"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 his full Celestrian powers, but he is, in fact, the Guardian of Angel Falls. Bonus Points since one of the first things that happens to him is Erinn offering him the use of their home after he falls to Earth.
Badass: While the battle mechanics themselves revolve around combat by a party of four, the story behaves as though the hero is doing this solo, which means all of the accomplishments in story lie at his feet.
Clap Your Hands If You Believe: His original job class is Minstrel, and it's implied that this is because, when the people of Angel Falls first saw him and his odd uniform, that's what they assumed.
Crouching Moron, Hidden Badass: Subverted. He's not actually a moron, but the people assume he's a Quirky Bard, which effectively disguises how much he's capable of.
Determinator: It's practically impossible to make him quit: he's thrown from the Express, and it just seems to be a minor annoyance; he falls several thousand feet from the Celestrian realm to Angel Falls, and merely takes a few days to get back on his feet. And when Corvus exploits the Celestrian authority structure to keep him in check, the Hero decides to become mortal to resume the fight.
Dragon Rider: He rides Greygnarl into battle against Barbarus, though it doesn't ultimately do either of them any good.
Humanity Ensues: After waking up from his fall into the Angel Falls pond he finds he's lost his 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 he has that allows him to demonstrate he's no mere mortal to Stella.
Protectorate: The Hero is installed as the guardian of Angel Falls at the beginning of the story, but events force him to wander abroad from home.
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, they're dressed like an idiot, what else could they be?"
Rookie Red Ranger: Functionally, he's The Leader of his party and a newcomer to his general responsibilities as a Celetrian, but since his party consists mostly of non-entities, he might as well be flying solo.
We Are as Mayflies: The hero — who is apparently quite young (given his 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.
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.
Multiple Choice Past: In the same game, numerous bonus quests hint at different origins for her. She's either the reincarnation of a young girl, the reincarnation of a very nasty Gittish Queen named Stellestria, or Celestria's little sister. Stella believes the "little sister" one, but Celestria says she feels all of Zenus' creations are her siblings.
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.
Unusual Euphemism: "Flap," or "Flapping." Used every other flapping sentence. Just how flapping foul-mouthed is she, really?
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!
Martial Artistsnaturally 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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 and lightning, or even the very force of darknessnote and earth or light itself...!
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.
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.
Sages have a long and illustrious history, the most ancient of allPrestige 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).
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
The Reveal: He's the true conductor of the Starflight Express, and carries 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.
"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.
Badass: They do a large chunk of the fighting to keep mortals safe.
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."
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. Averted in Japan, where the Celestrians are happy in their work.
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.
Twenty 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.
"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.
Elderly Immortal: The oldest of all Celestrians, either thousands or tens of thousands of years old.
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.
Foil: Much less stern than Aquila. They have good-natured disagreements all the time.
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.
Badass Teacher: Corvus mentored Aquila, who mentored the main character.
Chekhov M.I.A.: Corvus' absence from the Sanctuary has no small influence on Aquila's behavior and outlook and he has a statue in the Observatory.
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.
Spirit Advisor: Downplayed. She induces sleep in the hero to speak to him in his dreams.
Twenty 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.
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)?
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.
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.
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.
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.
Grumpy Bear: She's the least enthusiastic of the Inn staff about Erinn changing their fortunes.
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.
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.
Ms. Fanservice: She wears some of the most revealing clothes of all Celestrian-kind.
Hidden Depths: She's a member of The Men in Black of innkeeping, keeping an eye out for any foul play; her DLC quest reveals she's on the hunt for Al Capinne.
Lost Forever: As of the Nintendo DS cancelling its wifi services, she no longer really has a point. (Note: Since all DLC is actually already included in the game, you can use hacking devices to trip event flags and the like).
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.
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?
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.
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.
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.
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.
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.
Expy: Looks surprisingly like Hina Kagiyama, right down to the same hair color and a similar style of dress.
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.
Doting Parent: Absolutely adores his daughter. Not so much his son-in-law.
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.
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.
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 dangerousjobs 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).
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.
Punny Name: Not quite for Mason, but check out the name of his eventual residence.
The daughter of the richest family in town. She struggled with a terminal illness all her life, but suddenly got better. She now spends her time showering people who please her with gifts. However, there are rumors that she's become absurdly naive, and seems to have an extremely volatile temper...
Cloudcuckoolander: Marion has a reputation for exceeding generosity, happily giving away pricey things in exchange for people becoming her friends. However, 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.
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...
The beautiful and haughty queen of Gleeba. While she receives the hero and his party at her throne, once she learns he seeks the Fygg, she taunts him about it and decides to feed the fantastic fruit to her favorite friend, the little lizard, Lord Drak.
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.
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 mildly 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.
A mysterious and beautiful shaman that appeared to advise Batkhaan, the chief of Batsureg. Batorzig has been making quite a scene of not trusting her.
Impractically Fancy Outfit: Living on the plains, the rest of the village of Batsureg wear heavy clothes, making Sarantstsral's outfit comparatively Stripperiffic; her official art depicts her wearing high-heel sandals, which are hardly plains-appropriate.
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.
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.
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: Grew very upset with humans in ages past and only tolerates them 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.
Pieces of God: Zenus was split into ten fragments, which became the Grotto Bosses — the game is actually rather ambiguous about the cause, implying Corvus is responsible and then suggesting that this happened hundreds of years ago, before Corvus started to really cause trouble.
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.
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.
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.
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...?
Badass: Again, he defeated Stornway's entire military.
Wrong Genre Savvy: Believes that the Fygg turned him into a regular mortal, but see above.
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.
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.
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.
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.
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.
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... only to learn his son is dead, so he begins to rampage.
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 leader of the Gittish Empire, 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.
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.
Final Boss Spoilers (WARNING! ...You 'ave been warned).
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.
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. In effect, you were just stalling for time while Serena caught up to you.
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 fashioned around a massive tree, recalling Yggdrasil. And then there's the fact that he situates himself on the empty thronne.
But Thou Must: Weaponized. Tortured and mangled as he is, Corvus is still a high-ranking 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.
Dark Reprise: His final battle theme plays a minor version of the series main theme.
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 of Satan from the Bible.
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, while he gains full green batwings in One-Winged Angel form. After Serena redeems him, he is restored to his shinging angel wings.
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".
The Man Behind the Man: He resurrected the entire Gittish Empire as part of his gambit to take vengeance on the Almighty.
Sealed Good in a Can: Until he went nuts. Now he's a Sealed Evil in a Can. The hero unwittingly lets him out, assuming he was another kidnapped Celestrian like the half-dozen or so he'd already released.
Tragic Villain: Used to be the guardian of Wormwood Creek until they sold him out to the Empire. Nowadays, Wormwood hates outsiders; he hates people.
Deal with the Devil: 300 years ago, King Nonus of Stornway sold out the neighboring kingdom of Brigadoom to Yore that the demon would fight off the Gittish Empire, but Yore's bestiary description relates 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.
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.
Mythology Gag: After Al Capinne falls, he unleashes his pet Drackal, Rover; this mirrors the first ever Dragon Quest game, where the Dragonlord's pet dragon breaks free after the Dragonlord falls. If that sounds unfamiliar, you're probably more familiar with the version of the story where the giant dragon is the Dragonlord's One Winged Angel form, which was a retcon adopted to avoid making the dragon a Giant Space Flea from Nowhere.
Punny Name: Al Capone, anyone? Also, the Untouchables.
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.
Stepford Smiler: His cheery demeanor hides his sorrow over how his lover was brutally murdered by his rival.
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.
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.
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.
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.
Sealed Evil in a Can: The Supreme Sage sealed him in a book, but T-Wrecks' escape prompts one of the Sage quests.
Legacy Characters & Boss Spoilers
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.