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Character sheet for Betrayal at Krondor.


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Protagonists

    Locklear 

Seigneur Locklear

https://static.tvtropes.org/pmwiki/pub/images/locklear.gif
A noble and swordsman of celebrated skill and great renown, Locklear was investigating rumours of trouble in the Northlands along the northern border when he happened upon Gorath, who demanded to be taken to the Prince as a messenger. Locklear has close relations with the royal family and a long-standing friendship with Jimmy the Hand.
  • The Casanova: If you visit a house in Kenting Rush with Locklear, he notes that he knows the girl who lives there (and notes that in the middle of the night she snuck into his room during a previous visit). Then her husband is at the door, and well...
    • In the novelization Locklear was banished to the northern border in the first place due to a tryst he had with the wife of a wealthy merchant. In fact, his charm with the ladies is probably his most prominent trait, other than "James's friend and a good swordsman."
  • Enemy Mine: Locklear sees someone being chased by a moredhel, jumps in to help them, and discovers the rescuee is moredhel as well, namely Gorath. Afterwards, the reason he gives for releasing Gorath of his chains is that they're both chased by moredhel wanting to kill them, and have more to gain from working together.
  • Heterosexual Life-Partners: with Jimmy, though it isn't quite as prominent in the game as in the novels.
  • Master Swordsman: He's a faster blade than Jimmy the Hand, who is himself renowned for his great skill. Mechanically, he's the most skilled among the PCs at the start of the game.
  • Straight Man: when teamed up with Deadpan Snarker Jimmy, Locklear inevitably takes on this role.

    Gorath 

Gorath of the Ardanien

https://static.tvtropes.org/pmwiki/pub/images/gorath.gif
"...What value in all Murmandamus' speeches did we gain but to learn that we are weak? What spirit did we discover in defeat except that we corrupt from within? The time has come to blunt our blades and look to our own, to put down the monsters that we have become."

When a new leader emerges to pull the moredhel back into war, Gorath sets out to warn the humans, his sworn enemies, so that they may mount an early counteroffensive and nip the conflict in the bud. In doing so, he goes from being chieftain of a prominent clan and a major contender for the throne to a hunted fugitive and despised traitor.


  • Abhorrent Admirer: He has one in Caern.
  • A Child Shall Lead Them: Gorath became chieftain at age twelve when his tribe, including his father, the previous chieftain, got almost completely massacred. Particularly notable because in elf society you need to be at least a century old to be considered more than Just a Kid, let alone qualify for leadership.
  • Arch-Enemy: to Delekhan
  • Ascended Extra: He was one of the numerous unnamed chieftains serving Murmandamus in The Darkness at Sethanon, and was the first to withdraw his troops from the field at Sethanon.
  • Badass Normal: In the first three minutes of the game, Gorath disarms an assaulting assassin and then strangles him. While wearing chains.
  • The Big Guy
  • Canon Immigrant: As of the Novelization Krondor: The Betrayal.
  • The Chains of Commanding: He did his best to keep the moredhel from charging foolishly into another war. As a result, his tribe is nearly wiped out, and his wife, who considers his decisions to be those of a coward, wants to have nothing more to do with him, and seems to blame him for allowing their tribe's fall from glory. Those he used to command view him as a traitor for choosing to cooperate with humans. At the time the story takes place, he is withdrawn, humourless and impassive.
  • The Comically Serious: Occasionally.
  • Dark Is Not Evil: Yeah, just don't mind those descriptions of his eyes glittering like "blood-tinged emeralds"...
  • Defector from Decadence: Gorath allies himself with humans because it's the only way to stop his savage people from destroying themselves.
  • The Determinator: He flinches at nothing in his quest to save his people from destruction. Examples include surrendering himself as a messenger to the humans his people have waged bloody war against for centuries, with his own kind branding him traitor and no reason to expect anything better than torture and execution at the hands of those he seeks help from. Or going to Elvandar, the home of the eledhel, when even travelling there causes him physical agony. Or letting himself be teleported blindly to the location of the most powerful magician on two worlds currently in need of a rescue. Or insisting that the mages may need his help in the final battle, even prompting Pug to point out that he has "already given too much to this quest". Determinator to the end.
  • Doomed Moral Victor: Gorath becomes a shining example of cooperation and friendship with humans as well as acting at personal expense for the good of your people, and favouring mercy over a thirst for vengeance. That last one puts the nail in the coffin - he chooses to spare Delekhan and shortly dies stopping him from activating the Lifestone. Unfortunately, the top-secret circumstances and the discontinued nature of the plot prevent him from influencing his people or his friends in the manner typical of the trope.
  • The Exile: Due to being considered politically dangerous by his enemies, and a traitor by almost everyone else.
  • Friendly Enemy: With Obkhar, at least in the novelization. "A friend may betray you, but with an old enemy, you always know where you stand."
  • Half-Human Hybrid: Only half-moredhel, according to the manual.
  • Heel–Face Turn: While never actually evil or even antagonistic, Gorath becomes officially one of the "good guys" when he Returns, i.e. converts to an eledhel.
  • Heroic Spirit: Becomes a case of Heroic Willpower when both he and Delekhan touch the Lifestone, causing the trapped Valheru spirits to start possessing them. He is able to resist enough to overhear Pug insisting that the only option is to kill them both and shout for Owyn to do it.
  • Heterosexual Life-Partners with Owyn in later chapters.
  • In the Hood: Justified. Assassins are watching out for him specifically, Kingdom soldiers are watching out for moredhel in general, and idle commoners might talk to the wrong people about how they got to see an elf.
  • Kill Us Both
  • Large and in Charge: Notably, he was in charge before he became large.
  • Mighty Glacier: Not an extreme case, but in-combat movement rates cannot be changed through levelling, and he's stronger and tougher but also slower than the other melee fighters.
  • Multiple-Choice Past: In the original game, his clan far from the Green Heart, and was forced to migrate to the Northlands due to the Riftwar (Potentially making his tribe one of the ones that Longbow tricked into fighting the Tsurani during the siege of Crydee). In the novel, his tribe was originally from the area that eventually became the Principality of Krondor, and migrated north due to pressures from Keshian (and later Kingdom) settlers.
  • Noble Fugitive: As one of the most powerful moredhel chieftains and Delekhan's rival for the throne.
  • Odd Friendship: With Owyn.
  • Old Master: Technically, since he's a moredhel chieftain, and still alive..
  • Overrated and Underleveled: ...Not that the above shows on his starting stats much.
  • Proud Warrior Race Guy: Becomes more of a Warrior Poet as the story unfolds.
  • The Quiet One
  • Really 700 Years Old: The novelization pegs him at 260.
  • Red Herring Mole: Gorath's true loyalties and motives remain in doubt for much of the game. But no, he really is trying to save his people by cooperating with humans and doesn't have any hidden plan beyond that, because yes, things really are that bad and he is that desperate.
  • Reluctant Warrior: At least by moredhel standards. Though he could easily have competed for the position of leader of all the moredhel, he lacks the ambition, and his own time of chieftainship consisted of usually having his clan keep to themselves and not engage in hostilities.
  • Scarily Competent Tracker
  • The Stoic
  • The Spock: Very much. He reasoned that another war would devastate the moredhel race as a whole and leave them crippled even if they won, which is why he opposed Delekhan's war efforts from the start, despite his entire clan getting slaughtered as a result. Later on, if you try to go back to Cavall Keep in Chapter VI, Owyn mentions that he's worried that the moredhel party that ambushed them earlier might have gone past and killed everyone there, and that he'd like to check to make sure they're safe. Gorath makes the case that his peace of mind is nowhere as important as actually making sure that Delekhan's armies are stopped, otherwise his family WILL be in danger for certain.
  • Sword and Sorcerer: With Owyn.
  • Tragic Dream: Gorath dreams of his people becoming "more than savages" and no longer needing to live in constant fear and hatred for each other and the other nations. Which doesn't sound that unachievable until you remember that moredhel have been waging war against humans non-stop for as long as they've had contact, that it's partially the residual magical influence of the multiverse-conquering dragon riders that's keeping the moredhel in that mindset, and that any moredhel who snap out of it usually end up being converted into full-blown eledhel by the Call of Elvandar and leave the moredhel society, as it eventually happens with Gorath. No "making your people into more than savages" for you, mister. That the moredhel still haven't changed a few centuries later in the books only supports this notion.
  • Warrior Poet: See character quote above. How much of it is simply revealed as the game goes on or develops as he becomes more familiar with human society is up to interpretation.
  • Wild Hair: Especially in contrast to Locklear's and Owyn's neat ponytails.
  • The Wise Prince: a darker and edgier version, but Gorath is distinguished through caring about the welfare of all his people, not just the ones who answer to him, and wishes to make them into "more than savages".

    Owyn 

Owyn Beleforte

https://static.tvtropes.org/pmwiki/pub/images/owyn.gif
"If you EVER put us through that again, I will invent a cantrip whose sole purpose is to cause you to fall desperately in love with a warthog — may the two of you live happily ever after!"

The youngest son of a minor noble, Owyn has no interest for the life of petty politics and court business in store for him, and wishes to practice magic. He was traveling home from a relative's wedding when fate intervened, and he ended up accompanying Gorath on his quest first out of necessity, then out of a lust for adventure.


  • Action Duo: with Gorath
  • Action Survivor: Starts out as this, as the one with practically no combat skill, travelling with two very skilled warriors, chased by moredhel assassins who can anticipate their every move. He quickly grows out of this, though-by Chapter 4, Gorath already mentions that he's a wielder of "great arts."
  • Canon Foreigner: Like the others, he gets canonised in the novelisation, yes, but he never appears anywhere else. A particularly jarring example, since he comes out of it alive, a very powerful magician with a great destiny in store for him, aware of the secret of Sethanon, and implicitly Pug's apprentice to boot. His absence in subsequent books is handwaved with a "went home, gave up magic and lived a normal life" explanation.
  • Curious as a Monkey: About magic and anything strange and alien. While his curiosity more commonly manifests in tireless questions for whatever unfortunate NPC has just demonstrated knowledge of magic, his usual reaction to encountering a magical object is to go and fiddle with it. Results vary.
  • Deadpan Snarker: Sometimes.
  • Foil: to Gorath.
  • Heterosexual Life-Partners: Again, with Gorath.
  • I'm Not Doing That Again: See above quote - his reaction after they finish executing Gorath's convoluted plan that nearly gets them gassed and drowned.
  • Jumped at the Call: More of first backing away, then being dragged along, released, and then jumping at it, really.
  • Kid Sidekick: Nineteen years is pushing the "kid" boundary a bit, but all other traits work out, and compared to his 260-year-old companion...
  • Magic Staff: His weapon, for both physical combat and spellcasting.
  • Morality Pet: to Gorath, though it's less "acting morally" and more "showing off your softer side".
  • Multiple-Choice Past: In the game, he's from Tiburn and is coming home from a cousin's wedding when he meets Locklear. In the novelisation, he's from Timons, is coming home after dropping out of Stardock, and jumps at the chance to join the party because he doesn't want to face his father, who disapproves of him studying magic. The latter aspect is consistent in both stories, though - in the game, he actually scammed his father for money to pay for a magic tutor, at the age of fourteen.
  • Odd Friendship: With Gorath.
  • One Degree of Separation: He's never in the party with his former magic tutor, Patrus, and most likely note  won't even meet him in the game.
  • Put on a Bus: In the game, the bus goes to Stardock, where he gets a full scholarship to study magic under the watchful eye of Pug, who intends to make certain that he doesn't talk about Sethanon. In the novel, the bus goes back to his family home in Timons. The bus never returns.
  • Squishy Wizard, eventually a Glass Cannon
  • Took a Level in Badass: By the end of the game he can go toe-to-toe with wyverns, elementals, mostly imprisoned gods and Tsurani Great Ones.
  • Underrated and Overleveled: While Owyn's fighting-related stats are lower than his allies at the start of the game they are surprisingly close considering he has no combat training at all and is teamed up with two supposedly master, even near legendary, swordsman.
    • Statistically Speaking Owyn's defense rating gives him a slightly lower than 50% chance of blocking attacks from either of his allies at the beginning of the game. Expert swordsman struggle to even touch the untrained kid with a stick.
  • "Well Done, Son" Guy: His father doesn't quite approve of him studying magic.

    James 

Seigneur James / Jimmy the Hand

https://static.tvtropes.org/pmwiki/pub/images/james_4.gif
"Hear that, Locky? The moredhel approves. It must be a good idea. Let's get moving before I regain my common sense."

Orphaned at a young age, James was one of the finest thieves in Krondor when he met Prince Arutha, and ended up saving his life and becoming a member of his court. Though officially banished and rejected by the Mockers, Jimmy nevertheless retains an unspoken right to use their thieves' highways to go about his business in service of the Prince to whom he owes complete loyalty. Under the tutolage of Prince Arutha, his already noteworthy skill with a rapier has become legendary.


    Patrus 

Patrus

https://static.tvtropes.org/pmwiki/pub/images/patrus.gif
"...And if it weren't bad enough I had to chase you, you made me get rocks in my best shoes! I'm blistered! Know how mad I get when my feet hurt? I get river bottom mud sucking badger whacked mad... [...] Go 'way. I'm busy right now agitatin' this here moredhel..."

A...quirky old man who, after the success of Pug's magic academy of Stardock, finds himself a bit short on students and things to do, and turns to working on the moredhel invasion problem. Spry for his old age, and very down to earth. Also, you probably shouldn't make him mad...


  • Grumpy Old Man
  • Heroic Sacrifice: In the novelisation, in order to close the rift through which the moredhel armies keep coming. In the game, his death is more of an accident.
  • Old Master: A powerful magician, and yes, very much a smiling wrinkled old man.
  • One Degree of Separation: He's never in the party with his former pupil, Owyn, and most likely note  won't even meet him in the game.
  • Robe and Wizard Hat: Well, more of a nightcap, actually...
  • Sacrificial Lamb: He first shows up in Chapter V and only appears in a few of the chapters after that. His death at the end of Chapter VII serves to establish that things are serious now and keeps you biting your nails for the other heroes for the rest of the game.
  • Screw Politeness, I'm a Senior!
  • Squishy Wizard, Glass Cannon

    Pug 

Pug of Crydee / Duke Pug conDoin / Milamber

https://static.tvtropes.org/pmwiki/pub/images/pug.gif
Once a poor orphan living in Crydee, now the most powerful magician on both Midkemia and Kelewan, and a trained Tsurani Great One. Pug is also an adopted member of the Kingdom's royal family and has a loyal friend in Warleader Tomas of Elvandar.
  • Adaptation Dye-Job: He has short-ish dark brown hair and a beard and wears a black Great One robe in the books. In the game, he is clean-shaven, has shoulder-length blond hair, and wears a white robe.
  • A Tragedy of Impulsiveness: Pug messing with the Cup on Timiranya despite knowing that it's probably dangerous. He's desperate to save his daughter, but it leads to him magically crippled and helpless until much later, when his rescuers come along, thus giving Makala time to all but complete his plans.
  • Beware the Nice Ones: Pug is a rather amiable guy, but for god's sake don't threaten anyone he loves.
  • Big Good: Pug is seen as the real threat by the Big Bad Makala, who also serves as Pug's opposite as one of the most powerful Tsurani Great Ones.
  • Deus Exit Machina: The Great One Makala tries to do this to him by kidnapping Gamina. It ultimately backfires.
  • I Have Your Daughter: Makala kidnaps Pug's adopted daughter Gamina under the pretense that he's enforcing Tsurani law (which forbids females with magical talent from living). Pug follows her and ends up trapped on an alien world where magic doesn't work.
  • Overrated and Underleveled: A justified example, since a magical artifact left him drained of his power.
  • Squishy Wizard, Glass Cannon

Antagonists

    Delekhan 

Delekhan

https://static.tvtropes.org/pmwiki/pub/images/delekhan.gif
"It is proper to tremble when you are addressed by Delekhan, leader of the unified tribes of the Northlands!"

The leader of the Nations of the North, an alliance of moredhel clans, and a general who fought under Murmandamus' command ten years ago.


  • Bad Boss: He doesn't hesitate to kill those who fail him or refuse to obey him.
  • Big Bad Wannabe: As the leader of the moredhels, he's one of the greatest threats to the Kingdom of the Isles, but he's ultimately a pawn in the greater scheme of things.
  • Chekhov's Gun: He wears a black helmet shaped like a dragon. It wasn't until much later that Pug realized that this meant someone had been exploring the ruins of Sethanon, since Murmandamus, who died there, was the last one to wear such a helmet.
  • The Dreaded: Allies and enemies alike fear this man, whose brutality knows no bounds.
  • Evil Overlord: In the frozen lands north of the Kingdom, he rules from the fortress-city of Sar-Sargoth with armies of moredhel, goblins, hags and giants awaiting his command. Delekhan also pays the Nighthawks to commit subterfuge within the Kingdom, be it espionage or murder.
  • Glorious Leader: He united many of the moredhel clans by spreading rumors of Murmandamus' imprisonment at Sethanon and promising to conquer their hated human neighbors to the south.
  • Proud Warrior Race Guy: Like most moredhel, he wants glory through battle, bloodshed, and conquest.
  • Transformation of the Possessed: After he and Gorath clutch the hilt of the sword embedded in the Lifestone, Delekhan begins to transform into one of the Valheru whose spirit is imprisoned in the stone in preparation for said spirit's mental takeover. Pug and Owyn kill both of them before the Valheru spirits could take them over and escape the Lifestone.
  • The Unfought: He is never fought during the game and dies when Pug and Owyn kill him, along with Gorath, to prevent the Valheru spirits from escaping the Lifestone.
  • Unwitting Pawn: He is this to Makala, who wanted to use the moredhel armies to distract the Kingdom from his own plans.

    Makala 

Makala

https://static.tvtropes.org/pmwiki/pub/images/makala.gif
"I judge now as is my right as a Great One of the Assembly of Magicians. It must be destroyed, Pug ... for the good of the Empire!"

A Tsurani Great One of the Assembly of Magicians, a Magical Society on the world of Kelewan, and an acquaintance of Pug.


  • Anti-Villain: He is arguably this because he sought to unravel a troubling, mysterious issue that had long been stonewalled by Pug, one of the Assembly's most powerful members. Despite his methods, Makala was right to fear the dangers posed by the Lifestone in the long term, especially considering that Pug believes the best way to deal with it was to let it be forgotten without even bothering to learn if it can be destroyed.
  • Big Bad: He is the mastermind behind the game's events and serves as the game's Final Boss.
  • The Chessmaster: He manipulated every major event throughout the game's story for one purpose: to gain access to the secret located deep beneath the ruins of Sethanon.
    • The Six are Great Ones allied with Makala who act as advisors to Delekhan while ensuring that the moredhels act in accordance with Makala's plans.
    • Makala used Gorath's attempt to warn Prince Arutha about Delekhan's plans as a way to sow further chaos. Since he had the confidence of Krondor's court, Makala was able to learn about the Bas-Tyra regiment at Romney and arrange their murder through Delekhan while pinning the blame on Gorath.
    • He provided the moredhels with a rift machine to enable their armies to reach Sethanon before those of the Kingdom could.
    • To ensure that Pug couldn't interfere with his plans, Makala kidnapped Gamina and imprisoned her on a world without manna, knowing that Pug would immediately attempt to rescue her and trap himself there. Only the intervention of Gorath and Owyn allows Pug and Gamina to eventually return to Midkemia.
    • It's possible that Makala was the one who provided the poison that left Warleader Tomas of Elvandar weakened and unable to rescue Pug. Since Tomas is a powerful friend of Pug, it's likely that Makala saw the Warleader as yet another threat.
  • He Knows Too Much: He was killed in a magical duel by Pug and Owyn after he learned about the Lifestone and voiced his intention to report his findings to the Assembly.
  • Squishy Wizard: Subverted. Game-wise, Makala is one of the toughest enemies in the game and wears one of the best armors available.
  • Well-Intentioned Extremist: His ultimate goal was to learn about the secret of Sethanon, which Pug keeps mysteriously silent on. When Makala learned that this secret was the Lifestone, he wanted to inform the Assembly and find a way to destroy it permanently. In the game's novelization, he instead wanted to claim the Lifestone as a weapon for the Tsuranuanni Empire.
  • Wizard Classic: He has a long, white beard, wears voluminous black robes and carries a Magic Staff.

    Moraeulf 

Warleader Moraeulf

https://static.tvtropes.org/pmwiki/pub/images/moraeulf_2.gif
"Report, soldier! What news?"

Delekhan's son and second-in-command.


    Narab 

Narab

https://static.tvtropes.org/pmwiki/pub/images/narab.gif
A moredhel chieftain, a magician, Nago's brother and one of Delekhan's allies.
  • Co-Dragons: He is one of several lieutenants under Delekhan's command, along with Moraeulf, Liallan, and his brother Nago.
  • Dragon Ascendant: By the end of the story, most of the moredhel leadership is dead and Narab becomes a major leader of the moredhels with Liallan, Delekhan's widow, as his only rival. It might be considered a case of Pyrrhic Victory because, even centuries after the events of Betrayal, both Narab and Liallan are still fighting for dominance over the moredhel clans.
  • Ethnic Magician: He is a competent magician, but his brother is the more talented of the two.
  • Mistreatment-Induced Betrayal: He reconsiders his loyalty after his lord punches him in the face for capturing Gorath and bringing him back to Sar-Sargoth for execution, supposedly because he derailed a secret scheme. From that moment on, Narab quietly waits in the shadows for opportunities while occasionally helping things along in his favor, such as magically opening the door of Owyn's cell.
  • The Unfought: Despite capturing Gorath and Owyn during a cutscene, he is never fought during the game.

    Nago 

Nago

https://static.tvtropes.org/pmwiki/pub/images/nago.gif
A moredhel chieftain, a magician, Narab's brother and one of Delekhan's allies.
  • Co-Dragons: He is one of several lieutenants under Delekhan's command, along with Moraeulf, Liallan, and his brother Narab.
  • Ethnic Magician: He is the most powerful sorcerer among the moredhel.
  • Exposition Beam: He has the rare ability, known as mind speech or dream sending, to magically communicate with others across great distances. It also causes Sleep Deprivation to nearby magicians as a side effect, since the transmitted thoughts invade their dreams.
  • The Handler: Having infiltrated the Kingdom, he coordinates spies from a barn near Sarth while using his dream sendings to communicate with Delekhan.

    Navon du Sandau 

Navon du Sandau / Neville Corvalis

https://static.tvtropes.org/pmwiki/pub/images/navon_9.gif
"What brings visitors from Krondor?"

A charming young merchant residing in the town of Kenting Rush. In truth, he is Neville Corvalis, Count Corvalis' long-estranged bastard son, Ugyne's half-brother, Owyn's cousin and the leader of the Nighthawks.


  • Affably Evil: He is a polite and cultured merchant. When James confronts him with his true identity, Navon remains calm and polite even as he explains himself and prepares to fight.
  • Even Evil Has Standards: Even though he planned to claim the Corvalis family fortune by marrying Ugyne as Navon, Neville had no intention of committing Brother–Sister Incest and planned to have Ugyne die tragically on their wedding night.
  • Lima Syndrome: After he survived the collapse of the Cavall Run wine cellar, Neville was taken captive and held for ransom by the Nighthawks. Knowing that his father wouldn't pay such a ransom, Neville convinced his kidnappers to spare his life by pretending to have special powers using an enchanted spyglass, a Corvalis family heirloom. By making himself useful to the Nighthawks, Neville/Navon eventually became their leader.
  • Professional Killer: He leads the Nighthawks, the Kingdom's Guild of Assassins, and Delekhan is one of his clients.
  • Villain Respect: When James uncovers his true identity and motives, Navon is genuinely impressed and congratulates him.
  • Who's Your Daddy?: His mother was Countess Corvalis, the Count's late wife, while his true father was a commoner. When Count Corvalis learned about this, he arranged for Neville to die in the collapse of the wine cellar extension under the keep at Cavall Run. In the game's novelization, Neville's father was Sandau, an architect infamous his constant drunkenness and the one responsible for constructing the Cavall Run wine cellar extension.
  • Wicked Cultured: He is a skilled chess player, having invented the move Sandau's Retreat, which he can teach Locklear for a match against Ivan Skaald.

    Murmandamus 

Murmandamus

A legendary moredhel warlord who once united the moredhel clans of the Northlands under his banner. About ten years before the events of Betrayal begin, a Pantathian priest took his identity and manipulated the moredhel into a war with the Kingdom of the Isles. The priest's secret goal was find the Lifestone beneath Sethanon and release the spirit of Alma-Lodka, the Valheru creator of the Pantathians, from it. He was killed in a duel with Prince Arutha under Sethanon.


  • Dark Messiah: The moredhel consider him a hero and a savior.
  • Distinguishing Mark: He has a purple birthmark in the shape of a flying dragon on his chest.
  • Manipulative Bastard: A Pantathian priest took the identity of this legendary warlord in order to capitalize on its messianic status and drive the moredhel into a war for his own purpose.
  • Posthumous Character: He is long-dead by the time Betrayal begins.
  • Snake People: The Murmandamus who led the moredhel to attack Sethanon ten years ago was not the original, but rather a Pantathian priest in disguise.
  • Villainous Legacy: Despite his death, the moredhel continue to hold him in high esteem. A decade after the Battle of Sethanon, Delekhan spreads rumors of Murmandamus' imprisonment at Sethanon in order to motivate the moredhel into uniting once again and taking revenge upon the Kingdom.

Supporting Characters

    Abuk 

Abuk

https://static.tvtropes.org/pmwiki/pub/images/abukt.gif
"I am Abuk, master of locks."

A mysterious lockpicker from Kesh. He can be found on the roads leading to the coastal city of Silden.


  • Master of Unlocking: He was trained for many years in the art of lockpicking by his master Caliphad and can even pick the infamous Webber locks, said to be unpickable by James himself. For a price, Abuk can demonstrate some of his skills to others. He even considers life itself to be much like lockpicking, seeing little difference between opening a lock and opening oneself to new experiences.
  • Secret-Keeper: About 20 years ago, Abuk purchased for 10 gold sovereigns a chest that the seller claimed would bring good fortune. Abuk paid little heed to this until he noticed that unfamiliar items somehow appear within the chest sometimes. One day, Mitchel Waylander came to him and told him that items lost at the mysterious Prank's Stone somehow ended up inside this very chest. The pair then worked out a deal: Mitchel would lure victims to the Prank's Stone and Abuk would sell the lost items taken from the chest, splitting the profits between the both of them. They each also agreed to never learn the other's name so that if one of them got caught, the other would be safe.
  • Spanner in the Works: A Nighthawk once attempted to open Abuk's personal money box, only to be killed by its booby trap. From the Nighthawk's corpse, Abuk retrieved a silver spider, a unique tool used by assassins to poison their weapons. Later, Abuk sold the silver spider to the Bas-Tyra regiment investigating Nighthawk activities. The spider eventually comes into James' possession during his own investigation.

    Count Corvalis 

Count Geoffrey Corvalis

https://static.tvtropes.org/pmwiki/pub/images/corvalit.gif
"What is the meaning of this?"

The Lord of Cavall Keep and a large farming town of the same name, Ugyne's father and Owyn's uncle. Three years ago, the Count's keep at Cavall Run burned to the ground, forcing the Corvalis family to take residence in the farming town.


  • Army Scout: As a young man, the Count served as a scout for the Natalese Rangers for 5 years. For a price, he can teach some of his observation skills to James and the others.
  • Fantasy-Forbidding Father: Uncle in this case. As soon as he sees Owyn for the first time in three years, the Count immediately expresses his disdain for his nephew's choice to become a magician instead of embracing his birthright as a noble.
  • Family Honor: He takes his heritage as a member of the illustrious Corvalis family seriously. This was also an important reason why he decided to have Neville killed after learning about his true parentage.
  • Make It Look Like an Accident: Many years ago, he learned that his wife had cheated on him with a commoner and that his son, Neville, isn't related to him by blood. Deciding to get rid of Neville, the Count arranged for an extension of the wine cellar at Cavall Run to be constructed by the notorious drunken architect, Sandau. During a party, the Count sent Neville to fetch some wine from the cellar extension. Sure enough, the cellar collapsed, and the Count assumed Neville had died. The Count would carry this dark secret alone for years until the appearance of Navon du Sandau.
  • Properly Paranoid: He distrusts Navon du Sandau immensely, troubled by his deep interest in the Corvalis family and its affairs. Considering who Navon really is, the Count was right to not trust him.
  • Rich Bastard: Downplayed. While he isn't necessarily cruel, the Count can be disdainful and dismissive when inconvenienced. The Count also doesn't have a high opinion of the peasants he is responsible for, but he considers managing them well to be his duty.
  • Vicariously Ambitious: Played for Laughs. He once entertained the idea of presenting Ugyne as a suitor for Prince Arutha's sons, Borric and Erland. James is quick to tell the Count that both boys are 11-years old, but this doesn't discourage him.

    Abbot Graves 

Abbot Ethan Graves

"The abbaye is at your service."

The abbot of the Abbaye Ishap, an ancient temple and a school for nobility in Malac's Cross.


  • Ambition Is Evil: Years ago, he framed the previous abbot for embezzling the temple's funds while putting himself up as the successor.
  • Cool Teacher: He takes his duties seriously as both a temple abbot and the manager of a prestigious school. During James' investigation into the murder of the Bas-Tyra regiment at Romney, Graves informs James that a silver spider is a magical poisoning device made in Kesh that is very expensive. This clue helps James to narrow down his list of suspects. After Pug's disappearance, Graves points Gorath and Owyn in the direction of Elvandar, where Pug's friend Tomas lived.
  • Forced into Evil: The Crawler somehow discovered Graves' frame-up and blackmailed him into working for him. In exchange for the Crawler's silence, Graves hired a magic tutor from Stardock to teach at the Abbaye Ishap and secretly allowed several of the Crawler's followers to attend the magic classes. As a result, the Crawler's influence within the Kingdom grew and his new magicians caused serious problems for the Mockers. Graves also recommended the Guild of the Romney to Mitchel Waylander, which caused the Romney guild war and gave the Crawler a foothold in Romney. When the Crawler tried to get the abbot's help in locating the mysterious Guarda Revanche, Graves finally said no. Enraged, the Crawler's patrons, the Pantathians, besieged Malac's Cross and called for the abbot's head.
  • Graceful Loser: He isn't upset when he is forced to give up his position as abbot of the Abbaye Ishap, considering it penance for his crimes and his own life to be more important.
  • Laser-Guided Karma: In the end, Graves forfeits his unfairly-won position as abbot. With help from Gorath, Owyn and Mitchel Waylander, Graves is able to keep his life.
  • The Strategist: While the Abbaye Ishap teaches various subjects, it specializes in teaching military tactics. While not a tactician himself, Graves is knowledgeable in theoretical tactics.

    Ivan Skaald 

Ivan Skaald

"Mind the door!"

The proprietor of the Queen's Row Inn in Malac's Cross.


  • Grumpy Old Man: He isn't that old, but Ivan is never short on complaints about the rambunctious youths studying at the Abbaye Ishap.
  • Hidden Depths: He is an expert chess player and hosts chess tournaments at the Queen's Row Inn. In fact, Ivan is confident enough in his skills to play for high stakes such as gemstones. Unless opponents have a certain chess move up their sleeve, they won't win against Ivan.

    Liallan 

Liallan

https://static.tvtropes.org/pmwiki/pub/images/liallant.gif
"Our dungeons were not to your liking?"

The leader of the Snow Leopards moredhel clan, Delekhan's mistress, and Moraeulf's stepmother.


  • Arranged Marriage: She was forced to marry Delekhan to cement a political alliance and to save her own clan from his wrath.
  • Co-Dragons: She is one of several lieutenants under Delekhan's command, along with Moraeulf, Narab, and Nago.
  • Dragon Ascendant: She eventually gets her wish when Delekhan and Moraeulf are killed at Sethanon, enabling her to seize much of Delekhan's former influence and holdings. Unfortunately for Liallan, Narab also survived and commenced a civil war with her that lasts for several centuries after the end of Betrayal.
  • Enemy Mine: Despite being Delekhan's mistress, she works behind the scenes to undermine him. Liallan was the one who enabled Gorath to escape Sar-Sargoth before the events of Betrayal began and allowed many of the moredhel who opposed Delekhan to escape to safety.
  • A Lighter Shade of Black: While Liallan is a moredhel through and through, Gorath considers her to be a more reasonable leader than either Delekhan or Moraeulf.
  • Not in This for Your Revolution: She's interested in neither Gorath's desire to stop Delekhan's war on the Kingdom nor Delekhan's desire for conquest. Liallan's goal is to lead the Nations of the North by herself, seeing the war as an opportunity to see Delekhan and his allies humiliated and eventually killed.
  • Proud Warrior Race Guy: Unlike Gorath, Liallan is proud of being a moredhel and hates Queen Aglaranna, vowing to never bow before her.

    Lysle Rigger 

Lysle Rigger

https://static.tvtropes.org/pmwiki/pub/images/lysle.gif
"Prandur's teeth!"

A member of the Mockers, the Thieves' Guild based in Krondor, from Kesh assigned to investigate the activities of the Crawler, the leader of rival gang whose goal is to supplant the Mockers.


    Marc 

Brother Marc

https://static.tvtropes.org/pmwiki/pub/images/marct.gif
"Ishap!"

A member of the Brotherhood of Ishap based at the Abbey of Sarth, which is famous for its massive library.


  • Gentleman and a Scholar: He is quite a friendly man, often called upon to research obscure topics for various projects. Marc also tries to encourage learning by being willing to answer questions if possible.
  • Magic Librarian: He is one of several brothers entrusted with caring for Sarth's library, including its restricted section on magic. Marc is also one of the more competent magicians among his brotherhood.
  • Training the Gift of Magic: He is able to give Owyn a brief lesson in magic by teaching him to concentrate and sense a target without sight, along with a few scrolls containing useful magic spells.

    Mitchel Waylander 

Mitchel Waylander

https://static.tvtropes.org/pmwiki/pub/images/mitchel.gif
"Glad to see you!"

The Chief Reeve of the Glazer's Guild at Romney.


  • Beleaguered Bureaucrat: He's a Reasonable Authority Figure trying to manage the escalating conflict between the Riverpuller's Guild and the Guild of the Romney to the best of his ability.
  • Friendship Moment: He helped Abbot Graves go into hiding despite blaming the abbot for the guild conflict in Romney and the possibility that he could lose his job as Chief Reeve.
  • Secret-Keeper: He, along with Abuk, discovered that items lost at the mysterious Prank's Stone somehow ended up inside a certain chest. They then worked out a deal: Mitchel would lure victims to the Prank's Stone and Abuk would sell the lost items taken from the chest, splitting the profits between the both of them. They each also agreed to never learn the other's name so that if one of them got caught, the other would be safe. After this,...
  • The Social Expert: He is a skilled negotiator who understands how to be more relatable to those he makes deals with. This includes feigning disinterest to encourage a seller to lower prices and looking more vulnerable to encourage trust. For a price, he can teach a few tips of his trade to Locklear and the others.

    Petrumh 

Petrumh

"The name is Gran Petrumh."

An old woman who can often be found drinking at the Queen's Row Inn in Malac's Cross. She is also an acquaintance of Lysle Rigger.


  • The Alcoholic: She is usually found drinking at any hour of the day. Petrumh also sometimes carries a small cask of ale on hand.
  • Fantastic Racism: She considers elves the source of all misfortune and trouble, giving Gorath the stink eye whenever the party talks to her.
  • Noodle Incident: According to her, elves killed her husband Jack and were responsible for something that happened at Sethanon.

    Philip 

Squire Philip

https://static.tvtropes.org/pmwiki/pub/images/phillipt.gif
"Hold there!"

A squire who travels throughout the Kingdom performing various minor duties for the Krondor court and an acquaintance of Owyn. In truth, Philip is a senior officer of the Sethanon Garrison, a secret detachment of the Kingdom Army assigned by Prince Arutha to watch over the ruined city of Sethanon for reasons that not even the garrison commander knows.


  • The Captain: He officially holds the rank of Captain in the Kingdom Army and acts the part when working for the Sethanon Garrison.
  • Courier: Because of his youthful appearance, he was assigned as a courier for the Sethanon Garrison under the guise of a squire. Philip's main job is to deliver messages between the garrison commander and Prince Arutha himself while also performing some of the usual duties of a squire as a cover.
  • Older Than They Look: While appearing to be in his late teens like Owyn, Philip is actually a married 37-years old man and the father of at least one son.
  • Secret-Keeper: The existence of the Sethanon Garrison is known only to Prince Arutha and the members of the garrison itself. James and Locklear learn about the garrison from Philip only when the moredhel armies arrive to attack Sethanon for a second time.

    Sumani 

Sumani

https://static.tvtropes.org/pmwiki/pub/images/sumanit.gif
"Honors to your houses."

A former Tsurani warrior and the proprietor of the Blue Wheel Inn in LaMut.


  • The Bartender: He can prepare a variety of Kingdom and Tsurani beverages for his customers.
  • Everything's Better with Samurai: The Tsurani of the world of Kelewan somewhat resemble the medieval Japanese of our world, making Sumani's appearance and customs rather unusual by Midkemian standards.
  • Old Shame: During his younger days as a warrior, Sumani accidentally fell asleep at his post as a result of covering for a friend who was getting married that day and a clerical error that ended up giving him a total of 26 straight hours of guard duty. A captain whose family held a grudge against Sumani's decided to punish the young warrior by forcing him to sleep in a freshly dug grave for a night, with the grave's corpse for company. Despite the circumstances being out of his control, the incident became a source of quiet shame for Sumani.
  • Old Soldier: He retains the skills he honed as a warrior and can teach Locklear and the others some of his techniques for a price.
  • Pelts of the Barbarian: Justified. He wears several layers of wool clothing and a fur cloak because Midkemia's climate is much colder than that of Kelewan.
  • Seppuku: Subverted. Despite Tsurani warriors having the tradition of killing themselves should they be in danger of being captured by an enemy, Sumani and his comrades were ordered by their Earl to not do so unless a Tsurani Great One commanded it.

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