Characters / Dragon Quest IX

Dragon Quest IX has lots of characters, as well as a Job System for The Hero and his True Companions to use, as outlined below:

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    Protagonists 

The Apprentice

http://static.tvtropes.org/pmwiki/pub/images/dqix___hero.png
Guardian of Angel Falls
"The village Guardian will have been watching us all the way. Nothing bad could ever have happened to us."
—Erinn on the road to Angel Falls

The Hero or Heroine of IX, a Celestrian who has recently begun their training to become a guardian, protecting the mortal realm and tending to the Great World Tree, Yggdrasil. But when something goes horribly awry, the trainee winds up stranded in the mortal realm, and at the start of a perilous journey to learn the root of the world's problems...

  • Angel Unaware: The Hero spends most of the story stripped of their full Celestrian powers, but they are, in fact, the Guardian of Angel Falls. Bonus Points since one of the first things that happens to them is Erinn offering them the use of her home after they fall to Earth.
  • Broken Angel: The hero loses most of their powers at the beginning of the story, including foremost their Invisibility and wings.
  • Brought Down to Badass: After losing most of their powers, the protagonist still has no problem beating monster butt, even in the beginning. They defeated the Hexagoon, which had been implied to have blocked the underground roadway to Cornwell for years!
  • The Cameo: Downplayed. In Dragon Quest X, he's implied to have fought evil in the history of that world and left behind the White Star Sword (a white version of the Hypernova Sword).
  • Can't Drop the Hero: Justified — they're the only real character in the party.
  • Character Customization: Mix and match your favorite Eye, Hair, and Costume Tropes! (Canonically, he's the male hero with all of his settings set to 1).
  • Child Prodigy: Implied. The hero is referred to as a credit to Celestrian-kind for his or her achievements, being the one whom Aquila chose to take on as an apprentice.
    Columba: To be chosen by one who refused for so long to take on a pupil speaks volumes of your ability.
  • The Chosen One: The Hero is referred to variously as fate's chosen, Celestria's favorite, and as the chosen of Greygnarl's brother Styrmling the Sacred.
  • Chronic Hero Syndrome: That's their job, after all.
  • Clap Your Hands If You Believe: The hero's original job class is Minstrel, and it's implied that this is because, when the people of Angel Falls first saw then and his odd uniform, that's what they assumed.
  • Crouching Moron, Hidden Badass: Subverted. They're not actually a moron, but the people assume the hero's a Quirky Bard, which effectively disguises how much they're actually capable of.
  • Determinator: It's practically impossible to make them quit: being thrown from the Express just seems to be a minor annoyance; they fall several thousand feet from the Celestrian realm to Angel Falls, and merely take a few days to recover. And when Corvus exploits the Celestrian authority structure to keep them in check, the Hero decides to become mortal to resume the fight.
  • Dragon Rider: The protagonist rides Greygnarl into battle against Barbarus, though it doesn't ultimately do either of them any good.
  • Guardian Angel: For the town of Angel Falls. And for the whole Protectorate by the end.
  • Hello, [Insert Name Here]: You can observe the Theme Naming of the Celestrians if you wish, or choose otherwise.
  • Heroes Prefer Swords: The hero's first available weapon is a sword, and they're usually featured wielding one in official art and other appearances.
  • Heroic Mime: Which has the interesting side effect of producing a Guardian Angel who never complains or boasts.
  • Humanity Ensues: After waking up from their fall into the Angel Falls pond the hero finds he or she has lost their wings and has assumed an opaque mortal form.
  • I See Dead People: Part of your job as a Celestrian is to help restless souls to the afterlife. Seeing things that are Invisible to Normals is one of the few powers the protagonist has that allow them to demonstrate their Celestial status to Stella.
  • Made of Iron: This appears to be one of the main leftover powers the hero has. At the beginning of the game, they fall from the apex of the Observatory to the surface of the Protectorate, and is up and about after some sleep. About two-thirds of the way into the game, they fall from the sky again, and is up and about — again — after some sleep.
  • Master-Apprentice Chain: Was mentored by Aquila, who was mentored by Corvus.
  • Protectorate: The Hero is installed as the guardian of Angel Falls at the beginning of the story, but events force them to wander all over the world.
  • Quirky Bard: Always starts as a Minstrel. Amusingly, this is due to the people of Angel Falls taking one look at your character's Celestrian uniform and thinking, "Well, he/she is dressed like an idiot, what else could they be?"
  • Rookie Red Ranger: Functionally, the protagonist is The Leader of his party and a newcomer to their general responsibilities as a Celestrian, but since the party consists mostly of non-entities, they might as well be flying solo.
  • Third-Person Seductress: A shockingly well supported option for customization.
  • Vague Age: Age is never brought up (beyond being one of the younger Celestians at "less than 300 years old").
  • We Are as Mayflies: The hero — who is apparently quite young (given their comparative proportions and smaller wings) — is specified as being "less than 300 years old". While this appears to be a throwaway line, it takes on a new meaning when you learn about everything that happened 300 years ago.

Stella (Sandy)

A spunky, pink-winged Fairy Companion who accompanies the hero on their travels, keeping a record of everything that occurs. She claims to be the conductor of the Starlight Express, which fell from the sky along with the Hero during the events at the beginning of the story. She takes an interest in the hero first and foremost because he could see its wreckage.

  • Big Book Of Everything: By taking down all the records of your journey, Stella is functionally creating one.
  • Cannot Spit It Out: She tries to tell you her dream, but keeps tripping up on the words. You eventually find out after she's done it and become a nail artist. Interestingly, while that might be doing nails in a salon (which fits her personality), the game also gives you that title for getting Rank 4 in Claws. So maybe she was doing weapons training?
  • Dub Name Change: From Sandy to Stella.
  • Hair Decorations: Wears a big pink flower that's nearly the same size as her face on the side of her head.
  • Exposition Fairy: The Hero can't talk, but that's okay, because Stella does enough talking for a whole continent.
  • Multiple-Choice Past: In the postgame, numerous DLC quests hint at different potential origins. In Dourbridge, they have a legend of little girls turning into fairies if they die before their time; several quests detail the origins of the wicked Gittish queen Stellestria, for whom the priests of Gleeba pray that she might find peace in death — it should be noted that ghost of (or at) the original World Tree claims that Stella is its "other self" here; and Stella herself claims and believes herself to be Celestria's younger sister, but Celestria mentions that she considers all living things to be her siblings, since they were all created by Zenus.
  • Pungeon Master: Chances are that if she's not speaking in Unusual Euphemisms, she'll be punning frequently (and since she's the journey's record keeper, all the puns in your records are hers, too). She manages to give Teddie a run for his money.
  • Reincarnation: The "Flaptricide" quest indicates that Stella is the reincarnation of somebody, since the ghost of her original asks you to look after her, but the context is so ambiguous it's nearly impossible to be certain of whom. The obvious candidate is of the evil maiden Stellestria, but then you learn the tree on Pluvi Isle is itself a ghost, which means she could also be a reincarnation of the World Tree.
  • Unusual Euphemism: "Flap," or "Flapping." Used every other flapping sentence. Just how flapping foul-mouthed is she, really?
  • Valley Girl: Kogal, actually, a specific Japanese variant.

The Companions

Adventurers who have all gathered at the Quester's Rest, seeking companions and work. Who will the hero bring along on their various travels? Who will become their closest companions?

    Classes - Basic 

Warrior

Warriors are your basic fighters, who have chosen to pick up a sword, spear, or knife and fight to protect what they believe in. Naturally, this means that any good Warrior has great Courage that will support them through the toughest times. If they choose to hone that Courage, they learn how to defend their allies from enemy attacks, prepare themselves to launch a more powerful attack, or even brazenly whistle to attract monsters' attention!

  • Status-Buff Dispel: They can destroy their opponents tension using Morale Masher.
  • Status Ailment: They can blunt their opponent's attack, as one of the last skills they will learn.
  • Taking the Bullet: Whipping Boy lets the user protect one of their companions like this, even against attacks that would normally hurt everyone.

Martial Artist

Martial Artists naturally can train in the art of fighting with their bare hands, though that may not be what attracts everyone to this class. Trainees may instead choose to learn how to handle claws — they're one of only two classes who specialize in handling these dangerous weapons — or to wield staves or even fans. Their Focus grants them great agility, as well as giving them the fortitude necessary to withstand even the most powerful enemy assault, whether physical or due to horrendous breath. Martial Artists who have almost completely mastered their Focus can also learn to heal themselves through Meditation.

  • Boobs of Steel: Just about all the female uniforms provide some kind of "boost."
  • Fantasy Counterpart Culture: The standard outfits are vaguely Chinese in origin. The female fighters definitely resemble a classic Chinese Girl.
  • Lightning Bruiser: Boast the highest agility of all the classes, though they can also tend towards Glass Cannon early on.
  • Limit Break: Roaring Tirade, which stuns all opponents into losing their turn while also giving the user's Tension a small boost.

Priest

Priests are dedicated healers who are supported by their Faith. The stronger their Faith, the more powerful their blessings become, and they may eventually learn how to withstand instant death attacks. Every party may not need one, but they certainly make the going a whole lot easier.

  • Black Magic: They learn the Thwack line of instant death spells, which is actually surprisingly common among Dragon Quest priests and healers in general.
  • Fantasy Counterpart Culture: The outfits resemble Japanese Buddhist monks.
  • Limit Break: Choir of Angels, which restores some HP to the whole party while curing any negative status effects at the same time.
  • The Medic: Even moreso than previous incarnations; unlike most DQ Priests, they do not learn Woosh or any other combat spells besides Thwack. All of their magic is meant for support, though they can still be a Combat Medic if they use a spear or staff.
  • One-Hit Kill: Their only offensive spells are the the Thwack line of instant death spells.
  • Religious Bruiser: Most of what they can do involves praying and invoking deities, and they can dish out decent damage if they have a spear or staff.
  • Useless Useful Non-Combat Abilities: Their Divination tells the player the amount of experience needed to reach the next level, and Benediction exorcises the player of curses. The first has no combat use and the second rarely comes into play, and both are easily available at any church.
  • Useless Useful Spell: Averted and played straight. The instant death line is actually fairly accurate, making it useful enough for clearing crowds, but given that the endgame is all about boss fights and bosses tend to not be affected by such, it's not as good as a damaging spell would be.

Mage

Mages are all about learning how to control and use powerful Spellcraft. Training boosts their MP and magical might considerably, as well as enabling them to resist enemy spells and weaken their magic, as well as recovering a little MP on the go by simply concentrating. They may prove a bit of a Glass Cannon, but that's presuming their opponents can get to them without a fireball exploding in their faces.

  • Bare Your Midriff: Seen on both class reps, with the male wearing an open shirt with short sides to get the effect while the female goes the more traditional route of a tiny top.

Thief

Thieves steal (haha, see what we did there?) their weapons of choice from Soldiers and Martial Artists: they can carry swords, knives, or even claws, or go bare-handed so their nimble fingers aren't preoccupied. Of course, they have a knack for using their Acquistiveness for shadier purposes, and can steal from their enemies or set traps for them. They can also learn how to hone in on hidden treasures and lead their party to them.

  • Enemy Scan: The Eye For Trouble skill provides an extra snippet of information for a monster's Bestiary entry.
  • Wolverine Claws: The only other class aside from Martial Artists that can train with Claws.

Minstrel

Minstrels are jacks of all trades, dabbling in various arts without really mastering any particular one. Their specialty is Litheness — they're nimble and quick-thinking, willing and able to improvise with skills that might surprise their opponents with their deadliness... or laughing at the absurdity of it all. Don't underestimate these resourceful entertainers.

  • Breath Weapon: Their earliest skill, Hot Lick, is essentially a firebreathing magic trick.
  • Counter Attack: They are the best class for this.
  • Critical Status Buff: Spry in a Crisis lets them suddenly be able to dodge and counter even more than they usually do, but only when their approaching death's door.
  • Dance Battler: Trained minstrels know how to tap dance around attacks
  • Death of a Thousand Cuts: Have A Ball: each individual ball doesn't do a lot of damage, but the juggler throws a lot of them.
  • Distracted by the Sexy: Minstrels develop Charm more quickly than other classes, which has a chance of causing monsters to lose a turn out of infatuation.
  • Elemental Powers: Their repertoire includes Woosh and Crackle spells.
  • Fantasy Counterpart Culture: The outfits are evocative of Roma, an ethnicity stereotypically known for their traveling stage shows.
  • Fragile Speedster: While it's slight compared to Thieves, they do end up favoring dodging and countering as opposed to brute attacking, defense, or magic.
  • Get a Hold of Yourself, Man!: One of their Litheness abilities, Sobering Slap, is quite simply a bitch-slap that cures confusion and sleep. Amusingly, you can use it on yourself, but if you ARE in a position to use it, it probably won't do much good.
  • Limit Break: Rough 'N' Tumble, helping the user evade and counterattack with greater ease.
  • Quirky Bard : Semi-Averted. The skills they learn are varied and unique, with some of them being just a tad useless; however, their 82 point ability, Have a Ball, is the best skill in the game for killing Metal Slimes.
  • Stage Magician: While they can use actual magic, a lot of their skills are based of the tricks of a stage magician.

    Classes - Advanced 

Gladiator

Gladiators are masters of battle, physically and mentally fit for any challenge thrown their way. Aside from the classic swords, they may also arm themselves with massive axes or clubs, or simply take on opponents bare-handed. Those who train their Guts learn a host of powerful slash attacks, and can willingly eschew defense for a doubled offense, for a hopefully quick and decisive end to any battle.

  • The Berserker: Blind Man's Bluff has them swing extremely hard at a target without looking.
  • Cast From Hitpoints: Their Signature Attack, Double-Edged Slash, does incredible damage... and 25% of it right back to the Gladiator. It's entirely possible (and likely) to kill yourself outright when using this, especially if combined with Tension and Double Up.
  • Glass Cannon: A rare melee variant. While able to equip heavy armor, their Double Up ability lowers defense and maxes offence, and by default they cannot use shields.
  • Limit Break:
    • Tension Boost — their Tension level jumps sharply, with a good chance of automatically maxing itself out!
    • Working together with a Martial Artist allows for Omnipotense, giving everyone's Tension a serious spike.
  • Linear Warriors, Quadratic Wizards: Averted. Gladiators are far-and-away the best attackers in the game, able to deal damage in the thousands with the proper buffs and Falcon Slash (which costs 2 MP) while wielding an Uber Falcon Blade, thanks to their stupendous Strength. Having a pair of these in your party is essential to victory in the toughest battles.
  • Mighty Glacier: Almost tied with Paladin for slowest class in the game.

Paladin

Paladins balance the art of fighting with healing and defending their dear companions, routinely putting themselves on the line to keep their allies safe. Their Virtue is unparalleled — a well-trained Paladin can even siphon off their own HP or MP and give it to their companions. And if the worst should happen and an enemy tries to finish off a nearly fallen friend, the master Paladin may step in and bear the blow themselves.

  • Chainmail Bikini: The Holy Femail armour is considerably more revealing than its male-only Holy Mail counterpart.
  • Combat Medic: Mixed with Mighty Glacier. Due to the soul-crushingly hard Bonus Boss and Bonus Dungeon content in the post-game, this class is almost a requirement.
  • Familiar: Paladins are accompanied by assistant spirits which are supposed to aid them... but there are only two such spirits known, and they appear only in cutscenes. Brunhild, the Paladin who gives the quest, is accompanied by a calm and reserved female spirit named Willow, while the Hero is accompanied by the boisterous Bombax. These two do not get along.
  • Heroic Sacrifice: The only class that learns Kerplunk, which sacrifices the user's life in order to resurrect and/or heal all party members.
  • Limit Break:
    • Knight Watch, which makes the Paladin completely immune to enemies' attacks while also drawing attention toward them.
    • If a Paladin is in the group when all four members have a Coup De Grace ready, they can unleash Soul Asylum, which renders EVERYTHING useless, even the battle-plan-shattering Disruptive Wave.
  • Stone Wall: Has the highest resilience of all the vocations. At higher levels, Paladins can go into battle practically naked and still take only Scratch Damage.
  • Taking the Bullet: Selflessness and Forbearance enables the paladin to do this for the rest of their team. It can happen even sooner if you teach them the Warrior's Whipping Boy (which is required to unlock the class in the first place).]]

Armamentalist

Armamentalists combine magical might with superb swordsmanship — though they may prefer a sturdy bow or wand to a blade. Whatever their Weapon of Choice, an experienced Armamentalist can imbibe themselves with elemental Fource, be it fire, ice, windnote , or even the very force of darknessnote  or light itself...!

  • Fantasy Counterpart Culture: Evocative of 17th century French fencers/musketeers.
  • Limit Break:
    • Voice of Experience, summoning a wheel of fortune that boosts how much experience the party earns from that battle.
    • Thieves and Armamentalists can pull off an improved version offering the chance to gain more experience, treasure and gold — Haulellujah!
  • Magic Knight: The class was even originally called "Magic Knight" before the Dub Name Change to the more distinct Armamentalist.
  • Magikarp Power: While at first they are fairly sub-par, in the deep post-game, they do come into their own as being the Jack-of-All-Trades. It helps that Fource spells are almost required to effectively handle the stronger post-game bosses, having a very noticeable effect... provided you look up what elemental effect to use.
  • Master of None: Let's just say that compared to some of the other classes, Armamentalists are a bit... sub-par. Fource has tiny upgrades to a handful of different stats, as well as the Fource spells themselves — which rely on the hidden Elemental Damage system and class skills. (However, these Fource skills are percentage boosts, so if you do master the Elemental Damage system, they are very, very powerful at high levels.)
  • Power-Up Letdown: Maxing their skill tree gives you the awe inspiring and unique HP +30 (a boost to your max HP by 30, where even an easy Bonus Boss will deal damage in the high 100s with good defenses). The progression from the previous part of the tree costs a heavy 18 points to make it worse. This reward is not unique in any way (half the classes give HP bonuses at some point, all doing it earlier, for fewer points and/or higher bonuses), or substantial (like the other bonuses for finishing a tree).
  • Shout-Out: To Angelo from Dragon Quest VIII: they equip all his same weapons and the males have a surprisingly similar outfit plus a Nice Hat (though as an inn guest, he recognizes priests as being his class).
  • Quirky Bard: The other reason they're considered a bit sub-par. They are, however, the earliest you are likely to get to use bows, and mastering Fource provides buffs to just about every ability.
  • Support Party Member: Most of their skills revolve around buffing allies, though they can apply this buff to themselves too.

Ranger

Rangers have attuned themselves to nature. When it comes to evading monsters on their home turf, and even turning that terrain against its own denizens, no class can match their Ruggedness and survival skills. Want to calm a rampaging enemy with a little smooth talk, evade their attacks, or even avoid combat entirely? The Ranger is easily your best bet. Of course, they're certainly no slouch when it comes to fighting, either...

  • The Beastmaster: Their ultimate skill, Wolf Whistle, summons two wolves that immediately launch a random double-attack which can bypass the resilience stat.
  • Combat Medic: They learn just about all of the Priest's healing spells, and since they teach two of the same three weapons, they're great practice for any aspiring Sage.
  • Fantasy Counterpart Culture: The Rangers and the people of Batsureg are reminiscent of Mongolians.
  • Limit Break:
    • Brownie Boost, summoning three faeries to raise the Ranger's attack, defense, and resistance to breath attacks.
    • Warriors and Rangers can rally their comrades to perform Quadraslash, a devastating all-out assault.
    • Shout-Out: Their Coup De Grace is this for The Legend of Zelda.
  • Stealth Expert: The Vanish ability makes you invisible to all monsters and is only lost if you run into one, making it very useful for grotto exploration.

Sage

Sages have a long and illustrious history, the most ancient of all Prestige Classes. A Sage's Enlightenment is dazzling, much like their incredible magical skills. With their vast knowledge, they can change their classes at any time, continuously heal their allies, remove their opponent's hard-won enhancements, boost their own skills, and conserve their magic so that they can spend it even more effectively. However, such power can be quite difficult to earn...

  • Casting a Shadow: Their main attack magic is the Zam line of Darkness elemental spells.
  • Combat Medic: Even better than the Priest, since they learn Multiheal and Kazing (Priest only learn the former).
  • Limit Break:
    • Spelly Breath, which restores spent MP.
    • Sages and Mages can combine their magical might for Cast Away, spreading the Mage's 0 Zone to the whole team so that nobody has to spend any MP for a while.
    • Combine with Magic Burst, a VERY powerful spell that costs ALL your mana, for extra-easy boss battles.
  • The Red Mage: Learns (most of) the Mage's attack spells and (most of) the Priest's healing spells.
  • Reduced Mana Cost: The ultimate Enlightenment skill cuts the character's mana cost by 25%.
  • Stuff Blowing Up: Their non-Zam offensive spells are all from the "Bang" family.

Luminary

Luminaries are perhaps the rarest and most elusive of all the advanced classes. Their focus? Why, a certain STYLE, of course! Every good Luminary has a winning Je Ne Sais Quoi, and know all the tricks of the trade, from passing out autographs to stealing the spotlight, instant makeovers, and even inspiring scandals — and watch out for those backstage dances; they're simply killer.

  • Distracted by the Sexy: The point of all their charm upgrades and the Extreme Makeover ability.
  • Limit Break:
    • Disco Tech, turning up the user's Tension while getting the enemy grooving.
    • Minstrels working with Luminaries can trigger the surreal Electro Light effect, which turns all their enemies into metal monsters!
  • Master of None: They're essentially Minstrels with lower stats, but better abilities.
  • Meaningful Rename: Luminaries in astrology are the brightest and most important celestial bodies, the Sun and the Moon. In other words, the Superstars of space!
  • Nice Hat: Male Luminaries can wear a gigantic top hat.
  • Prestige Class: Of the more typical variety, as it's essentially a Minstrel who trades Swords for Boomerangs, higher charm, lower stat gains, and better skills.
  • Quirky Bard: Boasts an array of unique and unusual abilities.
  • Summon Backup Dancers: Their ultimate ability, Disco Stew, which is a ten-second, five-man dance routine that somehow creates a damaging whirlwind
  • Unnecessary Makeover: Played with in-universe via their Extreme Makeover skill; they already boast the highest natural Charm of all the classes, yet learn how to take it even further.

     Major Characters 

Aquila (Izayarl)

"You have come far, Apprentice."

A fellow Celestrian and mentor of the Hero. A seasoned guardian and firm but fair master, Aquila takes his job very seriously, and once oversaw Angel Falls himself. He went missing after the hero and the fyggs fell from the Observatory.

  • The Ace: Aquila has one of the best records of all Celestrian-kind. Second-best, in fact.
  • But Thou Must!:
    • He demonstrates that Celestrians must always yield to their superiors by deciding for the both of them that they will avoid formality in private. Declining is not an option. Ever.
    • He also opposed the apprentice's early promotion, but Apus Major overruled him.
  • Crutch Character: At level twenty, he attends the hero in the first battle against some monsters at the beginning of the story. The difference in strength is not insignificant... but hardly as great as, say, that between Pankraz and Madason.
  • Eleventh Hour Ranger: A postgame DLC quest released in 2011 allows him to join your party.
  • Expy: His design scheme evokes Tenshinhan from Dragon Ball, with wings instead of a third eye, but his character is also at least partially informed by Piccolo, seeing as he's the hero's teacher. Also note the way he saves the hero's life. There's also a strong strain of Obi-Wan Kenobi here, being the middle-link of a Master-Apprentice Chain.
  • Face–Heel Turn: After he goes missing, his first reappearance features him commandeering all the Fyggs you've collected... for the Gittish Empire. And yet, Apus Major reveals that Aquila returned the Fyggs to the Observatory later. This is because he's a Fake Defector, attempting to bring the Gittish Empire down himself.
  • Failure Knight: He feels personal responsibility for his inability to do anything about the Corvus affair.
  • Freudian Excuse: His master, Corvus, is well-known for disappearing after traveling to the mortal realm 300 years ago. The last time he's seen at the game's beginning is him watching helplessly as his own apprentice falls to Earth. Ouch.
  • Half-Identical Twins: With Pavo, though she has hair and he doesn't.
  • Heroes Prefer Swords: He wields a sword in battle.
  • Master-Apprentice Chain: Is the master of the apprentice, and was apprenticed to Corvus.
  • Meaningful Name: Aquila is latin for "Eagle." This Celestrian is appropriately noble, befitting his name.
  • The Mentor: The Apprentice is his Apprentice.
  • Mentor Occupational Hazard: Falls by King Godfrey's hand, but Pavo has a post-game DLC quest where she sends you to create Tricked-Out Time to save him, and he joins your team afterwards.
  • Mentor Ship: Was quickly shipped with the hero. Of both genders.
  • Overprotective Dad: Aquila is not fond at all of the hero's assignment to the Protectorate.
  • Sempai/Kohai: The Apprentice's sempai, and Corvus' former kohai. He finds titles too inconvenient to observe all the time, so he decides to refer to the Hero by name in private — the scene also provides a first taste of the Celestrian authority structure.
  • Walking Spoiler: Aquila disappears from the Protectorate to search for the Fyggs and the Apprentice after the story begins. All information on him after that is off-limits.

Erinn (Rikka)

A young lady living with her grandfather in Angel Falls; she finds the hero after he fell to Earth and helps nurse him back to health at her home. She runs a well-regarded inn in the village, and is noted for her piety (another local, Ivor, is a Flat-Earth Atheist). She remains mostly content with her life until a woman named Patty comes to town looking for the "Inncredible Inntertainer" and realizes that Erinn is his daughter. Despite her protests, Patty decides to recruit Erinn to help restore his old establishment, the Quester's Rest, in Stornway.

  • Action Mom: A DLC quest reveals Erinn's mother left her a letter in a chest at the bottom of a grotto. Yow.
  • Eleventh Hour Ranger: Joins during a post-game DLC quest. She starts as a Priest.
  • Expy: Her character design is similar to Pan's, instead with purple hair and an apron.
  • Famed In-Story: Downplayed — Angel Falls has two claims to fame: the healing waters and the excellent inn (which she runs).
  • Ill Girl: Edwinn moved his family to Angel Falls to take advantage of the healing waters there, which Erinn needed badly.
  • Incorruptible Pure Pureness: When the Quester's Rest comes up for its review from the King Schott, Patty wants to pull out all the stops and favor the king with extra service; Erinn treats him like a respected, but normal, guest and makes a point of treating a much poorer beggar in the same way. The beggar was the real King Schott in disguise, who had hired a body double to serve in his official capacity during his review.
  • In the Blood: Patty treks all the way to Angel Falls to find Edwinn, and decides to take Erinn back on the long-shot chance that Erinn's got her father's talent going for her, too. Erinn declines to acquiesce to Patty's pleading until the Apprentice attains Edwinn's Inncredible Inntertainer trophy.
  • The Leader: While Patty's technically in charge of the Quster's Rest, Erinn's running the show come the postgame.
  • Meaningful Name: Her Japanese name, Rikka, can mean "The First Day of Summer".
  • Nice Girl: She's a total sweetheart, and her piety is second-to-none (which goes a long way in this game).
    "Benevolent Guardian, thank you for protecting us on our journey."
  • Oblivious to Love: Ivor pretty clearly has a thing for her, which she doesn't respond to in the slightest.
  • Plucky Girl: She's no Shrinking Violet, that's for sure. When Ivor picks on the hero, she lets the latter in on how she usually gives Ivor only two chances before she puts him in his place.
  • Punny Name: Erin + Inn = Erinn. With her father, Edwinn, it becomes Theme Naming.
  • Secret Legacy: Erinn's father Edwinn was known as the Inncredible Inntertainer; the guy won awards. And her grandfather is the Chairman of the Sinndicate of Pubs, Inns, and Taverns.
  • You Gotta Have Blue Hair: Purple.

Serena

A forlorn ghost of a woman that wanders the Protectorate in search of someone. She and the Hero encounter one another repeatedly during the Hero's attempt to reclaim the Fyggs.

  • The Atoner: She unwittingly participated in Wormwood's betrayal of its guardian by accidentally feeding him a drugged potion; her father sold the guardian out by offering him to the Gittish Empire in exchange for the village's safety. Her ghost wanders the Protectorate, seeking for the Celestrian to explain the disaster.
  • Big Damn Hero: She arrives after the Final Battle to finally explain the truth, which recasts the entire affair as the heroes stalling for time.
  • Determinator: She's been seeking Corvus out for 300 years.
  • Expy: Her role in Corvus' backstory makes her very similar to Rose from Dragon Quest IV.
  • Ghostly Goals: She intends to find Corvus and explain what exactly happened 300 years ago.
  • History Repeats: A sequence of DLC quests that begin in Wormwood has you following on the tail of Serena's final actions in life, which have spontaneously begun to reoccur.
  • In the Hood: She wears a cloak with the hood up, as though being Invisible to Normals wasn't enough.
  • Magnetic Hero: She inspired Nodoph to refrain from wiping out humanity for the Almighty and he in turn delivered her to the Gittish Empire to seek out Corvus... only for things to go horribly wrong.

Greygnarl

The legendary white dragon that fought and defeated the Gittish Empire 300 years ago, notably fighting his opposite number Barbarus, which wounds he still bears. Now old, but still mighty, he lives atop the Magmaroo, attended by the people of Upover (and he gets first dibs on the local ale).

  • Breath Weapon: Fiery breath.
  • Came Back Strong: Judging from the hints listed under Inferred Survival, it's likely that he did in fact die against Barbarus, but was carrying an Yggdrasil Leaf that not only brought him back, but to the prime of his life, effectively carrying out a Thanatos Gambit.
  • Famed In-Story: Three Hundred Years Ago. He was there.
  • Foreshadowing: His Bestiary entry indicates that he's not too fond of Celestrians "for some reason."
  • Good Is Not Nice: He really doesn't like Celestrians.
  • Inferred Survival: His shadow can be seen in the ending montage, and his cave in the Magmaroo has an Yggdrasil leaf in one of the chests, implying he had others. And then there's his Bonus Boss fight in the grottoes.
  • Ooh, Me Accent's Slipping: Greygnarl generally speaks in an ancient 'high and mighty' tone to project a fearsome and powerful image, but if he's sufficiently annoyed (or drunk), he reverts to using the same Aussie slang as the Upover citizens. He reverts to the first when you fight him in a grotto.
  • Punny Name: The "gnarl" in his name; to "gnarl" is to twist and deform, usually with age — and Greygnarl is a long-Retired Badass.
  • Red Baron: "Hero of the Heavens".
  • Retired Badass: With a dash of Reality Ensues — Greygnarl chased the Gittish Empire out of Upover 300 years ago, but in the ensuing peace, his powers have deteriorated somewhat.
  • Took a Level in Badass: His grotto incarnation, who appears in the postgame.
    "I, Greygnarl, born of the light... Barbarus, born of the darkness... Styrmling, of the sacred force... We once were as one... Barbarus was destroyed when the Almighty sealed away the darkness... And the weakening of the light aged me greatly... But the sacred force remained strong enough. Strong enough to guide you, and to bring the darkness and the light back into being. And Styrmling's spirit is once more made flesh... And his body set free from its prison of so many years... Now come and face me. Show the light-born the power of the one chosen by the sacred force."

Sterling

A brawny, tough-as-nails inmate in a Gittish prison, who becomes an instrumental ally of the Hero's late in the story. Stella calls him "old fatguts".

  • God Was My Copilot: Many fans argue or at least have posed that Sterling is actually an incarnation of Greygnarl's brother, Styrmling, the dragon of the Sacred Force. The similarity in their names isn't incidental — in the Japanese, Styrmling and Sterling are Agirogos and Agiro. Also note, this wouldn't be the first case of a god-dragon in human form in Dragon Quest history — the Zenithian Dragon pulled it in Dragon Quest V.
  • Inexplicably Awesome: Who is this man who can appear to mortals and Celestrian-kind alike with nary any effort? How did he end up driving the Starflight Express? Who knows?
  • The Reveal: He's the true conductor of the Starflight Express, and owns a whistle that can summon the train from anywhere — which he demonstrates by smashing Barbarus over the head with it.
  • Walking Spoiler: He shows up so late in the game that almost everything going on with him and his surroundings is a spoiler.

     Supporting Characters 

The Observatory

Celestrian-kind

"Hello? Is there anybody there? If you're there, say something. Show yourself." Thus do the voices of the mortals plead, ever hopeful of proof of our existence... For how long now have we watched over their realm...? For how long have we Celestrians existed...?

The guardians of mortalkind, tasked with the almighty of protecting and caring for them. Unfortunately, it has been a long, often unpleasant task, and the Celestrians are starting to be less than thrilled with it.

  • Alternate Character Interpretation: Meta-example: in localizations, Celestrians aren't really fond at all of their duties looking after mortalkind, while in Japan, they're actually quite happy to do what they do. Late in the game, you learn that the Celestrians are actually the result of a philosophical disagreement. So, in Japan, the Celestrians are happy to do their work among the mortals and reflect their reason for existence, Celestria, while in the West, some of them aren't happy at all about dealing with the mortals and reflect their actual creator, Zenus.
  • Angel Unaware: Since Celestrians are invisible and unheard, this is usually averted; however, the Hero himself qualifies when Erinn offers him hospitality. In the well in Wormwood, a man who gives quests for the Priest class is also a fallen Celestrian.
  • But Thou Must!: Celestrians cannot — cannot — defy their superiors.
    "We Celestrians are forbidden to stand against our superiors. Aquila is your teacher, is he not? I pity you. He is unrelentingly strict."
  • Exact Words: "Fyggbloom hails the opening of the Heavenly Gates, and sets the Celestrians on the path to salvation..."
    "In other words, we will soon be relieved of our duties here, and returned to our true place in the Realm of the Almighty."
  • Floating Continent: The Observatory, where the Celestrians dwell. May double as a Shout-Out to Hayao Miyazaki's Castle in the Sky.
  • God Needs Prayers Badly: Downplayed. The Celestrians are charged with gathering Benevolessence ("Star Auras" in Japan), which is a manifestation of the concentrated gratitude of mortalkind. This Benevolessence is meant to be presented to Yggdrasil, which will bloom and produce Fyggs in anticipation of the Celestrians being allowed to ascend to the Realm of the Almighty. Which can make it very vexing when the mortals give no thanks no matter how much work the Celestrians do.
  • Good Wings, Evil Wings: Good wings, natch, but they tend to very in size and shape. Aquila's are much grander than the hero's, for example.
  • Guardian Angel: Part of their official function is to oversee entire towns where they are assigned. Some are even placed in charge of entire kingdoms (Stornway has two).
  • Immortality: Possibly averted. There are "young" Celestrians like the Hero (who is less than 300 years old), "adult" Celestrians like Aquila, and "old" Celestrians like Apus Major (who is thousands to tens of thousands of years old). Celestrians are apparently capable of being born, so maybe they die.
  • Invisible to Normals: Mortals cannot see nor hear them, but monsters, animals, and ghosts can. Same goes for the Observatory, which raises the question of who blew it the frick up at the beginning of the game.
  • Perpetual Molt: Aquila and the hero drop a few feathers as they rocket up to the Observatory for the first time in game.
  • Pride: Downplayed. Some — not all — of the Celestrians fairly clearly hold the mortals in disdain (almost even to Fantastic Racism levels), but to be fair, their entire existence revolves around serving them, protecting them, and solving problems for them (up to and including cleaning out their stables because the farmers are too lazy). When you exist to solve the problems of somebody else, only getting abstract gratitude about it at best, and have to do it for thousands of years, you'd probably be less than pleasant about it, too.
    The Creation of the World: In the beginning, the Almighty created mortalkind. Later came the Celestrians. Their long life span, their graceful wings, the halos above their heads — all bear testament to their vast superiority. The Celestrians are a gift from the Almighty, bestowed upon weak foolish mortals in order to guide and protect them.
  • The Resenter: The Celestrians are clearly not happy about having to clean up every mess the mortals make. Many of them look forward to the time when they will no longer have to.
    "I work hard to drive off monsters and perform other services for those I am charged with protecting as a Guardian. But they offer up not the slightest thanks. Is there really any need to watch over these ungrateful mortals? I have my doubts."
  • Ret Gone: When Celestrians change assignments, towns, cities, and kingdoms will have their local guardian statues change names; the mortals carry on believing that the statue has always that name... except for Ivor. When the Celestrians finally ascend to the Realm of the Almighty, no human in the Protectorate knows they ever existed and they all wonder why there are winged statues with no obvious significance sitting around.
  • Smug Super: Some Celestrians are so tired of solving mortal problems that they've begun to wonder why they have to, since that's all mortals seem to do.
    "Mortals are self-serving beings. To charge we Celestrians with the protection of such a race was a great burden for the Almighty to place on our kind."
  • Stars Are Souls: Implied with the original name of the Benevolessence, "Star Auras". When the Celestrians ascend to the Realm of the Almighty, they become stars themselves.
  • Theme Naming: All named Celestrians derive their names from bird constellations.
  • Time Abyss: Read that opening monolog up there.
  • 20 Bear Asses: The hunt for Benevolessence, which is why the Celestrians exist in the first place — except they don't know how much they actually need. So, not only do they have the relatively unpleasant task of constantly trying to look after mortals, their goal has no visible checkpoints or markers, which means they've been doing this for thousands of years with no end in sight.

Apus Major

"Welcome back, Guardian. I trust your absence has not been so lengthy that you forget your old master, Apus Major!"

The most senior (in both rank and age) of all the Celestrians, this all-knowing ancient rules the Observatory with a benevolent hand. He guides and organizes the Celestrians in their collection of the Benevolessence.

  • But Thou Must!:
    • He forced Aquila's hand to allow the hero to assume Guardian status.
    • Subverted through a Handwave at the end. Corvus, via the Power of Hatred, has become the most powerful Celestrian, meaning that not even Apus Major can stand against him.
  • Elderly Immortal: The oldest of all Celestrians, either thousands or tens of thousands of years old.
  • Expy: Bears a strong resemblance to Borya of Dragon Quest IV.
Very good. The young have confidence where the old have experience.

Columba

A friend of Aquila's who can usually be found in the library. Instead of becoming a Guardian of the Protectorate, she chose to remain at the Observatory, working as their bookkeeper. Despite their mostly good-natured disagreements about the different ways they have found to serve their land, Columba also serves as Aquila's most trusted friend and confidant.

  • Broken Pedestal: When you return to the Observatory after Fyggbloom, she's praying to Corvus's grave for Aquila's and your safety. After the truth is discovered about him, you can find her at the grave, insulting him.
  • Foil: Much less stern than Aquila. They have good-natured disagreements all the time.

Corvus (Elgios)

Aquila's former mentor, who disappeared three centuries before the events of the game. Despite all their best efforts, the Celestrians never learned where he disappeared to or what happened to him, and today it is forbidden to speak of this disaster. There is, nonetheless, a monument to him in the Observatory for Celestrians to observe.

Yggdrasil

Aquila: Behold, Apprentice... Is Yggdrasil, unto whom we offer the benevolessence we gather, not truly beautiful? Gathering and offering up benevolessence is the most sacred duty with which we Guardians are charged.

A great tree growing at the zenith of the Observatory, the Celestrians eagerly nourish it with the Benevolessence collected from the Protectorate in anticipation of Fyggbloom, at which point they believe they will be freed of the tiresome task of caring for mortals.

  • Rule of Symbolism: Fyggs can grant wishes, but every time a mortal eats one, ugly things tend to happen.
  • Spirit Advisor: Downplayed. She induces sleep in the hero to speak to him in his dreams.
  • 20 Bear Asses: Collecting the Benevolessence, although they Celestrians have been doing it for hundreds of years, so probably a lot more than "twenty".
  • Unwitting Instigator of Doom: The Fyggs that bloomed have the power to grant wishes... often in ways that cause more harm than good. Things would've been fine if the Observatory hadn't been blown the frick up right after they bloomed.

Angel Falls

Ivor

As Mayor Litlun's son, Ivor demands a certain amount of respect... and receives none. Viewed as an aimless layabout, he frequently fights with his father over his refusal to work. Has a blindingly obvious crush on Erinn, which he expresses by... mocking her belief in the Guardians and antagonizing her. This works about as well as you'd expect.

  • Butt-Monkey: Nobody in town likes him. Even his pal Hugo is quick to insult him. In a burst of noble inspiration, he recruits the hero to go check if the pass to Stornway is clear after the earthquake, but when he comes home with news about Stornway's men clearing it out, his father chews him out for being foolish.
  • Cannot Spit It Out: Even though it's completely obvious he's got a crush on Erinn. Who does that moron think he's fooling (besides Erinn, anyway)?
  • Coming-of-Age Story: Inverted; Ivor's kind of stuck waiting for his to start. The kid clearly wants to be an adult, but has no idea how to accomplish it. His father thinks that the best way to get it to happen is to give Ivor a tongue-lashing whenever he acts up, which only makes Ivor resent him. In the meantime, Ivor runs around town pretending he owns the place, bullies young kids and the hero, and gets nowhere in particular with Erinn. He gets off to a fitful start when Erinn asks him to look after her inn, but it's not until he gets a Mentor in Erinn's grandfather that he really gets going, who whips him into shape so well he can compete against Erinn for the inny in the postgame.
  • Crutch Character: At level 3, Ivor prevents the random monsters from killing or massively injuring the Level 1, unequipped, struggling apprentice... but level 3 also happens to be his Cap, which means he's soon outstripped.
  • Flat-Earth Atheist: Doesn't believe in the Celestrians, and mocks Erinn for her faith. Incidentally, he's also the only one in town who's noticed the local guardian's statue's name has mysteriously changed.
  • Guest-Star Party Member: Could double as a Crutch Character, but he's almost immediately hit by Can't Catch Up, since he doesn't gain any experience and is stuck at Level 3.
  • Hypercompetent Sidekick: He requests the hero come along to help him see about the pass to Stornway. While he's initially the stronger of the two, it doesn't last for long.
  • Ripple Effect-Proof Memory: Interesting that the biggest atheist in Angel Falls is the only one who seems to remember that the guardian statue was labeled "Aquila" a short while ago....
  • The Rival: He picks up the duty at the Angel Falls' inn after Erinn leaves, but his lower standards and increasing apathy cause Erinn's grandfather to become his Stern Teacher. In a post-game bonus quest, he and Erinn end up competing for the Inncredible Inntertainer award.

Edwinn

Erinn's late father. Once ran an amazing inn, but left all of that behind upon moving his family to the out of the way paradise of Angel Falls. Passed away two years before the hero's journey begins.

Quester's Rest

Patty (Ruida)

Current head of the Quester's Rest establishment, Patty lacks the overall talent and know-how to make it a truly successful inn; a last ditch attempt to restore the inn to its former glory had her travel all the way out to Angel Falls in search of its original innkeeper Edwinn. Upon finding that Edwinn has passed on, however, she figures that his daughter, who runs a well-regarded inn on her own, is just as good, and recruits Erinn for the QR with some help from the hero.

With Erinn running the show at the Quester's Rest, Patty's free to focus on her own field — party planning. She's so good at introducing and organizing adventurers that she's even earned the playful nickname 'Patty the Party Planner'. Anyone who needs help setting up a solid group just needs to consult her, and she'll set them straight in no time!

  • Damsel in Distress: When Ivor and the hero first reach the pass where the Stornway soldiers try to excavate, they ask the boys about Patty. It turns out Patty disappeared on the road to Angel Falls and got lost in the Hexagon, an underground passageway between the two locations. The hero's later exploration of the tunnels leads him to discover Patty just in time to save her from the Hexagoon.
  • Dark and Troubled Past: On an extra quest later in the story, you find out that Patty and her friend Phobe used to be fighters. But when Phobe gave her life to protect a baby, Patty buried her and gave up fighting.
  • Eleventh Hour Ranger: A postgame DLC quest that explores her origins allows you to add her as a party member at its conclusion.
  • Getting Crap Past the Radar: Her door is always open if you want to hook up (with some new faces).
  • Hair Decorations: Catches her hair back in a dark ribbon.
  • Hidden Depths: She appears to be a Stepford Smiler regarding her Dark and Troubled Past. The hero's exploits end up making her nostalgic, leading to her DLC recruitment quest.
  • Lovable Rogue: Patty's adventurer class is Thief.
  • My Greatest Failure: She used to be an adventurer like the hero, but after she was helpless to save her beloved partner from being butchered by monsters, she retired in despair.
  • Mythology Gag: Patty is the Dragon Quest IX incarnation of Ruida, who ran the tavern back in Dragon Quest III (check Patty's original name). Incidentally, there's another Ruida-Patty in Dragon Quest V.
  • Shout-Out: There's another woman working in the inn named Sellma.

Ginny (Rena)

Runs the Rainbow's End Gold Bank inside the Quester's Rest. Briefly protests Erinn's arrival, reminding Patty that she made the same promises about Ginny helping the inn re-establish itself when she first showed up.

Pavo (Raviel)

A Celestrian who has the ability to open the Rapportal, which bridges the gap between alternate universes and allows people to cross between them, however briefly. Rather than hanging out at the Observatory, she prefers the Quester's Rest.

  • Custom Uniform of Sexy: Her bandeau top and opera-glove style sleeves leave her with bare shoulders and bare belly.
  • Cool People Rebel Against Authority: Downplayed. She's quiet, aloof, and apparently has had some kind of falling out with the Observatory.
  • Half-Identical Twins: She's Aquila's younger twin, with lots of Sibling Yin-Yang. Aquila is bald, nearly ascetic in his dedication to the Observatory tradition, and struggled against Corvus' teaching; Pavo has hair, hangs out all day in a tavern, and was always faithful to the teachings of Corvus about guiding mortals.
  • In It For Life: Averted. She's Celestrian, but she doesn't bother with any of the standard tasks of the Observatory and hangs out all day in a tavern. She's also conspicuously excluded from the mass Ascension of the Celestrians.
  • Invisible to Normals: She hangs out in an inn full of people, but only the Hero can see her. There's a portion of the game where your character loses the ability to see spirits and Celestrians, but for some reason you can still see Pavo.
  • Meaningful Name: Subverted in the west (unless you make certain assumptions about her personality), but her original name "Raviel" is an alternate spelling of "Raziel", who is the angel of mysteries and keeper of secrets in the Jewish Kaballah.
  • Ms. Fanservice: She wears some of the most revealing clothes of all Celestrian-kind.
  • Screw Destiny: She uses the Rapportal for this.
  • Theme Naming: Pavo, for Peacock.
  • Undying Loyalty: To the teachings of Corvus, which is what inspired her to open the Rapportal — the gate of Celestrian fate — in the first place.
  • The Unfettered: Pavo boasts that she alone dares to open the Rapportal, and that Celestrians by comparison refuse to.
  • Un-person: She's very clearly a Celestrian, but there are no records of her in the Observatory. It appears she remained loyal to Corvus after the Celestrians stopped talking about him.
  • You Can See Me?: She's always surprised that the hero can see her, no matter how many times he actually addresses her.

Sellma (Roxanne)

A late addition to the staff of the Quester's Rest, Sellma runs the exclusive service known as the DQVC, which offers exclusive items for tantalizingly brief periods of time.

The Great Krak Pot

An alchemy pot left behind by a guest as payment, Erinn discovers it as the hero concludes his business in Stornway and offers him free use of it. However, it's soon discovered that the Krak Pot has a personality of its own.

Stornway

King Schott

The sharp-tongued ruler of Stornway, King Schott is not precisely patient. He wants to take care of the recent Wight Knight problem as quickly as possible, but seems to be suffering a surfeit of able-bodied men. So, he has set out to hire any able-bodied adventurers willing to lend his troubled kingdom a hand.

  • Adults Are Useless: Subverted. His insistance on putting down the Wight Knight puts him technically on the wrong track, but really, when an undead Black Knight shows up, demands to take your daughter away, and when you send your soldiers to defeat him and he beats them all in battle, how would you respond?
  • Bad Dreams: A soldier in the palace has two quests for the hero, hunting down medicines and remedies... for the king, it turns out. In a DLC quest, King Schott reveals that these dreams depict a shadow offering him escape from "the Empire" (not that King Schott has any idea which Empire), in exchange for the king submitting to the shadow's power.
  • The Good King: While he's stubborn about his decisions and jumps to conclusions, he's doing his best for his daughter and his people.
  • Not Now, Kiddo: Once he's come to a decision, he'll stick stubbornly to it, no matter how much it vexes Simona.
  • Only Sane Man: Despite his approach to the whole Wight Knight fiasco, he keeps his head much better than Simona does during the subsequent Yore fiasco.

Princess Simona (Fione)

The well-loved princess of Stornway, and target of the Wight Knight. Unlike her father, Princess Simona thinks that he could actually be reasoned with, if she just had the chance... But her father certainly won't permit that!

  • Go Mad from the Revelation: She does not take learning the truth of Brigadoom's destruction well. Thankfully, she gets better after Yore's defeat.
  • Identical Grandson: She's identical to the Wight Knight's beloved Princess Mona, possibly even her reincarnation, which she uses to help him late in his arc.
  • Rebellious Princess: A well-mannered and polite one, mind you, but she's got no intention to heed her father's wishes.
  • Well-Intentioned Extremist: Tries to atone for her ancestor's part in the destruction of Brigadoom by freeing Yore and asking him to restore it to its former glory... and in exchange, destroy Stornway instead. Citizens and all.

Zere

Alanna and Petra

A pair of elderly women who have been friends for most of their lives. Alanna used to work in Castle Stornway as Princess Simona's maid. Their first contribution to the story is to sing a nursery-rhyme relating the tale of the White Knight.

  • Absence Makes the Heart Go Yonder: Petra used to be in love with a stone-cutter named Mason. To be fair, she waited 10 years before getting fed up and marrying someone else.
  • Chekhov's Gunman: Petra has a part to play later in the story after her first appearance.
  • I Will Wait for You: At first, but no one can be expected to wait as long as she did.

Coffinwell

Doctor Phlegming

The resident doctor, Phlegming is great at all forms of research and studying... it's people that he struggles with. The only one he really cares for is his wife, Catarrhina; everyone else gets shut out while he focuses on whatever topic has currently arrested his attention. It doesn't help that the mayor seriously hates him for taking his precious daughter away.

  • Escort Mission: The hero and his party must escort him to the center of the Quarantomb where he fixes the pot that seals the Ragin' Contagion.
  • Heroic B.S.O.D.: Catarrhina's death does not do him well.
  • It's All About Me: The only parts of the outside world he hasn't shut out are Catarrhina and his one-ups-manship competition with his father-in-law.

Catarrhina Phlegming

The doctor's lovely young wife, and the only one in town capable of getting his attention... and even she struggles in that area sometimes. Despite this, she remains deeply devoted to him; her greatest wish is to help him learn how to connect with others and for him to get the respect she feels he deserves.

Mayor Laria

The leader of Coffinwell, he has been struggling to deal with two major problems: first, the outbreak of a strange disease in town. Second, coping with his distasteful son-in-law, whom he absolutely despises.

Alltrades Abbey

Abbott Jack (The Priest of Dharma)

The heart and soul of Alltrades Abbey. This elderly priest has the power to help others change their profession, becoming whatever they wish to be with the blessings of the Almighty. However, when the hero arrives, the Abbey is in upheaval, for the Abbot is absent from affairs.

Port Llaffan

Jona Jones (Origa)

A recently orphaned girl who has discovered the ability to summon Lleviathan. While this has helped the port survive the recent hardships, she fears that they have grown entirely too reliant on the whale's bounty and have begun neglecting their work.

  • Meaningful Name: Jonah and the Whale
  • Moral Dissonance: While Jona rightfully objects to the villagers sponging off of the Leviathan (and exploiting her to do so), the villagers are fairly justified in not wanting to go back to their former livelihood — deep-sea fishing is consistently rated one of the most dangerous jobs in the world, so you can hardly blame the villagers for wanting to give it up. It doesn't help that she's a little girl and hasn't really participated in her village's hardship. (To be fair, she starts working by weaving nets along with the other villagers as the arc concludes).
  • Unwitting Pawn: Averted. She knows that the villagers are using her apparent connection with the whale, and certainly doesn't like it, but goes along with it anyway for a while.

Mayor Bryce

The head of Port Llaffan, more concerned with personal gain than what's best for the town. Very interested in exploiting Jona's ability to its fullest.

  • Angst Coma: After learning the Awful Truth behind Lleviathan.
  • Bitch in Sheep's Clothing: Acts sweet towards Jona, but deflects her concerns about overreliance on her powers with cold and cutting comments about her being useless otherwise.
  • Freudian Excuse: In the Playable Epilogue. His wife walked out on him and their child because she couldn't stand being poor, leading to an obsession with acquiring wealth.
  • It's All About Me: Very self-absorbed. In a village that struggles with famine, he has a private fishing spot that he refuses to let anyone enter. If you talk to him, he immediately becomes outraged that you dared enter his private beach, nevermind how the Lleviathan has just swallowed Jona and threatened him.

Bryson (Toto)

The mayor's young son. Unlike his father, he genuinely cares about Jona and only wants her to be happy.

  • Meaningful Name: He's the son of Mayor Bryce. It's another hint as to how self-serving his father is.
  • Missing Mom: Though a quest lets you bring him a letter from her, implying she's still alive.

Dylan Jones

Jona's father, who was lost at sea during the earthquake. Still, Jona clings to the hope that he survived somehow and will return eventually.

  • Disappeared Dad: Jona's father was lost at sea during the earthquake.
  • Gone Horribly Right: He found a way to care for Jona after his death... but did so well that the rest of Llaffan started sponging off of the whale's bounty instead of working.
  • He's Just Hiding: In-universe, Jona hopes he survived his disappearance at sea.

The Heights of Loneliness

Mason

An elderly stonecutter who lives by himself, working on his greatest project...

  • Punny Name: Not quite for Mason, but check out the name of his eventual residence.

Bloomingdale

Marion

The daughter of the richest family in town. She struggled with a terminal illness all her life, but suddenly got better after coming into the possession of a golden fruit. She now spends her time showering people who please her with gifts. However, rumors are spreading, especially regarding her firing the entire staff and her sudden new personality.

  • Cloudcuckoolander: Marion has a reputation for exceeding generosity, happily giving away pricey things in exchange for people becoming her friends.
  • Ill Girl: Marion famously was restored to full health after eating a golden fruit — a Fygg.
  • Mood-Swinger: Should you displease her, she might very well explode at you. After the hero approaches, she flips out and separates herself from him.
  • Not Quite Dead: She's attacked by Tyrantula and falls to the ground, only to get back up after the fight. Later, the credits suggest Marrionette somehow was restored to life after losing the powers of the Fygg; the mansion's nanny finds the doll to the real Marion's grave, despite the fact that the doll had been left in Marion's room at the end of her story.
  • Oh, Crap!: Upon seeing the hero, she surmises he's come for Marion, flips out and barricades herself in her inmost room.
  • Pintsized Powerhouse: Marion pulls apart the bars of a jail cell she ends up in — big clue that's she more than just a little girl.
  • Punny Name: Marion has a life-sized doll of herself named - wait for it - Marionette.
  • The Reveal: Marion has been Dead All Along, even before the hero reaches Bloomingdale. The Marion we meet is Marionette, her favorite doll that was brought to life by the power of a Fygg.
  • Tsundere: Usually very dere-dere, but when those mood swings kick in...
  • Uncle Pennybags: She's rsponsible for furnishing the heroes with a ship.

Randolph

A retired toymaker who designed a special doll to keep Marion company. After she lost her family, he became the only one capable of drawing her out of her worst mood swings.

F.I.C.K.O.

The Federation of Incredibly Cunnin' Kidnappers Organization, masterminds o' purloinin' all the best baubles... okay, not really. A pair of crooks first seen hanging around Bloomingdale who manage to kidnap Marion and hold her for ransom. After reading their ransom note, the hero goes off to The Bad Cave, where F.I.C.K.O.'s head meets him and quite charmingly begins negotiations, only for things to go south when Marion goes off on her own into the deepest parts of the cave.

  • Affably Evil: One gets the impression that their only real malice is the idea that they should succeed through kidnapping rich girls.
  • Department of Redundancy Department: It's a Federation Organization of two Incredibly Cunnin' Kidnappers.
  • Exactly What It Says on the Tin: Played straight with their hideout, The Bad Cave. Averted with their organization name, though clearly the boys would like it to be true.
  • Fun with Acronyms: Again, the Federation of Incredibly Cunnin' Kidnappers Organization.
  • Poke the Poodle: While they do, technically, succeed at their kidnapping attempt, the gravity of their actions is mitigated by the fact that they're hopelessly out of their league.

Gleeba

Queen Voluptua (Ulysses)

"I'm sure you won't mind the fruit you've been searching for being sacrificed for such a noble cause."

The beautiful and haughty queen of Gleeba, who spends her time lounging in the exquisite baths that actually drain a great deal of her country's reservoir. Appearing only before the hero after he discovers her precious misplaced pet, the little lizard Lord Drak, she learns he seeks the Fygg that has come into her possession, but rather than present him with the fruit, she spitefully denies it to him and slices it to pieces for her bathwater.

  • Break the Haughty: She gets kidnapped by the Grand Lizzier and dragged into the Plumbed Depths.
  • Broken Bird: She's rather aggressive in her bitterness.
  • Character Development: Once she realizes that there actually are people who care about her, she cleans up her act and becomes a fairminded ruler.
  • Disappeared Dad: King Aqueus, the High Drator, was a famed king, but had little time for his daughter. His ghost appears in the Plumbed Depths, where he pleads with the hero to help his kidnapped daughter.
  • Freudian Excuse: Because her legendary father was never able to spend time with her when he was alive, she grew up believing the only one she could rely on was herself, and thus became selfish and hedonistic.
  • God Save Us from the Queen!: Downplayed. The citizens are less than thrilled with her, but she's certainly not malevolent.
  • If It's You, It's Okay: After she cleans up her act, she opens her private baths... but only to women. The only man allowed in would be the player character (assuming you designed him to be male), but none of the guests or staff are really happy about it.
  • It's All About Me: Vain and pompous, Voluptua fairly obviously disdains her servants and people.
  • Kick the Dog: When she learns the hero wants the fygg, she decides to rub his face in the fact that she's going to use it in her bath.
  • Meaningful Name: While it doesn't show on her in-game model, Voluptua's official art shows she's actually pretty curvy.

His Dryness, Lord Drak

Queen Voluptua's beloved pet. Causes some pretty big problems for such a little lizard.

  • Iconic Item: The pink ribbon tied in a bow around his neck.
  • Morality Pet: Drak is the one person in all the world for whom Voluptua holds affection. It happens to be mutual.
  • Only Friend: Which is really kind of sad.

Misslei

One of Queen Voluptua's handmaidens, and a constant target of Voluptua's abuse. Has the patience of a saint.

Batsureg

Batzorig

The quiet and timid son of the village chief Batkhaan. His father urges him to man up and slay the beast harassing the village, but he refuses.

  • Hidden Depths: He's using obfuscating stupidity to disguise his plans; he also counts as the So-Called Coward.
  • Missing Mom: His mother died when he was young.
  • Momma's Boy: He appeared to take his mother's death particularly hard.
  • Monster Protection Racket: Inverted — the beast harassing the village is actually his ally and friend; Batorzig is using the attacks to try and unmask Sarantsatsral.

Batkhaan

The village chief of Batsureg, struggling to deal with his cowardly son and perhaps more than slightly enamored with the wise-woman Sarantsatsral.

Sarantsatsral

A mysterious and beautiful wise-woman that appeared to advise Batkhaan, the chief of Batsureg. The nomads are divided as to whether they trust this newcomer or not.

  • Impractically Fancy Outfit: Living on the plains, the rest of the village of Batsureg wear heavy clothes, compared to Sarantstsral's Stripperiffic outfit; her official art depicts her wearing high-heel sandals.
  • In the Hood: Carries a mantle draped over her head and shoulders.
  • Ms. Fanservice: Not quite as glamorously as Voluptua, but when a lady as beautiful as Sarantsatsral shows up, nobody's surprised that a widower like gets a little distracted.
  • Sdrawkcab Alias: Her true form's name is Larstastnaras.
  • Simple Staff: Carries one with her, wherever she goes.

Swinedimples Academy

Fred

A troublemaking student who has recently seen his gang start to get whittled down by mysterious disappearances. Despite this, though, he claims that he isn't the least bit frightened, and doesn't believe any of the rumors about why they've gone missing.

Wormwood

Wallace

A young boy in the village who takes in and cares for the hero after he washes up on the Wormwood shore. It turns out that he's the only one in town that doesn't share the natural hatred for outsiders, making him the hero's only friend during his stay.

  • Punny Name: Wallace of Wormwood isn't much of a Punny Name directly, but his father, Mayor Stan Doffish, has a good one.

Realm of the Almighty

Grand Architect Zenus

The God of the world, commonly referred to as the Almighty. He charged the Celestrians with gathering enough Benevolessence so that Yggdrasil can bloom, promising to reward them with ascension to his realm. However, once events take a turn for the worse at the beginning of the game, Apus Major finds out that Zenus appears to have disappeared.

  • Creator Backlash: In-Universe. In ages past, Zenus was ferociously dismayed that the wicked had come to represent so much of mortal-kind, and only tolerates mortals now for his daughter's sake. If he'd had his way, he'd wipe them out altogether.
  • Crystal Dragon Jesus: Subtly. His attempt to wipe out the mortals is not only recalls Zeus' wrath at the pride of humanity, but also the story of God attempting to wipe humanity from the face of the earth with a flood as told in the Old Testament.
  • Expy: Of the Greek god Zeus. With not a few elements of the God of The Bible.
  • Pieces of God: The massive attack at the start of the game reached all the way to the Realm of the Almighty, and it shattered him into the ten major Grotto bosses... or at least the Big Bad thinks so. The Grotto bosses themselves suggest that they and the myriad Grottoes exist because Zenus is having a cosmic Freak-Out over his daughter and the mortals.
  • Have You Seen My God?: While the Celestrians are under the impression that their duties are Zenus' orders, Apus Major grows worried when Zenus stops answering his calls, so to speak. Stella can't seem to raise his attention, either. When the hero, Apus Major, and the Starflight Express crew finally make it to the Realm of the Almighty, they discover it to be empty with a disturbingly large hole smashed through the center of an empty throne room.

Celestria (Celesia)

Daughter of Zenus, and a powerful goddess in her own right.

  • Man Behind the Man: 300 years ago, in order to dissuade her father from hitting the Reset Button, she willingly transformed herself into the tree of life, Yggdrasil, claiming that she would remain this way until her Fyggs bloomed, at which point humanity would prove their worth. Eventually, the Hero's actions cause her to awaken as promised, and after Corvus' defeat, she serves as the new goddess of the world in her father's absence.
  • Mr. Exposition: Celestria reveals a fair bit of the plot for the audience.
  • Sealed Good in a Can: She's actually the true form of the World Tree, Yggdrasil.

     Villains and Major Monsters 

Hexagoon

  • Boss In Mooks Clothing: The Hexagoon's Underground Monkey variant is the Octagoon, a high-level Grotto monster. Technically leagues beyond the Hexagoon in terms of power, by that point in the game, the Octagoon is actually just a mook.
  • I'm a Humanitarian: While it normally feeds on rocks and boulders, its bestiary entry indicates it also preys on travelers through the Hexagon.
  • Rhino Rampage: This thing's a mixture of rhino and ram. Bad news all around.

The Wight Knight

An undead horseman who has begun terrorizing Loch Storn, defeating all of the soldiers sent after him and demanding to see the princess. Yet despite his fearsome appearance, his reign of terror appears to be merely that, without the usual accompaniment of death and destruction. What drives him, then, to such actions...?

  • Brainwashed and Crazy: Mostly averted, but Morag inflicts this on him to create her ideal Black Knight — he was originally a Knight in Shining Armor.
  • Lady and Knight: He's actually a White Knight, but his Bright Lady is long dead and his Black Lady brainwashed him into becoming her Black Knight.
  • One-Man Army: Again, he defeated Stornway's entire military.
  • Punny Name: On White Knight.
  • Reforged into a Minion: Of Morag's. When he learns of this, he becomes a Reluctant Monster.
  • Resurrected Romance: With Princess Mona, a former royal of Stornway, whom he mistakes Simona for.
  • Time Abyss: While he's aware he is undead, he initially doesn't realize it's been centuries since his time. When he does realize this, he doesn't take it well.

Morag

A witch that lives in the ruins of Brigadoom and claims that the Wight Knight is her slave.

  • Mythology Gag: She does the once-a-game "puff-puff" gag (in this case, seducing your party members and making them lose a turn). A young girl in the Iluugazar Plains does it also. ...But with sheep.
  • Our Demons Are Different: She has wings and a tail and... grasping claw-tentacles. Also has some moderate undertones of Horny Devils.

The Ragin' Contagion

  • Wake-Up Call Boss: The Ragin' Contagion makes heavy use of Standard Status Effects in a way not seen until his appearance.
  • Walking Wasteland: Downplayed. The Ragin' Contagion is "the very essence of illness" and makes citizens of the town of Coffinwell ill, but appears to have no effect on the local wildlife.

Master of Nu'un

  • Beware My Stinger Tail: He has one, but doesn't use it in battle.
  • Expy: There are a few traces in his design of Dragon Ball's Cell, especially given his stinger tail.
  • Punny Name: Answering Jack of Alltrades. His Bestiary entry indicates he toyed with "High Jack" and "Jackrilege" before settling on Master of Nu'un.
  • Tragic Monster: Jack of Alltrades was overcome by the power of the Fygg, which turned him into the Master of Nu'un.

Lleviathon

  • Punny Name: The two Lls in his name reflect the town of Port Llafan.

Garth Goyle

Tyrantula

The Grand Lizzier

"My llluscious Voluptua. Now I have you alll to my selllf, I can telll you how lllong I have llloved you..."

This monster appears in Gleeba and absconds with Princess Voluptua into the sewers beneath her private baths, having some very specific ideas about what it wants from her.

Larstastnaras

  • Defeat Means Friendship: After losing the power of the Fygg, Batzorig arranges for her to befriend his Badboon friend.
  • From Nobody to Nightmare: "She was once a run-of-the-mill nobody of a monster, but found a fygg and her fortunes changed for the fatter."
  • Gonk: Another beautiful woman - hideous obese creature juxtaposition.
  • Karma Houdini: Averted. Her punishment for trying to kill Batzorig and take over the Plains is... to be friends with Batzorig's pet badboon, but not until after the main character hunts her down and brings the hurt.

Dreadmaster

The ghost inhabiting the lowest levels of Swinedimples Academy, and the power behind the mysterious disappearances.

  • Miser Advisor: His Bestary entry suggests that his interest in the "wintery wastelands" where he built his academy may have been influenced by the cheap land prices.

Gadrongo

  • Pokémon Speak: Capable of communicating fluently, but it ends its brief statements with a mighty "Gah! Drrrong! Go!"
  • Sealed Good in a Can: Appears to break out of a statue that it had been sealed in, but it should be noted that other monsters of Gadrongo's "type" are described as statues animated by spirits.
  • Weapon of Choice: Downplayed — he has a heavily spiked mace.

The Gittish Empire

  • Back from the Dead: The Gittish Empire was vanquished and destroyed 300 years ago... under mysterious circumstances.
  • Theme Naming: The Triumgorate all have Punny Names that include the word "gore" and some riff on their animal form.
  • The Undead: The vast majority of Gittish soldiers and subjects seem to be rotting zombies and possessed suits of armor. Every member of the Empire has actually been Dead All Along.

Goreham-Hogg

A brutish pig monster who is in charge of the Goretress, the Empire's main prison facility.

  • Kill It with Fire: On the receiving end of this from Greygnarl 300 years in the past. Remembering this is how he realizes he's been Dead All Along.
  • Pungeon Master: He makes several pig puns during his pre-fight dialogue.

Hootingham-Gore

An owl-like monster who serves as the minister of the Empire. Devious and intelligent, he's clearly the brains of the Empire's operations.

  • Bad Boss: His first formal appearance has him obliterating a hapless mook.
  • The Necromancer: His Bestiary entry claims that he resurrected Barbarus using stolen celestial power.
  • Smug Snake: When fought in the Realm of the Mighty, he states that he intends to overthrow Corvus once he's through with you.

Goresby-Purvis

A Feline monster who serves as King Godwyn's second. He is a master swordsman, and is fiercely loyal to his patron.

  • Anti-Villain: Purrvis isn't quite as actively evil as the other members of the Empire. In the postgame, he reappears as a ghost and requests that the hero calm the fury of King Godfrey's vengeful spirit.
  • Even Evil Has Standards: He disapproved of Godwyn murdering his father.
  • Friendly Enemy: Especially when he returns in the postgame as a ghost and requests that you calm Godfrey, treating you amiably the whole while.
  • Undying Loyalty: When Corvus resurrects him in the Realm of the Mighty, he refuses to fight for him, as his loyalty is to the Empire alone. He still fights you because he considers you the only opponent worth his time.
  • Worthy Opponent: He hoped to find one, which is why he joined the Gittish Empire. He comes to consider the protagonist as this.
  • Verbal Tic: He tends to add a "purr" to certain words.

King Godwyn

The tyrannical ruler of the Gittish Empire. He seeks to use the power of the Fyggs to take over the world. Thought to have been defeated by Greygnarl 300 years ago, he and his empire have somehow returned, and are more powerful than ever.

  • Back from the Dead: The Bestiary's not sharing the circumstances of his death, though.
  • Big Bad: Lord of the Gittish Empire, past and present, who wants to Take Over the World using the power of the Fyggs. If something nasty happened 300 years ago, chances are he had a hand in it. Actually, no — Corvus brought him back to be his tool.
  • Climax Boss: He's actually kind of pushing it, since you fight him in the second-to-last dungeon.
  • Humans Are Bastards: He and his entire Empire serve as a reminder of the depths humanity is capable of sinking to.
  • One-Winged Angel: Although rather powerful even in his base form.
  • Royals Who Actually Do Something: Thought admittedly, it may just be because you've slaughtered his defenses.
  • Self-Made Orphan: He had his own father murdered so that he could ascend to the throne... because he was too impatient to wait for his father to hand it over as he intended to.
  • Unwitting Pawn: He never realizes that he was never in control like he thought, and that he was just one of Corvus' pawns.
  • Was Once a Man: A very, very vile one, but still.

Barbarus

An infamously powerful black dragon that sided with the Gittish Empire and fought with them against Greygnarl 300 years ago. Although defeated, he, like the Empire, has somehow returned even more powerful, and serves as the Empire's most powerful weapon.

  • Badass Boast: He gives one to Greygnarl during their battle, claiming he's far superior to the white dragon now. He quickly proves that he's right.
  • Balance Of Good and Evil: The Bestiary entries for the two dragons suggest that Greygnarl and Barbarus formed a balance of Light and Darkness, but that Barbarus forgot the use and need of the balance. This may be why Greygnarl returns as a Grotto Boss in the post game — resetting the balance.
  • Came Back Strong: Barbarus confronts Greygnarl and decides to show off how much stronger he's become. And suddenly Greygnarl finds himself dwarfed by his brother.
  • Roboteching: Near the end of the awesome dragon battle cutscene, Barbarus launches a barrage of dark energy lasers that all curve in Greygnarl's general direction.

Godfrey

In the Quarantomb's inmost room is a monument to a nameless king. Within dwells an amnesiac ghost who just can't seem to remember anything.

  • Chekhov's Gunman: His spirit wanders the Quarantomb, and you first meet him after putting down the Ragin' Contagion.
  • Freak-Out: He was originally quite happy to hand the kingdom down to his son... but he didn't take it well when he remembered how his impatient son had him murdered.
  • Roaring Rampage of Revenge: After the hero attains his Royal Seal from the Trauminator, King Godfrey recognizes it and resumes his normal form; he flies to Gittingham Palace to pick a bone with his bastard son... but when he flies to Gittingham Palace, Godwynn isn't there, so Godfrey starts to destroy the place and demand his son appear.
  • Sealed Evil in a Can: The Ragin' Contagion's bestiary description implies that it was placed there to make sure that Godfrey stayed down for the count.
  • Walking Spoiler: Was once The Good King of the Gittish, back when it was actually based in what is now Coffinwell, only for his evil son Godwyn to murder and usurp him. His spirit was stripped of memory and placed within the Quarantomb, with the Ragin' Contagion installed to keep him there.

Stellestria

"Nameless maiden, may your soul rest in death, as it could not in life."
"Wicked Stellestria. May you be cursed for all eternity. May you be crushed without mercy."

In Gleeba, the priests have historically prayed at the grave of a nameless maiden who is buried in the holy ground of Pluvi Isle. 300 years ago, a beautiful, haughty woman washed up on the shore of the desert, but no matter how much care she was given she would only utter curses and wish damnation on The Empire to the north. The nameless maiden, later learned to be named Stellestria, features in a series of DLC quests exploring her story.

  • Affectionate Nickname: It's revealed that the Emperor called her "Stella".
  • The Corrupter: Godfrey's. In her relevant quests, it's claimed that she's the one who drove the Empire into evil, going so far as to build the Goretress to imprison those who challenged her offenses.
  • Curse:
    • The only thing the Gleeban priests know of her is the unending curses she produced until her dying day.
    "May the lands from which I was banished fall barren, and The Empire be engulfed in war and sorrow. May those who took arms against me be hounded for all eternity, and feel the pain of death ten thousand times over."
    • The Ondor Cliffs north of Gleeba are dotted with graves — these are the graves of Stellestria's enemies, and its suggested that each of the graves' epitaphs is a curse against Stellestria in turn, some of which are pretty powerful in their own right. The first one you read appears to have been scratched into the stone with claws.
  • Foreshadowing: Stellestria's name is first mentioned at the end of a DLC quest involving the Goretress Guerrillas. Number 9 recollects some of the Gittish soldiers mentioning her, how they didn't know why she hadn't been brought back like the rest of them and how much better it would be if she had been.
  • God Save Us from the Queen!: Of the Gittish Empire, presumably Godfrey's wife.
  • The Power of Hate: She might have this, given how her curses appear to have come to pass.
  • Punny Name: That her name is a portmanteau of Stella and Celestria is not a coincidence. For bonus points, it's a riff on the Stellar Name Theme Naming.
  • Reincarnation: Stellestria's story first really kicks off when Stella sends you to collect an Yggdrasil bud from the world tree on Pluvi Isle; a disembodied voice interrupts you and presents you with the bud after referring to Stella as its "other self"... but see Stella's entry higher up.
  • Walking Spoiler: She's the subject of a sequence of DLC quests related to the Starflight Express and Stella's backstory.
  • World Tree: Stellestria too has a special relationship to a World Tree — she had the one on Pluvi Island burned to the ground on a whim. The thing you see on Pluvi Island is actually the tree's ghost, in the shadow of which she was buried.

     Unmarked Final Boss Spoilers (WARNING! ...You 'ave been warned). 

Fallen Corvus

The embodiment of rage; a powerful demonic force of pure hatred. Seeks to destroy those he finds unworthy — and he finds everyone unworthy. Hates humanity, the Almighty, the Celestrians... but possibly hates himself most of all.

  • Asskicking Equals Authority: He jumps to the top of the Celestrian hierarchy by virtue of his sheer power, which is why Apus Major can't confront him.
  • The Battle Didn't Count: The second and third fights end this way. The second time, he realizes you have shed your Celestrian roots, so he follows suit and retreats. The third time you defeat him, he utters "It...can't be!"... then decides to blow up the world anyway. It's Serena's last-minute arrival that finally brings him to an end.
  • Beauty Equals Goodness: When Corvus is sane and healthy, he appears in his youthful Bishounen form.
  • Being Tortured Makes You Evil: The Gittish Empire imprisoned, tortured, and experimented on him, which did no favors to his mental state. Even after the Gittish Empire fell, which is something he's heavily implied to have had a hand in, he spent 300 years suffering in their Oubliette.
  • Blasphemous Boast: Takes the Realm of the Almighty and refashions it into his own little hell-hole, the Realm of the Mighty. For bonus points, the Realm of the Mighty is built in and around a massive tree, recalling Yggdrasil. And then there's the fact that he situates himself on the empty throne.
  • Broken Angel: When he first fell to Wormwood Creek, he lost his halo. After 300 years in The Oubliette of the Gittish Empire, he looks much worse.
  • But Thou Must!:
    • Weaponized. Tortured and mangled as he is, Corvus is still the most powerful Celestrian, and as such can exploit the Celestrian authority structure against the hero, whom he forbids to act against him. The hero gets around this by becoming completely mortal.
    • Earlier, the hero happens upon Corvus imprisoned in the inmost chamber of the Gittish Palace's prison. You can decline to release him and walk away, but the game won't move forward until you do.
  • Dark Reprise: His final battle theme plays a minor version of the series main theme.
  • Elemental Rock-Paper-Scissors: The Final Boss resists both ice and wind attacksnote , but it should be noted he's weak to Fire spells. Players who have the Magic Mirror ability can get loads of mileage out of this, because he has a tendency to cast Kafrizzle.
  • Evil Cripple: In his original form, he stands off-balance and appears to limp around... only to spring suddenly into the air and hack at you with his hand.
  • Evil Laugh: One of his battle actions is to laugh confidently. This also doubles as a warning, since when he does laugh, it means his next move will be one of his two ultimate attacks.
  • Expy: Of Psaro from Dragon Quest IV, with a dash or two of Satan. He also bears a striking resemblance to the Dragovian Lord of VIII, with his long blonde hair, supreme authority over his kind, and his human-form-abandoning tendencies.
  • Flying Brick: In One-Winged Angel form, he makes heavy use of high-speed flight and kicking.
  • Freudian Excuse: His descent into madness was triggered by the apparent betrayal of his true love Serena, who was responsible for him falling into the hands of the Gittish Empire, which tortured and experimented on him. It's implied that he went nuts — understandably — and destroyed the Gittish empire himself... only to sit in their oubliette, chained and suffering, for the next 300 years.
  • Good Wings, Evil Wings: In his fallen state, he has unkempt, darkened wings that are actually in transition from Good to Evil (the feathers are falling out), while he gains full green batwings in One-Winged Angel form. After Serena redeems him, he is restored to his shinging angel wings.
  • Hoist by His Own Petard: The Final Boss resists the Ice and Wind magic natural to the Minstrel class, but is cripplingly weak to the fire spells he himself likes to cast. There's a suit of reflective Silver Armor in the Realm of the Mighty that can be obtained on the way to fight him.
  • Humans Are Bastards: His core belief, along with "Celestrians are bastards for helping the humans", "Celestria is a bastard for convincing the Almighty to spare the humans", and "The Almighty is a bastard for not destroying the humans when he had the chance".
  • Karma Houdini: Corvus gets off remarkably lightly for his actions, though his personal guilt is mitigated greatly by heartbreak, torture, and madness. All in all, he attacked the Observatory, scattered the Fyggs, revived the Gittish Empire, attacked the Realm of the Almighty, and quite possibly even struck down the Almightynote . And, yet, for all that, everything is cleared up when his lady love comes to explain herself, and Corvus is suddenly a normal, happy Celestrian, and he gets to move on with the rest of the Celestrians. Not even the Hero, who has to go through Hell to clean up a 300-year-old mess, gets to do that.
  • Living Battery: 300 years ago, King Godfrey experimented on him and used his powers to induce Super Empowering on his Empire and control the black dragon Barbarus. In the present, Corvus decides to take a shot at it on his own terms.
  • The Man Behind the Man: He resurrected the entire Gittish Empire as part of his gambit to take vengeance on the Almighty.
  • Marked Change: He gains glowing tattoos in the process of going One-Winged Angel.
  • The Necromancer: Brought back the entire Gittish Empire.
  • Omnicidal Maniac: He's generalized his hated of mortals into a hatred of the Almighty who refused to destroy them, the goddess who chose to protect them, and the Celestrians who carry out their will.
  • One-Winged Angel: Changes into a nightmarish demon from a tortured and mangled Celestrian zombie-thing.
  • The Paragon Always Rebels: Used to be one of the greatest Celestrians.
  • Physical God: He was already immensely powerful in his basic form, and then he went One-Winged Angel.
  • The Power of Hate: It's made pretty clear that his hatred for all that exists is literally all he has left. Unfortunately for all that exists, that's enough.
  • Satanic Archetype: He was the greatest of the Celestrians until he fell from grace and rebelled against the Almighty. He gradually transforms into a demon afterwards.
  • Sealed Good in a Can: Interesting case. He was good when he was imprisoned, but the heartbreak, torture, and experimentation kind of fixed that. The hero, who only knows of his imprisonment from Aquila, lets him out and... well, ugly things happen.
  • Shadow Archetype: Of the hero. Both are Broken Angels, Corvus was The Ace to the hero's Child Prodigy, and both end the game by abandoning their Celestrian nature. The big difference was that Corvus was exploited and betrayed by his Protectorate. (Bonus points for creating a Hair-Contrast Duo — the Hero's canon appearance is the male with all features set to 1, which gives him short dark hair to Corvus' long blonde hair).
  • Stealth Pun: In his malformed original state, he only attacks with his left hand. Sinister.
  • Tragic Villain: Used to be the guardian of Wormwood Creek until the mayor sold him out to the Empire. Nowadays, Wormwood hates outsiders; Corvus hates everyone.

     Postgame Bosses and Villains — Spoilers 

Yore

The first major boss of the Playable Epilogue, who has ties to the history of Stornway and Brigadoom. As such, he's essentially a Walking Spoiler.

  • Deal with the Devil: 300 years ago, King Nonus of Stornway sold out the neighboring kingdom of Brigadoom to Yore so that the demon would fight off the Gittish Empire, but Yore's bestiary description reveals that Yore had a second contract with the Gittish Empire itself to destroy the whole world, which validates Nonus' fears that Yore would've turned on him.
  • Expy: Of superboss Nokturnus from Dragon Quest VI. Both are frighteningly powerful demons that were summoned by a desperate king in order to save the king's nation from a great evil, both end up completely destroying at least one nation before being resealed, and both are fought as powerful Bonus Bosses in their respective postgames.
  • Meaningful Name: "Yore" is a literary term meaning "time past".
  • Palette Swap: A golden Master of Nu'un variant.
  • Person of Mass Destruction: Turned Brigadoom to ruins in a single night.
  • Sealed Evil in a Can: While Yore did repel the empire, King Nonus suspected Yore would turn on him, and so had him sealed within a coffin and had it buried away in the depths of a palace cellar. 300 years later, the wall has begun to break down and the magics imprisoning Yore have begun to weaken.

Al Capinne

The nefarious leader of the Inntouchables, the infamous innkeeping mafia (no, seriously, there's an inkeeping mafia).

  • The Dragon: He has a massive pet Drackal named Rover... which is unleashed after Al Capinne gets taken down.
  • The Mafia: An innkeeping mafia!
  • Punny Name: Al Capone, anyone? Also, the Untouchables.
  • Serious Business: Again, he runs an innkeeping mafia.

Tyrannosaura Wrecks

  • Person of Mass Destruction: Her presence causes Stella to wig out and start to panic about the fate of the world. Her Bestiary entry backs this up.
    "She can reduce continents to dust with a single digit."
  • Palette Swap: Of the Slugly Betsy monster.
  • Physical God: "Goddess of destruction from a different dimension."
  • Theme Naming: The Hackson Five include Tyrannosaurus Wrecks, Tyrannosaurus Wrocks, Tyrannosaura Wrecks, Tyrannosaurus Wracks, and Tyrannosaura Wrucks.

Nodoph

A mysterious and powerful creature, deep in sleep atop the Tower of Nod. He has ties to Serena and the Gittish Empire. He has a little slime buddy at the base of the tower who wants you to wake him up in a DLC quest by seeking out Nod's Tear.

  • Bad Dreams: Throughout the string of DLC quests that starts in Wormwood Creek, the Hero ends up functionally chasing after a second Serena that has somehow come to life. This turns out to be Nodoph's dream of events that happened 300 years ago.
  • Defeat Means Friendship: After waking him up and the obligatory boss fight, Nodoph swears friendship to the hero. Friends in high places are nice.
  • Dreaming of Times Gone By: Inverted. The Hero is actually witnessing Nodoph's dreams, which have somehow come to life.
  • Girl of My Dreams: The second come-to-life Serena the hero chases in postgame DLC is actually his dream come to life.
  • Heavy Sleeper: You can find him atop the Tower of Nod, but he won't wake no matter what you do until you start on the right DLC quests. He sleeps because all of his energy has been sealed within Nod's Tear.
  • Heel–Face Turn: He was created by Zenus to destroy mortalkind, but had his heart soothed by Serena.
  • Irony: Serena spent the last portion of her life seeking out Nod's Tear, which didn't even exist until she was killed by Gittish soldiers.
  • Mix-and-Match Critters: Part lion, part dragon, and maybe part ape; his monster type's fairly clearly a nod to the mythical Chimaera and Manticore monsters.
  • Palette Swap: Of Nemean the Grotto Boss, whom you probably met beforehand.
  • Power Gem: Nod's Tear, which a little slime wants you to find to wake Nodoph up. This little gem is actually a concentration of all Nodoph's power and emotion, which, once shed, left him barely able to return home.
  • Punny Name: You first meet Nodoph after he's nodded off atop the Tower of Nod. His little friend wants you to retrieve Nod's Tear.
  • Reality Warper: Somehow the Serena from his dream was able to escape his dream and enter reality.
  • Tender Tears: Serena's death at the hands of Gittish soldiers caused him to shed Nod's Tear in the Oubliette.
  • Unwitting Instigator of Doom: After Nodoph shed Nod's Tear, the little gem caused a chain reaction that caused Corvus in the basement, who had been the object of a rescue mission until Serena died, let loose the power that destroyed the entire Gittish Empire and turned the surrounding region into the wasteland it is today.

     Other Characters 

Tom Foolery

A cheerful spirit haunting Alltrades Abbey, searching for a talented minstrel to take on as his student.

Wanda and Wandine

A pair of mischievous fairies who appear in the dreams of any sufficiently skilled mages staying at the Abbey.

  • Dream World: They only appear to those resting at the Inn of Alltrades Abbey.
  • Punny Name: Names starting with "wand" are very appropriate for the ones giving the mage quests.
  • Sealed Good in a Can: They refer to themselves as being stuck in the Faeries Wand. Though some dialogue suggests it may be out of their sense of duty, rather then a literal seal.
  • Terse Talker: They talk like this. Alternating their sentences. It can get jarring.

Brusque Lee

A student of Grandmaster Wun Tun Punch who will help any Martial Artists who impress him gain an audience with his master.

Grandmaster Wun Tun Punch

The master of martial arts.

  • Actually, I Am Him: Before you beat the right quests, he will say that he has never met himself.
  • Verbal Tic: He ends every other sentence with "hm".

Windy

A somewhat vain Armamentalist who is willing to teach others the secrets of the Fource if they pass his tests. Likes to stand around talking about how awesome he is.

Cap'n Max Meddlin (Captain Medal)

A pirate captain with a semi-secret royal lineage. Though he used to sail the seas seeking whatever booty he could plunder, he later came to realize that he garnered the most joy from collecting those wee little Mini Medals. Since then, he has settled down in Dourbridge and will trade all sorts of treasures to anyone who brings him any medals they've found.

Buster

Head of the B-Team, a gang of thieves operating out of Dourbridge. Any thieves hoping to learn the tricks of the trade would do well to get into his good graces.

  • Stepford Smiler: His cheery demeanor hides his sorrow over how his lover was brutally murdered by his rival.

Odval

A lonely ranger who has settled at the base of the mountain near the Heights of Loneliness. Though she has become disillusioned with humanity, she may still teach others how to attune themselves with nature if they impress her enough.

Brunhild

A paladin who lives in the palace of Gleeba and can normally be found on its rooftop. She is willing to teach any who qualify how to become a true Paladin. Her constant companion is Willow, a somewhat sarcastic and bitter soul.

Applaudia

A luminary who resides in the dance hall at Gleeba. She'll guide the hero down the path to stardom.

Unscrupulous Maximus

A gladiator who resides in the countryside of Hermany. He'll teach you how to be tough-as-nails.

Supreme Sage

A book located in the library of Gittingham Palace; within his pages are sealed more secrets than you could shake a stick at. He'll teach you the ways of the sage.

  • Arch-Enemy: Of Tyrannosaurus Wrecks.
  • Sealed Evil in a Can: The ten main Grotto Bosses and Tyrannosaurus Wrecks were all sealed in his pages, only for T. Wrecks to break out and release them all. The Grotto Maps are all pages of the Supreme Sage's book.
  • Sealed Good in a Can: Resides in the pages of a book. Or maybe even is the book.

     Grotto Boss Spoilers 

Equinox

"Neeeeeeigh!!! Neeeeigh! How dare they seal me away! I am Equinox! I cannot be stabled! None shall fetter my might! The heavenly palace is where I make my pasture! The world is mine to gallop freely across, its inhabitants merely my grooms! Hrrrm? Those abortive creations, the mortals, ride roughshod over the realm beneath!? Neeigh! They must be destroyed!"

  • Animalistic Abomination: Downplayed, but he's still a flying horse death-god.
  • Baleful Polymorph: Implied. His Bestiary description says he "Once had an entirely different form...."
  • Chekhov's Gun: You gain access to your first interest
  • Flight: By galloping through the air, like a wingless Pegasus.
  • Grim Reaper: "Ceaseless steed of death, who tirelessly travels the skies, taking the lives of all in his path."
  • Physical God: He "answers only to the stars."
  • Punny Name: Equinox is a pun on Equine, an adjective referring to horses, and nox, the Latin word for darkness. Incidentally, the Equinox is the name of two moments in the annual calender when the sun crosses the equator and day and night everywhere are of equal length.
  • Red Baron: The Black Star.
  • Shock and Awe: One of his big attacks is to launch a storm of dark lightning.
  • Sealed Evil in a Can: Until Tyrannosaurus Wrecks let him out.

Nemean

"Grrrrrrrrr... GRRRAAAARRRRR!!!"

  • Sealed Evil in a Can: Until Tyrannosaurus Wrecks let him out.
  • Time Abyss: According to the Bestiary it's been in captivity so long it's even forgotten how to speak the mortal tongue.
  • Ultimate Lifeform: From its bestiary description: "This ultimate being combines the best of nature's creations, and its heavenly form has earned it the nickname 'Godbeloved'."

Shogum

"Goo day, and welcome to this place, forgotten since slime immemorial... this goomb of so many unknown soldiers. But, though we have been here for a goo many years now, it has become no easier to foregoo the thrill of battle. Come, it is slime! If you ooze your life at my hands, perhaps the seal will be broken, and we will goo free at last!"

  • Badass Beard: Both the slime and its rider have one.
  • Badass Cape: Again, for both slime and rider.
  • Blood Knight: "A slime so saturated with fighting spirit that its body has turned from blue to red."
  • Determinator: "Doesn't know the meaning of defeat."
  • Dual Wielding: The rider swings around a pair of swords.
  • Enemy Summoner: Most fittingly, he can summon other monsters to fight, like the King Cureslime.
  • Four-Star Badass: "Master of the slime armies...."
  • King Mook: Of the Slime Knights, interestingly enough. The little rider on top (who is actually cruising around like he's on a surfboard) is wearing a Slime King crown.

Trauminator

"Bzzzt... Dzzz... Must-trauminate... All-extraneous-life-forms-must-be-exterminated... Processing... Mortals... extraneous... Celestria... extraneous... Celestrians... extraneous... Bzzzt... Extraneous-life-form-detected... Trauminate... TRAU-MIN-ATE!"

Elusid

"You, child! Do you know why it is that all of these grottoes are so wildly different? Hm? No? It is because His mind is in such a mess, of course. It reflects all the hesitation, doubt, and regret in the poor blighter's soul. Hmph! But I can see that means nothing to you whatsoever. Foolish child! Need it beating into you, do you? Very well. Come here!"

  • The Dreaded: From his bestiary entry: "Mere mention of this paragon of perniciousness is enough to send even practised pugilists into paroxysms of panic."
  • Palette Swap: Of the Dreadmaster.

Sir Sanguinus

"My body... it is the color of blood... The deep, rich crimson that flows through the veins of even the Grand Architect Himself... I... I am blood... I am His blood, and I am yours... Without me, none could live... You owe me your very lives! Come, it is time to replay the debt of blood... Give yourself to me! Empty your veins on the gore-splattered altar of battle!"

  • Blood Knight: Lifetime Achievement Award. From his name to his design to his nature he's a Blood Knight.
"A crimson crusader who spurs his steed ever onward in search of victims in whose blood he can bathe."

Atlas

"RARRR! RARRRRRRR!!! WHY YOU NO LISTEN? ATLAS ANGRY! WHY YOU TURN INTO TREE!?"

  • Mythology Gag: Atlas is the strongest of the Cyclops monster-species, and has been a boss monster in several other Dragon Quest games, including even Dragon Quest II.
  • No Indoor Voice: The echo in that cave can't be pleasant.
  • Our Giants Are Bigger: Perhaps even more of a titan, Atlas is so big that ponds that appear in towns and footprints are dubbed "Atlas' Footprints".
  • Palette Swap: Again, a variant of the Cyclops monster type.
  • Sealed Evil in a Can: Until Tyrannosaurus Wrecks let him out.
  • Smash Mook: Not technically a mook, but Atlas is a boss-variant of the Cyclops monster, which currently serves as the TV Tropes page image for the trope.

Hammibal

"What happened? I was once a god in my very own palace with my great sow of a daughter. Happy as a pig in muck, I was! And now they imprison such a prize boar as me in this sty of a place! Of all the swine-headed tricks to play! Hm? What's so funny? Come here, I'll teach you to snort at the likes of me! You'll be squealing like a stuck pig when I'm done!"

Fowleye

"Hooo... I am the eyes. The hooge eyes, watching enviously from the darkness. Excalipurr is the arm, to wit the source of destruction. Nemean is our harebrained head. We are ten... and we are one... Together, we made up... before our dispersal to these grottoes... We were... the Grand Architect Zenus... Now, look into my eyes... Not around my eyes... Give up your soul to my hooge, hooge eyes... Hooo...."

  • Sealed Evil in a Can: Until Tyrannosaurus Wrecks let him out.
  • Token Evil Teammate: Even moreso than the Trauminator and Sir Sanguinus, Fowleye is the only of the main ten Grotto Bosses who is specified to be evil.
  • Walking Wasteland: Depending on how you interpret his Bestiary description — "His evil eyes bring calamity wherever their gaze falls."
  • Verbal Tic: Here is one hoo shares a familiar pattern of speech with one yoo know, to wit, one Hootingham-Gore.

Excalipurr

"Prrr... Awaken, mighty power... Power so purrfectly purrnicious that Zenus Himself sealed you in my blade... Accept the sacrifice I perform in your honour... Purrge this accursed seal and bathe the world in the sweet meowsic of oblivion!"

Tyrannosaurus Wrecks

"Did that stupid Supreme Sage seriously think that only I would be set free from the tome he trapped me in? He should have known I would free the other fiends he made miserable prisoners of from its pages first. And soon we will all be abroad once more to make merry with a whirlwind of misery and massacre! But you will be lucky enough to learn my lesson first... Your world was born with but one purpose: to be torn to pieces by me, Tyrannosaurus Wrecks, towering titan of terror!"

  • Bigger Bad: Insofar as he let the Grotto Bosses out to cause havoc, yes.
  • Omnicidal Maniac: "The wickedest of the Hackson Five. He wanted to destroy the world, but was stopped by a saintly sage."

     Legacy Characters & Boss Spoilers 

Legacy Characters

The heroes and villains of previous Dragon Quest games. Party members occasionally check in at the Quester's Rest, while villains can be found in special grottos.

  • And Your Reward Is Clothes: Inn guests give you extras of their own outfits, and the bosses can drop pieces of the outfits worn by their games' heroes. (You're also able to find outfits of Dragon Quest III classes elsewhere.) However, it just so happens that these pieces of armor are actually pretty good in terms of defense.

Legacy Bosses

Dragonlord

"Grrrrrrarrrrgggghh!!!"

  • Kill It with Fire: "Lizard lord who ravages all with great gouts of flame..."
  • Large and in Charge: "This proud and mighty beast rules over all the dragon clans of the world with a high and haughty hand."

Malroth

"Grrrrrarrrrrrrrggghh!!!"

Baramos

"So thou hast finally made it here, eh Hero? But, alas, too soon. For thou and thine do not yet know thyselves well enough to oppose the Archfiend Baramos! Thou wilt regret thy coming indeed! You shall be dead for good, for I wilt surely feast on thine innards!"

Zoma

"Hero! Why do you struggle to live? My joy is thy destruction! My beauty thy death! Come forward then; and die in peace!"

  • Achilles' Heel: His Bestiary description outright recommends you "Lay into him with the power of light."
  • The Dreaded: "A truly intimidating opponent..."
  • Screw This, I'm Outta Here!: "His unparalleled evil made him very popular with monsters, but he left the lands above to escape his screaming fans."

Psaro

"Grraaargh! How dare you disturb me!? I am Psaro the Manslayer. I have just reawakened as the Master of Monsterkind. Grraaargh! I know nothing of my past. I remember nothing. But I know what it is I must do. Grraaargh! I must eradicate all mortalkind!"

  • Achilles' Heel: "Keep him under control with water-based warcraft."
  • Casting a Shadow: Uses Kazam.
  • One-Winged Angel: Appears as Necrosaro or Death Psaro, a heavily-mutated version of Estark's form.
  • Tragic Villain: "A tragic figure who forsook his normal form to wreak revenge on the mortals who murdered his beloved."

Estark

"Who... WHO!? Who would disturb my sleeeep!?"

Nimzo

"For you I have the bad tidings. It is time for you to observe my true powers in all of their glories. Cry if you will. Scream if you will. Your suffering is as sacrifice for I, almighty Nimzo! Now, blood of legendary hero will be spilled and lost forever!"

  • One-Winged Angel: You fight him in this form, rather than his Namekian-lookalike basic appearance.
  • Orcus on His Throne: Subverted. "Some thought he could only command from afar, but he has more than enough mental and physical ability to rule the world."
  • Stuff Blowing Up: Kaboom.

Murdaw

"Ga ha ha ha haa! You pitiful wretches will never defeat me, no matter how many times you try! Now, prepare to face a reality infinitely worse than even your most terrifying nightmares! Ga ha ha haa!"

Mortamor

"Hm hm hm. You are foolish to disturb me. You should have left me to amuse myself. Although I was just thinking I should come over there and silence your sniveling... Very well, then. I suppose you'd better show me what you're made of. It is time you were made to understand just how feeble and imperfect you are. And just how perfectly powerful Mortamor, lord of all beings, has become!"

Nokturnus

"Who dares disturb me...? I am Nokturnus... Lord of oblivion... Bringer of silence... None controls me... I have no master... I follow no orders save my own... I wish only to return all to peaceful nothingness... Come, let me give you the gift of eternal sleep..."

  • Our Demons Are Different: "Brutal bad-dream demon from another dimension."
  • Physical God: "So strong he makes Mortamor seem more like Snoretamore!"
  • Speed Blitz: "Improves his already eye-watering attack with Oomph, then smacks foes silly with a stupidly speedy assault."

Orgodemir

"No being can hope to usurp my power over the demon world... If you wish to live, you have no choice but to worship me. I am Orgodemir, king of all beings and ruler of the heavens. I shall carve my name on your bodies as a grim reminder of the ephemeral insignificance of mortalkind."

  • Make Me Wanna Shout: "Screams enemies into submission with a blood-curdling cry, then hits hard with Hell Fire."
  • Narcissist: "Doesn't like people to know he's really a dumpy dragon, so disguises himself as a dashing young dandy."
  • One-Winged Angel: You fight him in his Scaled Up form.

Dhoulmagus

"Ah ha ha! Ah ha ha! Hwa ha ha ha hah! You worthless fools! Prepare to be crushed! You will never pester me again!"

Rhapthorne

"Whaaaaaargh! Meddling pests! How much more of my time will you waste!? You will rot in hell! But first you will taste the true might of my flesh and blood! You shall taste the terror eternal. Even death shall offer you no respite!"

  • Achilles' Heel: "Lick him with light."
  • Black Magic: "Evil incantations" as the Bestiary puts it.
  • Fat Bastard: He's practically planetary! "Some say his body is so big that it contains enough power to distort the space-time continuum itself."
  • Kill It with Fire: Knows Kafrizz.
  • One-Winged Angel: Appears in his massive demon form.
  • Painting the Medium: The camera has to readjust itself once you approach Rhapthorne to make sure it gets all of him on-screen.
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