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Character featured in MARDEK.


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Main Characters

Where would we be without our heroes? This folder lists the earliest party members.

    Mardek Innanu El-Enkidu 
https://static.tvtropes.org/pmwiki/pub/images/Mardek_1476.png

Well, he's a young man from Goznor, who, together with his best friend Deugan, wishes to one day become a Grand Adventurer and go on quests and save people. He's joined the royal guard of Goznor in the hopes that he'll be able to help people like his hero Social Fox once did. He's a bit dim at times, but he's well-meaning and has a big heart.

The Hero of the story, though unlike many heroes, he's a submissive, "leaf-in-a-river" type of person who tends to assume that other people know best, especially since thinking strains his brain sometimes. Also, unlike the other characters, who all have deep personalities and fleshed-out backstories, Mardek is as deep as a puddle.


  • Ascended Fanboy: The first two chapters follow him and Deugan, who have dreamed about being heroes their whole lives, following in the footsteps of their childhood idols.
  • Character Alignment: Lawful Good. Parodied, as the reason he's so Lawful less because he has a strict moral code and more because he willfully follows any authority that's near him. This becomes a big problem in Chapter 3. invoked
  • Cloud Cuckoolander: Mardek has a weird sense of imagination.
  • Combat Medic: He's primarily a Stone Wall and straight-up Medic in Chapter 2, but graduates to this in Chapter 3 after he starts picking up some Spellblade abilities.
  • Did Not Get the Girl: Emela leaves at the end of Chapter 2, and the dreamstones of Chapter 3 reveal her falling in love with Deugan instead. Mardek's unaware of all of this, however, as he never directly interacts with either Emela or Deugan for the entirety of Chapter 3. Developer's notes reveal that there were plans for a Babies Ever After ending with her before the Dreamstone texts had been written.
  • Disappeared Dad: His father is gone adventuring.
  • Even the Guys Want Him: He has this effect on some NPCs after becoming a Knight.
  • Foil:
    • To Deugan. The parallels are even addressed by the latter in Chapter 2; Deugan claims to be jealous of Mardek's easygoing, confident nature, and how easily people talk to him, as opposed to Deugan, who's deemed "too intense" for some people. Whereas Deugan seeks to become an adventurer out of drive and passion, Mardek seems to only be going along with it because Deugan's his friend. Mardek's access to magic and spells is entirely thanks to Rohoph's possession, whereas Deugan's ability to enchant his sword in combat is earned through painstaking adventure and grinding. Even after being separated before Chapter 3, Deugan's rise to a famous Adventurer, Lone Wolf, is far different having been attained entirely through his own merits, as opposed to Mardek more or less riding (albeit unintentionally) an event that he was bound to by being granted Rohoph's powers.
    • To Vehrn, as well. Both are Lawful Good invoked Light-elemental characters that wield a sword and shield, both bring good and justice to the world at the whims of their respective authority figures, but while Vehrn has an inflated ego because he was raised to believe in a Holier Than Thou worldview, Mardek is a Humble Hero who likes to befriend people, and sorta goes along with whoever guides him.
  • Fourth-Wall Observer: Among other things: he's aware that new P-dialog is unlocked as people level up, he's unsure how to pronounce "Elwyen" properly despite having said her name (because he speaks in text, y'see), and at one point he notices that the music has changed (unless the sound is off, in which case he'll note that instead).
  • Genre Blind: Unfortunately, he's this. Luckily, this provides plenty of laughter in his dialogue.
  • The Hero: But of course. His role in both storyline and battles is greatly subverted, however, as he's a quiet, submissive, "leaf-in-a-river" type of person instead of a Hot-Blooded leader-esque one. The way he subserviently adheres to the authority of people without much question leads to his role as this to slowly become more and more designated.
  • Idiot Hero: Played for Laughs. Though it's slowly deconstructed. Mardek's not particularly bright and knows it and the result is that he doesn't like making decisions which means that he follows whoever's ordering him around. It fine if it's Deugan but not so much when it's Rohoph
  • Infinity +1 Sword: In Chapter 2 it's the Champion Sword, obtained by completing the Cambria Tournament. In Chapter 3, it's the Champion Sword II, obtained by doing the same thing, but in Chapter 3. He and Deugan also have parodies of this in the Prologue, where they're pretending to be heroes.
  • Kindhearted Simpleton: This is Played for Laughs throughout most of Chapters 1 and 2, but by the time Chapter 3 rolls around, it becomes more apparent how bad things can get when positive influences like Deugan aren't around.
  • Knight in Shining Armor: Albeit one who's a little off when it comes to reality.
  • Knightly Sword and Shield: A one-handed sword and shield.
  • Lightning Bruiser: Give him Boots of Celerity or Haste, and Mardek will destroy basically anything in his way. It helps that for 100% completionists, he'll be absurdly overleveled by the end of the game.
  • Magic Knight: In Chapter 3, Mardek can learn Natural-Elemental attacks.
  • The Medic: He becomes more of a Magic Knight from Chapter 3 onward, however.
  • Mighty Glacier: Mardek tends to be the slowest member of your party, but by the end of Chapter 2, he can really dish out damage, and take what's returned to him. Add to this that he's your primary source of healing spells before the arrival of Sharla in Chapter 3 and it'll be unlikely he'll die before anyone else in the party.
  • Mind-Control Eyes: Whenever Rohoph speaks through him, his eyes glow white.
  • Never Bareheaded: Mardek's helmet in Chapter 3, complete with an "M!" scrawled on the forehead above the M-shaped eyeguard, is gloriously cheesy. Then you realize that he uses it to hide the glow in his eyes that appears whenever Rohoph takes over. As well as mysterious sores, according to Elwyen's dreamstone.
  • Nice Guy: How much of it is his intelligence and how much of it is genuine is a mystery to many.
  • Oblivious to Love: Elywen is one step short of jumping him and he still doesn't get it. Even with Emela, when Deugan asks whether he likes her, he says they're great friends.
  • The Paladin: In Chapter 2. Once he gains access to Spell Blade abilities in Chapter 3, he becomes more of a Magic Knight.
  • Power Degeneration: Elwyen's dreamstone reveals that Mardek's developing sores under his eyes, implying Rohoph's soul is too much for his human body. Or that an organic body can't hold more than one soul at a time.
  • Secret Legacy: It very heavily implied that Mardek's father isn't from Belfan, but instead is from a Nineveh, a planet the Annunaki are at war with.
  • Sharing a Body: With Rohoph. Elwyen's dreamstone in Chapter 3 implies that it may be slowly killing him.
  • Spell Blade: While it isn't an actual buff or effect, Mardek's Magic Sword abilities such as Flame Slash and Earth Slash are explained as being sword attacks enchanted by Rohoph's power.
  • Stone Wall: In Chapter 2. He has access to heavier armor (and a shield), has excellent stats, but his complete lack of attacking skills (and the fact that he's the party's only medic) means he won't be contributing much on the "killing people" side of things. This is enforced by the game design to prevent him from becoming underleveled, as party members who deliver killing blows to enemies gain a lion's share of the experience.
  • Supporting Protagonist: Played with. The other characters do follow him and he is usually at the center of the plot, but he has a carefree, docile personality, and usually just does what other people (especially Deugan and Rohoph) tell him to do, despite being technically being the leading man.
  • Sword and Sorcerer: He's the Sword to Emela's Sorcerer in Chapter 2. While he lacks any offensive abilities, Emela is a Black Mage with no support spells.
  • Touched by Vorlons: From the end of Chapter 1 onward, Mardek's abilities are entirely powered by Rohoph's presence. This is further exemplified by the fact that the icon for his abilities list is just an Annunaki.
  • Verbal Tic: Take count of how many sentences he starts with "Well," especially in the first two chapters.

    Deugan Selmae Eh-Deredu 
https://static.tvtropes.org/pmwiki/pub/images/Deugan_4405.png

Mardek's best friend, and 'adventuring partner'. Together, the two boys aspire to be Grand Adventurers like their hero Social Fox, going on adventures and saving people from dragons and such. Joining the Guard is the closest they've ever got to becoming mighty respected heroes who help people. Deugan's more level-headed and analytical than his friend, and tends to take things more seriously. Though he can be slightly exasperated by Mardek's dim-witted, carefree brashness at times, he's still very loyal to him and values their friendship deeply.

Mardek's childhood friend. The idea of becoming famous heroes was his idea in the first place; Mardek just tagged along with him. He tends to be the one with more passion and drive, and due to Mardek's personality, Mardek follows along with whatever he does. He's also much more serious and level-headed than his friend.


  • Ascended Fanboy: The first two chapters follow him and Mardek, who have dreamed about being heroes their whole lives, following in the footsteps of their childhood idols. Subverted somewhat in his case, however. When he DOES become a hero, he feels as if he doesn't deserve it.
  • BFS: Wields Greatswords that go up to his shoulders.
  • Character Alignment: Neutral Good. This is reinforced by the way he adventures after becoming Lone Wolf. invoked
  • Dishing Out Dirt: On top of being Earth-elemental, the second ability he gains access to is Earth Slash.
  • Dumb Blond: Inverted. Deugan's the blonde, but Mardek is the idiot of their duo.
  • Foil: To Mardek, and it's even addressed by Deugan in a P-Dialog in Chapter 2; Deugan claims to be jealous of Mardek's easygoing, confident nature, and how easily people talk to him, as opposed to Deugan, who's deemed "too intense" for some people. Deugan's father is an uninspiring weapons merchant, whereas Mardek's a famous adventurer. Whereas Deugan seeks to become an adventurer out of drive and passion, Mardek seems to only be going along with it because Deugan's his friend. Mardek's access to magic and spells is entirely thanks to Rohoph's possession, whereas Deugan's ability to enchant his sword in combat is earned through painstaking adventure and grinding. Even after being separated before Chapter 3, Deugan's rise to a famous Adventurer, Lone Wolf, is far different, having been attained entirely through his own merits, as opposed to Mardek more or less riding (albeit unintentionally) an event that he was bound to by being granted Rohoph's powers.
  • Genius Bruiser: He is arguably the most intelligent and perceptive of the group in chapter 2, while remaining the strongest playable character.
  • He Knows About Timed Hits: He's usually the one to remind you of the controls at the beginning of chapters.
  • The Hero: Deugan fits the role of The Hero much better than Mardek. He wants to do good, makes all the decisions, is the strongest melee character in Chapter 2 etc.
  • Heroic Sacrifice: At the end of chapter 2, he holds off the Dracelon, allowing Mardek and the party to escape. Chapter 3 reveals that he didn't die, however.
  • Hero of Another Story: As Lone Wolf.
  • Knight in Sour Armor: Juxtaposed with Mardek, who becomes a literal Knight in Shining Armor.
  • The Lancer: Played With. Mardek is the main character and the Weirdness Magnet but it's stated during Chapter 2 that Deugan's the one making the decisions and Mardek is just following Deugan and Rohoph.
  • Leitmotif: Lone Wolf, one of THE best character themes ever.
  • Magic Knight: To contrast with Mardek's Light-elemental abilities, Deugan learns a variety of Natural-Elemental Spellbladery techniques.
  • Mighty Glacier: Not as fast as Mardek or Vehrn, but he makes up for it with fantastic durability and excellent damage.
  • Not Quite Dead: A heroic example, but subverted nonetheless. While Deugan survives the battleship crashing into Lake Qur, he doesn't return to Mardek or Goznor, as he feels he doesn't deserve to be a hero.
  • That Man Is Dead: In a way, he does this after becoming Lone Wolf. He's completely abandoned his past and all his friends and family, to the point that he treats Mardek like a stranger upon running into him.
  • Twice Shy: Emela and Duegan are painfully shy around each other. To the point that almost everything they say about one another is spoken to Mardek by proxy in Chapter 2. Dreamstones of the duo reveal they fell in love after being separated from Mardek.

    Emela Andra Wu-Jardu 
https://static.tvtropes.org/pmwiki/pub/images/Emela_4944.png

A young woman who served on the Gonzor guard alongside Mardek and Deugan. She joined the Guard at the same time as Mardek and Deugan, and the two mens' eyes have been on her since. She possesses the power to wield elemental magics. She is very shy, and although she claims to have come from Canonia, she is very vague about her past.

In fact, she is the child of the guardians of the water crystal, and grew up in a temple beneath Lake Qur, seperated from civilization. She returns there after Chapter 2 to find her mother and father dead. She cannot join in Chapter 3 because of this, as her duties as the new guardian keep her from leaving the temple, even if you get the crystal. It's also revealed in the dreamstones that she and Deugan had a short relationship.


Party Members

These are the party members that are perpetually interchangeable.

    Vehrn Juonour El-Ganobyi 
https://static.tvtropes.org/pmwiki/pub/images/Vehrn_5930.png

A devoted Yalortian paladin from the southern lands. He was sent on a mission to explore the mysterious outbreak of monsters in Canonia, and the missing shaman, as the priests that he serves sensed that evil was afoot...
The typical paladin, Vehrn is self-righteous, arrogant, blindly religious and devoted to his cause. He means well and lives to help others, but he lives to serve and merely obeys his orders without thinking for himself, calling those who oppose his masters 'heathens' and suchlike.

Like the blurb says, he's annoyingly arrogant, and extremely devoted to his religion. If you level him up enough, he'll constantly pester Mardek to become a Yalortian. You'll also find out that he was apparently an orphan who was handed to a monastery when he was a baby.


  • Boisterous Weakling: He's introduced telling the party that they won't be needed. You find him grievously wounded.
  • Character Alignment: Lawful Good. invoked
  • Covert Pervert: He feels Elwyen up in the Dark Temple if you take both of them there. Though the "covert" part is debatable as he has no problems with them knowing he did it.
  • Crippling Overspecialization: Inverted in Chapter 2, where he's often more useful than Zach because of his anti-undead and anti-Dark skillset. Almost everything past the halfway point in Chapter 2 is undead-focused, including most of the bosses. And then in Chapter 3 undead continue to be all over the place, being the focus of two dungeons and prevalent in at least one other, and while he is strongest against undead and Dark enemies, Vehrn has no trouble smiting everything else (as long as they don't absorb Light).
  • Doorstop Baby: He was abandoned on the steps of the Yalortian Monastary in Aeropolis.
  • Foil: To Mardek. Both are Lawful Good invoked Light-elemental characters that wield a sword and shield, both bring good and justice to the world at the whims of their respective authority figures, but while Vehrn has an inflated ego because he was raised to believe in a Holier Than Thou worldview, Mardek is a Humble Hero who likes to befriend people, and sorta goes along with whoever guides him.
  • The Fundamentalist: Parodied. His devotion is cartoonishly stupid, and almost every single accomplishment he and others is credited by him as "something YALORT allowed!"
  • Good Scars, Evil Scars: He has an unexplained scar on one of his eyebrows.
  • Healing Hands: His Lay On Hands ability grants him this.
  • Holier Than Thou: A big part of his personality; thankfully, he still means well.
  • Idiot Hero: Played With. His idiocy is more because of his religious fervor than actual intelligence.
  • Infinity +1 Sword: The Righteous Justice, found inside the Lost Monastery.
  • Leitmotif: Vehrn.
  • Light 'em Up: His two abilities in Chapter 2 are centered entirely around smiting dark-elemental and undead enemies.
  • Magic Knight: He starts as this, but becomes a full-fledged paladin after gaining Lay On Hands.
  • Optional Party Member: You can choose to straight ignore him in Chapter 2 if you want. Not so much in Chapter 3, though.

    Zach Ursus Ae-Jarino 
https://static.tvtropes.org/pmwiki/pub/images/Zach_5005.png

A battle-hardened mercenary from lands afar. He doesn't speak much at all, so his past is a complete mystery, though it seems as if he's been scarred deeply or he's learned to suppress his emotions...
He kills for money and will slaughter whoever his employer wishes to without remorse.A battle-hardened mercenary from far away lands, Zach rarely shows emotion and speaks even less. He can be hired at various taverns and inns throughout the series for various sums of money. He holds very little respect for his employers, though, over time, he does recognize Mardek as an exception. Leveling him up and speaking to him more will eventually reveal that he followed an adventurer from the North, who is slightly implied to have been Mardek's father (despite being a Jerkass), out of his village of proud warriors, an act that went against his people's tradition.
  • Character Alignment: Lawful Neutral. He's loyal to his contract and will leave when it ends.invoked
  • Crippling Overspecialization: He has no magical skills. At all. He only has a single attack that uses Mana, and at very generous rate. But he has a cool double sword.
  • Dark and Troubled Past: See Mysterious Past below. It's strongly suggested that his past is one of these, as he claims to avoid making emotional connections with other people because "less people get hurt that way".
  • Defrosting Ice Queen: A Rare Male Example; If you level him up enough, he slowly starts opening up and revealing more of his past.
  • Double Weapon: A staff with a blade on each end.
  • Evolving Attack: Sinstrike's damage scales with how many kills Zach has and has no known maximum limit.
  • Facial Markings: Has a claw-mark tattoo above one of his eyebrows. This is more of a Tribal Marker, as it signifies him as a member of the Bear Clan.
  • Gathering Steam: Crescendo Slash increases in damage dealt for every time it's been used in the battle so far, making Zach quite useful in long battles.
  • Glass Cannon:
    • He starts out as one, having no defensive reactions and high attack when you first recruit him. Luckily, it'll probably only take you a couple dungeons to catch him up to everyone else.
    • By the end, he can get up to 70% physical evasion. More so if you let him rake in enough kills, as he has a move that gets stronger the more kills he has.
  • Hell-Bent for Leather: He comes pre-equipped with spiked leather armor, and his sprite/portrait is always wearing it as well.
  • Infinity +1 Sword: The Yin and Yang, which is dropped by a Bone Demon inside a cave on the Desert Path.
  • Jade-Colored Glasses: Became jaded as more and more of his employers treated him as a weapon. Mardek is his only employer who has treated him as a person so far!
  • Jerkass: Somewhat. His reply to meeting you again in Chapter 3? Offer up his services for ten times the original amount you paid in to recruit him in Chapter 2.
  • Leitmotif: Zach. Notable for how it is also slightly similar to Shadow's theme, as pointed out by Tobias himself.
  • Meaningful Name: His middle name, 'Ursus'. He came from the Bear Tribe.
  • Mysterious Past: He definitely has one. Too bad he isn't too keen on telling it to you. Unless you level him up and pester him enough.
  • Optional Party Member: The only party member who truly does not have to be recruited in both games, and lampshaded if you talk to him in Chapter 3 without meeting him in Chapter 2.
  • Overshadowed by Awesome: In Chapter 2, he is a useful character in his own right, but Vehrn's Disrupt Undead/Silver Sword/Quarry: Undead combo lets him one-shot most enemies in the latter half of the game, which is filled to the brim with undead.
  • Permanently Missable Content: It's quite possible to be completely in the dark about his existence, and you can't recruit him in Chapter 2 once you defeat Moric in The Catacombs.
  • Professional Killer: Kinda, he's a mercenary who will work for whoever pays up, and he has no qualms about killing.
  • Proud Warrior Race Guy: From his armor to his attitude, he acts like one, at least. Said exactly word for word in dialogue. And he actually is from a Proud Warrior Race, too.
  • Put Them All Out of My Misery: He utilizes this logic to justify his career path.
  • Scary Black Man:
    • A customer in the bar you recruit him in outright calls him one. And Zach fits the bill pretty well, since any character that comments on him will always mention how frightening and/or ruthless he looks.
    • Heck, Mardek's mother outright tells him that she'd prefer if Mardek didn't hang around Zach at all.
    • Tragically, it's this persecution that gets Zach where he is in the first place.
  • Shout-Out: He's basically a big, walking Shout-Out to Shadow. How you hire him, the comments that people make in the bar, the fact that he keeps his past mostly to himself...
  • The Stoic: He rarely speaks at all and refuses to elaborate on his past. Unless you level him up enough, then he'll start talking about it. But not too much.

    Donovan Gonoru Fa-Alregis 
https://static.tvtropes.org/pmwiki/pub/images/MDKDonovan_3791.png

One of the Royal Guard recruits who signed up at the same time as Mardek and Deugan. He has long hair. He's a natural leader-type, naturally taking charge in missions, but does a good job of it and treats his teammates with respect.

Donovan is King Gonoroth's only son, and such, he is also the heir to the throne. However, he doesn't want his royal status to be known by his fellow Guards and Knights, as he wants to build reputation with his talents rather than his royal blood.


  • Ascended Extra: His role in Chapter 2 is minor, but he's Promoted to Playable in Chapter 3.
  • Berserk Button: He goes ballistic if in the party when the Myserious Man hits on Sharla.
  • Character Alignment: Lawful Good. invoked
  • Crippling Overspecialization: He can only cast spells from a single element. While this makes him very useful in areas with enemies vulnerable to Fire, he isn't useful for much else. Shame there are hardly any areas where monsters have a consistent weakness to fire (some are merely areas filled with undead already covered by another specialized character, Vehrn), and several areas where enemies are resistant or immune to fire. He does have the ability to give the whole party a shield against fire attacks, but so can Gloria and she can also cast spells for the other elements.
  • The Hero: His personality is not too far off from this, in fact, he's probably more fit for leadership than Mardek is, as shown by his excellent command of his fellow guards in the beginning Chapter 2.
  • Infinity -1 Sword: Firefang, which has the second highest attack power of all spears, increases the power of Donovan's spells, and grants a small chance to inflict numb with his basic attack. You get it as a drop from the Fire Guardian, a mandatory boss that you can go fight as soon as the game world opens up.
  • Infinity +1 Sword: The Obelisk, obtained by returning all returning all 10 artefacts to the Aeropolis museum curator. Weirdly enough, the Obelisk is also Sharla's Infinity +1 Sword, which means only one of them can have it equipped at any one time.
  • Knight in Shining Armor: Is a fairly idealistic fellow, and roves about the lands at the King's will to save lives and fight evil.
  • The Leader: Especially in chapter 2, where he's the one giving orders to the other recruits.
  • Leitmotif: Duet, shared with Sharla.
  • Long-Haired Pretty Boy: A fact that Steele mocks in Chapter 2.
  • Opposites Attract: With Sharla. Donovan's an erudite natural leader while Sharla is a quiet, shy Nice Girl.
  • Playing with Fire: His element is Fire, and he's a Pyromancer that purely utilizes this.
  • Reasonable Authority Figure: He's pretty friendly and gets along well with Mardek. Talk to Mardek's mom with him in the party and she reveals Mardek genuinely respects and looks up to him.
  • Royal Blood: He's revealed to be the Prince of Goznor in his Dreamstone.
  • Squishy Wizard: Downplayed by the fact that he wields a spear, and can deal more physical damage as well.
  • Warrior Prince: A prominent pyrokinesis who wields a spear in battle, and [[is the heir to the Goznorian Throne.]]

    Sharla Qualle Ae-Andrias 
https://static.tvtropes.org/pmwiki/pub/images/Sharla_1068.png

A quiet girl who signed up to join the Guard at the same time as Mardek and Deugan. She's exceedingly shy and rarely speaks at all, and seems quite mild-mannered and kind of heart. She joined the Guard to help and heal people rather than destroy. She seems to have feelings for Donovan.

  • Action Girl: Just because Sharla's sweet and somewhat fragile doesn't mean she won't atomize you with a lightning bolt if you threaten her or her friends.
  • All Girls Want Bad Boys: Parodied to an absurd degree. Despite her Ship Tease with Donovan, if you have Sharla in your party when facing the Mystery Man the first time, you get this exchange:
    Mystery Man: Hey Sharla, babeh. Take yer top off and come over here and I'll let you live.
    Sharla: He's such a charmer! I might be falling for him!
  • Ascended Extra: Like Donovan, she's a minor character in Chapter 2 and Promoted to Playable in Chapter 3.
  • Blow You Away/Shock and Awe: She's Air-Elemental, as are the combination of wind and lightning-based spells she wields.
  • Character Alignment: Neutral Good. invoked
  • Crippling Overspecialization: She can only cast spells from a single element. While this makes her very useful in areas with enemies vulnerable to Air, she isn't too useful anywhere else, though she has a leg-up on Donovan by usually having a neutral element, healing ability, and the fairly versatile Gust Shield. Really, you just don't want to take her to the Fire Temple.
  • Fragile Speedster: Is one of the fastest characters in the game and has an ability that ups agility. However, her low attack and the fact that the first map is a fire cave means that she has a hard time dealing damage early on. As character
  • Hair of Gold, Heart of Gold: She's blonde and incredibly sweet.
  • Healing Winds: An Aeromancer who can restore HP, raise defense, and nullify Air-related damage.
  • Infinity +1 Sword: The Obelisk, which is shared with Donovan.
  • Leitmotif: Duet, shared with Donovan.
  • Nice Girl: Calling her the nicest character in the cast would not be an exaggeration.
  • The Quiet One: However, it's because of her docile, inoffensive personality rather than some Dark and Troubled Past or something like that.
  • Squishy Wizard: And a speedy one, at that. She has lower VIT and therefore max HP, compared to Donovan, but her agility is sky high.

    Elwyen Sirene Wu-Nympha 
https://static.tvtropes.org/pmwiki/pub/images/Elwyen_6461.png

A young girl who lost her parents to a curse from the Lake Hag. She likes to sing. After Mardek defeated the Lake Hag, Elwyen fell for him, and the two have remained good friends since then. Mardek visits Elwyen frequently between his missions, but she tires of village life and longs to travel with him in order to partake in the exciting adventures that fill his life rather than just hearing about them in his stories.
Though she is not an actual siren by blood, she likes the sound of the word and calls herself a 'siren'. She uses harp music to significantly affect the playing field in battle.

  • Action Girl: Her fighting is mostly indirect, but she can still kick some serious ass.
  • Attention Whore: Only with Mardek, however.
    Elwyen: Maaardeeeek! I'm all covered in sweat, all wet and glistening and it's making me squirm around! Why aren't you watching?
    Mardek: Well, we're sort of on an adventure here...
    Elwyen: I still wish you'd ogle me lustfully all the time, just like you used to!
    Mardek: I don't remember ever doing that...
    Elwyen: IN MY DREAMS YOU DID!!!
  • Character Alignment: Chaotic Neutral. invoked
  • Clingy Jealous Girl: She's particularly obsessive of her feelings towards Mardek.
  • Damsel in Distress: Defied, or at least she's hoping to defy it.
  • Foil: To Gloria, her best friend. Elwyen is a flighty, excitable girl, while Gloria's a mature young woman who's very much Wise Beyond Her Years. Their fighting styles are also counterpoint- Elwyen is a Fragile Speedster who specializes in Status Buffs, while Gloria is a Mighty Glacier whose fighting style is a much more straight-forward Combat Medic. Their Love Interests are also complete opposites- Elywen lusts after Mardek, while Gloria has a much more stable, mutual attraction with Meraeador.
  • Fragile Speedster: She has the highest AGI out of all party members, and one of her early physical defense reaction abilities grant her high evasion, but she has overall low health.
  • Hidden Depths: Her dreamstone shows that she's much more perceptive and wise than she normally acts. She's one of the few people to understand Mardek's personality and the only one notice that he's possibly dying.
    • Despite her flighty, attention-seeking behavior, she's still incredibly traumatized by what happened to her parents, and half the reason she wants to go adventuring with Mardek is to find a way to save them.
  • I Love You Because I Can't Control You: Scarily enough.
    Elwyen: Maybe it's why I like you so much... You're a challenge. You're so much better than the other guys in my village because I DON'T have full control over you. I can't take the easy way, and... that's love, right?! Right?! It must be!
  • Infinity +1 Sword: The Astral Harp, obtained by returning all the fairies to the Fairy King in the Lifewood.
  • Leitmotif: Siren Song
  • Magikarp Power: May look useless at first, but if you get sheet music for her, she is one of the most powerful party members. To elaborate: her skills allow her to damage enemies once their turn starts, ignoring defenses and resistances. Particularly effective against Pixies. She also has skills that decrease or increase damage from different attacks based on her stats. Train her up and you're near untouchable.
  • Meaningful Name: Sirene Nympha needs little explanation, considering how she's a Siren class and she practically throws herself at Mardek.
  • Musical Assassin: And she's damn good at it, too. Dolorous Dirge deals damage to all enemies every time they get a move, ignoring resistances and defense, and slaughters the Demonic Spiders of the game (low HP, high resistances and defense) in a turn or two. Requiem functions exactly the same, but only works on undead and does 4 times as much damage.
  • No-Sell: Her Runic Rhapsody reduces damage taken party-wide from magical attacks by a percentage equal to her SPR. When combined with Solaar's Spirit Graft, Elwyen can potentially have a pure Anti-Magic wall up against enemies.
  • Quote Mine: She is very happy when she can quote Mardek telling her she's hot. Note that Mardek was telling her this in a volcano.
  • Shipper on Deck: Only with people who get in the way of her relationship with Mardek, though.
  • Small Town Boredom: She voices this between Chapters 2 and 3 amidst her and Mardek's interactions.
  • Spoony Bard: Averted. Elwyen becomes one of the most useful characters in the game. She's almost necessary when trying to fight the bonus bosses.
  • Status Buff: A few of her songs do this, increasing simple stats such as defense and attack.
  • Stripperiffic: She wears a corset and a see-through veil around her waist. One would hope she's wearing panties beneath, at least.
  • The Tease: Solidified when she wants to dance around and tease the celibate priests. She tries on Mardek but that doesn't work.
  • Wife Husbandry: Inverted and Played With. She developed a Precocious Crush on an 18-year-old Mardek after his party stopped the Lake Hag of Lake Qur. Now that she's close to being of reasonable age, she's dead set on bedding Mardek. Not that Mardek ever catches on, though.
  • Yaoi Fangirl: Sort of.
    Elwyen: You've got friends like me now, Mardek! You don't NEED [Deugan] anymore! I can be a better friend anyway. I actually CARE about you, and, and... And I can show you a sort of appreciation and fun that he never could, wink wink. Unless he ever did?! Eww! Mardek! I shouldn't have thought of that! It is pretty hot though, now that I think of it another way.

    Gloria Eh-Korey 
https://static.tvtropes.org/pmwiki/pub/images/Gloria_2490.png

Elwyen's best friend. She's kind, caring, and mild-mannered...completely unlike her brother. She was always teased by him, and considered him a negative role-model; she specifically made sure that she had none of the negative traits that he so obviously possessed.
Gloria always felt that she was 'at one with nature', and used to visit the Canonia shaman regularly... The position of shaman must pass on to another person whenever a shaman dies, and this other is chosen by the planet. Gloria was selected to take over from the old Canonia shaman, and now spends her time in the Shaman's Cave, solving minor village disputes, brewing potions, and et cetera.

  • Action Girl: Is the new Shaman of Canonia, as well as one of the most versatile party members in the game.
  • Character Alignment: Lawful Neutral. invoked
  • Combat Medic: Gloria's spells are all over the magic spectrum, featuring everything from healing to buffs to straight-up damaging spells.
  • Deadpan Snarker: By and far the snarkiest person in the entire series.
  • Elemental Powers: Can use all 4 Natural Elements.
  • Everyone Is Related: P-key dialogue reveals that Steele is her half-brother.
  • Foil:
    • First, to Elwyen. Despite being best friends, the two are complete opposites in a multitude of factors, not limited to: personality, fighting style, element, Love Interest, the list goes on..
    • Secondly, to Steele. Gloria outright states that while he's a Child by Rape, and therefore a child borne of hate, she's a child borne to symbolize the love between her parents. In addition, their motivations for their actions are completely opposite- Steele does what he does because he cares only for himself, while Gloria is sacrifice her own life and freedom to help others- even when it's not really necessary.
  • Good Is Not Soft: Gloria might be the Only Sane Man but she has a ruthless streak. She smiled finding out that Steele is dead (though she is fully justified) and she would rather see Saul's dungeon removed (though she quickly checks herself).
  • Green Thumb: Unlike most other earth-aligned characters, she leans more towards this than Dishing Out Dirt.
  • Infinity +1 Sword: Yggdrasil's Finger, found in a rather obscure section of the Dreamworld.
  • Leitmotif: Nature's Maiden.
  • Martial Arts Staff: Armed with a staff. Weirdly enough, unlike all other Chapter 3 characters with previously-unseen weapons, like Elywen or Legion, you can find staves as enemy drops in Chapter 2, which means they're all useless unless you exploit the series' Old Save Bonus functionality.
  • May–December Romance: Meraeador is 31. She's 17. However, due to being a shaman, she'll age much slower than Mereador, and she's also Wise Beyond Her Years.
  • Nature Hero: Unsurprising, as she is a shaman who is in tune with the planet.
  • Only Sane Man: Among the playable characters in Chapter 3. She's really the only one questioning whether the party's actions are doing more harm than good, and doles out a fair bit of snark at the rest of the party's antics along the way.
  • Red Mage: As mentioned with Combat Medic, she has both offensive elemental magic skills, as well as a buffing and healing skills as well.
  • Small Town Boredom: Not only bored, but annoyed by how every guy in town wants to bang her.
  • Squishy Wizard: Subverted. She's weak with physical offense, but surprisingly durable.
  • Super-Toughness: Surprisingly resilient for a wizard.
  • What the Hell, Hero?: She calls out Meraeador on using an evil, eldritch spell that rips a soul out from the afterlife and binds it to be the caster's eternal slave. She does agree to cast it after Meraeador does a bit of explaining, however.
  • Wise Beyond Her Years: Despite only being 17, she's by far the most stable and sane- not to mention intelligent- among the protagonists.

    Meraeador Dunsin Fa-Doch 
https://static.tvtropes.org/pmwiki/pub/images/Meraeador_8521.png

Goznor's resident eccentric inventor. He s-s-speaks with a s-s-s-stutter. He's a skilled machinist, and spends most of his time constructing odd clockwork mechanical creatures. He claims that one day they'll be used in homes and on battlefields all over Belfan, though he despises the latter part if it's true. He's a pacifist, y'see.
Though most of the inhabitants of Goznor shun him due to their fear of the unknown and the unnatural, Mardek and Deugan have taken an interest in his work, for which he is glad.

  • Mad Scientist: He is pretty close to this at times. In fact, he pretty much goes mad with ideas for inventions if you speak to him within the volcano. Not to mention the description for the Flamethrower...
    MWAHAHAHAHAHA! Maraeador's such a pacifist.
  • Magikarp Power: He may look useless at first, but take the time to build some of his inventions and he quickly becomes one of the most useful characters. His problem of only being able to use two skills at once remains a problem, however, and his poor variety in attacks can deny him killing blows. As a bonus, he can repair Legion in battle if they're on the same team, giving Legion a slew of stat bonuses.
  • May–December Romance: Gloria is 17. He's 31. However, Gloria is also very Wise Beyond Her Years.
  • Speech Impediment: His aforementioned st-st-stuttering. This causes his spell to transfer a soul to his robot to go awry.
  • Technical Pacifist:
    • Justified due to his Dark and Troubled Past; see above. Also discussed in one of his P-dialogues, where he says that he has no qualms about killing monsters, since they don't have minds (they're made instead of a substance called "miasma"). Why he's okay with killing bandits, however, is anyone's guess.
    • Lampshaded in the very same discussion with him, where Mardek comments about how pacifists are supposed to be opposed to all violence, and Meraeador snaps at him for his pedantry.
    • Also lampshaded in the description for the Flamethrower. "Mwahaha! Meraeador's such a pacifist."
  • This Is a Drill: The Drill-O-Matic is another weapon/gadget you can build for him, though the 'drill' part is a bit hard to find.

    Sslen'ck Ea-Sslenal 
https://static.tvtropes.org/pmwiki/pub/images/ck_9997.png

The twenty-sixth chieftain of Xantusia. He is honorable, fair, and strongly devoted to his people. He doesn't trust humans, but is willing to put his personal feelings aside to accomplish a goal, which he sees as more important. He has a deep fear of the undead for some reason.
Like all reptoids, he is a hermaphrodite; that is, he has no singular sex or gender. Reptoids are generally referred to as 'he' anyway, though.

Sslen'ck is first encountered in the lower chambers of the Sun Temple, the final boss of the area. He along with two other reptoids attack Mardek, Donovan and Sharla, believing them to be the cause of the dark creatures unleashed. Upon his defeat, he learns that Mardek and company are not to blame. He invites them to his village, of which he is chief, and joins them on their quest after their arrival, leaving Blatantly Evil Chancellor in charge of Xantusia. He reveals to Mardek that his parents were killed by undead if you speak to him in Saul's dungeon. This could be important later on, as he never mentions what exactly happened and claims to be unable to remember why the attack happened.

    Solaar - IXth of Lupidar 
https://static.tvtropes.org/pmwiki/pub/images/Solaar_8098.png

Solaar is a... strange talking wolf thing. Odd. His - her? - fur seems to glow with a pleasant light, and she twitches nervously every so often. His rapid, idiosyncratic speech and fidgety mannerisms suggest she's constantly anxious, almost paranoid... or maybe he's just energetic?
All Mardek knows of her is that he claims to be the dark crystal guardian... Odd, considering that she's Light. After the crystal was stolen, he came along with Mardek in order to take it back. She seems to be overly concerned with failing to protect the crystal... but what does he fear?

Solaar is first encountered, wounded, in the dark temple, in front of the chamber to the dark crystal. Xe challenged the Mystery Man to protect the crystal, but lost. Xe is then healed by Mardek - or Sharla, if she has learned Healing Wind - and joins the party to defeat the Mystery Man and find the other crystals under King Gonoroth's orders. Later, it's revealed by the Dreamstone #13 that Solaar isn't actually the guardian of the crystal; instead, xe is a Runare from a planet called Kalhu, and xe was sent to Belfan by Chieftain Eraluf of the Runare to guard the dark crystal from an evil - Zaephros the Chaosbringer - that has just been seen to steal Belfan's dark crystal by the Runari Seer.
  • Ambiguous Gender: Or rather, no gender at all. Solaar is generally refered to as with the "Xe" pronoun.
  • Badass Adorable: Don't let xyr bright, cuddly appearance fool you! They can claw you to death or light you up without mercy!
  • Character Alignment: Lawful Good. invoked
  • Fragile Speedster: Xe might be very fragile, but xyr AGI stat is one of the highest amongst the party.
  • Glass Cannon: To the extreme. Xe has, hands down, the best skillset in the game (Chapter 3's only resurrection spell and offensive light spell, among others), but combines this with absolutely atrocious stats. Xe has extremely low health and very limited equipment, meaning that xe keels over if the enemy so much as pokes xem.
  • Infinity +1 Sword: The Guardian Claw, which is dropped by Annihilator:Karnos.
  • Leitmotif: Solaar.
  • Light 'em Up: On top of being Light-Elemental, they possess the only offensive Light Spell in the game apart from a Moonstone-powered Gemsplosion by Legion.
  • Magikarp Power: Xe has abysmal Vitality, turning xem into a Glass Cannon with too much emphasis on the "glass" part to be very useful. However, if you give xim equipment that boosts Vitality (the Green Stole + 6, in particular), xyr HP is raised enough to make xim and xyr amazing skills useable.
  • The Medic: Fills this role after Mardek graduates to Magic Knight. Xyr healing power by defaults heals the whole party and xe's the only party member with a resurrection spell.
  • Mysterious Past: Xe mentions the trope by name as part of a Suspiciously Specific Denial.
  • Nonstandard Character Design: The other guardians are enormous, powerful bosses that are the same element as the crystal they're guarding (even the Water Guardian has a giant water steed). Solaar is a Glass Cannon light healer. It's heavily lampshaded.
  • Squishy Wizard: See Glass Cannon.
  • Status Buff: Solaar's Spirit Graft skill increases a character's spirit in battle, which can be used with devastating effect in conjunction with your party's spellcasters.
  • The Power of the Sun: If the name wasn't a clue.
  • Token Nonhuman(oid): The only party member that isn't of a humanoid stature, as such, xe cannot equip any body armor aside from stoles.
  • Voice of the Legion: Xyr chat text even replicates an echoing effect in text!
  • You No Take Candle: Xe is somewhere between this and Strange-Syntax Speaker.
    Forgivify me, for I have failn!
    • This is lampshaded if you talk to xem in Goznor.
      Solaar: Oh wowsers! A village-town of human beings! They all seem to be livifying life to a non-minimal extent, if you would care to capture my drifting!
      Mardek: ...Huh?
      Solaar: Even I don't know what I meaned by that one.

    Legion 
https://static.tvtropes.org/pmwiki/pub/images/MDKLegion_9404.png

Meraeador's invention, which he worked on for several years before using dark magic to trap a soul in it...but, due to his stutter, he accidentally summoned four souls, which now share the same body.
The 'red soul' is Baron von Doomkill; a man who seems to have once been some cruel tyrant or dictator. He's very evil, and would like nothing more than to use his new super-body to wreak destruction and cause misery to the world once more.
The 'blue soul' is a female shaman named Deena. She is one of Gloria's predecessors, acting as the Canonia shaman in ages past. She is wise and fair, and willing to help out where she can.
The 'purple soul' seems to be a depressive individual known as 'Miserable Ol' Martin'. He seems to be incapable of happiness, and does nothing but complain about how hopeless everything is and how hard things are for him.
There's also a strange 'yellow soul', Bostolm, who seems deranged, insane...

The Villains

Villainous characters native to Belfan. They tend to be of lesser importance and aren't very dangerous, at least compared to the Governance de Magi. note 

    Muriance Pharezos Ae-Bross 
https://static.tvtropes.org/pmwiki/pub/images/Muriance_5413.png

A rather inept and overly dramatic bandit chief. He searches for the legendary elemental crystals, and uses people to help him find them, as he can't be bothered doing any dirty work himself. He's somewhat generically 'Evil', but in a Classical Villain sort of way; that is, he'd happily reveal his entire Evil Plan to the heroes in a monologue before attacking, and he'd never kill an adversary without a fair fight. He's cowardly though, and often flees at the first sign of real danger.

A recurring villain who tirelessly searches for the elemental crystals. However, he doesn't actually seem to want them as such, and instead seems to be driven to them more out of some sort of urge or instinct rather than conscious choice. Also has dreams in which he is some sort of dog with great power.


    Steele Brennte Du-Korey (Spoilers Unmarked!) 
https://static.tvtropes.org/pmwiki/pub/images/MysteryMan_7444.png

He's brutish, loutish, and very, very manly. Girls love him because he tends to treat them like dirt. But he's manly. He joined the Guard when the others did, and though he tried to dominate the group and hit on the girls, the other recruits resisted and despised him.
He's supremely arrogant and egotistical, believing that nobody but him is deserving to lead, that violence is the answer to everything, and that girls can't get enough of him. He beats people up mainly for the fun of it, and joined the Guard just so he could legally assault people 'and maybe pick up some chicks'...

The Mystery Man is a character who is completely new and was not in any chapters earlier than the third, definitely. He is completely enigmatic and totally not another character veiled in a Paper-Thin Disguise!

Anyway, as the blurb says above, he's a Jerkass, and stole the dark crystal for his own purposes. However, he can't seem to actually use its power for some reason...


  • All Girls Want Bad Boys:
    • He apparently thinks so, though this is averted by Emela, who hates him with a vengeance and constantly rejects his advances.
    • Played straight with Sharla, much to the rage of Donovon if you take both of them to fight the Mystery Man the first time.
  • Anti-Hero: Type V Until he turned to the dark side.
  • Arrogant Kung-Fu Guy: He fights with Martial Arts, and has a massive ego and refuses to listen to anyone.
  • Battle Theme Music: "Bring It!"
  • Blood Knight: He didn't join the Goznor Royal Guard for the good of others. Only to be able to beat the tar out of people and receive praise for it.
  • Casting a Shadow: Is a Dark-elemental person, but doesn't have any elemental abilities when you have him in your party.
  • Character Alignment: Chaotic Evil, and to its most logical conclusion, at that! He aims to destroy the universe with the power of the Dark Crystal, and plans on raping Emela until he kills her.invoked
  • Child by Rape: Is revealed to be this in Gloria's dreamstones.
  • Climax Boss: He comes at a small climax, but still one nonetheless.
  • Cluster F-Bomb: His profanities are censored, however.
  • Disproportionate Retribution: After Emela injures him with a lightning bolt, Steele promptly decides to plot how to kidnap and rape her to death.
  • Eyepatch of Power: He wears an Eyepatch as a result of an injury towards one of his eyes. And he's actually a lot more powerful than he was before, as Steele.
  • Good Scars, Evil Scars: Has a scar across his eye, implying that he suffered from Eye Scream. Indeed, he did: When Emela shot Steele with the lightning bolt, it pierced his eye, apparently.
  • Face–Heel Turn: Though he wasn't much of a 'Face' to begin with...
  • Good Old Fisticuffs:
  • Hate Sink: He's despicable from the moment you're introduced to him, and according to Word of God, the character was written to represent everything he hates in someone.
  • Jerkass: To the extreme. Just read his character blurb up there.
  • Jerk Jock: Fights with his fists, flaunts his apparent masculinity, and bullied his half-sister Gloria as a kid.
  • Leitmotif: Pugnacious Ruffian. Notable in that it uses instruments and techniques that the author dislikes, due to the fact that he hates Steele's character as well.
  • '90s Anti-Hero: Steele was originally one big pot-shot at this sub-genre of hero. But then he "died" and came back as the Mysterious Man, embracing the role of a bad guy whole-heartedly.
  • Not Quite Dead: His body is never seen after Emela "killed" him, and to the surprise of noone he returns in Chapter 3 as the Mysterious Man.
  • Paper-Thin Disguise: If you've played the second chapter, it should be extremely obvious who he is.
  • Token Evil Teammate: He's a Guest-Star Party Member in the second game, and unlike the other Royal Guard recruits, he's all too willing to abuse his authority and power.

    Saul Du-Xesphthar 
https://static.tvtropes.org/pmwiki/pub/images/Saul_1195.png

A peculiar man who lives alone in a House in the Canonia Woods. He is a Necromancer, and, typical of his sort, has a morbid fascination with death and corpses. He acquires many dead bodies from who-knows-where - perhaps from the victims he lures into his trap? - and animates them as undead to act as servants, warriors, and even friends... They make great listeners, but due to the whole mindlessness thing, they aren't much good at putting forward their own opinion. He talks as if narrating his own life though his wording is pretentious and self-aggrandising.

To put it short, Saul is a mentally insane individual whom you must track down for the quest to create Legion, Meraeador's 'Metal Man'. Saul has kept a certain Tome of Eldritch Lore from the library of Aeropolis 'far' past its due date. Unfortunately, Meraeador needs that book to make Legion, so the party is forced to track him down to his house deep within the Canonia Woods to borrow it. Of course, even though Meraeador offers to return it once he's done, Saul refuses to loan it to him. And so you have to make it through his hordes of undead minions to take it from him...


The World's Saviours

A group of heroes introduced in chapter 2. They seem to be searching for the elemental crystals of the world of Belfan, but are for the most part hilariously incompetent at finding them.

    In General 
  • Affectionate Parody: Of general RPG stereotypes and character classes (most notably the FF series).
  • The Battle Didn't Count: Whenever you fight them. The first time, Bartholio even thinks that you're supposed to be a Hopeless Boss Fight.
  • Battle Theme Music: Saviours' Battle
  • Cliché Storm: Invoked: they're parodies of generic fantasy heroes. Their battle roles even correspond to the default party in the first Final Fantasy!
  • Fake Ultimate Heroes: They're generally represent stereotype of heroes and acts like they are, but aren't the heroes or main protagonists of this story, unfortunately.
  • Four-Temperament Ensemble: Bartholio is Choleric, Vennie is Phlegmatic, Aalia is Sanguine, and Bernard is Melancholic.
  • Goldfish Poop Gang: They are shaping up to be an example of this, given how commonly you seem to run into them.
  • Gotta Catch 'Em All: Like everyone else, they want those elemental crystals. This is how Mardek and his party run into them twice, in Chapter 2 (as mentioned by Bartholio), and Chapter 3 (they are indeed in the Fire Temple).
  • Guide Dang It!: The trick to defeating them is to Shoot the Medic First (Aalia), then shoot Bernard (with non-physical attacks in Chapter 3, otherwise he counters physical attacks with "Heh." and drains HP from the attacker and curses them if not outright KOing them in one hit), then take down Bartholio next or at least lower his HP before knocking out Vennie (because otherwise Bartholio will berserk and hit much harder), and finish off the remaining survivor.
  • Leitmotif: Worlds' Saviours
  • Plot Coupon: According to the Playing With entry on this, they fit the bill of the described deconstruction quite well, since they chase after the crystals for the sake of it rather than actually doing anything heroic.
  • Quirky Miniboss Squad: They're a group of quirky adventurer posing to be heroes, who are also a Recurring Boss that has to be fought twice, first in the Tainted Grotto in Chapter 2, and again in the Fire Temple in Chapter 3. Actually thrice if you're participating in the arena in Chapter 2.
  • Wake-Up Call Boss: In Chapter 2. If you don't have a good grasp of how to keep yourself alive by this fight then you're in for some trouble.
  • Wolfpack Boss: All four of them are fought at the same time as a group. Laughably incompetent though they are, they can put up quite a fight.

    Bartholio Strongarm El-Mars 
https://static.tvtropes.org/pmwiki/pub/images/BartholioHead_5053.png

A cornily generic macho Hero man who leads a group of other self-proclaimed 'heroes' that call themselves the 'World's Saviours'. He probably grew up on a farm and always wanted to be a Hero for whatever reason.
He and his party are searching for the Legendary Crystals, merely because that's what Heroes are meant to do. They want more power and glory.
He tends to be somewhat brash and arrogant, comparing your group to common monsters and the like, and he's the only real reason your two groups oppose each other at all.
  • Braggart Boss: He just has to brag about how awesome he and his Saviours are. Despite losing time and time again.
  • Character Alignment: Lawful Good. invoked
  • The Chosen Wannabe: He believes that he's a hero on important quest. He isn't, which gets proven every time he runs into real heroes (whom he attack, mistakingly believing them to be his enemies).
  • Guest-Star Party Member: He and Aalia are temporarily playable in the Post-Final Boss battle against the Zombie Actor when the play starts going Off the Rails.
  • Large Ham: He always speaks in overly dramatic manner.
  • Meaningful Name: "Strongarm" fits him well; he's the hard-hitter of the Saviours. Also, "Mars" was the name of the Greek god of war.
  • Mighty Glacier: He's particularly slow, but is the hardest of the Saviours to take down and also hits really hard, especially with Power Attack.
  • Turns Red: If all of his allies fall in battle before he does, he'll use a skill called "Avengeance!", where he turns Berserk, doubling his strength.

    Vennie Vidi Ae-Vicci 
https://static.tvtropes.org/pmwiki/pub/images/VennieHead_4524.png

He's a Thief who claims to have a 'Heart of Gold'. How very original.
He's one of the World's Saviours, and appears to be Bartholio's closest ally, but not much else is known about him. He speaks in a bizarre accent; I have honestly no idea what it's supposed to be and I bet you don't either.

As with the others, rather more friendly towards your group than their leader and somewhat silly, at times.


    Aalia Kitregis El-Aureliae 
https://static.tvtropes.org/pmwiki/pub/images/AaliaHead_3922.png

The typical healing-magic-casting Princess of the World's Saviours.
She seems a bit dim, but is also probably in love with Bartholio, because that would be just typical, wouldn't it?

A rather ditzy princess type who, for whatever reason, talks in mostly chatspeak. Including emoticons.


  • Dumb Blonde: She's stereotypical ditzy blonde "princess" who only sticks around for fun and giggles (and, apparently, out of her attraction to Bartholio).
  • Guest-Star Party Member: She and Bartholio are temporarily playable in the Post-Final Boss battle against the Zombie Actor when the play starts going Off the Rails.
  • Healing Boss: Aalia is the main healer of the World's Saviours and should be the first one to be taken down, since KOing anyone else will be significantly more difficult while she's around to heal and give them shields.
  • Light 'em Up: She's Light-elemental, and uses only Light-elemental skills in battle.
  • Shoot the Medic First: If you want to survive an encounter with the Saviours, slaughter her IMMEDIATELY.
  • Stripperiffic: Her costume consists of a long scarf, a fairly small top with laces in front of the cleavage, hot pants, and knee-high boots.
  • Verbal Tic: Talks in chatspeak, complete with emoticons.
  • White Mage: Healing, shields, the whole lot.

    Bernard Du-Monde 
https://static.tvtropes.org/pmwiki/pub/images/BernardHead_529.png

An old man who doesn't appear to fit in with the Saviours at all... He's a potent spellcaster, but is rather mysterious...

As said above, not much is known about him, but he doesn't really seem to care much about finding the crystals or any such thing.


  • Bald of Evil: Comb-over of evil, actually.
  • Cane Fu: When out of mana, he uses his walking stick as a (surprisingly strong) melee weapon, which also curses the target. In the chapter 3, he automatically uses it against anyone who tries to hit him with physical attacks. Both versions are named "Heh.".
  • Casting a Shadow: He's Dark-elemental, and so is his signature attack. He's able to use magic from other elements as well, however.
  • Catchphrase: "Heh."
  • Character Alignment: True Neutral. invoked
  • Deadpan Snarker: Bernard will occasionally make jokes at the World Savior's expense.
  • Glass Cannon: Can deal the most damage of any of the Saviours, and to your whole party, no less. But... Yeah.
  • It Amused Me: Really the only reason he does anything, like the zombie at the end of chapter 3, or hanging out with the rest of the Saviours at all.
  • Life Drain: When he uses his walking stick as a weapon, he absorbs the damage done to heal himself.
  • Only Sane Man: The only member of the Saviors who's aware that they're not the main heroes on the quest to save the world; the sole reason why he sticks around is because he finds it fun.
  • The Quiet One: Unlike the other Saviours, he's not very talkative.
  • Retired Badass: Implied to have been a Hero named Bernard Stormkiller.
  • Squishy Wizard: He has great magic abilities, but lacks survivability.

The Governance de Magi

The Governance de Magi is the ruling body of Anshar, Rohoph's home planet. They all used to be friends, but the Violet Crystal warped their minds and corrupted them, dividing them and causing them to turn on Rohoph. They're the story's main antagonists.

    In General 

Tropes relating to the Governance de Magi as a whole:

  • And I Must Scream:
    • Due to the way Rohoph's soul sealing spell works, they aren't allowed to go on to the afterlife after they're killed — their souls are turned into fancy jewelery that sits in Mardek's back pocket for all eternity.
    • And that's to say nothing of the people the Governance de Magi possesses. The end of Chapter 3 shows that Rohoph has complete control over Mardek whenever he pleases..
  • Battle Theme Music: GdM Battle
  • Climax Boss: All of them, excluding Rohoph.
  • Elemental Powers: There's one council member for each element, excluding Fig.
  • Evil Is Not Well-Lit: The room they're in is rather dark and shadowy.
  • Face Framed in Shadow: Averted, despite them not averting the above trope.
  • Gotta Kill 'Em All: Deconstructed. Even though Rohoph insists that he must do this anyways.
  • Leitmotif: Governance de Magi
  • More than Mind Control: They aren't being controlled by the Violet Crystal; it only exacerbates their own insecurities and negative traits.
  • The Omniscient Council of Vagueness: The Governance de Magi appear at the end of each chapter, each member of them are shrouded as silhouettes in the background.
  • Orcus on His Throne: It's even lampshaded that the Magi kind of sit around doing nothing while Rohoph slaughters their group one by one.
  • Sinister Scythe: While it's not easily observed, the weapons that both Qualna and Moric use are classified as scythes. Also unusual in that when they attack with their scythes, they attack with the back end, instead of the blade.
  • Sorting Algorithm of Evil: The order they volunteer in is coincidentally from weakest to strongest.
  • Theme Naming: Gaspar, Melchior, and Balthazar are named for the three wise men from the Gospel of Matthew.
  • Voice of the Legion: All Annunaki have their chat in a special font, in the color of their element. Subverted in that Annunaki voice sounds exactly the same as a human voice, as many characters confuse Rohoph's speech for Mardek's. It is the text that this trope refers to. It should be noted that at least one Annunaki, Qualna, can also hide this at will when in disguise. He deliberately left it in during his possession of the King of Goznor, but hid it while posing as Clavis. Rohoph, meanwhile, cannot hide his even when he is pretending to be Mardek in the Epilogue.
  • With Great Power Comes Great Insanity: They might be all very powerful each, as it shows in the battles, but they are particularly twisted into amplified of their flaws by the Violet Crystal.

    Rohoph 
https://static.tvtropes.org/pmwiki/pub/images/rohoph.png

A strange being who arrived on Belfan when his 'flying chariot' came crashing down from the heavens. What he's doing here is unknown, but on arrival his original body was killed, and he came to inhabit Mardek's body alongside him.

The Healer and light-elemental member of the Governance de Magi. When the Violet Crystal came, he saw how it affected his friends, and tried to destroy it. Unfortunately, he was caught and sentenced to execution, but escaped and crash-landed on Belfan, where he performed a Soul Transfer into Mardek. An interesting aspect of him is that, in chapter 3, Qualna hints that even before the Violet Crystal affected him, he was overly obsessed with goodness and justice, and it's heavily implied that he committed a massive homicide or something similar on Ninevah. This makes him the only Governance member to have issues before being corrupted by the Crystal...


  • Black-and-White Insanity: While at first he is relatively benign, he begins to show more and more signs of this in Chapter 3. Despite the amount of destruction and instability he's caused by removing the crystals, he considers it morally just if it means destroying evil. He shrugs off any and all talk of balance by Clavis for this reason.
  • Black-and-White Morality: As far as he's concerned, there's good and there's bad, and essentially anything is justified in pursuit of a greater good. Unfortunately for the world at large, his idea of the "greater good" doesn't necessarily match up with anyone else's, or include allowances for little things like not plunging entire planets into chaos. His Black-and-White Insanity becomes more and more apparent.
  • Character Alignment: Lawful Good. Although the "good" part might be debatable. invoked
  • Foil: To Moric and Qualna.
    • To Moric. Rohoph is a healer, and specializes in restoring life, and has a firm moral adherence to eradicating evil. Moric conversely is a necromancer, and specializes in perverting life into a decayed substitute, and relishes the thought of conquering an entire world for himself.
    • To Qualna. Rohoph's moral stances are incredibly firm and inflexible, to the point that he refuses to acknowledge anything that he does as wrong regardless of how much collateral damage he causes. Killing Moric, for example, leads to a power vacuum and a depletion of military force on Anshar, since the undead can no longer be utilized as cheap, obedient soldiers who feel no pain. This has led to civil unrest. Qualna is keenly aware of this, and believes firmly in a balance of all things, and that morality is subjective and the universe is far more complicated than Black-and-White Morality.
  • Good Powers, Bad People: For a guy whose title is "The Healer," he's quite nonchalant about the idea of trapping his former friends' souls for all eternity.
  • Heel Realization: He appeared to be undergoing one towards the end of Chapter 2 in regards to how he treated Moric in the past. He displayed genuine remorse when Moric psychotically ranted about how Rohoph would always "break his things." His Knight Templar behavior in Chapter 3 tragically subvert this.
  • I Gave My Word: Discussed and cruelly subverted when he fights Qualna. He agrees not to seal Qualna's soul, but after the fight, he reveals that he was lying and does so anyway while Qualna screams for mercy.
  • Jerkass: He's somewhat rude to Mardek and seems to look down upon the people of Belfan. Granted, his race was far more technologically superior, but it doesn't stop him from taking snide potshots when he can. He also makes it clear that he has no wish to waste time speaking with Mardek's comrades in the Dreamrealm in Chapter 3. This is somewhat of a bit of Foreshadowing. Rohoph kicks his Jerkass qualities up to eleven at the end of chapter 3, chasing away Elywen by insulting her and bullying poor Mardek, taking complete control of his body.
    • Qualna's Implied that Rohoph has committed atrocities against the Ninevehns during his time as a Gd M member.
  • Jumping Off the Slippery Slope: In chapter 3, he would give slight comments, usually when talking with Clavis, about the nature of systems. He rebuffs any of Clavis' nuances, affirming that there is good and evil. It begins showing more and more after the Dark Crystal is removed from the Dark Temple.
  • Knight Templar: No cost is too great for Rohoph if it means stopping the Governance de Magi.
  • Leitmotif: Rohoph's Theme
  • Light 'em Up: Most of the skills he shows (through Mardek) are Light-elemental, save for several attacks with alternate elements which he has to learn first. Rohoph himself is Light-elemental, and has a class of Healer. But don't let him fool you, he's certainly not a good guy.
  • Light Is Not Good: Oh goodness, where to begin?
    • He very clearly views Mardek and humans as inferior. Qualna speaks of an Inferred Holocaust against Ninevehn humans.
    • He's perfectly fine with trapping the souls of his friends in gemstones for all eternity if it means stopping them from interfering with his endeavors.
  • The Medic: He's the source of Mardek's healing abilities, after all.
  • Mind-Control Eyes: Whenever he speaks through Mardek, Mardek's eyes glow white.
  • Sharing a Body: Since his original body is now destroyed, Rohoph is forced to share body with Mardek (which is the source of Mardek's powers).
  • Shoot the Dog: He believes that what he does to the other Governance de Magi members is nasty, but necessary to save the world. But the longer the story goes, the less he cares about "nasty" part.
  • The Smart Guy: He serves this role in Chapter 2 and to a lesser degree in Chapter 3.
  • Tomato in the Mirror: Contrary to what he believes, he was not immune to the Violet Crystal's effects.
  • Unreliable Expositor: A lot of both the characters' and the audience's information about the situation with the GdM comes from him, on the rare occasions when he feels like explaining things. Which, consequently, becomes increasingly suspect as the reveals roll around about his deeper personality and history.]]
  • Villain Protagonist: The end of Chapter 3 and Qualna's statements set him up to be one. Developer notes in a pdf reveal that Pseudolonewolf planned on doing this for later chapters.
  • What the Hell, Hero?: Qualna calls him out on some of the questionable things he does in chapter 3.

    Moric 
https://static.tvtropes.org/pmwiki/pub/images/MoricHead2_2383.png

Moric is a necromancer; his powers are rather dark and center around raising the dead as undead. These powers are used by the Governance de Magi to form a sort of unholy undead army, which, though effective, was highly controversial amongst the inhabitants of Anshar. The Governance considered it a good idea, however, because it was better than sending live inhabitants to their deaths fighting in battles. Moric is 'creepy' and reclusive, spending most of his time in his lab perfecting his magic. He is quite sadistic and loves pain and death, and the Violet Crystal amplified these negative traits, leading to Moric willingly chasing after Rohoph merely to see him suffer as he perished.

Not much more needs to be said. Moric was not on good terms with Rohoph, however, due to the fact that they specialized in opposite fields of magic. His mind is also somewhat fractured.


  • Buffy Speak: He really likes to make up new words and describe things in terms of themselves.
  • Character Alignment: Neutral Evil. invoked
  • Dark and Troubled Past: He and Rohoph were...not on good terms with one another.
    Moric: You specialise in giving life, I in taking it away and creating twisted, perverse imitations of it. You never liked me.
  • Dark Is Not Evil: Before the Violet Crystal, he seemed to fill this role.
  • Dishing Out Dirt: He has earth-elemental powers, in addition to being a necromancer.
  • Don't You Dare Pity Me!: After his mind is damaged in his Soul Transfer, he denies Rohoph's offer for help, saying that it's a trick and he'll only make things worse. Considering what Rohoph did to Qualna at the end of Chapter 3, Moric may have been justified in doing this.
  • Flunky Boss: In both battles, he summons minions to assist him.
  • Foil: To Anu.
  • Necromancer: He specialises in rising the dead to use them as servants and foot soldiers. And his in-game class is outright named "Necromancer".
  • One-Winged Angel: Subverted, or possibly even inverted. You first fight him in his super-powerful non-human form, then he later possesses Social Fox's corpse and becomes more human-like, but when you fight him again, he's actually more powerful than he was the first time.
  • Sinister Scythe: In his first appearance, he uses a massive scythe, which adds to his "grim reaper" appearance and overall death motifs.
  • Verbal Tic: He has a tendency to say "Yeees..."

    Qualna 
https://static.tvtropes.org/pmwiki/pub/images/QualnaHead_9226.png

The Diviner and ether-elemental member of the Governance de Magi. He has the unique ability to look into a special plane of existence, the Astral Realm, which gives him knowledge of past and even potential future events. These abilities are obviously very useful to the government. He also has a silver tongue, and prefers to resolve things peacefully with words, rather than with fighting.


  • Alas, Poor Villain: It's hard not to feel sorry for him and disgusted at Rohoph when he's eventually taken down.
  • Anti-Villain: Type III. Contrasted against Rohoph Jumping Off the Slippery Slope. Might even be a Villain in Name Only, seeing how his only "villainous" deeds were possessing the king to influence Rohoph instead of confronting him outright. And considering what happens in the end, he seems to have been well justified in doing so.
  • Character Alignment: True Neutral, type 4. invoked
  • Demonic Possession: Sort of. He's able to possess various people.
  • Duel Boss: Mardek has to fight him by alone, without any of his allies.
  • Flunky Boss: When his health drops below 40%, he summons aether clones of Mardek to fight for himself. He only does that once per battle.
  • Foil: To Gaspar. And Rohoph. Especially with his focus on Balance Between Good and Evil compared to Rohoph's Black-and-White Insanity
  • Improbable Weapon User: His weapon, Aquila, seems to be a weapon normally wielded by a Musical Assassin, though it's implied to be actually a Scythe in-game similarly to Moric's weapon.
  • Nice Guy: He is by far the nicest Governance de Magi member, and even wants to bring Rohoph back peacefully instead of killing him. He also seems to be affected the least by the Violet Crystal, possibly because it may function as an amplifier for each of the Magi's dominant traits, and as he is most devoted to balance it cannot destabilize him.
  • Soul Power: He's Aether-elemental, and has several attacks based on that element. He has a set of attacks based on all other elements, save for Fig.
  • What the Hell, Hero?: He spends a good bit of Chapter 3 trying to get Rohoph to realize that his Black-and-White Morality Knight Templar attitude is making things much, much worse. It doesn't work.

    Gaspar 
https://static.tvtropes.org/pmwiki/pub/images/GasparHead_9198.png

The "Firestorm" and fire-elemental member of the Governance de Magi. SPEAKS IN ALL CAPS and is a bit of a Large Ham. He also has serious anger management issues and is rather direct and unsubtle. He is set to be the villain of chapter 4, but not much else is known about him.


  • The Brute: He prefers the most direct and unsubtle approach: find the target, burn the target.
  • Foil: To Qualna.
  • Hot-Blooded: He's the most explosive amongst Governance de Magi.
  • Large Ham: His speech manner is quite hammy, with loud voice, constant silly rhymes and obsession with destruction.
  • No Indoor Voice: Judging from all his lines being written in caps, he should be rather loud.
  • Playing with Fire: Fire-elemental, and obsessed with fire.
  • Pyromaniac: He's very enthusiastic about burning Rohoph.
  • Rhymes on a Dime: Him of all people!
    (Moric is talking about how he wants to kill Rohoph)
    Gaspar: MORIC, YOU'RE A SMELTIN' CREEPY MAN!! AND YET I THINK I TOO MIGHT MONGIN' WELL DELIGHT IN THE SIGHT OF THE FRIGHT OF THE WHITE BLIGHT AS I FIGHT AND SMITE HIM FROM THIS PLANE!! BLOODYIN'.
    Qualna: Why Gaspar, that's awfully poetic for you! I'm amazed!
    Gaspar: I'LL HARRY WELL SHOW YOU A POETIC MAZE!! I'LL TRAP YOU IN IT AND SCREAM TOFFIN' BLOOD-CURDLIN' SCREAMS AS YOU TRY IN VAIN TO EVADE THE PAIN YOU'D BE SURE TO GAIN!! YOU'D SLOWLY GO INSANE, AND I'D JUST LAUGH!! LAUGH!!! MOGGIN' LAUGH TRIPIN' HARD!!

    Balthazar 
https://static.tvtropes.org/pmwiki/pub/images/BalthazarHead_4154.png

The water-elemental member of the Governance de Magi. Appears to be The Dragon to Anu, and is the most level-headed member of the Governance. Not much else is known about him.


  • Deadpan Snarker: Makes frequent sarcastic comments.
  • The Dragon: Implied to be this to Anu since he has next to him and speaks a lot more so than Anu.
  • The Evil Genius: He's wise and particularly very smart to come with logical answers and strategy.

    Melchior 
https://static.tvtropes.org/pmwiki/pub/images/MelchiorHead_5660.png

The air-elemental member of the Governance de Magi. Also the odd one out. He appears to be completely bonkers, and whenever he speaks, it's pretty much guaranteed that you'll be laughing hysterically a few moments later. Not much else is known about him.


  • Affably Evil: Out of Governance de Magi members, he's the most polite and friendly.
  • Leaning on the Fourth Wall: The tune he sings in the above exchange has the same melody as the background music of the scenes in which the GdM are discussing anything.
  • Plucky Comic Relief: All the other members of the Governance de Magi are serious and sometimes rather scary. Melchior is a goofball who constantly breaks the drama by making silly comments.

    Anu 
https://static.tvtropes.org/pmwiki/pub/images/AnuHead_9393.png

The "Master" and dark-elemental member of the Governance de Magi. Normally, they're an equal council, but due to the Violet Crystal's effects, he lunged for power, presumably because he was the most ambitious. Seems to want to take over the galaxy, or something cliché like that. Not much else is known about him.


Everyone Else

Though important to the plot, these miscellaneous characters don't fit into any of the other categories. note 

    Enki Ea'seph El-Regis 
https://static.tvtropes.org/pmwiki/pub/images/EnkiHead_65.png

Mardek's father. An adventurer of great renown, known as 'Enki the Wanderer'. He left his wife and child a few years ago to go on some quest he swore wouldn't take long. He's not returned since, and little is known about his current whereabouts; only a few rumors about sightings of him in the far, frozen Northern Wastes suggest he still lives. His family eagerly awaits his return.

There's not much else to say. He seems to have a Mysterious Past, though he refuses to talk about it. Not much else is known about him, as he has not appeared in-game yet.
  • Character Alignment: Lawful Good. invoked
  • Disappeared Dad: He is one himself, although his dreamstone reveals that he had one of these when he was young.
  • Katanas Are Just Better: He does have katanas stated as his weapon of choice, though it's only notable in the flashback of showing him confronting a monster with wielding a katana.
  • Leitmotif: Enki's Theme
  • Light 'em Up: He has the Light element affinity, which his son, Mardek, shares.
  • Mysterious Past: His wife states she does not know much about his past. Some NPCs hint to him being the former captain of the Ninevehn starship that crashed into the Dark Temple. He also speaks of an "invasion" of "yoon-eyed invaders" that have "rained fire and brimstone from the heavens".

    King Gonoroth Fa-Regis (Spoilers Unmarked!) 
https://static.tvtropes.org/pmwiki/pub/images/KingGoznorHead_6875.png

The king of Goznor. His power is absolute. He's a genuinely good person, and seeks to make the world a better place. He started the Guard so then he could aid people and keep law and order not only in Goznor, but throughout the whole of Belfan. Currently their range includes only Hadris, but some Royal Knights are sent out further on long missions.

In chapter 3, he is possessed by Qualna and is accidentally killed by Mardek's party. He is also revealed to be Donovan's father.
  • Accidental Murder: Mardek's party accidentally kills him at the end of chapter 3.
  • Character Alignment: Lawful Good. invoked
  • Climax Boss: He is fought as a plot-critical boss, albeit while possessed.
  • Demonic Possession: In chapter 3, he gets possessed by Qualna.
  • Final Boss: Though the battle with him is not the final battle in Chapter 3 (and the original series as a whole), for all intents and purposes it counts as the Last Boss, as it's the last time you'll be battling with your allies.
  • Nice Guy: Although a specific Dreamstone reveals that he tends to "flaunts his excellence over the place", he's a genuinely good person.
  • Playing with Fire: In addition to this being his elemental affinity, he can also cast fire-elemental magic such as Blaze and Inferno.
  • Sacrificial Lamb: Alas, he ends up being critically wounded, and later presumably dead, due to the fight ensued by the antics of Qualna controlling him.

    Clavis (Spoilers Unmarked!) 
https://static.tvtropes.org/pmwiki/pub/images/ClavisHead_6428.png

An unusual man with a fondness for using keystones as a metaphor. He claims to be an 'equilibriumancer' and likes to ramble in a way that almost seems like moral lecturing or something, made to make his audience think. His motives are unknown...as is basically everything about him, really.

He's actually Qualna in disguise, who created the persona in order to teach Rohoph some important lessons. Unfortunately, they fell on deaf ears.


  • The Dog Was the Mastermind: Unsurprisingly, turns out that he was Qualna in disguise all along.
  • Leitmotif: Clavis
  • Soul Power: One of the only few characters to be Aether-elemental, as it fits with his 'equilibriumancer' class, and particularly can discern Rohoph's font text voice, as opposed to a regular human such as Mardek. Though after all, it gives off that he is actually not what he claims to be, as he, in fact, is Qualna in disguise.

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