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1[[foldercontrol]]
2
3!!The Party (Season 1)
4
5[[folder: Little One]]
6The half-dragon son of Lady Vasarus of the Bronze, Little One is one of probably less than a dozen living (non-trout) people to have grown up inside the Peacebond. His mother taught him secrets of battle such as very few now know, and since the evil Kua-Toa slew her he has used those talents for vengeance against them.
7
8----
9* ArmorOfInvincibility: Acquired some scales from his mother to use in crafting this.
10* BigYes: When [[spoiler:an aspect of the Albtraum]] takes on a physical form to directly fight the party, Little One, rather than being intimidated, is ''estatic'' at the prospect of finally physically beating down the obnoxious, formerly untouchable foe.
11* BreathWeapon: He now has ''two'' of these: A powerful 1/day lightning-bolt from his mother, and a weak but repeatable cone of flame from his Dragonfire Adept splash.
12* CoolSword: His +2 ColdIron [[ShockAndAwe Shocking]] Longsword.
13* DisappearedDad: Has no clue who his father was, and doesn't really care. The only thing we know is that his name was probably Darius, and Little One's mother wasn't his only draconic partner.
14* HalfHumanHybrid: Half human, half bronze dragon.
15* InLoveWithYourCarnage: The most likely explanation for his decision to begin courting Lady Chrysanthemum Von Christoff (who despite her flowery name is every bit as badass as her father).
16* IShallTauntYou: Seems to have put a few skill ranks into Knowledge(Insulting Kua-Toa). From decorating his shield with Kua teeth to getting Angel to write insults in Kuar on that same shield to sticking a fishing line in water that he strongly suspects to be occupied by Kua, Little One wastes no opportunities to rub his disrespect for the Kua in their scaly faces. Perhaps the best example yet came when, upon slaughtering a Kua-Toa patrol, he cut their heads off, impaled the bodies on stakes upside-down, and then stuck the head back on top of the whole mess. In other words, the Kua have their heads up their behinds.
17* MasterSwordsman: As a Warblade, Little One's martial skills are without peer.
18* NonIndicativeName: Little One is about six and a half feet tall, and built to match. On the other hand, it was his mother who gave him the name, and she's a dragon.
19* RedBaron: After defeating an orc in single combat, Little One becomes known far and wide as "Orcslayer".
20* SeeTheInvisible: Splashed Dragonfire Adept to gain 24/7 access to this ability, making him one of the few who can see through the omnipresent Kua-Toa cloaks.
21* SlaveryIsASpecialKindOfEvil: All the party despise slavery, and especially the omnipresent slavery that the Kua-Toa civilization runs on. Little One, however, is especially passionate about it. This extends even to beings whose living status is questionable, as we discover when his objection to Draven's plan to use an incorporeal undead in a bid to potentially cure their astral plague is mainly that they're enslaving the undead for their own means.
22* [[YouKilledMyFather You Killed My Mother]]: His initial motivation for hating the Kua-Toa.
23* ValuesDissonance: Little One finds Warforged!Daggerface disgusting because it fights for pay, against people who are not his enemies. In Little One's mind, you should only fight to protect or for vengeance or at least to conquer and test your skills. In addition, Little One finds Daggerface's decision to spare Little One's life after Little One refused to surrender ''deeply'' humiliating. As a result, Little One has sworn to get vengeance on Daggerface if he ever encounters him again.
24[[/folder]]
25
26[[folder: Angel Bloodright]]
27A Whisper Gnome assassin, Angel is a member of The Organization, a secret society dedicated to fighting the evil Kua-Toa invaders. Fast, lethal, and more than a bit mercenary, Angel has become one of the deadlier thorns in the Empire's side.
28----
29* AttackItsWeakPoint: One of her main rogue assets is her ability to strike the vital points of distracted or unbalanced targets, provided that they have vital points at all.
30* CeilingCling: Her Slippers Of Spiderclimbing let her walk on walls (or the ceiling).
31* ChainsawGood: Favors spiked chains in combat.
32* EyeOfNewt: Got a poison recipe with Kua-Toa spleens as one of the main ingredients as a present from another Organization member.
33* TokenEvilTeammate: Not that she ''is'' evil, but she often notes she has no morals and has even attacked a hostage of her opponents just to give them fewer options in the fight.
34[[/folder]]
35
36[[folder: Draven Rowe]]
37The rightful Marquis of Rowan, Draven is one of the wealthier and higher-ranking nobles of Verandi. Or rather, he would be if Rowan and all the rest of Verandi hadn't been conquered by the trouts decades ago, driving Draven's ancestors north to take refuge in Vistria. Draven still enjoys a better life than most of his countrymen, as his marriage to the daughter of the wealthy Baron Silverlode has provided the starting capital for him to fully leverage his talent for artificing. He is also an agent of the Hand Of Sirius, a semi-secret order dedicated to the protection of humanity throughout all the world.
38----
39* GadgeteerGenius: He's an artificer.
40* GlassCannon: He's always been fragile, but as the party reached higher levels his potential damage output reached this point; his wide variety of wands give him the highest damage of anyone in the party (when its worth spending the charges to dish out maximized force damage).
41--> '''Draven:''' If ''I'' am taking damage, you know the fight isn't going well...
42* HappilyMarried: Tolerably so. He and Ivana aren't the most passionate of couples, but they do appear to care for each other and get along quite well.
43* [[spoiler: {{Immortality}}]]: [[spoiler: Is granted this by the Oluanna Spring in Episode 56. Per Oluanna's expository song, this includes [[TheAgeless agelessness]], immunity to mundane disease and a bonus against magical disease, a minor HealingFactor, and [[NoSell immunity to instant-death spells]].]]
44* ImpoverishedPatrician: The Kua-Toa are currently squatting on his ancestral lands, though his artificing skills earn him a comfortable existence in Vistria.
45* KillSteal: In their early adventures, the party noticed an unusual trend where, despite his low attack damage, he would end getting the final blow on many of their enemies. It's since become a RunningGag that both the player and character do this on purpose (they don't - it's merely a consequence of them spending their early turns buffing before making an attack, by which point the enemy is often rather worn down).
46* {{Magitek}}: As an artificer, Draven is specialized in analyzing and making magical items, being responsible for crafting most of the party's gear (barring one or two unique items they had found). He also had a crossbow that had various attachments built onto it (that represented the various wands and other offensive magical items Draven could use in combat) until he found a special Ytarran-made crossbow named "The Photon Accelerator", a weapon specifically made to combat the undead (in particular the Vampire Kings) that Draven could also attach gear to.
47* SwissArmyWeapon: He's incorporated a number of his favorite wands into a kind of rotating mount in the stock of his magitech crossbow.
48* WeaponSpecialization: His primary weapon is his convoluted {{Magitek}} crossbow.
49[[/folder]]
50
51[[folder: Reginald Black]]
52Like Draven, Black is a member of the Hand Of Sirius, and is in fact a priest of Sirius himself. In battle, Black is slow but unrelenting, his massive mace crushing any monster that tries to stand before him.
53----
54* ArmorOfInvincibility: His Ytarran Power Armor.
55* ChurchMilitant: Kind of comes with the territory when you worship the God Of Justice and Protection.
56* CounterAttack: Black's concept involved the idea of dealing "backlash damage" to any opponent that hits him, using various spells and magic items to do so. While this idea has proved to be useful at times - with arguably its crowning moment being in episode 33 when a counter attack did so much damage that the target ''died'' from hitting Black (the episode even being named after that moment - [[{{Pun}} Blacklash]]) - it has a few caveats.
57** A). It requires the opponent to actually ''hit'' Black in the first place, which B). is often hard to do so because Black has incredibly high AC due to wearing full plate and other AC boosting items, and C). the enemy may focus on Black's allies instead, especially if they're smart enough to figure out his trick or have learned about it beforehand, rendering the gimmick somewhat pointless.
58** The backlash effect also doesn't seem to trigger on AOE attacks like ''Fireball'', which are often Black's AchillesHeel due to his [[MightyGlacier comparatively low reflexes]].
59* FasterThanTheyLook: He commonly makes use of the spell ''Knight's Move'' to pull this off a few times a day by teleporting right into a flanking position with an ally. Otherwise, see MightyGlacier below.
60* TheMedic: In addition to his other powers, Black is also the party's main healer.
61* MightyGlacier: Black is cripplingly slow in his full-plate (made worse by Black having the Slow flaw that reduces his base speed), but he hits like a truck, is practically impregnable, and if someone does hit him his backlash spells will punish them for attempting it.
62** Most notably shown during Episode 43 when Black [[spoiler:pretty much single-handedly destroyed a ''[[OneManArmy Monitor]]''.]]
63* PowerArmor: Gets a suit of highly advanced Ytarran Power Armor during the Ginaron arc.
64* StealthPun: A priest of ''[[Literature/HarryPotter Sirius]]'' named ''[[Literature/HarryPotter Black]]''.
65* StraightMan: In-character, very much. The player himself seems to be more of a DeadpanSnarker.
66[[/folder]]
67
68[[folder: Zaheer]]
69Possibly the last surviving inhabitant of the village of Kuraj, Zaheer is a cleric of Ankou, the Shepherd of the Dead. He and his guardian Mahar temporarily join ranks with the party after meeting during the Woodbridge zombie outbreak, before he disappeared again during the Feywild mission.
70-----
71* DeadToBeginWith: [[spoiler: While far from dead, Zaheer's not entirely alive either]].
72* DontFearTheReaper: Ankou is a god of death, but he's very benevolent.
73* GuestStarPartyMember: Zaheer's player could only join the group for a single summer.
74* ReviveKillsZombie: Zaheer is healed by negative energy and hurt by positive energy, due to [[spoiler: not being 100% alive]].
75[[/folder]]
76
77[[folder: Mahar]]
78This mysterious monk serves as Zaheer's guardian and companion, always at his master's side. [[spoiler: Under his hood and robes (and his Hat of Disguise), he is in fact an undead skeleton. Why the cleric of an undead-hating demigod has an undead bodyguard is something of a mystery, but hopefully one that will be resolved eventually.]]
79------
80* BareFistedMonk: Classical example.
81* DeadToBeginWith: [[spoiler: A skeleton]].
82* DemBones: [[spoiler: He's a skeleton]].
83* GuestStarPartyMember: As Zaheer's leadership cohort, Mahar joined and left when he did.
84* HatOfPower: [[spoiler: His Hat of Disguise causes him to look like a flesh-and-blood human under his robes.]]
85* NoSell: [[spoiler:Apparently immune to Control Undead, attempted by a lieutenant of a vampire king. Said lieutenant's response suggests something of his nature is responsible for it.]]
86* ReviveKillsZombie: Like his master, Mahar is healed by negative energy and harmed by positive energy.
87[[/folder]]
88
89[[folder: Krillidin]]
90A Half-Elven soldier in the elven military in the Feywild, he was unlucky enough to cross through a natural portal into the Shadowfel, where he was chased by wolves and other horrors until he ran into and joined the party while they were fleeing from [[spoiler:Swayne]]. A talented Arcane Archer with a Bow of Splitting that literally doubled each shot, he was a welcome addition to the group.
91* EleventhHourRanger: Joined the party during a time when they were trapped in the Shadowfel and needed the help. Bonus points for actually being a ranger!
92* {{Expy}}: His appearance takes a lot of inspiration from Myth/RobinHood and ComicBook/GreenArrow. His name also seems to be inspired by [[Manga/DragonBall Krillin]].
93* GuestStarPartyMember: Like Zaheer, he joined the party late into the campaign, except he stuck around longer [[spoiler:up to the end of the original campaign]].
94* LockedOutOfTheLoop: Due to living in the Feywild for most of his life, Krillidin is rather unaware of the state of affairs in the Fadelands (a.k.a the Material Plane), including the existence of the Deluvians and that orcs are still causing problems (believing them to have been taken care of during the Shatterwar).
95* MageMarksman: Krillidin's class is Arcane Archer, a bowman that can imbue magic into his arrows (though we [[ThePiratesWhoDontDoAnything don't actually see him cast many spells or use magic in this way]], with Krillidin mostly relying on his allies for buffs).
96* MasterArcher: Unlike most of the party (with the exception of Dravin), Krillidin prefers to fight from a distance with a bow and arrow, and can be quite effective at it.
97* RainOfArrows: Between his Bow of Splitting and various buffs he can receive, he can output a ''crazy'' amount of attacks in a single turn. He also has an ability literally called [[ExactlyWhatItSaysOnTheTin "Rain of Arrows"]], which lets him make an area-of-effect attack.
98* WhyDidItHaveToBeSnakes: Krillidin has an understandable aversion to wolves after he was chased by a pack of them after accidentally crossing into the Shadowfel, so he isn't pleased when some of them return [[spoiler:during the boss battle at the end of the first season]].
99[[/folder]]
100
101!! ''Sea of Secrets'' Party
102The protagonists of the second season, they are a band of mercenaries that were hired as part of a treasure hunt.
103
104[[folder: Uhamicho]]
105A large [[OurWerebeastsAreDifferent Shifter]] dressed in furs, Uhamicho is Barbarian/Totemist multi-class that specializes in dealing vicious unarmed attacks, shifting his hands into claws that can tear into even metal. Played by quill18 (Draven's player from the previous campaign).
106-----
107* TheBerserker: As a Barbarian, Uhamisho can enter into an UnstoppableRage that enhances his strength and durability, at the cost of being unable to focus on anything more complicated than attacking or talking while in that state.
108* BilingualBonus: His name is actually a Kenyan word for "exile."
109* TheBigGuy: Is the most physically imposing member of the party, and probably the biggest damage dealer (that we've seen so far anyway).
110* ContrastingSequelMainCharacter: To Draven (as the two characters share the same player). While Draven is a BookSmart articifer who prefers to buff his allies and fights at range with his crossbow, prefering to stay out of direct combat as much as he can, Uhamicho is a front-line fighter that prefers to leap into the fray with his enhanced natural weapons (including his bite and claws) that is more BookDumb due to living in the wild for most of his life (though by no means is he stupid, just not as formally educated).
111* NaturalWeapon: Uhamisho's primary weapon in combat is his enhanced natural weapons, which he uses to tear into even the toughest of enemies. He mainly uses a [[AbsurdlySharpClaws pair of magic claws]] obtained from a Soul Meld with a tooth of a bulette (a type of land shark in D&D), paired with a [[ManBitesMan powerful bite attack]] from his Shifter race (specifically the Longtooth variant).
112* OurWerebeastsAreDifferent: Uhamicho's race is a Shifter, a descendant of a human and a natural lycanthrope (a werebeast that was ''born'' as one instead of being cursed with it), who can change their body to emulate that of a beast, though to a lesser degree than that of a true lycanthrope. This usually comes in the form of natural weapons like claws or a bite attack, which Uhamicho can enhance further with his Totemist abilities.
113[[/folder]]
114
115[[folder: Jinx]]
116A [[VoluntaryShapeshifting Changeling]] Spellthief (a type of Rogue that can steal spells from their targets instead of dealing Sneak Attack damage). Can technically take any humanoid form they like, but their preferred form is a young human woman, with the only hint to her true identity (to the audience) being [[EyeDentityGiveaway her black eyes with green sclera]]. Played by Launchpad.
117-----
118* AllTheOtherReindeer: Growing up as an orphan child, Jinx did her best to blend in with others (somewhat literally, given her abilities) but was always aware of her true nature, and grew to be uncomfortable with how people only really saw her "disguises", made worse by feeling that neither those shapes or her "true form" are really ''her'', so to speak (the human appearance she prefers to have is the closest she can get).
119* BlatantLies: She claims she [[spoiler:murdered the captive Cleanser druid because said druid was about to cast a spell, when in reality it was because the captive was about to reveal that Blue attempted to kill a bigoted barkeeper with his psionic powers]].
120* LonelyTogether: Starts to form a bond with Blue over their shared sense of isolation from others (with Jinx being a [[VoluntaryShapeshifting Changling]] who's not comfortable with her "true form" and has some identity issues about it, and Blue not being certain if there's anyone else like himself out there).
121* SecretKeeper: [[spoiler:For Blue's attempted murder of a bigoted innkeeper, though she only does so because a). the attempt failed, and b). Blue showed genuine regret in his actions in a private conversation between the two of them. Episode 3 shows just how far she's willing to go to keep his secret by ''killing'' a captured Cleanser that was about to tell the party about Blue's actions (as it was the motivation for the Cleansers attacking the party in the first place), then lying by saying the Cleanser was about to cast a spell, which the party seems to accept. It shoudl be noted that none of this of prompted by Blue, who was away from the interrogation at the time.]]
122* TwinkleSmile: The eye version of this, as her eyes sometimes sparkle in episode 4 whenever she's in particular awe of Captain Sana. For bonus points, the colours of the sparkles reflect the [[UsefulNotes/{{Asexual}} ace flag colours]], which Demonac admitted was a deliberate touch in the comments for that episode.
123* UnreliableNarrator: Jinx may seem to be the most honest of the ''[=SoS=]'' party, but she's keeping more than her fair share of secrets and has outright lied to her friends more than once. For example, in the heart-to-heart with Blue in episode 2, she says that she didn't know any other changelings, but the [[TheTeaser cold open]] for episode 3 reveals that [[spoiler:she was actually trained by a group of changelings on how to change into other races and what to look out for, including using specific terminology when in certain forms, and in how to be a Spellthief, joining what seems to be a secret society of some sort]]. Her being an orphan was true at least, according to the third episode of ''Secrets of [=SoS=]'', seen [[https://youtu.be/LA4Lucz51EE?si=ve6vTxg_nfYIqKTV here]].
124* VoluntaryShapeshifting: As a Changeling, Jinx can essentially transform into any humanoid race she likes, and can even copy the appearance of other specific people (though this requires at least some study to be accurate), but she can't copy racial abilities, such as a Kua-Toa's amphibious nature or skin secretions.
125[[/folder]]
126
127[[folder: Blue]]
128A blue "goblin" (even Blue doesn't know what they actually are), possessing psionic abilities and a short temper. Played by Little One's player.
129-----
130* AllTheOtherReindeer: As a "goblin", Blue often faces a certain degree of racism in humanoid settlements. In one instance, this got Blue angry enough to [[spoiler:try to kill an innkeeper who had treated him more like an animal in regards to rooming, though the attempt failed and he later felt regret for giving in to his temper]].
131* [[BizarreHumanBiology Bizarre Goblin Biology]]: Well, assuming Blue ''is'' a goblin as he appears (which even he isn't certain of), there's still a few oddities with his body. Most notably, the fact that ''he doesn't need to breathe''. He also apparently doesn't have any reproductive organs, as he claims there's "nothing down there", which he uses to justify not wearing pants.
132* EscapedFromTheLab: Blue's earliest memories involve waking up in tube, apparently as part of an experiment by some eyepatch-wearing researchers, before being put to sleep, only to wake up later when the lab was apparently under attack, and Blue used the opportunity to break out the tube with his psionic powers and escape to his freedom.
133* GlassCannon: While his psionic abilities can be very deadly, his defenses are utterly ''abyssmal'' in comparison, only being saved by a higher than average number of hit- and power-points (and not by much in the case of the former).
134* HairTriggerTemper: Blue has little patience when dealing with idiocy, or bigotry, and in a moment of impulsive anger, [[spoiler:attempted to murder a racist innkeeper using his psionic powers while everyone in the place was distracted. The attempt failed, but Jinx sensed the psionic energy, putting two and two together. When she approached him in a private conversation, he admitted that he [[MyGodWhatHaveIDone regretted what almost happened]] and bemoaned his lack of self-control]].
135 *IdentityAmnesia: Blue remembers very little about his personal history, knowing only that he was involved in some sort of lab experiment, which he later escaped from, that may have been responsible for his unusual appearance and powers. He's not even sure if there even ''is'' a history for him before that point.
136* LonelyTogether: Starts to form a bond with Jinx over their shared sense of isolation from others (with Jinx being a [[VoluntaryShapeshifting Changling]] who's not comfortable with her "true form" and has some identity issues about it, and Blue not being certain if there's anyone else like himself out there).
137* MyGodWhatHaveIDone: [[spoiler: His attempted murder of a man merely because he was racist towards Blue. The attempt failed, and no one beside Jinx even noticed what had happened, but he's shown in a later conversation to regret that he let his temper have that much control over him.]]
138* PsychicPowers: As a Psion, he has access to psychic abilities, including [[{{Telepathy}} mind-reading]] and [[MindOverMatter telekinetic attacks]].
139* {{Telepath}}: As a Psion whose primary discipline is Telepathy, he's capable of reading minds, as well as CharmPerson.
140[[/folder]]
141
142[[folder: Adria]]
143An [[OurElvesAreDifferent Eladrin]] Beguiler (a type of spellcaster that specializes in enchantments and illusions). Played by Angel's player.
144-----
145* DraftDodging: Played with. In episode 3, the party learn that he Formians are invading Eldrin territory, and in response the royalty have issued a decree to all Eladrins to return to fight, including those in the Fadelands. Adria, after hearing about this for the first time, merely says that she has promises she has to keep before she can go (referring to the treasure hunt the party was hired to assist with), but later begins to have doubts about her own intentions and wondering if she would have actually gone if she didn't have an excuse.
146* Really700YearsOld: Actually 200 years old at the start of the campaign (which is not that surprising considering that Eladrin, in this setting at least, are essentially elves that moved to the Feywild).
147[[/folder]]
148
149[[folder: Pelor]]
150A human Fighter specializing in polearms (and dancing). Has a bit of an ego. No relation to the god of the same name.
151-----
152* UsefulNotes/{{Bisexual}}: Pelor is noted as being interested in both men and women and has slept with both, usually as one night stands.
153* DanceBattler: Fighting for him is practically the same as dancing. He even has his own special animation for it, as seen [[https://www.youtube.com/watch?v=xnBtA7fVhVk here]].
154* HiddenInPlainSight: One of the reasons Pelor took up dancing was to hide his identity after the Yellow Cloaks were all arrested, with himself narrowly escaping. After all, who would suspect that a dancing entertainer would be a wanted man?
155* HiredGuns: Was formerly a member of a group of mercenaries known as the Yellow Cloaks that operated in the country of Laric, whose motto was "We're free lads, but we don't work for free". Shortly after their leader was killed in battle, the group was later arrested, with Pelor just managing to slip away. See MetaphoricallyTrue below for just ''how'' mercenary this group could be.
156* MetaphoricallyTrue: When Pelor first talks about his background with the Yellow Cloaks in the cold open of episode 4, he describes two jobs the Cloaks had pulled off. The first was rescuing the kidnapped children of a governor from some "evil rebels" and the second to take down a corrupt politician after being paid to do so by "concerned citizens". After hearing the stories (including the name of the politician and that the first story took place in the southern province) and making some knowledge checks, the party realizes that the governor and the politician were ''the same person'', highlighting that the Cloaks wouldn't bat an eye trading sides if the money was right, though apparently Pelor himself never connected the dots until it was pointed out to him. He later reflects that the Cloaks' leader might have simply been very good at spinning stories to justify the Cloaks being in the right, at least to themselves.
157* TwinkleSmile: The eye version of this, as his eyes sometimes sparkle in episode 4 whenever he's in particular awe of Captain Sana (and usually when he's most attracted to her). For bonus points, the colours of the sparkles reflect the [[UsefulNotes/{{Bisexual}} bisexual flag colours]], which Demonac admitted was a deliberate touch in the comments for that episode.
158* WeaponSpecialization: He fights primarily using a polearm, using it to trip his foes to make them more vulnerable, and even getting additional attacks out of it.
159[[/folder]]
160
161!!Tarq
162[[folder: Tarq as a nation]]
163The dwarven nation of Tarq comprises a large chunk of what used to be the territory of the Ytarrans, before all the Ytarrans died off. These days it is principally inhabited by the dwarves, who spread south from the three ancient dwarfholds in the wake of the Ytarran's disappearance, glutting themselves on the empty space.
164The dwarves of Tarq are divided into several clans, each ruled by a "Don". It should also be noted that Tarq is the only major nation to border both the Illud and the Deluvian factions of the Kua-Toa, putting it in a unique position with regard to their EnemyCivilWar.
165-----
166* LostTechnology: There are still caches of ancient Ytarran {{Magitek}} hidden throughout the land. Uncovering one of these can produce relics of unimaginable value.
167* OurDwarvesAreAllTheSame: Mostly fit the trope.
168[[/folder]]
169
170[[folder: Don DiCorso]]
171The ruler of the mining town of Corso's Chasm and a close ally of the humans, Don DiCorso serves as the mastermind behind the Spoons Of Plenty quest arc.
172-----
173* DealWithTheDevil: Does some degree of trading with the Illud faction of the Kua-Toa, including trading a StaticStunGun for one of the three Spoons Of Plenty.
174* FreeSamplePlotCoupon: Already has one of the three Spoons in his possession at the time he hires the party.
175* OurDwarvesAreAllTheSame: Standardly dwarfy dwarf.
176[[/folder]]
177
178[[folder: Supervisor Huevo/"Daggerface"]]
179Supervisor Huevo was once a mild-mannered and friendly overseer in the Corso's Chasm mining operations, but that was before he was taken prisoner by drow raiders. Horrifically disfigured by their poisoned knives, he was then dumped right next to a tree that radiates overpowering magical terror, and then left there, tied up, for hours. After he was rescued by the party, he adopted the name "Daggerface" after his horrific facial scars, and joined the party to hunt monsters. Was left behind when the party teleported to Vistria, but rejoined them after the first adventures in Polaron.
180----
181* CensorBox: His face is always covered by one after the scarring
182* GoodScarsEvilScars: His horrific facial scarring lends him his new name.
183* HeroOfAnotherStory: Apparently went on to have quite a few adventures of his own after separating from the party.
184* WhatTheFuAreYouDoing: Tended to become this while fighting with the party, due to inexplicable bad luck on his dice rolls.
185[[/folder]]
186
187[[folder: GE-7]]
188Back when the Ytarrans still lived, GE-7 was simply a menial worker in the laboratory/temple of Ginaron. But after the death of the Ytarrans in the Astral Plague, GE-7 devoted himself to studying the mysteries of artificing and to the worship of Ytaru, God of artifice, innovation, and discovery. While most other Warforged either put themselves in stasis or broke down from lack of repairs, GE-7 learned enough to sustain his Warforged body indefinitely, and was still functional nearly a thousand years later when the party stumbled across him within the depths of Ginaron.
189----
190* HeroicSacrifice: {{Averted}}. While the DM's script called for him to sacrifice himself to destroy the malfunctioning teleport gate, the party TookAThirdOption and discovered how to save him.
191* LastOfHisKind: GE-7 is one of the handful of "Ancients" who survived all the way from Ytarran times to the modern day.
192* PoweredArmor: Thanks to several ''centuries'' of cumulative tinkering, his Ytarran Power armor is an incredibly advanced bit of {{Magitek}}. He gives it to the party in preparation for a HeroicSacrifice, and is happy to let them keep it when they figure out how to actually save him.
193* PutOnABus: Last seen heading off to speak with the elves, perhaps the only people who remember as much as he does.
194** TheBusCameBack: He returns at the end of the Polaron arc, rejoining the party to see a still fully-functional Ytarran facility.
195[[/folder]]
196
197!!Vistria
198[[folder: Vistria as a nation]]
199The last of the Three Brother Nations, Vistria is a kingdom on the edge of catastrophe. Locked in a perpetual war against the evil Kua-Toa on three sides, and the vicious Orcish warbands on the fourth, Vistria still carries the legacy of the Smith.
200-----
201* FantasyCounterpartCulture: Heavily inspired by Western European culture and government, though with far more ethnic diversity due to the number of refugees they've taken in over the years.
202* FantasticRacism: A major issue in Vistria. Since Vistria's own population is almost exclusively human, and the only non-humans they have regular contact with are the Kua-Toa, the aquatic slave armies that serve the Kua-Toa, and the vicious Orcs, a fair amount of pro-human racism has accumulated.
203
204[[/folder]]
205!!The Feywild
206[[folder: The Feywild in general]]
207A bright, wild reflection of the Fadelands.
208-----
209* BizarroWorld: Things in the Feywild don't necessarily make much, or any, sense to the standard mortal experience. It's to the point that the second episode set primarily in the Fey is called ''Stop Breaking Draven'' because of how many times he in particular is repeatedly flabbergasted by the plane's strange logic.
210* TheFairFolk: This is where you'll find them. The Seelie and Unseelie courts are specifically mentioned, as well.
211* SteamPunk: As revealed in side materials, once you get to the higher levels of the Fey Sky, things start looking more and more like this. Notably, the second level of sky and above are the only places in the setting where [[FantasyGunControl gunpowder works.]]
212[[/folder]]
213[[folder: The Rahj]]
214A group of [[OurDemonsAreDifferent Rakshasa]] who have abandoned Hell's goals in order to focus on seeking knowledge for its own sake, [[spoiler: and perhaps gaining ultimate, unchallenged power so they can continue to do so for eternity without anyone bothering them]]. Highly uncharacteristically for a group of devils, they are generally ''[[BenevolentGenie extremely]]'' [[BenevolentGenie fair and honest in their bargains]]. Usually reside in the Feywild, but a particular bargain going wrong resulted in the party encountering one of them below the ancient city of Eloyah.
215-----
216* BenevolentGenie: Highly unusually for devils, if they make a bargain with you, they will not only always keep their word, they will also always do their absolute best to honor the ''spirit'' of your deal.
217** Notably, however, they are not at all above making bargains with evil beings and monsters, so long as said bargains are advantageous to them, and will uphold the spirit of ''[[DoWrongRight those]]'' [[DoWrongRight bargains just as well]].
218* ChekhovsGun: The favor they promise the party in exchange for sparing Lord Kintemazu: either personal assistance from Lord Kinnekoro, or else a "highly significant boon," during "one battle of [the party's] choosing." Set up in episode 15, not fired until [[spoiler: episode ''65, fifty episodes later,'' during the [[FinalBoss final battle with the Albtraum.]] And the boon does not disappoint - see CombatClairvoyance below.]]
219* CombatClairvoyance: [[spoiler: The nature of the boon they agree to provide the party in an emergency - using the power of the Fate Matrix, they grant everyone in the party the ability to see several seconds into the future for nearly a minute, allowing them to react to events in combat before they happen. In game terms, this translates to a bonus to essentially ''every die roll'' that starts at [[GameBreaker +4 and ramps up to]] ''[[GameBreaker +7]]'' over the course of a few rounds, before slowly draining over the course of the rest of the fight.]]
220* DeathIsCheap: [[AvertedTrope Averted,]] unlike most Rakshasa and other fiends. While they, like any fiend, will simply reform in hell if killed, their [[DefectorFromDecadence abandonment of hell's goals]] means that they are not exactly popular down there. Dying is something they very much try to avoid.
221* DealWithTheDevil: True in the literal sense, but [[DefiedTrope Defied]] in terms of connotation. They're not after your soul, and will always make what they get out of any deal with you fully clear up front, and do their absolute best to uphold their end in a way you would approve of. It's implied that this is because they have discovered a way to [[LaserGuidedKarma measurably quantify and make use of karma,]] and there's [[EnlightenedSelfInterest more good karma in being fair and honest than in being duplicitous and deceitful.]]
222* HolographicTerminal: How they tend to communicate over long distances.
223* ManipulativeBastard: Make no mistake, just because they won't screw you over doesn't mean they're not always trying to make sure whatever deals they make have the greatest possible benefit to them.
224* MysteriousBacker: Serve this role for the party for much of the campaign. Little is known about their goals or methods, but they assist the party in various ways, from the minor to the extremely important, in exchange for [[QuestGiver giving out the occasional quest.]]
225* OmniscientCouncilOfVagueness: Occasionally fill this role.
226* RealityWarper: One of their inexplicable abilities seems to be the power to [[KarmicJackpot expend built-up Karma to fuel subtle, but extremely powerful and wide-ranging effects.]] Notably, Lord Kintemazu estimates that just his and his brother's personal Karma stores would be enough to safely cure a member of the party of the [[ThePlague Astral Plague]], which not even [[{{Precursors}} the Yttarans]] could do at their height, and Lord Kinnekoro threatens that if the party killed his brother, he could [[BadassBoast "turn their fate into their]] ''[[BadassBoast doom."]]''
227* {{Seers}}: Their specialty, and where the majority of their strange abilities lie. They can essentially view any area of any world that isn't heavily warded against it at will, see into the future to determine likely events, and [[LudicrousPrecision calculate casualties of a battle down to the tenth of a person.]]
228
229!!Lord Kintemazu
230The first Rahj the party encounters, while investigating the strange goings-on at Hengal. Seems at first to be responsible for those events, but it isn't quite that simple.
231* BenevolentGenie: Like all Rahjs. For him specifically, though, it [[GoneHorriblyWrong goes rather wrong.]] He gets stuck having to fulfill his end of a bargain with a [[SmugSnake Neogi]] even though he doesn't wish to, and draws the party's ire because of it.
232* NonActionGuy: He's a researcher, not a fighter. He spends his entire "boss fight" making token attacks and stalling while continuing to try to negotiate with the party.
233* UnskilledButStrong: That being said, despite his lack of combat capability, the few combat powers he does happen to know as well as his natural Rakshasa resistances are more than enough to slow the party down for several rounds, and his access to [[WeaponizedTeleportation Decerebrate]] would have in all likelihood allowed him to take one or two members of the party out with him before dying, if not win outright, had the situation not resolved peacefully.
234!!Lord Kinnekoro
235Lord Kintemazu's brother. The most overtly emotional of the Rahjs, and their combat specialist.
236* BadassBoast:
237--> "If you kill my brother ''now.'' If you are willing to pay ''fourteen thousand gold,'' and ''suffer the plague,'' just to kill him, even though his task has failed and ended, then I will make a significant expenditure of Karma. I will alter your very reality, and your fate will become your ''doom."''
238* CombatClairvoyance: [[spoiler: According to side materials, he is attuned to the combat aspect of the Fate Matrix, and as such has the full +7 bonus to almost all rolls essentially ''permanently.'']]
239* HotBlooded: Quite overtly emotional and sentimental, in contrast to the other Rahjs. They're not above teasing him about it.
240!!Lady Hazemura
241The party's main contact among the Rahjs, and the closest thing they seem to have to a leader. Unflinchingly calm and logical, even by Rahj standards.
242* BigDamnHeroes: Appears in person in episode 26 to disable Morduval's [[ArmorOfInvincibility Mind Hunter runes]], drastically evening the odds and giving the party a chance to actually hurt him.
243* TheFace: Does most of the talking for the Rahjs.
244* TheStoic: Whether she's making a deal, predicting the demise of one of her compatriots, or facing down a lieutenant of a Vampire King, she will always remain calm and composed. The most emotion she has ever visibly displayed has been a tinge of melancholy to her voice when describing the plight of the citizens of Hengal, and a slight smirk along with the other three Rahjs when Lord Kinnekoro asked to purchase a plaque from Draven for sentimental reasons.
245!!Lord Manxaze
246The final member of the Rahjs. Seems to have a role similar to an accountant. Hasn't had as much focus as the rest.
247[[/folder]]
248!!The Shadowfel
249[[folder: The Shadowfel in general]]
250A dark reflection of the Fadelands.
251-----
252* CrapsackWorld: Oh so much. The continent is split between five horrific vampire kings, the ocean is filled with eldritch horrors, and under the surface the Drow rule supreme.
253* EldritchAbomination: The aptly named Fell Ocean is filled with them.
254* SpellMyNameWithAnS: Spelled "shadowfel", with one "l", as opposed to the traditional "shadow''fell"'', with two.
255* ZombieApocalypse: The undead just seem to pop out of the ground there. And in the backstory, a major invasion from The Shadowfel led to the creation of the Warforged by the Ytarrans.
256[[/folder]]
257[[folder: The Vampire Kings]]
258The five vampires that rule over the continent.
259----
260* CannotCrossRunningWater: One of their few weaknesses. For all their incredible power, both Swayne and Cornello are stopped dead be even simple streams.
261* CapturedSuperEntity: The Vampire Kings derive the bulk of their power from "spirit shackles", arcane rituals that bind the spirits of the Shadowfel to their control and force them to grant various supernatural powers. The five Kings keep the best of these powers for themselves, while bestowing those which are redundant, incompatible with vampirism, or otherwise undesirable onto various lieutenants.
262
263!!Swayne
264The Vampire King that rules over the Shadowfel equivalent of Western Vistria
265* DissonantSerenity: He pretty much always looks bored, regardless of the situation.
266* TheDreaded: Described as the most fearsome Vampire King, despite his limited territory. [[spoiler: When he shows up in person in episode 50, he has the party running scared.]]
267* WalkingShirtlessScene: Wears nothing from the waist up but an unbuttoned leather jacket and a necklace.
268!!Alyssa
269The Vampire King that rules over the Shadowfel equivalent of Verandi and Laric
270* IHateYouVampireDad: Not fond of the vampire who turned her. [[spoiler: Considering it's Swayne, a fellow Vampire King, which are constantly at war, this really takes it beyond the pale.]]
271* SheIsTheKing: Still called "King" despite being a women.
272* UndeadChild: Alyssa has the body of a nine-year old girl. Creepy.
273!!Cornello
274The Vampire King that rules over the Shadowfel equivalent of eastern Vistria, Northern Urruk, and Korstraad.
275* ILoveYouVampireSon: Was the lover of the Vampire King Vladimir, who turned him in order to preserve him for eternity.
276* MaliciousMisnaming: In a stinger, the party dubs him Cornholio. Yep.
277* ManBehindTheMan: The party fights a lot of his minions. Including a cult leader in Castle and a necromancer in Goodplace, but haven't encountered him directly.
278!!Lockhart
279The Vampire King The rules of the equivalent of Urruk and the Elven lands.
280* HufflepuffHouse: The party hasn't traveled in his lands or their corresponding lands in the Fadelands much, so they haven't dealt with his forces at all.
281* SpaceFillingEmpire: While he controls a huge amount of territory, his lands are relatively poor in spirits suitable for shackling, making him less powerful than his territory would indicate.
282!!Hastings
283The Vampire King which rules over the equivalent of Tarq.
284* HufflepuffHouse: His forces haven't been encountered by the party.
285[[/folder]]
286
287[[folder: Lieutenants of the Kings]]
288While the vampire kings naturally bestow the best of the powers granted by the Spirit Shackles on themselves, many of these powers are redundant with other powers, incompatible with vampirism, or otherwise undesirable for the Kings. These powers are instead bestowed onto various lieutenants.
289!! Baron Deathmoor
290A lieutenant-archetype in Cornello's service, consisting of several CastFromLifespan powers. A previous Baron Deathmoor was killed by Rygax, and the current holder of the title is hampered by his lack of an {{Immortality}} power.
291* CastFromLifespan: The abilities that make up the "Baron Deathmoor" archetype are powerful, but consume the wielder's life force to use. This is why Cornello (who as an undead has no life-force to spend), cannot keep these powers for himself.
292** One of the party's main goals during the "Week of Hell" arc was to prevent the current Baron Deathmoor from drinking from the Oluanna spring and gaining immortality, which would have let him use his abilities without limit.
293* LegacyCharacter: Like many lieutenants, Baron Deathmoor is less a specific individual and more an archetype created by a combination of shackles. Thus, when one Baron Deathmoor is killed another can soon be appointed.
294!! "Wormy"
295The leader of a cult of Verandian refugees in lower Castle, whose human disguise impossibly conceals a massive worm-like monster. Claims to be in the service of Cornello, but may [[FalseFlagOperation actually be working for Swayne]]
296* BloodMagic: The cult he was leading used special incense to unleash blood-draining scarabs on their victims, harvesting the blood for some unknown purpose.
297* FalseFlagOperation: Wormy publicly claims to be in the service of Cornello. However, according to the Rajs his Spirit Shackle is traditionally held by Swayne.
298* {{Hammerspace}}: Somehow manages to conceal his true form (a worm about fifteen feet around and hundreds of feet long) inside the body of a pudgy human.
299* ReviveKillsZombie: Can regenerate from any damage other than that inflicted by positive energy.
300!! Tod, the Hollow Swarm
301A lieutenant of Swayne, with the power to summon large numbers of shadow minions at extreme range and speed.
302* GlassCannon: His minion-summoning is one of the most potent offensive abilities in the series, but he has a mere ''eight hit points''.
303* MookMaker: His primary power. He can spawn shadow-minions at a rate of 3 a round, each of which has fairly good attacks and a decent defense due to the 50% miss-chance from incorporeality. Better yet, he can summon shadows from nearly a mile off so long as he has line of sight.
304* NamesToRunAwayFromReallyFast: "Tod" is Elvish for "extremely unpleasant death".
305* ResurrectiveImmortality: One of his shackles allows Swayne to instantly resurrect him if he's killed.
306!! Morduval
307A lieutenant of Swayne, with the power to turn into a giant tentacle monster.
308* MagicPants: {{Subverted}}. His clothing in his human form does regenerate when torn to shreds by his transformation, but it takes about 20 seconds to fully repair and he transforms far more often than that in battle.
309* OneWingedAngel: An interesting variant. Per WordOfGod, his tentacle monster form costs a massive amount of energy to maintain, but shifting into or out of the form is almost instantaneous and costs little energy. So whenever he needs to strike or tank a blow, he will flash into the tentacle monster form for a fraction of a second, then back into his wrinkled-old-man form.
310* ProtectiveCharm: In addition to the powers granted by his spirit shackle, the mind hunters granted him a set of powerful defensive wards that made him almost indestructible.
311[[/folder]]
312
313[[folder: Spirits]]
314Spirits native to the Shadowfel
315!!Balvan, The Millstone
316A mountain spirit that the party encounters, but doesn't fight. Has a much more in depth, and tragic, backstory than his brief appearance would suggest.
317* DealWithTheDevil: Made a deal with Swayne to [[spoiler: vampirize his daughter Alice.]] It doesn't really work out for either of them, as [[spoiler: Alice becomes the Vampire King Alyssa.]]
318* HeroOfAnotherStory: His life has been detailed in the four-part Sage of Balvan [[https://www.youtube.com/watch?v=2kS6HHObuaA here.]]
319* HopelessBossFight: Heavily implied to be one in the series, well before the party actually encountered him (referred to as a "Guardian" beforehand by the Rajs and their predictions). While the party manages to avoid fighting Balvan by (unintentionally) bringing him a ring that [[spoiler:belonged to his daughter]] and returning it to him, letting them pass by unopposed by him for at least a day. the closing credits of the episode where they met him showed a possible scenario where they did try to fight Balvan (Little One uses a maneuver to toss him off the mountain top... and the moment he hits the ground he ''immediately jumps back to the mountain top, unharmed'', and the party starts to flee into the maze with Balvan in pursuit.
320* OneManArmy: Fights hordes of Drow, and wins.
321* RedBaron: The Millstone. Says it all, really.
322!!Oluana
323A spring spirit than can grant immortality... once every hundred years or so.
324* TheAgeless: What Oluona grants to those who drink of her first waters.
325* ImmortalityInducer: A living one. But she can only do so once every one-hundred and ten years.
326* OnlyThePureOfHeart: Implied. Dialogue from [[spoiler: Cornello]] suggests that Oluana can sense people's hearts and minds. However, she can't hold back her waters forever, she just prefers not to grant agelessness on those who would abuse it.
327!!The Darktrees
328A species of spirit resembling an inverted tree (with the roots on the surface and the branches growing ever downwards) that feed off the corrupted spiritual energies of the Shadowfel. [[spoiler: Secretly the custodians of the spiritual energy that will be used to usher in the True Dawn]].
329* [[spoiler: NoPlaceForMeThere: The Darktrees feed off of the corrupted energies of the Shadowfel. When the True Dawn comes and the plane is healed, they will inevitably wither and die. Despite that, they are so tired of feeling the suffering of the plane that they work to bring about the True Dawn anyway.]]
330* PsychicPowers: Are powerful telepaths and empaths.
331* SupernaturalFearInducer: One of their primary defenses.
332[[/folder]]
333
334[[folder: Other Shadowfel Denizens]]
335!!Rygax
336A legendary hero, servant of [[DontFearTheReaper Ankou]], and sage of the Shadowfel. Appears after years of foreshadowing to aid the party during the Week of Hell. Though his power and wisdom are great, his social skills have been blunted by long years spent fighting alone.
337-----
338* BadassDecay: Suffers from this in-universe. While Rygax is no slouch in a fight, he was apparently a much more notable combatant in the past. Part of this may be as a consequence of some of his past actions (namely, invoking the power of Ankou to [[spoiler:become a temporary Avatar of the god, with all the power that implies]], which left him [[BrokeYourArmPunchingOutCthulhu much weaker as a result, and could leave him entirely powerless if he did it again]]), but a significant part of it is just the fact that he's been fighting the Vampire Kings for so ''long'', and has seen a lot of good people die, not always meaningfully, and he [[IShouldHaveBeenBetter blames himself for at least some of those deaths]].
339* CrazyPrepared: Seems to always have exactly the spell scroll needed for any given situation. [[spoiler: Pulling out a scroll of ''earthquake'' to create a makeshift river just to slow [[TheDreaded Swayne]] down in episode 50 is particularly impressive.]]
340* DontFearTheReaper: A member of the same order as Zaheer.
341* HeroOfAnotherStory: Has been opposing the Vampire Kings for hundreds, possibly even ''thousands'' of years.
342* MrExposition: PlayedWith. He has encyclopedic knowledge of the Shadowfel and its dangers and will gladly share when needed, but he is so ''used'' to the plane's various horrors that he [[YouDidntAsk often forgets to even bring up important information until it's nearly too late.]]
343* SeenItAll: Has been around the Shadowfel for a ''long'' time at this point, having lived much longer than a half-elf like him should have (implied to be a blessing from Ankou, or something similar), and is rarely surprised with its horrors at this point.
344* YouDidntAsk: Has a bad habit of doing this, much to Little One's annoyance.
345
346!!The Albtraum
347A lieutenant of Asmodeus, the Lord of Hell, who holds control of a small demesne within the Shadowfel as a result of some unknown divine pact. Has the physical appearance of a vaguely humanoid shape made of solid green lightning bolts.
348-----
349* BondOneLiner: Delivers one of these to a gigantic monster (resembling a colossol scorpion/snake hybrid) under the command of one of the Vampire Kings, initially intending the beast to deliver a message to its master before the Albraum decides he'll "do it [[himself]]" as he ''utterly obliterates it in one blast''. TheStinger for the episode reveals that he actually delivered ''multiple'' one liners, but kept ''[[RealityWarper casually rewinding time]]'' so he [[MundaneUtility could deliver a better one]] before giving up and saying he'll come up with one later.
350* FusionDance: [[spoiler:During the climatic fight in episode 66, an aspect of the Albtraum that the demigod had smuggled into the Material Plane merges with a phantasm of the Headless Horseman to become the [[FinalBoss Nightmare Knight]], replacing the steed's flames with green lightning (though the video keeps them as flames for the sake of making animation easier), the Horseman's spiked-chain whips with two heavy balls on chains (as in, two literal balls of lightning joined by a chain of electricity) and his head on top of the Horseman's armored body, creating one of the party's most fearsome opponents (at least in theory; some of the party, especially Little One, were ''overjoyed'' at having a physical target to smash).]]
351* FinalBoss: [[spoiler:Becomes this in the finale of the first season/campaign, first conjuring phantasms of the party's past enemies to battle them before stepping into the fray himself after fusing with the Headless Horseman phantasm.]]
352* GodsHandsAreTied: Something that works in the party's favor when he confronts them. Had they entered his realm of their own free will, they would be utterly in his power and he could have reshaped or erased them at will. But since he extended his realm beyond its proper borders to entrap them, divine law requires that he at least give them a fighting chance to survive and escape.
353* MeaningfulName: Albtraum is a German word for ''nightmare'', a term he loves to live up to should you be unfortunate enough to be caught in his realm. It becomes even more meaningful when [[spoiler:he becomes the Nightmare Knight in the final battle against the party in the season finale]].
354* RealityWarper: Within his own borders, he is essentially omnipotent, able to reshape anyone and anything to his will.
355** This even applies in a meta-sense: when making one of his EliteMooks, he gave them the third edition version of the ''haste'' spell (for reference, the campaign uses the 3.5 version of the D&D rules, with some homebrew added in). Goes even further in [[spoiler:his boss fight with the party in episode 66, where he has access to Legendary Actions, a ''fifth edition'' mechanic, which he uses to deadly effect]].
356* TalkingToThemself: Does a variation of this where one of his creations ([[EliteMook a copy of an old but powerful Monitor]]) starts to backtalk his master/creator, being self-aware enough to point out that the Albtraum ''could'' take direct control of him but it would weaken the duplicate's fighting ability as the Albtraum can't directly copy a Monitor's fighting style himself (relying on implanting copied memories into a compatible soul in the first place). [[EveryoneHasStandards Even the Albtraum is weirded out by this conversation.]]
357* TheFourthWallWillNotProtectYou: During the party's time in the Albtraum's domain, it takes control of the parting words of each episode (proclaiming that these are the tales of ''his'' D&D campaign) away from Demonac, leaving the original host trapped in a pocket dimension until the party finally escapes, releasing Demonac as well.
358* YouHaveFailedMe: [[spoiler:Is on the receiving end of this at the hands of his god Asmodeus after the events of episode 66, as the dark god was not amused at the Albtraum's failure to kill Rygax or the party (twice in the latter case), nor at the Albtraum's rather unimpressive attempts to spin the failure into a success at planting seeds of fear in the mortals. It's unclear if the Albtraum is actually dead or not, but he was clearly suffering.]]
359[[/folder]]
360
361!!The Dark Ancients
362A group of evil war-forged that found a way to cheat death by becoming ghosts. They seek the complete destruction of all organic life.
363----
364* BodySurf: The primary method for their immortality is to hop to new bodies when their current one gets too damaged or worn out to last. They can even use this to temporarily hop between different bodies for various purposes, usuallly when a construct body might have better utility for a specific task [[spoiler:such as with Delta and the "Digger" he brought for ambush purposes]].
365* ImmortalityImmorality: Dark Ancients survive the slow degeneration of Warforged bodies by stealing the bodies of other Warforged.
366* MortalityPhobia: One of the prerequisites for becoming a Dark Ancient is a fear of death so all-consuming that you are willing to do ''anything'', including killing innocents and stealing their bodies, to survive.
367* PossessionBurnout: A Warforged body host a Dark Ancient ages at roughly triple speed due to the alien mental energies. True constructs are an even worse match, burning out in a few months.
368
369[[folder:[=Temple1=]/"Alpha"/[[spoiler:Epsilon]]]]
370The very first Dark Ancient the party meets. While at Ginaron, he pretends to be a cleaner named [=Temple1=]. However, after the party decides to bring him along, he possesses the core of the facility, which causes a chain of events that gives the party "space aids."
371----
372* DirtyCoward: Even as he was pretending to be [=Temple1=], he hates being damaged. This gets used against him as a taunt during the Polaron Arc.
373* FinalBoss: Of the Polaron Arc, taking possession of the "[[AllYourPowersCombined Strategic Withdraw Unit]]" in an attempt to radiate half of the continent. [[spoiler:He's finally KilledOffForReal at the end of the battle, even trying a fruitless TakingYouWithMe self-destruct.]]
374* NoNameGiven: Because of hearing Greek Letters as names from Beta, Delta, and Gamma, the party gives him the name "Alpha." [[spoiler:In actuality, his name is Epsilon, with Alpha being the first of them, [[KilledOffscreen and he didn't make it]].]]
375* TakingYouWithMe: [[spoiler:Dying, he tries to blow up his Strategic Withdraw Unit to take them down with him, but it fails thanks to the Force Wall erected by Draven.]]
376[[/folder]]
377[[folder:Beta]]
378A golem that ambushes the party on their way to Castle.
379[[/folder]]
380[[folder:Del/Delta]]
381A Dark Ancient that takes the form of an Orc and acts as the right hand of the Orc leader, having manipulated others bellow him into gathering artifacts.
382[[/folder]]
383[[folder:Gamma]]
384A massive MechanicalAbomination created from countless Warforged bodies that attacks the party in front of Polaron.
385-----
386* TheBrute: Serves as this in comparison to the Dark Ancients seen. While those like "Alpha" and Beta mostly rely on their psionic abilities and their current body's abilities, Gamma relies mostly on their sheer size and brute force, though he does have a few other tricks up his sleeve (like tossing off bodies to becomes zombie minions, emitting a [[SuperScream sonic scream from his numerous mouths]], or firing off EyeBeams).
387[[/folder]]

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