A Character Sheet for the characters from Battle for Wesnoth.
Mainline
Arvith
- Experienced Protagonist: Baran asks for his help because he is the one with better battle experience. He later mentions how he has seen enough of the world to know that Grey Woods are filled with hostile elves, not haunted like villagers used to say.
Baran
- Decoy Protagonist: The intro introduces and follows him first instead of Arvith and switches to his point-of-view for a while, but he goes off-screen almost immediately in the first scenario and only appears at the end of the penultimate one.
- Distressed Dude: He is captured by the undead off-screen and most of the campaign is about Arvith rescuing him.
- Playing with Fire: As a Red Mage, his primary attack is shooting fireballs toward his enemy. It's revealed that he burned the Big Bad's face this way.
Brena
- Epic Flail: He weilds a flail for bashing undead.
- Mighty Glacier: Has the subpar 4-movement points of a normal Iron Mauler, which pales in comparison to Arvith and his horseman, but deals massive damage per strike. One of your horseman points out his slowness as a reason to reject him.
- Optional Party Member: Although you would probably welcome him to the group for being a loyal level-3 unit, you can reject his offer, although he will help you by giving you gold and new recruits anyway.
Tairach
- Facial Horror: It's merely mentioned since he is masked the whole time he is seen, but his face is burned by Baran at Toen Caric and he is vengeful about the disfigurement.
Deoran
- Carry a Big Stick: Starting with level 2, he starts using a flanged mace to fight.
- Fiery Redhead: Not easily noticeable, but he has red hair underneath his helmet, and his temper is pretty fiery as well.
- Glass Cannon: Being a mounted hero makes him really easy to hit. In addition, starting with level 2, his spear has a Charge trait.
- Knight in Shining Armor: He has the horse, the armor, the lance and the heroic attitude coupled with a genuine desire to do good and help his people.
Sir Gerrick
- Heroic Sacrifice: If you choose to side with the Afalas, and the bandits in the Grey Woods, he and the surviving Urza brother will make a last stand against the incoming undead to buy enough time to Deoran.
- The Lancer: To Deoran.
- Luckily, My Shield Will Protect Me: His level 3 unit can even use said shield as a battering ram.
- Mighty Glacier: Has low movement and low defense on most terrain types, but a ton of health and very high physical damage resistances.
Hylas
- Carry a Big Stick: Starts using a morning star after reaching level 3.
- Light 'em Up: Can attack enemies with rays of light for Arcane damage, which really shines once you start encountering hordes of undead later in the campaign.
- At level 3 he also lights up surrounding hexes, which helps at night and when underground.
- The Medic: The main reason why he's so useful.
Ethiliel
- Can't Argue with Elves: Sometimes she can be pretty insufferable.
- Green Thumb: Can manipulate thorns and vines.
- Lawful Stupid: She has several sticks up her fairy ass.
- Screw This, I'm Outta Here: If you decide to forgive the bandits, she'll ditch you.
- Winged Humanoid: Has fairy wings due to being a Shyde. It actually has a very tangible effect in gameplay, as she is not slowed by most of the terran.
Mebrin
An Elven Sage who may know something about the unliving but went missing.- Big Bad: He's behind the Undead plague.
- Final Boss: If you side with bandits, he is your final foe. Even if you side with elves, he is the last actual boss, as the levels that follow have Mooks, but no Bosses.
- Jumping Off the Slippery Slope: If you sided with the Elves, its revealed he was heavily tortured by humans and forced to create zombies. That turned him insane. This isn't delved if you sided with Afalas.
- Old Master: To Ethiliel, which is why she's determinated to save him.
- The Undead: Taught bandits how to summon undead after they tortured him, and by the time he is seen, he himself has become an Ancient Lich.
- Meaningful Rename: Calls himself Mal M'Brin after becoming a Lich.
- Wake-Up Call Boss: Will most likely be the first Level 4 enemy to appear, and will kick your ass in every way possible if you let him.
- Woobie, Destroyer of Worlds: In the Elf path, his undead rampage is revealed to be totally caused by the bandits.
Eltenmir
- Can't Argue with Elves: The humans and Etheliel can't convince him that his revenge is unnecessary as the bandits who killed Mebrin are dead. It takes another, higher-ranking elf to calm him down and yet he still demands unreasonable justice.
- Jerkass: When he hears that Mebrin was kidnapped and killed by humans, he starts murdering innocent farmers.
- Knight Templar: As seen above, he's willing to exact vengeance on all humans, even innocent ones who never even heard of Melbrin.
- Ungrateful Bastard: Deoran just saved everyone's ass by stopping Mal M'brin, and he still wants to kill everyone.
- The Unfought: He doesn't appear among his troops.
Urza Afalas
- The Atoner: If you side with him over the elves, he will help Deoran's group get out of the dark forest out of desire to atone.
- Carry a Big Stick: He uses a mace.
- Heel–Face Turn: Was one of the bandits who kidnapped Mebrin and forces him to raise undead fighters for them. But since Mebrin has gone mad and used the undead to attack the outlaws too, Afalas choose to side with heroes when we meet him. But whether Deoran accept his Heel–Face Turn or attacks him for his crime is up to the player.
- I Owe You My Life: Why he does the You Shall Not Pass! moment in addition to believing it's the only he can atone.
- Redemption Equals Death: The South Guard accepts that his atonement was genuine after they get out of the forest. In the next scenario, he does a Heroic Sacrifice.
- You Shall Not Pass!: He dies holding back Mebrin's forces so that Deoran can make it to Westin.
Baldras
- Anti-Hero: Of Classical Anti-Hero variety, he only became a rebel due to his protests against the increasingly authoritarian rule of Queen Asheviere and subjugation of the borderlands' magistrates even to those pledge allegiance to her.
- Carry a Big Stick: He fights with a mace. In most recent versions he starts with a club but can obtain a melee boost in the second scenario by recovering his personal mace from his home.
- Cool Old Guy: Not a wizard or an experienced commander, just an old man who wants to protect his home.
- Gameplay and Story Integration: At first he's just a villager, thus his alignment is neutral. When he actually rebels against Asheviere, his class is renamed and his alignment changes to chaotic.
- La Résistance: Leads one against Asheviere.
Harper
- Carry a Big Stick: Uses a club in combat.
- Gameplay and Story Integration: Same as his uncle - after the rebellion begins, his class is renamed, and his alignment changes from neutral to chaotic.
- Hot-Blooded: This kid is pretty impulsive and is always up for a fight.
- My Rules Are Not Your Rules: Surprisingly enough it works in player's favor, as Harper not only has three traits (while most units are stuck with two), one of said traits is Dexterous, which is normally exclusive to elves.
- Suffer the Slings: His other weapon. It's surprisingly effective thanks to Harper's Dexterous (+1 ranged damage) trait.
Konrad
Class: Fighter -> Warrior (Tutorial)/Commander (Heir to the Throne) -> Lord
The main hero of the saga, and rightful heir to the throne of Wesnoth. He was saved by Delfador and raised by the elves, waiting for the day he would retake the throne from Asheviere, the Queen Mother and his aunt.
- A Child Shall Lead Them: Well, not exactly a child, but he's still very young.
- Art Evolution: His character portrait had a more animesque design before setting for the current more realistic looks.
- Bow and Sword in Accord: Starting from level 2 onward, he wields a bow in addition to a sword.
- Ideal Hero: He even looks (used to, with the new graphics) like a hero from a shonen manga. He's the hope of anyone who wants to get rid of the tyrannical Ashevier and the rampaging orcs.
- Magikarp Power: He is... kinda weak at level 1. Once he gets to level 2, he can both hold his own and strengthen lower level allies around, and at level 3 he is surprisingly powerful for a unit with Leadership.
- Raised by Natives: He was raised among the elves.
- Ship Tease: With Li'sar all the way. By the end of the story, they're Happily Married.
- Standard Hero Reward: The throne and the hand of Li'sar.
- Tomato in the Mirror: He's eventually revealed to be an orphan who was given the identity of Prince Konrad after Delfador failed to save the real one in order to give the rebellion against Queen Asheviere someone to rally around, making his claim to the throne illegitimate. (He still becomes king in the end by marrying Li'sar, though.)
- Warrior Prince: A prince who leads and fights alongside his troops through the whole campaign. Subverted, as he turns out to be not actually a prince.
Delfador
Class: Elder Mage (Heir to the Throne)
A powerful sorcerer and wizard gifted with great powers and wisdom. He fought the armies of Queen Asheviere and killed her son, Eldred, in self defense. He guides Konrad in his journey and helps him with his knowledge and wisdom.
- Badass Boast: He develops it over the course of Delfador's Memoirs and it is more or less his preferred way of intimidating other folk by the time of Heir to the Throne. His boast while killing Ashieviere (shown at the bottom of the quotes below) has him blending it very well with Chewing the Scenery, Roaring Rampage of Revenge and Unstoppable Rage."Send to them in my name and the Arch-Mage Leollyn's; nay, tell them that in this matter I speak with the King's voice!"
"I am Delfador, Delfador the Great, Arch Mage to King Garard, and Protector of his heir."
"How dare I? I High Provost of the Council of Archmagi ... bearer of the staff of An-Usrukhar, guardian of the book of Crelanu ... Mage Protector of The Kingdom Of The Peoples Of The West-North, Chief Advisor to the Crown ... and personal counselor to my King and my friend, Garard the Second, who you most foully betrayed ... I am Delfador the Great and TODAY YOU MEET YOUR ATONEMENT!" - Crutch Character: He can easily annihilate everything you throw at him in the earlier levels of Heir to the Throne, though you would ideally be using those easily disintegrated orcs as XP fodder for your other units. However, he stands an equal chance of being killed as any other unit after you obtain the Sword of Plot Advancement.
- Death from Above: His lightning strikes, probably one of the coolest animations in game.
- The Good Chancellor: He was a close friend of and personal counselor to Garard II.
- My Greatest Failure: Failing to save the real Prince Konrad.
- One-Man Army: Against low-level mooks, at least.
- Only the Pure of Heart: Delfador's weapon is the Staff of An-Usrukhar, a Legendary Weapon that once belonged to a mage of great power. Delfador came across the staff during his misadventure in the land of the dead in Delfador's Memoirs. It was only granted to him because its guardian tested him and found him to be a complete servant of the light and thus worthy to be its wielder.
- Origins Episode: Delfador's Memoirs, another mainline campaign.
- Older and Wiser: After Delfador's Memoirs.
- Old Master: Is the old one among the humans part of the heroes in Heir to the Throne, which doesn't stop him from kicking ass with his lightning. In fact, he is better at than most of your units for a good chunk of the campaign.
- Shock and Awe: He's the only wizard capable of casting lightning. He got this ability in the land of the dead.
- The Smart Guy: He's the wisest and most knowleadgeable of the heroes in Konrad's group and always ready to help and advice.
- Unresolved Sexual Tension: Chantal hangs a lampshade on her opinion of the eponymous character in Delfador's Memoirs. Her grandfather's agreement does not help.Chantal: If I were human, I think I would be in love with him.
Kalenz: If you were human, you would be quite right to be. - Wizard Classic: With his magic staff, large beard, purple robes, and powerful magic, he's very much a classic Merlin or Gandalf-style wizard.
Kalenz
- The Ageless: Elves are naturally very Long-Lived, but it's implied that drinking Crelanu's potion has made him completely ageless — if nothing else, he's already been around for several elven generations.
- Authority Equals Asskicking: He's not an Elf Lord for nothing...
- Can't Argue with Elves: Subverted, since most of the time he is actually the reasonable one in a debate.
- The Lancer: To Konrad, supporting his campaign and advising him while never taking the command.
- Magic Knight: Upon drinking a necromantic potion made by Crelanu, he becomes capable of casting spells. However, he has to fight back the evil influence for a veeery long time.
- Older Than They Look: Not that you would know by looking at him, but he is actually the oldest elf far and wide by the time Heir to the Throne rolls around. He was actually born shortly after the very arrival of the humans on the continent, but his longevity is lengthened greatly due to him drinking Crelanu's potion. This gave him a lifespan that far exceeds that of even a normal elf (which numbers in the centuries).
- Our Elves Are Different: Kalenz is rare even by elf standards. He has superior wisdom for his age (even after it was lengthened) and combines the magical prowess of a High Elf with the humility of a Wood Elf.
- Playing with Fire: After drinking an invisiblity potion, he can blasts enemies with Faerie Fire.
- Technicolor Fire: Since he mastered Faerie Fire, he can cast surges of white-bluish flames.
- Walking the Earth: Following the passing of his wife and children, Kalenz left his home and grandchildren behind and began to explore the Great Continent. Part of this was because he could not bear to see himself in the eyes of his grandchildren, which bore a strong resemblance to his wife's.
- We Used to Be Friends: With Landar who has become evil in the last arc of Legends of Wesmere.
- Who Wants to Live Forever?: As of Heir to the Throne, he had already outlived his wife and the children they bore, and was in the process of outliving his grandchildren. While he has taken his prolonged lifespan in stride, the narration in the various campaigns he appears in sometimes hint that he is not too happy with it.
Li'sar
Class: Fighter -> Warrior (Tutorial), Princess -> Battle Princess (Heir to the Throne)
Daughter of Asheviere, she hunts down Konrad, believing that he's an impostor.
- Action Initiative: Not herself, but her Initiative ability gives it to all units around her.
- Authority Equals Asskicking: She's a decent fighter and has a high rank.
- Belligerent Sexual Tension: Not that she'd admit it. Probably because of the family ties...
- Chainmail Bikini: In earlier versions, the armor she gets upon reaching level 3 is best described as armored leotard with strategic cuts to it combined with Navel-Deep Neckline. Averted in later versions, where she wears a much more normal (and practical) set of armor.
- Flunky Boss: She's often escorted by Royal Guards.
- Fragile Speedster: In earlier versions, where she had high defense (=evasion) on most types of terrain, but negative resistances to physical damage types. Averted in later versions, where she has lower (but still decent) defense, but positive resistances.
- Heel–Face Turn: Starts out as an Enemy Mine situation before Li'sar decides to join the good guys to stop her mother's evil reign.
- The High Queen: At the end of the story.
- Static Role, Exchangeable Character: In the tutorial, with Konrad. They share the same lines and have the same stats, the only difference between the two is their appearance.
- Pretty Princess Powerhouse: She's not just Queen Asheviere's daughter; she's her most capable commander and very skilled with a sword.
- Royal Brat: She's quite arrogant and self-righteous sometimes.
- Royal Rapier: Used one in earlier versions. In later versions, while her weapon icon is still a rapier, her actual sprite uses a sword more resembling a falchion.
- Sole Survivor: Of the Garardian royal dynasty, since Konrad is an (unknowing) impostor.
- Tuckerization: David White (the creator of the game and the campaign) named her after his wife (then-girlfriend).
Queen Asheviere
- Arch-Enemy: To Delfador. She even acknowledges it herself.
- An Ice Person: Casts ice magic like a necromancer.
- Big Bad: As the one who order the orcs to hunt down Konrad, and the heroes' objective is always about overthrowing her.
- Evil Sorcerer: Can use magic, just like her father Sagus.
- Final Boss: She is the final foe you fight in "Heir to the Throne".
- From Nobody to Nightmare: She started off as an ordinary noblewoman, daughter of a powerful mage but otherwise ordinary. She rose to became one of the most infamous tyrants of Wesnoth and a mistress of dark magic.
- God Save Us from the Queen!: Is a brutal tyrant who only cares about her own continued reign.
- The Necromancer: She was able to summon undead and turn her father into a Lich. She also put a curse on the general who let her son die by having him and his troops turn into undead every night.
- Older Than They Look: Her oldest son was already an adult when Konrad was born, which means that she must be at least in her fifties or something. Averted in later versions of the game, which give her a portrait befitting her age.
- Orcus on His Throne: Sends orcs, then Li'sar, and then regular humans after Konrad's group and only fights by herself at the end of the campaign.
- Purple Is Powerful: She's a queen and a powerful sorceress: her garments are all dark purple in color.
- Self-Made Orphan: Killed her father and turned him into a lich, to guard the Book of Crelanu for her. Subverted from 1.16 onward, where her father seemingly became a Lich on his own accord.
- The Usurper: After her husband, brother-in-law, and sons died in the battles at the Ford of Abez and Tath, Asheviere had the remaining male heirs killed in order to become the queen.
Aiglondur
- Good Is Not Dumb: By the time he's at the gates of Kal Kartha, he's highly suspicious of the Masked Ones.
- Our Dwarves Are All the Same: Nothing out of the ordinary for him. He's not even a unique class!
- Took a Level in Badass: From gatekeeper to the ruler of a colony, with all the Authority Equals Asskicking that come with being a Dwarf.
Karrag
- Big Bad: As the leader of the Masked Dwarves, he's the main threat of the campaign.
- Brainwashed and Crazy: It is implied that his followers went through some form of brainwashing. During the final scenario he's working on a ritual which will do the same to the heroes... unless they stop him.
- Cool Mask: He and his acolytes wear them. His is made of chain-mail and hides his rotten face.
- Fantastic Racism: Hates all the non-dwarves and call them "dustdiggers".
- Shock and Awe: He can channel lightning with his hammer.
- The Undead: He's so far the only dwarvish Lich to be seen.
- Well-Intentioned Extremist: He genuinely wants to bring Dwarfkind back to the old splendor and power of the past, but his methods are inhuman and will result in genocide against other races.
- Wrecked Weapon: In recent versions, he admits that the Hammer of Thursagan is still half-broken and doesn't hold as much power as it used to. As a result, he no longer wields the Hammer but a generic hammer replica.
Malin Keshar
- Adaptational Badass: In the earlier version of the campaign, the newly lichified Malin has to slay a bunch of Trolls and orcs dwelling in the caverns he stumbled into. In more recent versions, he has to slay a Fire Dragon and turn his corpse into a Skeletal Dragon.
- Alpha Strike: Can learn the "Impetuity" weapon special, allowing his Chill Templest attack to deal triple damage, but reducing it to a single hit (or two hits if Malin later chooses +1 Ranged Hit)
- Faking the Dead: Starting from 1.6 forward, he can end the "Endless Night" scenario by having an enemy unit pick up his book: he'll pretend that the book is his Soul Jar and make the cave entrance crumble after the heroes leave, so that he can finally find some peace and occasionally send his ghosts to kill orcs.
- From Nobody to Nightmare: Malin Keshar starts as a young mage of no particular renown, hailing from a minor village, and over the course of Descent Into Darkness, becomes a powerful necromancer and, eventually, one of the most powerful and infamous liches in Wesnothian history.
- He Who Fights Monsters: At first, Malin just wants to fight orcs to protect his hometown. He then turns to darker and darker magics to do so, and eventually becomes more of a threat to humanity than the orcs ever were as the mighty lich Mal Keshar.
- Hyper-Competent Sidekick: In Invasion from the Unknown and After the Storm, he is never the leader, but by far your most powerful unit and the undead units he allows you to use are immensely useful.
- Hypocrite: In a way, he mocks his own sister Dela, Dogron and the other townsfolk for being simpletons afraid of what they don't know. Malin himself isn't that smarter in this regard, falling for Darken Volk's machinations and spending years on fruitless raids on Orcs which ultimately lead to him becoming a Lich just because he was afraid to die.
- Our Liches Are Different: His ultimate fate at the end of Descent Into Darkness, where he became known as Mal Keshar when he used the book's ritual after he was grievously injured in an orc attack.
- Life Drain: One of the abilities he can get after leveling is the ability to drain health with melee attacks. He gets it by default after becoming a lich.
- Magic Knight: He starts as one (and, in fact, slightly stronger on the "knight" side). His magic grows stronger with his class changes, and it's up to the player if they want to keep the melee relevant, or focus on further strengthening Malin's magic.
- Magikarp Power: His magic starts pretty weak (being a mere 5-2), but grows immensely once Malin becomes Apprentice Necromancer, and only grows stronger from there. To an extent his melee attack as well, as if you choose to up his melee, he can get very respectable damage on it, on top of three weapon specials.
- Mechanically Unusual Class: The way he levels up is unusual - every time his XP bar fills up, you get a choice of bonuses for him of which you can pick one, allowing you to customize how Malin ends up. Every few "levels" he gains a true level and changes his class. As a trade off for that, he doesn't benefit from Level-Up Fill-Up.
- Memento Mc Guffin: His shortsword. The description of Dark Mage unit explicitly says that Malin keeps the sword as a keepsake, rather than because it's an effective weapon.
- Never My Fault: According to him, everyone else but himself is to blame for his path of damnation, which he justifies by claiming that he "regrets nothing".
- Surprisingly Realistic Outcome: After some victory on isolated clans, he decided to muster all his forces and lead an attack straight into the biggest horde of Whitefang Orcs: his troops are quickly destroyed and Malin himself is wounded to death by an assassin, leaving him ready to embrace Lichhood to escape the final death.
- Too Dumb to Live: Oh yes, your former villagers won't be scared by the hordes of undead and unholy abominations you have summoned, but they'll surely welcome you back with a big smile. Plus, one could also add the fact that he failed to see Darken's betrayal coming.
- Tragic Hero: Malin Keshar started out as a well-meaning if brash mage who decided to take up necromancy to save his village, who later shun him for that practice. Then he followed his master, Darken, who taught him more about the undead magic and eventually betrayed him. In the final moments of the game, he was cast out by every settlement except for a remote village who did not know him. Hearing about an orc attack, Malin's vengeance got the best of him and he went on to attack an orc outpost where he was gravely injured to the point of turning himself into a lich for survival.
- Unwitting Pawn: Realizes a little too late that all his dark efforts to stop the orcs are just Darken Volk's manipulations to get Malin to help him get the lich book.
- Well-Intentioned Extremist: In order to protect his town he's ready to damn his soul with necromancy.
Darken Volk
- Affably Evil: In earlier versions of the story. Latest versions of the campaign (1.16 forward) depicts him as a stricter teacher.
- Evil Sorcerer: And petty too, apparently.
- Lack of Empathy: Especially in newer versions, he's extremely cold and distant from Malin and at times treats him with contempt. Upon obtaining Lady Karae's book on lichdom, he simply walks away from Malin, ignoring all his calls and eventually trying to kill him when he refuses to let him go peacefully.
- Necromancer: Can summon undead, and is the one who teaches Malin how to do it.
- Villain Has a Point: Cruel as it is, his tirade against Malin when he betrays him is overall correct: to him, it's Malin's fault if he really thought that Darken would help him butcher orcs and if he didn't see his betrayal coming.
- You Have Failed Me: He's prone to this towards Malin if he fails.
- You Have Outlived Your Usefulness: Downplayed; once he gets Lady Karae's book, he'll leave Malin to die in the mansion if he escapes first, but doesn't actively try to kill Malin except in self-defence.
Spectral Servant
- The Corrupter: Draken Volk might've taught Malin necromancy and drew him to the dark side, but it is this guy who pushed Malin to kill Drogan and later to kill Darken Volk after the latter's betrayal.
- Critical Status Buff: One of the abilities it can learn, Hysteria, allows it to deliver up to ten hits with its ranged attack if its health is low.
- Fragile Speedster: Has high movement (that can also be increased with levels), high defense everywhere, and good resistances to four out of six damage types, but pitiful health and massive weaknesses to damage types it doesn't resist.
- Life Drain: Can drain health out of enemies with melee attacks.
- Mauve Shirt: For all intents and purposes, this is a regular ghost with some peculiarities regarding how it levels. If it dies, another, regular ghost will take on its story role.
- Mechanically Unusual Class: Same as Malin himself.
- Small Role, Big Impact: Has only a few lines in the entire campaign. Those few lines all but completely cement Malin as a Villain Protagonist.
- Static Role, Exchangeable Character: If it dies, another, generic ghost will take its story role.
Gweddry
- Asskicking Leads to Leadership: His strength, competence and skills allow him to advance to higher ranks. At the end of the campaign, he is made Earl of Estmark.
- Badass Normal: He may lack magic, but it doesn't stop him from being a skilled fighter.
- Dead Guy Junior: According to Word of God, Gweddry's father, a general in the Wesnothian army, named Gweddry after a soldier who saved his life, at the cost of his own.
- The Everyman: Just an average (but promising) Sergeant, assigned to an unassuming frontier post... which just so happens to be the first stepping stone in Mal Ravanal's invasion. Over the course of the campaign, of course, he Takes A Level In Badass.
- Four-Star Badass: He's even represented as a General line unit.
- Knight in Shining Armor: Only on foot.
Dacyn
- The Atoner: He never really forgave himself for the creation of Mal Ravanal.
- Court Mage: A mage and the advisor in King Konrad II's court.
- Deuteragonist: Gweddry is the one who makes the call and whom the story follows, but Dacyn is the one who knows what is going on and advise Gweddry about what they should do, so most of the time we are following Dacyn's direction. Dacyn also has a personal connection with the Big Bad.
- It's Personal: It was a moment of hesitation that lead to Ravanal escaping to safety and turning into a Lich. In the final battle he wields a magic stone which can prevent him from teleporting away upon defeat, to make sure he dies for real.
Owaec
- Boisterous Bruiser: In the latest version, he's the one who suggests they just rush the army of Mal Ravanal, using cavalry to outpace the undead and strike at the core of his forces.
- Epic Flail: He's a unique mounted unit who's armed with a sword and a flail: the flail is stronger and has only two hits, but possess the unique trait "shock", which reduces the number of enemy attacks by one when on the offensive.
- The Lancer: He's the main supporter of Gweddry and, like him, a warrior, rather than a wizard like Dacyn.
Mal Ravanal
- Asskicking Leads to Leadership: There's a reason why he can control all those lesser liches.
- Big Bad: As the one behind the titular Eastern Invasion.
- Greater-Scope Villain: He is the one behind the undead invasion in Dead Water, but Krellis's story is limited to simply defeating Ravanal's undead generals who take over Jotha. When that is done, the merfolk of Jotha get the news that Ravanal is already destroyed by the Wesnothians.
- Expy: Of Saruman the White, being an Evil Sorcerer who used to be heroic until jealousy of a colleague turned him to darkness and having an arm-like pillar of black smoke emerging from his corpse and reaching to the sky before being sweeped away by a gentle breeze from the west.
- Green-Eyed Monster: His jealousy of Dacyn, especially after he was chose as the King's Advisor, led him to his ruin and damnation.
- Let's Fight Like Gentlemen: After Gweddry repeals his undead troops from Weldyn, he calls him a coward for hiding behind his soldiers and challenges him to a duel. He follows the rules to the letter. From 1.16 though, the duel is issued by Dacyn, but otherwise the conditions are the same.
- Loophole Abuse: He was told not to bring troops to other than his retinue. Unfortunately, he never considers reviving corpses in the dueling area as "outside force".
- Pride: His greatest fault.
- Swamps Are Evil: His hideout is a fortress inside a putrescent swamp and, upon invading Wesnoth, proceeds to flood the Eastmark and turn the fertile plains into a festering marshland where a Dracolich roams the waters, looking for flesh. According to Dacyn, the swamps are perfectly suited for the undead.
- Take Over the World: With an army of undead monsters, and he was really close to accomplishing the deed.
- Villain Teleportation: A plot point, his magic allows him to teleport in a safe place at will and can use it when at death's door to escape. Dacyn has the group make a detour to recover the Anti-Magic stone belonging to a Dragon so that he can counter his trick.
- Who's Laughing Now?: He took Dacyn's promotion to Royal Advisor really badly, and became a lich just to get revenge for this.
Kai Krellis
- A Child Shall Lead Them: His father, the previous kai, dies in the prologue when he was young, forcing him to take the position as a kid. Bonus points for starting out as a Level 0 unit too!
- Authority Equals Asskicking: Downplayed example, but during the second mission, you must level him to at least level 1 if he isn't already, since otherwise the merfolk will think he is a coward.
- Carry a Big Stick: First his scepter, then a morning star. Considering his undead opponents, is a sensible choice.
- Fish People: A Merfolk specifically.
- Heroic Bastard: Not him, but his father is Maudin's son with Tyegëa rather than his wife. The blood tie is why the otherwise aloof Tyegëa would help Krellis.
- Royals Who Actually Do Something: He is a royalty and a capable fighter.
- Took a Level in Badass: His campaign's storyline involves him turning from an eager young heir to a competent but cautious leader.
Gwabbo
An old and experienced Merfolk from a village near Jotha, he escapes the first attack of the undead and provides his lord Krellis with advice and support in combat.
- Asskicking Leads to Leadership: He's a big believer of this and encourages Kai Krellis to lead his soldiers to grow in a better leader.
- Carry a Big Stick: He uses a club in combat when in melee, which makes him exceptionally useful against skeletons.
- The Lancer: In pretty much all scenarios he's the Merfolk closest to Krellis, willing to support and help his child king in battle and comment his decisions.
- Old Soldier: He and Cylanna are the only two level 2 units you start with: both are old and experienced.
- Ship Tease: With Cylanna of all people, as mentioned in the epilogue.
Cylanna
Former advisor to Kai Krellis' father, she's the one who advises Krellis to seek for Tygeae's help to deal with the living dead.
- Holy Hand Grenade: Her holy spells works perfectly against the undead.
- Secret-Keeper: She knew all along that Kai Krellis' real grandmother is Tygea.
Kevek/Mal Kevek
- Big Bad: Technically he's a lieutenant, probably one of Mal Ravanal's countless servants, but he specifically serves as the main threat in Dead Waters.
- Came Back Strong: He's slain by Kai Krellis' forces, only to become a Lich and come back to finish what he started.
- Crippling Overspecialization: In the final battle, Mal Kevek is stuck with summoning Ghost and Ghoul-line units.
- My Death Is Only The Beginning: Laughs at the Merfolk when slain and a dark shadow rises from his corpse and flies away. In the final scenario he's back as a lich.
- This Cannot Be!: When finally vanquished for good, he lets out a scream of disbelief.
Delfador
As Delfador is first introduced in Heir to the Throne, see that folder for tropes about him.
Eldred
- Bullying a Dragon: Has a bad habit of overestimating his strength even when he should know really well what he's up against: He leads an army of mostly level 1 troops against Kalenz' elite forces of Elves and eventually personally challenges Delfador in combat.
- Evil Prince: The ambitious and treacherous prince of Wesnoth.
- The Usurper: In the backstory of Heir to the Throne, Eldred and his men turn against Garard in the battle at the Ford of Abez, killing Garard and every other possible heir so that Eldred could become king. Delfador makes sure Eldred doesn't get to rule for very long.
Iliah-Malal
- Big Bad Wannabe: Being sealed in the netherworld stopped him from doing anything physical, but as soon as Delfador lets him out, he's ready to start the good old empire of the living dead trick. Fortunately he's destroyed before his threat can grow too much.
- Evil Overlord: One who didn't have much time to build his forces, but is still a threat, given how much damage he could do unprepared.
- Multi-Armed and Dangerous: His unique portrait has him sporting four arms as a Lich. Frighteningly enough, only Jeyvan, an extremely powerful Lich Lord, had the same feature.
- No Man of Woman Born: He cannot be harmed by anything living: in order to succumb for real, either Delfador or the Undead troops recalled from Delfador's journey to the Land of the Dead, can finish him off for good.
- Predecessor Villain: To Mal Ravanal, both being very powerful necromancers who threatened Wesnoth itself with a colossal army of undead. As mentioned by Delfador, because of Iliah-Malal's machinations, the gate to the Netherworld isn't fully closed, so acts of necromancy will be easier to perform in the future: this would explain how Mal Ravanal could have created such a horde of living dead.
- Small Role, Big Impact: Delfador managed to defuse his threat before it could go out of bounds, but thanks to his tampering with the portal, necromantic magic only grew stronger.
- Villainous Breakdown: Goes livid with fury when he discovers that Delfador has permanently sealed shut the doors to the Land of the Dead.
- We Can Rule Together: Offers Delfador a place in his army to conquer the world. He's hellbent on destroying him when he refuses.
Sagus
Asheviere's father and a high-ranked if arrogant member of King Garad's court. He secretly had his rival murdered and stole the Book of Crelanu from Delfador, becoming a Lich.
- Driven by Envy: He lost his position to Delfador. He took it so bad he stole the Book of Crelanu and became a Lich using its secrets. Before that, it's implied he had Leollyn murdered for the same reason.
- Evil Chancellor: Despite being King Garad's main advisor, he's not the most morally upstanding member of his court.
- Final Boss: He's the last opponent Delfador must defeat in his campaign.
- MacGuffin Guardian: Turned himself in a Lich and raised an army of undead to protect the Book of Crelanu.
- Upper-Class Twit: His position as court wizard made him arrogant, vainglorious and downright obstructive towards Delfador.
Ardonna
- Anti-Villain: Her ultimate goal is to free everyone from mortality. While she prefers not to fight them, she has no problem killing and experimenting on people who stand in her way.
- Cold-Blooded Torture: Subjects the bandit leader to a ghastly session of torture until his rage and grudge twist his body in a Ghoul.
- Evil Is Petty: One of the most sociopathic and scary Liches of Wesnoth started out as an unpopular 19 years old girl who resented being bullied for her white hair, smell and tendency to create zombie bats.
- Immortality Immorality: She is rather unscrupulous in her journey to find immortality.
- Immortality Seeker: She doesn't believe that humans must live only as long as their natural lifespans and wants to discover how to reject that natural order.
- Meaningful Rename: Rejects her original, "ordinary" name Ardonna in favor of Ardryn-Na midway through the campaign.
- Necromancer: Figured out how to raise dead bats. As the campaign progress, she figures out how to raise other kinds of undead.
- Our Liches Are Different: After Ras-Tabahn successfully uses her method to become a lich, Ardryn-Na quickly becomes a lich too.
- Villain Protagonist: The rather amoral protagonist of the campaign.
- White Hair, Black Heart: Her white hair is a subject of mockery back in the academy days. Her morality, however, leaves a lot to be desired.
Haldric
Class: Noble Youth (Hard difficulty only) -> Noble Fighter -> Noble Commander -> Noble Lord
The young prince of Stormvale. Chased from his lands by an orcish horde, he's forced to fight his way to a new kingdom.
- Bow and Sword in Accord: Once he levels up to Noble Commander, he can wield a bow in addition to a sword.
- Face–Heel Turn: Initially a somewhat arrogant Anti-Hero, his jerkassish actions induced by the Fire Ruby turn him evil.
- Founder of the Kingdom: Of Wesnoth.
- Playing with Fire: Eventually learns to attack with fireballs using the Ruby of Fire.
- Magikarp Power: Same as Konrad, he starts sub-par but becomes very capable as he levels up. Doubly so on Hard difficulty, where he starts at level 0 and needs his father's Leadership bonus to do much of anything.
- Royals Who Actually Do Something: Though eventually he does several things wrong.
- Warrior Prince: Fights with his troops throughout the campaign. Goes by prince even though his father died early on until the Kingdom of Wesnoth is established at the epilogue.
Eldaric IV
- Carry a Big Stick: A humongous mace.
- Crutch Character: Very strong and has leadership, but is only there for the first two scenarios.
- Heroic Sacrifice: He decides to stay behind so his son will be able to get to safety.
- Large and in Charge: In his character portrait he appears as massive and is the king.
- Reasonable Authority Figure: Being a veteran king, Eldaric is wise, strong and capable of making selfless decisions for the greater good.
- You Shall Not Pass!: Against the incoming orcish hordes to buy time for Haldric and their people to escape.
Lady Jessene
- Cool Mask: A veil, actually. She ditches it after revealing her identity to Haldric.
- Deadpan Snarker: In a fair bit of her dialogue, especially when Haldric is acting rash.
- Deuteragonist: The second-most focused character. Her knowledge and actions impact the story as much as Haldric's.
- Fiery Red Head: She has red hair and a flippant, defiant temperament to match.
- Fragile Speedster: She has a lot of movement and high defense in most terrain types, but has negative resistances to most damage types.
- Heel–Face Turn: After her second defeat, she offers to help Haldric instead of fighting him again. Even if you refuse her help, she will come back and join Haldric's group later.
- Mysterious Waif: Lady Jessene hides her identity from you the first few times you meet.
- Non-Lethal K.O.: Before she reveals her identity to Haldric, she will escape when her HP is reduced to 0, and will rejoin in scenario 7.
- Princess in Rags: She was born a princess of the Wesfolk, but after being betrayed by the Lich-Lords, she's been reduced to leading a band of petty outlaws.
- Slap-Slap-Kiss: Haldric proposes to her in the finale, making her the first Queen of Wesnoth, and it's stated that while they argued constantly, neither could bear to be apart from the other for very long.
Burin the Lost
- Mighty Glacier: Slow, but tough and hard hitting. Subverted in caves or mountainous terrain, where his lack of movement penalties makes him a borderline Lightning Bruiser.
- No Sense of Direction: He is not called "the Lost" for nothing. It's mentioned that he arrived to the Green Isle after going east from the eastern continent, implying that he went around the world.
- Optional Party Member: It's possible to not encounter him at all, if you don't look around in the third scenario.
- Slasher Smile: His portrait has two variants: one where he's scowling and one (usually when battles are involved) in which he's threatheningly grinning with anticipation.
- This Is Gonna Suck: Several times, usually whenever Haldric decides to go through swamps or use ships.
- Walking the Earth: At the end of the campaign he plans to return to his brothers and set out for new scouting journeys across the world using the underpassages to reach other continents.
Commander Aethyr
Class: Lieutenant -> General
Commander of the Clearwater Port garrison who defend the port while the civilians and Haldric's people flee using the boats in the 8th scenario. He comes back in the final arc having been rescued by Haldric's ship.
- Death Seeker: Seeks to die and join his dead family after they died and his homeland fell. Aethyr tells Haldric that if he lives after the conflict is over, he would live alone without a honorable way to join his family. He ultimately dies in a Self-Sacrifice Scheme at the end.
- Defiant to the End: Still taunt and insults Jeyvan as the Lich Lord is slowly draining the life out of him.
- Eye Scream: Appears to have taken a hit to the eye shortly before Haldric arrived to Clearwater Port. He still has both of his eyes later, but the one that was bandaged previously is a noticeably different color than the other.
- My Rules Are Not Your Rules: Despite being a Lieutenant-line unit, he cannot advance to its level 4, Grand Marshal.
Lord Typhon
- Fish People: King of the merfolk, so naturally he is one himself.
- Guest-Star Party Member: After Haldric and the others make landfall on the eastern continent, he leaves back to his people.
- Only in It for the Money: He helped the Prince of Southbay and later Haldric exclusively to get his hands on metal goods his people need (they can't set up forges underwater).
- Prongs of Poseidon: A trident is the natural choice of weapon for the king of the merfolk.
- Shock and Awe: He starts with a Storm Trident, and as such can call lightning on his foes. He actually didn't in earlier releases, which caused people to waste a findable Storm Trident on him, not knowing he doesn't stick around.
Jeyvan
- Ambition Is Evil: Betrays the Wesfolk he rules over and summons the orcs to the Green Isle in order to destroy the people of the Green Isle and get his hands on the Ruby of Fire.
- Bad Boss: He ditched his very own people for the Orcs and even then he treats his hordes as a pack of starving hounds and nothing more, showing little concern for them and even forcing them to fight even when the tide is against them.
- Big Bad: The story starts with the Wesfolk he used to rule fleeing to Haldric's land because Jevyan betrayed them in favor of ruling the Green Isle with the orcs. The orcs serving under Jevyan are also the one who forces Haldric's people out of their land. When Haldric's people and the Wesfolk flee out of the Green Isle, Jevyan chases after them since Haldric has the Ruby of Fire, making sure Haldric and his people can never be safe until they defeat Jevyan in the Final Battle.
- The Necromancer: During the final battle he will routinely summon extra undead troops from the earth or the sea. He can even turn any of your fallen soldiers into a Living Dead.
- Odd Name Out: He's one of the few Liches without the "Mal" prefix to his name.
- Our Liches Are Different: He's a Lich Lord, hence far more powerful than the ordinary Lich.
- Summon Magic: In the final battle he can call forth a trio of giant squids to smash the three bridges in the area leading to his fortress.
- Undead Abomination: He's clearly one notch above normal Liches: while his unit resembles a normal Ancient Lich, his portraits is more monstrous, showing him with a bone tail in lieau of a lower body.
Rugnur
- Ensign Newbie: A young, inexperienced commander at the start, he grows into a brave leader and is remembered as one of the greatest dwarven heroes of old after his death.
Alanin
- Sole Survivor: By virtue of escaping the siege to deliver the news to King Haldric II.
- Token Human: The only human in a group mostly composed of dwarves and some gryphons.
Thursagan
- 11th-Hour Superpower: Creates the eponymous Sceptre of Fire, just in time for the final scenario.
- Keystone Army: In The Hammer of Thursagan, it is mentioned that the moment Thursagan died, all other Runesmiths in the Dwarven domains suddenly died as well, leaving their ancient magic lost for a long time.
- Retired Badass: You have to persuade him to get back in action.
- Taking You with Me: He triggers a volcanic eruption in order to deny the elves the scepter.
Krawg
- Amplified Animal Aptitude: The only gryphon shown to be smart enough to speak (with some difficulty) thus far.
- Sole Survivor: The only one in Rugnur's group who went to the caves (Alanin goes on a separate way just before that) who makes it to the end of the campaign.
Glildur
- Big Bad: He is the closest thing this campaign has to one, with Landar being Greater-Scope Villain.
- Greed: By the final encounter, he is obviously affected by the Ruby, wanting it for himself, and lamenting how close he is to getting it as he dies.
- Leeroy Jenkins: In the final scenario, thanks to map layout. Glildur will always start moving towards the closest keep when he appears, which is right in the path of incoming orcish attack. It is very much possible for him to get surrounded and shredded to pieces within a turn after that, depending on how many elves follow him and how many chase after the player's forces.
- Optional Boss: Fighting Glildur is never a requirement. Even in the last mission, you can just leave him to the orcs and complete the objectives without facing him. However, beating him in the first three encounters (which is difficult due to tight time limits and elves having way more gold than the player does) ends the mission early and awards the gold bonus.
- Recurring Boss: Appears in half of the campaign's missions, which is pretty impressive.
- The Battle Didn't Count: He will always retreat and reappear later no worse for wear if beaten before the final mission.
Kalenz
Landar
- Deuteragonist: Landar follow Kalenz from the very start of the story, is Kalenz' closest friend and his aggresive tendencies contrast Kalenz' more thoughful decisions. After the Great Chief is assassinated, Landar become even more prominent: he's the one who cause the dwarves to leave the party, insists on massacring the saurians, and becomes the final antagonist of the campaign.
- Face–Heel Turn: After taking a level in jerkass, Landar takes control of the elven army from the council and tries to assassinate Kalenz.
- Greater-Scope Villain: For The Sceptre of Fire, which take place around the final arc of Legend of Wesmere. He never shows up, but the elves attacking the dwarvish protagonists, to the point of forcing the dwarves to sacrifice themselves and let the titular sceptre buried underground in order to keep the sceptre away from the elves, are loyal to him and his xenophobic creed.
- Hot-Blooded: Though he's still willing to listen to reason, at least until he Took a Level in Jerkass.
- Took a Level in Jerkass: After taking the dangerous invisiblity potion and assassinating the Great Chief Burbar, Landar becomes more ruthless. His unfriendliness against the dwarves is amplified and it's implied he's the one responsible for the dead dwarves found in their camp. Didn't help that he took two doses of the invisibility potion, just to be safe...
Galtrid
- Reasonable Authority Figure: Not only does he decide to help Kalenz during "Human Alliance", he is also one of the few who defended Kalenz during "Council Ruling", by bringing up that Kalenz' actions saved the asses of everyone in not just Wesmere, but also Lintanir.
- Screw the Rules, I'm Doing What's Right!: In "Human Alliance", he, along with El'somithir and Eradion, decided to go to Kalenz' and the humans' aid, despite the fact that the council decided not to send its army.
- Status Buff: As a unit with Leadership, he can increase the damage of lower leveled allies.
- What Happened to the Mouse?: Does not appear after "Council Ruling". He might have been killed defending the council from Landar, or he might not have - why he doesn't reappear is anyone's guess.
Cleodil
- Incorruptible Pure Pureness: Crelanu's book is said to bring out lust for power in people who use it, but Cleodil was never tempted by it during her time as the book's guardian. Kalenz even explicitly says that Cleodil is pure when suggesting her as its guardian to Crelanu. It also shows when she refuses to participate in Landar's massacre of the saurians.
Kapou'e
Class: Orcish Leader -> Orcish Ruler -> Orcish Sovereign
The protagonist of Son of Black-Eye, he is an orcish warlord who leads a campaign in order to assemble the Great Horde and fight back the invading army of Humans, Elves and Dwarves.
- Authority Equals Asskicking: His entire campaign focuses around subjugating orcish tribes into forming his own horde.
- Berserk Button: Kapo'ue is normally reasonable, but insulting his skills or his father is a good way to make him forsake any mercy, like Shan Taum and Lord Lanbec'h found out for assassinating his father.
- Dual Wielding: Later on level 2 and 3, he dual wields swords.
- Proud Warrior Race Guy: Being an orc, he shows martial prowess and lust for battle. He even has a skull mug made from his sworn enemy, Shan Taum.
- Reasonable Authority Figure: Interestingly enough, despite being a Blood Knight, he shows himself to be diplomatic and intelligent enough to form the Great Horde. He even accepts a parley with Northern Alliance during a battle against Earl Lanbec'h, who tried to kill him and the leader of the Alliance during the meeting just as he did same to Kapou'e's father. While he does not join the Northern Alliance after slaying Earl Lanbec'h, he accepts the agreement and goes on to create a prosperous and relatively peaceful Orcish kingdom with the formation of Great Council and promotion of peace between the tribes.
- Sociopathic Hero: He's a sympathetic character, and has a good reason for slaughtering humans, elves, and dwarves; all of whom are constant enemies in his area. But he's still an orc, with all that this entails.
Grüü
Class: Troll Hero -> Great Troll
Kapou'e: Go on, Grüü.
Grüü: We go and we kill all of them.
A troll who sees Kapou'e's group fighting dwarves near his home and decides to help them. Grüü then joins the group which allows the player to recruit Troll units.
- The Big Guy: His main role in the group is to smash enemies.
- Dumb Muscle: Very simple-minded and mostly interested in squashing his enemies. He's really good at the latter, though.
Shan Taum
- The Magnificent: A negative example. He is known as "Shan Taum the Smug".
- The Mole: Despite being an important part of the orcish alliance, he leaks to the humans that Borstep is where the shamans are.
Earl Lanbec'h
- Aristocrats Are Evil: An earl and the Big Bad of the campaign.
- Big Bad: Of Son of the Black-Eye. He's the who starts and leads the invasion towards orcish lands, forcing Kapou'e to unite them and fight back.
- It's Personal: Kapou'e kills his son-in-law, Baron Alber, in the first mission.
Kaleh
- Bow and Sword in Accord: His starting weapons are a sword and bow, and he can choose to specialise in either. Later he can add bolas to the rack.
- Character Development: Grows from being an insecure and doubt-ridden young man to a confident and brave leader willing to face even the gods to keep his men safe.
- Did You Just Punch Out Cthulhu?: He has slain Yechnagoth, for crying out loud!
- Hero Protagonist: The protagonist of the campaign with a heroic goal of finding a new home for his people.
- Improbable Weapon User: Can learn how to use bolas and gain a stunning scimitar attack.
- Mechanically Unusual Class: When he levels up, he gains new abilities without his unit type changing, and his Warrior, Hunter and Leader advancement trees are not mutually exclusive.
- Ship Tease: With Nym.
- Shut Up, Hannibal!: Delivers an epic one to "Eloh" after she orders him to surrender to an outpost of humans.
Nym
- Bow and Sword in Accord: In more recent versions of the game, she uses the same kind of weapons as Kaleh, starting with a sword and bow and possibly picking up bolas later.
- Deadpan Snarker: She tends to have the most snarky/humorous reactions to everything they meet.
- Fragile Speedster: In earlier versions of the game, she has more movement and better terrain coverage than Kaleh, but is physically weaker. Averted in later versions, where she's just as strong as Kaleh and only becomes a speedster with her Hunter advancement tree (which can be combined with Warrior advancements to make her a Lightning Bruiser).
- The Lancer: To Kaleh, being the closest person to him but lacking Zhul's wisdom, Garak's experience and Grogg's physical strength.
- Mechanically Unusual Class: Like Kaleh, her unit type doesn't change when she levels up, and while she has three advancement trees to give her new abilities, they aren't mutually exclusive.
- Screw the Rules, I'm Doing What's Right!: When Yechnagoth challenges Kaleh to a one-on-one fight, she decides to help him anyway. And good thing, too, since Yechnagoth wasn't going to play nice anyway.
- Ship Tease: With Kaleh. After the death of Yechnagoth, they become an Official Couple.
Zhul
- Green Thumb: Being a Desert Elf doesn't stop her from conjuring roots and spikes.
- Heroic BSoD: After being tricked and petrified by "Eloh".
- The Smart Guy: Being the token mage and healer, she's the most knowledgeable of the group.
- Team Mom: She's the oldest female component of the party and cares for Kaleh and Nym like a mother would.
- Taken for Granite: When she tries to negotiate with "Eloh".
- Winged Humanoid: Can develop wings.
Garak
- Death Seeker: He wishes to die in battle. When the Undead armies are summoned near their camp, he catches the chance and goes for it.
- Demonic Possession: If he kills the Spectre first, he's possessed by his spirit and forced to fight his friends.
- Flaming Sword: When he decides to go to fight the undead, Zhul blesses his sword with bright flames.
- Heroic Sacrifice: Decides to goes against the two undead leaders to save his companions, knowing very well that he won't survive the night.
- Taking You with Me: If he kills the Lich first, he'll try to possess Garak, but he'll simply kill himself.
Elyssa
- Fiery Redhead: In both the figurative and literal sense - she has a spunky personality and uses fire magic.
- Guest-Star Party Member: She chooses to stay behind in the dwarf or troll city. Fortunately, she gives you a Flaming Sword before she leaves.
- Playing with Fire: Her main attack is magical fireballs, and she can create flaming weapons.
- Schizo Tech: Her recent portrait gives her a vaguely futuristic, tube-filled outfit.
Grogg
- All Trolls Are Different: He's extremely loyal and gentle for a troll.
- Ascended Extra: Technically, it's possible not to meet him at all (should you side with the dwarves) or have him killed in the scenario he's met (meaning that his brother Nogg joins you instead), and yet he is popular enough to gain his own campaign.
- The Big Guy: Besides being the guide for elves when exiting the cave, he doesn't have much purpose after that besides fighting. Fortunately, he's pretty good at it, being able to tank damage with his high health and regeneration and can deals a lot of damage in one strike.
- Gentle Giant: To his Quenoth friends he's nothing but kind and helpful.
- Mighty Glacier: He's slow-moving, but he can take a lot of punishment and heal each turn.
- Proud Warrior Race Guy: Comes with being a Troll who only wishes to protect his home from Dwarves.
The Dark Assassin
A mysterious being clad in black robes and wielding a scythe. He stalks Kaleh in the Caverns and tries to kill him several times.- Alas, Poor Villain: As he dies, he reveals that he was tortured by necromancers after Kaleh's group left their ruined village, abandoning him as they thought he was dead. Kaleh is moved and forgives him right before he dies.
- Gameplay and Story Segregation: He's listed as an orc unit, while in-story he's an elf.
- Glass Cannon: He has average health points, but is very dangerous.
- Poisoned Weapons: Poisoned daggers.
- Recurring Boss: He's fought at least three times.
Eloh
Apparently the Goddess of the Quenoth Elves who led them long ago, she has now instructed them to reach the north and "kill the infidels". "She" is actually a monstrous horror known as Yechnagoth, masquerading as Eloh to draw the Quenoth under her rule.- Compelling Voice: How she issues her commands. The effect wears off however when Kaleh starts suspecting that something's wrong with her.
- Eldritch Abomination: Her true form is that of Yechnagoth, an unspeakable horror who came from the stars sometime after the fall of the third sun and is worshipped by her hordes of Necromancers to enslave all races she comes across.
- God Guise: Yechnagoth is using Eloh as a disguise to fool the Quenoth into giving themselves up to her human followers.
- Jerkass God: She asks Kaleh to slay the infidels and when Zhul attempts to plead she turns her to stone. Of course, being an alien beast in her shape, she can't be anything else...
- Mook Maker: In her true form she spams several critters as turns pass.
- One-Winged Angel: She reverts to her bulbous, fleshy form for the final showdown.
- Physical God: Subverted, she's not actually the Quenoth Goddess but an alien horror with her appearence.
- Puzzle Boss: In order to make her main body killable, you must destroy her "tentacles" first.
- Walking Spoiler: Just reading the name of the tropes spoils an awful lot about her true nature.
Kromph
A flesh golem whom the Quenoth find in a lab while escaping the cave.- Brainwashed and Crazy: Eloh invades his mind and controls him into attacking Kaleh's side.
- Conflicting Loyalty: After the "Eloh" apparition is destroyed, Kromph is conflicted about should he continue Eloh's command to kill elves or go back to Nym's command to protect elves before dying out of confusion.
- Flesh Golem: Described by the unit who found him as a creature "composed of many body parts all sewn together."
Tallin
- Badass Normal: Keep in mind that he was a simple, honest farmer.
- From Zero to Hero: Starts as a farmer and a slave to orcs. Ends as the leader of the Northern Alliance formed with the people he rallies in his journey.
- Heroes Prefer Swords: In the beginning, you can turn him into a archer, a spearman or a swordsman, but he ultimately becomes a swordsman later on.
- Happily Married: With Eryssa in the Golden Ending, despite being aware of their different lifespans.
- Humble Hero: He dislikes being addressed as "Lord" or other fancy titles, seeing himself as just a humble peasant fighting for his people's freedom.
- Interspecies Romance: Again, with Eryssa — the only shown human/elf union in the game thus far.
- Magnetic Hero: He manages to make an alliance out of dwarves, elves, drakes, and even orcs and two liches.
Hamel
- The Cavalry: In the last scenario, he and his dwarves attacks Rakshas' fortress from the west, revealing that they wiped out his western army.
- Fire-Forged Friends: Becomes this with Tallin after fighting side to side with him to conquer Knalga from Malifor.
- The Lancer: He's the second main member of the group and the most supportive of Tallin.
Camerin
- Ax-Crazy: He's quite insane, but as long as he sets orcs ablaze, Tallin is willing to have him on his side.
- It Amused Me: The main reason why he follows Tallin. During the big final battle his war cry is "For FUN!!"
- Playing with Fire: His primary attack is to launch powerful fireballs. In fact, he is a bit too fireball-loving.
- The Smart Guy: Insane or not, he did study magic, so he often gives detailed descriptions and/or info to Tallin.
- Token Evil Teammate: Albeit more comedically sociopathic than genuinely malevolent.
Krash
- Big Damn Heroes: When Tallin and co are trapped by the four trolls in a valley, he suddenly sniffs something and flies away, apparently ditching his friends. Two days later he comes back followed by his fellow Drakes, possibly turning the tides of the battle.
- Breath Weapon: He's a Drake Burner, which means that he's focused on fire-breathing.
- Odd Friendship: With Tallin and Camerin.
- True Companions: His battlecry in the final battle is "For Friendship!".
Father Morvin and Sister Thera
- Battle Couple: Literally, the two are married.
- Deadpan Snarker: While they are White Mages, they have a surprisingly light-hearted and snarky approach to most matters.
- Drama Queen: Sister Thera likes to ham things up when she's killed.
- Holy Hand Grenade: Their spells are the only thing that can actually kill Malifor.
- Immortality: The only two units in all Wesnoth who can't die. The only drawback from the resurrection is that it resets the experience points to zero. However, if they gain a level, they don't lose it. When fully levelled they can stall whole hordes of enemies by themselves.
- Nun Too Holy: Despite their priestly looks, Thera is a bit too naughty sometimes.
Elenia
- Combat Medic: The third healer in Tallin's group and can fight like any other Wesnoth units.
- Green Thumb: Her unit class are the one who uses vines and thorns to attack enemies.
- Walking the Earth: The reason why she left her people in the first place.
Eryssa
- Aloof Ally: If Elenia isn't with the heroes when they rescue her, then she'll refuse to cooperate with Tallin beyond funding his war in exchange for her freedom.
- Damsel in Distress: Is introduced as a princess captured by the orcs. Tallin decides to rescue her to get the elves to help his cause.
- Happily Married: With Tallin in the finale, if everything goes right.
- Technicolor Fire: Faeire Fire, as mentioned, is pure white with blueish outlines.
Ro'Sothian and Ro'Arthian
- The Beastmaster: Unlike what you may think, they can use their powers to summon forth Gryphons, Trolls and Ogres, along with other monsters.
- Dark Is Not Evil: All they want is just to be left in peace.
- An Ice Person: Can cast cold wave just like other liches.
- The Mentor: Ro'Arthian trained Camerin in the ways of magic while he was alive.
- Our Liches Are Different: They're good guys at heart and do not control undead but rather monsters.
- Screw This, I'm Outta Here: Instead of dying, when their HP hits 0, they decide that they have enough and teleport away, abandoning and dooming Tallin's group.
- Sibling Team: Brothers who fight togehter, be it with spells or controlling beasts.
Abhai
- Dark Is Not Evil: Wraith or Spectre, he's a decent guy.
- Evil Weapon: First a Baneblade, and later a Scythe.
- Fish out of Temporal Water: As Camerin put it, different timelines.
- Our Ghosts Are Different: Possibly the only Wraith who still has memory of his life and personality.
- Who Wants to Live Forever?: In the end, he asks to Morvin and Theria for a remedy against his undeath.
Malifor
- Big Bad: For the first half of the campaign.
- Disc-One Final Boss: He's an ancient and formidable lich who's the biggest threat to Knalga early on, requiring two powerful white mages to bring him down. However, he's defeated in the fifth scenario, and from then on Rakshas serves as the main antagonist instead.
- Elaborate Underground Base: His dungeon keep is impossibly vast and complex, including a swampy moat filled to the brim with Ghouls.
- Evil Overlord: Of a vast underground domain of undead horrors and orcish slaves.
- Immortality: Aside from being undead, only the spells of Morvin and Thera can finish him off for good.
- Sore Loser: Nearly all the other liches just die with a shriek. Malifor spends about half an hour cursing Tallin in every single possible way.
- We Can Rule Together: Offers power to Tallin in exchange for his loyalty, but Tallin refuses.
Rakshas
- Asskicking Leads to Leadership: Being an orcish overlord means he's no pushover in combat, fighting with dual blades and a crossbow.
- Big Bad: Of Northen Rebirth, particularly once Malifor is defeated. He is the leader of an army of orcs trying to invade Knalga, making him the person the heroes have to defeat in order to ensure the safety of the Northlands.
- Bow and Sword in Accord: Being a Sovereign, he can attack up close with swords or from afar with his crossbow.
- Dirty Coward: If he's defeated in battle in the first scenario he appears in, he runs away.
- Meaningful Name: He's one letter short of Rakshasa, an Indian class of proverbially fierce demons.
- Oh, Crap!: Upon seeing that: 1) Tallin is still alive 2) there are four humongous armies converging on his fortress and 3) his reinforcements have already been routed.
- Sinister Scimitar: He's an evil overlord and his main sword is a curved falchion.
- This Cannot Be!: His dying words.
User-Made Content
Gwiti Ha'atel
- Demoted to Extra: His campaign used to be mainline, but was cut and replaced by Descent into Darkness, leaving it as just a downloadable add-on.
- Meta Guy: In Shameless Crossover Excuse, he hunts other necromancers who use his portrait.
Galas
- Badass Normal: Just a guy with a sword and a bow, unlike his main allies Anlinde, Mal Keshar and Elynia who are powerful magicians, but he can still keep up and slay Chaos Empire mooks with them.
- Good Bad Bugs: In old versions of the campaign Invasion From The Unknown, a bug permitted him to have some buffs intended to last only one scenario apply for the whole campaign, allowing you to give him a strong draining berserk melee attack.