Where would we be without our protagonists? This folder lists all playable party members.
Mardek Innanu El-Enkidu
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.
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 his off, in which case he'll note that instead).
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. He's also The Medic instead of a fighter or Mario like in most Eastern RPGs.
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.
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. He can really absorb the hits too. Becomes even more so this during Chapter 3, as with a Dark sword, Soulstrike (for Light), and the elemental slashes, Mardek can strike every elemental weakness that isn't Aether or Fig.
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 Rohoph) tell him to do, despite being technically being the leading man.
Mardek's best friend, an '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.
Not Quite Dead: Subverted, amazingly. Although he survives his Heroic Sacrifice, he is reluctant to return due to various reasons, and instead decides to adopt the new persona of "Lone Wolf". So in a way Deugan doesdie, but is "reborn" as Lone Wolf.
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.
Bad Liar: Her efforts to hide her personal history make this very, very clear. Justified in that she's been isolated from society for all her life, so of course she can't lie; she can barely hold a normal conversation, it seems!
Blessed with Suck: Her duties as a guardian of the water temple. The upside? She gets magical powers and can summon a magical war-steed-thing to fight along side her. The downside? She has to live in a secluded monster-filled temple at the bottom of a lake, cut off from society. Who needs to stay there even after the Water Crystal is taken, with nothing to guard and a much dirtier temple left behind.
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.
Covert Pervert: He feels Elywen 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 primarily undead-countering 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.
Doorstop Baby: He was abandoned on the steps of the Yalortian Monastary in Aeropolis.
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.
Awesome, but Impractical: Given that the majority of major enemies in Chapter 2 are undead, including all bosses from the point you can recruit him, Vehrn tends to be much more useful.
Awesome yet Practical: At one point he gets a skill that deals damage based on the amount of enemies he finished off. Keep him in your party for long enough and he'll outdamage any other character(tie with Legion). On top of this, the counter carries over from chapter 2 to chapter 3. Resistant to physical? Doesn't matter, he still deals plenty, just as long as the monster's not actually immune to it.
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".
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.
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. With sufficient magic resistance from armor and the like, this glass cannon goes into Awesome But Practical domain. 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.
Jade-Colored Glasses: Becomes jaded as more and more of his employers treat him as a weapon. Mardek is his only employer who has treated him as a person so far!
Jerk Ass: 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.
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.
Ironically, 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.
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.
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 the 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 knights in the beginning Chapter 2.
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.
All Girls Want Bad Boys: 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!
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.
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.
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!
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 defences and resistances. Particularly effective against Pixies.
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. One of her abilities allows her to deal damage to all enemies every time they get a move, ignoring resistances and defence. Slaughters the Demonic Spiders of the game (low HP, high resistances and defense) in a turn or two. A different version of the same skill functions exactly the same, but only works on undead and does 4 times as much damage.
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.
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.
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.
Meraeador Dunsin Fa-Doch
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.
Crippling Overspecialization: He can only equip two inventions! He can only use three skills at any one time! And that includes two inventions that use a skill you usually only need to cast once per combat (to give the whole party a physical or magic shield).
Deadly Gas: His Gas Gun that you can make is actually a pretty useful weapon early on, as about any enemy can be poisoned as of Chapter 3.
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.
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.
This Is a Drill: Another weapon/gadget you can build for him, though the 'drill' part is a bit hard to find.
The twenty-sixth chieftain of Xantusia. He is honourable, 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 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.
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.
Magikarp Power: Xe has abysmal Vitality, turning xim 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.
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...
Awesome yet Practical: He'll outdamage any other characters with his Money Attack! if you have more than 4 million+ generic coin(similar to Zach's Sinstrike which base on how many foes he has slained). In addition, both Sinstrike and Money Attack! ignores foe's armor defense. His revenge strike(if he has high enough HP) and Spirit Nova(noticeable use on Mythril Golem) can also achieve this. Not to mention his versatility, immense amount of movepools, and variety of elemental damages via Gem explosion!
Jack-of-All-Trades: Not only does Mimicry allow it/them access to a much larger pool of skills than any other character thus far, but Gemsplosion works in such a way that it can be used as an attack of just about any element (including Aether, Fig and Thauma).
Only Sane Woman: Deena plays this role out of the four souls in Legion, as while she has her own issues and tragic backstory, she isn't mentally insane like Bostolm, clinically depressed like Martin, or sociopathically violent like Doomkill.
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 Characters who are still needed: Mugbert.
Muriance Pharezos Ae-Bross
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.
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 Jerk Ass, and stole the dark crystal for his own purposes. However, he can't seem to actually use its power for some reason...
To put it short, Saul is a mentally insane individual whom you must track down for the quest to create Legion, Meraeador's 'MetalMan'. 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...
Saul: That would be I, answered Saul affirmatively. What of this?, he went on further to ask, the ivory protuberances of his gaunt visage lit eerily by the dim torchlight; the furry dark caterpillars of his brow dancing in antipode to suggest particular suspicion; wanting for an answer that does not test his patience and his undead...
The Unfought: You don't fight him, personally. Instead you face the re-reanimated corpse of the Dracelon you fought in Chapter 2.
We Will Meet Again: Before you leave, speaking to him gets you the standard "You'll regret this!" line.
The World's Saviours
A group of heroes introduced in chapter 2. They seem to be searching for the elemental crystalsof the world of Belfan, but are for the most part hilariously incompetent at finding them.
Tropes relating to the World's Saviours as a whole:
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.
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: Laughably incompetent though they are, they can put up quite a fight.
Bartholio Strongarm El-Mars
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.
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.
The Governance de Magi is the ruling body of Anshar, Rohoph's homeworld. 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.
Tropes relating to the Governance de Magi as a whole:
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..
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.
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.
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...
Genre Savvy: He warns Mardek not to get emotionally attached to people, due to the fact that villains can use them against him in a Sadistic Choice, and also because they can betray him. This is probably influenced by his own friendship issues back home.
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 Fore Shadowing. 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.
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.
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.
Moric: You specialise in giving life, I in taking it away and creating twisted, perverse imitations of it. You never liked me.
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.
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.
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.
(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!!
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.
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.
Anu: When Rohoph's gone and dealt with, there'll be nothing to stop us... No... Soon, THE GALAXY WILL BE OURS!!! MWAHAHAHAHAH!!!! Melchior: Don't you mean ours, sir? We are working on this together. There's not just you. Anu: Yes, that's what I said. Weren't you listening? Melchior: What? Eh? No, not at all. I had a nice pretty tune in my head. I was listening to that. It went like 'naaaah naaaah nah-nah-naaaah, naaaah naaaah naaaah naaahh...' Anu: Sigh...
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.
Though important to the plot, these miscellaneous characters don't fit into any of the other categories. note Characters who are still needed: Social Fox, possibly Lilanea.
Enki Ea'seph El-Regis
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 rumours 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.
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.
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.