Follow TV Tropes

Following

Characters / Kingdom of Loathing

Go To

Player Classes

Muscle Classes

    open/close all folders 

    Seal Clubber 
Mighty warriors who hail from the frigid northlands (because one character class always does) that use clubs in battle and rely on their sheer power to overwhelm foes. They also make excellent meatsmiths and are the only player class who can use Fury.
  • Agony of the Feet: The purpose of their "Club Foot" skill.
  • An Ice Person: That whole "hailing from the frigid northlands" thing isn't just for show. They learn several cold element skills as they level up.
  • The Berserker: They alone can use Fury (accumulated after every successful fight) to fuel powerful skills.
  • The Blacksmith: They specialize in crafting new weaponry, and their final skill unlock lets them smash enchanted weapons into useful raw components.
  • Carry a Big Stick: Prefers using clubs. As mentioned above, swords can also count with a specific skill.
  • Demon Slaying: Like their namesake suggests, they club seals. Seals in Kingdom of Loathing are pretty much demonic beasts, even the baby ones.
  • Dual Wielding: Can do this once they've learned the "Double Fisted Skull Smashing" skill.
  • Hammer Hilt: The Seal Clubber skill Iron Palm Technique, which lets swords be counted as clubs for the purpose of club-specific skills, is explained by the user holding the sword by the blade and hitting people with the hilt.
  • Heroes Prefer Swords: But Seal Clubbers prefer clubs. However, there is a skill that allows them to wield swords as clubs by holding them upside down by the blade. The skillbook that granted it was only purchasable for one day in 2010, and the supply looks about how you'd expect.
  • No Mere Windmill: Seal Clubbers have a fierce vendetta against seals, which seems ridiculous until you learn that the Hellseals of Loathing are demonic spawn of evil that want to destroy all humanity
  • Regenerating Health: Many of their skills grant some form of this.
  • The Berserker: Stores fury with every successful battle that can be expended for powerful skills.
  • Throwing Your Sword Always Works: The "Harpoon!" skill. It always works because they take the time to bend your weapon into a more hydrodynamic shape (and subsequently bend it back once they're done).
  • Wound Licking: Their "Tongue of the Walrus" restores HP and cures Beaten Up status.

    Turtle Tamer 
Powerful shaman like fighters who have developed a strong bond with turtles and other reptiles. Most of their abilities focus on using their many turtle themed skills and items to boost their own stats as well as the stats of other players.
  • The Beastmaster: Which is what many of their skills focus on.
  • The Blacksmith: The only ones capable of crafting powerful armors.
  • Defend Command: "Shell Up" not only protects the Turtle Tamer against the opponent's next attack, it also hurts the opponent (or has another effect depending on Blessings).
  • Druid: When each class received a rework and new skills, they gained the ability to channel ancient turtle spirits.
  • Groin Attack: Their "Kneebutt" skill.
  • Head Pet: They start out with a Helmet Turtle, which is a turtle that can be worn on their head as a helmet. Several other turtles can be found and used as helmets, and wearing a turtle as a helmet even increases the power of "Headbutt".
  • Shield Bash: One of the special techniques they can unlock.
  • Status Buff: A specialty of theirs (shared with Saucerors and Accordion Thieves).
  • Sturdy and Steady Turtles: They have skills themed around turtle motifs, including ones focusing on armor, patience, and communing with ancient turtle spirits.
  • Use Your Head: They can learn a powerful headbutt skill.
  • Trademark Favorite Food: Their communion with turtles lets them learn to appreciate pizza more than other classes.

Mysticality Classes

    Pastamancer 
A master of all manner of pasta-based spellcraft and sorcery. The Pastamancer is deadly with all manner of lethal noodle spells and can summon special thralls to aid them in combat. Their skill and appreciation of pasta is so great that eating certain kinds will even grant them extra daily adventures.
  • Abnormal Ammo: Their spells fire pasta filled with all sorts of bizarre things, depending on the (normally randomly-generated) element of the attack, like cannelloni filled with burning coals, or ravioli shurikens full of motor oil, 2% milk, and werewolf spit. This has shades of The Artifact: before a revamp of the class spells in 2008, their attack spells were generic parodies of wizard spells (Minor Ray of Something, eXtreme Ray of Something, and Cone of Whatever) which used to shoot the weird items directly, instead of being in pasta shells.
  • Elemental Powers: all their spells can randomly be of any of the game's five main elements, or can be attuned to always be of one particular element. The attunement can be changed or removed between battles.
  • Improbable Weapon User: Uses utensils, especially pasta forks. At higher levels, they learn to wield powerful chefstaves.
  • Mundane Utility: Outside of combat, it turns out that the ability to summon pasta means you never have to buy pasta.
  • Necromancer: Their Pasta Thralls are spirits bound into physical bodies (made of various forms of pasta) by the Pastamancer.
  • Supreme Chef: When it comes to pasta, these guys can't be beat.
  • Trademark Favorite Food: Pasta, of course. They get bonuses from eating pasta dishes like mana regeneration.
  • Whatevermancy: In addition to their name, they alone can learn the "Tempuramancy" skill.

    Sauceror 
The defensive counterpart to the Pastamancer and a master of any and every type of sauce imaginable. As you'd expect from sauce mages they are skilled at crafting potion items and are also experts at casting debilitating curses on their enemies.
  • Barrier Warrior: Saucerors can conjure up "Saucespheres" (force-fields made of sauce) that have a variety of effects, from damage reduction to elemental resistance to damaging attacking enemies.
  • Elemental Powers: Unlike the Pastamancer, which can cast spells with all elements, (albeit randomly) Saucerors are limited to hot- and cold-aligned attacks, but with more control over which element they're using. Most of their attack spells are always one specific element, one spell always hits with both elements, and their most powerful attack spell automatically attunes itself when you cast it to do the most damage possible.
  • Frying Pan of Doom: Fights using saucepans. The better the saucepan, the longer their buffs last. They're also the other class that gets access to chefstaves, although they need a special glove to handle them.
  • High-Class Glass: Their Sauce Monocles. Yes, you read that right.
  • Status Buff: Along with Accordion Thieves, Saucerors can cast some of the best buffs in the game on fellow players.
  • Supreme Chef: Only Saucerors can make the tastiest sauces in the kingdom.
  • Trademark Favorite Food: Anything made with sauce. They even have a skill that grants them bonus adventures from sauce-based foods.
  • Your Soul Is Mine!: Via "Soulsaucery", they can absorb the souls of fallen monsters to fuel their sauce magic.

Moxie Classes

    Disco Bandit 
Disco Bandits are skillful rogues who use their deadly (and often underhanded) dance techniques to confuse and weaken their foes. When not stealing loot or showing off their moves this class enjoys the ability to make the highest level booze items with their super advanced cocktailcrafting skills.
  • Combat Pragmatist: With moves like "Disco Eye-Poke" and "Disco Face-Stab". If it's an underhanded method of hurting someone, you can bet you'll find it somewhere on the Disco Bandit's skill list.
  • Combos: A lot of the class' methods of attacks involve this. Building up "Disco Momentum" via their dance attacks will strengthen the effects of other skills, and they can also learn a suite of "Rave skills" from the Nemesis quest chain, which produce unique effects (such as stunning or stat boosts) when used in certain orders.
  • Dance Battler: They have several skills based around their dancing, and can learn skills that give bonuses for using their Disco Dance of Doom skills. They can also learn Rave skills that give bonuses from performing Rave Combos.
  • Eye Scream: Their "Disco Eye Poke" skill.
  • Gargle Blaster: They alone can make the most potent alcoholic drinks. With the right ingredients a high level Disco Bandit can even craft outright evil drinks. Cocktails don't get much more powerful than that.
  • Heroic Ambidexterity: "Ambidextrous Funkslinging" allows Disco Bandits to use two combat items per turn
  • Impossible Thief: One of their guild's own quests involves them stealing their own pants, without themselves noticing. Somehow.
  • Playing with Fire: "Disco Inferno", in which the Disco Bandit breaks into a dance that's allegedly so hot it produces actual flames.
  • Umbrella Drink: They specialize in making these, which the game dubs "fruity girl drinks." They can even get evil paper umbrellas to make evil fruity girl drinks.

    Accordion Thief 
Accordion Thieves are much like Disco Bandits when it comes to sneaking and thievery, though their secondary skills focus on music and singing instead of dancing. In addition to being able to steal and use accordions, they have the unique ability of sneaking into the other two guilds and shopping at their stores.
  • Brown Note: "Sing", their starting combat skill, of the Glass-Shattering Sound variety.
    • Regular accordion attacks tend to be this of the "Psychological harm" variety, causing your opponents physical damage through sheer musical badness. Sometimes, the hit messages will insist that it's the resonant frequencies, not the quality of your playing, but other times they'll outright say that the damaged was caused by the monster banging its elbow trying to cover its ears.
  • Ear Worm: Their buffs are cast by playing songs until they get stuck in their (or their target's) head, which somehow improves attributes. By default, there's a limit of three songs you can have stuck in your head, to keep them from being too overpowered by having all their songs active at once.
  • Everyone Has Standards: Or more rather, Accordion Thieves don't. No other character class is willing to play songs on a stolen accordion (or even equip one) except them. This gives them exclusive access to the best instruments in the game.
  • Impossible Thief: Pretty much the same deal as Disco Bandits. When your class is named the Accordion Thief you know you've gotta be good at stealing stuff.
    • They're also the only classes that even notice, let alone steal, the accordions held by various monsters around the Kingdom—accordions which aren't depicted in the art, and which (unlike pickpocketing) they can steal with a 100% success rate, even after the monster notices them.
  • Musical Assassin: They use several deadly music-based attacks in combat.
  • The Pirates Who Don't Do Anything: Prior to a certain update to the game, Accordion Thieves did not have the ability to steal accordions.
  • Quirky Bard: Prior to the class overhaul, Accordion Thieves had no skills designed to inflict direct damage, which put them quite low on the tier list. Nowadays, they lean more towards Lethal Joke Character.
  • Status Buff: Along with Saucerors, they have some of the best buffing skills in the game. Of note is the Ode To Booze, widely agreed upon as one of the most useful skills in the game, as it gives extra adventures per drunkenness acquired—including overdrunk drunkenness—at the cost of only MP.
  • Tap on the Head: Accordion Bash, which stuns your opponent by whacking them over the head with a heavy accordion. Even if it's actually a very light accordion.

Legendary Figures

    Boris 
The mightiest warrior in the Kingdom Of Loathing from the times of old. As such he is seen as a godlike figure to most players of the Muscle classes.
  • Big Eater: He can eat far more than a regular player can. Similarly, his holiday is a massive feast that temporarily increases the amount of food players can consume.
  • Bizarre Taste in Food: More in the "Not picky" sense than "likes that combo" sense. He'll eat anything as long as it comes in sandwich form, specifically so he doesn't have to put away his axe to eat.
  • Boisterous Bruiser: His skills all revolve around fighting, feasting, and shouting.
  • Brutish Character, Brutish Weapon: As the archetypal barbarian hero, he fought using his trusty axe, Trusty.
  • I Call It "Vera": His trusty axe, Trusty, which he won't equip anything else over.
  • Can't Hold His Liquor: Counter-balancing his Big Eater tendencies, he gets drunk very quickly. He states that it's because he can't show up drunk to a battle and expect to survive.
  • Characterization Marches On: The Spirit of Boris as seen in the old version of the Sorceress' Tower spoke calmly and casually ("Howdy. I'm the Spirit of Boris, and I'm here to help you."), compared to the bombastic and faux-Elizabethan speech he started using in the Avatar of Boris path.
  • Fighter, Mage, Thief: The Fighter of the trio, being a mighty warrior worshipped by the Muscle based classes.
  • Final Boss: Of the Avatar of Jarlsberg path.
  • Half the Man He Used to Be: His "Bifurcating Blow" skill does this to enemies. It instantly kills regular enemies and does massive damage to bosses, but forces a lengthy cooldown period afterwards.
  • Hidden Depths: Before his boss fight in the Avatar of Jarlsberg path, Jarlsberg accuses him of being a Dumb Jock that was Born Lucky. Boris's response is rather sobering:
    "Look, old friend, do you not know that I must lift weights for hours a day to maintain my manly physique? That I moderate my alcohol intake, though I thirst mightily for it, to stay sharp in battle? That I exercise my diaphragm to add heft to my manly bellow? In the same way you earned your magical abilities, I earned my muscle. And unlike you, I must diligently exercise my muscle, or it will leave me and I will be nothing. In a way, I envy you."
  • Mistreatment-Induced Betrayal: Boris was eventually murdered by Clarence after one too many Kick the Dog moments.
  • Noodle Incident: Once did a prank involving seal guts to Jarlsberg. The latter didn't know about it.
  • Satiating Sandwich: His "Demand Sandwich" ability causes someone nearby to make him one. The permable skill you get from the Path is "Request Sandwich," which conjures a less-good (but still suprisingly good, consitering it's a peanutbutter, lettuce, and tomato one). His club sanwiches are dodecouple-layered (11, of course) without lettuce or tomato, and with whatever he's killed instead ot turkey and bacon-in fact, they're only called that because he smashes them with a club to fit them in his mouth, and he preferrs black pudding to jam on his PB&J's. Reubens are the only thing normal (if big), because they remind him of a dog named Reuben he had as a boy. Which he ate.
  • Screaming Warrior: Boris has an entire skill tree dedicated to yelling. It's so effective he can make monsters flee the game itself.
  • Throwing Your Sword Always Works: Or rather, his axe, with the aptly named "Throw Trusty" skill.
  • True Companions: His minstrel friend Clarence takes up his Familliar slot, and he won't consider taking along anyone else.
  • Weapon Specialization: He will only equip his axe Trusty for his weapon, fitting his Boisterous Bruiser nature.

    Jarlsberg 
The greatest Chef-Mage to have ever lived in the Kingdom Of Loathing who was a master of both magic and food. He is revered by the Mysticality classes.
  • The Archmage: He describes himself as "the world's mightiest mage, the greatest mind of his or any age, the sorcerer spoken of in hushed tones as Jarlsberg the Magnificent", and he certainly can back his talk.
  • Characterization Marches On: In the old version of Sorceress' Tower, the spirit of Jarlsberg had a friendly but bland personality ("Hello, young adventurer. I'm the Spirit of Jarlsberg, and I am here to assist you in your quest."). When the Avatar of Jarlsberg came around, he became a whiny neat freak with a nasal voice.
  • Fighter, Mage, Thief: The Mage of the trio, being a powerful mage worshipped by the Mysticality based classes.
  • Final Boss: Of the Avatar of Sneaky Pete path.
  • Neat Freak: He frequently complains about germs, and for this reason refuses to eat anything that he hasn't prepared himself.
  • Noodle Incident: He apparently once got really drunk and turned a kitten into a demon. Possibly the one who you end up doing a fetch quest for in Hey Deze for the items that increase your liver/stomach/spleen max limit, given the items involved.
  • Supreme Chef: The supreme chef of his and any age. He can conjure and make some of the best foods in the game by himself.
  • Take That!: A surprising subtle pair of examples: Besides being the stereotypical nerd, he had a fair bit of resentment toward his friends, even though they were nothing but kind to him, namely becuse Boris was athletic and surrounded by women while Sneaky Pete had loads of admirers, and Jarlsberg had no one really. The scenario mirrors the resentment nerdy kids may have toward their athletic and or cool peers who have a lot of friends while they don't. Boris and Pete both set Jarlsberg straight and with a surprising amount of kindness and patience: Boris reminds Jarlsberg he has to exercise to maintian his physique and remain pretty sober for his health and unlike Jarlsberg's mind, Boris' muscles would fade without this this. Sneaky Pete meanwhile tells Jarlsberg that people liked him because he liked them and made them feel welcome while Jarlsberg devoted his time to studying. It's a compelling showcase on looking at things from the opposing perspective.
  • The Resenter: As the Avatar paths revealed, Jarlsberg harbored some resentment to his traveling companions and friends, Boris and Sneaky Pete. He resented Boris for his strength and power and Sneaky Pete for his charisma. However, when he actually voices it, both kindly explain to him why and how they got to where they were in terms of strength and charisma.
  • Wizard Classic: His archetype.

    Sneaky Pete 
The greatest thief the Kingdom Of Loathing has ever seen (which is really saying something given what the common thieves can do) and patron saint of sneakiness and coolness. He is worshipped mainly by the Moxie classes.
  • Badass Biker: During his challenge path, instead of using familiars players will be given access to Pete's motorcycle, which can be upgraded with special parts.
  • Characterization Marches On: As with the other two, the original version of Sneaky Pete had more emphasis on "Sneaky", being portrayed as a weaselly criminal type ("Oh, uhh, hey. I'm the Spirit of Sneaky Pete, and I've got some goods you need, see?") rather than as the epitome of cool.
  • Cool Shades: Never seen without them.
  • Disproportionate Retribution: He apparently set up the entirety of the Avatar of Boris path's events just to get back at Boris for being a lousy wingman.
  • Expy: Heavily based on the Fonz.
  • Fighter, Mage, Thief: The Thief of the trio, being a suave thief worshipped by the Moxie based classes.
  • Final Boss: Of the Avatar of Boris challenge path.
  • Hidden Depths: After defeating Jarlsberg in the Final Boss, he gives some pretty soulful words on why people liked him to Jarlsberg.
    "J...hey, man, look. I wasn't born cool. People didn't like me because I had some natural 'cool' gland spitting out pheromones or something. Dude, people liked me because I liked them. I listened to people. I was friendly, outgoing, funny. I enjoyed being around people and I made them feel special." "Sure, I could punch-start a jukebox, and I had an awesome motorcycle, but what really made me cool was that I reached out to those around me. You were too busy learning the eldritch secrets of the universe to do that. You picked your path, bro."
  • Impossible Thief: He is the greatest thief to have ever lived, which is truly impressive given what the Kingdom's common thieves can do.
  • Lame Last Words: After being beaten in the Avatar of Boris path, he attempts to go out by saying "Either these curtains go, or I go", but ends up croaking before he can finish.
  • Meaningful Name: A "sneaky pete" refers to a cheap or homemade liquor mixed with a narcotic. The holiday associated with him is based on booze.
  • Percussive Maintenance: One of his skills can do this, ala Fonzie.
  • Pet the Dog: Besides giving a rather heartfelt speech to Jarlsberg about why he was cool, he reassured his friend he was cool, in regards to his magic.
  • Pyromaniac: Not explicitly stated, but Pete can conjure up a near limitless supply of firebombs.
  • Rule-Abiding Rebel: In-Universe - in his challenge path, the Studio Audience wants you to be one of these. Therefore, doing things that are actually rebellious (namely, pickpocketing) causes them to be taken aback.
  • Studio Audience: One of the main mechanics of his challenge path is that one of these will be watching over you, reacting with either love or hate depending on what you do. Both audience hate and love can be used to gain various advantages.

Bosses

Quest Bosses

    The Bonerdagon 
A skeletal dragon that is the source of the corruption in the misspelled cemetary, and is therefore responsible for all the powerful undead that lurk the corners of the cyrpt. Killing it is the only way to cleanse the corruption.
  • Accidental Misnaming: A common joke on the forums is how people perpetually misread its name as "Boner dragon" when in reality there's only one "r"
  • Art Shift: Received an art update alongside several other bosses. Probably the most notable case because of how drastically the art changed.
  • Dracolich: It's just a skeleton. It can also reassemble itself after being defeated, as seen in the Actually Ed challenge path.

    Groar 
A winged Knott Yeti that is the source of the mist shrouding the peak of Mt. McLargeHuge.

    Ron "The Weasel" Copperhead 
One of the Copperhead brothers holding half of the charm needed to help complete the Holy MacGuffin quest. He is working the Red Army at the Red Zeppelin.
Expy: Of another ginger named Ron.

    Ed The Undying 
An ancient mummy who guards the Holy McGuffin that you seek. After an endless series of fetch quests and general errand running you finally fight him deep within his pyramid in the Desert Beach. True to his name, he takes several turns and adventures before finally being defeated for good and allowing the player to take the McGuffin.
  • Already Done for You / Already Undone for You: In his Special Challenge Path, most of the quests are the latter, with Ed having to re-do the same things the player did, but the Holy Macguffin quest and the final quest are already finished (with Ed able to just walk in and re-distribute them to the three guardians, skipping most of the puzzles and all of the boss fights, and the Tower already entirely completed). Both tropes are subverted in that all of the other bosses are still presumed to be dead, but you have to fight analogs of them anyway.
  • And I Must Scream: After reducing him to a pile of living body parts the player sweeps him out of the way and leaves him stuck at the bottom of the pyramid. As shown in his Special Challenge Path, this is ultimately subverted-killing him just sends him through the Underworld for a brief time.
  • Clipped-Wing Angel: each phase of Ed the Undying is objectively weaker than the previous phase, due to his hp being slashed in half each new phase.
  • Dueling Player Characters: In the "Actually Ed the Undying" challenge path, you play as Ed, and the Final Boss is the player character from your previous Ascenscion.
  • Implacable Man: No matter how much damage he takes, he still keeps trying to kill you. Even when you smash him to bits and sweep what's left into a corner, he keeps trying to kill you. When you play as him, he manages to retrace your steps, start to finish, including all the Level Grinding, in the time it takes you to get from his quest to beating the Naughty Sorceress.
  • Not Hyperbole: When they say "undying", they mean it.
  • Not So Harmless:
    • In the Heavy Rains challenge path, he's the only mandatory boss that isn't replaced by a water version. In fact, he effortlessly beats the replacement wannabe.
    • And during the "Actually Ed the Undying" challenge path, he manages to trace the player's steps through all thirteen levels (resetting the Holy Macguffin quest in the process), kill them, and retrieve the Holy Macguffin from its secret warehouse.
  • Promoted to Playable: The Spring 2015 Challenge Path allows you to play as him directly, resetting the Holy McGuffin quest in the process of retrieving it.
  • Sequential Boss: Like his name suggests, you're going to have to fight him several times in a row, seven in fact. He does get weaker each subsequent time, however, since he starts getting more and more damaged.
  • The Only One Allowed to Defeat You: When he hears that you've entered the Sorceress' Tower and are probably going to win, he figures that's a good thing, because he doesn't want her to Kill Steal.
  • Tom the Dark Lord: Ed is an awfully mundane name for an ancient mummy royal.
    Adventurer: "Ed? Not Ed-Ra, or Ed-hotep, or something?"
    Ed: "Nah, I was never much for the fancy titles."

    The Big Wisniewski 
The leader of the Hippy army during the Mysterious Island's War questline and final boss of said quest if the player led the Frat army to victory on the battlefield. Upon defeat he inadvertently blows the entire Hippy camp back to the stone age, putting an end to the war once and for all.

    The Man 
A stereotypical businessman and the embodiment of massive fat cat corporations, big business and greed. In other words, The Man. He is the final boss of the War questline if the player leads the Hippies to victory over the Frat Boys. Upon defeat he blows the entire Frat camp back to the stone age, putting an end to the war once and for all.

    The Naughty Sorceress 
The main antagonist of the game, who sets the plot in motion by kidnapping the king and "imprisming" him within a giant crystal. Defeating her completes the game and allows the player to ascend.

Optional Bosses

    Baron von Ratsworth 
A posh rat living in his mansion in The Typical Tavern's cellar.

    Guy Made Of Bees 
A guy made of bees.

    Ol' Scratch 
A hobo with a penchant for bad heat-related puns, lording over the Burnbarrel Blvd of Hobopolis. His Manual entry calls him Satan's second cousin twice removed, making him an actual demon.
  • Lame Pun Reaction: His pre-fight text shows this is why the player initially attacks him.
  • Playing with Fire: Naturally, being both a demon and the boss of Hobopolis's hot-themed area.
  • Status-Buff Dispel: If you have more than 5 active effects on you, he will strip them off.

    Frosty 
A snowman that is the guardian of Exposure Esplanade in Hobopolis.

    Oscus 
The Hegemon of the Heap, The Warlord of Waste, The Regent of Refuse note  of The Heap in Hobopolis.
  • Boss Arena Urgency: In addition to the elemental damage aura that all bosses have, Oscus has a Stench damage aura that doubles in damage every turn. While you could tank it with better gear, this effectively put a timer in his battle.
  • Composite Character: He's Oscar the Grouch combined with the demon lord Orcus (who also has a lot of nicknames).
  • Overly Long Name: Has several dozen nicknames. And he wants to recite all of them at you.

    Zombo 
A large hobo wearing an armor made of skeletons who made his domain in The Ancient Hobo Burial Ground of Hobopolis. We never know if he's living or undead.
  • Damage-Sponge Boss: Compared to the other Hobopolis bosses, he has 50% more hp and all elemental damage is reduced to negligible amount (on top of the damage cap common to all the bosses).
  • Nightmare Fuel: In-Universe, he absolutely terrifies your player character.
  • No-Gear Level: Zombo will unequip your pants, hat and finally shirt (if you have Torso Awaregness) every turn.
  • Shout-Out: His name and dialogue all come from Zombo.com.

    Chester 
A rather... icky man who is the boss of the Purple Light District of Hobopolis.
  • Meaningful Name: It's a common contraction of "child molestor".
  • No Item Use for You: His fight's gimmick prevents using items.
  • Pædo Hunt: Though the only person he's seen interacting with is the presumably adult player character, it's all but outright stated - he stays in a windowless van in order to lure children in with promises of toys and candy, has a penchant for spanking "naughty children", and has the stereotypical glasses and a mustache.
  • Squick: invoked He's a living embodiment of it, being the boss of the sleaze-themed area and all.

    Hodgman, the Hoboverlord 
The absolute grand poo-bah of Hobopolis, Hodgman rules absolutely over Hobopolis while being absolutely insane.
  • All Your Powers Combined: If you fight him before killing all of the other Hobopolis sub-bosses, every one still alive will grant him a measure of their power as the fight begins.
  • Armor-Piercing Attack: If Chester is still alive, he makes Hodgman's attacks ignore your damage resistance. Oddly, this bears no resemblance to the abilities Chester displays when fighting him directly.
  • Boss Arena Urgency: If Oscus is still alive, he'll pass by just long enough to leave an elemental damage aura that's even more potent than the one he himself has.
  • Challenge Run: Acquiring his Imaginary Hamster item requires you to clear Hobopolis in a very strict time limit, leaving you no time to kill any of the zone bosses, and he'll have all their powers combined.
  • Final Boss: Of Hobopolis.
  • Named After Somebody Famous: More specifically, John Hodgman, writer of The Areas of My Expertise (which includes a section on hobos). (He gave his permission for his name to be used.)
  • Nigh-Invulnerable: If Frosty is still alive, he grants Hodgman massive damage resistance.
  • No-Gear Level: If Zombo is still alive, he unequips your hat, shirt, pants and accessories. leaving you facing Hodgman with nothing but your weapon.
  • Puzzle Boss: If you fight him with all his lieutenants' powers (and you'll have to if you want that Imaginary Hamster), your actions are so restricted that much of the challenge comes from just figuring out how to output enough damage to win.
  • Status-Buff Dispel: If Ol' Scratch is still alive, he'll dispel all your buffs at the beginning of the battle.

    Great Wolf of the Air 
One of the possible bosses for the Dreadsylvanian Woods, a huge werewolf with massive wings and an impressive armament.
  • Badasses Wear Bandanas: One of its drops is a headband that references this trope. It's mysteriously not shown on his sprite, but its owner is pretty badass. He can kick with the force of a missile, punch with the power of a chaingun, and fly up to a hundred thousand feet and dive bomb with great precision.
  • Fun with Acronyms: One of the special moves for the Hard Mode version is launching a "Massively Maiming Orbital Rocket-Propelled Grenade" or MMORPG.
  • Hidden Depths: Is, apparently, also a cellist. One of his "miss" messages has him suddenly decide to pull out a cello from behind a tree and play a sad song.
  • Our Werewolves Are Different: Described as a "giant winged werewolf" who's also armed with missiles and packs quite a wallop. The Hard Mode version is deft enough to wield a rocket launcher.
  • Rocket Jump: The Hard Mode version weaponizes this. Rather than just blowing you up, he uses it to launch you up high, using the fall damage to hurt you.
    The Great Wolf of the Air fires a rocket at the ground beneath your feet. The explosion doesn't hurt, but the ensuing fall from great height certainly does.
  • Shout-Out:
    • A huge one to Airwolf. Besides his name alone, there are also a ton of other references:
      • The hit messages compare his attacks to AGM-12 Bullpup missiles, .50 caliber BMG chain guns, and laser-guided Paveway bombs, all weapons used by the series's titular helicopter.
      • The fight intro mentions a "driving synthesizer soundtrack" suddenly coming on, with one attack message describing an extra horn section joining in. The soundtrack of Airwolf made extensive use of both horns and synthesizer music.
      • At one point, he may ask if you know where his brother went, a nod to similar prominent plot point in the show.
      • He also sometimes reminisces about his friend Twinebuddy Eagle, a riff on the name of Airwolf's main protagonist, Stringfellow Hawke.
    • One of his special moves describes him as "hungry like the wolf," just like the Duran Duran song of the same name.
  • A Wolf in Sheep's Clothing: Literally. Apparently Great Wolf of the Air sometimes tries to disguise himself as a sheep, but it doesn't work on account of his wings sticking out.

    Falls-From-Sky 
A amalgamation of stars and darkness shaped like a bugbear, who is one of the possible bosses for the Dreadsylvanian Woods.
  • Bloodlust: You trigger his Hard Mode version by drinking a bloody kiwitini. The resultant scent of blood in your breath triggers his bloodlust, making him fight harder.
  • Cosmic Horror Story: Basically weaponizes this trope, tapping into the horror of the sublime associated with outer space itself.
    Falls-From-Sky tilts his head backwards and emits a mournful, howling noise — the sound of an entire galaxy being sucked into a black hole. It hits you with the force of a trillion dying stars.
    Falls-From-Sky briefly becomes a mirror, showing you your place in the Universe. Tiny and insignificant, you shudder.
    Falls-From-Sky touches your skull, chilling it with the icy vacuum of space. It hurts, and you don't even get any of that cool dehydrated ice cream.
  • Eldritch Abomination: An strange bug-bear-shaped entity made out of living darkness, described as "a horror from beyond space". He can cast the entire Dreadsylvanian forest in complete shadow even with the moon out, and when his regular version is killed, he leaves behind a disembodied shadow that remains dark no matter how much light is shone on it. Seeing too much of his Hard Mode version causes your mind and body to collapse from sheer horror, instantly killing you; in order to actually fight him, you need to make yourself blind or otherwise obscure your vision.
  • Mother of a Thousand Young: The description for his Hard Mode version mentions he has "countless young", whom he resents because they can easily satisfy their cravings for blood, whereas he cannot.
  • One-Hit Kill: In his Hard Mode version, his opening move automatically kills you unless you are blinded in some way.
  • The Power of the Sun: One of his attacks involves gazing at you with his "eye", which is actually a star, scorching you for hot damage.
  • Time Abyss: According to Monster Manuel, he remembers there being a "banging sound. A big one." when he was born, implying he was born at or near the very start of the universe, during the Big Bang.

    Mayor Ghost 
One of the possible bosses for the Dreadsylvanian Village, a mayor who is, well, a ghost. When you encounter him, he's in the middle of some important business, but since you rudely barged in, he has to move on to the next item on the agenda: killing you.
  • Bald of Evil: He's apparently bald, but you can't tell that at a glance since he's a ghost. You can get his Dodgy Toupee as a drop.
  • Battle Strip: Inverted. According to the description of Mayor Ghost's cloak, he puts on a cloak before fighting, rather than taking one off, though in his actual fight, there's no mention of him putting on or taking off anything.
  • Berserk Button: To activate his Hard Mode version, you need to wear a Dreadsylvania Auditor's badge. Being a Corrupt Politician, he hates the Dreadsylvanian Revenue Assessment Committee with a passion, so the sight of their badge infuriates him into fighting even harder.
  • Corrupt Politician: And he's been accepting some pretty odd bribes at that. According to Monster Manuel, he once got bribed with a "four thousand pound solid gold painting of dogs playing checkers". He's also been spending official money on yachts, ostensibly for official use.
  • Crush Parade: One of his "attacks" is ordering a parade so that the ensuing procession of mounted police and marching bands (who are also ghosts) tramples you.
  • Lawful Stupid: Parodied with some of his various miss messages, which describe him as being too preoccupied with policy and procedure to actually directly attack you.
    Mayor Ghost orders his secretary to take a memo to order the town council to form a committee to look into methods and options re: kicking your ass. "You're gonna be in real trouble eventually," he smirks.
    He has to check the budget to make sure there's enough funds available to cover wear-and-tear on municipal property when he beats you in the head with various bits of it.
  • Off with His Head!: Fail to meet his decrees, and his own execution squad comes in to behead you, instantly killing you.
  • Puzzle Boss: His main gimmick is that every round, he passes a decree that restricts what actions you can do in the next round of combat. If you fail, you instantly die, game over. In his Hard Mode version, he'll require very specific skills, items, and equipment, while in his regular version, he'll just forbid a broad category of actions, like using combat items or doing elemental damage.
  • Shear Menace: Might attack you with a pair of scissors, as a parody of a ribbon-cutting ceremony.
    He pulls out a pair of ceremonial scissors and cuts a ribbon. The ribbon in this production is played by your (body part)
  • Stealing from the Till: Implied. If you go into battle with the Dreadsylvanian auditor's badge, he'll claim he bought a yacht for the good of the village, not for his personal leisure.
    "You're... you're with DRAC? I already told you jackals, it was an official yacht. I didn't buy it because I wanted it, I bought it because the village needed it!"

    Zombie Homeowners' Association 
One of the possible bosses for the Dreadsylvanian Village. A horde of zombies conjoined together, lead by a zombie chairwoman, relentless in enforcing their inane code of housing regulations. Their current task is cutting down a plot of overgrown weeds, that is to say, you.
  • Berserk Button: They really, really do not like weeds. One of the miss messages describes your character exploiting this by pointing at some weeds growing through the cracks in the floor. In addition, to activate the Hard Mode version of this boss, you need to wear a weedy skirt, the sight of which absolutely infuriates the horde.
  • Damage-Sponge Boss: Their normal form isn't too bad, clocking in at 15000 HP, which is pretty high, but still manageable. Their Hard Mode version starts at 3 million and can go as high as 30 million.
  • Evil Is Petty: According to the Monster Manuel, if they had their way, everything would be illegal, because they're just that petty.
  • Improbable Weapon User: In addition to just clawing and biting you, they might also throw racy lawn ornaments at you, smack you with a swingset (which they confiscated for being "too tall"), stab you with a surprisingly sharp plastic flamingo, or slice you up with a lawnmower blade.
  • Lawful Stupid: Oh so much. Once, they confisicated a mariachi's pants for not having a permit for such fancy duds. Then they executed him for public nudity.
  • Literal Metaphor:
    • The HOA seem like they have eyes on the back of their eyes, because they literally do have eyes on the back of their heads. It's one of the possible drops for the Hard Mode version.
    • Both the normal and Hard Mode forms can drop wriggling severed noses, the "hatchling" for the Nosy Nose familiar. In other words, they're literally nosy.
  • No-Sell: If they're hit with single-target attacks, the chairwoman on the top just steals organs from other HOA members to recoup the damage. You need to use group-damage skills to make a dent. Popular choices include Garbage Nova and Splattersmash.
  • Our Zombies Are Different: These ones are all connected together at various odds and ends, forming one huge mass of undead humanity, and they're still sentient enough to indulge in being Obstructive Bureaucrats.
  • Tyrannical Homeowners' Association: Rather than moaning for brains, these zombies bemoan about lawns ornaments that violate code and contiguous square inches of weeds on the lawn (something that was based on Jick's own experience with the HOA) while attacking you with confiscated items.

    Count Drunkula 
One of two possibles bosses for the Dreadsylvanian Castle, a vampire who's drunk as a skunk. He's eyeing you as his next fix and does not appreciate it when his "meal" bites back.
  • The Alcoholic: And a vampire too. You encounter him after he's possibly drunk enough cans of beer to make an entire throne.
  • Alcohol Hic: Plenty in his dialogue.
  • Booze-Based Buff: Comes into play with his fight.
    • In both versions, he has a hard damage cap. The drunker you are, the higher it is. There's no limit in his normal version, but his Hard Mode version limits it 600.
    • In his Hard Mode version, he'll suck your blood, which drains away a portion of your drunkenness and heals himself. If your drunkenness goes below 30, the fight ends.
    • In short, getting super, super drunk helps you do more damage. One guide recommends having 200 drunkenness, and a lot of players use the opportunity to pursue the Little Chickadee trophy, which requires having 1000 drunkenness. For context, most characters get too drunk to adventure past 15. Note that while you normally can't fight bosses at these levels of drunkenness, Drunkula's fight is an exception.
  • Good Old Fisticuffs: Fights with very drunk haymakers.
  • Grievous Bottley Harm: One of his attacks involves smashing a bottle and hitting you with the shard. One of his "misses" is preparing to do this, but stopping after realizing there's still beer in it.
  • Mommy Issues: Hates his mother for some unspecified reason. Exploiting this is key to unlocking his Hard Mode. If you wear a ghost shawl to his fight, the sight of it reminds him of his mother, which makes him furious and activates his Hard Mode version.
  • Our Vampires Are Different: This one's an alcoholic. During his fight, he might try to turn into a wolf and a cloud of mist, turning into a "cloud of fangs and claws" that's described as like "being attacked by a blender that reeks of beer."
  • Time-Limit Boss: In his normal version, he passes out after 11 combat rounds, ending the fight because your character, in a rare display of Everybody Has Standards, refuses to beat up someone who's passed out and drunk.
  • Throne Made of X: When you encounter him, he's sitting on a throne made of beer cans, though it's described more as a "haphazard somewhat-throne-shaped pile of beer cans".

    The Unkillable Skeleton 
One of the possible bosses of the Dreadsylvanian Castle, the skeleton of a murderer who was executed by electric chair...and lived.
  • Berserk Button:
    • Shepards. One reported him to the authorities and thus got him sent to the dungeon. Activating his Hard Mode version involves eating a shepard's pie, and the smell of the player's breath after eating one reminds him of shepards, provoking him to fight harder.
    • According to the description of the Electric Kool-Aid drink, Kool-Aid. Unfortunately for him, it's the only thing he can drink.
    • That same description also mentions that he hates people using trademarked names without permission.
  • Chained by Fashion: A variation. He wears the straps that used to tie him to the electric chair.
  • Dem Bones: One that gained electricity powers after being electrocuted, no less. The boss trophy for his Hard Mode version is a crackling pelvis while the one for his regular version is a fingerbone.
  • Electrified Bathtub: One of the Monster Manuel entries quips you should avoid taking baths with him, lest this trope happen.
  • Hates Everyone Equally: The description of the Unkillable Skeleton's sawsword implies he hates everybody, not just Adventurers, hence the sword's 50% damage bonus against certain types of monsters. Amusingly, it has a 100% damage bonus against skeletons, which would make him a Boomerang Bigot.
  • Serrated Blade of Pain: His weapon, and it's electrified too. It's a possible drop for his Hard Mode version, and it does extra damage against certain types of monsters.
  • Shock and Awe: He uses it to drain most of your MP at the beginning of the fight, and his attacks are described as involving either touching you with electricity or swinging at you with an electrified sword. It has its limits; one of the miss messages describes him taking a break from attacking you to recharge himself (by sticking his fingers in an outlet, no less), and another describes him trying to shock you, but since you were apparently standing on a rubber mat, you take no damage.
  • The Man They Couldn't Hang: A more modern variation in form of a man who survived the electric chair. It burnt all his eyes and soft issue off, hence his Dem Bones nature, but his sense of smell is still intact.
  • Unfinished Business: Wants vengeance on the warden who executed him.
  • Wins by Doing Absolutely Nothing: You have to invoke this trope to defeat his Hard Mode form. He gets so pissed off that his ambient electrical field paralyzes you completely, preventing you from acting at all, so you need a large amount of passive damage to beat him.

    Shub-Jigguwatt, Elder God of Violence 
One of the two Elder Gods that can be summoned by the Mer-kins, and therefore one of the possible final bosses of the Sea. He can be fought if the player triumphed in the Colisseum and was crowned Champion.
  • Abstract Eater: Said to feed on violence. The Monster Manuel points out this means he can just punch himself if he's hungry.
  • Berserk Button: Damaging him with anything that isn't "the purest forms of violence" (read: regular attacks) will cause him to retaliate with a powerful electric shock - which gets more damaging with every infraction you commit.
  • Mana Burn: His first attack drains all of your MP. You also take damage equal to half the MP lost.
  • Shock and Awe: He's called "the Beast With One Point Twenty-One Volts" for a reason.
  • Shout-Out: His name is a reference to Shub-Niggurath.
  • Weaksauce Weakness: He has no Contractual Boss Immunity to debuffs. Four handfuls of Crayon Shavings will make him pathetically easy to kill.

    Yog-Urt, Elder Goddess of Hatred 
One of the two Elder Gods that can be summoned by the Mer-kins, and therefore one of the possible final bosses of the Sea. She can be fought if the player managed to solve a Mer-Kin Dreadscroll and become the High Priest/ess.
  • Driven to Suicide: If she's damaged in any way while you're under the effect of the Suckrament, you end up hating yourself so much you clutch your own throat (not just your neck, your actual throat) and instantly lose. You don't die, though - you just wake up as if you've been simply defeated.
  • The Power of Hate: Not only she's literally powered by hatred, she can damage things with it and poison you with self-hatred.
  • Puzzle Boss: You start out the fight under the Suckrament effect, which inflicts enough damage per turn that you die in two turns, and prevents you from using any skill or attacking her while it's active. You need to use healing items to survive (and you can use each item only once) until Suckrament wears off, at which point Yog-Urt can be easily killed.
  • Shout-Out: Her name is a reference to Yog-Sothoth.
  • Squishy Wizard: By herself, she has vastly lower stats than the other Sea bosses, including the Colisseum sub-bosses. She is fully immune to physical damage, though.

    The True Final Boss of the Sea 
Daddy Sea Monkee resides in the Mer-Kin Temple, hooked up to a (possibly) life-support machine. In order to fight him, the player must defeat both Elder Gods with all 6 classes (which requires 12 ascensions, as you can fight only one Elder God per ascension), combine the equipment they got as rewards, and then access the hidden door while wearing them.
  • Ambiguous Situation: Practically nothing is clear about what exactly is going on with him.
  • And I Must Scream: It's unclear whether Dad is in control.
  • Knight of Cerebus: Anything related to him is almost completely lacking of any of the game's usual humor.
  • Infinity +1 Sword: Two, actually - the Pocket Square of Loathing accessory, and the hatchling for the Adorable Space Buddy familiar.
    • The Clothing of Loathing as a whole could be seen as this. It has some of the highest stat boosts in the game, and the partial Title Drop in the outfit's name seems to imply significance.
  • No-Gear Level: You strip away your own effects before the fight. And possibly your skin.
  • No Item Use for You: "I can't I can't I can't. I can't I can't I can't."
  • Puzzle Boss: Every round, he's vulnerable to only one of the 6 forms of attack (either physical, or one of the 5 elements). Which one can be determined by deciphering the message at the beginning of the fight. Good luck trying to find out the solution on your own.
  • Ret-Gone: Only Grandpa Sea Monkee barely acknowledges his existence, and not even he knows of Dad's current state.
    • Perception Filter: The door that leads to his "room" can only be noticed by those who wear a complete or almost-complete Clothing of Loathing set.
  • Sanity Slippage: Merely interacting with him causes this.
  • Surreal Horror
  • Time-Limit Boss: While most battles in the game are subjected to a 30 turns limit, here you're restricted to just 12.
  • True Final Boss: of the Sea, and arguably of the game as a whole, being the hardest to get to and hardest to defeat boss that isn't part of a clan dungeon or limited-time content.

NPCs

Main Story NPCs

    Shen Copperhead 
The owner of the Copperhead Club in Seaside Town, who holds one half of the charm the player needs to complete the Holy MacGuffin quest. Unfortunately, Shen is a jerk who has little intention of just handing it over to the player without a few somethings in return.
  • Expy: Of Lao Che, from Indiana Jones and the Temple of Doom.
  • Faux Affably Evil: His polite facade ends the moment he successfully poisons you. Even then he never stops being smug and condescending when talking to you.
  • No-Holds-Barred Beatdown: His quest chain ends with the player character finally losing patience with him and beating "nine kinds of Hell in him" until he finally gives up his half of the charm.
  • Smug Snake: Which the game plays up for all its worth. In addition to being a condescending asshole, his quest chain has a snake motif throughout to really drive it home.

Sea Monkees

    In General 
The Sea Monkees are a family of creatures who live in a castle on the Sea Floor, which you rescue from various troubles.

    Little Brother 
The first Sea Monkee you rescue. Younger son of Mom and Dad.

  • The Unfavorite: Grandpa Sea Monkee calls him a pansy if you ask about him.

    Big Brother 
After you rescue Little Brother, he sends you on a quest to rescue Big Brother, who has been missing.

    Grandpa 
Little Brother will send you on a quest to rescue his Grandpa once Big Brother is found.

  • Racist Grandpa: He'll insist he isn't, but also claims he's genetically superior to the Mer-Kin. Then again, all the Mer-Kin living near him are total jerks.

Other NPCs

    Uncle Crimbo 
A hasty replacement for his brother Father Crimbo as the spirit of Loathing's local winter holiday, Uncle Crimbo is a lazy trailer-trash bum who overworks and generally abuses his elf laborers. He's always thinking up ridiculous schemes to improve the holiday, which inevitably require the local adventurer population (i.e. you and all the other players) to step in and save the day when things inevitably go wrong.
  • Ascend to a Higher Plane of Existence: During the events of Crimbo 2016, Uncle Crimbo is attempting to do this through meditation He succeeds, and gives up his corporeal form to become the essence of Crimbo
  • Bad Santa: He treats his employees like crap and causes all sorts of trouble, and expects the adventurers to bail him out every year.
  • Lazy Bum: Whenever there's trouble in Crimbo Town (and there always is), he just hides away in his trailer and bugs Adventurers into solving his problems. The most he'll do is make toys or other gizmos to help save the day. Averted (for once) in Crimbo 2015, when after meditating for a full year he achieves enlightenment, becomes the "Crimbuddha", and banishes both Gaia'ajh-dsli Ak'lwej and Crimborgatron without breaking a sweat.
  • Nice Job Breaking It, Hero: He's almost always the source of the problem plaguing Crimbo each year.
  • Zany Scheme: A frequent source of these. Take over Halloween this year? Use alien technology from a crashed space-ship to make new high-tech toys? Build a new factory powered by untested radioactive materials? What could possibly go wrong?

    Abuela Crimbo 
A kindly but no nonsense old woman who replaces Uncle Crimbo following the latter's ascension.
  • Beware the Nice Ones: She's a kindhearted, grandmotherly sort, but god help you if you mess with her elves or her holiday.
  • Never Mess with Granny: Per her name, she's pretty old, but she doesn't take any crap at all from the various forces that try to sabotage Crimbo each year.

    Tammy 
A young, spunky Crimbo elf who serves as Abuela Crimbo's right hand girl and the Adventurer's main contact for each year's Crimbo crisis. Most well known for the tambourine she carries to keep her fellow elves motivated.
  • Berserk Button: Dolphins have become this to her due to the events of Crimbo 2018 and 2019. Just mentioning the word "dolphin" within earshot is enough to make her fly into a rage.
  • Evil Twin: The 2023 Crimbo event reveals that she has a twin sister named Sammy who ran away from Crimbo Town to join a pirate crew. The same pirate crew that's trying to take over Crimbo Town in the 2023 event, in fact.
  • Iconic Item: Her tambourine. She is never seen without it.
  • Number Two: She's Abuela Crimbo's most competent and loyal worker, meaning that she's usually the one put in charge of handling things when things inevitably go wrong at Crimbo each year.
  • Recurring Extra: Ever since Abuela Crimbo took over the holiday, Tammy has been a constant presence in the yearly Crimbo events, serving as each event's primary quest giver. As the years have gone by, she and the Adventurer have struck up a lasting and surpriginsly wholesome friendship.

Races and Factions

    Knob Goblins 
Strange goblinoid creatures that make their home in Cobb's Knob in the Nearby Plains.

    Bugbears 
Small animalistic creatures who seem to keep to themselves and look down on everyone else who lives in the Kingdom.
  • Fantastic Racism: They seem to dislike anyone who isn't a Bugbear and refuse to let anyone besides themselves shop at the Bugbear Bakery. Fortunately, they're terrible at seeing through disguises.

    Giants 
The giants are a race of large beings that make their home in the Castle In The Sky high above the plains (though a few turn up elsewhere). Each one has unique quirks and abilities that affect the way they fight in combat.

    Hippies 
Nature-loving stoners and activists who are peace-loving, but not afraid to fight against anyone who doesn't share their ideals. They have a massive camp on the Mysterious Island Of Mystery where most of their members can be found.
  • New-Age Retro Hippie: To a tee.
  • The Pig-Pen: None of them are known to bathe regularly. They're actually so in-tune with filth that elemental Stench damage inflicted on them is reduced to one.
  • Planet of Hats: In a sense: "Hippy" is its own race in Loathing.
  • The Stoner: Not surprising, given that they represent most of the negative aspects of real world hippies.

    Frat Orcs 
A large fraternity of orcs who behave like stereotypical college kids and love drinking, partying and hazing. Their main base is a large frat house that can be found on the Mysterious Island Of Mystery.
  • The Alcoholic: They really love their booze.
  • Ancient Conspiracy: They go back a long way. Their original headmaster is Zombo. Wearing Zombo's ring causes any male frat orc who sees it to acknowledge your superiority and commit suicide.
  • The Pirates Who Don't Do Anything: They don't actually attend a university, they just like being in a fraternity.
  • Wacky Fratboy Hijinks: Pretty much everything they do outside of warring with the Hippies. Most of their noncombat adventures involve large amounts of drinking, hazing new pledges and other general frat mischief.

    Mer-kin 
A race of mermaid-like people encountered on the ocean floor with xenopobic tendencies.
  • Always Chaotic Evil: All merkin you encounter are extremely xenophobic and hate all other races with a passion, and even other Mer-kin.
  • Foreign Queasine:
    • According to the Monster Manuel factoids for the Mer-kin baker, all Mer-kin food is pure poison, and everyone is allegric to it. There is a bit of Gameplay and Story Segregation though; all the food you get from Mer-kin foodbuckets at least is perfectly harmless (albeit not very filling if not made into more useful food through Tempuramancy).
    • Speaking of the Mer-kin baker, the mob drops some molasses that is described as "revolting". It still grants a beneficial status effect nonetheless.
  • Language Equals Thought: The description for the Mer-kin takebag claims the Mer-kin language doesn't distinguish between "collect" or "steal", prompting the speaker to quip that working at a Mer-kin post office must be a headache.
  • Our Mermaids Are Different: Downright xenophobic, and found on the ocean floor.
  • Proud Warrior Race: If the colosseum, their extremely high aggressivity, and the fact that their brutal school teaches their children to worship two elder gods of hatred and violence didn't tip you off...
  • Soap Punishment: In their culture, this is used to punish those who aren't foul-mouthed or mean.
  • Sucky School: In addition to the mer-kin punisher you can fight at the Mer-Kin Elementary School, according to Monster Manuel, it is mandatory for all mer-kin to be able to sufficiently bully other mer-kin kids before graduation.

    Seals 
Seals that oppose Seal Clubbers and are extremely demonic, not to mention evil.


Top