Characters / Planescape: Torment

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The Player Characters as a whole

  • Badass Crew: Yes. Some may not look like it at first, but they all qualify.
  • 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 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.
  • Badass Bookworm: He's updating his journal a lot.
  • Beast and Beauty: Played with. The Nameless One looks the part of a beast, and his romantic options are certainly beautiful, but they both have fiendish heritage.
  • 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.
  • Covered with Scars: See that greyish skin tone? None of that is actually skin.
  • 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.
  • Deader Than Dead: Your ultimate goal.
  • Deadpan Snarker: You can be, and there are some choice lines to pick from. For instance, some innovative variations upon Your Mom.
  • Determinator: With all the shit he's going through (including death, mutilation and literally going to hell and back)to find out who he is and how to end his immortality? Absolutely!
  • 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.
  • Even Evil Has Standards: That Heroic B.S.O.D. 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.
  • The Hero
  • Heroic B.S.O.D.: Has a big one once when he recalls the Practical Incarnation's most terrible act.
  • Kavorka Man: With high charisma (and, in some cases, even without), he is inexplicably attractive to women, but still looks like... that.
  • Kleptomaniac Hero
  • 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. This catches up with him if he reunites with his mortality, causing the gods of the multiverse to suddenly become aware of his existence, and almost immediately punish him for the great sin his first incarnation committed so long ago.
  • Older Than They 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?
  • Pet the Dog: At the end of the game, he sends Ignus to the Plane of Fire, the only place where he will be happy and not a danger to others. Bear in mind that the Nameless One has to be evil-aligned in order for Ignus to be in his party at that point.
  • 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.
  • Powered by a Forsaken Child: Whenever the Nameless One "dies", someone else dies in his place. And becomes an undead shadow. And promptly begins hunting him down, filled with hate.
  • Resurrective Immortality: Dying is even a way to solve some of the puzzles, and learning why he won't die is his goal in the story.
  • Self-Mutilation Demonstration: You do this quite a bit - even killing yourself a few times for various reasons.
  • Scars Are Forever: The Nameless One bears scars from all his previous lifetimes.
  • Stern Chase: Pursued by shadows and the Transcendent One.
  • Stop, or I Shoot Myself!: An option to make the Big Bad cave.
  • Tears of Blood: During his Heroic B.S.O.D..
  • Time Abyss: Would be, if not for his amnesia. If the Transcendent One can be trusted, his age is tallied in millennia.
  • Token Evil Team Mate: An evil Nameless One is the only evil member of the party (although Ignus avoids the evil designation only by being too mad to comprehend his own actions, and even then, just barely).
  • 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. There's a pragmatic gameplay reason to become the Token Good Teammate as well - the Celestial Fire can only be wielded by Lawful Good characters.
  • Took a Level in Badass: Inversion. 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.
  • Villain Protagonist: An evil Nameless One, mixed in with Manipulative Bastard.
  • Waking Up at the Morgue
  • Who Wants to Live Forever?: The first incarnation did. But, as you learn, it had a lot of downsides.


"What's eating you, chief?"

Voiced by: Rob Paulsen

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.
  • Casanova Wannabe: 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.
  • I Owe You My Life: Morte owes The Nameless One his life because The Practical Incarnation pulled him out of the Pillar of Skulls.
  • I Shall Taunt You: His main combat power is Litany of Curses, which causes him to spout a random insult at the targeted enemy. If they fail their save, they fall into a rage and are forced to do nothing but make melee attacks on him for a short time, and they also take a penalty to attack and damage rolls, armor class, and saving throws. It can be upgraded several times by finding new insults for him.
    Morte: You've got a face only a sledgehammer could love. And has.
  • 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.
  • Lover, Not a Fighter: That is what he says. In fact...
  • Meaningful Name: Lampshaded.
    Morte: Morte. Like Latin. For death.
  • 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.
  • Video Game Cruelty Potential: You can put him back in the Pillar of Skulls. And then rip him out again. He returns mentally changed from that one.
  • 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 Boast: "I may be bested in battle, but I shall never be defeated."
  • The Big Guy: Until/unless you get Vhailor, Dak'kon fulfils this role by being mainly melee-focused and having generally little to say unless you're a mage and study the Path of Zerthimon.
  • Cool Old Guy
  • Cool Sword: He has the coolest sword in the game. For most of it, he also has the only sword in the game.
  • Crisis of Faith: His is deeply buried, and at least part of the torment that draws him to you. He agonizes over the question of whether or not Zerthimon's mind was compromised during his time being tortured by the illithid, and thus whether he was really trying to save the gith from themselves when he opposed Gith during the great split that created the githzerai and githyanki, or whether he was obeying hidden subliminal commands. The Nameless One can help him through it, if his mental stats are high enough and he is a mage.
  • 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 that kind of power until long after the Practical Incarnation's end (and the Nameless One can end up with a karach blade of his own thanks to Dak'kon, but only by being kind to him.)
  • Gameplay and Story Integration: A karach blade becomes stronger and sharper with the will of the wielder. If you help Dak'kon clear his mind of self-doubt and increase his morale, his blade will change into a straighter form that offers more spells and better protection, because he wants to protect you. Likewise, if you torture him by lording his plight over him, the blade will become twisted, jagged, and very, very good at killing - because he really desperately wants you dead.
  • Genius Bruiser: More bruiser than genius though. 17 Strength and 13 Intelligence isn't very good for a fighter/mage.
  • Glass Cannon: He's got a lot of offensive options and a powerful sword that gets better as he levels, but as a fighter-mage he's a lot squishier than Morte or Vailor.
  • I Gave My Word: And his word is his bondage.
  • 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.
  • Katanas Are Just Better: Technically it can look however he wants...but the in-game model...
  • Lawful Neutral: Something that marks him as an anomaly among his people; as you can imagine for creatures who have chosen to dwell in the plane of chaos, most githzerai are Chaotic Neutral. invoked
    • Or at least, they were. Dak'kon has been so influential that modern depictions of the githzerai resemble him much more.
  • Made a Slave: By his own error, which causes him considerable amounts of emotional and spiritual turmoil.
  • Magic Knight: Multiclass Mage/Fighter. Stabs and slings spells with equal and intense dedication.
  • Non-Human Sidekick
  • The Quiet One
  • The Stoic
    • Not So Stoic: Becomes unusually loud during his crisis of faith in his personal quest.
  • Verbal Tic: *Know* that it is the *will* of the Githzerai to place emphasis on certain words. *Know* that Dak'kon, as a Githzerai *zerth*, is no exception.
  • Warrior Poet: Both a warrior and a student of the philosophy of Zerthimon, the prophet figure of his people; essentially a priest or a shaman.
  • Zen Survivor

"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.

  • Action Girl
  • Badass Normal: For Planescape, anyway. Her only abnormal traits are a high body temperature and a tail.
  • Betty and Veronica: The Veronica to Grace's Betty.
  • Cannot Spit It Out: She's got a crush on The Nameless One. You can kiss her after finding Ravel.
  • 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.
  • Deadpan Snarker
  • Fiery Redhead
  • Good Old Fisticuffs: She uses punch daggers.
  • Green-Eyed Monster: Annah often gets angry when the Nameless One shows attention to another female. If he pays a harlot to help him "find what he's missing", Annah flips out and threatens to stab her, chasing her off.
  • Half-Human Hybrid: One quarter demon, to be exact.
  • Hot-Blooded: Both figuratively and literally. It's why she dresses the way she does. If you smooch her, her outfit starts smoking.
  • Hot for Teacher: An odd example- if the Nameless One becomes a thief, Annah can teach him a few of her tricks. Once the Nameless One goes up in skill, however, he can teach her a few things from his past lives. In both cases, this trope mostly comes into play if the Nameless One chooses to romance Annah.
  • Knife Nut: Punch daggers, to be precise.
  • The Lancer: Depends on the class you choose for the Nameless One.
  • Nurture over Nature: While her attitude problems are sometimes attributed to her fiendish bloodline, it's made pretty clear that it was her upbringing by Pharod, among the corpse-pickers, that made her as bitter and jaded as she is.
  • Orphan's Ordeal: Although she was taken in by Pharod as a baby, and she views him as her father, it's very clear that he only valued her for her skills and never really showed her any love. It's part of why she's able to let go so quickly after seeing him in the Pillar of Skulls.
  • Prehensile Tail: Used to pick pockets.
  • Raised by Orcs: Annah was raised to collect corpses for Pharod, and mostly associated with others of the same profession. This has significantly affected her worldview, to say the least.
  • Redhead In Green: There's an official mod that will give Annah a green Leprechaun outfit and clovered-shaped punch daggers. And yes, the outfit is also Stripperific.
  • "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.
  • Stripperific: Her outfit seems to reveal more than it covers.
    • 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.
    • If The Nameless One is a thief of high enough level, he can suggest that she use the revealing nature of her outfit to keep targets Distracted by the Sexy when she pickpockets them.
  • The Hecate Sisters: Together with Fall-From-Grace and Ravel. She is the maiden.
  • Unexplained Accent: Her thick Scottish accent stands out among the Cockney accents of other Hive dwellers.
  • Violent Glaswegian: She is voiced with a Scottish accent, which is reflected in the written dialogue, to evoke the stereotype.
  • Vitriolic Best Buds: Let's just say it'd be easier to list the characters that aren't like this with her. She's a vitriolic person.


"I believe in Experience. I believe there is a truth to the multiverse... even if that truth is that there is no truth at all."

Voiced by: Jennifer Hale

Fall-from-Grace is an exercise in contradictions, a Succubus demon 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.
  • Ascended Demon: Succubi are Chaotic Evil Horny Devils by nature; evil is literally bred into their bones. Grace constantly defies her very existence by acting like she does, and Ravel implies this may make her the most tormented member of your entire party (which is saying a great deal).
  • Badass Bookworm
  • Bare-Fisted Monk: She won't (or, more accurately, can't) wield a weapon that is made of cold iron. In game terms, that translates into pretty much every weapon, including the non-metal ones.
  • Beware the Nice Ones: Seen in The Very Definitely Final Dungeon. She's the only companion who retaliates and even wounds The Transcendent One, and she's the team's healer!
  • Betty and Veronica: The Betty. She's even blond.
  • Celibate Hero: And a succubus. Yep. Deliberate.
  • The Chick
  • Cute Monster Girl: More hot than cute, though.
  • Does Not Like Shoes: She's always seen without shoes.
  • Even Evil Has Standards: She can call out Vhalior at one point for being too extreme, even though she is of the same alignment.
  • Flat-Earth Atheist: An agnostic cleric, to be exact.
  • Horny Devil: One who's a Celibate Hero and borderline Neutral Good. She's probably the biggest subversion of this trope you'll ever see.
    • 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.
  • Kiss of Death: When the Nameless learns of it, he immediately notes in his journal that his immortality would allow him to experience it and survive.
  • Lawful Neutral: In-universe. invoked It would not be a stretch to peg her as Lawful Good or Neutral Good, though.
  • The Medic: The only one in the game.
    • Her AI also seems to be purposefully designed to place priority on healing other characters over herself.
  • Ms. Fanservice: Despite being more modestly dressed than Annah...or maybe precisely because she is more modestly dressed.
  • Natural Weapon: She fights with her fists, though even the touch of a succubus is harmful to most creatures. She also has her Kiss of Death in a pinch.
  • Nice Girl: Nicest of your companions. Just don't give her reason to harm you.
  • Proper Lady
  • Redemption Demotion: Grace lacks the immunity to non-magical weapons and innate spells that succubi normally possess in D&D, though she keeps the magic and elemental resistances. Of course, if she were immune to non-magical weapons and the ability to cast Magic Missile and Charm Person at will, she'd be extremely overpowered. There's still no in-game explanation given for why she lacks the traits, though.
  • Shock and Awe: Since she uses traditional D&D cleric spells, her strongest offensive spell is Call Lightning. It will smack the tar out of anything that lacks resistance to electrical damage.
  • Silk Hiding Steel: She's polite, well-spoken, highly knowledgeable woman. And if you threaten anyone she cares about, she won't hesitate to bust out a Call Lightening on you, even if you're a Physical God.
  • 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.
  • Team Mom: A downplayed example, due to how utterly dysfunctional the team is. Most apparent with her interactions with Annah, whom she tries to take under her wing, though Annah flat out rejects her most likely due to seeing her as a rival for The Nameless One's affections.
  • The Hecate Sisters: Together with Annah and Ravel. She forms the mother.
  • 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
  • White Magician Girl: Healing magic? Check. Gentle personality? Check.
  • World's Most Beautiful Woman: Implied by the Nameless One when you first see her. Justified by the fact that she is a succubus and has inhumanly high charisma.
  • Winged Humanoid: Big ol' demon wings.
  • 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 wissshesss to burn..."

Voiced by: Charlie Adler

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 Deficit... Ooh, Shiny!: 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.
  • Bald of Evil: Burnt off.
  • Berserk Button: Don't call Ignus "supplicant."
  • Chaotic Neutral: In-universe. His madness is probably the only thing that keeps him from Chaotic Evil.
  • Charlie Adler: Gleefully over the top in this particular role.
  • 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.
  • Crippling Overspecialization: All of his default spells deal fire damage. There are a very large percentage of enemies in the game that have resistance of flat out immunity to fire damage, while very very few have any special vulnerability to it.
  • 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.
  • The Dreaded: The rest of the crew is scared of him.
  • Evil Laugh: A wheezing, high-pitched cackle.
  • Feed It with Fire: He has a fire resistance of 125%, meaning that not only does fire fail to damage him, it slightly heals him.
  • Feel No Pain:
    '"There isss ssso much pain... that it is like no pain."
  • Flat Character: Subverted. Ignus is all about fire and burning things, and the game's writers take exceptional delight in showing what kind of character this really makes him.
  • Freudian Excuse: In the form of Training from Hell, delivered by a previous incarnation of the Nameless One.
  • The Friend Nobody Likes: Absolutely no one in the party actually likes him. Morte, Annah, and even Grace will all express serious concern about him and suggest that you get rid of him as soon as possible.
  • Incendiary Exponent: He. Is. On. Fire.
  • Infernal Retaliation: He. Is. On. Fire.
  • Insane Equals Violent: You can act as his Morality Chain... if you choose your words carefully.
  • 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, as he's got a few unique spells he can teach you). 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.
  • Man on Fire: He. Is. On. Fire.
  • Meaningful Name: "Ignus" is very similar to "Ignis", which is Latin for fire. It's implied Ignus chose the name for himself.
    Ignus: You all are but tallow for my flamesss...
  • Natural Weapon: Fire.
  • 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? If you point out that most people just, you know, die when set on fire, he's not fussed.
  • Pet the Dog: He and the Nameless One do this to each other in one of the endings with an Evil TNO. They apologize for betraying each other, and TNO sends him to the Elemental Plane of Fire.
  • Playing with Fire: He's a burning man who can control fire, if his name wasn't an indicator.
  • Power Floats: He doesn't walk.
  • 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.
  • Pyromaniac: ...Yes. If it wasn't clear by now.
  • Sixth Ranger: You get him to join your party by tossing a Decanter of Endless Water at him. He's also a Sixth Ranger Traitor if you're playing a non-evil Nameless One.
  • Snaketalk: Except rather than a reptilian motif, Ignussss' speech recallsss the sssssizzle of burning meat.
  • The Starscream: "One day, Ignus will kill you all."
  • Token Evil Teammate: Not technically evil, but Ignus is still a dangerous, reckless, completely amoral pyromaniac too deranged to have the capacity for remorse.
  • Third-Person Person
  • Unishment: Again, he really loves being constantly on fire, and that was probably not the intended outcome of turning him into the poster child for ongoing Spontaneous Human Combustion.
  • With Great Power Comes Great Insanity: He wasn't the picture of mental health before his transformation, but it probably didn't help.
  • Wreathed in Flames: He. Is. On. Fire.


"I think, therefore I am. ...I think."

Voiced by: Dan Castellaneta

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.
  • Dual Wielding: Yes, he dual-wields crossbows.
  • Fun Personified: While not as much as Morte, Nordom is a source of much fun dialogue. Again, remember to have Annah and Grace with you.
  • 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.
  • Meaningful Name: "Nordom" is "Modron" backwards.
  • Multi-Armed and Dangerous: A type 1 (insofar as anything related to a fantasy robot that's a physical manifestation of Order can be considered natural): Quadron class Modrons always have either a pair of arms and a pair of wings or two pairs of arms. All the other Modrons that appear in the game are of the winged type, so this serves to differentiate him from them visually. If Nordom and Fall-From-Grace are in the party together, Grace will ask Nordom about it. His response is that he used to have wings, but at some point he can't recall, they were switched for the arms. Grace calls him a fallen angel, and he makes a profound comment about how that applies to pretty much everyone in the party.
  • 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. Not that this stops him from changing the subject when Grace indirectly asks if he finds her attractive.
  • Non-Human Sidekick
  • 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.
  • Rogue Drone: His basic character concept.
  • Sdrawkcab Name
  • 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.


Justice is not blind... for I am Her eyes!

Voiced by: Keith David

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.
  • Badass Baritone: He's got the deepest voice of any party member.
  • Badass Boast:
    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.
  • Bad Guys Do the Dirty Work: Not so much bad as utterly lawful, but if you manage to redeem Trias while Vhailor is in your party, the latter will perform a Heel–Face Door-Slam. With his axe. Ironically, this provides lawful good characters, who are unlikely to kill Trias on their own, the chance to wield Sun Fire, probably the strongest weapon in the game for such characters.
  • The Big Guy: He has the highest base strength stat in the game. It can even get high enough for him to solo The Transcendent One.
  • The Determinator: The only reason he's still alive is because he believes he should be.
  • Empowered Badass Normal: Even in his lifetime, he was touched by the power of justice. Now he's pretty much its avatar.
  • Expy: He's essentially Judge Dredd in a supernatural setting.
  • 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 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.
  • For Great Justice: He's motivated by bringing justice above all, and takes it to the absolute extreme. You can even burn his zeal strong enough that he solos The Transcendent One.
  • 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.
  • Lawful Neutral: To the uttermost extreme. invoked
  • Living Lie Detector: His gaze is said to see through all lies. For some odd reason, however, he cannot get a clear read on you.
  • Meaningful Name: Vhailor = Valor.
  • 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.
  • Purpose-Driven Immortality: His belief in justice is so strong it keeps him alive as long as there is evil left to punish. Presumably, when every last evil act in The Multiverse has been punished, Vhailor would finally be able to die.
  • Red Eyes, Take Warning: Yes. Most especially if you are guilty of crime.
  • 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.
  • Scary Black Man: He used to be one.
  • 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.
  • Talking the Monster to Death: He's not a monster, but you can talk him into letting go.
  • 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.

    Non-Playable Characters 

"I shall wait for you in Death's halls, my love..."

Voiced by: Jennifer Hale

A ghostly apparition haunting the Nameless One, and his former lover before the Practical Incarnation betrayed her and left her to die.

  • All Girls Want Bad Boys: In fact subverted. Her lover outwardly showed her nothing but kindness. She was more useful that way.
  • Amnesiac Lover: What The Nameless One has become to her. She was aware it would happen, and even looked for ways to mitigate the effect when she was alive. Obviously, she failed.
  • Clothing Damage: From her death wound.
  • Dying Declaration of Love: What damned her.
  • Eternal Love: One of the most painfully sad examples you'll ever see.
  • Fate Worse Than Death: Deionarra no longer has any illusions about who and what the Nameless One is, nor the torment he leaves in his wake. She loves him anyway, and she always will.
  • 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.
  • I Want My Beloved to Be Happy: No matter what the Nameless One does, in any incarnation, she still loves him.
  • Love Makes You Dumb: While her lover was a gifted manipulator, she was clearly blind to his abuse of the rest of their party.
  • 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.
  • Spirit Advisor: Only The Nameless One can see her.
  • 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.
  • Woman in White
  • 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.

  • Appeal to Force: Lothar is allowed to collect skulls and otherwise do as he pleases without interference because the only one in Sigil who could regulate him is The Lady (whose laws he does not break simply by collecting skulls).
  • The Archmage: Canonically, however, he is a priest.
  • Badass Beard
  • Collector of the Strange: He collects skulls.
  • Dem Bones: He has shelves full of animate talking skulls; their souls are bound inside them.
  • The Dreaded: About the only being in Sigil more feared is The Lady. Locals are terrified of him, as are the skulls in his parlour.
  • Evil Sorcerer: Canonically he is a True Neutral priest, but he has magic powers and is 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.
  • 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.
  • Meaningful Name: He's not called "Master of the Bones" for nothing.
  • The Necromancer: He possesses shelves full of talking skulls.
  • Non Standard Game Over: If you are a jerk towards him or try to attack him, he will kill you, and you will stay dead.
  • The Scottish Trope: Most people avoid talking about him.
  • Skeletons in the Coat Closet: While he's not really covered with bones, the 'bones' theme is apparent.



A giant golem imprisoned in a siege tower in the Lower Ward. He forges weapons for the armies of chaos in the endless Blood War.

  • Affably Evil: He isn't evil, despite being an entity of destruction. He is, nevertheless, polite and honest when talking to you.
  • The Blacksmith: He sells some great weapons, provided you can afford them.
  • Genius Bruiser: He is a gigantic metal golem, wielding an equally huge hammer. He is also visibly very knowledgeable in the art of war and destruction, as well as intelligent and eloquent.
  • Order Versus Chaos: His only goal is to forge weapons in order to fuel entropy.
  • 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.
  • 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.
  • Made of Iron: Literally and figuratively.
  • 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 Puzzlewell

"What can change the nature of a man?"

Voiced by: Flo Di Re

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.

  • Badass Boast:
    Ravel: "I have forgotten more of the Art than you shall ever know."
  • 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 a single point of damage to The Transcendent One as he brutally assaults and kills her with an endless barrage of spells.
  • Disc One Final Boss: One of the few fights in the game that you cannot avoid by any means; no matter what you say, she's not going to let you leave without a fight.
  • Even Evil Has Standards: Ravel claims what she witnessed upon tearing The Nameless One's mortality from him was too terrible even for her and that she would never try doing it again.
  • Evil Mentor: Throughout the first half of the game, she appears and manifests in various guises and shapes to help you out in strange and often squicky ways.
  • 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.
  • Large Ham
  • 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: Of perhaps a better way to put it would be, "Love Makes Your Evil Specific To Your Paramour." She wants the Nameless One, and is willing to murder him and his entire party to keep him around. Also, torture.
  • Manipulative Bastard
  • Meaningful Name: Aside from the obvious 'Puzzlewell', to ravel means to knot or entangle, and to untie or disentangle. This contranym sums up her interactions with the Nameless One quite nicely.
  • Not Quite Dead: After defeating her in battle, you leave her for dead. It turns out Ravel had more than one trick up her sleeve, but The Transcendent One isn't fooled and kills her for good.
  • 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.
  • Strange-Syntax Speaker: Occasionally uses Object-Subject-Verb word order, similar to Yoda.
  • Tailor-Made Prison: For storming Sigil with an army of Baatezu in what is implied to be an attempt to free the Lady of Pain (with no regards to what that would mean for Sigil), 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.
  • The Hecate Sisters: Together with Annah and Fall-From-Grace. Guess which one she is. Go on, guess. Hint: She is a Night Hag and thousands of years old.
  • 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.
  • Yandere: She fell in love with The Nameless One, and she's perfectly happy to kill and torture him gruesomely if it'll keep him around.


"How is it that you believe that you have earned the right to any truths in this life or the next? Such arrogance."

Voiced by: John de Lancie

An angel chained and imprisoned underneath the city of Curst. The Nameless One is pointed to him after the reveal that he might know something of his past.

  • Affably Evil: He's so affable, in fact, that he qualifies as Lawful Good. Does not stop him from stabbing you in the back as part of his scheme provoke aggression against the Lower Planes.
  • Broken Angel: His wings have been reduced to skeletal husks. Also serves as his Red Right Hand.
  • Consummate Liar: Because normally, devas can't lie in any way at all.
  • Fallen Angel: Albeit one who still wants the best for Heaven, even if Heaven doesn't want his brand of helping.
  • Good Wings, Evil Wings: A subversion, as he's still an angel despite his charred and skeletal wings. Double subverted, given that his wings were burnt off during his fall.
  • Last-Second Chance: You can give him one after defeating him. Unusually, he may even accept. Just don't bring Vhailor along.
  • 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 (It sounds like "Treason").
  • 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.
  • Nice Job Breaking It, Hero!: What exactly made you think that freeing him was a good idea?
  • Red Right Hand: Although as immaculate-looking as any deva, Trias' wings have been turned into skeletal husks that give him a somewhat sinister appearance.
  • Sealed Evil in a Can: In retrospect, it turns out it might be a good question as to why an angel is stuck in a gate-town to a Lower Plane.
  • Walking Shirtless Scene: He wears nothing but a loincloth. This actually means he exposes more skin them most of the female models, which is pretty hard to do.
  • You Can't Go Home Again: Fallen Angel and whatnot. The gates of Heaven are barred to him. 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.

Fhjull Forked-Tongue

"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!
  • Deadpan Snarker: Just look at his quote.
  • Deal with the Devil: Attempted one with Trias, and lost.
  • The Eeyore: Fhjull is not a happy camper. Or devil. Played for Laughs.
  • 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: He does nothing but help you, and even gives you equipment and spells for free, yet still you can sell him out to the Pillar of Skulls. Then again, he is a devil and wholly unrepentent about what he has done in the past. Pay Evil unto Evil may be at work here.
  • 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.
  • White Sheep: Entirely and vocally unwillingly.


Paranoid Incarnation

One of the Nameless One's previous incarnations.

  • Body Surf: What he thinks is happening to him— he believes all the other incarnations and resurfacing memories are from other beings who are trying to steal his body from him. They're the reason for his paranoia.
  • Chaotic Evil: Official alignment. Though his madness might tilt him toward Chaotic Neutral, it may be 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.
  • Fighter, Mage, Thief: Thief, and an extremely skilled engineer of traps and puzzles.
  • 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).
  • Literal Split Personality: In the Maze of Reflections during the endgame.
  • Neck Snap: His signature move for taking care of those poor unsuspecting fools who had outlived their usefulness.
  • Note to Self: Wrote a few, and spent most of his life destroying other such notes left by 'body thieves', past (and future) versions of himself who he feared had stolen his life and memories.
  • 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.
    • Also to the Practical Incarnation, since both were utterly brilliant (albeit in very different ways) whose actions in life drastically affected the incarnations who came after them. Both committed terrible acts as a result of their condition, but were ultimately motivated by the desire to break the cycle of reincarnation and reclaim their lives. The difference is that the Practical Incarnation actually knew what he was talking about, while the Paranoid Incarnation sabotaged much of the work his past lives had done piecing together the puzzle of their own existence.
  • Nice Job Breaking It, Hero!: His paranoia led him to set up traps for his later incarnations (whom he believed were thieves, stealing his body) and destroy journals that contained information crucial to understanding who the Nameless One is and how they came to be this way. The Paranoid Incarnation spent his life sabotaging the work of his past lives in order to spite anyone who came after him.
    • Said journal crops up in the ending video. Yes, it ended up in hell, staked on a rock. Very symbolic.
  • Nice Job Fixing It, Villain!: His stated goal is to sabotage all future incarnations, who he considers to be thieves out to steal his mind and body, by destroying or trapping all information that could be used by the Nameless One to discover his identity. However, those same traps ensured that a lot of crucial items and information remained untouched until the current incarnation came along, enabling your eventual victory.
  • Video Game Caring Potential: If you decode the secret messages inside his dodecahedron and learn Udo, you can enter into a conversation with him where you learn exactly why he's so paranoid in the first place. Suffice it to say, it's not a happy tale. If you do, you can then convince him to merge with you, getting a massive XP boost in the process.
  • You Have Outlived Your Usefulness: Anybody who could potential provide information on his movements or existence was summarily disposed of once they'd served the Paranoid Incarnation's purposes, typically by Neck Snap. He was particularly prone to this when it came to the builders of the traps he commissioned to ensnare any incarnations who came after him (both in the sense of their stealing his body and chronologically).

Practical Incarnation

Another of the Nameless One's previous incarnations, whose plans and machinations endure even after his death.

  • Big Good: A VERY dark example, but he is 90% of the reason you're able to get so far on your Quest for Identity. Too bad he's such a humongous prick, though.
  • Crazy-Prepared: There's very little he didn't plan for, although some things didn't go quite according to plan.
  • Evil Cannot Comprehend Good: The main reason he failed, as the Good Incarnation throws into his face, is that he never was interested in learning the motivations of his companions.
  • Evil Genius: Very intelligent, and very evil.
  • Fighter, Mage, Thief: Fighter, despite his impressive Intelligence score.
  • Genius Bruiser: Both Morte and the memories the Nameless One gets of him suggest that he was a fighter. He was also very definitely a ruthlessly brilliant tactician and manipulator. Statistically speaking: 25 Strength, 19 Intelligence. Sarevok can go hide in a hole.
  • Hoist by His Own Petard: He may try to take over your mind and seize control over your body. If your Wisdom is high enough, you can make him regret it thoroughly.
  • Insufferable Genius: Has shades of this towards the other incarnations when they're trapped together in the Crystal Trap.
  • Jerkass: When he sheds whatever façade 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
  • Literal Split Personality: In the Maze of Reflections during the endgame.
  • Magnificent Bastard: Brilliant, manipulative, ambitious, charming, cunning, and willing to do anything to achieve his goals, the Practical Incarnation checks every one of the boxes.
  • 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.
  • Moral Event Horizon: What he did to Deionarra. invoked
  • My Death Is Just the Beginning: His monstrosity aside, he's probably half the reason the Nameless One manages to get as far as he does.
  • Necessary Evil: You will realize this after defeating him. It's why he's "Practical" and not "Evil". Of course, it was always specifically to help himself, no one else, so the necessity is a little arguable... That being said, your quest might well be impossible if not for the clues he left behind, many of which could not have survived the passing of the years if not for his ruthlessness. Ultimately it's up to you to make all the suffering he caused worthwhile— or to use it for your own selfish benefit all over again.
  • Note to Self: Very big on this. Most of the helpful journals left behind to guide you and help you understand your situation? He wrote them, knowing that he might one day die and not wanting to risk losing all the progress he'd made. Of course, then the Paranoid Incarnation came along and undid much of his work.
  • 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.

Good Incarnation

A calm, sane and kindly individual, and yet another of the Nameless One's previous incarnations: as it happens, the first and original.

  • 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.
  • Fighter, Mage, Thief: He's implied to have been a mage, though he was also a great general.
  • Literal Split Personality: In the Maze of Reflections during the endgame.
  • invoked 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). 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.
  • Nice Job Breaking It, Hero!: He made himself immortal in attempt to atone for his past deeds, but each life he lived had his own ideas, and very rarely were they saints. Or sane.
  • Note to Self: One that's very easy to miss.
  • 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.

The Transcendent One


Voiced by: Tony Jay

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.
  • And I Must Scream: He cannot leave the Fortress of Regrets for long; each death you suffer erodes not only your mind, but his physical form. You can point this out to him, and that if this keeps up, this will be his eventual fate.
    TNO: "Is it possible that as I die the death of the mind with each of my deaths, you die the death of the body? As I lose spirit, you lose substance. That's why you find it harder and harder to leave this Fortress and travel beyond this plane. This Fortress is not only your prison, it's going to become your tomb."
  • Animated Armor: He looks like an armor made of barbed vines. Fittingly, when he rejoins The Nameless One, he is worn like one.
  • Badass Baritone
  • Badass Boast: Speaks a lot like this. Examples include:
  • Big Bad: Albeit without a typical villainous motivation; he just wants to be left alone.
  • Enemy Without: To be specific, he's the Nameless One's estranged mortality given physical form.
  • Evil Sounds Deep: Very deep, also with a dose of Power Echoes and all his texts are Caps Lock. When he reunites with you, your text also becomes Caps Lock.
  • Final Boss: The last boss fight of the game, or not.
  • 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.
  • Ironic Hell: He has the knowledge and skills of all the incarnations that have died before, and possesses enough power to make or unmake entire planes. But for such a mighty creature, he cannot leave the Fortress of Regrets for extended periods of time, for as the Nameless One dies the death of the mind, the Transcendent One dies the death of the body, and the Fortress is the only thing that sustains his life force, effectively making him a prisoner on his own plane.
  • 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.
  • Large Ham: Very much so. Played by Tony Jay at his glorious, hammy best, to the point that when his dialogue is shown in text, it's always IN ALL CAPS. Here's a good example, though with a spoiler (and pork overdose) alert.
  • 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.
  • Playing with Fire and An Ice Person: He really likes using the spell "Fire and Ice". Just ask Annah.
  • Power Floats
  • Shoulders of Doom
  • Spikes of Villainy: Brambles of Hamminess, more like. He looks like a framework of a creature - something unwoven from a whole and left ragged.
  • Talking the Monster to Death: One of the rare video game instances of being able to talk the final boss to death.
  • Tragic Villain
  • 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
  • Villainous Breakdown: Subtle, but if you go for the Talking the Monster to Death or Stop, or I Shoot Myself! route, he's visibly rattled at the fact that you're both going to hell together.
    TNO: Actually, I can. I had a golem forge me a blade which can kill even immortals.
    TNO: Am I? See this blade, and feel its nature. The way I see it, there's only 2 ways this ends: you kill me and I keep existing as an Empty Shell, or I kill myself. Unless you have a better option?
    TNO: Actually, there is another option. Re-unite with me, let us be mortal again.
    TNO: It is better that we suffer than the rest of the multiverse suffers.