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Characters / Gloomhaven Non Playable Characters

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Main Index | Gloomhaven Starting Classes | Gloomhaven Unlockable Classes | Forgotten Circles and Jaws of the Lion | Frosthaven Starting Classes | Frosthaven Unlockable Classes | Non-playable Characters

The characters players will encounter through their campaign, some of which, depending on the players' choices, may become either their enemies, or allies.

Allies

Allies introduced in Gloomhaven

    Jekserah 
A Valrath businesswoman, she is the first contract the players make, and gives them an assignment. She has big plans for Gloomhaven.
  • The Cameo: She features on a card in Jaws, wanting to guard a caravan. It never shows up, she pays the Jaws, and doesn't want to work with them again. There is an implication that her experience with a more well-known band like the Jaws is the reason she went for the player's party, since they were unknowns.
  • Fantastic Racism: After you complete her initial quest, she sends you to wipe out a nearby Inox camp, claiming that they are robbing caravans and passersby in the area. There's nothing factual to support her accusations, and cleaning the camp involves killing Inox women and children, too. The very next assignment of her sends you to slaughter a bunch Vermlings, another "lesser" race of the setting, not helping her cause either.
  • Night of the Living Mooks: She and her associates are necromancers and raise the dead for their cause.
  • Quest Giver: She provides the first quest for the party, and, should they elect to work with her more, help her kill some Inox supposedly raiding caravans and routing out a Vermling mine for a diamond that can be used as a focus to raise the dead. If the party helps her take over Gloomhaven, she will also provide news of a dragon in the north, a cult summoning demons, and details on the Gloom in the forest far west of the city.
  • Starter Villain: Serves as one for the main storyline, and is represented on the game's box cover. Of course, you can decide to join her instead, since the merchants pay better than guards.
  • Well-Intentioned Extremist: She thinks so, she wants to bring Gloomhaven under control of a merchant council rather than control by the guards. And she'll raise the dead to do it.
    Hail 
An irritable and curt Asether enchantress whom the party contracts. When they find her the orb she requires, she assists them, and offers them use of her enchanting, powering up party attacks.
  • Damsel in Distress: Hail gets attacked when agents of the Corruption discover that the player's party, with Cassandra in tow, are on their heels.
  • Insufferable Genius: Hail will never fail to tell you how impressive she is. She's also ditzy enough to give a piece of paper without bothering to tell someone if it is right-side-up or not. But she does enchant.
  • No Social Skills: She has no idea how to talk to anyone. She even gives a party member a drawing of an herb to pick up and doesn't even bother to explain that she gave it to them upside down.
  • Quest Giver: She sends the party on quests to find some relics for her to contract her enchanting services. She also is familiar with Bastien and after purifying the Archdemon's orb, she uses it to locate Bastien and help remove the Gloom from Gloomhaven.
    Dominic Scrim 
A Human scholar and lorekeeper, Dominic owns an old abandoned building the group contracts for use as a record keeping hall. Has the group clear out a tainted grove of trees, and has his books stolen to which the group steals them back.
  • Big Good: He's this for the mercenary party, as he keeps track of the work they are doing for the town, manages the town records office for the mercenaries who have retired.
  • The Cameo: He shows up on a card in Jaws, where the group bumps into him. He's described as polite but a bit eccentric and a little fussy. If base Gloomhaven is completed before Frosthaven, he sends the materials to build a library with his works in the town, even if a library cannot be built yet.
  • Quest Giver: Dominic sends the player to purify a grove corrupted with oozes and against an anarchist force who stole his books. He also is the one who reads all of the records on Bastien, and helps the players find him along with Hail.

    Argeise 
A Quatryl guardswoman, Argeise tells the party the truth about Jekserah's plans for Gloomhaven, and offers the party the ability to take her in.
  • Friend on the Force: She serves as a member of the law, and is happy to aid the party in bringing Jekserah to justice.
  • Quest Giver: Should the party be opposed to Jekserah for any reason, Argeise will aid them in bringing her down. She will also tell the mercenaries about the other creatures Gloomhaven is having trouble with: The "dragon" on the mountains to the north and a cult attempting to summon demons in the sewers, in addition to helping track down the Gloom's forces in a forest to the west who were also opposed to Jekserah.

Allies introduced in Forgotten Circles or Jaws of the Lion

    Xain 
An Orchid, he serves as a sort of tag-along to the group. First encountered in Jaws of the Lion, he serves to drum up business for The Crown and the Lion, as well as the Jaws. He travels north to Frosthaven after the business with the Gloom, and is conscripted to run the town trading post after one too many bad judgments.
  • Muggle Best Friend: He's got no martial talent, no magical abilities, and he never seems to pay off his bar tab. But he sticks with the team and helps them out a lot, and is always eager with his next get-rich quick scheme. The Jaws end up buying his booze because it ends up better that way.
  • Snake Oil Salesman: He has a talent for sales, but his products are usually less than impressive. Even when he has good ideas, such as Lurkers having a taste for polar bear meat, he might or might not get proper payment.
  • Work Off the Debt: He's contracted into running the Trading Post due to Satha wanting him to pay the town back for his hare-brained schemes. This ends up not going so well: He just conducts the same crazy schemes while working there.
  • Zany Scheme: Selling polar bear meat to Lurkers, making friends with Shrike Fiends to get rid of excess birdseed, this guy is quite outlandish. However, some of his schemes are in fact profitable.

    Cassandra 
An Asether woman who meets the party following their defeat of Bastien, and contracts their aid in cleansing Corruption.
  • I Have Your Wife: The corruption has captured Cassandra's husband, Naaret.
  • I Need a Freaking Drink: How everyone feels after defeating the Corruption. Recognizing the group has done so much to help her, Cassandra elects to purchase the round.
  • Quest Giver: She contracts the party to assist her against the corruption, the quests of Frosthaven being treated as her own Personal Quest. However, she does assist herself, unlike most quest givers. In Frosthaven, she asks a mercenary party there to rescue friends caught in a snow drift.
  • Thinking Up Portals: Portal travel in Gloomhaven is fraught with risk, but Cassandra is capable enough to get the party where they need to go. As a Diviner, she can also use rifts.

Allies introduced in Frosthaven

    Satha 
The human mayor of Frosthaven.
  • Badass Bureaucrat: She would rather be fighting than running the place, as she was a former mercenary.
  • Obstructive Bureaucrat: There's plenty of things she won't allow, and will only allow the party to do things if they provide their own resources. She also tends to make deals on the mercenary's behalf, such as gathering food for a raiding party of Vermlings who would attack the town otherwise.
  • Quest Giver: As the leader of the town, she's the one who is informed of problems and initially steers the party on the quests for the Algox, Lurkers and the Unfettered. Although once the quests begin, people who know more about those specific tasks take over.

    Captain Olmstead 
The human military commander of the town, Olmstead runs the barracks and the town's martial prowess.
  • Always on Duty: Olmstead is always serious due to the fact that Frosthaven is dangerous. When a group of guards begins to swim, he insists someone remain on duty. He's right to do so, as Lurkers attack otherwise.
  • Cultured Badass: Olmstead has a passion for art and music and spends his free time crafting weapons or attending the theater. He's even quite fond of musicals. However, the town's Savvas playwright is someone he can't stand.
  • Retired Badass: Olmstead's old, so he does the organizing and the drills, but it's clear he was quite the fighter.
  • Sitcom Archnemesis: Eros, the Savvas playwright. The two frequently clash over where resources can be used. Fortunately, the party can usually help out.

    Crain 
A Quatryl found roaming the Unfettered facility, Crain becomes a source of lore as the party investigates the weirdness going on in Frosthaven
  • Ditzy Genius: Crain is definitely intelligent and knows his research well. But he seems to forget the whole "danger" part.
  • Oh, Crap!: Crain explains that when the second seal is reinforced, the Vestige of the Imprisoned God will move all of his forces to the last one. He panics when he discovers that that last location is Frosthaven itself.
  • Quest Giver: He offers assistance in the Unfettered questline helping the party get to Orphan. He is also the focus of the questline within the puzzle book, which touches on the Lurker questline, Algox questline, and several other building questlines within Frosthaven, which culminates in the Final Boss against the Imprisoned God.

    Pinter Droman 
A Quatryl craftsman who works in Frosthaven.
  • Fantastic Nuke: He makes a psychic bomb that can kill Lurkers in order to find the Coral Crown. The players may accept or reject his plan, he will not press the issue if denied.
  • For Science!: Downplayed. He crafts and constructs because he wants to help the town. But he also loves creating for its own sake.
  • Gadgeteer Genius: He knows his crafting for sure. He creates a functioning bathysphere, to say nothing of the weapons and gear he can construct.
  • Quest Giver: He is a major part of the quest to bring trade to Frosthaven. He's also a major part of the Lurker questline as he constructs the bathysphere needed to reach their domain.

    Sun-in-Shallows 
A Lurker who is fighting with several other clutches as all are compelled to recover a powerful artifact known as the Coral Crown. After the mercenaries find a few of the shards, she offers to ally with them, and Frosthaven, should they help her recover the shards and put an end to their war.
  • An Arm and a Leg: She fought with other Lurkers driven mad by the Coral Crown as the party is recovering the shards. These battles have injured her, causing her to lose two of her eight legs. Once the Coral Crown is made whole, its power restores her severed limbs.
  • Big Good: The mercenaries will always ally with Sun-in-Shallows as they proceed in the questline. Fortunately, she is honest and trustworthy.
  • Quest Giver: She is the one who asks the party to find and complete the Coral Crown after they find two of its six shards. She then sends one of her lieutenants, either a Crashing Tide or a Deepwraith, to go with them.

    Lanprul 
The Snowspeaker chieftain who agrees to a truce and later alliance should the party side with the Snowdancer priestess at the Heart of Ice.
  • Big Good: Of the Snowspeaker route, sending the party to the Frozen Crypt to discover what's going on with the Icespeaker's conduits and why they are raising the dead. She also wants to make peace when she learns more of what's been going on with the Icespeakers, to the anger of Denpang.
  • Give Me a Sign: She believes the party is a sign from their god Geyruu. When she learns of the visions the Icespeakers are receiving, she concludes that their visions are being given by an evil force who is not their god.
  • Reasonable Authority Figure: She is quite happy to make at first a truce and then an alliance with Frosthaven. When she interrogates an Icespeaker and discovers what is going on, she realizes the corruption in their message and proposes a peace summit.
  • Quest Giver: If the player sides with the Snowspeakers during the Heart of Ice questline, Lanprul will give quests for the party to delve into the Whitefire Wood and find out why Icespeakers are raising the dead.
  • Uncertain Doom: Should the party side with the Icespeakers and attack the Snowspeakers at the War of the Spires, Denpang controls the survivors and Lanprul is never mentioned. Further, if the player agrees to Lanprul's summit, Gurndel and Bardu work with the party with Lanprul's fate unclear: It is not clear if she died at the summit or simply delegated Gurndel to go in her place.

    Denpang 
A belligerent Snowspeaker who wants to wage war with the Icespeakers at the spires.
  • Arc Villain: Downplayed. She is opposed to peace with the Icespeakers and wants to attack them at the spires. She could potentially be the Snowdancer corrupted if the players sided with the Icespeakers initially and then try to make peace, but if the player goes on that path, Denpang is never introduced so the party would never know who she was.
  • Assist Character: During the fight with the Render, she will create wind totems that can be used to trap the creature and render it vulnerable to damage.
  • The Promised Land: She is looking for Frai'd To'g, a sacred land in the Biting Sea, and wants to relocate the surviving Snowspeakers there should they have lost the War of the Spires.

    Elland 
The chief of the Icespeakers who meets with the party should the party side with the Frozen Fist warrior at the Heart of Ice.
  • Oh, Crap!: He's quite alarmed when the spirits of the Skyhall rise against them.
  • Pragmatic Hero: He wants to end the war not because he is a firm believer in peace, but because he thinks the war with the Snowspeakers, which has gone on for three hundred years, has not yielded results and believes peace might be a better idea.
  • Reasonable Authority Figure: After discovering what happened in the Skyhall, he wants to end the endless cycle of destruction and proposes a peace summit.
  • Spirited Competitor: He loves a good fight, and respects skill in battle even among his enemies.
  • Quest Giver: If the player sides with the Icespeakers at the Heart of Ice, he will send the party to intercept a Snowdancer who plans on causing an avalanche at Snowscorn Mountain.
  • Uncertain Doom: Elland is never mentioned, whether dead or alive, if the players side with the Snowspeakers at the War of the Spires, as Putargal commands the survivors. If Elland's summit is attended, Bardu goes in his place and he is never mentioned. It is unclear if he died while at the summit, or if Bardu was simply his delegate.

    Putargal 
A tall and imposing Icespeaker who plans to use the Icespeaker conduits to eliminate the Snowspeakers as revenge for the corruption of the Skyhall
  • Arc Villain: Downplayed. She is opposed to peace and could potentially be the Frozen Fist fought if that route is obtained, but that person is not named so it's unclear if it's Putargal.
  • An Ice Person: Her plan is to use the conduits to turn the snow, which the Snowspeakers use, into ice, which will both neutralize their magic and empower the Icespeakers. If she succeeds, the resulting battle is a slaughter.

    Bardu and Gurndel 
An Icespeaker and Snowspeaker, respectively, who attend a peace summit between their relative factions in order to bring an end to their 300-year war.
  • Quest Giver: They are the two that handle the peace summit, and the resultant quests to create the Unyielding Shard. Gurndel, as the Snowspeaker handles getting the New Snow, whereas Bardu the Icespeaker handles the Ancient Ice.
  • Religious Bruiser: They are both avid followers of their god and practice a sort of ancestor worship that allows them to commune with their ancestors. Fortunately, the incorporeal nature of their ancestors allows them to recognize the corruption within the Heart of Ice.
  • Static Role, Exchangeable Character: Should the party elect to attend the peace summit, these two are the respective party members regardless of which faction the player worked with.
  • Technical Pacifist: They insist on being as nonlethal as possible when using the Unyielding Shard. After all, they are peace emissaries and it would not do to use violence in such a case.

    Dinah Snapclaw 
A Vermling tavern keeper and former pirate
  • Everyone Has Standards: She's terse, she's short-tempered, she complains about everyone being poor tippers. But she divides the pirate treasure evenly without taking any more for herself, and pays Captain Doghopper generously for the use of his ship to retrieve the treasure.
  • Out-of-Character Moment: When finding the Pirate Queen's Treasure, she frolics among the coins. The mercenary party agrees not to put it in their retelling of the story, since no one would believe them.
  • Pirate Girl: She ran with Berty One-Ear, one of the most notorious pirates.
  • Quest Giver: Offers the Ancient Coin and Pirate Queen's Treasure questline.

    Eddica 
An intelligent Valrath who runs a library, seeking powerful arcane tomes scattered across Frosthaven.
  • Badass Bookworm: Eddica doesn't fight, but she's certainly capable of harnessing powerful, and dangerous, magical spells.
  • Hot Librarian: Many of the men in Frosthaven hang out in the library and are quite interested in her...tomes.
  • My Friends... and Zoidberg: She is noticeably less enthused about the Tome of Time when compared to the other tomes.
  • Red Oni, Blue Oni: Downplayed. Eddica's sister, Violet, and her have very different ideas on what is a worthwhile pursuit. But they are both single-minded in those pursuits.
  • Quest Giver: Gives the quest to find the Tome of Conflict. Once all four tomes are obtained, she can help the party find Belara, the powerful Savvas who created them.

    Violet 
A Valrath researcher who is rather fond of Lurkers, thinking them to be more than beasts.
  • The Cameo: She shows up in a card in Gloomhaven if the players find a Lurker, and will chastise the players if they are cruel to a baby Lurker. However, she's named, and has a sister with a relationship dynamic, in Frosthaven.
  • It Can Think: Played with. Most people believe Lurkers are more dangerous than simple animals, but Violet thinks they can be capable of culture and intelligence, and even has one of their musical instruments, a stringed tanjo.
  • Purple Is Powerful: True to her namesake, Violet wears purple and will purchase purple cloth at a premium. And she also is nimble and chaotic enough to surf safely in piranha pig infested waters safely.
  • Red Oni, Blue Oni: Downplayed. Violet has a sister named Eddica, who runs the library. They have very different ideas on what they consider "worthwhile pursuits", as Eddica likes books and magic whereas Violet likes Lurkers. But they are both Single minded in those pursuits.

    Eros 
A Savvas playwright.
  • Ditzy Genius: He takes it upon himself to be concerned for the art and culture of the town. Apparently not caring if the town has a proper gate or not.
  • Method Acting: When the Algox Frostspeakers inform Frosthaven that their culture requires ritualistic combat, Eros agrees to a mock battle. And he really gets into it, even crafting his own suit of chainmail.

    Captain Doghopper 
The human captain of the constructed boat who helps the player cross the Biting Sea.
  • Father Neptune: Has sailed everywhere, has a long beard, and is fond of treasures.
  • Hello, [Insert Name Here]: As the boat is named by the players, this happens on a few cards.
  • The Lost Lenore: The Captain had a lost love named Agatha who was killed by a giant starfish. There's a boat event that can let the player kill it, and Doghopper kisses a locket if they do.
  • Not So Above It All: He's a pretty serious guy, but he's not above having fun with some pirate treasure, becoming fond of a chalice engraved with a dolphin. He's also happily fond of the robot HE-RO-ICS.
  • Quest Giver: Captain Doghopper either gives or participates in quests that require the player to head out on the Biting Sea.

    Glint 
The town's Inox record keeper, he handles bureaucratic affairs in the town hall
  • High-Class Glass: He wears a monocle.
  • No Social Skills: He's not good at talking to people in rough surroundings, and admits as such. He outrights calls the mercenaries janitors. He warms up to the party if they complete the various challenges on offer.
  • Quest Giver: He is the one who gives the challenges to the player party. He also consolidates the various quests that are brought to the mercenary party when they gain fame from completing said challenges.
  • Stereotype Flip: Inox, by and large, are seen as tribal and savage. Glint is educated and has a monocle.

    Voice-Of-Eight 
An Asether enchanter who requires assistance in keeping himself attuned to the world, and offers enchanting assistance to pay for it.
  • Boss-Altering Consequence: In the second part of Voices-Of-Eight's quest, the party chooses four of six elements to infuse to assist Voice-Of-Eight in attunement. This choice selects which demons are fought in the remaining quests: The four that were select on the third quest, and the two that weren't on the last one.
  • Voice of the Legion: It has eight bodies, but they speak as one.

    Listerius 
A Savvas who tends the town garden
  • Eating Optional: He loves tea, but since Savvas eat rocks, he just enjoys the smell and taste of it; it provides no nourishment.

Villains

Major Villains in Gloomhaven

    Bandit Captain 
A human who commands a group of bandits from the Black Burrow, he supplements his rogues by raising the dead.

    Inox Bodyguard 
Jekserah's two Inox bodyguards. Should the player's refuse to side with her, they will attack the party if they come looking for Jekserah's head.
  • Dual Boss: There are two of them, interchangeable in every way.

    The Archdemon 
The main force behind the demonic invasion on Gloomhaven.
  • Evil Pays Better: Played With. Assisting him in capturing the city can provide much heftier profits than defending it. Then again, after doing so you may still turn on him and get another prize for that, and then complete yet another quest that seals the demonic Rift for good, which will provide you with even more benefits, effectively playing all parties involved. To get the final boss, however, you can't side with the demon, as you need his orb purified.
  • The Juggernaut: Should you decide to fight him in his elemental plane realm, you will realize that he is completely invulnerable to any forms of damage (and most negative effects, as well). Your only hope to vanquish, or rather, exile him, means destroying his Soul Jar. Fighting him when he attacks Gloomhaven merely banishes him, although since he lacks the orb he carried, he'd have an extremely difficult if not impossible time getting back.

    The Drake 
A "dragon" the group finds following confrontation with Jekserah. It was terrorizing people and the group is contracted to kill it, but it could also be of assistance, as one of its glands were stolen by Savvas.
  • Fetch Quest: It is possible to ally with the Drake: It will send the player on a quest to retrieve one of its glands that was stolen by some Savvas. It's possible to go on this quest after the Drake is killed.
  • Narcissist: Boy does it love the sound of its own voice. And it thinks nothing of others.
    The Voice 
In a certain mountain cave, you find someone speaking with you, despite possessing no material body to do so.
  • Violation of Common Sense: After encountering it, the game offers you two options - either to help it, or to try and find out what is it that you're helping. The latter option, while being more sensible, quickly seals away the questline and provides rather negligible profit, while the former provides you with several scenarios to complete, and a massive reward for your trouble. Neither of these routes tells you for sure what you were dealing with, and if the Voice is an innocent victim of some curse, or a Sealed Evil in a Can.
  • The Voice: Obviously.

    The Gloom 
Real name Bastien, he is an Asether who is using an ancient artifact to corrupt Gloomhaven. The player team will eventually intercept his minions and deal with him. The epilogue, Forgotten Circles, expands on his backstory and history with Cassandra, the Diviner character.

Major Villians in Forgotten Circles or the Jaws of the Lion

    Blood Horror 
An eldritch being created by Roland's blood cult.
  • Boss-Altering Consequence: There are two Blood Tumors to stop: One in the poor district's Sinking Market and one at the Old Docks. The Jaws goes to destroy one of them, but the other one explodes into this creature while the Jaws are dealing with the first one. That other one turns into the Blood Horror which is dealt with afterwards.
  • Resurrective Immortality: The Blood Horror revives slain Zealots as a special move, keeping the dead Zealots immortal.
    Roland 
A scrawny human who gained power from following the Blood God. This brings him into conflict with the Jaws.
  • Blood Magic: Roland didn't seem like he had any command of magic upon first meeting him. But he is able to harness the power of blood to become a juggernaut. He also uses Blood Tumors and Blood Horrors as weapons.
  • Cast from Hit Points: The blood tumors and creatures Roland creates have the ability to draw health from the suffering of others. If they reach full health, it's a Non-Standard Game Over.
  • You Have Failed Me: It is clear that the Blood God removes his power from Roland upon battling the Jaws, allowing him to be killed.

    The Husk 
A hunting Asether who targets the party
  • Casting a Shadow: Like a normal Ashblade, he fights with Dark elemental magic.
  • Contractual Boss Immunity: Unlike normal Ashblades, he is immune to Immobilize, Disarm, and Stun.
  • Elite Mook: He's a normal Ashblade, a type of Asether enforcer. He's just a more powerful version of one who can go invisible.
  • Flash Step: He will teleport around after hitting a certain number of hit points.
  • I Will Find You: He is chasing Cassandra, and the party she is working with. It is possible to stand and fight, but the group can miss out on magical healing greaves if they don't flee at least a little.
  • Playing with Fire: Ashblades love to use fire to power their attacks, and he is no exception.

    The Corruption 
The source of Bastien's corruption and the Final Boss of Forgotten Circles
  • Contractual Boss Immunity: Played with in both fashions. He's not only invulnerable to most status effects, but he requires purifying altars to even be reduced to zero hit points. However, while the Diviner's card removal techniques can't be used on bosses, The Corruption doesn't use the Boss deck, so he is technically able to be affected.
  • Eldritch Abomination: It's basically a writhing mass of corruption and hatred.
  • Enemy Summoner: He can summon powerful villains, including a corrupted version of Cassandra's husband, should he not be rescued.
  • Final Boss: This is the final boss of the Forgotten Circles scenarios.
  • Weaksauce Weakness: Two altars that can be purified. These altars must be harmed to kill the corruption.

Bosses Introduced in Frosthaven

    Algox Stormcaller 
A powerful Snowspeaker sorceress who can command the wind and snow. She plans on causing a massive avalanche to bury the Icespeakers and resolve their war.
  • Person of Mass Destruction: Her goal is powerful and indiscriminate nature magic to bury the Icespeakers, and whoever else, in massive avalanches.
  • Flunky Boss: She summons Wind Demons to assist her.

    New Algox Chieftain 
The Algox not interested in making peace unite under a chieftain to take Snowscorn Mountain and the Heart of Ice, one of the most holy of Algox structures. If the mercenary party seeks to make peace, this chieftain is fought by the Heart of Ice.
  • An Ice Person: While the Frozen Fist favors melee attacks and the Snowdancer favors ranged, both of them heavily use ice magic.
  • Arc Villain: One of the final ones in the Algox questline. Specifically, when one chooses to attend a peace summit between the Icespeakers and Snowspeakers, with slight variation based on which group the party worked with beforehand.
  • Boss-Altering Consequence: In Scenario 4, the player gets the choice of siding with the Snowdancer and the Snowspeakers or the Frozen Fist and the Icespeakers. Whichever one was not selected becomes the chieftain and is fought against.
  • Brainwashed and Crazy: The chieftain is possessed by the corruption found within the Heart of Ice. Once the Heart is purified, they return to normal when the Icespeakers and Snowspeakers unite as the Frostspeakers.
  • Give Me a Sign: After using the Unyielding Shard to purify the Heart of Ice, the chieftain admits that the group is not only a sign from their god Geryuu, but that their god speaks through both the ice and the snow, and therefore the tribes should unite.
  • Graceful Loser: The Chieftain is a bit shocked, but gracefully accepts the alliance with Frosthaven after receiving the message from their god and the Heart of Ice being purified.

    The Harbinger of Shadow 
A powerful Harrower that seeks to torment and consume the remnants of the Icespeakers.
  • Arc Villain: Of the "Friend of the Snowspeakers" questline. Or rather, the final part of the questline after the Snowspeakers win the battle of the Spires, as the Harbinger is tormenting the few that remain.
  • Brainwashed and Crazy: It possesses several Icespeakers to have them attack their fellows to use their corpses.
  • The Dividual: They are two beings that are one. The player must ignore the one that initially attacks them in order to bring it towards the other, which makes it vulnerable.
  • Flunky Boss: It likes to summon Black Imps.

    The Render 
A powerful yeti-like creature that lies on the sacred island of Fra'id T'og in the Biting Sea.
  • Arc Villain: Of the "Friend of the Icespeakers" questline. Or rather, the final part of the questline after the Icespeakers win the battle of the Spires, and the player befriends what remains of the Snowspeakers, as the creature inhabits the sacred land of Fra'id T'og.
  • The Dreaded: The Render is a creature of legend that was feared in Snowspeaker legend.

    Seeker of the Abyss 
The chief of the Lurker Garrison in the underwater Lurker city and bearer of one of the shards of the Coral Crown.
  • Boss-Altering Consequence: He is always encountered: He has one of the shards the mercenary team needs. However, if the psychic bomb is not set off, he is denied the ability to use Wavethrowers against the party.
  • Flunky Boss: He summons Lurkers to assist him: Soldiers and Mindsnippers if there was no psychic bomb set off, and all types if it was.
  • No-Sell: His special attacks involve forcing players to lose cards, preventing attacking in the first place.
  • Pre-Final Boss: The Seeker provides one of the shards required for the Coral Crown. While the player is required to have at least three of the shards to even make it to the Seeker, they can have up to five.

    The Fracture of the Deep 
The first Lurker who sees the Coral Crown together, he tries to accept it graciously, but the Crown reveals his warlike nature.
  • Arc Villain: The Final Boss of the Lurker questline.
  • Contractual Boss Immunity: In addition to being immune to certain status effects, he can't be hurt at all until all shards of the crown are obtained.
  • Fake King: The Coral Crown outright calls him one.
  • Green-Eyed Monster: He is jealous of the mercenary party because they are the ones who found the shards for the Coral Crown, and they were the ones who helped bring peace to the warring Lurker clutches. As such, he wants to kill them, and would rather the Crown itself be rent asunder than it be united by them.

    Orphan 
The leader of the Unfettered, who refuses to be enslaved to Quatyrls again. If the player chooses, it can be fought against to stop the Unfettered attacks on Frosthaven.
  • Arc Villain: The optional Final Boss of the Unfettered plotline.
  • Because You Were Nice to Me: Orphan is fully willing to discuss peace, and keeps his word if the party explains themselves that they are not of the former Quatryl empire and have no desire to enslave them.
  • Civil War: If the mercenary team makes peace, not every Unfettered is on board with Orphan's agreement, and there is a fierce, if brief, civil war.
  • Fantastic Racism: He thinks that biological life is a threat to all Unfettered. However, this is because his only experience with biological life is from the Quatyrls who enslaved them: Orphan can easily conclude otherwise and agree to peaceful terms.
  • "Not So Different" Remark: The party can appeal to Orphan by describing their lives in this context: Frosthaven, like the Unfettered, is just trying to thrive in a harsh brutal world. Orphan can conclude there are similarities and agree.
  • Optional Boss: If the player sides against Orphan, they must fight him as the conclusion of the Unfettered questline. Of course, they can also choose to negotiate with Orphan.

    The Lord of Chaos 
An extremely powerful demon of pure chaos who controls a large spire close to where the Unfettered lurk.
  • Contractual Boss Immunity: He is immune to forced movement, unlike almost all characters. Interestingly, he can also force move any of the party, even if they are immobilized, dragging them towards its beam of chaos.
  • Flunky Boss: He creates chaos orbs to do his bidding.
  • Giant Space Flea from Nowhere: The Lord of Chaos has absolutely no relevance to any of the plot in Frosthaven. The spire is only reached because the Unfettered causing problems were in the general vicinity (and the spire was only relevant because it was visually distinct and the tallest structure in the area: That was completely irrelevant as the Unfettered came from an underground facility). It's goal is to cause pure chaos and cares nothing for Frosthaven or the conflicts of the town. It does possess a shard of the Coral Crown, but the way the story is written, it's unclear if the demon possessed the shard or if the pure chaos of his energy spawned it: The Lurkers never make mention of any shards falling in the hands of demons. Without that shard, the Lord of Chaos would be a purely optional boss.
  • God of Chaos: It fancies itself one, and is capable of pure beams of chaos.
  • Macguffin: It possesses one of the shards of the Coral Crown after it is destroyed. It is not clear if the shard was stuck in the creature's body, or if the pure chaos of the arena the Lord of Chaos was fought in created it.
  • Motive Misidentification: It is suspected that the Lord of Chaos is behind the Unfettered attacks due to the fact that the spire is right next to where they come from. But the Lord only desires unleashing chaos, and it cares nothing for the Unfettered aside from being able to use them to sow chaos. The Unfettered are actually controlled by Orphan in an underground facility.

    The Prince of Frost 
A demon, or possibly imp, who fancies itself a lord.
  • An Ice Person: It's a demon made of living ice, and it likes to both use ice magic and cause the brittle status effect.
  • Giant Space Flea from Nowhere: While the Prince of Frost is encountered while following the pull of a shard of the Coral Crown, the demon itself has nothing to do with the artifact, or any of the dangers in Frosthaven. The only thing preventing it from being optional was the fact that a passage the Prince mentions is relevant to Crain's puzzles.
  • Sacred Hospitality: Subverted. It wants to be a good host. But it's idea of being a host involves attacking Frost Demons. And even after it happens, the Prince of Frost can only state he wishes the party not judge him harshly.
  • You Talk Too Much!: The party remarks thinking this after listening to this creature talk.

    The Tormentor 
A powerful Chaos Demon who torments Voice-Of-Eight and tries to stop him from planar attunement.
  • Boss-Altering Consequence: He will be backed up by two types of elemental demons. These two demons are the types that weren't fought in the previous scenario.
  • Glass Cannon: Unlike most bosses, he doesn't have an excess of hit points and in fact has only slightly more than your average Chaos Demon. However, unlike most bosses, he hits twice a round: Once from the Boss deck and once from the Chaos Demon deck

    The Fish King 
An Abeali who wants the Scales of the Leviathan to become a god of the sea.
  • Arc Villain: Of the "Lurker of the Deep" Personal Quest. The player can side with him (or betray him later, should the player think him mad). If he doesn't, he's the Final Boss
  • Flunky Boss: He summons Piranha Pigs.
  • Hated by All: His own Piranha Pigs don't like him, and will eat his corpse. Other Abeali dislike him and will grant peaceful passage to the party.

    Vestige of the Imprisoned God 
An evil demon like creature that is sealed in the Frozen North
  • The Corrupter: It prefers to do its will by corrupting others with its malign influence. It corrupts a number of Savvas close to its seal hoping to get them to undo the seal, and hinted to be behind the other conflicts in the north.
  • Eldritch Abomination: Like any good Elder God, it is truly beyond comprehension.
  • Final Boss: This is the final boss of the questline, and cannot be fought until the previous lines of quests: The Algox War, the Coral Crown, and the Unfettered attacks, are dealt with.

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