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Party Members

Player Characters

    The Baron/ess 
Alignment: Any
Race: Any
Class: Any
Voiced by: Lisa Ortiz (Female Brave), Brittany Botta (Female Confident), Hanna Burke (Female Madman), Erica Schroeder (Female Pious), Jordyn Acconcia (Female Reserved), Marc Swint (Male Aggressive), Jason Griffith (Male Confident), Ryan Andes (Male Pious), Sam Black (Male Pragmatic), Wayne Grayson (Male Reserved)

The Player Character of the main campaign. A person who has answered the call of the Aldori Swordlords to tame the savage Stolen Lands. S/he manages to do so...but gets involved in an ages-old plot by forces much larger than s/he could have imagined.


  • Ambition Is Evil: Either played straight if you're evil, Played With if you're neutral, or averted if you're good. While the reason they answered Jamandi Aldori's call is up to you, once they get their barony, they push forward relentlessly with expanding it. An Evil Baron/ess is in it for themselves, a Neutral one is as well but is less cutthroat, and a Good one is ambitious for the sake of their people.
  • An Adventurer Is You: The player has numerous options to customize his/her character.
  • Asskicking Leads to Leadership: They got their barony by deposing the Stag Lord, then kept it by fighting off anything that tried to take it away.
  • Badass Bookworm: If you're a spellcaster. Being squishy does not inhibit the Baron/ess from steamrolling enemies and creating a successful barony/kingdom in the slightest.
  • Badass Normal: The entire game can be played as a normal martial class, as you don't gain any kind of special powers during the campaign.
  • The Caligula: Entirely possible to play as one if you want, bringing the whip down on your subjects and tormenting them for your own pleasure. In fact, you can ruin Pitax so entirely that they'll regard Irovetti's reign as a golden age.
  • Character Alignment: Any of them are possible, and your fiefdom reflects it.
  • The Corrupter: If Evil, they'll be a bad influence on Octavia and Regongar, leeching away the former's idealism and fanning the flames of the latter's lust for revenge.
    • It's also possible to, if they've been selfish enough and has enough respect with him, to encourage Jubilost to take the immortality offered by Shyka, when normally he'll reject it.
  • Cutting the Knot: A possible solution to Amiri's final companion quest. Halfway through the ritual to purge her sword of the evil spirit inhabiting it, Fionn reveals the death of a chieftain is the final component. You can point out that, since the ritual also removed Fionn's immortality, you can simply just kill him rather than sacrifice anyone, then kill the evil spirit when it breaks free. It's not even considered Evil!
  • Deadpan Snarker: Dialogue options give your Baron/ess the ability to snark and jibe with the best.
  • The Dreaded: You gain this reputation over the course of the game. By the time you're invading Pitax, there are guards who will desperately create excuses and run away rather than fight you.
  • Everyone Calls Him "Barkeep": Played With, characters will often use your name, but always skip over it whenever it's voiced acted. But several times you're simply referenced to as "The Baron" or "The Baroness".
  • Featureless Protagonist: Their appearance, personality, and abilities are completely customizable and are given no prior characterization, other than being an ambitious adventurer who showed up to Jamandi Aldori's invitation.
  • Fisher King: As a consequence of both their actions as ruler and a curse placed on the PC, the Barony/Kingdom of the Stolen Lands will take on characteristics from them. In particular, the realm's Character Alignmentinvoked will always match the PC's, which dictates availability of some buildings as well as which Artificial Atmospheric Actions appear in the capital: for example, a Lawful Good PC will see paladins walking the streets trying to recruit for the Mendevian Crusades, while Evil-aligned PCs will have buildings such as thieves guilds become available for construction. This is also why the death of the PC is an immediate Game Over even if resurrection magic is available.
  • Gameplay and Story Integration: Your alignment and skills matter, as they are taken into account during gameplay. For example, a character that has a Neutral alignment can resolve issues in a way that can't be done by Lawful or Chaotic ones, and vice versa.
  • Genius Bruiser: If you play a melee class and have ranks in Knowledge (Arcana), ranks in Knowledge (World), and/or have an appropriately high Intelligence. In fact, some prestige classes make one or more of these a requirement.
  • Good Is Not Soft: It is perfectly possible to play as a compassionate, forgiving ruler who will nonetheless bring the hammer down on bandits, monsters, undead, political rivals, and fey who aren't willing to surrender or repent.
  • The Good King: If male and playing as a fair, just ruler who genuinely wants to improve the lives of his people.
  • Happily Married: Properly complete a Romance Sidequest, and the epilogue has the King/Queen marrying their Love Interest.
  • The High Queen: If female and playing as a fair, just ruler who genuinely wants to improve the lives of her people.
  • Hypocrisy Nod: A bit of an odd case, where someone else is making the nod. One of the Treasurer events is about Taxmasters going vigilante on your tax evaders. If Jubilost is your Treasurer, he will suggest that you condemn them publicly (to appease the scared populace) while secretly letting them carry on (to bring the tax evaders to justice). Doing this will have him comment that he hopes "a touch of hypocrisy" doesn't bother you.
  • Ideal Hero: A Good-aligned Baron/ess is a Reconstruction of this. Despite the Stolen Lands being a cesspool of crime and banditry, they hold fast to improving it for the benefit of those around them—which, in turn, inspires those around them to do good, up to and including their evil companions. Linzi even gushes over them being this in one conversation, saying they dispelled her fears of not finding a hero like the ones in her books.
  • It's Up to You: You may be the ruler of your kingdom and have hundred of citizens under your rule, but only you can solve all of their daily problems.
  • Magnetic Hero: Lampshaded in a loading screen for Nok-Nok. The Baron/ess tends to attract all kinds of beings, including goblins, undead, and followers of evil religions—and almost all of them (Vordakai is the only exception) are loyal to him/her.
  • Morality Chain: If Good, they serve as this for their Evil companions, preventing Nok-Nok from being Ax-Crazy, Reg from sacrificing slaves for revenge, and Jaethal from raising undead and murdering her daughter. Reg will even call them his conscience at one point.
  • Occult Detective: The Stolen Lands are weird, to say the least. It's likely that investigating a random disappearance or disturbance in a local area will turn up undead, fey, liches, werewolves, and/or a curse of some kind.
  • Position of Literal Power: The Royal Crown they receive upon being declared king/queen gives a huge boost (+6) to all three mental stats, making it moderately useful for a physically dependant character and immensely powerful in the hands of a spellcaster.
  • Royals Who Actually Do Something: Whether it's a plague on your lands, ancient undead rulers trying to get back at your allies or a straight-up all-out war with another kingdom, your main character can be expected to get out on the field and actively contribute.
  • Seen It All: A possible response to meeting the Arcanotheign, if you have the Wildcards DLC, is basically "oh look, another super-powered being is in my realm".
  • Shipper on Deck:
    • You can quite literally push Ekun towards Elina or Ntavi during his companion quest "A Feast of Feasts".
    • You can play as one for Octavia and Regongar's romance, although you can also help split them up.
  • Single Woman Seeks Good Man: If female and romancing Tristian. In fact, one of the earliest ways to start the romance is for the Baroness to express admiration for his noble spirit.
  • The Social Expert: It is highly recommended you be this. High Persuasion allows you to use intimidation, diplomacy and lies equally well, and there are several times the game will force you to make those checks while on your own. You can be so good at this, you can win a battle of words with an Eldest.
  • Stupid Evil: Entirely possible, and what the majority of Chaotic Evil amounts to. Most conversations have an [Attack] option, and many Chaotic Evil dialogue options allow you to matter-of-factly declare you're in it purely For the Evulz. Especially during the Rushlight Tournament, as there is a strict "no violence" policy in place that you can violate with anything from a Stealth Insult to "I don't like your face."
  • To Be Lawful or Good: Naturally comes up a lot for Lawful Good characters, though any good alignment will find themselves with having to choose between mercy and justice. For example, when you defeat Nok-Nok's tribe during the course of Chapter 3, the survivors surrender—do you accept it, or do you kill them while they can't fight back as retribution for all the lives they've ever taken?
  • Universally Beloved Leader: Make the right decisions in Pitax, and your kingdom will get a buff because the entire city loves you that much. And of course, this will happen if you max out your kingdom's Loyalty stat.
  • Unwitting Pawn: To Nyrissa during Chapter 1—she perfectly manipulates them into destroying the Stag Lord and bringing her one step closer to her goal. Even after they know full well that Nyrissa isn't on their side, they continue to in effect destroy "kingdoms" for her out of sheer necessity.
  • Warrior Therapist: You can act as this to your companions, giving them advice to help them overcome their various personal issues. Or you can go the other way. This is best exemplified in one of the ways that you can provoke a Heel–Face Turn in Akiros Insmort if your religion skill is high enough-
    Baron/ess: I heard your voice tremble when you spoke Erastil's name. Why is a kind god's servant working with bandits?

    The General 
Alignment: Any
Race: Any
Class: Any
Voiced by: Lisa Ortiz (Female Brave), Brittany Botta (Female Confident), Hanna Burke (Female Madman), Erica Schroeder (Female Pious), Jordyn Acconcia (Female Reserved), Marc Swint (Male Aggressive), Jason Griffith (Male Confident), Ryan Andes (Male Pious), Sam Black (Male Pragmatic), Wayne Grayson (Male Reserved)

The Player Character of the Varnhold's Lot DLC. A seasoned mercenary and right-hand of Maegar Varn, leader of the Varnling Host. When the company fulfil's Jamandi Aldori's task and Varn is declared Baron of Varnhold, they become his trusted general.


  • An Adventurer Is You: Just like in the base game, the player can freely customize the General.
  • And the Adventure Continues: Their epilogue has them leave to continue mercenary work with Maegar, either as friends or as husband and wife. The achievement for romancing Maegar and reuniting him with the General is even called "The Road Ever Goes On".
  • Another Side, Another Story: The Varnhold's Lot DLC runs parallel to the main plot of Kingmaker, but from the perspective of Maegar and his struggles. Play your cards right, and the General can even come back in the plot.
  • Asskicking Leads to Leadership: They're hailed as one of the best fighters in the Varnling Host, which earns them a position as Maegar's General.
  • Be Careful What You Wish For: At the end of the DLC, the Horned Hunter will offer them a bargain based on alignment; either power if they're evil, or the strength to protect Varnhold if they're not. Taking it turns them into a Mimic or traps them in a battle against endless enemies, respectively. The latter curse can be broken if Maegar is brought to Lostlarn Keep, but not the former.
  • The Bus Came Back: The General is referenced but absent for most of the main story. Depending on your choices during the Varnhold's Lot DLC, they can return during the very final quest, reappearing just in time to support Maegar and the Baron/ess against the shadow of Vordakai...unless the General chose the Traitor ending, in which case they turn against the Baron/ess
  • Deadpan Snarker: Similar to the Baron/ess, the General has the option to be sarcastic and snarky towards almost anyone they meet, even to their leader, Maegar Varn.
  • Earn Your Happy Ending: If they survive "Varnhold's Lot", the "Where Are They Now?" Epilogue states they and Maegar Varn give up rulership to the King/Queen and resume adventuring, possibly as a Battle Couple.
  • Fate Worse than Death: Depending on what you do in "Varnhold's Lot" and what you do as the Baron/ess, the General can suffer this. The worst one happens if the Baron/ess turns Maegar over to Vordakai and a non-evil General takes the Horned Hunter's offer; in that case, they're stuck fighting endless waves of enemies forever. An evil General's fate if they take the offer is only slightly less worse, as they're turned into a Mimic. And if the Baron/ess doesn't do Chapter 7 at all, a General trapped in the First World never escapes.
  • Featureless Protagonist: Their appearance, personality, and abilities are completely customizable and give very little characterization other than being Varn and Cephal's trusted mercenary companion.
  • Freudian Trio: Between them, Maegar Varn and Cephal Lorentus, the General is the Ego, as the one capable of finding a compromise between them, especially if the player chooses the proper options. In this case, Cephal even lampshades it.
  • The Heart: If the player chooses so, the General can be the one essentially holding the Varnling Host together, by acting as a mediator between the vastly different opinions of the two co-founders Maegar Varn and Cephal Lorentus. Cephal admits to this, stating that the General often forces both of them to see middle ground and solutions neither of them even considered before.
  • Hero of Another Story: Quite literally, the General is the main character of the Varnhold's Lot DLC and doesn't play a role in the base game unless they survive the end of the DLC, in which case they come Back for the Finale. Even though some of their exploits are shown in the DLC, it is implied that there is a lot more happening between the end of the DLC and their reappearance in the main story.
  • Know When to Fold 'Em: They can take one look at the Horned Hunter and decide fighting him would be unwise. Considering his real identity...
  • The Lancer: To Maegar Varn, as his most trusted and loyal follower.
  • Number Two: The general is right-hand of Maegar Varn both before and after he became a baron.
  • Overrated and Underleveled: They've been part of a highly successful mercenary band for years and are one of its best fighters...yet they're only level 5, the same level the Baron/ess will be after (at most) a few months of adventuring.
  • Properly Paranoid: When Jamandi asks them what they think awaits Maegar's young barony, they can respond that they think this is a reckless venture and only bad things will come of it. They are completely right.
  • Put on a Bus: While Maegar, Cephal and the people of Varnhold have to deal with Vordakai, the General is trapped either within Lostlarn Keep or the First World, explaining their absence during the Varnhold Vanishing chapter.
  • Rewarded as a Traitor Deserves: A General who expresses a willingness to usurp Maegar/sacrifice a party member will get an offer from the Horned Hunter to rule over Varnhold. Taking the offer puts them in an illusionary Varnhold in the First World, alone, ruling over nothing.
  • Sour Supporter: A downplayed example. You can play them as being skeptical of Varnhold's prospects, but steadfast in commitment to Maegar nonetheless.
  • Supporting Protagonist: Despite being the main character of the DLC, the General is a servant of Maegar Varn, who is the actual protagonist. That being said, with a high enough Diplomacy skill, the General can essentially take charge and convince Maegar of almost any course of action.
  • Trapped in Another World: Attacking the Horned Hunter or trying to escape causes him to close the portal out of the First World. They aren't able to escape until you fight the Lantern King.
  • Unequal Pairing: A female General has the option to enter a relationship with Maegar Varn, who is her leader and ruler over Varnhold, whereas she is just one of his advisors. It is implied they had feelings for each other for a long time, but didn't act on them while they were still part of the Varnling Host.

Main Game Companions

    Amiri 
https://static.tvtropes.org/pmwiki/pub/images/amiri.jpg
Alignment: Chaotic Neutral
Race: Human (Kellid)
Class: Barbarian
Voiced by: Tiana Camacho

Coming from a tribe where women were expected to Stay in the Kitchen, Amiri proved herself the exception by being the tribe's best warrior. This eventually led to her exile, and she walked the lands of Avistan until joining an expedition into the Stolen Lands.

See Pathfinder Iconics for her appearances in the tabletop game.


  • Action Girl: Insisting on being a warrior woman was what got her exiled from her tribe.
  • Amazonian Beauty: Though not considered on Valerie's level, barbarian tribesmen comment she's attractive. Her character portrait also proudly displays her abs.
  • Appropriated Appellation: The tribes of the Realm of the Mammoth Lords gave her the insulting nickname "the soft chieftain", both as an insult towards Amiri and her tribe for putting up with her. In one end of her personal quest she'll use the nickname to sacrifice herself in place of her Childhood Friend Nilak — the Exact Words of the curse on her broken sword demand the sacrifice of a leader, a chieftain, and by the name her own people saddled her with, she is that. If the Baron/ess makes the right choices, she can also be one of the choices for chieftain of the splinter faction of the Tiger Lords which remains in Glenebon after the defeat of Armag.
  • Asskicking Leads to Leadership: One conclusion of the barbarian conflict is for Amiri to become chieftain of the Tiger Lords rather than Armag or Dugath. This option is only available if the duel between her and Armag is interrupted by the Defaced Sister because she was about to win.
  • Awesome, but Impractical: The Ginormous Sword is a monster of a blade that deals massive damage, but it also takes a big penalty to its chance to hit thanks to it being oversized. Against smaller enemies with high AC it can be an impractical tool, but it is very potent if you can reduce enemy AC and stack bonuses to attack rolls on Amiri. Realistically, it only becomes practical to use it very late into the game, where she can be be built to use it properly.
  • Bash Brothers: With Valerie. The two hardly agree on anything, but respect each other as warriors.
  • Barbarian Hero: The iconic one from the tabletop game.
  • BFS: Called 'Ginormous Sword' in-game, it's so big that she has to make a considerable effort just to raise it, taking a penalty to hit (though the sword's increased damage makes it worth it well into the game). It's a bastard sword made for a frost giant.
  • Blood Knight: She loves fighting and tends to use violence first. She ends up getting chewed out by Nilak for it during her personal quest.
  • Boyish Short Hair: She has short unkept hair, to go along with her Tomboy-ish personality.
  • Buffy Speak: While never reaching full-on You No Take Candle levels or having the slightly stilted but good language skills of Dugath, Amiri speaks with a limited vocabulary and tends to use short, common-use words instead of more precise or polysyllabic ones.
  • Chaotic Neutral: Her In-Universe alignment. She cares about little more than wandering the world kicking ass, though she does go through some Character Development that changes her perspective somewhat, and she is protective of her immediate circle of friends and allies.
  • Challenge Seeker: As part of her constant quest to prove herself a strong and worthy fighter, Amiri is always looking for strong opponents to fight. Her earlier quests involve her getting into single combat with dangerous beasts.
  • Demoted to Extra: The original AP used her in the artwork as the party leader and ruler. Of course, that's your job now.
  • Despair Event Horizon: Crosses it if Nilak dies at any point in her companion quests—it will immediately result in the whole questline's failure, and causes Amiri to refuse to rejoin you at the House at the End of Time.
  • Heroic BSoD: Will suffer one if the Baron/ess chooses to sacrifice her Childhood Friend at the end of her personal quest. Even though this completes said quest, she will refuse to rejoin the party in the House at the End of Time.
  • Heroic Sacrifice: Can kill herself with her own sword to seal the frost giant Kaen forever. Fionn is so impressed he resurrects her in turn.
  • Homoerotic Subtext: She's lightly implied to be attracted to women, though she doesn't ever explicitly take part in any romances in the game. She and Nilak are overtly affectionate with each other, and bisexual Octavia once flirts with her in camp banter, to her flusterment.
  • Hot-Blooded: But of course. As a barbarian, her hot-blooded berserker rage is the source of her strength.
  • I Just Want to Have Friends: A lot of her early behavior comes across this way, especially her constant desire to prove herself to the Baron/ess.
  • Kinslaying Is a Special Kind of Evil: During her personal quest, she'll kill the Jerkass chieftain of her former tribe if the Baron/ess doesn't stop her. All the more egregious for her since she alone knows that she wasn't the Sole Survivor of an attack by frost giants, and her real crime isn't getting her hunting party killed — it's murdering the lot of them after they tried to get her killed in a Uriah Gambit.
  • Leeroy Jenkins: Valerie and Jaethal laments she just charges into battle with little armor or tactics. This is reflected in her potential role as an Advisor, as her reactions are usually just to charge ahead and deal with the issue without worry.
  • Might Makes Right: She's from a society where the strongest warrior rules over the others... unless they're a woman. She disagrees with the ideology women can't be warriors, but fully accepts the idea that the strong should rule. As part of this, she'll always approve of the Baron/ness displaying their strength.
  • Never My Fault: Because she was the victim of extreme sexism, she doesn't take criticism well. It takes a lot of effort to have her accept when a problem is her fault.
  • Overrated and Underleveled: She's level 1 and supposedly killed the frost giant whose sword she wields, which gameplay-wise is very unlikely note . Justified if you actually progress her story — the giant she found was already dead, and she took the sword off his corpse.
  • Pelts of the Barbarian: She's a barbarian, and her clothing is made from animal pelts.
  • Reforged Blade: Her Ginormous Sword breaks in half during your first meeting with Armag, but gets a major upgrade if you finish her personal quest.
  • Ret-Canon: She was already a Pathfinder Iconic, but Pathfinder Second Edition's Kingmaker Adventure Path Companion Guide adapts a significant chunk of her character arc materials into tabletop format.
  • Screaming Warrior: Oh yes. It'd be easier to count the combat dialogue lines she has where she isn't screaming her head off.
  • Special Guest: In a sense. She's one of the Pathfinder Iconics, rather than a character made for the game or the original adventure path.
  • Stay in the Kitchen: In her tribe, women are forced in domestic roles. She was constantly mocked and belittled because she trained to become a warrior, even though she was at least as competent as men from her tribe. She eventually decided to leave her tribe because of this. In all fairness, her tribe were extremists by Kellid standards: in the Varnhold arc the Tiger Lords mock them in absentia over it and have no problem with her.
  • Stuck Items: Her oversized frost giant bastard sword. She can equip other weapons, but she'll yell at you if you try to remove it.
  • Teeth-Clenched Teamwork: Despises Tartuccio during the introductory chapter, who constantly insults her. This leads her to always join the Baron/ess's party, while the others may join you or Tartuccio depending on your dialogue choices.
  • Underboobs: Seen in her character portrait.
  • Walking the Earth: Between being exiled and joining the expedition, she walked the lands of Avistan.
  • Wrecked Weapon: Her sword is snapped in half during the first duel with Armag. It can be restored by the ghostly frost giant if she lives through the final portion of her loyalty quest.
  • You Go, Girl!: She attempted this trope by actively going on hunts with the men of her tribe. Subverted when the men stuck her in an Uriah Gambit and attempted to get her killed by frost giants instead of letting her participate. When returning with her trophy, Amiri overheard their treachery, flew into a barbarian rage (for the first time) and killed her whole hunting party — and the knowledge that she had become a kinslayer was the real reason for her self-imposed exile.

    Ekundayo 
https://static.tvtropes.org/pmwiki/pub/images/ekun.png
Alignment: Lawful Good
Race: Human (Garundi)
Class: Ranger
Voiced by: Tyler Bunch (as H.D. Quinn)

A humble and reserved carpenter, Ekundayo's life changed to the worse when the troll invasion led to the death of his family. With a bow in hand and a wolf companion by his side (albeit not by his choice), he wishes to make the trolls pay in blood.


  • Aloof Archer: He's a Forest Ranger with a high Dexterity score and a number of feats invested toward using longbows when you recruit him. He's also quiet, cold, and prefers to work alone.
  • Arch-Enemy: Kargadd, the rock troll who murdered his family and his village.
  • Beige Prose: Speaks in terse phrases and has to be pressed to elaborate, with the implication that it's only partly because Common is not his first language — much of it is his desire to bury the pain of his experiences, no matter how badly he needs to talk about them.
  • Betty and Veronica: Caught in the middle of bubbly innkeeper Elina and his fiery New Old Flame Ntavi.
  • Canon Immigrant: He's recreated, along with his dog and the meat of his character arc, in Pathfinder Second Edition's Kingmaker Adventure Path Companion Guide.
  • A Dog Named "Dog": His wolf companion is just called "Dog". Ekundayo says he gives it no proper name because he doesn't consider it his. During his companion quest, he names the wolf "Okbo" if encouraged to name him.
  • Desperately Looking for a Purpose in Life: A mix of this and I Owe You My Life are why he follows the Baron/ess. They saved his life and helped him get revenge...so now what?
  • Downer Ending: Pushing him towards revenge nets him one; he'll focus on hunting down monsters to the point of attacking even harmless ones and eventually goes missing in action.
  • Earn Your Happy Ending: After suffering through the horrible loss of his family and Survivor Guilt, Ekun can retire, marry Elina, and start a new family if you push him in that direction.
  • Expy: An archer of a few words determined to kill the monster who murdered his loved ones? Tight-lipped and anti-social? Are we talking about Ekundayo or Kivan?
  • Fantastic Racism: Unsurprisingly, he hates trolls after their rampage left him the Sole Survivor of his Doomed Hometown. He's quite quick to dismiss any offers of peace from other "monster" races as well — goblins, kobolds, spriggans, and fey — and he mistrusts the Numerian barbarians' claims that they only fight other fighters, and would never sack an unsuspecting peaceful village. While he'll voice his disagreement with letting any of them into the kingdom, he'll flat out leave if the Baron/ness offers trolls a place to live.
  • Forest Ranger: By class, though by his own admission he learned his skills as a caravan guard.
  • Good Is Not Nice:
    • He's more concerned with doing right than being liked, and often argues in favor of harsh and unpopular decisions and Shooting the Dog rather than risk further trouble. For instance, disapproving of letting either of Trobold's leaders live after they started attacking.
    • Further shown in how aloof and serious he is if appointed as a Minister, coldly considering the best options to destroy the Kingdom's enemies by any means necessary.
  • I Owe You My Life: His gratitude towards the player for saving his life and helping him avenge his family are part of the reasons why he follows them.
  • I Work Alone: Subverted. Trying to go after Kargadd on his own got him wounded and nearly killed, and his character arc deals with him learning to accept the help of others — including his own Loyal Animal Companion.
  • If You Kill Him, You Will Be Just Like Him!: Downplayed, but the player can argue this when Ekundayo is torn over whether or not to kill a pair of young trolls, Kargadd's sons. The game doesn't necessarily treat this as true if the issue is forced, however, as the two trolls, being trolls, can still fight back.
  • Lawful Good: His In-Universe alignment. He's a soft-spoken, highly disciplined, and stoic man who hunts dangerous monsters to protect others. Character Development can change his alignment to Neutral Good or Lawful Neutral.
  • Loyal Animal Companion: After he's wounded by the trolls, a wolf begins following him around. He's quite aloof towards the animal, saying it's not his and that he doesn't know why it follows him. You can encourage him to accept it as his companion proper, leading Ekundayo to finally give it a name.
  • Mangst: Textbook. He joins the party to seek his revenge on the trolls who killed his wife, daughter, and the rest of their village.
  • Meaningful Name: "Ekundayo" is a Yoruban name meaning "sorrow becomes joy". It only fits if you do his quests right; Read the entry under Earn Your Happy Ending to see how it applies.
  • Min-Maxing: Outside of maybe Nok-Nok, Ekun is easily the most optimized recruitable character in the game. His stats are extremely well-optimized without leaving any holes, his skills are entirely optimized for longbow combat (and he's got amazing longbow options from the start, including an incredible one you can find in the chapter 2 major dungeon), Dog is a great choice for animal companion (and Ekun has the feat that fully optimizes Dog's level), and he has all kinds of gear options that continue to make him great. Going mono-class on him doesn't just work out well, it might be one of the best ideas for him.
  • Mutually Exclusive Party Members: While neither is directly recruitable until the Golden Ending, Ekun will permanently leave the game should you ally with Hargulka. He will also leave if you recruit Tartuk after not letting him participate in the battle with Kargadd, though he at least allows you to get Tartuk to join the kingdom unlike Hargulka.
  • Optional Party Member: Should you be inclined to, you can just kill him on your first encounter. Similar to Jubilost, doing the Ruined Watchtower before Troll Trouble starts will allow you to explore the area while bypass him entirely, and the areas he would reveal can deliberately be found in other ways. Skipping Ekundayo is somewhat less likely than Jubilost due to how out-of-the-way the ruined watchtower is, however.
  • The Quiet One: He doesn't talk much. His lack of conversation can be lampshaded by the Baron/ess if you talk with him enough. Ekun will respond that someone has to make up for you.
  • Revenge: When you first recruit him, his primary goal is the death of the troll who killed his wife and daughter. As his companion quests progress you can encourage him in his effort or convince him to move on.
  • Stereotype Flip: Religiously speaking, as a Forest Ranger and from his personality, you'd think he'd be a follower of Erastil. He instead worships Torag, the dwarven smith-god.
  • The Stoic: He's quiet and terse, and even during highly emotional moments (even for his own quest, which would generally invoke Not So Stoic), he never loses these qualities. The most you get from him at those points is a Dramatic Pause, or quiet derision.
  • Teeth-Clenched Teamwork: He worships Torag, and as such has very little respect for Harrim. And that's low-key compared to his view of Jaethal, who he will openly advocate killing during her personal quest.
  • Terse Talker: When he does speak up, he does so in very short, to-the-point phrases.

    Harrim 
https://static.tvtropes.org/pmwiki/pub/images/harrim.jpg
Alignment: Chaotic Neutral
Race: Dwarf
Class: Cleric of Groetus
Voiced by: Scott Rayow (as Scottie Ray)
Once a candidate to become a cleric of Torag, Harrim's inability to make anything with his own hands made him turn to the worship of Groetus, the god of the end times.
  • All of the Other Reindeer: His inability to smith led to him being a pariah among his kind.
  • The Anti-Nihilist: The end of his companion quests see him become this. The world is going to end, yes, but who knows what amazing things will be born in its wake? His epilogue in this case also has him focus his teachings on moderation and humility, rather than gloom and doom.
  • Badass Preacher: He's a cleric of Groetus, and plenty good in a fight.
  • Berserk Button: Torag and his clergy are a very sore point to him and one of the few things which genuinely tick him off. If present when the player meets Ekundayo, Harrim gets annoyed at the ranger's praise for Torag. During his companion quest, he destroys an anvil dedicated to Torag with his bare hands in a fit of rage. Later in his companion quest it's revealed that this isn't just due to a fit of berserk strength.
  • Bunny-Ears Lawyer: Despite his odd outlook Harrim takes his duties as High Priest very seriously if given the position, and advocates for religious tolerance and free expression of spirituality in the barony as long as no-one gets hurt. His naturally high Wisdom also means he's likely to be better at it than Jhod.
  • Canon Immigrant: He's recreated in Pathfinder Second Edition's Kingmaker Adventure Path Companion Guide.
  • Chaotic Neutral: In-Universe. He's a bitter old dwarf who rejected his society in favor of Walking the Earth as one of Groetus's doomsayers. His gloomy attitude means he can be a bit of a jerk at times, and doesn't always approve of doing the right thing, but he is not evil, and generally leans towards pragmatism.
  • Cold Ham: Delivers long-winded speeches about the end of everything in his soft, comedically spooky voice.
  • The Comically Serious: He is entirely earnest in a set of beliefs which most of the party finds crazy at best, and most of their banter with him is at Harrim's expense. He shrugs most of it off — they're not dwarves or followers of Torag, with the exception of Ekundayo. When he does run into more traditional dwarves, on the other hand...
  • Cosmic Plaything: Realizing he has the power to destroy constructions whose end is overdue leaves him wondering whether it's a gift from Torag or Groetus, but either way feeling like the gods are toying with him leaves him in a sour mood. Sourer than usual, at least.
  • Curse:
    • He believes himself to be cursed by Torag over his inability to craft anything, as even the most average dwarf is capable of at some simple craftsmanship or smithing. Trying to question him over it just leads him to sigh over how blind you are.
    • As revealed by his personal quest, Harrim carries a rare divine gift/curse called The Touch of the Unmaker, which allows him to destroy physical objects that are no longer used for their original purpose with a touch. It's implied this is what caused his smithing to always go awry, though which god if any is actually responsible for granting it is unknown.
  • Dark Is Not Evil: Despite worshiping a god representing the inevitable decay of everything, Harrim is not evil (like Groetus himself) and fairly sees the whole "everything must die" more as a philosophical statement than a divine mandate. He even channels positive energy like a good cleric, allowing him to spontaneously heal the living. This extends to his role if made a High Priest, where his gloomy attitude is off-set by how pragmatic yet effective he performs his job.
  • Deadpan Snarker: Occasionally this pops up during his camping dialogues. Of course, being Harrim, each and every time it's a humorous observation about how other people are foolish for not realizing the inevitability of death.
  • Death Seeker: Not just for himself, but for everything. Notably, part of the tutorial involves convincing him he's not dying from a relatively minor wound. He's disappointed by this.
  • Determined Defeatist: Starts out as a Doomed Defeatist, but eventually evolves more into this. In one of his banters with Octavia he'll mention that his doom will come, but until that day comes he'll keep preaching.
  • Doomed Defeatist: Given that he worships the God of Entropy, it makes sense.
  • Drama Queen: He overreacts, throws the occasional tantrum, preaches at length about the end of the world, and complains a lot in general, even about the smallest things...yeah.
  • The Eeyore: Half of everything he says is about the inevitability of death, which Linzi lampshades in her very first journal entry about him.
  • Expy: At first glance, he's pretty much Baldur's Gate's Xan, if Xan was a dwarven cleric instead of an elven mage, and received considerably more Character Development.
  • The Fatalist: As part of his religion, he preaches about the inevitability of fate, how all things must end and how nothing they can ever accomplish even truly matters. As a High Priest, some of his outcomes for issues mentions him preaching the end of things to people, much to the confusion of some.
  • Hidden Depths:
    • While he holds contempt for Torag and most other dwarves for making fun of his inability to smith, asking him about the dwarven Sky Citadels leads him to gush over how magnificently constructed they are.
    • He's also a very skilled High Priest if given the job and puts genuine care and attention into his work. His flavor text describes his efforts as unusual and weird, but effective, and he usually gets results in spite of his oddities. His final speech once you max out the Divine rating for the Kingdom is him talking about how many obscure cults, religious organizations, and traditions you saved from extinction. And how even Abadar, the God of Civilization would approve of your efforts. Oh sure he talks about how pointless it was as they would all die out eventually, and even laments that these successes are only giving the people false hope, but it's obvious just how proud he is of all your collective efforts.
  • I Was Just Passing Through: Insists upon joining the Baron/ess whenever a dwarven ruin is involved, which is entirely because he wants to gloat at the dwarves' failures and has nothing to do with grasping for any attempt to reconnect with his own past at all.
  • The Klutz: The main reason he failed at blacksmithing. He blames Torag for it, as he notes even the most inexperienced dwarven child is capable of some craftsmanship.
  • The Mad Hatter: Downplayed, but he does worship the god of madmen and is sympathetic to those who are madder than he is — believing that there are facets to the world that can only be seen Through the Eyes of Madness.
  • Minor Injury Overreaction: His Establishing Character Moment. When you first meet him in the prologue, he's welcoming Groetus and death over a tiny injury which can be treated with just a simple Cure Light Wounds potion. You can call him out over it with a Diplomacy or Intimidate check, much to his disappointment.
  • My Species Doth Protest Too Much: Subverted — for all his claims that Torag is a traitor god and the dwarves are hypocrites and fools for following him, deep down he actually loves his dwarven heritage, and wishes more than anything that he could have fit in. The reason he shunned Torag and embraced Groetus is, even if he won't admit it to himself, out of resentment over the mockery he suffered, wanting to take other dwarves down a peg and get what little revenge against Torag for not making him skilled at crafting things like all other dwarves. Granted the one major dwarf character Harrim can interact with is relatively understanding and Harrim has a tendency to overdramatize himself from the very first moment you meet him, but there is a certain basic unfairness in that Harrim's inability to smith was actually a divine gift for destruction that simply went unrecognized his whole life — and he's not a young dwarf. His Character Development over the course of his personal quests revolves around recognizing his own deep-seated anger and hate and learning to truly let go.
  • Never My Fault: The Player Character can actually ask Harrim if he doesn't exert any effort into making tools of the Dwarven folk, but he just bitterly laughs and says it's all Torag's fault.
  • "Not So Different" Remark: If he sees his personal quest through to the end, Harrim comes to realize that the dwarven clan you've been aiding through the quest chain, and their ultimately doomed attempt to reclaim one of their lost holds, mirrors his own inability to let go of his hatred for Torag. In both cases their pride and stubbornness caused nothing but pain, and Harrim finds that being able to truly let go brings him closer to understanding Groetus and his role in the universe.
  • Our Dwarves Are All the Same: Zig-zagged. Despite his stereotypical class (dwarves have a bonus to Wisdom and Constitution and thus make very good clerics), he is one of the few dwarves that does not worship Torag. He cannot craft anything to save his life (and he himself will point out that even dwarf children are born with the knack) — which ultimately prompted his decision to worship Groetus, the god of entropy, finding solace in an act of defiance. His personal quest later reveals that Harrim would have liked nothing better than to be a stereotypical dwarf, but his inability to craft left him embittered with Torag dwarven culture and left him with his current outlook. He also has more of a Victorian London accent than anything resembling a Scottish one.
  • Rugged Scar: Has what looks like a fairly deep cut, long since healed, passing through his right brow and what looks like a separate scar under his eye running down his cheek.
  • Sarcasm-Blind: He has a complete blind spot for any sarcasm (other than his own fairly rare jabs) and will occasionally take the Baron/ess's snipes entirely literally. This also makes him The Comically Serious at times.
  • So Proud of You: Oh he talks about how all you've done is prolong the inevitable end out of obligation, but his final speech as your High Priest makes it clear he's proud of everything that's been done by you and him.
  • The Stoic: Normally speaking not at all, but when he faces what seems like his own inevitable death, such as during the penultimate chapter when falling into the portal at the House at the Edge of Time, he's all too ready to accept it.
  • Straw Nihilist: Downplayed, justified, and frequently Played for Laughs. His faith in Groetus demands he embrace the inevitable destruction of all things. Somewhat modulated over time, as Harrim does actually have a fairly nuanced view of entropy and decay which actually makes him sympathetic to outcasts and the downtrodden — those who are near destruction, but that need not mean they must suffer. At the end of his quest chain he can begin to preach not just of the inevitable end, but also of how destruction invites new creation.
  • We All Die Someday: Will eventually temper his beliefs in this direction if his personal quest is completed.

    Jaethal 
https://static.tvtropes.org/pmwiki/pub/images/jaethal.png
Alignment: Neutral Evil
Race: Elf (Undead)
Class: Inquisitor of Urgathoa
Voiced by: Bailey Carr

Exiled from the elven homeland of Kyonin for terrible crimes against her own family, the hedonistic Jaethal would eventually be assassinated by an unknown party as she mindlessly wandered in the wilderness. However, by means unknown to her, she found herself risen from the grave and hearing the voice of Urgathoa in her mind, leading her to become an inquisitor of the Pallid Princess.


  • Back for the Finale: If you convince her to spare her daughter in her last companion quest, Urgathoa smites her on the spot. However, when you get to the House at the End of Time, you'll meet her again—Pharasma brought her back to life (truly back to life), and she will rejoin your party (as long as Tristian's quest was completed correctly as well).
  • Back from the Dead:
    • Returned to life (or undeath) as the Chosen of Urgathoa. She eventually finds she can do so to others too, which surprises her the first time.
    • In specific endings of her companion quest, she truly comes back to life—either by body surfing or by being resurrected by Pharasma.
  • Bolt of Divine Retribution: Urgathoa rescinds her unlife if she chooses to spare her daughter at the end of her personal quest.
  • Boobs-and-Butt Pose: Her character portrait has her in this pose.
  • Boomerang Bigot: She has an aversion to rotting undead such as zombies and is visibly unsettled by those displaying intellect.
  • Canon Immigrant: She's recreated in Pathfinder Second Edition's Kingmaker Adventure Path Companion Guide.
  • The Chosen One: Why she's not quite alive in the first place — Urgathoa has taken an interest in her.
  • Deadpan Snarker: Being undead may limit her range of emotions, but she's always ready to crack a sassy remark at pretty much anything.
  • Eerie Pale-Skinned Brunette: She has ink-blank hair and eyes, paler-than-normal skin, and is evil through and through. Subverted if you get her redeemed ending.
  • Even Evil Has Standards:
    • She is furious when Enneo pulls a Let's You and Him Fight between your party and a group of young elves, resulting in their pointless deaths, and vows to kill him for it.
    • She's disgusted at the atrocities committed by Lamashtu cultists. While selfishly indulgent and cruel, she doesn't inflict pain and misery For the Evulz alone.
    • What some might consider an unusual characteristic for a Neutral Evil person, she is surprisingly loyal to those she respects. However it's not automatic and she would immediately murder the person if said respect is lost.
  • Evil Virtues: Despite her utterly selfish nature, Jaethal shows a strong sense of determination and responsibility. The Baron/ess is even allowed to lampshade her strengths during her companion quest by pointing out that Urgathoa is preying on and enabling her weaknesses, which causes Jaethal to reconsider her relationship with her goddess.
  • Fire-Forged Friends: Completing her companion quest earns her Undying Loyalty, whether you let her possess her daughter or persuade her otherwise.
  • The Friend Nobody Likes: Between her undead status, antagonistic personality, and remorselessness for her past evils, Jaethal does a fine job of making herself a pariah among the party. The only ones who she's even remotely cordial with are Valerie and, potentially, you.
  • The Grim Reaper: Worships the god of undeath, is undead herself, and wields a Sinister Scythe.
  • The Hedonist:
    • She notes to being one in life, though it's no longer the case, as undeath means she can no longer feel any pleasures anymore. But while she doesn't feel any physical pleasure, she still gets a rise out of admiring pretty men and leading them astray.
    • At the end of the game, should you choose to encourage her to possess her daughter, she'll have a living body again, and resume her hedonistic ways.
  • Heel Realization: Part of her questline consists of her beginning to question her outlook on life. The player can either encourage her in these thoughts, effectively having her undergo a full version of this trope, or dispel her doubts and reassure her in her ways.
  • Immortality Seeker: In life, she was willing to kill her own cousins to extend her life beyond that which even elves enjoy.
  • Insistent Terminology: She dislikes being identified as undead. Instead she offers alternate words to describe her unliving state: eternal, immortal, undying, and everlasting.
  • Karma Houdini: She shows no remorse for the murder/sacrifice of four members of her own family in her quest for immortality, and even openly brags about them in party banter. In-universe, there are elves from her native Kyonin who believe exile was too mild a punishment for an unrepentant murderer. In her personal quest, this comes back to haunt her in the form of a fanatical inquisitor of the death goddess Pharasma, who abhors The Undead.
  • Kick the Dog: She dislikes moralizing and sentiment, and goes out of her way to antagonize Tristian and mock the deaths of Ekundayo's family.
  • Neutral Evil: In-Universe, and about as straight an example as it gets. She's self-interested and ruthless, and brags about having murdered several members of her own family in her pursuit of immortality.
  • Odd Friendship: She gets along rather well with Valerie.
  • Offing the Offspring: Part of the crime that led to her exile. Unless you set her on another path, she will do it again with her daughter at the end of her companion quest.
  • Platonic Life-Partners: In the ending where she permanently possesses her daughter's body, she becomes so close to the player observers believe there's an intimate element to their relationship. This description occurs even if the player is happily married, so it's safe to assume they're incorrect on the later part.
  • Plotline Death: The non-evil completion to her Companion Quest has her Goddess do this to her, as she effectively pulls an Death Equals Redemption. She comes Back for the Finale.
  • Pragmatic Villainy: She's evil because evil is faster and gets the job done quicker and more efficiently.
  • Properly Paranoid: She's very wary of Enneo from the beginning as he's in the possession of a dagger that killed Jaethal. While the Baron/ess can choose to be reasonable (or not), you'll eventually discover that Jaethal's suspicions against Enneo were right on the money.
  • Redemption Earns Life: Quite literally in her redeemed ending, as while Urgathoa will end her undead existence for disobeying her, Pharasma will intervene and properly restore her to life as her inquisitor.
  • Revenant Zombie: She's 'not quite alive' anymore. Exactly what she is in-game terms, other than The Undead, is never made entirely clear, but this definition of revenant could fit — she's deathly pale, but doesn't appear to rot or feed on blood like a vampire following the initial series of murder-rituals which saw her exiled from Kyonin. Finding out the exact circumstances of her murder and resurrection is her motive during her companion quest. She may well be unique: in camp banter with Jubilost, he invites her back to Absalom so she can be studied. She declines with a veiled threat.
  • Revive Kills Zombie: She lampshades the trope if you ask her if she needs healing: as an undead, she has to be healed with Inflict Wounds spells (Owlcat added potions of these specifically for her in a patch). Reaching level 8 with any combination of divine classes will give her a domain power that subverts this, making her immune to Cure spells and positive energy.
  • Sense Loss Sadness: She was The Hedonist in life, so despite the practical benefits of undeath, she misses the pleasures and creature comforts she can no longer enjoy.
  • Sinister Scythe: Her weapon, which appears in her portrait. Linzi even refers to her as the 'creepy scythe lady' at the beginning. Justified because it's Urgathoa's favored weapon.
  • The Spock: She prefers what she sees as the cold logic and rationality of death to the kneejerk emotional responses she believes characterize the living.
  • The Stoic: Nothing much fazes her, but she comes alive when the topic concerns her death.
  • Teeth-Clenched Teamwork: With Tristian, whom she sees as a hopelessly and dangerously naive child. They can possibly develop a grudging respect for each other, but will never grow to fully trust and care for each other as the rest of the companions will do.
  • Thrill Seeker: In life and undeath, her raison d'etre is the pursuit of new experiences. After a few hundred years, she finds herself running low.
  • Undeath Always Ends: One ending of her questline has her refuse to sacrifice her surviving daughter to Urgathoa and renounce her faith, upon which Urgathoa strikes her dead. Oddly enough, this is part of the Golden Path: she comes Back for the Finale.
  • Villainous Parental Instinct: There is one person whom Jaethal even shows a fragment of care for, namely her daughter. She tries to play it off as her just not wishing to waste the effort put into raising the girl, but if the player makes her realize the errors of her ways, she will realize that she indeed has something resembling motherly love towards her and she refuses to kill her, even as it means her own death. Of course, this can be completely defied if the player fails to redeem her.
  • Whodunnit to Me?: Her personal sidequest revolves around her figuring out who killed her, while said people are after her to finish the job. It's even named "Investigate my Death".
  • You Can't Kill What's Already Dead: You first learn she's undead in the Justified Tutorial after she survives hitting a trap with a death effect because of it. While it makes her difficult to heal damage on since Revive Kills Zombie, it also has significant benefits: beginning with "The Varnhold Vanishing", she's one of the better companions to keep active, since she's immune to death effects and negative levels. She's also the best character by far to give the Cloak of Sold Souls relic to: it has a -4 Constitution penalty (in exchange for buffing Necromancy spells), but being undead she has no Constitution score for it to affect. Ditto the unique leather armor Gentle Persuasion, which inflicts an escalating CON penalty when the wearer or their companions perform good deeds.

    Jubilost Narthropple 
https://static.tvtropes.org/pmwiki/pub/images/jubilost.png
Alignment: Chaotic Neutral
Race: Gnome
Class: Alchemist
Voiced by: Abe Goldfarb

A (allegedly) renowned adventurer and cartographer with a very glaring ego problem, Jubilost Narthropple arrived at the barony expecting special treatment, but all he found was a kobold ambush instead. He is willing to make use of his apparent great skills to make the barony a less terrible place by his standards.


  • Ascended Extra: In the Adventure Path, he made an appearance as part of one sidequest, and could eventually join the Kingdom as an advisor. Here, he can become part of the expedition and join it in its adventures.
  • Brutal Honesty: Fails to see the point in curbing his sharp tongue. In a campsite conversation, this trait causes a rare moment of commiseration with Jaethal.
  • Chaotic Neutral: In-Universe. His only concern is traveling the world and experiencing new sights and events to ward off the Bleaching, and maybe find a way to end it altogether along the way. Helping the Baron/ess is means to an end. He does have some ideals he holds sacred, being disgusted when he meets a gnome fallen into evil and depravity, but he also has a harshly pragmatic side as Treasurer, being willing to cut fat for the greater good.
  • Character Select Forcing: He's optional and even missable in Act 2, but as an alchemist, he can create acid bombs to neutralize the regeneration of the trolls who are the primary foes of the chapter, and he's the earliest pre-DLC character who can fill the Treasurer position as an Advisor. Bartholomew Delgado is available shortly thereafter, but parties which don't want to support his necromantic experiments might not even realize he's recruitable, and the next and last candidate, Maegar Varn, isn't available until the end of Act 4. In addition, neither are party members, limiting their bonuses when dealing with projects and events, making Jubilost almost mandatory should the player want to have an optimal management system without forking over money for mercenaries.
  • Constructive Criticism: Jubilost never hesitates to criticize things he does not like, though hidden within his criticism are suggestions on how to improve things, he is never actually unfair or biased and most importantly, he does have a point, even if he words his criticism in a harsh and occasionally insufferable way.
  • Could Say It, But...: If your kingdom gets to max rank in its economy, Jubilost will comment that as your Treasurer he would say he's So Proud of You, but you both know it's mostly his work that got you this far.
  • Covert Pervert: While listing his famous works he soundly denies authorship of an erotic novel about Sarenrae... but the sequel is out, if you're interested.
  • Cutting Off the Branches: As far as Owlcat's series is concerned, he canonically survives this game: he has a cameo appearance in Chapter 5 of Pathfinder: Wrath of the Righteous.
  • Deadpan Snarker: The better to insult everyone around him.
  • Insufferable Genius: He's a genuinely talented alchemist and journalist, makes for an excellent Treasurer, and spends every other line putting down everyone around him. He calls it Brutal Honesty; everyone else just finds it gratuitous.
  • Intrepid Reporter: He's a world-famous food/travel writer, researcher, investigator, and critic and not afraid to venture into all kinds of dangerous places, like the Stolen Lands and the First World. He'll even publish an article about your fledgling barony based on his impressions.
  • Jerk with a Heart of Gold:
    • His personal aims are ultimately altruistic and depending on how the PC operates he can actually be considered a friend, in the most caustic manner possible. Furthermore, his criticism, as harsh as it may be at times, is never entirely unfounded, nor one-sided, as he is not afraid to praise good work. His other interactions also show this, like in camp conversation where Linzi asks if she'll be as famous as him. He said no, but also adds that she still should keep her head up high and keep trying.
    • One solution to his personal side-quest consists on rejecting immortality and helping the gnome wizard who brought all gnomes to the Material World achieve her dream of reopening the portal to the First World so gnomes can return. Jubilost finds himself satisfied with this decision. If he does this he'll even dedicate some of his later books to a mysterious but important gnome without mentioning who she is or what she did preventing her from becoming a pariah.
    • Alternatively, the same quest can end with him rejecting immortality and instead giving it to a single living gnome currently dying from The Bleaching. Jubilost is similarly happy with this outcome.
    • He has several Pet the Dog moments during his sidequests and suggests offering mercy to Tartuk despite what the latter did to him. The Baron/ess can eventually lampshade this by calling him a nice person deep down, which causes Jubilost to snark at you.
  • Keeping the Handicap: He could have his eyes healed by a cleric, but he likes his glasses, and they are an important part of his image. See also Smart People Wear Glasses.
  • Optional Party Member:
    • You can choose to just kill him instead of recruiting him, though as he's the first character who can be made a Treasurer (if you don't have the Wild Cards DLC and Kaessi), it's worth keeping him around.
    • It's also possible to completely miss him by visiting the Ford Across the Skunk River, where he's supposed to be encountered, before the Troll Trouble questline starts. This will prevent both him and the encounter with Tartuk from spawning.
  • Overrated and Underleveled: If not for the game's truncated skills list, he'd need several more levels just to fit in all the skill points he'd ostensibly need to cover all his various fields of knowledge.
  • Pet the Dog: During the Inconsequential Debates, he falls victim to a humiliating spell that either turns him into a talking frog, causes him to say the word 'tentacles' at random times during the debate or to shout random parts of his sentence. While the Baron/ess can easily intimidate the participant responsible for the spell into restoring Jubilost to normal, he actually prefers not to. His reason for suffering through the humiliation? The participant who cast the spell on him is a fellow gnome, who is actively dying from late stages of the Bleaching. Knowing that the spell is only temporary, he prefers to play along and let her have her fun, since he hopes that this helps with prolonging her life a little bit.
  • Precision F-Strike: While he almost always keeps to passive-aggressive insults and snark, he does drop one if you interrogate Tartuk after killing Hargulka:
    Jubilost: Don't forget you also tried to steal my cart, asss-hole! Dammit, even his hiss is contagious.
  • Purely Aesthetic Glasses: A variation. If pushed as to why he doesn't just get his eyes healed by a cleric, he'll explain to you at length that while he could do that, they're part of his image — though oddly not to make him look smart, but rather to make him look like a commoner, the better to appeal to those members of his audience who couldn't afford a cleric.
  • Renaissance Man: World-famous Intrepid Reporter, critic, food writer, First World historian, researcher into the Bleaching, capable Treasurer, alchemist... the list goes on.
  • Ret-Canon: He's a character from the original adventure path, but The Adaptation Expansion of his role in this video game, including an adventure to help him participate in the Inconsequent Debates, is partially recreated in Pathfinder Second Edition's Kingmaker Adventure Path Companion Guide.
  • Shoot the Dog: His positions as Treasurer occasionally fall under this heading. Unlike Varn, Jubilost will rarely support being outright benevolent, but he also knows the value of stability and a reputation for honesty with traders.
  • Slave to PR: Zigzagged. He considers himself a man of the people whose work speaks to folk of all classes who refuses to have his eyesight magically repaired to appeal to those members of his audience who couldn't afford such an operation, but is also an unabashedly Insufferable Genius and unrepentant snob who prides himself on his Brutal Honesty.
  • Small Name, Big Ego: Zigzagged, in that Jubilost actually can generally back up his overinflated opinon of himself, but he's definitely an egotist. He cannot conceive of the idea that anyone in Avistan who calls themselves educated would not have heard of him. Should you tell him you don't know him, he states you're either stupid or making a very offensive joke at his expense. Interestingly, The General can recognize his name if they pass a Knowledge(World) check during Varnhold's Lot, while the Baron/ess gets no such check when they meet Jubilost.
  • Smart People Speak the Queen's English: Speaks with a posh university accent and has enormous (not wholly unjustified) faith in his own intelligence and talent.
  • Smart People Wear Glasses: He's one of the smartest party members in the game, and definitely the one most outwardly intellectual. He's also one of the only people with glasses you'll find.
  • Suspicious Video-Game Generosity: He offers to join your party right before you storm a troll hideout, armed with fire and acid bombs. Just what you need to permanently kill trolls.
  • Tsundere: Type A. He's quick to insult people's intelligence or throw a barb, but he has a genuine soft side. At the House at the End of Time, he may refuse to betray the Baron/ess on the grounds of respecting them highly, despite never giving them any verbal indication of said respect.
  • Vitriolic Best Buds: By the end of the game, Jubilost can come to see your relationship this way. Whether or not the Baron/ess agrees is up to you.
  • Wowing Cthulhu: He manages to surprise the Host, aka the Eldest Shyka the Many, by turning down their offer for immortality. The Host admits it's one a very rare times something's surprised them.

    Kaessi 
Race: Tiefling
Voiced by: Michele Benzin

Released in the Wild Cards DLC, Kaessi is a tiefling kineticist. Present at the Swordlords' keep, she initially warms to the protagonist before mysteriously backing off at the last minute, only to reappear when the Stolen Lands is granted to the newly-crowned Baron/ess. Minor spoilers follow.

Kaessi is actually a pair of twin sisters, Kalikke and Kanerah, whose lives are joined after one made a Deal with the Devil to save the other. Only one of them can be present and on the Material Plane at any time, with the other being transported to a pocket dimension for an unpredictable length of time.


  • Always Identical Twins: They're physically identical twin sisters, save for the colors of their eyes and tattoos.
  • Because You Were Nice to Me: The twins are used to being feared or discarded for being tiefling. If the Baron/ess helps them and shows signs of attraction, Kanerah jumps on the opportunity without hesitation. Kalikke also develops feelings, but must first overcome her concerns about loss or rejection.
  • Canon Immigrant: The twins are recreated in Pathfinder Second Edition's Kingmaker Adventure Path Companion Guide.
  • Cast From Hitpoints: They're both a variant of Kineticist, which means their magic does this.
  • Elemental Eye Colors: The only real difference in their appearance (aside from their tattoos), Kalikke has blue-tinted eyes, while Kanerah has red-tinted eyes.
  • Failed a Spot Check: On the receiving end of a rather humorous one. No one but the player seems to notice when "Kaessi" changes not just personality, but eye color and tattoos as well. Nor when one disappears into a portal and another jump out in front the other companions.
  • First Love: Though Kanerah is no stranger to sexual encounters, she has never fallen in love with someone until the Baron/ess. Realizing this causes her to be confused and afraid. Kanerah also mentions closing her heart to romance, and the Baron/ess challenges her ability to maintain that choice.
  • Foil: To each other, of course.
  • Foolish Sibling, Responsible Sibling: Part of their issues stem from both believing themselves the responsible one of the pair: Kanerah for taking care of them both (often through questionable means like making a Deal with the Devil), and Kalikke for using what power they already had in a responsible manner (ultimately to the detriment of Kanerah's schemes).
  • Fusion Dance: Of the Switcher variety, thanks to the Deal with the Devil.
  • Gameplay and Story Segregation: Despite it being what tipped the player off in the first place, no one else seems to notice when they switch places.
  • Glamour: Back in Qadira, the twins magically assumed the form of an emberkin aasimar to move about without persecution and to manipulate the average populace into giving her a more comfortable lifestyle. When Glamour Failure happened, it was just the beginning of her woes that would ultimately lead her to the Stolen Lands.
  • Horned Humanoid: As devil-born tieflings, both sisters sport a pair of horns.
  • A Lady on Each Arm: The shared romantic ending alludes a wedding as such.
  • "Not So Different" Remark: Despite being polar opposites in many ways, they also have a lot of similarities. They even share most of the same lines when selected or given orders, though their intonation gives the sentences a very different context.
  • Optional Party Member: Buying the Wild Cards DLC, visiting Sorrowflow and recruiting the twins are all completely optional.
  • Pass Fail: Part of the reason the twins had to flee Qadira. Via a bargain with the Forefather, Kanerah was able to secure a Glamour that allowed the two of them to appear as aasimar and integrate into high society. When Kalikke was exposed, her twin was inevitably outed as well. Kanerah's patron, a paladin of Sarenrae, did not take the news well, ultimately leading to a death sentence.
  • Polar Opposite Twins: In many ways, be it personalities, alignments, or the elements they use.
  • Rags to Riches: They're financial successful with their side ventures. The pair leased one of the more luxurious homes in the capital. In their common wedding ending, they both become Queen-Consorts of the Stolen Lands. Even if not romanced, they'll still become powerful socialites and investors in your kingdom if persuaded to stay together.
  • Red Oni, Blue Oni: Zig-zagged. Kanerah's eyes, tattoos and clothing are red-themed and she's a lot more domineering, intensive and open about her feelings, while Kalikke has a blue theme and is a lot more shy, introverted and reserved in hers. However, Kanerah is a lot more introspective, measured and analyzes situations intellectually, while Kalikke mostly trusts her instincts and is a lot more rash and headstrong in her actions, especially due to her strong protective streak. In terms of hobbies, Kanerah enjoys politics and mathematics (and can serve as a Treasurer) while Kalikke writes poetry.
  • Rescue Romance: The sisters are immediately attracted to the Baron/ess after having their Twin Switch partly fixed. The confident and straightforward Kanerah desires a physical relationship immediately after finding the magic mirror. Kalikke is more uncertain about opening her heart and losing someone else she has feelings for, but fully gives in once problems with the Forefather are heroically resolved.
  • Right for the Wrong Reasons: They are the only party members who suspect Tristian of treachery. However, they mistrust him because they dislike Sarenrae's followers and consider them all shifty, not because they've picked up on the Foreshadowing.
  • Shared Family Quirks: The twins are both impatient and don't like waiting.
  • Sins of Our Fathers: Their tiefling heritage, which has lead to prejudice against them, leads back to a powerful devil known as the Forefather. The latter is still alive.
  • Sugar-and-Ice Personality: To anyone not aware of the fact that they're twins, it seems like a case of this.
  • Theme Twin Naming: Alteration being the theme, in this case.
  • Twin Switch: Literally and figuratively. They play at being the same person, and they switch lives due to their curse.
  • Twin Threesome Fantasy: They're twins, have identical taste in partners, and can be romanced. After the end they're restored to normal. One possible romance ending mentions a "common wedding" that attendees claim was spectacular and the Baron/ess finding double happiness. The same ending, however, points out the three rarely have opportunities together due to respective career duties, so it evolved into a polyamory with sisters taking turns depending on free time more than an ongoing threesome. Nonetheless the trio were together on a common wedding day, so it's logical to assume a common wedding night. Kalikke also points out that she and Kanerah share everything when Eating the Eye Candy.
  • Women Prefer Strong Men: The twins prefer a man (or a woman for that matter) who will promise to protect them and has the actual might to back it up, because in the past they've had to rely only on each other for protection or be forced to run away from problems. Kalikke has always dreamed of a Knight in Shining Armor to rescue her, whereas Kanerah wants a Black Knight to chase away her enemies.

Kalikke

https://static.tvtropes.org/pmwiki/pub/images/kalikke.jpg
Alignment: Chaotic Good
Class: Kineticist

The good-aligned of the two sisters, a discreet and solitary woman who is associated with water-based elemental powers. It was she who made the deal with the Herald of Nethys to save Kanerah's life, which resulted in the two sisters never again being able to live in the same plane as the other.


  • Accidental Pervert: There's a random event before she's romanced when Kanerah and Kalikke accidentally switch places in their sleep in the morning after the Baron/ess sleeps with Kanerah. It brings her to the realization her sister has an intimate relationship... and upon seeing the Baron/ess getting dressed realizes s/he is actually pretty hot.
  • Cannot Spit It Out: If the Baron/ess expresses interest in her, Kalikke clearly reciprocates their feelings. However it takes her until her final quest to confess how she feels. Even then Kanerah has to encourage her.
  • Good Is Not Soft: Though Kalikke is good-aligned, as well as a pleasant and genuinely nice person, she is by no means soft and has little patience with obviously evil and ill-intentioned beings, such as the Forefather.
  • Healing Hands: She starts with the Kinetic Healer talent.
  • Hidden Depths: Though the meeker and more submissive sister, she's the more athletic twin. Kalikke also enjoys singing and does so when she's happy.
  • An Ice Person: Adds Ice Blast and Cold Blast to her repertoire at level 7.
  • Making a Splash: She specializes in water-based powers.
  • Nice Girl: She's a very kind and open-hearted person.
  • Nice Job Breaking It, Hero: Though good-aligned and certainly always well-intentioned, Kalikke has a tendency to act rashly, which makes things harder for both sisters on more than one occasion. First, when she accidentally switches places with Kanerah during the prologue she ruins her plan to join the Baron/ess right away for her own goals, simply because she had no time to read Kanerah's notes. Second, and far more consequential, her rash decision to lure Kanerah out as bait for the Soul Eater to save the Sweet Teeth can potentially cause an irreconcilable rift between the sisters and play right into the Forefather's plan.
  • Non-Idle Rich: She uses her magic and wealth to help others.
  • Shrinking Violet: Where Kanerah is confident and sociable, Kalikke is shy and withdrawn, often lost in her thoughts and by far not as ready to approach strangers as her sister is. Her usual approach to meeting people she does not know is caution, which heavily contrasts with Kanerah's way of handling such encounters.
  • That Came Out Wrong: During the above-mentioned switching event, if you flirt with Kalikke (after sleeping with her sister) she will tell you that Kanerah is enough for you, only to absentmindedly add that usually the sisters share everything. Despite her getting a bit embarrassed over blurting this, in certain endings she turns out to be quite right about it.
  • Wide-Eyed Idealist: Kanerah's criticism of her sister is that Kalikke's Chronic Hero Syndrome, however unwittingly, is the reason Kanerah was exposed and executed back in Qadira.

Kanerah

https://static.tvtropes.org/pmwiki/pub/images/kanerah.jpg
Alignment: Lawful Evil
Class: Kineticist (Dark Elementalist)

The evil-aligned of the two sisters, a sociable and manipulative woman who is associated with fire-based elemental powers. In the past, she was killed by a demon after one of her schemes backfired on her, causing her sister to restore her to life by making a deal with Nethys.


  • Admiring the Abomination: She sincerely likes goblins. She thinks Nok-Nok is an adorable Team Pet because he wants to be heroic and is a fellow pyromaniac, and will usually play along with any goblin antics you get entangled with (although not without a giant grin on her face).
  • Affably Evil: Not nearly as nice as her sister, as well as evil-aligned, but she's soft-spoken and polite most of the time and capable of genuine affection, be it friendly or romantic, towards others.
  • Blood Magic: Her archetype allows her to use the life force of others to fuel her magic.
  • Deadpan Snarker: Often given to sarcastic commentary.
  • Deal with the Devil: Unlike Kalikke, Kanerah embraces her fiendish heritage and is far more willing to consider the Forefather's offers. She only looks through her ancestor's manipulation if she and Kalikke are reconciled, otherwise she will leave with him.
  • Femme Fatale: Kanerah is confident and seductive, having used her charms (or illusions for those of her targets who don't fancy tieflings) to seduce and manipulate quite a number of people in her homeland. Despite this, her starting Charisma score is 10, meaning her actual social skills are of average quality.
  • Fetish: She mentions her tail being quite a thing in bed, though it's left to the player's imagination on how.
  • Hidden Depths:
    • While far more social and confident than her twin, she's just as nervous when in a crowd of strangers but much better at masking it. When the Baron/ess asks her to become their queen consort, her emotions are overwhelmed and she runs away while switching places with Kalikke.
    • Though the more aggressive and social-minded sister, she has a bookworm interest in nature topics. Kanerah also enjoys dancing and does so when she's when happy.
  • Insult of Endearment: Though Kanerah is undoubtedly fond of her sister to some degree, she regularly calls her a 'silly goat', to the point where it stops being an actual insult and more of a well-meaning nickname for her.
  • Moral Myopia: While she's capable of being friendly and even empathetic towards the Baron/ess and her sister, Kanerah has a complete lack of empathy and sympathy for people outside her in-group. She especially despises The Sweet Teeth, partially because Kalikke trying to protect them caused her death from her vengeful patron.
  • Playing with Fire: She starts out with fire-based kinetic powers, and often talks about them in her dialogue.
  • Power Incontinence: She frequently warns about having difficulty not burning the house down during the excitement of sex.
  • Proud Beauty: She's fairly confident in her looks, and mentions spending a lot of time primping herself in her room.
  • Red Eyes, Take Warning: Kanerah has red eyes, contrasting Kalikke's blue, and she is an evil-aligned, power-hungry and almost entirely ruthless person.
  • Secret Relationship: The beginning of her romance has her request that the Baron/ess keep their coupling a secret, since an official relationship with them would bring too much attention to her and cause difficulties in keeping the Twin Switch secret.
  • Sex Goddess: Implied in her romance. Apparently, it involves creative use of her Prehensile Tail her and fire powers in bed.
  • Socialite: In her homeland, she was quite influential with the clergy and nobles. While the Baron/ess is off defeating the Stag Lord, she gains herself a presence in Jamandi Aldori's noble court, and greets them during the victory dinner.

    Linzi 
https://static.tvtropes.org/pmwiki/pub/images/linzi_2.png
Alignment: Chaotic Good
Race: Halfling
Class: Bard
Voiced by: Lindsay Sheppard
A former student at Pitax's Academy of Grand Arts, Linzi decides to join an expedition into the Stolen Lands to find inspiration for her new book — which will feature the feats of its leader.

  • Abusive Parents: Tessie the Quill implies as much, when you ask how she met Linzi.
    Tessie the Quill: Well, one day, this little tot came by and traded her father's belt, two bottles, and a hunk of bread for a two-volume collection of tales on the Archknights of Avistan. Came back later all tear-stained—looked like her daddy didn't need the belt after all.
  • Awesome, but Impractical: Being teleported away instead of dying spares you the need and expenses of resurrecting her, but also means that should she fall in battle you won't have the chance to put her back on her feet with magic such as Breath of Life, depriving you of her support until you have a chance to rearrange your party again.
  • The Bard: A dropout from the Pitax College of Bards, but in her own words she believes wandering in a hero's wake is truer to the calling of a real bard anyway. She plays a lute and is explicitly the author of the party's quest journal.
  • Bittersweet Ending: She's killed and turned into a book, but she does succeed in becoming a famous author and gets to live literally surrounded by what she loves.
  • But Thou Must!: You cannot force Linzi out your party or permanently kill her. You also cannot prevent her from being trapped as a book forever at the conclusion.
  • Calling the Old Man Out: She jumps down her former master's throat when she finds out he was the one who allowed her fellow students to bully her without consequence, in the name of art.
  • Canon Immigrant: She's recreated in Pathfinder Second Edition's Kingmaker Adventure Path Companion Guide, along with a short adventure involving her unapproved purchase of a printing press.
  • Chaotic Good: Her In-Universe alignment. Linzi is cheerful, sweet-natured, a devoted friend, and is infuriated by cruelty to other people. She's also more than a little prone to Didn't Think This Through, like when she uses treasury funds to buy a printing press for the capital without asking first. Overall she's one of the more heroic characters you can recruit, only really losing to Tristan.
  • Covert Pervert: Though you wouldn't know unless you did Tristian's romance. When he asks her for a book on relationship advice, she gives him erotic literature.
  • Defector from Decadence: Well, she was actually kicked out of the Pitax Academy of Grand Arts, but she claims she would have probably left it behind anyway, because it was all built for Castruccio Irovetti's (the ruler of Pitax) "glory."
  • Fangirl: Of world-famous author Jubilost, even after she admits he's kind of a jerk in person.
  • Foreshadowing: Lindsay manages to narrate the events of the Baron/ess after the first adventure, even though she might have decided to go with Tartuccio. It makes sense since she's narrating the events of the book as the book, when you reach the end.
  • Genki Girl: She's highly energetic, plucky, and cheerful.
  • Hair of Gold, Heart of Gold: She's a blonde, canonically Chaotic Good, and an absolute sweetheart with a bubbly personality.invoked
  • Has a Type: Linzi has a thing for taller women, either upper-class ladies like Octavia, strong and brave ladies like Amiri, or both, like Valerie. Should be noted that all of the above are easy on the eyes too.
  • Healer Signs On Early: She's the first party member you get in the tutorial, and comes with Cure Light Wounds in her spell list.
  • Hero-Worshipper: She likes the main character from the beginning. She also has this reaction when meeting famous literary or artistic contributors, like Jubilost and a bard from Pitax.
  • Homoerotic Subtext: Linzi herself is not a romance option for either gender Player Character and she never outright states that she is gay. However, from the dialogues it is clear that she harbors a crush on Valerie, with her writing constantly bringing up her heavenly beauty. She also dreamily writes "Oh, I think I'm in love!" when Amiri charges to save her old friend on her personal quest, becomes flustered around Annamede Belavarah if taken along to the Rushlight Tournament, to a degree that goes way beyond being simply starstruck, and is stated to have failed her exams because of her presence prior to the game's start. She also flirts with Octavia in Campside banters, and is offered to join a threesome with her, but ends up too flustered to accept. Linzi's writer confirmed during a Q&A session that she was intentionally written to be a lesbian.
  • Horny Bard: Downplayed. She never directly propositions anyone in the game nor is she a romance option for the Player Character, but seemingly only because she's too shy to try to act on her feelings: her monologues as the game's narrator and various other dialogues frequently bring up Valerie's divinely-gifted beauty, finds Amiri's bravery and devotion to her old friend so charming she admits she thinks she's in love, and she sometimes flirts with Octavia in campfire banter (who invites her to join a threesome at one point, but Linzi is too flustered to accept). She also gets deeply flustered around her idol Annamede Belaverah to a degree that far exceeds merely being star-struck.
  • Incompatible Orientation: Reading the first book event about Valerie, it's clear that the author has a crush on her (as confirmed by Word of God [1]). That author? Linzi. Of course, as Valerie will tell you if you try and romance her as a woman, she is heterosexual.
  • It's for a Book: Her entire reason for going to the Stolen Lands — she wants to chronicle a hero's journey as it happens, rather than piece it together later.
  • Morality Pet: For the Baron/ess. It doesn't matter how Chaotic Evil you are, they will always be saddened by her death. The most neutral response is to tighten their mouth and say nothing, which in itself says a lot, when most Evil dialogue options are ridiculing Good companions.
  • The Narrator: She's the one who writes the in-game journal entries and story recaps.
  • Plot Armor: She has a ring that returns her to the capital instead of dying. It eventually runs out at the House at the Edge of Time, where she is the only companion who cannot be saved by any means.
  • "The Reason You Suck" Speech: Her final personal quest is to write a book form of this against Irovetti.
  • Stealing from the Till: She embezzles some barony funds to buy her own printing press.
  • Stuck Items: A magic ring that teleports her back to safety in the event that she would otherwise be about to die.
  • Support Party Member: A classic example, being a 3.X bard and all, but this also helps ensure the player always has access to at least one healer, even in the early game if Harrim and Jaethal both declined to join the party, and someone with the vital Trickery and Persuasion skills that show up early and never go away. Linzi is unlikely to become a killing machine, but her many support skills still make her an effective force-multiplier in most parties even outside of combat.
  • Tagalong Chronicler: The reason she got involved in the adventure was to write a book about a real hero — that's the Baron/ess.
  • Third-Person Person: She sometimes does that. Justified in that she's writing about herself in her chronicles.
  • Undying Loyalty: Sticks with the main character through thick and thin. Even when she's Killed Off for Real in the House at the Edge of Time, she manages to keep in touch with you by writing from inside her book.

    Nok-Nok 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_3731.png
Alignment: Chaotic Evil
Race: Goblin
Class: Rogue (Knife Master)
Voiced by: Dustin Hummel

Named after the sound his head makes when his fellow goblins hit him with rocks, Nok-Nok is the self-proclaimed see-er of Lamashtu. He believes the Mother of Monsters has chosen him personally, and indeed, it seems he has an affinity with monsters associated with the demon goddess.


  • Adorable Evil Minion: Definitely evil, a laughable personality, and a minion.
  • Ax-Crazy: His instincts tell him to carve everyone and everything he meets. His desire to be a hero mostly keeps him in check with some nudging from the Baron/ess... mostly...
  • Be Yourself: The Jester ending of his questline has the player encourage him to embrace his natural cleverness (for a goblin) and ability to make those around him laugh. After all, that's another way to be a hero, isn't it? This outcome makes him as happy as the Hero outcome, and will guarantee his survival at the House at the End of Time.
  • Canon Immigrant: He's recreated in Pathfinder Second Edition's Kingmaker Adventure Path Companion Guide, with an original adventure involving a goblin cult preparing to attack Oleg's trading post.
  • Chaotic Evil: In-Universe. He's a bloodthirsty little scoundrel with no respect for law, though his small size and hero-worship of the PC generally keep him in line. He still tends to antagonize NPCs.
  • Dare to Be Badass: Believes himself to be a true goblin hero and is determined to prove as much to the world.
  • Divine Intervention: Possibly what happens at the end of his questline. The barghest sent to kill Nok-Nok is pulled back by an invisible force that may or may not be Lamashtu herself.
  • Even Evil Has Standards: Bring him along to meet Akaia for the first time, and when Akaia starts insulting and belittling your female party members (and you, if your character is female) he will threaten to sssstab him.
  • Faking the Dead: How he survives the House at the Edge of Time if you helped him become a hero or a jester. When he confronts Nyrissa, she will use the Finger of Death spell on him, bringing him to the brink of death. The confidence boost and acceptance of himself means Nok-Nok's smart enough to play dead—if you didn't complete his companion quests, or didn't try to help him out of his slump, he'll get back up and she'll finish him off.
  • Fighting Clown: He may be a small goblin with an oversized ego, but don't let that fool you - he has excellent stats for his particular archetype, making him a go-to damage dealer for your squad.
  • Fragile Speedster: Overlapping with Glass Cannon. If in his default build, Nok-Nok focuses on dual-wielding knives alongside the Opportunist talent and his extremely high Dexterity score to repeatedly Back Stab enemies for massive amounts of damage. This necessitates getting him into melee, however, where his mediocre HP and poor Fortitude and Will saves can quickly become liabilities if not shored up by the company of a reliable tank or two, and further buffs to his naturally high AC.
  • A God Am I: He believes he is the fifth goblin hero-god.
  • Heroic Comedic Sociopath: Though he aspires to be a hero, Nok-Nok is still a goblin and as such, his alignment is Chaotic Evil. The Baron/ess can easily keep him in check, but Nok-Nok still delights in violence and advocates stabbing anyone who opposes them, then stab them some more. This is always played for laughs though.
  • Heroic Wannabe: Nok-Nok is absolutely determined to become a great goblin hero and, in a way, believes himself to be one already, which is one reason why the goblins of his old tribe constantly mock and ridicule him. Only if the player supports him in his desires and teaches him how to actually be a hero does he manage to actually live up to his own aspirations. In contrast, the player can also push the more ridiculous aspects of his personality, ensuring that Nok-Nok always stays a Heroic Wannabe and serves as the kingdom's court jester. He seems to be happy and confident with either outcome.
  • Kukris Are Kool: His archetype and starting skills give him dual kukris as his weapon of choice.
  • More Teeth than the Osmond Family: As a look at his portrait clearly shows. It is a racial trait in Pathfinder, which he shares with all goblins.
  • One Stat to Rule Them All: Nok-Nok is less optimized than Ekundayo because his weaknesses (lower landspeed, reliance on party members for flanks, relative frailty, low Strength and mental stats) are pretty glaring. But between the huge pile of skill points he gets from his class, the most glaring weakness of his Knife Master archetype (not being able to disarm magical traps) being removed, and having a titanic Dexterity score to fuel his Unchained Rogue powers, he doesn't need much more of a gameplan than "turn on Acrobatics, walk up to an enemy an ally is also fighting that's not immune to Sneak Attack, and make it very, very dead."
  • Optional Party Member: You can just kill him rather than recruit him.
  • Our Goblins Are Different: Pretty standard as far as Golarion goblins go (likes to kill people, hates dogs and horses, is terrified of books, likes to sing silly songs), but he's willing to work for you even if you're not evil.
  • Psycho Knife Nut: Dual-wields knives, is unhinged even by goblin standards and extremely stab-happy. Practically every encounter you have with rude or hostile people will have Nok-Nok interject offering to stab them. Or set them on fire.
  • Red Eyes, Take Warning: Nok-Nok has red eyes and considering his alignment, you should watch him carefully.
  • Religion of Evil: Worships Lamashtu, the Mother of Monsters, and is convinced he is her prophet and chosen hero.
  • Sitcom Arch-Nemesis: A one-sided one with Linzi, who he has a distaste for due to how nice she smells and how she keeps writing on books despite books being terrible, scary thingsnote . You can tease him and ask if this means no wedding, which nearly makes him vomit.
  • Stealth Pun: His name is a joke. Knock Knock?
  • Third-Person Person: Switches between 'I' and third-person frequently, which is something he has in common with most Pathfinder goblins.
  • You No Take Candle: He speaks mangled Common. If the Baron/ess asks him about it, Nok-Nok essentially responds that from his point of view you're the one mangling the language.

    Octavia 
https://static.tvtropes.org/pmwiki/pub/images/octavia_0.png
Alignment: Chaotic Good
Race: Half-Elf
Class: Rogue/Wizard (Transmuter)
Voiced by: Alyson Leigh Rosenfeld

A slave of the Technic League, Octavia seeks a way to free herself, until the opportunity appears in the form of an expedition to turn the Stolen Lands into a new Kingdom.


  • Amicable Exes: At some point in your romance, Octavia and Regongar get into a fight and, depending on how you handle it, the two could break up. However, they still hang out with each other and they still maintain a good working relationship. She even introduces him to her estranged mother, if given the chance.
  • Battle Couple: With Regongar, they fought together as a couple ever since they escaped their slave masters.
  • Berserk Button: She absolutely hates any implication of ownership in her relationships, such as when Regongar calls her "my Octavia" and if the Baron/ess gets jealous if she flirts with other people. She also hates talk of her parents, even yelling at the peaceful Ekun when he sincerely brings them up.
  • Beware the Nice Ones: Octavia is among the nicest and most forgiving members of the party. However, she is not afraid to fight and kill those who actually deserve it, especially if they are slavers.
  • Blue Blood: At the end of her personal quest, she turns out to be of Pitaxian nobility, though her mother is an Impoverished Patrician.
  • Brains and Bondage: She's a wizard, with the highest Intelligence stat in the party (higher even than Jubilost), and she makes her interest quite plain should you find a certain magical whip. Although she does make it clear which side of the whip she'll be on.
  • Canon Immigrant: She's recreated in Pathfinder Second Edition's Kingmaker Adventure Path Companion Guide.
  • The Charmer: In camping cutscenes, she is shown to get along with pretty much everyone in the party, including Harrim and Nok-Nok. She will also make a fairly decent Regent for a good-aligned barony, thanks to her Charisma score.
  • Chaotic Good: In-Universe. She's a carefree sweetheart who just wants to live free. She also doesn't care much for the law and is a bit of a kleptomaniac. She can turn Chaotic Neutral through her and Reg's personal quest if you let a group of caged slaves burn to death in favor of pursuing and killing her former owner.
  • Cuteness Proximity: She pretty much melts at the sight of a kobold.
  • Dominatrix: Special conversations reveal she isn't submissive in the bedroom. Quite the contrary.
  • Half-Human Hybrid: She's a half-elf.
  • Glass Cannon: She can be one of the most effective nukers in your party, especially as an Arcane Trickster, but her low Constitution and inability to use Abjuration magic mean she can dish it out but can't long withstand return fire. With the right equipment it's still possible to get her AC to mid-20s or low 30s.
  • Good Is Not Dumb: Similarly to Tristan, Octavia favours peaceful solutions with as low a death count as possible. Despite this she is also a worshipper of Calistria, and if someone has personally wronged her she will seek redress.
  • Face–Heel Turn: Can become Chaotic Neutral through her personal quest, though this doesn't change her dialogue much outside of said quest.
  • Incompatible Orientation: In one of the party banters Octavia will comment on Valerie's beauty and hint at general interest in a fling, only for Valerie to explain she's only interested in men.
  • Informed Attribute: The game says she'll support the free expression and experimentation of magic as a Magister, but in practice Octavia actually usually favors muzzling many avenues of magical research that she finds morally dubious. In fairness, it's mostly stuff she equates to slavery, like undead (which trap a portion of the original person's soul in the body) and constructs (which are made by imprisoning elemental or other spirits inside a man-made frame).
  • Interspecies Romance: When first found, she's in a relationship with Regongar, a half-orc. She can also eventually become the main character's love interest, no matter what race they are.
  • Kleptomaniac Hero: She has very little respect for the law, having grown up scrabbling to survive as a slave with only Regongar as an ally.. There are occasional events involving her swiping something from an NPC, and at least one where you can preemptively buy it so that she doesn't.
  • Love Interest: Can be this for a male or female main character.
  • Made a Slave: She was formerly a slave of the Technic League.
  • Obfuscating Stupidity: In her backstory, she survived her life as a slave by pretending to be much less intelligent than she really was in order to lower the expectations of her various masters.
  • Parental Abandonment: Has no idea about her parentage outside of vague memories, and the last part of her personal quest involves finding out about them. If she remains good, she will reconcile with her mother.
  • Phantom Thief: Her build allows her to qualify for Arcane Trickster almost immediately after recruitment.
  • The Pollyanna: Especially compared to Regongar, she's perpetually cheery, despite everything that's happened to her. Played with in that it's a conscious effort on her part. She was more than aware of the harsh reality she lived through, but she is determined to put it behind her — perhaps unrealistically so.
  • Polyamory: She's in a relationship with Regongar but they don't mind each other sleeping around outside their relationship. She'll even join in. This allows the Baron/ess to pursue a polyamorous relationship with both of them.
  • Prestige Class: As a Transmuter/Rogue, she's tailor-made to be turned into an Arcane Trickster.
  • Red Oni, Blue Oni: More level-headed, merciful and cautious than Regongar. She also focuses more on standing back and picking off enemies instead of straight-up combat.
  • Rescue Romance: The Baron/ess first meets her when attacking a Technic League encampment. Being a slave, she's tied up; you can free her during the fight, in which case she'll jump in to help you, or after. Either way, she can then join the party and be romanced.
  • Squishy Wizard: With a constitution of 8 and a magical class, yes she definitely qualifies.
  • Three-Way Sex: If the Baron/ess simultaneously romances Regongar, options become available.
  • Tsundere: Most of the time, Octavia is sweet, cheerful and kind and a majority of people will never get to see a different side of hers. However, she can get into serious fights with Regongar and if the Baron/ess romances her, she is trying to push them away for quite some time due to her fear of commitment.

    Regongar 
https://static.tvtropes.org/pmwiki/pub/images/regongar.png
Alignment: Chaotic Evil
Race: Half-Orc
Class: Magus (Eldritch Scion)
Voiced by: Major Attaway

A slave of the Technic League, Regongar seeks a way to free himself, until the opportunity appears in the form of an expedition to turn the Stolen Lands into a new Kingdom.


  • Affably Evil: As long as you don't get on his bad side (and aren't a slaver), he's a pretty personable fellow.
  • Affectionate Nickname: Octavia calls him "Reg". After a while, the Baron/ess can do this too.
  • Aggressive Submissive: Definitely one of the more forward romance options (towards the player and other characters) and is not shy about his affections. It turns out that he is a sexual masochist and will urge the Baron/ess to go harder on him in bed.
  • Awesome, but Impractical: His Ferocity trait lets him fight one more round when he would normally be downed. While handy to finish off an enemy and retreat to safety, more often than not this leads to enemies killing him outright instead of letting him drop unconscious and focusing on another melee character.
  • Battle Couple: With Octavia, they fought together as a couple ever since they escaped their slave masters.
  • Blood Knight: Relishes fighting and bloody Revenge.
  • Boisterous Bruiser: The Magic Knight version. Loves sex, fighting, and partying.
  • Canon Immigrant: He's recreated in Pathfinder Second Edition's Kingmaker Adventure Path Companion Guide.
  • Casual Kink: As implied by Octavia's Brains and Bondage, he's something of a masochist. Fits with his Blood Knight nature.
  • Chaotic Evil: In-Universe, but he's much more Chaotic than Evil: the second part mostly comes out in his Pay Evil unto Evil tendencies, ruthlessness in protecting his own freedom, and possessiveness towards Octavia (which she finds uncomfortable despite her very strong feelings for him). Character Development can turn him fully Chaotic Neutral.
  • Dragon Knight: As an Eldritch Scion he possesses the Blue Draconic bloodline. This qualifies him to become a full-fledged Dragon Disciple as he levels up.
  • Due to the Dead: If turned Chaotic Neutral, he will solve the last part of his questline nonviolently and help the Sole Survivor of what was his tribe bury their corpses.
  • Girl on Girl Is Hot: If the player is female he tries to offer a threesome with Octavia.
  • Glass Cannon: Eventually downplayed as Regongar achieves higher levels of his magus class and/or Dragon Disciple prestige class and qualifies for using heavier and heavier armor and/or gets some stat and armor bonuses, but at first he's got a ton of damage potential, especially since he's competently built to capitalize on his class's high crit potential with Spellstrike and the Shocking Grasp spell, alongside absolutely terrible AC (only light armor without the Dexterity to make full use of it, and he not only doesn't get Shield Proficiency but using one is mutually exclusive with his Spell Combat class feature anyway) and mediocre hitpoints on top of his tendency to fight through the pain and get himself killed thanks to his Ferocity. Every spell he casts trying to mitigate these issues is a spell he's not casting to kill enemies outright, and that's setting aside that other party members in his niche can benefit from most of them too.
  • Good Feels Good: While he dislikes having done it, he admits to the Baron/ess that saving the prisoners while letting the man who enslaved him and Octavia escape felt good.
  • Guy on Guy Is Hot: He offers the opportunity for this with the Baron.
  • Half-Human Hybrid: He's a half-orc. Among the Numerian tribes among which he was born, a common practice is to seek out female orcs and pay them to act as surrogate mothers.
  • Heel–Face Turn: Can become Chaotic Neutral through his personal quest, though it doesn't change any of his dialogue outside said quest.
  • Incompatible Orientation: If you bring him to Varnhold before the Vanishing Varnhold questline starts, he will try to chat up Maegar Varn, who will politely tell him that he doesn't swing that way, though Maegar is always up for drinks. Regongar also makes more than a few passes at Tristian in the camp banters.
  • Informed Attribute: Him being of Evil alignment is not so apparent. He's a pretty chill guy, the ruthlessness manifests when it comes to the slavers that abducted him and Octavia. To be fair there are hints in dialogue such as him saying that while he doesn't go out of his way to screw people over anybody in his way deserves what they get, and he's a pretty harsh Genera. His Chaotic Evil alignment seems to imply he values his freedom and is willing to do anything to keep it as well as survive. This is far cry from how Chaotic Evil is usually portrayed. It is implied that he is far closer to the neutral end of the scale, as a few specific acts of good in the game can cause him to switch his alignment to Chaotic Neutral, without significantly changing his dialogue and personality.
  • Interspecies Romance: When first found, he's in a relationship with Octavia, a half-elf. He can also eventually become the main character's love interest, no matter what race they are.
  • A Lady on Each Arm: If a Baroness chooses to pursue the polyamorous romance route, Regongar gets to enjoy this.
  • Love Interest: Can be this for a male or female main character.
  • Made a Slave: He was formerly a slave of the Technic League.
  • Magic Knight: He uses his sword to deliver his spells.
  • Odd Friendship: He gets on decently with Tristian and Ekun, both characters on the opposite end of the moral spectrum from him.
  • Parental Abandonment: Like Octavia, the last part of his personal quest involves finding out what happened to his family and why they sold him as a slave.
  • Pay Evil unto Evil: The cornerstone of his philosophy (and the biggest divide between him and Octavia). Often takes it up to Disproportionate Retribution.
  • Police Brutality: If given the position of Warden he tends to indulge in this a lot, by recommending you solve most of the kingdom's problems by sending in "his boys" to sort things out.
  • Polyamory: He calls Octavia "mine", but they don't mind each other sleeping around outside their relationship. He'll even join in. This allows the Baron/ess to pursue a polyamorous romance with both of them.
  • Pungeon Master: He loves to pun, firing off a Hurricane of Puns at several occasions during the game. The Baron/ess can answer with either a Lame Pun Reaction, or join in.
  • Red Oni, Blue Oni: More brash, impulsive and cruel than Octavia. Also more prone to a straight-up melee approach.
  • Rescue Romance: The Baron/ess first meets him when attacking a Technic League encampment. Being a slave, he's tied up; you can free him during the fight, in which case he'll jump in to help you, or after. Either way, he can then join the party and be romanced.
  • Revenge: Like Octavia, he is a worshipper of Calistria, goddess of both passion and revenge, and particularly keen on the latter; if he's in the party when Ekun hesitates over whether or not to kill his Arch-Enemy's young (troll) sons, Regongar pushes him toward killing them, tit-for-tat.
  • Separated at Birth: Regongar was one of twins, but his father, the chief of their tribe, decided he only needed one heir, and sold the child into slavery. Finding out what happened to Regongar's tribe is the last part of his personal quest. As Regongar's brother grew into his magical power, he became determined to find his lost brother. His father refused, beat him — and sparked a furious sorcerous rage in which the boy slaughtered the entire tribe before succumbing to his own wounds. Regongar can come to terms with this as justice, of a sort — to be clear, he thinks his tribe had it coming, but at least he had a brother who cared what happened to him.
  • Shock and Awe: His Blue Draconic bloodline gives him a damage boost on Electricity Spells, such as the ever-popular (for the Magus) Shocking Grasp.
  • The Spartan Way: His brutal streak comes out as General, recommending harsh training for soldiers or even abandoning some to their deaths if they fall behind.
  • A Threesome Is Hot: Regongar has no problem saying as much and eagerly suggests bringing Octavia in on the fun.
  • Three-Way Sex: If the Baron/ess simultaneously romances Octavia, options become available.
  • Useless Useful Skill: As a half-orc with martial weapon proficiency, he's proficient with orc double axes, of which there are a few good ones. Unfortunately, equipping a two-handed or double weapon costs him the use of his Spell Combat class feature, which requires one hand to be empty.
  • Winged Humanoid: With enough levels in his default Eldritch Scion class, he gains a pair of dragon wings.

    Tristian 
https://static.tvtropes.org/pmwiki/pub/images/tristian.jpg
Alignment: Neutral Good
Race: Human
Class: Cleric of Sarenrae (Ecclesitheurge)
Voiced by: Eddy Lee

A devoted follower of the goddess Sarenrae, Tristian would never pass the opportunity to help someone in need and believes all are worthy of redemption, no matter how wicked they may be.


  • Actually Pretty Funny: When dealing with a group of bandits blocking a bridge, a successful Chaotic Good Intimidate check results in the Baron/ess ridiculing the bandit leader out of the kingdom. Tristian notes that he doesn't approve of the method, but can't argue with the result... while trying and failing to hide his snickering.
  • All-Loving Hero: He's merciful and willing to offer anyone a chance to redeem themselves.
  • Animal Motifs: Skylarks, which are symbols of joy, love and the divine spirit. Perfect for a follower of Sarenrae. Percy Bysshe Shelley's poem, To a Skylark, is about a man who longs to be a bird that has never experienced the pain of being a human, which is perfect for someone cursed with mortality. It's as though Nyrissa was mocking him when she gave him this name.
  • The Atoner: He really hates himself for working for Nyrissa, and if you spare him, dedicates everything he has to undoing the harm he inflicted on the land.
  • Badass Preacher: Zigzagged. He's a cleric of Sarenrae, and he's willing to fight when he has to, but he's not very good at it due to his low physical stats and archetype restrictions.
  • Bittersweet Ending: If he goes back to being a deva at the end of his personal quests. Either he returns immediately to Sarenrae but possibly loses his memories of the game's events (if unromanced) or he and the Baroness have a year to enjoy married life before Sarenrae pulls him off the Material Plane (if romanced). If he stays human at the end of his personal quests, his epilogues are instead all straight-up happy.
  • Canon Immigrant: He and his sidequest around the Cult of the Cleansed are recreated in Pathfinder Second Edition's Kingmaker Adventure Path Companion Guide, though the part about him being a Fallen Angel is omitted.
  • The Chosen One: He's the Chosen of Sarenrae, or at least that's what his brethren back in Kelesh used to call him. He claims it's not true. ...From a Certain Point of View. He doesn't view himself as the mortal hero who Sarenrae elevated to her service, having none of that man's memories. His stories about his human life seem to be entirely fabricated. He was actually a movanic deva, a type of angel which generally serves as the common elite infantry of the gods of good.
  • Clueless Chick-Magnet: There are a number of instances in the game of women mooning over his looks or trying to subtly flirt with him, only for him to not notice or mistake it for platonic interest. The female Player Character has to generally be rather blunt to get him to register her interest enough to be romanced.
  • Cutscene Power to the Max: At the end of chapter 3 he's able to curse Vordakai and either steal or destroy his Oculus of Abaddon, which is a major artifact in itself. In both cases it's implied one of his patrons (Nyrissa or Sarenrae) gave him the power to do so.
  • Death Seeker: By the time you catch up to him in "Betrayer's Flight", he's completely tuned out to the world around him and fervently praying for Sarenrae to "burn" him as punishment for his misdeeds. If you spare him, he moves past this.
  • Despair Event Horizon: His bottled-up guilt, shame, and self-loathing reaches a boiling point when he steals/destroys the Oculus. Believing himself to be beyond Sarenrae's grace, he flees and is eventually found at the Temple of the Elk, begging for death. If you spare him, he'll cross back over it, but will still wrestle with doubt as to whether he can be forgiven until you complete "Saving Grace".
  • Distressed Dude:
    • The player first meets him being mauled by a bear-shaped treant. Given his very poor melee combat skills, he'll likely go down in a fraction of a second on any difficulty above Easy.
    • Arguably the whole point of the Betrayer's Flight questline is to "save" him from his bondage to Nyrissa.
  • Double Agent: Kind of. He's Nyrissa's mole and while self-admitted to be too cowardly to go directly against her, does try to throw as much of a wrench in her plans as he can. For instance, helping you defeat the Bloom and defending you from the Kingdom of the Cleansed. At the end of "Betrayer's Flight" he's completely freed from her service, one way or another.
  • Earn Your Happy Ending: Suffice to say, he's been through a lot, but if he stays human, both his romanced and unromanced epilogues are very uplifting and happy.
  • Endearingly Dorky: He's sweet and passionate about humanitarian work, but a bit oblivious and totally romance-blind. The Baroness can tell him she finds his ignorance attractive, much to his surprise.
  • Eternal Love: If you romance him, he'll stay on the Material Plane with you for the rest of your life if you just ask. Since he's an angel, you even can ask him to come find you in the afterlife.
  • Even the Guys Want Him: Granted Regongar's interest isn't that surprising, but even Jubilost of all people comments that he's "beautiful" at one point.
  • Eye Scream: He can channel Sarenrae's power directly to destroy the Oculus, but it robs his sight in exchange. This is because only a permanently blinded good outsider can destroy the Oculus without a holy weapon, so Sarenrae chooses to help him by permanently blinding him to aid his attempt at redemption. Or, alternatively, he chooses to permanently blind himself with her power so that he can do it; the scene is deliberately ambiguous.
  • Fallen Angel: He was a movanic deva until, in his Pride, he tried to chase and fight Nyrissa alone. This ticked off Sarenrae so much that she stripped him of his celestial powers (though she still grants him spells). At the end of his companion quests, he redeems himself in Sarenrae's eyes by refusing to give up on doing good, and can either be restored to his angelic status (and leave your party) or stay a human to help you.
  • Flat Character: Invoked In-Universe by Linzi, who asks whether Tristian has any vices she should know about so that she could make talking about him more interesting for her readers in a campsite conversation. Notably, this is prior to The Reveal.
  • Foreshadowing:
    • In the quest "Kingdom of the Cleansed," the First Faithful screams litanies against the Baron/ess...and something about betrayal. He's talking about Tristian.
    • Reading between the lines of his dialogue becomes this in retrospect, given that he mentions "enjoying traveling" (planar travel, that is) and being very close to his goddess (having been directly created by her)
    • Some other party members are somewhat incredulous of just how good he is, reasoning that nobody could reasonably have lived in Golarion and not had their principles stressed at some point. Which is because Tristian didn't inhabit Golarion for most of his life.
    • In the Seed of Sorrow quest in Chapter 2, Tristian is very insistent that they should check the stomach for the parasite, in contrast to Jhod, who wants to check the lungs because the victim is coughing up blood, which is a much more severe symptom. Turns out, Tristian is exactly right, for good reason - he was there when the Everblooming Flower was created, and knows exactly what it does.
    • When you meet him, he's equipped with a scimitar, despite his class and stats making him very unsuited for melee. He wouldn't have had that problem as a movanic deva and is still getting used to being mortal.
    • For some inexplicable reason, he has gold eyes. Golden eyes are typically a sign of celestial heritage—in his case, being a polymorphed celestial.
    • He occasionally will refer to people as mortals when he's uncomfortable or flustered. Since he wasn't a mortal originally, he has some issues keeping that in mind.
  • Forgiveness: He's a priest of the goddess of forgiveness, and counsels that the heroes should offer mercy and at least the chance of redemption to even the most reprehensible villains. He has a much harder time accepting that this applies even to himself.
  • Good Is Not Dumb: He's happy to remind everyone that merciful does not mean stupid. Though he urges the party to take the more merciful route and solve issues to save as many people as possible, at times he also supports punishing those who are unrepentant (and he's quite good at reading who is really sincere or not in their repentance). One of his camp interactions with Amiri even discusses this, as he points out he isn't an idiot, and knows you have to draw the line at some point when being merciful.
  • Good Shepherd: He's a gentle man who only preaches his beliefs if asked.
  • Hair of Gold, Heart of Gold: He has blonde hair and is a gentle and kind healer.
  • Handicapped Badass: He can burn his own eyes to destroy the Oculus of Abaddon. If he does so, he is permanently blind from that point on, but he retains all the powers and usefulness of a cleric.
  • I Kiss Your Hand: A gesture he seems fond of if romanced; besides doing it before the Baroness's coronation, his standard greeting changes to him kissing her hand affectionately once the romance is locked in.
  • In Love with the Mark: If you pursue his romance, he falls in love with the very person Nyrissa sent him to spy on.
  • In the Hood: He's always in his white hood. It hints at both how much he's keeping from you and his betrayal.
  • Interface Spoiler: If you look at the dialogue log when you see Nyrissa's dialogue with the Skylark in the Womb of Lamashtu, you'll see the Skylark's name is written in the exact same shade of color as Tristian's.
  • Long-Haired Pretty Boy: He's got the look down pat, and as can be seen under Clueless Chick-Magnet, is definitely seen as one in-universe.
  • Love at First Sight: If romanced, he confesses to the Baroness that he's loved her since they first met, though due to his extreme romantic inexperience he didn't realize it for a while.
  • Love Interest: Can be this for a female main character.
  • Mayfly–December Romance: He's a movanic deva, so his romance with the mortal Baroness will be this. He even brings it up in his bedroom scene. She can avert it by asking him to find her in the afterlife.
  • The Mole: He's been a plant of Nyrissa's from the start, though she forced him into it.
  • Mythology Gag: The original Adventure Path actually describes how the Oculus of Abaddon can be destroyed, and one of the methods is for a permanently blinded good outsider to smack it with a bludgeoning weapon. Tristian is introduced to provide the player with a ready-made method of doing so.
  • Neutral Good: In-Universe. He's a genuinely Nice Guy, an All-Loving Hero who always advocates non-violent solutions when possible and is willing to spare the lives of enemies who show remorse. Turns out it's because he's a polymorphed angel, and thus a literal embodiment of Neutral Good.
  • Nice Guy: He's a genuinely kind, compassionate, All-Loving Hero who does everything in his power to help others without thought of reward or glory for himself.
  • No Social Skills: He's generally formally polite and nice, but he clearly doesn't really understand people that well and sometimes puts his foot in his mouth or otherwise gives well-intentioned but clueless responses to things.
  • Oblivious Guilt Slinging: Once you know The Reveal, it becomes obvious in retrospect that a lot of questions and compliments from you, Jhod, and the others are absolute agony for him, knowing what he does about the source of the Season of Bloom, and that the 'help' he's providing is only a fraction of what he could actually give.
  • Oblivious to Love: When you click on him, he might share a story about a girl who told him his eyes light up her world, then seemed strangely disappointed when he responded that Sarenrae would light up her soul. His personal quest also features a cultist woman who is clearly interested in him, and whose affection he is similarly oblivious to although if he saves her from being sacrificed at the end of the questline, he's implied to have inspired her to take up Sarenrae worship. If romanced, he'll misread the Baroness's interest early on and has to outright ask if she likes him romantically before he gets it. In his defense, he's an Energy Being trapped in humanoid form; his natural state is pretty uninterested in the base lusts of the flesh.
  • Optional Party Member: After his treachery is revealed, you can choose to let him back in to the party, exile him, or execute him.
  • Playing with Fire: As a cleric of Sarenrae, he has access to Fire spells like Fireball and Scorching Ray.
  • Plot Armor: Much like Linzi, he has a stuck ring, the Blessing of Sarenrae, that teleports him back to the capital when he would normally die. This is because the plot needs him to stay alive until you face down Vordakai.
  • Rescue Romance: He's a Love Interest and meets the Baroness when she jumps to his defense against a wild Owlbear. She also rescues him from his bondage to Nyrissa and his own spiritual despair.
  • Skilled, but Naive: He's a powerful cleric but has limited interpersonal skills, including a complete blind eye for romance. This part of his character also explains how Nyrissa kept him under her power — by lying and claiming she could give him his divine form back, when she never had that ability.
  • Squishy Wizard: His Ecclesitheurge variant class trades the armor proficiency normally granted to Clerics for increased ability to cast divine spells (his cleric spells are disabled if you equip armor or a shield, even if you cross-class him to get it). He's the only party member not to start out with any armor proficiency at all. You can potentially turn it up to eleven by multiclassing him as an Empyreal Sorcerer (which like his cleric spell list has Wisdom-based spellcasting) and turn him into a pretty good Mystic Theurge. Leveling him in the aforementioned Sorceror class is especially ironic, considering his true nature.
  • Stepford Smiler: He has an earnest, gentle and forgiving disposition. While genuine, it's also used to mask his deep despair at being separated from Sarenrae, fear of never returning to her, shame at his cowardice, and guilt for helping Nyrissa.
  • Stuck Items: His Plot Armor ring will teleport him back to your base any time he would otherwise die.
  • Supernatural Gold Eyes: Look closely at his portrait and you can see he has these. They're just another hint as to his true nature.
  • Teeth-Clenched Teamwork: With Jaethal, whose ruthless and selfish personality appalls him. They can possibly develop a grudging respect for each other, but will never grow to fully trust and care for each other as the rest of the companions will do. To the point where the two of them will come to blows in the final dungeon if you don't convince Jaethal to sacrifice herself to save her daughter. Which one survives is likewise dependent on your choices during the game.
  • What Is This Thing You Call "Love"?: His extreme dedication to his faith has left him romance-blind and he often has no idea when people are flirting with him. His entire Romance Sidequest is helping him work through this.
  • White Mage: He's by far the best dedicated healer and buffer of the group.

    Valerie 
https://static.tvtropes.org/pmwiki/pub/images/valerie_96.png
Alignment: Lawful Neutral
Race: Human
Class: Fighter (Tower Shield Specialist)
Voiced by: Vanessa Gardner

Valerie was once a Paladin of Shelyn, until an incident led her to abandon the Order and becoming a mercenary. She serves the Swordlords in this role until she joins an expedition to the Stolen Lands, aiding in its transformation into a new Kingdom.


  • Be Careful What You Wish For: She wishes people would stop gazing at her because of her beauty. She then gets a scar that makes people look away.
  • Blue Blood: She's of Brevoy nobility, although she's distant from her family.
  • Boyish Short Hair: It used to be longer, but she was so sick of hearing compliments about it that she cut it. This just led to compliments about her eyes, much to her frustration.
  • Butter Face: When she receives her scar, she experiences this. If comments from Irovetti are any indication, she has a fabulous body and she tries to hide her chest from him.
  • Canon Immigrant: She and her feud with Sir Fredero Sinnet are recreated in modified form in Pathfinder Second Edition's Kingmaker Adventure Path Companion Guide.
  • Crippling Over Specialization: Valerie's starting class, ability scores, and feats leave her in a tough spot at first glance. She has most of her carrying capacity taken up by her armor and tower shield, and aside from a high Armor Class and HP, doesn't initially bring much to the party. If the player elects to only focus on Tower Shield Specialist and defensive/endurance related feats, she'll be Stone Wall, and that's about it. However, if one carefully considers what her starting array of abilities does set her up for....
  • Defrosting Ice Queen: The main character can help her come to terms with herself and her past.
  • Disproportionate Retribution: She was so fed up with an Abhorrent Admirer's horrible poem (which he had insisted on reading aloud in front of her) that she took it and ripped it in pieces. Had she not left, she would have been judged for committing blasphemy by destroying art.
  • Don't You Dare Pity Me!: She wants to be treated like a veteran warrior, not a woman. Therefore sudden acts of kindness that might be considered "being a gentleman" can have the opposite effect on her. For example, when fixing her armor straps, she takes offense if the Baron tries to tighten them for her. She can do it herself. However encouraging her to curse about it, as fellow foul-mouth combatants would, will get a rise out of her.
  • Drowning My Sorrows: At the start of the romance path, she can be found in the tavern with a glass of wine in her hand, grousing over how everyone is focused on "Oh Valerie, your poor face!" and that all of her would-be suitors were quick to abandon her once she'd been scarred. Naturally, the best way to comfort her is to either value her as a person or tell her that the scar changes nothing and she's still beautiful.
  • Dude Magnet: Men have always flocked to her, much to her displeasure.
  • Dude, Where's My Respect?: If romanced, an event occurs when Valerie vents about overhearing gossipers spreading rumors she became the king's lover. She isn't angry over the faux pas of the relationship, but rather that no one gossips about them being Back-to-Back Badasses or a Battle Couple. The focus between them is in the bed, rather than on the battlefield.
  • Even the Girls Want Her: Linzi and Jaethal make frequent remarks about Valerie's beauty, and Linzi actually gets a crush on her. The Baroness can also make a pass at her, but Valerie will turn her down.
  • Everyone Loves Blondes: Considered an exceptional beauty and she happens to be a blonde.
  • Friends with Benefits: A nobleman mercenary named Toma was Valerie's first intimate relationship. By her own admission it was not purely an emotional connection and partly sexual exploration.
  • Gameplay and Story Integration: Her stat distribution is weird for a fighter. She has relatively high charisma, with adequate, yet not optimal, Strength and Dexterity values for a fighter. However it makes sense storywise since she turned away from becoming a Paladin of Shelyn.
  • Gameplay and Story Segregation:
    • She will get a scar across her face in a duel with a Paladin. This does not affect her Charisma score. Would normally be justified since Charisma isn't just about how pretty you are in Pathfinder, it's also about your force of personality, but the injury does impact how others react to her.
    • In her character portrait she has a mid-sized heater shield slung across her back, not a massive tower shield that's referenced in dialog and seen in-game.
    • Her starting Intelligence is a lower than average 9. Party conversations reveal her to be well-versed in noble literature, Shelyn scripture, and warfare. Even if she's something of a philistine, that'd likely fall under the umbrella of Wisdom rather than intelligence. This is likely the result of her stat spread of high Con and Charisma.
  • Helmets Are Hardly Heroic: For someone who espouses the advantages of wearing full plate armor, carries a massive tower shield, and dislikes people commenting about her beauty, she doesn't wear protective headgear. This oversight makes her face injury possible.
  • Hidden Depths:
    • She confesses that she still likes doing embroidery, the art she practiced as a paladin of Shelyn. Mostly just because it keeps her hands busy, however.
    • If you romance her, she shows a slightly wilder side whenever you ask for "some time alone".
  • Holier Than Thou: A downplayed example, but Valerie is extremely stubborn and has problems with respecting things she personally does not value, such as art. As such she tends to look down her nose at artists and Shelyn-worshippers for "admiring useless garbage", while she is out getting things done. The good outcome to her quest leads to her realizing that she should avoid openly disrespecting things simply because she doesn't like them.
  • I Just Want to Be Normal: She finds her exceptional beauty to be an annoyance that prevents people from treating her as a normal person. Most strangers want to praise or court her, rather than befriend her. This later evolves after she suffers a scar that causes people to turn away from her in disgust. She wants others to see who she is, rather than what she is.
  • Ice Queen: How she shows herself in the beginning. It's something she developed to resist the unwanted advances of her many, many admirers. A later conversation reveals she was like this as a child, as well - not getting teary at her grandmother's funeral was part of what convinced her father that she would do well as a Paladin of Shelyn.
  • Incompatible Orientation: You can come onto her as a female PC, but she's straight, and she lets you down gently if you're respectful about it. Linzi's crush on her was also never going to go anywhere for this reason.
  • Informed Attractiveness: Justified. Her beauty is described as being divine (thus magical) in origin and Valerie goes the extra distance to not look attractive, such as cutting her hair exceptionally short and avoiding makeup.
  • Jeanne d'Archétype: Although her appearance looks to be inspired by depictions of Joan of Arc, with her short hair and shining armor, in terms of characterization this is actually averted.
  • Lady of War: She's a remarkably beautiful fighter of noble birth, who puts great stock in her composure and refinement. She definitely fits.
  • Lawful Neutral: In-Universe. Valerie trained to be a paladin and places great stock in sworn oaths and law and order. This means as an advisor role, the letter of the law is massively important to her, and her choices tend to be focused around following said laws of the area.
  • Love Interest: Can be this for a male main character.
  • Luckily, My Shield Will Protect Me:
    • She's a special Fighter archetype that revolves around the use of tower shields for protection, and she gets large bonuses to their use.
    • During a romance dialog event Valerie will explain she was saved from an attack that would have killed her if she didn't happen to have a shield lying around. From that moment she never fought a battle without one and it seems she went There Is No Kill Like Overkill with using them, as none is bigger than a tower shield.
  • Magikarp Power: Valerie has all the prerequisite feats and skills necessary to eventually unlock the Stalwart Defender prestige class as well as start down the Dazzling Display Feat branch. The prestige class allows Valerie to shrug off more damage, while the latter allows her to possibly demoralize all enemies in a medium radius. She is also a prime candidate to multiclass into Kinetic Knight due to her extremely high Constitution.
  • My Master, Right or Wrong: Once she has given her oath to serve, Valerie will never break it, even if her master is breaking every law imaginable, tormenting innocents, or even ignoring her.
  • Nay-Theist: A terrible chain of experiences with the Order of the Rose left her distrustful of every god. In-game she has the Atheist tag, which prohibits her access to taking levels in cleric, inquisitor and paladin. The tag even explains that, In-Universe, the term is used for this trope rather than a Flat-Earth Atheist, since the existence of divine magic makes fully denying the existence of gods an exercise in futility.
  • Not So Above It All:
    • The resolution of her troubles with Shelyn - provided the right options were chosen - results in her scar disappearing, as it had apparently been placed there by Shelyn to begin with as punishment for Valerie's intolerant behavior. Valerie mentions that she is genuinely happy that things are back to normal afterward, though she expresses bemusement with having found yet another love letter at her doorstep that morning.
    • During her romance path, she reveals having bought a dubious potion that will supposedly remove the scar. The Baron can convince her not to risk using it, though.
  • Not So Stoic:
    • Some time after finding her in the tavern, Valerie develops a Hair-Trigger Temper, especially regarding the Temple of Shelyn and her physical appearance, to the point of snapping at Linzi for asking her how to best describe her hair in the book. Linzi's hypothesis (which bears out) is that it relates to Valerie's scar - she'd become so accustomed to being approached by Abhorrent Admirers, and her conversation partners so often deliberately avoid looking at it that she'd developed a minor complex over it. Her Romance Sidequest with a male PC starts at this point with him telling her he still thinks she's beautiful.
    • On her romance path, a random event post-camping is her approaching to give the Baron a shirt she'd made herself. She's rather insistent that he hide it immediately, however.
  • Odd Friendship: Valerie actually enjoys the company of Jaethal — both are reserved and prefer a degree of professionalism in their interactions with others.
  • The Paladin: She was promised to the paladin order of Shelyn, but left in disgust over their obsession with her physical beauty and her personal disdain for art for its own sake.
  • Parental Neglect: After taking her to the Order of the Rose, her parents would only meet with her once every six months. They apparently loved her, but never realized how much the rules of the Order they had sent her to were hurting her.
  • Pride: Linzi comments that she's a "touch arrogant", and should she win her duel with Ser Fredero, Valerie will comment that she "expected no other outcome". If she loses the duel, she'll instead admit that the loss hurts more than the scar.
  • The Proud Elite: In her role as a Regent, Valerie is a firm anti-populist, arguing that the common people benefit most from being ruled by their betters and being put out by any proto-democratic concessions and reforms the main character supports.
  • Rage Quit: In her backstory she got fed up with her unwanted suitors and finally tore up one admirer's awful love poem in front of him (considered an act of blasphemy in Shelyn's church), and quit the order.
  • Refusal of the Call: Her backstory. She was in training to be a paladin and thought to be the Chosen of Shelyn (her beauty is a divine gift), but ultimately lost her temper at the enforced art appreciation and her ridiculous number of suitors and quit the order (she considers her looks a case of Blessed with Suck).
  • Scars Are Forever: Averted with the one she gets during her duel at Oleg's. While she does have it for some time, Shelyn takes it away after Valerie admits that her intransigence and intolerance was as bad as the Shelynite paladins' acceptance of everything.
  • Screw This, I'm Outta Here: Eventually, she was so fed-up with her order's rules that she packed up and left.
  • Second Love: A nobleman mercenary named Toma was Valerie's first (and sole) intimate relationship. The player's similar personality causes her to desire one again. It avoids being Replacement Goldfish in that Valerie admits Toma was a greater case of Friends with Benefits.
  • So Beautiful, It's a Curse: Most of her story revolves around her beauty wrecking her life. She was considered to be so beautiful that she was given all sort of gifts from unwanted suitors. The first came from a Dirty Old Man when she was just nine.
  • So Proud of You: Much like all of your advisors, her speech when you max out the kingdom stat she's in charge of is her praising of your efforts.
  • The Spock: Valerie views things through a logical lens and disapproves of emotional appeals or actions. In one party banter, when Tristian admits he can't stop thinking about the poor troll Bartholomew was torturing, Valerie tells him it's because he's letting emotion get to him, and that legally Bartholomew wasn't doing anything wrong.
  • Stone Wall: She aspires to be one in-universe, and mechanically is built to wear heavy armor and a massive shield. Her relatively low Strength means that even her initial bastard sword proficiency only offsets her low-damage tendencies by a small amount, but with some points in Strength or equipment to boost it, she can become a tanky wall that charges in and holds the enemy for the rest of the party to assault.
  • Sturgeon's Law: Discussed. The biggest friction point between her and her Order was that, while her order appreciated all art, and expected her to do the same, she believed almost all of it was terrible, and not worth her time or protection.
  • Tomboy with a Girly Streak: She has several traits traditionally associated to court women, such as sewing and enjoying fine dining, but dislikes revealing them because it causes men to objectify her.
  • Undying Loyalty: In the endgame, she's the only companion besides Linzi that sticks with the Baron/ess no matter what, even if you never completed her loyalty quest. Justified, considering she considers oaths very important.
  • World's Most Beautiful Woman: It's remarked quite often she possesses divine granted beauty. Without even doing anything, individuals will seek to win her over. For this reason she's grown tired of being judged or befriended for her physical appearance alone.

Varnhold's Lot Companions

    Cephal Lorentus 
https://static.tvtropes.org/pmwiki/pub/images/cephallorentus.png
Alignment: Lawful Evil
Race: Human
Class: Wizard

The co-founder of the Varnling Host, alongside Maegar Varn, Cephal is an experienced wizard, who has invested a significant amount of his savings into the company. Though they have worked together for many years now, he and Maegar often clash, especially now that his protégé has been appointed as the Baron of Varnhold. Cephal is exclusively available as a companion in the Varnhold's Lot DLC.


  • Affably Evil: Despite his evil alignment, Cephal is reasonable and doesn't go out of his way to antagonize others. His advice, though usually ruthless, is quite sound and unless he or his advice is disrespected, he is calm and respectful.
  • Ascended Extra: In the Adventure Path (and main game), Cephal has a very minor role and can be barely interacted with prior to Varnhold Vanishing. During the events of that chapter, he is encountered as a named mob and mini-boss within Vordakai's Tomb and has to be killed to proceed, with a majority of his characterization coming from the DLC.
  • Death Glare: His description in the game mentions that his glare can make someone curl up into a ball, or at least walk away from him as quickly as possible.
  • Evil Old Folks: Cephal is quite old, as well as a devious political maneuverer who openly suggests Varn employ assassins and feign friendship with stronger powers like Restov until he can stab them in the back.
  • Evil Sorcerer: As stated above, Cephal follows Asmodeus and he is also a wizard.
  • Face–Monster Turn: With the revelation that he is actually fairly loyal to the Varnling Host, it remains ambiguous if he joined Vordakai by his own accord, or if he was corrupted or bewitched by the undead cyclops. What is certain is that he eventually turns into an undead, who dies trying to stop the Baron/ess from reaching Vordakai.
  • Freudian Trio: Between him, Maegar Varn and the General, he is the Superego, always in favour of a rational, well-planned course of action, without letting emotions or morality stand in his way.
  • Killed Off for Real: Offscreen, he doesn't survive his trip to Vordakai's Tomb.
  • Lawful Evil: In-Universe. While a good manager who is deeply committed to his work, he's also paranoid and ruthless. He's also a devout follower of the archdevil Asmodeus.
  • Meaningful Name: "Cephal" is a prefix used in medical terminology referring to the head, indicating his position as The Smart Guy of the Varnling Host.
  • Mentor Archetype: He is Maegar's oldest friend and mentor, though he does not shy away from criticizing the new baron quite heavily whenever he disagrees with him.
  • Mentor Occupational Hazard: He gets separated from the General's party during the investigation of Lostlarn Keep and returns to Varnhold just in time for Vordakai to activate the Oculus of Abaddon. The next we see of him is in the main campaign, as a zombie. He's Killed Off for Real.
  • Only Sane Man: This is how he sees himself, especially if the General tends to agree with Maegar more than him.
  • Overrated and Underleveled: He's been part of a highly successful mercenary band for years, but is only level 5, the same level the Baron/ess will be after (at most) a few months of adventuring.
  • Pet the Dog: After accidentally trapping the General in the depths of Lostlarn Keep, he admits (through magical telepathy) that it was his fault, apologizes and promises to get help for them and the rest of the party. Too bad he never gets the chance...
  • Religion of Evil: A dedicated follower of Asmodeus, the god of tyranny, slavery, pride and contracts. Worship of Asmodeus is accepted in polite society across much of Golarion, however, and Cephal ultimately seems most interested in the deal-making portion of Asmodeus's portfolio — fittingly, since he was the one organizing payment for most of the jobs the Host took.
  • Sour Supporter: Cephal is loyal to Maegar and Varnhold, but this does not mean that he agrees with the way the barony is ruled, or hesitates to criticize Maegar or the General.
  • Stuck Items: In the DLC, after the Staff of Whispering Souls is obtained in the Old Stump, it will automatically be equipped by Cephal and cannot be removed until he leaves the party.
  • Undying Loyalty: He might be arrogant, ruthless, and acerbic, but he is to all appearances exactly as loyal to Maegar and the Varnling Host as Maegar believes him to be, and will in fact vociferously rebuke a less-loyal General's overtures toward replacing Varn or sacrificing their fellow soldiers.
  • Vitriolic Best Buds: He and Maegar have founded the Varnling Host together and have stayed together for many years, despite the fact that they disagree on almost every single aspect on how to rule the barony of Varnhold. While Cephal claims to be only interested in the results the Varnling Host produces, the fact that he stays around despite disagreeing with the baron hints at some genuine fondness.
  • Working-Class Hero: Mentions he was born a peasant and had to teach himself to read.

    Maegar Varn 
https://static.tvtropes.org/pmwiki/pub/images/maegarvarn.jpg
Alignment: Chaotic Good
Race: Human
Class: Rogue
Voiced by: Jay Britton

A mercenary leader of the Varnling Host and its co-founder alongside Cephal Lorentus. He is appointed baron of the Dunsward, to the east of the Shrike Hills, and constructs the town of Varnhold there. Maegar shows up as an NPC during the main storyline where he can eventually join the Baron/ess's court as a Treasurer, and is available as a companion during the Varnhold's Lot DLC.


  • Badass in Distress: Maegar is a capable fighter, which is of little use to him when he falls under Vordakai's spell and has his soul ripped from his body. It's up to the Baron/ess to save him and the people of Varnhold.
  • Chaotic Good: In-Universe. He's definitely a Nice Guy and wants the best both for his mercenary company and his subjects, but he very much lives in the moment and is prone to Didn't Think This Through.
  • Dark Is Not Evil: He dresses entirely in black and is a hulking, scarred mercenary, but if you play as a good-aligned Baron/ess, he can become one of your staunchest allies in the main campaign.
  • Dual Wielding: He favours dual-wielding shortswords in battle.
  • Due to the Dead: If you complete the Varnhold's Lot questline and import the save back to the main story, Varn offers a (very short) quest to enter Lostlarn Keep to look for survivors. Depending on the General's choices he will find the corpses of whoever you lost there and stay behind to give them a proper burial.
  • Earn Your Happy Ending: Over the course of the first half of the game, very little goes right for Maegar. Receiving a barony, he proves that he is way out of his league with it, unable to compromise on his morals in order to rule more effectively. He then loses his barony, most of his mercenary unit, including his mentor, and his subjects to the cyclops Lich Vordakai, who rips Maegar's soul out of his body. His general, who is his most trusted friend and potential Love Interest, is lost during a mission around the same time. However, if the player chooses to restore him and makes the correct decisions during the Varnhold's Lot DLC, things finally start to go well for him. First, he is able to let go of the burden of leadership in favour of a more comfortable position as an advisor, before being reunited with his general during the endgame. The epilogue slide states that the two of them left matters of state behind, forming another mercenary company instead and doing what Maegar actually enjoys, namely travelling the land and protecting the innocent.
  • Egopolis: Downplayed. He names his barony Varnhold and was leader of a mercenary band called the Varnling Host, but generally plays it off as a bit of disarming humor, and he does tend to lead from the front and put himself in harm's way rather than asking the same of his troops. The recklessness of the latter is another thing he and Cephal squabble over.
  • Even the Guys Want Him: If the Baron/ess visits Varnhold before Chapter 4 and brings Regongar, he'll hit on Maegar. Maegar will say he's flattered, but doesn't swing that way.
  • Freudian Trio: Between him, Cephal Lorentus and the General, he is the Id, as a Chaotic Good mercenary, who is mostly driven by emotional, often rash decisions and his own morals.
  • Friendly Rival: As a fellow baron, there is a bit of a competition between him and the player's barony, but he never expresses any ill will towards them and even sends aid when he hears about their troubles during the Bloom.
  • Genius Bruiser: He's a mercenary fighter who can come across as Dumb Muscle in an ill-fitting borrowed wardrobe, but is in fact quite intelligent and, as the youngest son of a noble house, possesses genteel manners where called for. While some of his decisions as baron of Varnhold were questionable, he was a very skilled mercenary tactician and makes for a decent Treasurer who keeps the wellbeing of the commonfolk at the forefront of his decisions.
  • Genre Savvy: Coming back from Varnhold after the first story quest in "Varnhold's Lot", you encounter treasure hunter Willas Gunderson fleeing a cyclops tomb with a looted bracelet, which Maegar buys to investigate. Later, during a debriefing:
    Maegar: ...I know a dozen unhappy stories that began with "an unknown relic suddenly appeared". That's why I'm writing our western neighbor in the Shrike Hills. Maybe they have a good sorcerer or a historian who can help us puzzle out what this bracelet is.
  • Get Out!: In Varnhold's Lot, Cephal suggests that Maegar take advantage of Varnhold's friendly relations with the Baron/ess to lull them into complacency, then attack them. Maegar's immediate response is to yell this at him.
  • Grand Theft Me: For Evil characters. Vordakai possesses Maegar in order to join your barony.
  • Hot-Blooded: Maegar is prone to rash action, letting his emotions cloud his judgement and putting himself at risk by charging headfirst into potential threats.
  • Indy Ploy: The anecdotes the General reminisces with him and Cephal over in Varnhold's Lot position Varn as a master of these, and very fond of The Caper where and when possible. Cephal acknowledges he has a gift for tactics, but no taste or head for long-term strategy.
  • I Owe You My Life: Will pledge Varnhold to the Baron/ess and become your vassal if you rescue him and his citizens from Vordakai.
  • My Greatest Failure: After the Varnhold's Lot DLC, he considers his reckless leadership during the assault on Lostlarn Keep as such, as it resulted in the deaths of his team, with his trusted general being missing in action.
  • Nice Guy: Right from the get-go he's warm and affable to the Baron/ess, telling them they can visit him in Varnhold anytime. He also sends them aid after the Season of Bloom without asking for anything in return. And judging from the Varnhold's Lot DLC and Cephal's frustration, Maegar acts this way to everyone.
  • Overrated and Underleveled: He's been part of a highly successful mercenary band for years, yet is only level 5, the same level the Baron/ess will be after (at most) a few months of adventuring.
  • Perma-Stubble: Has a heavy five-o'clock shadow in his portrait and on his character model.
  • Promoted to Playable: During the events of the Varnhold's Lot DLC, Maegar becomes a companion character.
  • Rugged Scar: A thin straight scar across his lip and cheek.
  • Samurai Ponytail: His default hairstyle has his hair bound up in a small topknot.
  • Spared by the Adaptation: In the original module, he dies at Vordakai's hands before the players even make it to the final encounter, necessitating the annexation of Varnhold, as it has no leader.
  • Supporting Leader: As stated above, he is merely a companion character during the Varnhold's Lot DLC, despite being the player character's superior. While he makes some decisions, the player character, who is Maegar's general, can end up as the one who actually calls the shots, particularly if their Diplomacy skill is high enough.
  • Unfit for Greatness: While he has good intentions and strives to be a worthy baron, he turns out to be unfit for the sometimes harsh decisions a ruler has to make.
  • Vitriolic Best Buds: With his regent and court wizard, Cephal. The two have opposing alignments and as such, they disagree on almost every single aspect when it comes to ruling Varnhold. However, despite their frequent clashes, they are on friendly terms and have remained firm allies for many years. Should Maegar survive the events of the Vanishing of Varnhold, he mourns Cephal's death.
  • Voluntary Vassal: Should he be saved during the Varnhold Vanishing chapter, he eventually realizes that while he is more than capable at leading a mercenary group and makes for a decent Treasurer, he doesn't make a good ruler of Varnhold, after which he steps down and becomes the Player Character's vassal and advisor.

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