Majesty features, besides the Sovereign and his advisor, 7 deities, 14 heroes, 5 henchmen, over 60 monsters and 10 bosses. These are detailed below, some of them individually and some of them collectively.The SovereignThe player character, a noble of Sydrian descent who dwells within the palace, never appearing in the game itself save through a brief shot in the opening cutscene, above his castle.
Non-Entity General: Either played straight or subverted depending on the quest. The Sovereign is detailed to be a descendant of the great king Sydrian, and one quest involves taking Sydrian's crowns back from the descendants of Gorsha Blackhoof, the minotaur that took the crown, centuries after Sydrian's death. The Sovereign may have fallen victim to the magical affliction in Quest for the Magic Ring, seeing as it affected his advisor. The Sovereign falls explicitly and deadly ill in the Quest for the Holy Chalice, which must be recovered in 30 days to save the Sovereign from death. Also, the Sovereign's mother aspired to build a great settlement in the marshes of Valmorgen, which the Sovereign fulfills in The Barren Waste, and made a deal with a demon worth 33,000 gold, which the Sovereign pays off with 200% interest in Deal With The Demon.
The eldest of the gods and creator of the world. His sole followers are the barbarians, who live naturalistic and wild lifestyles outside of civilization. About 4000 years ago, Krolm slew the last Dragon King Andraxal-Kerlazor, though his lone son, Vendral, lived on. After this great battle, the wounded Krolm divided part of his essence to create Lunord and Helia. Krolm's followers distrust all other religions, due to being used as disposable mercenaries by the followers of Lunord and Helia in the Six Winters War. He has no official colour.
Non-Elemental: Unlike his children or grandchildren, he doesn't specialize in any particular aspect. Except maybe rage.
Physical God: One quest, "Avatar of Krolm", has him take a physical form to stomp all over civilization.
Top God: The creator of Ardania and progenitor to all other gods... not that any of the others actually consider him the top god. He's pretty bitter about that.
Unstoppable Rage: Instead of a regular temple spell, you can incite a "Rage of Krolm" that gifts all of your heroes with this.
The son of Krolm, and the god of the moon. The adepts follow and worship him, and he has long feuded with his sister Helia. He also seems to possess some healing powers, judging by the fact the Holy Chalice was of his making. He and Helia, despite their rivalry, came together to sire seven children. The eldest, who would become Grum-Gog, the Lord of Pestilence, rallied trolls and goblins into battle with little success. The second child, Url Shekk, was cast into the netherworld by Helia due to his hatred for light. The third child, Rrongol, was mentally deficient and followed Lunord's every step until the frustrated god cast Rrongol into the mortal world. The final four children were quadruplets, and would become Agrela, Krypta, Dauros and Fervus, the goddesses and gods of life, death, order and chaos, respectively. His official colour is white.
Abusive Parents: Towards Rrongol, a special-needs thing. Lunord got sick of babysitting him.
The daughter of Krolm, and the goddess of the sun. The solarii follow and worship her, and she has potent fire magics that can devastate her followers foes. The mainstay of her militant followers are female. Her official colour is dark yellow.
The goddess of life, who wields potent magics capable of healing, providing stat bonuses and even resurrecting fallen creatures. Her followers are the female healers. Agrela's official colour is blue.
Closer to Earth: Her spells aren't combative and neither are her followers, but they're eminently useful.
Soul Power: A non-sinister resurrection spell, a stat boost, and healing.
The goddess of death, who, despite her description, does not actively seek to cause death and seeks to treat all of her charges fairly. Her followers are the gothic priestesses, and her official colour is red.
Casting a Shadow: Her temple spells cast debuffs and raise skeletons to support the character it's cast on.
Dark Is Not Evil: As noted, she's fair and just. Her temple's spells are also really useful.
Don't Fear The Reaper: Krypta simply adminsters death. Everyone is equal in her eyes, from the highest king to the lowliest peasant.
The god of order, whose followers are stalwartly lawful. They are the righteous paladins and the quiet, Stone Wall monks. His official colour is grey.
Green Thumb: His "Vines" immobilizing spell. The cultists' gardening habits also point to this.
"Lunord hides our fate in the winds."
Quick footed followers of Lunord, who brandish staffs and wear light leather armour. They have a tendency to patrol the city and while fragile, can come to the aid of the player on very short notice.
Blow You Away: They learn wind spells for combat and as a buff to make themselves faster.
Fragile Speedster: While they're actually very strong, they'll flee a fight upon breaking a fingernail.
Lightning Bruiser: See above; you'll only get to see them fight to the full extent of their prowess when they're defending their temple or the realm.
Simple Staff: Subverted in that it's an actual effective weapon, not a throwaway one you give to the spellcaster that never uses it.
"Get ready to rumble!"
The current and largely only followers of Krolm. They are one of the oldest groups in Ardania, dating back to before the defeat of Andraxal-Kerlazor. They are tough, can dish out absolutely devastating amounts of damage and are quite fast to boot. They gain extra bonuses from the sole Krolm spell, the Rage of Krolm, and have the strongest tendency to charge into and stay in battle of all the heroes in the game. While the barbarians were responsible for setting back magic around 2500 years by killing the first human wizard, Brashnard, they and the wizards have had a bond of brotherhood ever since the great wizard Tholar IV saved their hides during the dark wizard Andravus's minotaur-driven siege of Lormidia. They also share an affinity with rangers, both preferring the wilderness to civilization and both having somewhat of a bond with nature. Due to being used as disposable mercenary troops by the warring city states in the Six Winters War, they distrust all other religious adherents.
Nature Hero: They live extremely close to nature and far from baths and razors, although it's less pro-nature than it is anti-civilization.
Non-Lethal K.O.: This is actually a unique ability of theirs (even Healers still have to die before they can rez). A Barbarian with 0HP has a chance to simply stay faceplanted for a while before he gets up to savage again.
Nubile Savage: They wear nothing but rags, boots and animal skins.
Religious Bruiser: It might not be the first trope that springs to mind, but they are really devoted to Krolm.
The ministers of Fervus, who wear spirit masks and have a deep connection to the creatures of Ardania's wilderness, even having the ability to charm and transform into them, and blend into the natural environment as though they were invisible.
Cool Mask: Cultists sport a bark mask that covers the entire face.
Fluffy Tamer: The longer a Cultist is around, the more fearsome the array of their charmed animals will become—up through dragons and wendigoes. Their temple also spawns Fluffies to tame, going from Roc to Varg to Hellbears.
Fragile Speedster: Their attack speed is quite fast, but their defense stats are...lacking. Like the priestesses, this becomes irrelevant at high levels because they'll have their own personal pack of defenders.
Friend to All Living Things: Their main ability is charming animals and while other heroes raid creature lairs, Cultists simply patrol them.
Green Thumb: They plant poisonous herbs that rangers and rogues collect.
Knife Nut: They wield throwing daggers, and do so quite well.
Nature Hero: Animal-loving nature loons who dress in loincloths and live in temples that are rock grottos.
Nubile Savage: They are even less dressed than the barbarians, wearing only a mask and loincloth.
Set a Mook to Kill a Mook: They can, at varying levels, charm wild beasts. The higher the level, the more powerful the beast.
Voluntary Shapeshifting: They can transform into hellbears at later levels, vastly increasing their fighting prowess.
No introduction needed. They are mechanical geniuses and master craftsmen who are slow but heavy hitting and heavily armoured.
Artificial Stupidity: Like the gnomes, they can build and repair buildings very quickly. However, unlike gnomes, they will try to defend buildings that are under attack even when they're outnumbered and repairing the building would be a much smarter option.
Stone Wall: They're even more durable than monks, and have by far the highest natural magic resistance.
The Engineer: Dwarves only come to a kingdom with a level 2 blacksmith and allow for the construction of very complicated-looking defense structures. When the dwarves are at home in their settlement, all the gears and windmills clank and ring.
Workaholic: Most of their voice lines point to this. When they get into a fight they complain "Not now! I've got work to do!", when leveling up it's "Hard work is its own reward!" etc.
Atlantis: There are slight clues as to this being their unknown area of origin, due to their aversion to water, ancient nature, mysterious past and arrival on boats from the east. Also, some Fridge Brilliance is invoked when you consider suspicions fell upon them for the unknown sailor who shot Dirgo through the eye.
The Bard: One of their standard activities is performing at inns and gazebos.
Elfeminate: Although their portrait is somewhat masculine-looking, they speak with clearly female voices, and their names could go either way. (The sequel makes them unambiguously female.)
Our Elves Are Different: Were you expecting wise, immortal beings of surpassing grace and beauty? Congratulations, you got a bunch of pleasure-seeking fey who are one step up from criminals.
The Fair Folk: Of the subtrope on the Different Elves trope page, they're closest to this, but they're too civilized to be an exact fit.
The Hedonist: They love to visit gambling halls and their lounges are basically brothels, if that alluring sigh is any indication.
A race even more diminuitive than dwarves, a weak, nimble and humble folk who have an incredible knack for construction and repair work.
Artificial Stupidity: An aversion for once. Unlike dwarves, they will repair buildings that are under attack instead of trying to defend them.
Lethal Joke Character: Sort of. While they suck at combat, they are the best builders in the game, plus you can have up to nine of them at time. They'll also actually try to repair buildings instead of defending them like the dwarves do.
Berserk Button: Apart from self-defense, the only thing that can make them break out their daggers is an attack on the Temple, or an attack on the Palace.
Combat Medic: Downplayed, but they do wield daggers. Generally you only see them if their temple or the palace is under attack.
Green Thumb: They plant healing herbs around the kingdom, which rangers collect to make potions.
The Medic: Their standard behavior is "following and healing", sometimes listed as "healing others" if they aren't following anyone and happen on a fight. When not doing that, they plant healing herbs.
Nigh Invulnerable: While they keel over if poked, they can keep a safe distance from fights and rack up experience points by healing others. Combine this with Back from the Dead, above, and any healer above level ten or so (and they'll get there pretty quickly) will likely not be able to actually die unless their temple is destroyed.
Squishy Wizard: They're very fragile, so it is a good thing they can heal.
White Magician Girl: Their function in the game. They often team up with danger-seeking Warriors.
A quiet, stone faced group of stalwart worshippers of Dauros, who possess magicks capable of temporarily turning creatures to living stone and having potent hand to hand skills to boot.
Artificial Stupidity: When they detect a treasure chest, they will go all the way there and behave as if they've found it full, even though it was usually found and emptied by someone else first. (On the plus side, they tend to encounter monsters on the way.)
For Massive Damage: Every once in a while, Monks with the Hands of Steel spell currently cast on them will let out a loud kiai and make a killing strike on the enemy they're fighting. It's one of the best ways to handle high-defense monsters like golems, yeti and wendigos.
Ki Attacks: Can learn the Energy Blast spell from the library, though whether they ever will do this is completely up to the AI.
The Quiet One: They don't speak any actual words; all their lines of dialogue are variants of "Ooh" or, sometimes, "ohm".
Religious Bruiser: Very literal on the bruising part with their buffs. Since Dauros is the god of Law, their routine is usually hunting monsters, and they're less likelynote although not never to be tempted into Elven Lounges or Gambling Halls.
Large Ham: At times. With their height and eagerness to jump into any kind of battle for the sake of righteousness, a little scenery-chewing is inevitable.
Lightning Bruiser: They're as fast as rangers despite being decked out in full plate mail.
Religious Bruiser: Their voice lines are all Dauros this, Dauros that. And while idling, they will sometimes kneel to him in prayer.
"Pestilence and decay."
The red robed, pale skinned, gothic priestesses of Krypta, who wield magical staffs allowing them to project powerful spells against their enemies.
Action Girl: Their magic can be very potent, especially their main spell, which vampirically drains the enemies life and gives it to the priestess.
Casting a Shadow: Their non-necromancy spell is a life drain and the temple spells are two necromancy, one debuff.
Creepy Good: No, they're not evil. They just speak in weird echoey voices, wear heavy black makeup and blood-red robes, surround themselves with undead minions, and have names like "Sister Lifesbane".
Dark Is Not Evil: "The Priestess' Tale" on the Majesty website has them explain their philosophy. They don't rejoice in death just because it's death; mass-murdering monsters profane Krypta's work.
Death Seeker: Not inherently, but when they die they say "At last!"
Dem Bones: They can summon skeletons to aid them in combat. In fact, whenever a priestess is finished doing something (being recruited, killing a monster, bounty hunting) she summons a skeleton as a matter of course.
Necromancy: This is their schtick—they raise undead and can control existing ones. High-level priestesses can even have vampires as minions.
Squishy Wizard: Subverted. They have low defense and health, but regularly create skeletons to fight for them, which distract monsters from the priestesses themselves. They are also have a life drain spell, which can keep them alive if they manage to survive a hit or two.
"I take the path less traveled."
Natural explorers and frontiersmen who live for the natural world and are just as skilled at shooting it down from a distance using their powerful bows.
Archer Archetype: Quiet, solitary men who prefer nature to other people and usually explore without companionship.
Birds of a Feather: A non-romantic version with Barbarians due to historical battle alliance and a natural affinity as people who prefer the wilds to civilization (although the Rangers are less virulently averse to it). Rangers will usually engage in follow-and-support behavior with Barbarians.
Bold Explorer: Their usual priorities are buying healing potions and then plunging into the wild to explore your territory. Once they've revealed the entire map, they will periodically leave it for "distant lands" because there's nothing left for them to explore here.
Forest Ranger: Their guilds are camps (which can be moved at need) rather than a building and they're far more at home in the wilderness than in town.
No Arc in Archery: Their arrows follow a straight line, but they're usually shooting from short range.
Weaksauce Weakness: In the original, Rangers will almost always flee from skeletons. Too much empty space to fire at, y'know.
"One day, this will all be mine!"
Wily, greedy characters with a lot of guile and moxie. They wear light leather armour and wield crossbows, which they often choose to poison for an extra touch.
Anti-Hero: Yes, you just hired Skeeve the Filthy, and yes that is him robbing your marketplace.
Automatic Crossbows: Averted. They can be seen reloading their crossbows, even if only briefly.
The Gambler: If you have a Rogues' Guild and Elves, they'll set up a Gambling Hall.
Money Fetish: They are obsessed. About half their lines are about gold. They're paranoid that monsters are after their gold. And if they die, their final words are to leave their gold alone.
The Syndicate: They have shades of this, particularly with the guild function "Extort." It fills your treasury with all taxes immediately (minus a cut for the Rogues, of course...) by sending guild enforcers out to break into your subject's homes and grab all the gold.
Mace wielding women warriors capable of potent fire magics and possessing strong resilience and moderate speed.
Action Girl: A solarus goes out of her way to find evil to fight and shares most of her routine behavior with Warriors—hunting, raiding lairs, and garrisoning guardhouses.
Knight in Shining Armor: They certainly see themselves as such, although the Religious Bruiser heroes probably have a better claim to righteousness. However, they play it very straight when it comes to Agrela and her followers.
Mighty Glacier: They're slow of foot but they can take a lot of punishment, making them less inclined to flee the worse monsters.
Small Name, Big Ego: They have quite a lot of confidence in their own skills even though most other hero classes are more versatile / faster / smarter.
Strange leather and iron clad creatures summoned by cultists of Fervus to fight. They appear to be creatures of pure chaos, wielding giant pickaxes to great effect and having a strong thirst for combat.
Cloudcuckoolander: When they're not casting hurricanes of fire, they're rather befuddled old men.
Magikarp Power: They start with such a pathetic amount of hit pointsnote four, to be exact that a single bite from a giant rat can kill them, but get them to a level where they can actually survive a few hits from the average monster and they'll take out almost anything in a few shots (and actually be able to stay alive while doing so).
Metaphorgotten: Their easter egg line. "He who laughs first is, uh... worth two in the bush?"
Mundane Utility: Once they learn the teleport spell, they will use it for everything, whether they're fleeing a monster or crossing the street to the Marketplace.
Vampires, who can suck the life out of their enemies to regenerate themselves and cast a magic mirror spell, which can easily kill your wizards by rebounding their powerful incantations back at them.
Daemonwoods also count; they have an incredibly large pool of hit points, and hit hard. Woe betide any low-level hero who stumbles across one.
Greater gorgons can petrify heroes, spawn medusae, and execute powerful ranged attacks. If you see one, hope your heroes can gang up on it in time before it becomes a problem. And if you have a whole swarm on them on your doorstep...good luck.
Slavery Is a Special Kind of Evil: He doesn't actually appear and attack until you destroy all of his slave pits. But keeping slave pits and tying heroes up on crosses solely to torment them might just be worse.
Eldritch creatures of apparently sorcerous origin who guard a magic healing ring.
Glass Cannon: Individually, they have relatively low HP totals — around the same amount as a daemonwood tree — though they are immune to magic. However...
A giant cyclops who lived off the east coast of Ardania before an unknown sailor shot him through his eye, blinding him. He has since gone on a ramapage across Ardania until he finds the sailor responsible.
A reptilian creature, deemed by his estranged father, Lunord, to be too dimwitted to be considered among the pantheon. He relentlessly hunts any hero who comes across his path and jealously guards a holy chalice created by his father.
A creature of unknown origin with great sorcerous powers, including control over spiders and potent poisons. He has long been a thorn in the side of the Sydrian line, and seems to bounce back from many deadly conflicts.
The term used for the creature that killed the renowned paladin Glohrea Oathtaker. None have seen it and lived to tell the tale. Pyrog the Shadowed died while creating a creature far stronger than even the oculi, which are one of the most powerful and mysterious creatures in Ardania. This may be the creature in question.