains naïve. The Wall and the gods are not administers of justice and passionate arguments based upon that premise, no matter how strongly felt, will not move Kelemvor any more than they moved her Grandfather. The Betrayer's Crusade was a ''war'', and war demands much more than pride and self-righteousness -- more than she might be willing to throw away.
1255-->Ritual and circumstance are not easily undone, little bird. And they are rarely accomplished by peace. Will you lead the living to slaughter and die for those already lost? What a ''sacrifice'' for you to ''demand'' of those who blindly follow you!
1256[[/folder]]
1257
1258[[folder:Kelemvor, the Lord of the Dead]]
1259[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/nwn2_kelemvor.jpg]]
1260->''"Bring down the Wall, and mortals will see they cannot be held to account for their faith. On that day, mortals will put faith aside. And the gods will bring vengeance upon them all."''
1261--> '''Voiced by:''' Creator/RogerBumpass
1262
1263The ''TabletopGame/ForgottenRealms''' incumbent god of the dead, ruler of the Fugue Plane and unwilling administrator of the Wall of the Faithless.
1264::
1265Formerly a human mercenary named Kelemvor Lyonsbane, he was the victim of a bloodline curse whereby he would transform into a werepanther if he ever did anything purely out of the goodness of his heart. During the Time of Troubles he adventured with a wizard named Midnight and a thief named Cyric. All three became deities due to the fallout from the Godswar: Midnight was briefly inhabited by remnants of Mystra, goddess of magic, after she was slain by Helm, killed Myrkul, and ascended to become the new goddess of magic (also named Mystra), while Cyric murdered Bhaal, [[DeathByIrony god of murder]], and took on the portfolios of lies, murder, and death.
1266::
1267Kelemvor had a rougher time, becoming trapped in the sword of the thief god Mask for a time, but eventually overthrew his former companion Cyric and became Lord of the Dead. In contrast to the greedy and cruel Myrkul and [[TheCaligula flatly insane Cyric]], Kelemvor views himself as a guardian of the dead: his priests are slayers of TheUndead and provide comfort to the living.
1268
1269----
1270* {{BFS}}: His favored weapon is a bastard sword called Fatal Touch.
1271* CoolMask: Presumably meant to make him completely impassive-looking.
1272* DeityOfHumanOrigin: Kelemvor started out as the mercenary Kelemvor Lyonsbane, and replaced Cyric as god of the dead only six years before ''Mask of the Betrayer''. He struggled at first with the impartial judgement required for the mantle, but has since largely come to terms with it.
1273* DontFearTheReaper: In stark contrast to his predecessors Myrkul and Cyric, Kelemvor and his worshippers work to ensure that the dead rest peacefully, and that the living understand that death is neither to be feared nor sought. This is at odds with the architecture of many of his temples, since most (including the one in Mulsantir) are repurposed temples to Myrkul or Cyric. And note that this doesn't make him in any way friendly - he is still bound by his role to be impartial and impassive.
1274* GodsHandsAreTied: Kelemvor refuses to let you continue the Crusade after you reclaim your soul, but not because he ''likes'' the Wall. He tried to take it down after his apotheosis, but the rest of the pantheon wouldn't let him because it provides a threat that keeps most people worshipping, thereby feeding the gods and through them providing the magic of the Realms.
1275* IHaveManyNames: Again, from being a god. His other titles include "Lord of the Crystal Spire," "the Great Guide," and the somewhat inaccurate "Judge of the Damned".
1276* LawfulNeutral: In-universe. He acts to enforce the laws he lay down and that were laid down for him as god of the dead.
1277* NarratorAllAlong: [[spoiler:He's narrating cutscenes from the very start of the campaign, but you don't find out that the voice has a name until you reach the Fugue Plane.]]
1278* WhatTheHellHero: You can pick Kelemvor as your deity while making your character, same as any other god. [[DevelopersForesight If you do so, and then decide to lead the Crusade against his city]], Kelemvor has a few choice words to say about it. Honestly, he's remarkably patient about it, considering what Myrkul did to Akachi for the same crime.
1279[[/folder]]
1280
1281
1282!Storm of Zehir
1283!!Main Characters
1284[[folder:The Main Party]]
1285An individual, or group of up to four adventurers, who sail on the ship ''The Vigilant'' from the Sword Coast to Samarach. Shipwrecked after a storm, the party must work quickly to arm themselves with whatever is at hand to defend against a mob of batiri enraged at a linguistic mistake made by [[TheMunchausen the famous Volothamp Geddarm]]. After defending themselves, the survivors are captured by Samarachan soldiers, but fortunately are freed by Sa'Sani, the owner of the merchant who commissioned the vessel. She suspects the ''Vigilant'' was sabotaged, and hires the player to investigate.
1286
1287Thus begins a lighthearted tale of adventure, discovery and merchant finance, set in both the familiar Sword Coast and the exotic Chultan penninsula.
1288
1289----
1290* AnAdventurerIsYou: The entire point of the game. Or, half of it.
1291* AnEntrepreneurIsYou: The other half.
1292* FeaturelessProtagonist: [[ArbitraryHeadcountLimit Four character slots]], infinite possibilities to fill them since, like in ''VideoGame/IcewindDale'', you design your own party from scratch. A lore-minded player could create a MultinationalTeam, a group of old friends who fought in the Shadow War, or anything in between. {{Downplayed}} in that the game unlocks additional dialogue and RP options depending on party members' and cohorts' stats, so they're not ''completely'' featureless but they are considerably less-developed than the other campaigns' parties.
1293* HeroOfAnotherStory: It is generally accepted that the [=PCs'=] adventures here take place before or during the Knight-Captain's adventure in ''Mask of the Betrayer''.
1294[[/folder]]
1295
1296[[folder:Volothamp Geddarm]]
1297[[quoteright:183:https://static.tvtropes.org/pmwiki/pub/images/Volo_6341.jpg]]
1298Volothamp Geddarm, or Volo for short, is the most famous traveler in all the Realms, as well as a powerful wizard and the author of a number of travel guides to all the Realms. While some of his exploits are certainly exaggerated, if not outright fabrications, Volo is nevertheless VERY well traveled, and boasts a wide array of knowledge about, well, everything, even as he constantly thirsts for additional experiences and knowledge.
1299
1300A fellow passenger aboard the ''Vigilant'', after the ship was wrecked Volo attempted to negotiate with the batiri who came to investigate the wreckage. When negotiations inevitably failed, Volo bought the main party as much time to prepare for their attack as he could. After the battle, he is taken into custody with the survivors until freed by Sa'Sani. He stays in the merchant company's headquarters, presumably to stay near Sa'Sani, and hands out a few small sidequests in the first part of the game. Volo also asks that the player report to him about the locations the party visits to use as material for his next book.
1301
1302----
1303* ChaoticGood: In-universe. Not mentioned in game, but according to the ''TabletopGame/ForgottenRealms'' sourcebooks this is his alignment.
1304* GentlemanAdventurer: Doesn't quite come across here, but Volo's character does take inspiration from ''Literature/AroundTheWorldInEightyDays''.
1305* InteractiveNarrator: He narrates the opening and closing cinematics. After he finishes the latter, you can bluff or threaten him into ''changing the ending''.
1306* TheMunchausen: Exactly how many of Volo's claims as to his adventures is not known, but even with that taken into account he's had a fabulous career.
1307* VillainousCrush: Inverted. He has one on Sa'Sani, [[spoiler:even after finding out she's a disguised yuan-ti]].
1308[[/folder]]
1309
1310[[folder:Sa'Sani]]
1311The owner of a fairly new merchant company, Sa'Sani is the one who hired the ''Vigilant'', the ship that the player party sailed south on. When the ship is wrecked off the coast of Samarach, Sa'Sani decides to use the player party, indebted to her for saving them as they are, to investigate the odd circumstances and coincidences building up around her. Later, [[spoiler:after accusations of consorting with the Yuan-ti are leveled at her, she moves her base of operations north to Crossroad Keep]].
1312
1313[[spoiler: As it turns out, Sa'Sani is not guilty of working with the yuan-ti, she ''is'' one. Her original goal was to place agents in key positions in Samarach and the Sword Coast, but Zehir and his House Se'Sehen supplicants derailed those plans. Her ultimate fate is left up to the player to decide; if she is not killed she can either fade into obscurity if the company does poorly, or become either a harsh businesswoman suspected of arranging "accidents" for competitors if allowed to follow her natural business instincts, or a celebrated engineer of change and social progress if the PC makes her promise to not harm anyone during her reconstruction of the Sword Coast.]]
1314
1315----
1316* TheAtoner: [[spoiler: You can make her into this.]]
1317* CorruptCorporateExecutive: Sa'Sani is a ruthless businesswoman and [[MakeItLookLikeAnAccident doesn't hesitate to get rid of competitors without making to much fuss.]] [[spoiler:However, you can her attitude to a more benevolent one.]]
1318* CuteMonsterGirl: [[spoiler:Volo is attracted to her, even after he finds out what she really is.]]
1319* EvenEvilHasStandards: [[spoiler:Sa'Sani is only interested in profiting from the Sword Coast, not conquering it for the sake of an evil snake god.]]
1320* GoodFeelsGood: [[spoiler: If the player extracts a promise from her, she can realize this and come to regard her human identity as her true self.]]
1321* LawfulEvil: InUniverse, presumably her original alignment.
1322* RoyalsWhoActuallyDoSomething: [[spoiler:She is a princess of the Yuan-ti House Sauringar.]]
1323* ReasonableAuthorityFigure: Sa'Sani makes a point of explaining her actions to the main party, and trusts them with a huge amount of discretionary powers in her company after seeing how capable they are.
1324[[/folder]]
1325
1326[[folder:Cohorts]]
1327!!Umoja
1328[[quoteright:128:https://static.tvtropes.org/pmwiki/pub/images/soz_umoja2_7334.jpg]]
1329A Chultan druid of Ubtao, the guardian deity of the Chultan jungle, with a deinonychus for his animal companion. He's found in the Samargol market and can be recruited for free since he figures joining an adventuring party is a good way to suss out the rather vaguely described MissionFromGod he received.
1330
1331----
1332* BilingualBonus: "Umoja" means "unity" in Swahili.
1333* FantasyCounterpartCulture: Chult is the equivalent of sub-Saharan Africa.
1334* HooksAndCrooks: He happens to have a personal sickle weapon.
1335* InHarmonyWithNature: Being a druid, that's not surprising.
1336* LargeHam
1337* MissionFromGod: He was dispatched to reasonably civilized Samarach from his usual haunts in the Chultan jungle because his god Ubtao sensed a threat to Chult brewing. [[spoiler:Ubtao was correct on everything but the ''scale'' of the threat.]]
1338* NatureHero
1339* NeutralGood: In-universe.
1340* StereotypeFlip: Large Ham instead of whining about balance.
1341
1342!!Inshula sar Mashewe
1343[[quoteright:128:https://static.tvtropes.org/pmwiki/pub/images/soz_inshula2_9213.jpg]]
1344A Tashalan ranger staying in Samargol while her sister recuperates from wounds sustained in a hunting accident. You can hire her, or you can let her read tarot cards (possibly stacking the deck) which will convince her to join you for free.
1345
1346----
1347* BlueBlood: She and her sister are scions of a rich Tashalan merchant clan that specializes in the manufacture and export of fine wines.
1348* DualWielding: Oddly though, the devs used the two-weapon ranger build, but gave her a ''crossbow'' for her starting weapon.
1349* TrueNeutral: In-universe.
1350
1351!!Lastri Kassireh
1352[[quoteright:128:https://static.tvtropes.org/pmwiki/pub/images/soz_lastri_9403.jpg]]
1353A lightfoot halfling {{swashbuckler}}, and captain of the ill-fated ''Vigilant''. You can recruit her after rescuing her and her second mate from the batiri, as she hopes to earn enough money to buy a new ship.
1354
1355----
1356* TheCaptain: For the prologue. The epilogues indicate she bought a new ship from the riches earned off her association with the party.
1357* DrowningMySorrows: First thing she does after she's rescued from the batiri is get shitfaced drunk.
1358* {{Hobbits}}
1359* TheNapoleon: Especially evident in the prologue, during which you can hear her barking out orders to crewmen twice her height and threatening to have them flogged if they do not comply immediately.
1360* {{Swashbuckler}}: Her actual character class.
1361* TrueNeutral: In-universe. She's basically your average blue-collar halfling trying to make a living, and has no time for morality.
1362
1363!!Chir Darkflame
1364[[quoteright:128:https://static.tvtropes.org/pmwiki/pub/images/soz_chirdarkflame2_5989.jpg]]
1365A svirfneblin[[note]]deep gnome[[/note]] wizard being held captive by mind flayers in the Underdark Market in Samarach. You can recruit her by killing the illithids (and the rest of the market), then freeing the captives.
1366
1367----
1368* ChaoticEvil: In-universe.
1369* LukeNounverber
1370* SquishyWizard: Not really a well-built character. Most notably she took the Toughness feat (+1 HP per level) at first level rather than [[http://nwn2.wikia.com/wiki/Spellcasting_Prodigy Spellcasting Prodigy]].
1371
1372!!Finch
1373[[quoteright:128:https://static.tvtropes.org/pmwiki/pub/images/soz_finch2_9945.jpg]]
1374A half-elf bard found in taverns throughout the Sword Coast. You can recruit him after clearing him of [[ItsALongStory trumped-up theft charges]] in Neverwinter.
1375
1376----
1377* ChaoticGood: In-universe.
1378* ClearTheirName: He's wanted for theft in Neverwinter. Turns out a nobleman thought Finch was cuckolding him (he wasn't; the wife was just a friend and admirer), and accused him of stealing a priceless Lantanese timepiece.
1379* CallBack: The original campaign referred briefly to a bard named Finch who kept losing his hat. This is him.
1380* HalfHumanHybrid: A half-elf.
1381* HornyBard: {{Subverted}}: he ''is'' a bard, but not a horny one. He was falsely accused of theft by a Neverwinter nobleman who thought Finch was cuckolding him, but insists he and the wife are just platonic friends. The wife corroborates this and gets her husband to withdraw the complaint, permitting the PlayerParty to recruit him.
1382
1383!!Soraevora Aeravand
1384[[quoteright:128:https://static.tvtropes.org/pmwiki/pub/images/soz_soraevera2_9091.jpg]]
1385--> ''"Follow me, as an arrow from Sehanine's bow!"''
1386
1387A sun elf favored soul of Angarradh, the queen of the elven gods. You meet her in the throne room on your first visit to Crossroad Keep.
1388
1389----
1390* ChaoticGood: In-universe.
1391* EnemyMine: If a drow character insults her, she replies that she's none too pleased either, but she has her orders from her goddess.
1392* LargeHam
1393* MissionFromGod: Traveled overseas from Evermeet on orders from her goddess. [[spoiler:Angarradh saw the rise of the Zehiric cult and, being a good deity, decided to intervene.]]
1394* ReallySevenHundredYearsOld: Par for the course with elves, but subverted in that she's old enough to show it on her face (looks to be maybe in her forties or fifties if she was human).
1395
1396!!Grykk Bannersworn
1397[[quoteright:128:https://static.tvtropes.org/pmwiki/pub/images/soz_grykk2_7033.jpg]]
1398A half-orc paladin of Torm, currently staying at the Wailing Wench Tavern in Neverwinter. He'll join you if he likes you (which requires good party members and/or party members that worship Torm), or if you pay him 1000 gp to "prove your sincerity".
1399
1400----
1401* HalfHumanHybrid: A half-orc, although his voice doesn't sound like that of a typical half-orc.
1402* LawfulGood: In-universe. It's a paladin class requirement.
1403* LargeHam
1404* LukeNounverber
1405* NiceGuy: He's very well-mannered when he speaks.
1406* ThePaladin
1407* SquareRaceRoundClass[=/=]StereotypeFlip: He's a half-orc ''paladin''. Normally that would be a bad idea, since role-playing potential aside half-orcs take penalties to Charisma, which is the crux of all paladin abilities outside of straightforward attacking or divine spellcasting. Grykk, however, makes it work, thanks to [[TheComputerIsACheatingBastard getting extra attribute points to fill in for the penalty]].
1408
1409!!Belueth the Calm
1410[[quoteright:128:https://static.tvtropes.org/pmwiki/pub/images/soz_beleuth2_4648.jpg]]
1411A very mercenary aasimar rogue and member of the Shadow Thieves of Amn, staying at the temple of Waukeen in Neverwinter. She'll join you upon receipt of 5000 gold, though you can talk her down to 3000.
1412
1413----
1414* CoolMask: Wears a jet-black domino as a symbol of her devotion to the thief-god Mask.
1415* NeutralEvil: In-universe.
1416* OnlyInItForTheMoney: Unique in that she's the only cohort who just wants loot. Though subverted in the epilogues: [[spoiler:she grows to [[EvenEvilHasStandards hate the Snaketongues outright]] and makes a new career out of hunting and killing them]].
1417* TheQuietOne: She doesn't say much and mostly answer with just one word.
1418* SquareRaceRoundClass[=/=]StereotypeFlip: Belueth is an aasimar, who are usually Good-aligned because of their angelic heritage and have {{the paladin}} as their favoured class. She, however, is an Evil-aligned rogue associated with the Shadow Thieves -- ironically, something you'd expect from a tiefling (who are descended from demons and have rogue as a favoured class).
1419* UnevenHybrid: Aasimar are mortals, almost always humans, descended from a good-aligned outsider, typically a deva.
1420
1421!!Septimund
1422[[quoteright:128:https://static.tvtropes.org/pmwiki/pub/images/soz_septimund2_1093.jpg]]
1423A human doomguide of Kelemvor, Lord of the Dead[[note]]You may remember him from ''Mask of the Betrayer''[[/note]]. Septimund is found in Port Llast, where he is investigating nightly incursions by undead from the nearby graveyard.
1424
1425----
1426* {{BFS}}: Favors a bastard sword, also known as a hand-and-a-half sword.
1427* CallBack: Nya, a throwaway {{NPC}} in Port Llast in the OC, was an old flame, [[spoiler:and returns in ''[=SoZ=]'' as the {{necromancer}} raising the dead in the graveyard]].
1428* LawfulNeutral: In-universe.
1429* MarriedToTheJob: He and Nya were in love, but he was too devoted to his work as an undead hunter to make it work.
1430* WhatTheHellHero: [[spoiler:It's possible to summon the ghost of an ancient leader of Port Llast and talk him into using an army of undead to help drive the Luskan occupiers out of Port Llast. But if Septimund is in the current party, he'll react with outrage, leave the party and run back to town to warn them.]]
1431
1432!!Quarrel
1433[[quoteright:128:https://static.tvtropes.org/pmwiki/pub/images/soz_quarrel2_5762.jpg]]
1434A half-drow warlock found in West Harbor. You can recruit him after a sidequest.
1435
1436----
1437* ChaoticEvil: In-universe.
1438* DramaticIrony: In Quarrel's motivations. He idolizes Ammon Jerro as a warlock, but seems blithely unaware that Jerro turned to the dark arts for love of country, not personal power.
1439* HalfHumanHybrid: Half-drow.
1440* TheKnightsWhoSaySquee: Wants to follow in Ammon Jerro's footsteps as a warlock, dealing with fiends for power. However, he seems to have missed the fact that [[IDidWhatIHadToDo Jerro turned to the fiendish planes (primarily) for love of country, not personal power]].
1441
1442!!Ribsmasher
1443[[quoteright:128:https://static.tvtropes.org/pmwiki/pub/images/soz_ribsmasher_9760.jpg]]
1444A human monk whom you can find imprisoned in a secret shrine to Shar. If a single character could be singled out as the game's PluckyComicRelief, it would have to be '''this''' guy.
1445
1446----
1447* AscendedExtra: He first appeared in a couple of dungeons in the Original Campaign, the events involving him being fairly crazy (and a little bit awesome).
1448* AxCrazy[=/=]BloodKnight: Utterly obsessed with breaking and smashing everything in sight -- especially ribs.
1449* BareFistedMonk
1450* HahahaNo: If you ask him if there's a reason why he laughs so much, this is his response.
1451--> '''Ribsmasher''': HA! ... (with a unusually calm voice) no.
1452* HeroicComedicSociopath: Ribsmasher is a walking screwball comedy/slapstick film -- utterly unhinged, insanely violent and absolutely hilarious.
1453* LargeHam[=/=]LaughingMad: Seriously, every line he has involves yelling at the top of his lungs (often about smashing ribs) and/or laughing. For example, when you ask him how he got locked up in the shrine, he responds:
1454--> '''Ribsmasher:''' WRONG TURN! HA!
1455* LawfulNeutral: In-universe. The Lawful part is because monks have to be some flavour of Lawful to demonstrate their discipline and focus; the Neutral part is because he's too insane to be anything else.
1456* LukeNounverber: Or just Nounverber, if you want to be pedantic.
1457* MeaningfulName: Name? Ribsmasher. Occupation? Smashing ribs.
1458* RidingIntoTheSunset: Sort of. [[spoiler:His WhereAreTheyNowEpilogue has him running out of Crossroad Keep after the victory celebration screaming at the top of his lungs about how there were "more ribs to smash!"]]
1459* StereotypeFlip: ''Somehow,'' he doesn't seem like the meditation-and-inner-peace-kind of monk.
1460* WarriorMonk
1461[[/folder]]
1462
1463!Mysteries of Westgate
1464[[folder:Characters]]
1465!!Rinara
1466[[quoteright:198:https://static.tvtropes.org/pmwiki/pub/images/rinara2_6855.jpg]]
1467A half-elf rogue. You'll meet her at the start of the campaign.
1468
1469----
1470* BigDamnHeroes: [[spoiler:She returns to help you and brought stakes to finish off the vampires.]]
1471* ChangedMyMindKid: [[spoiler:After abandoning you, she realizes how much loot she can get her hands on if you beat the vampires, so she returns to help you.]]
1472* DualWielding: Favors a pair of shortswords.
1473* HalfHumanHybrid: Half-elf.
1474%%* NeutralEvil: In-universe.
1475* OnlyInItForTheMoney: The only thing she cares about is her hidden stash and getting more money.
1476* [[spoiler:TenMinuteRetirement: After leaving the party, she reasoned that the vampires may have amassed a big fortune after taking over the Night Masks, so she returns to help you when you go deeper in the dungeon.]]
1477* ScrewThisImOuttaHere: [[spoiler:When she realizes that the Night Masks have been taken over by vampires, she freaks out and abandon you.]]
1478* TokenEvilTeammate: Unless you too are evil, of course.
1479
1480!!Mantides
1481[[quoteright:198:https://static.tvtropes.org/pmwiki/pub/images/mantrides2_3253.jpg]]
1482A human fighter, formerly a paladin of Lathander the Dawnbringer. You'll meet Mantides in the Black Eye Tavern in the Harbor Loop. Regardless of what you say to him, he'll offer to join your party.
1483
1484----
1485* TheAlcoholic: Waste his days at a tavern drinking until you meet him.
1486* {{BFS}}: His weapon of choice.
1487* DealWithTheDevil: If he kills a certain man in cold blood during his personal sidequest, he gets an offer from the church of Shar to become her champion. The player can [[MoralityChain talk him out of it]]... or [[TheCorrupter talk him into going through with it]].
1488* FallenHero: His backstory is that he fell from being a paladin because he lost his faith in his patron god, which is picked up and pointed out by Charissa. He can also wind up killing a man in the arena and getting further.
1489%%* NeutralGood: In-universe.
1490* ThePaladin: He ''used'' to be one, but violated the code of conduct and lost his powers. He can become one again, or be turned into a blackguard instead.
1491
1492!!Charissa Maernos
1493[[quoteright:198:https://static.tvtropes.org/pmwiki/pub/images/charissa2_8662.jpg]]
1494A human cleric of Tyr. You meet her the first time you enter the the Morningstar Haven in the Arena District.
1495
1496----
1497* BlackAndWhiteMorality: Her philosophy, which is hardly surprising, given that D&D universes work like that by default.
1498** WhiteAndGreyMorality: After some CharacterDevelopment.
1499* BlueBlood: Scion of a disgraced line of Waterdhavian nobility.
1500* ClearTheirName: Has been ''trying'' to clear her family's name for several years.
1501* {{Jerkass}}: Charissa insults all your party members, thinking she more righteous than them.
1502* LawfulGood: In-universe - though a glance at her KarmaMeter indicates she's pushing the envelope on both sides of the scale.
1503* TokenGoodTeammate: If the player is evil and corrupts Mantides into a champion of Shar, Charissa stands as the only good guy in the party.
1504
1505!!Sir Peregrim
1506
1507----
1508
1509* DemBones [[spoiler:Becomes a tattered skeleton after his death.]]
1510* FailureKnight: [[spoiler:When he realized they are overwhelmed by vampires, he abandoned his sacred charge, Elandra. It was ultimately futile, as he was killed and forced to protect [[OurBansheesAreLouder Elandra's spirit as an undead.]]]]
1511* SinisterScythe: His weapon is a scythe +4.
1512
1513!!Elandra
1514
1515----
1516
1517* [[spoiler: OurBansheesAreLouder: Elandra became a banshee, because her violent and unavenged death was caused by his bodyguard's cowardliness.]]
1518* RoaringRampageOfRevenge: That's the whole point of her religion, being a worshiper of Hoar, the God of retribution.
1519
1520!!Tasheni
1521
1522----
1523
1524* BigBadWannabe: [[spoiler: She thinks she can overthrow Orbakh and become the new ruler of the Night Masks. She's dead wrong as Orbakh is too powerful and [[CrazyPrepared clever]] while her second-in-command [[TheStarscream Zymena is playing behind her back]].]]
1525* [[spoiler: OurVampiresAreDifferent: A half-elf victim of vampirism which she embrace fully.]]
1526* PsychoExGirlfriend: [[spoiler:Mantides' former love now turned into a vampire bent on taking over Westgate.]]
1527* WalkingSpoiler: It's hard to say anything about Tasheni without revealing too much.
1528
1529!![[spoiler:Zymena]]
1530
1531----
1532
1533* [[spoiler: DirtyCoward: In the evil path, she abandons her master Tasheni to the PC.]]
1534* EvilSorceress: [[spoiler:Her human disguise is a red-headed mage.]]
1535%%* FieryRedHead
1536* FlunkyBoss: Has two Erinyes fighting by her side.
1537* [[spoiler: OurDemonsAreDifferent: Her true form is a paeliryon and she's really, really nasty.]]
1538* TheManBehindTheMan: [[spoiler:Zymena is this to [[BigBadWannabe Tasheni who think she pulls all the strings.]]]]
1539* TheStarscream: She plan to get rid of her master Tasheni and rule over Westgate.
1540
1541!![[spoiler:Orbakh]]
1542
1543----
1544
1545* BigBad: The final villain of the campaign.
1546* TheChessmaster: [[spoiler:Fake his death by your hands so he can secretly track your movements.]]
1547* EvilGloating: It bites him off in the Good path and you call him out.
1548* TheFinalTemptation: Gives one to the PC. An exchange from curing you from the domino mask's curse, he asks that you pledge your un-life to him.
1549* OurVampiresAreDifferent: He is not only a vampire, but is strong enough to shrug off the early morning sunlight and flee to safety.
1550* RedEyesTakeWarning: As a vampire, he has standard evil red eyes.
1551[[/folder]]

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