Undying Loyalty: To you, if you decide to treat them well. Seen in the last part of the game.
The Nameless One
"I wonder what it was I said that made Death reject me."
Voiced by: Michael T. Weiss
The protagonist of the story, the Nameless One is the player character and central figure, who has lived for an incredibly long time (how long is never really discovered, though it is at least several thousand years). While effectively immortal and capable of regeneration from even the most grievous of wounds, his memory is fragile, and has up until now been erased with each death he suffers. As he interacts with the game world, his memories, his powers, and the tangled web he has left in his wake become slowly apparent.
Amnesiac Dissonance: No matter which alignment you choose, you'll find that at least one of your incarnations was your complete opposite. For an even bigger kick in the balls, you can find out that your first incarnation did something so overwhelmingly horrible and evil that he sought immortality as a way to have enough time to atone for it. It didn't take: he may have wanted to spend thousands of lifetimes doing good, but then he lost his memory. Repeatedly. And went insane.
Badass: Oh, yes. By the game's ending, he is potentially one of the most powerful beings in the multiverse, possibly at Physical God level. He can max out his attributes at 25 even without magical assistance. Not to mention the hilariously high level (like 30) you can get at the end of the game.The Child of Bhaal has nothing on the Nameless One.
Badass Baritone: Has one of the deepest voices in the game. Surpassed only by Vhailor and The Transcendent One, but said characters were played by Badass Baritone gods.
Empowered Badass Normal: As mortal, he did... something... that most people wouldn't be capable of, and he traveled to the dangerous horrors of the Gray Wastes. As a immortal, he is now potentially one of the most powerful beings in the multiverse, if his amnesia wasn't in the way. But you can fix that to a pretty surprising degree.
Black Humour: The game is fond of it and so is he. One memorable example is when he asks a crazy woman who attends the dead, seeking their bodies or organs and valuables, to crack open his skull to look inside and notes the ordeal in his journal.
"I ordered Marta to look into my skull if there was anything inside. There wasn't."
Chick Magnet: Yes, he manages somehow. Force of personality is part of it. Plus Sigil's a pretty happenin', cosmopolitan sort of place, and despite being literally nothing but scars he's pretty well-formed when his face isn't contorted into a hideous grimace for the camera.
Dark Is Not Evil: A non-evil Nameless One qualifies; many characters with all types of senses comment on the ominously strange, twisted and broken feel of his presence, but you don't have to live up to it. At least not consciously.
Even Evil Has Standards: That Heroic BSOD down there? He has it regardless of alignment, meaning that even an evil aligned Nameless One is disgusted and horrified by the Practical Incarnation.
Eye Scream: You can rip out your own eye and shove a preserved one in its socket to recover some of your memories. Ignus will rip out one of your eyes and broil it to teach you a spell. And Ravel can, if you chose the right dialogue, stab out an eye with one of her claws, stuff a wickedly barbed seed in it, and then cram it back in your socket to boost your stats.
Fighter, Mage, Thief: The three classes you can be, and while you can't be all three at once, you can freely switch between them in defiance of the typical AD&D ruleset.
Fingore: In the Ragpicker Square is a mentally deficient cannibal with a finger that has a ring on it. You can offer to let him chew on your fingers instead to get it. And however you get it, to get the ring itself, you have to bite your own finger off and graft the rotting finger to your stump.
Gameplay-Guided Amnesia: The story centers around the Nameless One's amnesia. Indeed, at the time (and arguably still) it was an effort to deconstruct the recurrence of player characters beginning the game knowing nothing for no logical reason. Here, it's the reason for the entire game. You aren't saving the world; you're discovering yourself.
Healing Factor: Courtesy of his immortality, obviously. Rate depends on his Constitution. Average Constitution yields very slow regeneration, but maxed out regenerates 2 HP per second, which means you're completely healed in about 1-2 minutes.
Manipulative Bastard: At least one of the earlier incarnations. Other incarnations are different kinds of bastard.
You can be one in game, and possibly more than in any other RPG to date.
Mark of the Beast: The Symbol of Torment The Nameless One carries on him. Unlike all his tattoos, no-one seems to have added that one to him and it can never be removed. It's the mark that torment has left upon you, the metaphysical scar and sign that draws suffering towards you and leaves it in your wake. It turns your existence into a beacon for tormented souls and torment itself, ensuring that you and everyone who follows you will hurt and continue to be hurt. By learning your true name, you're able to reach closure and remove the symbol.
Meaningful Name: The Nameless One's lack of a name is indicative of his lack of an identity. It's practical, too - without a name, he can't be tracked.
Older Than You Look: Obviously, being immortal and all. He may be thousands years old, but beneath the scars he looks like mid 30s to early 40s. Maybe that was his age when he attained immortality?
Physical Scars, Psychological Scars: His scarred body symbolises the massive and repeated trauma upon his mind from being killed and brought back to life an unknown number of times that he still 'recovers' from in his way.
Token Good Team Mate: Aside from Morte, a good aligned Nameless One is the only good aligned party member in the game. Everyone else is varying degrees of neutral.
Took a Level in Badass: Subversion. You don't become stronger with experience because you take levels, as in nearly all RPGs - you become stronger because you remember skills and abilities of past lives (which were varied and countless in number), therefore slowly removing your amnesia. Notable is the insane level you are able to reach: 35 and possibly over, way past the usual for D&D and quite certainly at Physical God level.
This is actually explained in the manual that in his long lifetime, the Nameless One has reached level 20 in every single class.
True Neutral: In-universe, you start this way, but you can become any alignment.
Videogame Cruelty Potential: And not just in a Stupid Evil or Heroic Comedic Sociopath way either; the game presents the Nameless One with options horrific enough to place him among the most repulsive, manipulative villains in RPG history, if you so choose. It is a testament to power of the game's script, however, that it will make you feel like a complete bastard for going down that path.
If you still desire cartoonish EEEVIL, there's an option to kick the Lim-Lim. It accomplishes...well, nothing.
The Nameless One's quintessential sidekick, who joins him from the outset and acts as an expository figure, explaining essential facts, history, and background information to the player as he gets his bearings. A floating skull with an unbridled libido, Morte is nonetheless a masterful fighter, and has a talent for infuriating people - even when he doesn't mean to.
The Atoner: Morte believes he's the one responsible for The Nameless One's plight by telling him that Ravel could help him when he was alive. The problem is, in Planescape, dying means losing your memories. Morte isn't sure that he's responsible, but the sheer uncertainty of it all keeps tormenting him and binds him to The Nameless One.
Taken to Squick levels when he primarily hits on zombies. It's played for laughs, though - hey, he's just as dead as they are!
Chaotic Good: Official alignment. He's probably somewhere between Chaotic Good and Chaotic Neutral, though. invoked
Consummate Liar: For someone who's trying to atone for saying too many lies in life, he's awfully deceitful. He has some good reasons for it, though — he started off trying to tell the Nameless One everything, but that didn't go over well.
Cowardly Lion: Isn't overly fond of fighting, but he does it pretty damn well.
Deadpan Snarker: He is also by far the most sarcastic character in the game. It even ties into his combat tactics - insulting enemies until they focus their attacks on him and him only, using melee only, which will allow the party to trash any hostile mage with enough levels.
Faking the Dead: He's the only party member not killed by the Transcendent One, but pretends to be dead until the battle's over.
Fun Personified: He is easily the origin of half of the funny dialogues of the game. Remember to have Annah and Fall-From-Grace with you for extra laughs.
Handicapped Badass: For a cowardly disembodied skull, he's quite a competent fighter. He bites.
And then rip him out again. He returns mentally changed from that one.
Improbable Weapon User: Morte is one of the few RPG characters who goes into battle and bites things to death.
His official (and ingame) weapon proficiency is "Fist (don't ask)"
The Lancer: Your first party member, and one of two that must join you as a part of the story. Morte has the most interjections of all the party members, plays the foil to The Nameless One a lot, and will stick by you pretty much no matter what you do.
Lampshade Hanging on him being a floating head. Try to give him a weapon and he'll say this:
Morte Oh yeah, sure. I'll just swing it with my arms.
Non-Human Sidekick: Morte is a mimir; a sentient construct designed to basically be a floating, talking lexicon. This turns out to be a lie; he's a "living" human skull rescued from the Pillar of Skulls in Avernus.
Shout-Out: To RPG urban legend, the Head of Vecna.
Stone Wall: Morte's offense is fairly poor compared to Vhailor and Dak'kon, but he has reasonable constitution, fighter HP and high resistance to physical damage. His taunt is there to make enemies attack him, which is good because he takes about the quarter of the damage your other characters do.
Token Good Teammate: He's the only good-aligned party member; all the others are varying shades of neutral.
Vitriolic Best Buds: With Nordom. And potentially, you, if you choose dialogue options to that effect and don't mind your alignment going a little chaotic.
"Your path is mine."
Voiced by: Mitch Pileggi
Dak'kon is an exiled and aged zerth, a githzerai warrior-priest (the githzerai are a race of monks that live on the primordial plane of chaos). Dak'kon wields the last karach blade and is proficient in its use in addition to the Art.
Badass: Yes. Despite being a slave to the main character.
Badass Boast: "I may be bested in battle, but I shall never be defeated."
Cool Sword: He has the coolest sword in the game. For most of it, he also has the only sword in the game.
Defeat Means Friendship: One of the easiest ways to get him to join you is to beat him in a debate over why Sigil does not *know* itself. He will join you after you talk to him no matter what you do because of his debt, but you gain bonuses for the debate.
Empathic Weapon: The karach blade is bound to its wielder, and its form and abilities reflect his mental state. If he were to abandon for whatever reason, it would cease to exist. The Practical Incarnation states that "such a tool, when used properly, could slay the multiverse itself." This is the reason that he saved and enslaved the githzerai for his own purposes, since he couldn't simply take the blade for himself. Ironically, this plan also ensured that Dak'kon's heart would be too wounded to actually achieve this kind of power until long after the Practical Incarnation's end.
I Owe You My Life: Dak'kon is bound to serve The Nameless One for as long as The Nameless One lives due to a life-debt to The Practical Incarnation, who 'saved' Dak'kon by giving him the Unbroken Circle of Zerthimon. Finding out The Nameless One was immortal was...unpleasant, for him. For githzerai, slavery is much worse than death.
Video Game Caring Potential: You can tell him that he doesn't have to serve you any more, and that you'll try to find a way to annul the contract... though this only adds to his torment by causing him to worry that you have enslaved yourself with promises, just as he did.
"No deaders today 'cept walkin' ones, looks like."
Voiced by: Sheena Easton
A rogue, burglar and pickpocket, Annah is a native of the dilapidated Hive Ward of Sigil, with all the jaded, world-weary cynicism that comes with it. She is also a tiefling, or humanoid with just a touch of fiend's blood somewhere in the family tree, as evidenced by her long rat-like tail. She's rough around the edges and keeps many things to herself, but she has a lot in common with the Nameless One.
Chaotic Neutral: She's not actually malicious, just jaded and spiky. invoked
Cute Monster Girl: Probably not a good idea to call her "cute" within earshot, though. She's a tiefling, meaning somewhere in her lineage is a fiend (a demon, devil or daemon), and thusly she has some inhuman traits. In the game itself, her only really visible nonhuman trait is that she has a vaguely rat-like tail.
In the novelisation, which is apparently based on an early and eventually unused script, she's more obviously monstrous. Her skin is beige, she has slits instead of ears, six fingers to a hand, and her teeth are a chaotic jumble of pointy fangs and blunt squared-off incisors.
"Shut Up" Kiss: If the Nameless One talks to Annah after kissing Ravel and specifically starts a conversation by mentioning that, Annah gets upset saying that he couldn't say anything that would make her feel better. So he doesn't say anything.
Lampshaded by the tailor in the Clerk's Ward. If you visit him before you've recruited Fall-from-Grace, he will ruthlessly critique her outfit on the grounds of practicality. She will shrug it off, saying she's never felt extremes of heat or cold because of her part-fiend heritage. Or, if Morte is in your party, she'll seriously consider letting the tailor create some more practical armor before Morte interjects, saying that it's a terrible idea.
Hand Waved as her tiefling blood raising her body temperature, requiring her to wear clothing that ventilates heat better.
Fall-from-Grace is an exercise in contradictions, a Succubusdemon turned orderly and gentle, and the madame of a chaste brothel. She is a member of the Society of Sensation, who believe that truth and understanding can only come from personal experience and seeking out the unknown and unusual.
Aborted Arc: There's foreshadowing that she was going to betray you but apparently that was cut from the game. However, considering the source of that foreshadowing, it could've been a red herring or simple jealousy. Confirmed to have been cut was a bit of Ship Tease between Grace and Nameless that would've concluded in her refusing to risk it even if he was immortal.
If you choose to believe Vrischika, she's simply being seductive intellectually rather than physically. Vrischika visibly dislikes her and likely says that out of spite, but... let's say that Grace doesn't have to do anything to be a tease.
Shock and Awe: Since she uses traditional D&D cleric spells, her strongest offensive spell is Call Lightning.
The Smart Guy: Fall-From-Grace is a primary magic user, unlocks several dialogue options with other party members by asking for her analysis on them, and is also remarkably knowledgeable on a series of other topics.
Stripperiffic: Ironically, she's most likely the only female character in the entire game who isn't, though the game notes that she still makes it look good. Becomes less ironic once you realize she's a Celibate Hero, however.
The Tease: Well, she is a succubus. She's also not above joking about it, apparently.
For instance, trying to unequip her bodice:
We do not know each other well enough. I'm afraid if you were to remove that... I would be naked.
If you equip her with a ring:
Oh! Does this mean we are engaged? A ring without a proposal? How improper!
Dixit Vrischika : "...the best temptress is one that can make you buy into the illusion of being both promiscuous yet virtuous at the same time; a prostitute-priestess, as it were. Mistress Grace is among the greatest...". Yes, Vrischika IS a Chaotic Evil spiteful demon and hates Grace, but context doesn't explain it. invoked
You Are Worth Hell: In the best ending, she promises to search for the Nameless One in the Lower Planes after he loses his immortality. Although, being a tanar'ri, she's actually no stranger to the hellish planes.
Ignus is a burning man and perhaps one of the most powerful mages in existence, particularly in the realm of fire. Due to attempting to burn down the entirety of the Hive, he was "punished" by having his body transformed into a gateway to the Elemental Plane of Fire.
Attention Defici... Oooh, Flammable!: Can barely hold a conversation for more than a minute without falling back on 'burn things' mode. With sufficient Wisdom The Nameless One will realize this and make him hold onto a conversation longer by claiming he wants to talk about fire and burning.
Ax-Crazy: More like Fireball Crazy, but close enough.
Cloudcuckoolander: And his Cloudcuckooland is perpetually on fire, making him a rather dark example. Ignus's wisdom score is three, when the average is nine and exceptional (for a mortal) is eighteen, meaning he's only just capable of independent thought. His perception of reality is based entirely upon fire and its abundance or lack; his opinion of a subject depends on how much fire it is on currently, or how much fire it may potentially be on in the future.
Cursed with Awesome: The people who turned his body into a living conduit to The Elemental Plane of Fire meant it as an Ironic Hell. They definitely weren't expecting him to like it.
Kill It with Fire: There isn't a problem in the world that Ignus won't try to solve with arson. All of his spells and attacks are fire-based. At the same time, he completely subverts the trope, because his enemies tried to kill him by turning him into a gate to the elemental plane of fire. As a result, he was lit permanently on fire, became more powerful than ever and, of course, more deranged - because he decided it was the best thing ever to happen to him.
The Load: If the Nameless One is a mage, then Ignus is the least useful character, mechanically speaking, with redundant spells and very few hit points (though his dialogues are very useful for the Nameless One as a mage). If TNO is not a mage, then Ignus is your best spellcaster. He can be played for power, but he's also so Ax-Crazy that many players are simply too creeped out by him to do so.
Obliviously Evil: Ignus wants to burn the planes down and sleep amongst the ashes once there's nothing left to burn. He also lacks the mental capacity to know this is in any way wrong, or that being set on fire is something to which other people may object. Hey, he got wreathed in everlasting flames and thinks it's pretty boss. Why wouldn't he share such a gift?
Subverted in one of his conversations. You can, in fact, point out that most people just die. He doesn't care. Or possibly enjoys that part EVEN MORE.
Psychopathic Manchild: That little kid who liked playing with matches and burning ants with magnifying glasses, taken to its (il)logical conclusion. He latches on to The Nameless One like an overenthusiastic Tagalong Kid, which is entirely true in his mind, since he still considers The Nameless One his master and himself a young student. That, of course, tells you what kind of people some of The Nameless One's incarnations were.
The Punishment: It doesn't get much worse than having your body turned into a gate to the elemental plane of fire. And he loves it.
Modrons are ultra-lawful hive-minded machines, but under rare circumstances some can go rogue, gaining individuality and losing group identity. Nordom is one such rogue, a "backwards modron" with new-found curiosity and a need for purpose.
Appropriated Appellation: He derives and adopts the name "Nordom" from an overly literal interpretation of Morte referring to him as a backwards modron.
Badass Adorable: Fall-from-Grace thinks so, at least. Nordom prefers being called a fearsome cubed warrior! ...Which just reinforces her point, really.
Become a Real Boy: Wishes to be a truly new being, rather than simply a rogue modron.
Chaotic Neutral: In-universe. As an escapee from a Hive Mind, Nordom values his individuality and free will above all other things.
The Chick: Probably the closest you get to the archetype in this game.
Empathic Weapon: His crossbows are actually "gear spirits", creatures native to Mechanus that oversee the clockwork of the plane. Many of them travel with a particular modron, and in this case they take the form of dual repeating crossbows.
No Biological Sex: Identifies as male pronoun-wise, but that's it. Modrons have no gender, and Nordom doesn't either. Grace will even jokingly flirt with him on occasion, which Nordom doesn't understand.
Robo Speak/Spock Speak: Described in the design document as "like a Speak 'n' Spell on crack", Nordom's speech is an odd variation and combination of both tropes. He announces what he's doing as he's doing it, avoids contractions and speaks precisely, but he has inflection (though it's somewhat limited) and uses slang. Very silly slang.
Secret Character: He is in so obscure a locale that you may not even know he exists until another fan tells you. And finding him can be a real Guide Dang It quest.
Strange Syntax Speaker: Sometimes announces inflection and intent before a sentence, calculates aloud, talks in numerals and non-speech sounds, and frequently glitches out or mutilates his words. The impression overall is of a Text-to-Speech program with a few screws loose, and in a fairly literal sense, that's exactly what his speech is.
The Spock: Actually he's trying very hard to subvert the trope, but he was once a being of pure order and logic, and even a "chaotic" modron can't just abandon that sort of thinking.
Video Game Caring Potential: It requires a mod to see, but if you dismiss him from your party in the Curst prison, you don't have to leave him alone in a strange world — you can send him back to the Modron Maze if you give him the cube.
Vhailor is from a group of crazy Knight Templars, but even they think he's a little crazy. The Mercykillers believe mercy weakens the heart and spirit, thereby corrupting justice, and so want to destroy all of it. Vhailor is an object lesson to other Mercykillers that even they should have their limits.He also died, but because of the unique circumstances surrounding his death, his spirit soaked into his armor and by now he's a moving pile of armor that still thinks he's alive. (His race/species is officially "restless spirit".)
An Axe to Grind: A big honkin' one, fire enchanted and named Final Judgment. The description of it when you meet him for the first time even says that it would take immense strength just to wield it at all — and Vhailor can wield it one-handed!
Anti-Hero: While he is practically an avatar of justice, his particular brand of justice lacks any concept of mercy.
When the injustice is great enough, justice will lend me the strength needed to correct it. None may stand against it. It will shatter every barrier, sunder any shield, tear through any enchantment, and lend its servant the power to pass sentence. Know this: There is nothing on all the Planes that can stay the hand of justice when it is brought against them. It may unmake armies. It may sunder the thrones of gods. Know that for all who betray justice, I am their fate. And fate carries an executioner's axe.
Empowered Badass Normal: Even in his lifetime, he was touched by the power of justice. Now he's pretty much its avatar.
The Big Guy: He has the highest base strength stat in the game.
Knight Templar: Though, it must be said, he is Lawful Neutral, not Lawful Evil. What matters is that the law is enforced and the punishment is meted out, not the suffering caused in doing so.
Laser-Guided Amnesia: Vhailor was the Sympathetic Inspector Antagonist to the Practical Incarnation until the latter trapped him in Curst, and you can recover the memories of him with sufficient WIS. By the time you find him, he's forgotten practically everything except his name and his purpose, including you. Reminding him is not a good idea.
Pay Evil unto Evil: This is his modus operandi. He belongs to a faction called the 'mercykillers'. 'Forgiveness' and 'redemption' are not on his list of treatments for criminal behaviour. As Trias — and you — will discover if you try to redeem the fallen angel.
Right Makes Might: Literally - his power grows in proportion to the task he has to accomplish. With careful wording, you can give him a massive power boost by telling him of the "injustice" of your plight.
Secret Character: He is in a room located behind the portal you take to leave the Curst prison, through a door that's locked until you open said portal.
Sixth Ranger: He joins you late in the game, in the prisons of Curst. He can be a Sixth Ranger Traitor as well, if you're playing an evil Nameless One, or if he overhears the truth about you from the Pillar of Skulls.
Spikes of Villainy: Subverted. More like Spikes of Cruelty, seeing as how he is a mercy-killer.
The Fettered: To the nth degree. He believes so strongly in his ideals so that it keeps him alive, even though his body has long since turned to dust, and gives him actual stat boosts against particularly deserving enemies.
He can also teach his methods to a fighter The Nameless One, which makes you stronger the more Lawful (and therefore the more subservient to an ideal) you are.
What the Hell, Hero?: He can pull this on Trias if you're a do-gooder trying to redeem him. Vhalior will proceed to kill him without your permission and you will recieve alignment penalities if you promised not to harm him.
Worthy Opponent: In the best ending, before you go to Hell, Vhailor informs you that the punishment you are about to undergo is for your own good, as it will cleanse your sins and allow you to reach perfection, eventually. He also warns you that if you ever try to escape before your time, he will find you.
"I shall wait for you in Death's halls, my love..."
Irony: She was a soothsayer, yet the person she cared the most for was the only one she could never see the truth of. And after he died, the next incarnations treated her more honestly than The Practical Incarnation did and you can, potentially, give her a measure of peace.
Love Redeems: Several players have taken The Reveal of how she died to do this, from even the most vicious Nameless One.
The Power of Love: Deconstructed and then reconstructed. The Practical Incarnation never returned her love, but knew that this would force her spirit to remain in the Fortress of Regret. However, it ultimately allows the Nameless One to meet the Transcendent One and achieve his goal of death.
Stripperiffic: Not to the extent of most of the female models in the game, but in her journal model, her spectral gown is torn across the chest for no reason at all, except Author Appeal, of course... Dak'kon, however, claims that Deionarra died 'the death of the body' inside the Fortress. The tear is possibly from the wound that killed her.
Waif Prophet: According to her father, she was this in life. If you are polite towards her, she can give you a prophecy in the Mortuary.
You Have Outlived Your Usefulness: In a tragic inversion, she did not. While she was undoubtedly useful to The Practical Incarnation in life, she remained useful to his plans even in death (as he planned for all along, of course).
Lothar, Master of the Bones
"You truly know very little, about very little. Have you bashed your head against every rock that has fallen from the Mountain of Ignorance?"
The master of the Bones of the Night, Lothar keeps shelves full of skulls in his salon. Most people fear him almost as much as the Lady of Pain.
Dem Bones: He has shelves full of animate talking skulls; their souls are bound inside them.
Evil Sorcerer: Canonically he is True Neutral, but far from pleasant. Though if you are polite enough, he'll provides some answers about your immortality, as well as selling some medicine and equipment.
Fate Worse than Death: All the skulls in his shelves are terrified of him. Considering that they're already dead...
Immortality Immorality: He's essentially immortal like the Nameless One, but without any of the disadvantages. He's also a recluse who sends wererats to steal skulls from tombs for his collection. He doesn't care particularly if the skull's owners enjoy having their spirits bound to his shelves, which they rarely do.
Omnicidal Maniac: Without the "maniac" part. He bluntly states to the Nameless One that his goal is to, in time, destroy all things. Releasing him from his prison is in fact the most evil and chaotic act in the game.
Coaxmetal: ALL MUST FALL UPON ENTROPY'S BLADE. THE TIME NEARS WHEN IT WILL BE NECESSARY TO BREACH THE WALLS OF CREATION. ORDER WILL BE PUT TO THE SWORD. ITS CHAINS WILL BE BROKEN. THE MULTIVERSE WILL BE UNMADE.
Golem: Although he has a will of his own and doesn't obey a master so much as he does a concept.
Large Ham: Although he has no voice acting, all of his words are written in all-caps.
Sealed Evil in a Can: It's doubtful he can be called "evil" because destruction is his purpose and he is incapable of having any other - the way entropy itself isn't really evil. However, the chaos he would bring to the planes were he to be freed led to his imprisonment in the Siege Tower. If you release him from his prison, you release a force of terrible and chaotic destruction into the planes for your own benefit, and thus become far more aligned toward chaos and evil.
Ravel is one of the night hags, a creature of myth and legend who knows a great deal about the Nameless One. A large chunk of the plot involves finding her and getting answers out of her.
Big Badof Another Story: Tales of her cruelty where she features as one are numerous and you can hear quite a lot of them, including the rumour that she was mazed for trying to sacrifice the inhabitants of Sigil to fuel a dark ritual. When you reach her it becomes obvious she's not the villain of your story at all.
The Cameo/Mythology Gag: Incarnations of Ravel make appearances in the Icewind Dale series; she's the Seer in Heart of Winter and the cat lady in Targos in IWD2. She also influenced the development of Kreia in Knights of the Old Republic 2. Chris Avellone gave some hints about identifying who her incarnations are, as they have bad eyesight, are female, and are usually elderly.
Curb-Stomp Battle: Ravel doesn't so much as do ONE point of damage to The Transcendent One as he brutally assaults and kills her with an endless barrage of spells.
I Let You Win: Ravel loves The Nameless One and won't go all out on him, not to mention she is saving her power for an inevitable conflict with The Transcendent One. Subverted slightly in that she admits post-battle that the current incarnation is powerful and could very well have killed her either way.
Love Makes You Crazy: As a night hag, she was pretty crazy to begin with, but her affection for the Nameless One made her crazy even by other hags' standards. The saying goes that a hag's kindness is worse than her cruelty, and it applies even more with her love.
Love Makes You Evil: She wants the Nameless One, and is willing to murder him and his entire party to keep him around. Also, torture.
Riddle Me This: Was infamous for her riddles, which forfeited the challenger's life if they failed (and they all did). The First Incarnation beat her at her own game by giving her a riddle she couldn't answer.
Tailor-Made Prison: For storming Sigil with an army of Baatezu in an what is implied to be an attempt to free the Lady of Pain, Ravel was imprisoned in her own private maze, which she's then tweaked to her own particular tastes. She's pretty comfy in there and can apparently come and go as she pleases.
Time Abyss: She made The Nameless One immortal, and was already ancient and notorious at the time she did so.
Verbal Tic: She often replaces words with their homophones in text and switches topic based on how one word sounds like the other.
Villainous Valor: Against the Transcendent One. "I am not afraid! Not of the likes of you, ragged thing! Weak may Ravel be, but a few tricks have Ravel learned! And I have known you would come!" It is futile.
Voluntary Shapeshifting: She shifts into Annah and Fall-from-Grace's appearances in an attempt to seduce the Nameless One.
Wicked Witch: She draws quite a lot from the archetype, though she has more depth than usual.
Light Is Not Good: In fact here, Good is not Good! He's still Lawful Good after all and capable being convinced he's doing more harm than good, but he's definitely not an ally and his scheme hurts a lot of people (albeit a Wretched Hive of them).
Meaningful Name: His full title, 'Trias the Betrayer'. His regular name alludes to it.
Morality Chain: For Fhjull Forked-Tongue, literally — Fhjull only has to do good because of a contract he made with Trias.
Necessarily Evil: Trias believes that the forces of Good must take more direct action in the Blood War. He was cast down and imprisoned for trying to gather an army of fiends to storm the Heavens, in order to make the forces of Good 'wake up' and do so.
However, one of the dialogue trees implies that while the Heavens are the home of Justice, they are also the home of forgiveness and redemption, and Trias had forgotten that. The Nameless One tells Trias that the gates of Heaven may not be forever closed to him. That is, if he is sincere in his remorse.
"Oh, and it's not just any tanar'ri, but a tanar'ri whore who's just walked into my home... things can't get any worse. Come in! Come in! Please, my home is your home!"
Voiced by: Rodger Bumpass
A Cornugon (a mid-level baatezu/devil) bound to do acts of selfless goodwill by Trias. He is not pleased by this. Trias sends you to him to find out more of your past.
Comedic Sociopathy: Turns the player into this. Fhjull is incapable of doing evil, much to his chagrin, and his every word is dripping with venom over how much he hates it. If you're clever, you can ask for all sorts of insane favours and he will have to carry them out, seething all the while. His suffering is hilarious to behold. It also makes you more evil, since you're essentially exploiting his kindness but, hey, funny!
Fantastic Racism: To the surprise of absolutely no-one, Fhjull loathes Tanar'ri and will openly insult Fall-From-Grace.
Good Is Not Nice: He makes it very clear that despite what he's being forced into, he would love to kill you.
Lawful Evil: His in-universe alignment, as per all devils. While he's forced to do only good, that does not make him good. The fact that he'll be delighted if he can't help you is proof of this.
Restraining Bolt: The agreement he was tricked into prevents him from doing anything but good. Killing Trias removes the bolt, though.
Retired Monster: He still speaks proudly of his good (well, evil) old days, even if he's incapable of acting like that again.
Video Game Cruelty Potential: Despite the fact that he does nothing but help you, and even gives you equipment and spells for free, you can sell him out to the Pillar of Skulls.
Yet he is a devil and someone who probably did many atrocities in his past, and who is wholly unrepantant about them. Pay Evil unto Evil may be at work here. Though you are no less stranger to atrocities yourself, as you will learn in the end game, so...
You Can't Go Home Again: Once his condition became known, he was forced to flee the Nine Hells lest the other devils kill him. He now hides out in the most God-forsaken wilderness he knows of, hiding from the sight of gods and devils and men alike. For double kick-in-the-gut points, you can sell his location to the Pillar of Skulls, which makes the Nine Hells track him down and kill him.
Chaotic Evil: Official alignment. Though his madness might tilt him toward Chaotic Neutral, it maybe be that his tendency to murder anyone who upset him tilts him back toward evil. Either way, laws have no part of it.invoked
Crazy Survivalist: There are hints that he might have been as brilliant as Practical - maybe even more so - but his mind was too broken to fully take advantage of his talents. He is an astounding trap builder, even improving on the tomb that Practical made, and boasts of easily solving the Lady of Pain's mazes and being able to improve on them.
Insane Equals Violent: So fearful and hateful, he will try to kill you if you can't convince him you're not an enemy (and that will take some doing).
Note to Self: Wrote a few, and spent most of his life destroying other such notes.
Not So Different: To you (since he is you); you can convince him to trust you and learn a little about why he is as he is. His extreme, violent fear was once absolutely justified. With a little less luck, you could have been just like him, and he, just like you, wants to escape the burden of torment you carry. In the end, he's relieved when he merges with you because at last he can be free and at rest.
Nice Job Breaking It, Hero: His paranoia led him to set up traps for his later incarnations and destroy a journal that contained a ton of important information.
Said journal crops up in the ending video. Yes, it ended up in hell, staked on a rock. Very symbolic.
Another of the Nameless One's previous incarnations, whose plans and machinations endure even after his death.
Jerkass: When he sheds whatever fašade he's making use of, his personality seems to default to sneering.
Kick the Dog: He was one cold bastard. Almost every single one of his appearances sees him do something repulsive and vile to an undeserving victim for his own benefit. What's perhaps most terrifying is that he didn't care that they suffered, it wasn't even for his enjoyment. From his point of view, it simply had to be done. His virtual laundry list of atrocities included mental/spiritual torture (Dak'kon), physical torture (Morte) and general bastardry, but leading Deionarra into a Heroic Sacrifice is widely considered to be his worst. He never loved her and intentionally manipulated Deionarra into falling in love with him, just so his betrayal of her would curse her to be a useful ghost.
Lack of Empathy: The only way in which he could ever be said to "care" for anyone was in them holding some sort of use to him. If they didn't, he would make them useful. If he couldn't do that, they were irrelevant.
Lawful Neutral: His name sake suggests (and his official alignment is) Lawful Neutral, but his sheer ignorance of or flat apathy toward all his horrible actions upon other people arguably place him at Lawful Evil. invoked
Manipulative Bastard: Reliving his memories gives you a front-row seat of him effortlessly twisting people round his finger. He was a brilliant individual; he just had no regard for anyone other than himself.
The Unfettered: There was no deed too vile if it brought him closer to his goal. Other people were tools, and sometimes they needed to be shaped. Pain, death, betrayal, and manipulation were all legitimate means to achieve the desired functionality.
The Sociopath: Brilliant liar and manipulator? Check. Unfettered by morals? Check. Utter lack of empathy? Check!
Shoot the Dog: Those horrific deeds above? They turn out to be completely necessary in order to win the game. There's a reason why he's the Practical Incarnation, not the Evil Incarnation.
A calm, sane and kindly individual, and yet another of the Nameless One's previous incarnations: the first.
The Atoner: "Good" Incarnation might be a bit of a misnomer. It's never revealed what he did to earn him his place in the Lower Planes, but it certainly wasn't pleasant. He attempted to become good afterwards, but Ravel killed him to test the immortality ritual and only ended up making things worse.
Moral Event Horizon: What this man did was so unspeakably awful that a thousand lifetimes of good behavior wouldn't even begin to make up for it. Or so he says. Maybe they would have, but before getting even one lifetime of good behavior, he died, lost his memory, and went insane (more or less in that order). invoked
To further his point, he says what he did is worse then all the other incarnations combined - yes, including the Practical Incarnation.
Nice Guy: Given his company, it's not difficult for him to come across as the sane and sensible one by comparison.
True Neutral: Rather than good - he did something truly terrible, but he regretted it and tried to atone ever since. But whatever he did, it was so vile that "neutral" may be as close as he can get to "good." invoked
Screw Destiny: Why he wanted to become immortal in the first place. He was so afraid of the punishment he was destined to receive in the afterlife that he would have done anything to avoid it, including perform a million lifetimes of community service. Unfortunately, for various reasons, he found that he couldn't fight fate.
A mysterious creature with a vested interest in rendering the Nameless One permanently dead. Or so it would appear. He is the Nameless One's lost Mortality, seeking to stop him from regaining his memories and thus rejoining him.
All Your Powers Combined: An interesting version. He has the combined memories, skills, and powers of every single one of the Nameless One's incarnations.
Hidden Villain: He doesn't even show up until the second half of the game, and we don't learn who he actually is until the very end.
Kick the Dog: He kills off all your party members, one by one, and there is not a single thing you can do to prevent it. Then he'll throw their deaths in your face. It was you who brought them to his Fortress, after all, you who bound their tormented souls to yours.
Last Chance to Quit: He offers each of your party members the chance to leave before he kills them, and all of them refuse.
Orcus on His Throne: If he had more directly exercised his considerable power, the Nameless One never would have stood a chance. In a twist, this actually turns out to be a major plot point. He's not lazy, just scared of meeting the Nameless One face-to-face, and not actually as powerful as he claims he is when faced with you.
True Neutral: In the end, his only desire is to be left alone. The only reason he's an antagonist is because he believes that he'll never achieve it so long as the Nameless One keeps trying to learn about his past, and he's willing to do anything to prevent that. (His belief is perfectly justified, as it happens.) invoked