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The Natural Oneders campaign ran for six chapters between 2017-2019, and a lot of plot related things have happened, and there are lots of characters. As a result, some things are Spoilers, and some aren't marked. Be aware of that.

And for things pre-and-post 2019 shakeup, the page has been divided into Pre-Fall, and Post-Fall categories. Be aware of this.

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Player Characters

Party NPCs

     Guest Characters 

Aarondale Jekanda "AJ"

A guest character played by Takahata 101, a high elf wizard cursed by the God of Time to teleport randomly every 12 hours until he can find everything on a list of 100 items.
  • Amusing Injuries: Has a scar on his neck that apparently quite clearly came from one of the monsters he had to pull a tooth off of.
    • He's later seen with some scarring on his head and a chunk of his hair's been burned off from his time on Ghast Isle...during the day of the Fall itself.
  • Asshole Victim: Was cursed due to harassing a fellow student who turned out to be an aasimar, although in telling the story he tries to make himself sound like the victim. Out of character Taka describes him as the "Draco Malfoy" of his school, forced into humiliating circumstances.
  • Birds of a Feather: With Morgan, over being screwed around by gods.
  • Break the Haughty: His curse was implemented for this reason, and has worked partially; he's not nearly as aloof and cruel as he once was, but he hasn't learned anything about compassion or quelling his ego.
  • Brilliant, but Lazy: His second appearance proves that, when he does apply himself, AJ is actually quite helpful. He just has to be bored out of his mind or end up teleporting in the middle of a situation that puts even him in immediate mortal danger to be motivated enough to put aside his single-minded self-centeredness.
  • Crippling Overspecialization: Being an ace transmuter doesn't mean a hell of a lot when you're cursed with trying to find things.
  • Collector of the Strange: Enforced by his curse. He has to find an increasing amount of hard to find and bizarre things and fill a bag of holding with it. Naturally, he is EXTREMELY loathe to part with any of it.
  • Fantastic Racism: When addressed by Ezra, a half-elf, as a fellow elf, he causally quips that such a comparison is a stretch.
  • The Friend Nobody Likes: None of the regular party members or NPCs are really fond of him; even Eloy gets snappish after being around him too long. They only put up with him because he's willing to pay handsomely for their assistance. He gets better by his second appearance as he manages to get along with Chromagil and especially Morgan. Even Wake only expresses annoyance initially, and while they still aren't friends, they're on much less shaky ground this time.
  • Guest-Star Party Member: Since Taka can't play with them all the time, they came up with a character who had a good reason to leave but also a good way to pop back in if he wants to play again.
  • It's All About Me: Thinks only in terms of his own needs and ignorant to those of others. Partially this is justified by his desperation to find the next item before his time expires, but he also ignores the feelings of those helping him in this quest. Whenever someone complains about the trouble his presence causes, he simply reminisces about how much his own life sucks, and insists they should be happy to be so well-paid for helping him. He drops this in his second appearance, mostly since, he's getting on well with the new party that nobody's really griping about being around him.
  • It Amused Me: Openly admits he's helping out in his second appearance out of boredom. He does throw his weight around much more this time, though.
  • Jerkass: Exacerbated by the fact that he's been stuck with this curse for 15 years now, but he doesn't show much concern for anything other than himself and getting his list items. He even manages to piss off Eloy.
  • Laughing Mad: Over a decade of randomly teleporting every 12 hours has left him... less than stable, and he has a tendency to suddenly burst into laughter for no reason.
  • The Load: The nature of his curse, limp and abrasive, snotty personality all but ensures he's had to gather most of the things on his list himself, as he's practically useless in most circumstances. Enforced by Taka, as when making him, Zito gave Taka a host of spells to choose from and he refused a lot of them, citing them as "Too useful."
    • Averted hard by his second appearance, as his casting of Haste on Wake IMMENSELY helps out in the fight he finds himself in, along with identifying that his recently-acquired Kelpie-enchanted gloves give the merman what is effectively an underwater-only Kamehame Hadoken. He's also instrumental in discovering that the smuggling ship, the Oscuro, that the party is on is actually setting them and the passengers up as sacrifices to agents of the Onrush.
  • Mood-Swinger: Has a tendency to jump from Laughing Mad to growling out threats within the same sentence, especially when he's upset.
  • Only Known by Their Nickname: Goes by AJ.
  • The Pig-Pen: Admits that, when he first meets the party, he hasn't bathed in months.
  • Pet the Dog: Even before he learned that he'd potentially be getting an item on his list, he agreed to help out with investigating the apparent murder mystery he and the party find themselves in, though mostly out of boredom.
  • Power Incontinence: Was extremely adept at Transmutation magic, but his curse locked away his ability to use such spells, which opened him up to using all the other schools...but he's supposedly awful at them. And the only divination spell he can use is Locate Item. The very spell he mocked Divination for having in the first place when he was mocking an Aasimar Divination major.
  • The Stoner: Looks like one, anyway.
  • Throw the Dog a Bone. Doubled with Laser-Guided Karma, as, by being less of a snotty jerk in his second appearance and applying himself far more than he ever did before, he manages to help save the party's bacon twice over AND get another item on his list. What helps is that he openly agreed to help out BEFORE he even learned he had a chance there and then to get that item.
  • Took a Level in Kindness: Downplayed. He's still a self-serving jerk, but a lot less of an asshole when he pops back up post-Fall, and is actually fairly cooperative with the party this time around, openly helping out with the murder mystery-turned-occult shenanigans that he winds up in, though it's mostly out of boredom and the fact that the enemies they end up facing has an item on his list. Worst he ever does is call Wake lucky for not being at ground zero at Eburkal when he asks where Ezra and Eloy are.
  • The Unfettered: He's been at this hunt for so long he's long since stopped caring about anything other than lifting his curse.
  • Verbal Tic: Constantly points out how much time he has until his next teleportation. Doesn't do this in his second appearance, as he finds himself right in the middle of a cult sacrifice plot.

Isoria

A guest character played by MasakoX. An Aasimar Sorceress who was sent from North Xellus to gather information, appearing in the Unwitnessed Kingdom before the Natural One-Ders. However, she's not exactly sure what her masters wanted her to find.
  • All Girls Like Ponies: Averted: when told the Unwitnessed Kingdom is inhabited by unicorns, she claims they were popular with other girls but she never got into the fixation.
  • An Ice Person: Isoria likes using spells that deal cold damage.
  • The Comically Serious: She remains unflappable even in the face of Wake punching a gigantic duplicate of Eloy in the testicles.
  • Cross-Cast Role: A female character run by a male player.
  • Deus ex Machina: Provides the group with a way to safely transport the Unicorns to the surface.
  • Flat Character: Unfortunately Masako visited at the climax of a story arc, meaning everyone was focused on that and thus Isoria didn't get much opportunity to demonstrate her personality; compare to AJ, who showed up during a lull in the action and thus had an entire episode centered around him.
  • In Medias Res: Her "masters" sent her through a portal, resulting in her showing up in the middle of the Trial of Wills and being thoroughly confused.
  • Shorter Means Smarter: An Aasimar and a Sorceress who's apparently pretty well-versed in the past, and she's about the size of a halfling.

Keldemov

A guest character played by Brian. Woolly-Loxodon Cleric who is to be the new Great Kal's personal guard. Due to circumstances of the planned assassination, He needs the Oneder's help to get to his would-be king to keep him safe.
  • An Arm and a Leg: He's missing a leg and a tusk, using his warhammer as a crutch to move around.
  • The Comically Serious: Along with with being not so above it all, Keldemov is a giant elephant man with a very deep voice who is built like a tank and is an obviously veteran fighter. He freaks out whenever he has to be diplomatic and, thus, tries to act nice and reasonable just to come off as incredibly awkward. He rolls a 3 on a persuasion on a little girl and yet still won out as she got a Nat 1.
  • Mundane Utility: His Weapon of choice also functions as a pretty neat walking stick.
  • Nice Guy: At first, he seems to be the type of man who wouldn't care about the common folk because of his demeanor and his position, but he always does his best to help people.
  • Not So Above It All: Introduced as a very serious man, but is scared by Madam Gigglesplinters and finds it hilarious that a crew of guards tried to arrest her and she, unsurprisingly, escaped almost immediately.
  • Praetorian Guard: To be the head of it once the coronation happens.
  • Reasonable Authority Figure: Among other things, he asked the crew to give up their contraband of potions that Ezra managed to hide. After the Dagon accidently kills Jillian with one he either didn't put up a fuss that they hid it or that they give them to Charlotte for study. He would also be within his rights to order that the destruction of the spider infested tower not be carried out since the dead bodies of the guard haven't yet been collected, but he let's the crew blow up the tower seemly because of the threat the spiders pose. He also points out that he can't arrest Madam Gigglesplinters because she's outside his jurisdiction which seems unreasonable since she somehow has access to abyssal tumors, but he is well aware that it would be pointless to try and arrest her. This is proven when it's revealed that the guards had already tried to arrest her and she immediately escaped.
  • Shock and Awe: He's a Tempest-domain cleric, so he's got access to plenty of this.
  • Straight Man: To the One-ders, due to his station and also his job makes him one within minutes of meeting them.

Factions

     The Grand Design 
A coalition of seven Pirate Lords who oppose the Navy's overuse of Magic and wish to advance technology to the point that they can overtake magic as the chief energy source in the world. They have holdings in Jahal Cove, Bulkard, Avast, Barnacle Bay, and Eel's Gape.

It is the Grand Design that gives the Natural Oneders their main quest: Deliver a set of important documents and schematics to Eel's Gape that are vital to this plan.

The Grand Design as a faction provides examples of:

  • A Lighter Shade of Grey: They're all still pirates, after all. But they're more than willing to cooperate with people who are in on the overall plan. This also applies to them in comparison to their counterparts on the Northern seas who are much less humane and far more of the Rape Pillage Burn kind that is expected of their kind.
  • Clockpunk: Much of their gear either runs on this or Steampunk level contraptions.
  • Godzilla Threshold: Their grand invention, airships, was meant to be a peaceful way to safely travel across the continent free from the grip of the Navy. Post-Fall, however, their completed airships are to be armed with weapons that can help defeat the Onrush.
  • Defector from Decadence: Meed is ex-Navy, and it's possible that other pirate lords are too.
  • The Magic Versus Technology War: On the Technology side. They seem to use it for pretty much everything they can.
  • Pragmatic Villainy: Their work supersedes any explicit villainy they could do to the main characters, but Lot makes it pretty clear that if he could, he'd be back on the seas raiding like crazy.
  • Scoundrel Code: Present and accounted for. Lot in particular seems to be a bit of a stickler for adhering to it.
  • Teeth-Clenched Teamwork: It's generally implied that their belief in the project is way more than their love for each other.
  • Visionary Villain: Still a bunch of cutthroats and thieves that terrorize their local waters, but lately their ill-gotten plunder has been going towards the aim of advancing technology, whatever the cost. The so called Grand Design of their name? The endgame for them is to get rid of the Onrush using airships.

Captain Jacob Meed

Introduced in Chapter 1. The Governer of Jahal Cove and a Semi-Retired Pirate Lord. He introduces the Grand Design to the Natural Oneders and sends them on their way to Eel's Gape. He becomes the Oneder's boss as of Chapter 3 when they join up.
  • A Father to His Men: Is very fond of his rag-tag crew and the Oneders; lobbying hard for them to fly his flag. When they agree, he seems genuinely appreciative.
  • Affably Evil: For a pirate lord, he doesn't come off as that bad a guy.
  • All There in the Manual: His first name was stated in the TFS Discord server alongside his official artwork.
  • Benevolent Boss: To his crew, who seem unflinchingly loyal to him
  • Big Good: The closest thing to this post-Fall, as it's he who engineers the scheme to retrofit their original plans for airships with weapons that can defeat the Onrush, enlisting the help of the Voliton and the cult of the Collective One, and thus, the post-Fall party.
  • Internal Reformist: It turns out he was once part of the Navy, having joined to try to find and develop a means to create magic that doesn't drain the Realm, but escaped after being sentenced to death for doing so, leading to throwing his lot with the Pirate Lords.
  • Heroic Sacrifice: Non-lethal example. Part of his deal with the naval crew that he originally sent the party towards was that they would overlook the sabotage of their camp and the presence of a pirate in Jahal Cove, but he's essentially to be forced out of retirement with his crew, given a five-day head-start by the Navy.
  • I Need a Freaking Drink: Takes a huge swig from his mug when he learns how Wake freed Nedra from her contract and thus potentially drawing the ire of her former master, fellow Pirate Lord Nyeth.
  • Reasonable Authority Figure: Comes across as a good governor for his land and is willing to give the group freedom in exchange for their help. When they reconvene in Chapter 3, He offers to pay the crew for how far they've gotten and to get them off the trail of vampires by taking the documents he gave them.

Captain "Jovial" Lot Nyeth

Introduced in Chapter 2. The head of the the Fine Day Boardwalk Company and Pirate Lord, based in Bulkard. He sets the crew on a quest to repay him for causing havoc in the zoo he owns.
  • Everyone Has Standards: Like everyone else, is not fond of Caster at all.
  • Faux Affably Evil: Moreso than Meed as he's also a businessman first and foremost in addition to being a pirate lord, but is far more relaxed and jovial around the party. At the same time, he keeps reminding people that he's perfectly willing to have them killed if they displease him.
  • Fleeting Passionate Hobbies: Right-Hand Cat edition. First time the party meets him, he's cycling through different dogs every few minutes before chucking them into a bowl and demanding another. When they return from the Unwitnessed Kingdom, it's the same, but now birds.
  • Gilded Cage: Because he operates right under the nose of both the Kals and the Navy, he spends most of his time in his hidden base, which he's filled with all manner of luxuries to ease the living conditions. Ezra hits a nerve when he suggests Lott try to find some time to sail the ocean for a change.
  • Pragmatic Villainy: Never tries to screw over the One-ders, and would have only done so had they failed to uphold their end of the bargain.
  • Reasonable Authority Figure: Hardly gives the party trouble for effectively taking Nedra from them, and, after some negotiations and (deservedly) throwing AJ under a bus, lets them off for the mayhem they caused at the zoo. He also openly gives them avenues to screw over Caster and to acquire the Collective One's heart, though all within the limits of proper business.
  • Right-Hand Cat: Has a lapdog on him when the party first meets him, which he casually gives away. When they meet him the second time, he's got pet birds instead.

Captain Rumblood

Captain of the Rumbloods; a Gremlin who controls a crew run by entirely by children. The main characters never meet him, setting half their crew to go deal with him going well-overboard with his raiding.
  • The Ageless: As a Gremlin, he can remain a "kid" forever.
  • Anti-Magic: Rumblood, as a Gremlin, can short out magical equipment. He uses it to blow up Skrung's gun and his hand in the process.
  • Child Soldiers: In a way. The Rumbloods weaponize the fact that most people don't want to kill children and manage to cause trouble by being able to disappear with goodies quickly. From his perspective, it's better than leaving those kids in Navy-run orphanages.
  • Enfante Terrible: Runs a whole crew of 'em.
  • The Friend Nobody Likes: The Navy aren't the only ones disgusted by his use of child soldiers. The pirates don't like it either. Even worse, they know that some of his men are cutthroats who can pass as children that ensure that the kids can't leave the organization. They still keep him around because he's useful.
  • Offscreen Villainy: The Rumbloods aren't encountered by the player characters until they find a crew of them that has been turned into vampires.
  • Secret Word: Just two that signifies between Rumbloods that they are in fact Rumbloods. Adults suck.

Mistress Zarael Zazamalel

A tiefling pirate lord mentioned in Chapter 1, but introduced properly in Chapter 3. who Wake believes destroyed his village and slew his brothers. But there's more to her than Wake thinks.
  • The Alcoholic: In her time meeting with the wonders, she spends a good portion of it drinking like a fiend.
  • Blood Knight: She'd much rather be fighting anything rather than go to boring meetings. She honestly would rather have Wake take a swing at her than explain what happened.
  • Flaming Sword: Her swords exude purple flame when drawn.
  • Jerkass Has a Point: Spends most of the meeting being fairly prickly, but notes that she doesn't do her pirate work in northern waters where Wake's Village is and only showed up at Wake's then-destroyed village to save the villagers from the raiding party.
  • Last-Name Basis: Is only ever known by her last name.
  • Mistaken Identity: For the pirate who helped destroy Wake's village. Turns out, she wasn't anywhere near his village at the time.

Lady Siren

A mysterious Pirate Lord who is mentioned to have disappeared in Chapter 3. We learn slightly more about her when the crew make it to Eburkal and she's mentioned to be working out in the desert.
  • Escape Artist: She can walk in and out of a supermax prison without batting an eye.
  • Establishing Character Moment: Is revealed to the One-ders by single-handedly slaughtering Almarad's goons in a profoundly gruesome way using water magic in order to get his attention.
  • Familiar: Hers is an eel called "Bleh".
  • Making a Splash: Her powers appear to be over water itself, which she can use to terrifying effect.
  • Reasoning with God: In a way, She wants the Rumblood children to be free of the Lamprey Dogma, but she needs Almarad to return to his former near-godlike strength to do so.

     The Legermain / The Navy 
The other principal faction in the campaign. They seek to aggressively root out the pirate menace, as well as the Abyssal, wherever it shows up. They have holdings in Bulkard, Eburkal, Rite, Silvergleam, and Xellous.

The Navy as a faction provides examples of:

  • Disproportionate Retribution: While they seem to have calmed down a bit in present times, their past is filled with horror stories of genocide and racial cleansing without any mercy.
  • Military Mage: Unique in that almost every role in the Trope is implied to be the case as the Navy does practically everything using magic.
  • The Magic Versus Technology War: Firmly on the side of magic, using it for all manner of things, and actively limit technology within cities they control.
  • N.G.O. Superpower: There used to be several kingdoms that dotted the landscape, and then the Onrush happened. The Legermain fought it back, and now wield considerable authority in the ports that they now control.
  • Police State: Post-Fall, the Navy is noticeably more brutal in policing the seas, making sea travel far more dangerous than it already is with the new monsters swarming the oceans.

Captain Ave Lo Eshtali

A high-elf Naval captain who was stationed on the north end of Jahal Cove. She parlayed with Captain Meed in a joint venture to capture Viktor in Chapter One.
  • Alpha Bitch: Her stuck up personality and ego cause Wake and Zia'ka to denote her as such.
  • Can't Argue with Elves: She's an elf, and she seems to have an ego complex.
  • It's Personal: Her brother was murdered by Viktor to further his experiments, and she's committed to bringing him in.
  • Hair-Trigger Temper: She's known to be easy to set off, and displays manic anger at the slightest provocation.
  • Not So Above It All: Is onboard with bringing the crew of the ships under her command to watch the One-ders impromptu show, and even barely manages to hide a snicker from Skrungliacci's routine.
  • Reasonable Authority Figure: Despite the above, she's levelheaded and understanding enough of the various incidents and shenanigans prior to and following her introduction. Later, after they all return from their journey, she gives her word and gives Ezra the information on the Admiral Lockwood that he seeks and while she's too low in rank to get the half-elf close enough to the high-ranking officer, she does point him to where he may try to get closer.
    • Remains one when she returns in Chapter 3, coming to help out the Yeldin get back in the water, and then states she'll opt for diplomacy with Strangletree and the Grung. Same with the entire incident with the stone face once everything from all sides has been explained, and rather than execute Koloff for his otherwise honest mistakes, she merely imprisons him in a rather comfortable cell and only to ensure his safety under her custody. It helps that she's ended up with a lost dragon in need of help and an enchanter who now owes them a life debt at the end of it all.
  • Teeth-Clenched Teamwork: Downplayed. She finds Gore overbearing, as opposed to the One-ders.

Troy Hulch

A paladin of unknown race who serves as Ave Lo's bodyguard while on Parlay. He gets his power from Ludarius, Elder God of Light.
  • Ambiguously Human: Due to his armor obscuring his face, the group is never sure what race he is. When Abyssal Mindflayers grab his helmet, he tears it off, revealing he has no head.
  • The Big Guy: He towers against most of the pirates working for Meed.
  • Losing Your Head: More accurately, it doesn't seem like he ever had one. Or at least not a head that fits in the helmet, anyway.
  • Portmanteau Name: "Troy Hulch" is made up of the names of the three imps that stack on top of each other to animate the paladin armor. They are "Troy", "Hul" and "Ch".
  • The Paladin: Shiny Armor? Check. Healing Magic? Check. Religous devotion? Check.
  • The Stoic: He's perpetually calm and imperturbable.
  • Totem Pole Trench: Or rather, he has three and these are of the imps that stack on top of each other within the armor.
  • White Mage: His connection to Ludarius grants him powerful healing magic.

Arundhati

A Djinnborn who accompanies Ave Lo while on parlay. She specializes in water-based magic and serves a tracker.
  • Freudian Slip: Is subject to this out of character. Zito has a tendency to call her "Our Hottie" on accident.
  • Making a Splash: She uses water magic, and everyone who looks at her feels like they're standing under running water. She's not a water elemental though, as Wake clarifies.
  • Never Heard That One Before: After explaining her Djinn origins, she's not surprised that Eloy asks if she can grant wishes.
  • Nice Girl: We see more of it in Chapter 3 when, hoisting Koloff aside, she's the one who tends to him after his situation's finally been resolved.
  • Seers: She can use remnants of magic to track the person who cast it. She uses this to get leads on Viktor.
  • Our Genies Are Different: While she possesses magical abilities, she makes it clear that she does not grant wishes.

Lieutenant Gore

A hulking, jovial, and absurdly hammy humanoid and chief officer of Bulkard's navy base. He's actually an ancient brass dragon.
  • Ambiguously Human: By appearance, seems to be a middle-aged human, but emits a persistent scent of tobacco smoke, and when upset, the smoke becomes intense enough to cause inhalation damage. As the group discovers after returning from their undersea adventure, he's a brass dragon.
  • Beware the Nice Ones: Has a very pleasant attitude and a jovial manner, but the idea of chaos in his domain causes his power to erupt and cause minor damage to those nearby, even without a specific target.
  • Beware the Silly Ones: Spends a lot of time being rip-roaringly hilarious, but the second he finds out anything about pirates or people in league with the pirates...casualties emerge.
  • Big Damn Heroes: At the end of Season 2 Episode 17, he shows up in dragon form and saves the group from the wrath of Pabsvadri.
  • Decapitation Presentation: In the final (regular) episode, Gore's death is confirmed by the fact that one of the demons' ships is decorated with the skull and bones of a bronze dragon. Wake swears to Woe that they'll retrieve his body and give him a proper funeral, which happens in the epilogue.
  • Incoming Ham: "HELLLLOO~! It's meeeee! Lieutenant Gore!"
  • Kaiju: Par for the course for dragons, but Zito describes his dragon form as being at least the size of an island, roughly, which leads to Lani expressing disbelief at how Wake could've possibly missed that while he was above the surface of the water, though not only can Gor polymorph, the group also joke about mistaking him for a land-mass.
  • Large and in Charge: He is the chief naval officer in Bulkard and is a massive man. And then there's his True form...
  • Large Ham: Very hammy. Which makes sense, Brass Dragons in D&D are notoriously talkative.
  • Made of Iron: Took a punch to the face from both Nedra and Wake and he doesn't budge. When you know his true nature it makes perfect sense: A single punch from either of them wasn't going to do squat.
  • Our Dragons Are Different: Brass Dragons in D&D tend to hang out in deserts and don't have a swim speed, but in the world of Rydin, it can easily move around in the water. They're also much smaller than he's been described as, even fully grown.
  • Perpetual Smiler: He is rarely without a massive, toothy grin on his face.
  • Reasonable Authority Figure: Despite his eccentric nature, Gore is friendly, jovial, quite fond of the One-Ders, and seems to only want law and order to be upheld. When Nedra punches him in the face due to being hopped up on coffee, the group is horrified but he simply laughs it off.
  • Suddenly Shouting: With his personality being based on the Red Guy he has a habit of just randomly yelling.
  • The Worf Effect: Is revealed to have been killed trying to hold off the demon fleet.

     The Volition 
A multi-generational group of heroes dedicated to stopping the undead and vampires wherever they pop up.

Pontus Reil

An old man who leads Adventuring Guild and is Grandmaster of the Volition that the crew meets in Rite.
  • Big Good: As the leader of a group of heroes dedicated to saving the world from undead and demons, he might be the closest thing to this in the setting.
  • In the Hood: Wears a veil over his ancient face until he's sure the group isn't being overheard.
  • Mr. Exposition: Explains the guild, the Volition, the ideological reasons behind the Navy and Pirates fighting, and what the Lamprey Dogma is up to for the crew.
  • Reasonable Authority Figure: Runs the Adventuring Guild as well as the Volition with the same levelheadedness and forethought. Further, he's aware that telling civilians like the Natural Oneders what he knows after what they've done for them and then press-ganging them into the Volition would be impractical.
  • The Spymaster: The Volition's leader and where all the information collected by the Volition inevitably ends up with.

Miss Mary May

Poliffi's sister. She's a very fancy lady with ties to the Volition. And also, Barabus' wife.

Victoria

A sorceress who's pretty obviously Redd's mother, and receives her correspondence from her adventures. She serves as the translator for the Volition.

Post-Fall, by the time the Natural Wonders return to the guild hall, she's the de-facto leader.


  • The Alcoholic: Post-fall, she took up the habit of drinking and especially after a shock invasion from Barghests.
  • My Beloved Smother: Downplayed, but she spends a considerable portion of the meeting reacting to the Oneders like a mom just meeting her child's college friends, to no small amount of embarrassment.
  • Pimped-Out Dress: Wears beautiful purple robes.
  • Translator Buddy: For a vampiric text.

Joe Massacre

Death's right hand acolyte, who ferries the dead to their rightful rest...And he's looking to collect on Risf.
  • Berserk Button: Gets very nonplussed at the mere idea of souls being pulled from their place of rest.
  • Cool Mask: Wears a dragon skull for a mask.
  • Hell Is That Noise: Is followed by the wails of the damned.
  • The Stoic: He speaks rarely, but when he does...people listen.

     The Lamprey Dogma 
The main antagonist group. A long time ago, a renowned doctor lost his wife and daughter to illness. Obsessed with the secret to eternal life and resurrection, he struck a deal with Garlux of Ghast Isle, returning his family to life...but turning them into vampires, and warping their minds. Now, the deranged doctor and his scores of vampire minions seek to improve their condition and create new life from old, and ultimately to "cure" vampires of their inability to walk out in the sun, and they need the Great Kals to do it...
  • Body Horror: Their good doctor leader loves "modifying" the dogma's children with all sorts of disgusting modifications.
  • Deal with the Devil: The Dogma came to be from one of these.
  • No Body Left Behind: Of a sort. A ring heats up underneath the bodies of the Dogma's minions cause their bodies disintegrate. It acts as a sort of Cyanide Pill for them given their ability to just resurrect if killed.
  • Hoist by His Own Petard: Their off-screen victory was this. They managed to successfully take the acropolis and presumably sacrifice the king, which caused the acropolis to fall from the sky and crash onto the island below, resulting in an explosion that killed them all.
  • Human Resources: Comes with the territory.
  • Gorn: Their flesh golems are horrifying monsters of mismatched parts and meat.
  • Our Vampires Are Different: Even in-universe, they have plenty of differences from what is considered a "natural" Vampire, and are far, far more gory than other vampires.
  • Would Hurt a Child: They've Vampirized children of the Rumbloods. And they're gonna keep trying to do so until stopped.

Minor NPCs

    Residents of Jahal Cove and the North Island 

Captain Jacob Meed

See The Grand Design.

Timothy

A kindly (if clumsy) ogre that does odd jobs around Jahal Cove. Eventually, he joins Meed's crew, mostly in a support capacity.
  • And Call Him "George": Immediately takes a liking to Eloy, petting him affectionately and accidentally knocking him off the dock into the harbour.
  • Bear Hug: Delivers one to Wake, with the latter narrowly avoiding cracked ribs or worse.
  • Children Are Innocent: He's not too knowledgeable, and certainly acts like a young child, despite his size.
  • Does Not Know His Own Strength: He's always accidentally breaking things around him with his ogre strength.
  • Eye Scream: While playing rough with Nedra, he takes a faceplant in the pumpkin patch and gets a gourd embedded in his face. Luckily, as a troll he just shrugs it off.
  • Happily Adopted: He lives with Abigail, who runs the general store and has become his mother figure. They care about each other, but Timothy's gargantuan size puts a lot of strain on her.
    • Also adopted in a meta sense, as Timmody was created by Brian, the live-studio tech guy rather than Zito himself.
  • Insistent Terminology: His name is pronounced "Timmody" by the other characters.

Harros Pibbs

The tiefling innkeep in charge of the Flappy Stingray tavern. He's a gambler at heart and can't stand people who cheat. He's married to Mary Pibbs.
  • Bouncer: If he catches you cheating, he's kicking you out. Preferably through the window.
  • Badass in a Nice Suit: He's known to wear fashionable clothing, and has the strength to throw a man through a window without trying.
  • Finger-Snap Lighter: Uses this method to light his cigars, as being a Tiefling gives him affinity with fire.
  • Horned Humanoid: He's a Tiefling, so it comes with the territory.
  • Rugged Scar: Has what appear to be claw marks running down the left side of his face. They even cut into his horn.
  • Smoking Is Cool: Rather, his particular method of smoking is cool. He's described as inhaling the entire cigar as it burns to ash, then expelling the smoke all at once.
  • The Gambling Addict: He's not in danger of losing money, since he runs the inn everybody gambles in, but he has an unhealthy affinity for the thrills of a good gamble.

Mary Pibbs

A Human woman who's married to Haros and help him run the inn.
  • Deadpan Snarker: Takes this attitude towards the party early on. During her first interaction with them, she complains about how difficult it's going to be to find a room for Eloy.

Gimme and Gimmick

Twin halflings that run the weapon shop on Jahal Cove. They're both kind of nuts.
  • Ax-Crazy: They're shown to test out their experimental weapons on living targets, including each other. This has resulted in at least one casualty.
  • Blackmail: In Episode 8, Ezra confronts them with the evidence that they tested a weapon on a Naval officer and then buried his corpse in the swamp. They're so scared of that information getting out that the party basically has them wrapped around their fingers.
  • Dysfunction Junction: Their particular brand of teamwork involves constantly screaming at each other and refusing to take the blame for any hardware failure.
  • Gadgeteer Genius: They specialize in constructing various high-tech weapons.
  • Wall of Weapons: Their shop features several in fold out panels, featuring everything from Automatic Crossbows to chainsaw daggers to Grenade Launchers.

Old Young Cletus

An alligator man who sees Onslow Green as a hunting rival. He retired early due to his injuries, but just can't seem to stay away from danger.
  • Arbitrary Skepticism: Justified and exploited. The Manmaw is a real monster that's attacked locals for ages. However, Onslow has gone after and failed to bring back the Manmaw so many times Cletus is starting to doubt it really exists. He uses this to try to attack Onslow's credibility.
  • Body Horror: Cletus is falling apart at the seams. He's missing an arm, parts of his face, a chunk of his tail, several fingers, an eye, and his teeth are constantly falling out.
  • Creator's Favorite: Zito has expressed a fondness for Cletus with the quote "I love this broken man."
  • Dented Iron: Exaggerated. Cletus has been in so many scraps he looks more like a shambling corpse than an alligator.
  • Does This Remind You of Anything?: Cletus is not happy that Onslow's been adventuring with Raleev, who's become his new hunting rival and partner, so much so that the patchwork of a gator wants to murder Raleev.
  • Exact Words: Wake asked him to bring him a snake. Cletus didn't care what kind of snake it was, resulting in Wake being presented with a dead Yuan-ti.
  • Fantastic Racism: Cletus has an innate disregard for other races, ignoring Ezra's attempts to parley and merely laughing at the "pixie". He also doesn't seem to recognize that Yuan-ti are smarter than ordinary snakes, as evidenced by his reaction when she is clearly distraught over him slaughtering one of her race:
    Cletus: Snakes can grieve?
  • Fat and Skinny: He's the skinny to Onslow's fat, but the fact that he's missing chunks of his body makes him even skinnier.
  • Hunting the Most Dangerous Game: Like Onslow, Cletus has been known to hunt sapient targets.
  • Irony: After living a long and dangerous life, surviving injuries that left him almost literally half a man, and ingesting things that no rational being should like demon flesh, what finally does Cletus in is the most mundane thing of all: he chokes on a pepper.
  • The Gadfly: Loves messing with Onslow.
  • In Harm's Way: Cletus actively craves danger, and is always willing to jump into the fray regardless of his current injuries or injuries he might sustain.
  • Lizard Folk: He's an alligator man, like Onslow and the others from their village.
  • "Where Are They Now?" Epilogue: He maintains his bitter rivalry with Onslow and Raleev, eventually dying by choking on a hot pepper.

Mr. Theraday

The rotund manager of the Fair Day Boardwalk location at Jahal Cove.

Mr. Rattles

A benevolent (if a little cranky) lich who runs the magic shop in Jahal Cove. He's seen as an outcast by a lot of the town, but he's a nice guy so long as you don't make skeleton puns.
  • Berserk Button: As mentioned above, he hates skeleton puns and beats himself up when he subconsciously makes one ("They just aren't 'humerous'. ...DAMMIT!")
  • Dark Is Not Evil: Despite being a lich and thus, by his own admission, literally made of dark magic (plus bone and a bit of sinew), he isn't a bad guy and offers his magical services for the greater good.
  • My Species Doth Protest Too Much: At one point he rants about the perception that liches are always evil simply because they use necromancy; however, non-evil liches are exceedingly rare in D&D settings since becoming one generally requires crossing the Moral Event Horizon for the sake of power.
  • Nightmare Fetishist: Naturally surrounds himself with creepy and macabre bricabrac and gargoyle servants.
  • Our Liches Are Different: He's the D&D-standard lich, except more sociable and much nicer.

     South Island 

Quickin

A Gnoll hunter who's a member of the tribe on the Southern Island. He took a shine to Eloy and offered them help traversing the jungle with his Velociraptor mounts. He speaks in broken common and considers himself to be rather dumb, but he's surprisingly nice, and is skilled in his craft.

Glorriosa

One of the "Green Ones" who manipulates plant life on the Southern Islands. She looks like an elf, but with green skin. She's adverse to the Navy and is attempting to track down Viktor.
  • Green Thumb: As expected from her description.
  • Optional Party Member: As with several NPCs in the first chapter, she was written to be recruitable in the right circumstances. However, the party decide she has her own responsibilities and leave her to her duties on the south island.

Yawrugrik

The chief of the Gnoll Tribe. Unlike others of his tribe, he speaks Common fluently, and is surprisingly intelligent. He plans on using the captured Viktor to resurrect his mate, who died from unknown circumstances. He rides a Velociraptor mount named Surlag.
  • Born Unlucky: Poor Yawrugrik lost his mate, saw several members of his tribe killed and turned by Viktor, nearly drowned in boiling, sulfuric water, got turned to stone, and had his mount carved up by a charmed Eloy. Poor guy can't catch a break.
  • Reasonable Authority Figure: It doesn't take much to convince him that Viktor's means of resurrecting the dead is anything but what he would've wanted, and so immediately joins the party in hunting the rogue Naval officer down.
  • Optional Party Member: As with several NPCs in the first chapter, he was written to be recruitable in the right circumstances. However, the party decide that as a chieftain of his people, he has plenty of responsibilities and it would be uncouth to take him away from them.
  • Seeks Another's Resurrection: Attempted to threaten Viktor into bringing back his dead wife, not knowing Viktor's way of bringing people back isn't pretty.
  • Taken for Granite: Is turned into stone by a green beam fired by the mindflayer head of the Final Boss. Miraculously, he's saved from imminent death, especially after having two of his death rolls fail.

The Collective One

An earth titan, Udoth's chosen acolyte, and the god worshipped Zi'aka and her tribe, and the entity that keeps Jahal Cove from sinking. Recovering its stolen heart forms the entire goal of Chapter 2.
  • Big Damn Heroes: Saves the heroes from what seemed like a Hopeless Boss Fight against the Abyssal Viktor summoned.
  • Deus ex Machina: Comes out of nowhere to effectively shut down the Viktor-caused Abyssal and pretty much end the Abyssal threat on Jahal Cove. A case of Tropes Are Not Bad, as the Abyssal had been putting the party in sheer dire straits, and they had only barely been able to beat the first form.
  • God Is Good: Not only has he proven helpful, as well as grateful for having his heart returned, his entire conversation with the party is nothing less than friendly, even bonding with Wake like a little kid. He later also creates a giant hand from the land to wave to the departing One-ders.
  • Jerkass Gods: Not him, but he does confirm that the fellow titan that the asinine centaurs have dubbed "Ol' Lady Big Rock Mountain" is an exception to the benevolence that otherwise seems to be characteristic of Udoth and his acolytes.
  • Keet: For a god, he sure is this, as can be seen when he bonds with the fellow big kid that is Wake over his slam dunking the Abyssal to punting bloaterfish.
  • Pals with Jesus: Strikes up a bond with Wake like kids, Eloy for his reverence, and Zi'aka for her part in returning his heart, making her his high priestess.

     Venon Island 

Jalael

A kobold and last surviving member of her tribe, who has spent the last eight years trying to solve the curse of the Wendigo, but her efforts have been hampered by her inability to read or speak Common.
  • Last of Her Kind: The rest of her tribe on the island were turned by the Wendigo, she only surviving by being extremely cautious even to the point of paranoia.

Calliope

A faun girl with druidic powers enslaved by the Wendigo and magically compelled to impede any adventurers who might pose a threat.
  • Green Thumb: During preparations for the siege, she creates magical vines to strengthen the fortifications.
  • Last of Her Kind: The rest of her tribe were taken or turned by the Wendigo, and herself becoming his slave.
  • Fauns and Satyrs: Is a faun, which in this setting is distinguished from a satyr by being half deer, as opposed to satyrs who are half goat.
  • Ship Tease: Plenty with Wake, who tends to get tongue tied around her at times.
  • The Smart Guy: Rapidly establishes herself as one of the most insightful characters in the group, almost instantly seeing through Ezra's bullshitting.
  • Trap Master: Her specialty. She's not much of a fighter, doing her best to stay out of the actual battle against the zombies. But she set many of the traps beforehand, and they proved quite effective.
  • Uncertain Doom: As she was also in the Tower when it exploded and fell, it's pretty likely she also died along with the original party.

Carble

A gargoyle meant to serve as a weapon against the Wendigo, empowered by specific magics.
  • Elephant's Child: Is lacking in basic knowledge of such things as death, and is vaguely curious about the world outside the lighthouse.
  • First Time in the Sun: He has spent his entire existence near the lighthouse in which he was built and which he was ordered to protect, and finds himself in awe of things like blades of grass and ants as he ventures with the party.
  • Heroic RRoD: As he uses his sonic attack, holes begin to appear in his throat which could lead to critical damage. The party deals with this first by patching it with clay, then by using the mend scrolls that Eloy got from Mr. Rattles.
  • Our Gargoyles Rock: Pretty by the numbers example of a fantasy gargoyle, being a magically animated living stone statue.
  • Super-Scream: His main attack is a scream that does tremendous damage to anything in front of him, which is powered by a crystal inside his throat. This is later enhanced by a cure disease potion designed to act as a specific antithesis to the Wendigo's nature.

     Bulkard 

Jolyne

A Tabaxi who is the proprietor of Joe-Joh's adventurer bazaar. As the name implies she is a living breathing reference to JoJo's Bizarre Adventure.

Edward Caster

An obnoxious Aasimar lawyer who accompanies the Oneders to the Unwitnessed Kingdom.
  • Big Damn Heroes: Single-handedly turns the tide in a grueling battle against a Bodak and several ghosts just by BEING there. The players were not amused.
  • Break the Haughty: Post-Fall, while still a bit snobbish, he's noticeably nicer and more cordial to Wake and tries to make light of his situation. Wake knows, however, that he's barely holding in his grief of losing not only his home but daughter and wife as well.
  • Butt-Monkey: All throughout the undersea city arc.
  • Crutch Character: Much to the party's chagrin, he turns out to be this. His angelic presence gives off an aura that naturally lowers the AC of the undead enemies the party encounters in the undersea city, as well as damage multipliers capable of dealing TWENTY points of damage with a single pathetic slap (albeit on a nat 20).
  • Entitled Bastard: Like you wouldn't believe.
    • To wit, aside from the string of Too Dumb to Live moments below, the whole reason he's even on the expedition is that he insisted, even so far as ignoring Ezra's repeated advice on the potential danger, to the point the latter has Caster sign a waiver that the One-ders aren't responsible for anything that might happen to him, even as Caster makes it clear he thinks they are beholden to let him survive at all costs.
  • Even Evil Has Loved Ones: Has an eight year old daughter. She seems to be a fairly ordinary child, and as such is far nicer than her father. So losing her and his wife during the Fall of Eburkal did a serious number on his behavior and ego, which Wake notices.
  • Evil Lawyer Joke: Basically an extended one.
  • Jerkass: Everyone who the party has encountered who knows the guy, from Gor to even Barabus Bonebite, who he'd been hired to fight on behalf of in the arena, clearly states their dislike of the guy, which says something. In Chapter 2 Session 14 he demonstrates it further by trying to sell the entire rest of the group out to a dragon.
  • Hollywood Exorcism: In Chapter 2 Session 14, Caster actually does something useful and exorcises a spirit that was blocking the group's way. That said, he only uses this after the party had to fight several more while Caster cowered in the back.
  • The Load: Subverted: The party initially assume he'll be this, and ask him not to come on their treasure-hunting venture despite him being invested in the results. However, as it happens the Unwitnessed Kingdom they're exploring is full of undead, which Caster can weaken by his mere presence as an aasimar, making him really useful to have around even if he doesn't do anything.
  • No Celebrities Were Harmed: Zito's voice for him is an impression of Jim Backus as Thurston Howell III from Gilligan's Island; at one point he quotes Cave Guy from Freakazoid! ("I subscribe to the New Yorker"), whose voice was also a parody of Backus.
  • O.O.C. Is Serious Business: He usually manages to remain smug and condescending even under the threat of mortal peril, or recovers this aura shortly if he loses it. Hearing that Risf has encountered the God of Death and received a portion of his essence has him gaping in silent horror along with Redd and Barabus.
    • He's unusually cordial, though still slightly snobby, with Wake when the two meet again in Chapter 5. But having keeping a Stiff Upper Lip to hide the grief of losing his home, daughter, and wife in the same day will do that to your ability to be smug.
  • Our Angels Are Different: This is part of why he is so arrogant. As an angel who literally radiates holy energy, he believes him himself spiritually better as well as financially better than the rest of the party. He's worse than many of his species, but his sense of superiority isn't uncommon as each member traces their holy might straight back to their goddess. This actually plays an important part in the story as his aura affects both demons, like Nedra, and Ghosts. His presence turns the tides of battle in his favor even though he isn't the one doing the fighting.
  • Sole Survivor: Of his family post-Fall.
  • Too Dumb to Live: In Chapter 2 Session 13, the group is trying to sneak past a sleeping dragon...when Caster decides that he wants one of the treasure chests in its horde. Thankfully Barabus smacks Caster's hand with the butt end of his warhammer and points out what a monumentally stupid idea this is. That reminder of being absolutely cautious doesn't stick as, mere moments later, his insistence on going first before Barabus leads his pulling on the Kenku's wings so hard that he knocks him into the dragon, WAKING it up and ultimately resulting in getting him, Ezra, and "Redd" pinned under its claw.
  • Took a Level in Kindness: Downplayed. When Wake meets up with him again in Rite, it's after the Fall and he's working there. While he's certainly gotten more cordial with Wake, even trying to be positive about his lost home, the latter can clearly see that the man is barely able to hide his grief from losing his daughter and wife as well, which probably doesn't give him anymore reason to be the snobby dick he was. Even Wake can't help but openly sympathize with the man by that point.
    • By the finale the two have finally made peace with one another (at Lani and Zito's agreement) and work together to help Eburkal recover and rebuild after the Fall.

Barabus Bonebite

A Parrot-Aarakocra Pit-Fighter and the gladiator champion of the island.
  • The Ace: Everyone holds a bit of reverence for the guy, and his odds in the fighting pit reflect it.
  • Beyond the Impossible: Whereas Eloy scared his ghost opponent to death, Brabus loses his soul and gets grappled. He tricks the ghost by moving his head to like bird so that the ghost thinks his neck got snapped. He then shook the ghost off and punched it to death as a disembodied spirit.
  • Bird People: A brightly colored Parrot Aarakocra.
  • Butt-Monkey: Episode 17 was not kind to him, with him repeatedly getting natural ones and almost having his soul ripped out.
  • Determinator: Survives being speared by Nedra's horns and an unholy beatdown from her in her storm aura.
  • The Dreaded: Has astronomical betting odds on him ever losing, commands an entire screaming crowd to silence in anticipation for his fights and his introduction...and just happens to look like a Macaw, of whom the entire party has a bad history with from Jahal Cove and almost all of them react as such.
  • Dude, Where's My Respect?: Downplayed; as shown above he's certainly feared, but the guy was the hero of the Onrush and yet nowadays he's stuck taking menial jobs from people like Caster because nobody remembers or cares about his past exploits anymore.
  • Everyone Has Standards: Like everyone who seems to know the guy, he openly states he doesn't like his contractor, Edward Caster. He's willing to smack his contractor's hand when the latter's Entitled Bastard-fueled actions might end up putting them all in danger
  • Friendly Enemy: Doesn't hold anything against Nedra or Wake in spite of the holy beatdown he took. He even fixes Nedra's armor that he severely dented during the fight.
  • Heroic Build: Zito describes him as looking like a fantasy protagonist.
  • Names to Run Away from Really Fast: Bonebite.
  • Overrated and Underleveled: Gets this through sheer bad luck in the Sunken City arc, getting taken out fairly early in most of the battles.
  • Spirited Competitor: Clearly just likes the thrill of a good fight.
  • "Where Are They Now?" Epilogue: After spending 70 years of his life fighting, he finally gets to settle down and live a peaceful existence with Mary May.
  • Worthy Opponent: Considers Nedra one, and readily asks her to compete again.
  • Write Who You Know: Zito based Barabus on his real-life pet Macaw.

Legitimate Larry

A Wind-based genasi who is the Proprietor of the mage wares shop in Bulkard. Very excitable and fantastic salesman.
  • Blow You Away: A Wind Genasi. His head is supposedly just a tornado.
  • Development Gag: This character is a direct reference to a reoccurring joke made by Stream Four Star's Twitch chat mods of a non-existent very important member of TFS named "Larry" being unable make it to all the streams for some crazy reason. Those familiar with the joke actually see Legitimate Larry as possibly being the same exact Larry as the joke thinking he can't make it to the Twitch streams now that he's a TFS At The Table character.
  • Honest John's Dealership: While his gear does work, he's clearly jacked the prices up, offers a lower quality version of the item a customer is looking for until they insist for something better, and puts fantastic spins on his work. He also had to restart his business six times in a row for...undisclosed reasons.
  • Meaningful Name: While his name can be indicative of "someone named Larry who owns a Legitimate business", an alternative reading of his name can be "Larry is now Legitimate" thanks to "Larry" (a fake person created by TFS' Twitch mods.) becoming an actual character acknowledged by Team Four Star themselves.
  • Names to Trust Immediately: Eloy and Ezra's insight checks are garbage throughout their interaction with him, so they take him at his word that he is indeed too legit to quit. Even Wake didn't fare much better, also completely believing him to be legit.

Pogogama

A bearded dragon lizard folk who is in charge of the Camel's Hump hunting lodge in Bulkard.

Saga

A large Tabaxi woman who is a member of the Fine Day Boardwalk company and owner of the local zoo, Saga's Keep.

Pistachio / Peter Spumoni

A throw-away Tabaxi mercenary/dock-worker the crew takes a liking to after Wake and Skrung strike up a conversation with him, much to Zito's dismay and continued irritation.
  • Aerith and Bob: Even in a setting with names that run the gamut, his name stands out as particularly...odd and normal at the same time. His real name is a bit more mundane.
  • Bargain with Heaven: Played with. Peter's quest to make the perfect ice-cream apparently gets him in contact with Selema's counterpart god, which gets him cursed to never taste his perfect creation under pain of death.
  • The Big Guy: Described as such. Zito cites Pete as an example.
  • Boisterous Bruiser: Seems amiable enough.
  • Bounty Hunter: Hangs out by the wanted board in Bulkard, so either he's looking for his own name or he's looking to take some.
  • Dumb Muscle: Considers himself such.
  • Ensemble Dark Horse: A generic tough guy mercenary who's only there for some minor exposition, and yet the crew continue to try and curry favor for him from people who shouldn't even know his name. Which drives Zito crazy. Ben later capitalizes on this, to the amusement of everybody, to say the least. Immortalized and enforced by Eloy, whose ballad ensures he'll be at least talked about in and out of character for awhile.
  • The Exile: Apparently has been living as a dock-worker to avoid ever coming into contact with the ice-cream he made.
  • Face Death with Dignity: While Zito's all too keen to kill him off in the most humiliating way he can, Eloy's version of the events makes it seem like he made a grand sacrifice for his family to win a dessert competition.
  • I'm a Humanitarian:Grammy finds his corpse in the harbor and feeds him to the crew, unbeknownst to all but Ezra.
  • Ironic Nickname: Which led to a case of Death by Irony, as he is allergic to pistachios, which he was forced to eat.
  • Leaning on the Fourth Wall: Played with.
    Zito (as Pistachio): I ain't evah been to no college before, as you can plainly tell by this voice.
  • Killed Offscreen: Enforced by Zito and slightly Played for Laughs, as he got tired of Lani continuing to bring him up.
  • Recurring Extra: Zito wanted him to be a one time thing and never gave him any thought past their initial encounter. The party had other plans.

"Jovial" Lott Nyeth

See Grand Design.

     The Unwitnessed Kingdom 

Gilbert

A child unicorn.
  • Keet: Comes with being a child.

Gorrick

A gigantic elder unicorn, and the one maintaining the barrier protecting the Unwitnessed Kingdom from being crushed by the deep sea, as well as the trogs.
  • Barrier Maiden: The only thing keeping their civilization safe from the trogs and deepsea pressures.

Granderfalt

A scientist whose rage overtime turned him into a bodak. Once pacified and gets turned into a staff, he proves helpful to the party during their time in the underwater kingdom.
  • Heel–Face Turn: Once he gets turned into a staff and is cleared of all his millennia-old rage, he apologizes for his actions and becomes helpful for the party.
  • Mr. Exposition
  • Time Abyss: Low by the usual standards of this trope, but being 3,000 years old is certainly more than anyone in the cast past and present have been concerned about. This makes him valuable, and Eloy makes it his goal to have him delivered to the kals so that he can share history and stories from three millennia ago. Time will tell if Lot, who he's last seen with, will fulfill Eloy's promise.
  • Vengeful Ghost: 3000 years of rage over his failure and despair turned him into a bodak.

The Evergrudge and Uxekulvax

An undying troglodyte that is more or less an immobile corpse. Uxekulvax, his son, speaks for him.
  • And I Must Scream: As the original troglodyte who drank unicorn blood, the Evergrudge is still alive but might as well not be. When Wake, on Uxekulvax's suggestion as a demonstration, chops his neck with an axe, it doesn't kill him at all. With the unicorns safely fleeing with Ysoria out of the Unwitnessed Kingdom, and thus, with the barrier gone, the trogs now are all trapped beneath crushing ocean pressure, no more dead than before.
  • Curse: Getting any of their slime on you is rather bad. Ezra gets it a little bit worse as some of the slime gets on his lips, causing him to vomit slugs as soon as he reads one of their curse removal scrolls. He's fine thereafter.
  • Morphic Resonance: As demonstrated when a glove Ezra has winds up stuck on Uxekulvax's sticky hand when they shake hands, the hands of slime around the house the Evergrudge resides in gain the appearance of objects, especially clothing, gifted to the trogs.
  • Mouth of Sauron: Uxekulvax emerges to address Wake and Ezra and speak on behalf of his father and all the trogs.

     The Fog-covered Island 

Poliffi

A cheerful seagull-aarakocra who got caught up in the Yeldin's mast trying to avoid the fog. She works for the Needlecliff Appraisers near Eburkal.
  • Annoying Laugh: Has a squawking, high-pitched laugh that gets on everyone's nerves instantly.
  • Furry Reminder: Frequently. She remarks that Wake looks like something she's eaten, and she squawks when she laughs or is startled.
  • Help, I'm Stuck!: She gets caught on the mast of the Yeldin for several hours.
  • Too Incompetent to Operate a Blanket: The brochure for the Needlecliff Appraisers she hands the crew seems to operate on this principal.
  • Write Who You Know: At the end of the one-off superhero stream, Zito reveals that Poliffi was named for a seagull who swooped down and ate a hot dog belonging to a kid that was bothering him when he was younger.

Rock Ashdrake

The youngest of the Ashdrake clan, a group of paranormal investigators. He has a pair of pseudodragons that he uses to fight the paranormal.

Mite Ashdrake

An enormous orc in full butler attire that follows his master; Rock Ashdrake.
  • Battle Butler: Described as "unwavering", and is dressed to the nines.
  • Big Damn Heroes: After staying with Rock to put a vampire child in stasis, the two of them hear Eloys call for help against a vampire duo and a flesh golem, and run to help. In one turn, Mite ends up dealing enough damage to the flesh golem that Ezra's explosive bolt finishes it off. allowing Eloy to deal with the vampires.
  • Gentleman and a Scholar: The spitting, orky image of England's "stiff upper lip" policy
  • Ironic Name: His name is spelled "mite" as in an incredibly tiny creature, whereas he is ten feet tall. Although, as the name also sounds like "might", the joke doesn't necessarily come across in conversation.
  • Parental Substitute: Seems to act as such for Rock, as he responds almost immediately to Rock in discomfort.
  • My Species Doth Protest Too Much: He considers his birth surname to be uncouth and prefers using Ashdrake.
  • Spell My Name With An S: Was subject to this in his introductory scene, as his name's proper spelling was revealed to be "Mite" rather than "Might" in the post-session Q&A, leading Ben to create the...obvious joke
  • Super-Toughness: Has an AC of 35.

     The Trapped Archipelago 

Raleev

A Komodo Dragon-Lizardfolk Miner who has the group hunt to clean out the area around their mine.
  • And Your Reward Is Clothes: The result of their successful hunt is gear for each member of the party, complete with giving the skill to make things from creatures to Onslow.
  • Don't You Dare Pity Me!: Asks Wake to stop patronizing him because he can't speak fluent common.
  • Hunter Trapper: Is a proud hunter, but makes more money and stays alive better mining Sorbic Ore.
  • You No Take Candle: Though it's because he's just very unversed in common.

Coloaf

A Sunfish Merman who is an Enchanter in Rite. He, in a blind rage, ended up creating the giant statue in that trapped the Ledger Main, the One-Ders, and himself in the Archipelago.
  • Butt-Monkey: His wife cheated on him, he's on the run, and he unintentionally created an enormous statue. Life could be much better for him.
  • Get A Hold Of Yourself Man: On the receiving end of it several times, as his blubbering gets so bad at times that he loses coherence.
  • Inelegant Blubbering: Most of his dialog makes him seem like he's seconds from a nervous breakdown, and he absolutely earned it.
  • Magic Enhancement: His schtick. He makes Wake an enchanted compass in exchange for helping him avoid the Navy.
  • Nervous Wreck: Oh boy is he ever, though not without good reason. Wake, and then Ave Lo later, have to constantly slap him, to get him to barely calm down long enough to be coherent.
  • Overly-Nervous Flop Sweat: Is described as constantly sweating. Even while underwater.

Blick

A pixie that the One-Ders encounter after hunting a Dire Tiger.
  • Fair Folk: A generally harmless one, if a bit frazzled.
  • Flat "What": When Wake tells him they have a Fairy Dragon.
  • Living Shadow: Appears as a silhouette instead of the typical pixie.
  • Mr. Exposition: Explains how/why fey magic is both addictive and dangerous, explains how Eloy's magic works and also explains that Yt may be more trouble than he's worth. Unfortunately, he's also explaining it to Eloy, who isn't very good with technical stuff, and Wake, who is stoned out of his gourd.
  • Screw This, I'm Outta Here: Fails to convince Eloy and Wake that Yt is in fact dangerous, and decides to just leave.
  • Sesquipedalian Loquaciousness: Explains Fey Magic and how it interacts with the material plane.

Woe

Another Sea Dragon, only this time a much nicer and more skittish one. Looks like she's been through a lot.
  • Cloudcuckoolander's Minder: She's basically acting as disciplinarian for Pabsvadri, the guys describing her as effectively "mom-ed" him.
  • Everyone Has Standards: When told of Pabsvradi, she's likewise unimpressed by the childishness of the name.
  • Every Scar Has a Story: In spite of being enormous, she has a number of gigantic gashes on her body, most importantly on her face.
  • Meaningful Name: She looks like she's gone through a lot of physical damage and is pretty easily frightened and scared.
  • Milky White Eyes: Woe has trouble seeing the Natural Oneders when she's freed because she has cataracts. Her sight is inexplicably restored by the time she reappears for the final battle.
  • Stock Ness Monster: More or less looks like a paler, sadder Pabsvadri with large scars.
  • The Unpronounceable: Woe can't translate her actual name from Draconic to Common.
  • "Where Are They Now?" Epilogue: She settles down in Jahal Cove and raises a clutch of younglings. She's still occasionally called upon to deal with Pabsvradi (once her eyesight was restored it turns out that she's far stronger than him), but she thinks his acting up is a desperate attempt to attract her as a mate.

     The Grung Island 

Strangletree

The only thing on the island that can speak common. He lives in and among the Strangle Trees that cover the island, and helps each of the wonders out. He's a bit out of it, but he's a nice enough guy.
  • Because You Were Nice to Me: Strangletree repeatedly helps the Oneders because they actually ask him for the yiggberries instead of trying to take what's not theirs.
  • Living Relic: The last of his kind in a forest that hadn't seen the Navy in over a hundred years.
  • Power Incontinence: He's a druid, and can walk through the vines of the Strangle Trees. However tends to get stuck, and from how Zito voices him it implies it takes him a lot of effort to do basic
  • Shown Their Work: There is an actual tree called a Strangler Fig that behaves exactly in the way Zito describes it.

The Grung

Small, dumb, violent little frog men who encounter the party a number of times throughout the Island and are it's primary inhabitants.
  • Butt-Monkey: They're very easy to kill, not even requiring a combat round to murder one of them. Which makes Wake's attempts to murder them all the more scary in hindsight.
  • Fragile Speedster: They have a movement speed of 60 ft. per round and are enormously easy to maim and kill.
  • Klingon Promotion: They immediately name Ezra their king after he slays their old one on accident.
  • Misblamed: Initially, it seems that these tiny frogmen are Not So Harmless as they appear to have killed Gulfurr and harvested his heart, but Grammy finds out later that he likely died a while before the Grung ever got to him.
  • Mooks: A race of them. By the time the party encounters them, the only thing that really bothers them is their paralytic toxin.
  • Organ Theft: They are large-scale organ donors to the black market.
  • Poisonous Person: All of them have a paralyzing toxin on their spears, which Wake finds out in his aborted Roaring Rampage of Revenge.
  • The Unintelligible: They only speak in a number of grunted "Meh"s. This makes communicating with them enormously complicated.

    Rite 

Broadway McSlander

The head of the Bard College of Satire on Rite. He seems pretty quiet, but there's a good reason for it. While his regular voice, like every NPC, is played by Zito, Brian does his performance voice.
  • Beware the Quiet Ones: His very voice can cause serious damage.
  • Elective Mute: Never speaks unless he absolutely needs to, because his ability to use Vicious Mockery is so strong that even a slight "yo mama" joke can break things, and can possibly rewrite memories.
  • Facial Dialogue: Zito reveals he's very good at this.
  • Only Known by Their Nickname: The first headmaster we meet through their pen name only.
  • Paper-Thin Disguise: Wears the comical eyeglasses and mustache, which Risf actually thought looked ridiculous
  • Pen Name: Quite an incredible one.
  • Talent Double: The voice he psychically projects and heard in everyone's minds during the entire performance is that of Brian. When speaking normally, Zito takes over.
  • Training from Hell: His lectures to the Satire College students, in the most literal way possible; He subjects them to his vicious mockery for an entire class period.

Sheldon Rockspine

An even-tempered Tortle monk who lives in Rite who runs a Monastic sect based on teaching emotional and physical balance. He is also Wake's adoptive Brother, who he thought was dead.
  • Damaged Soul: A light variation. He would've died how Wake thought he did, but his monastery had the ability to truly, 100%, no-questions-asked-or-drawbacks resurrection. But because the only one who could do it at the time for him was the Incompletely trained Therion Flash, he still has serious wounds that haven't healed completely, and he has a case of long-term memory loss.
  • Doomed Hometown: His Monastery is the same Monastery Wake lived in.
  • Dope Slap: Smacks Wake several times for succumbing to anger with increasing strength until he finally just brings his staff down on his brother. Done both as a teaching tool, and also as punishment for his reckless behavior.
  • Handicapped Badass: His ki can be felt just being near him, but he is clearly seriously disabled thanks to his injury and resurrection.
  • Happily Adopted: Previously by Wake and his former master and village.
  • Impaled with Extreme Prejudice: Has a pretty noticeable limp and scar from where he was stabbed, which was Wake's last memory
  • Not So Above It All: Turns out to be just as much of an Ashdrake fanboy as Wake.
  • Secret Art: His, and by extension, Wake, have his master's true power, the ability to truly, completely resurrect someone without Resurrection Sickness or something going wrong. It was how he himself was resurrected.
  • Tattoo as Character Type: Has the same shell tattoo Wake has. Revealed that, because of his memory loss, he etched it into his skin so that he would remember it.
  • Walking Spoiler: Reading this page alone probably tells you everything you need to know that his character is enormously important.
  • Wham Line: "I believe it's a Tortle that bears your mark," which tips Wake off that his brother might not be dead.

Carol of the Coralstump

Another Asinine Centaur that Eloy happened to come across while at the bard's college. She comes from Old Lady Big Rock Mountain as well, just further down and on the other side of the mountain. It doesn't save her people from getting killed by the same rockslides, however.

     Eburkal 

Kohn

An absolutely ancient Loxodon who works for the Eburkalian bank; the Courtship of Crimson. He's willing to help the Oneders, but can only do so much, and sends them in the right direction.
  • Dropped a Bridge on Him: Just like everyone else in Eburkal, he died when the Acropolis was taken and came crashing down upon the island below.
  • Feeling Their Age: Kohn is 800 years old, and can barely move.
  • Methuselah Syndrome: Loxodon's live a very long time, and he's getting into the upper limits of that.
  • Scatterbrained Senior: He's not, but he fears becoming known as this amongst the Courtship of Crimson.

Beleeth

An elderly wind genasi who runs the Paper Wasp Inn. She sets the Oneders off to find her best customer; Heplite Nerys, and rewards them with free room and board for the night.
  • Blow You Away: As a Wind Genasi, she has powers like this.
  • Dropped a Bridge on Him: Just like everyone else in Eburkal, she died when the Acropolis was taken and came crashing down upon the island below.
  • Never Mess with Granny: Older than most but is still a wind genasi, and can use elemental manipulation to devastating effect

Josephine Hemlich

A naturally born vampire who works with the Ashdrake clan. She works to stop the Lamprey Dogma from overtaking the naturally-born vampires.
  • Dropped a Bridge on Him: Just like everyone else in Eburkal, she died when the Acropolis was taken and came crashing down upon the island below. Which killed everyone not at the very outskirts of the island.
  • Hunter of Her Own Kind: Kind of. She explicitly believes herself to be very different from the Lamprey Dogma and sees no problem in their immediate deaths.
  • Older Than They Look: She's over 200 years old.
  • Our Vampires Are Different: Considered the more "natural" kind of vampire.

Oulmriz, Vers, Ixen, and Ner

Four Redscale Kobolds who work for the Nerys estate. They desperately wish to find a kidnapped dragonborn child who is important to their masters. They accompany the Oneders to face Almarad.
  • Dropped a Bridge on Him: Just like everyone else in Eburkal, they died when the Acropolis was taken and came crashing down upon the island below. Which killed everyone not at the very outskirts of the island.
  • One-Steve Limit: The Oneders have an awful time trying to parse Oulmriz, who is helping them, with Almarad, who is their enemy.
  • Straight Man: Oulmriz is routinely flummoxed by all the bizarre things that happen to the Oneders that they've all learned to take in stride at this point.

"Marz" Nerys

A gigantic Redscale Dragonborn who leads the Nerys Estate. It is his son who is captured by Almarad.
  • Bad Boss: He's incredibly abusive to his kobold staff, causing serious facial scarring on Oulmriz.
* Be Careful What You Wish For: He wanted to see the end of the Kals' dynasty, and though it didn't happen by his hands, their reign did end. This resulted in not just lead to a second Onrush, but his own death when the Kals' citadel crashed onto Eburkal and exploded. Oblitering him and everyone not at the very rim of the island.
  • Dropped a Bridge on Him: Just like everyone else in Eburkal, he died when the Acropolis was taken and came crashing down upon the island below. Which killed everyone not at the very outskirts of the island.
  • Establishing Character Moment: The first time they see him, he's barely holding back his fury, and the slightest hint of a threat causes him to lose his cool and almost incinerate Dagon.
  • Misblamed: Has a real distaste for the Kals, even though the vast majority of his problems and traumas had almost nothing to do with the Aasimar in charge at all, and instead is probably the result of the Lamprey Dogma and definitely the result of a powerful Fire Djinn.
  • Only Known by Their Nickname: Most of those who speak draconic call him "Marz".
  • Rage Against the Heavens: He wants to overthrow the Kals, and needs the other part of the staff that Almarad has to start doing so. Considering what happened to not only Eburkal, but the world as a whole when the Kals fell, his plan would only have led to more ruin, and his own death.

     Dimswell 

Fatreyus

A mollu scholar, who turns out to be the son of the leader of Dimswell. He constantly seeks sources of knowledge, even trying to smuggle some back home, despite much of what he tries to bring home are disapproved of and confiscated by his father.

Galdarv

Fatreyus' father and the leader of Dimswell. He's the guardian of the kidnapped Daystar and a contact of the Volition
  • The Archmage: Has immense control over magic, as he casually animates chairs for the party to sit, [[Disney/Fantasia The Sorcerer's Apprentice]] style.
  • The Collector of the Strange: His abode is covered with trinkets from all over the world, and even some plot-important stuff like a tome about Barnacle Bay and a photograph of Wake's original monastery, even including a more prototypical camera than the one Kowalski owns.
  • Nerd Glasses: Spectacles that he effectively sticks into where his eyes are, making them look very wide.
  • Mr. Exposition: Notable, as he basically reveals most, if not all, of the remaining backstory and plot elements of the story, from the Onrush's history and activities, to the nature of Barnacle Bay, to the significance of the destruction of Wake's original monastery, and even the greater significance of Wake's heart-to-heart with Nedra that silenced the voices in her head effectively neutralizing her Manchurian Agent nature.

The Jolly Sharks

A group of pirates from the north, they are encountered in the underdark not far from Dimswell, and turn out to be ghosts that linger due to having yet to complete the task assigned to them from their absent captain. The first mates, Bone and Heady, speak for the rest of them and are the ones who accompany the party to Dimswell.
  • Affably Evil: "Evil" is a big stretch, when they're encountered as they're pretty friendly folk for pirates, especially since they predate their more malicious modern successors. They take the revelation that the party actually lied about knowing their captain in stride, mostly out of gratitude for them realizing that they're long dead, which they also took surprisingly well after some confirmation. In fact, once they learn what's going on, they immediately throw their support for the party against the Onrush. In fact, the reason for them willingly following their captain's orders, even in undeath, is due to genuine loyalty to the man. Even while initially flummoxed knowing that their task was slightly pointless, they're easily eased knowing that their Captain was doing it to protect the woman he loved and the son that was born from that love.
  • Big Damn Heroes: Aids the party against the summoned demon minions of the glabrezu pair they're fighting, depriving the greater demons of their reinforcements.
  • Cavalry of the Dead: Pirates, but they still count, aiding the party against the glabrezu, and then offering their services against the Onrush, especially after learning the benevolent truth behind their Unfinished Business.
  • Dem Bones: Thanks to Morgan's necromancy, they are able to animate their skeletons.
  • Ghost Ship: Due to reuniting with the pieces of their long-wrecked ship that have since been used for the construction of Dimswell buildings, their ship re-manifests in spectral form for them to ride once more.
  • Punny Name: Unintentionally, but their two main spokespersons, Bone and Heady, were made on the fly by Zito when Wake offhandedly refers to them as "bonehead", and subsequently stares at the camera for a good long while.
  • Redeeming Replacement: Inverted. They predate the modern northern pirates that are more malicious and thrown their lot with the Onrush by a couple of hundred years, so the Jolly Sharks are definitely the benevolent kind of pirates who certainly become friendly and worthy allies to the Oneders, especially when their Unfinished Business turns out to be related to the bigger picture, and thus align with the heroes' goals.
  • Unfinished Business: They linger because they haven't buried the box their captain ordered them to. Upon finding out the true nature of their task and how it relates to the greater crisis at hand, they promptly decide to put it on hold, even if it means they won't get to pass on just yet, to help against the Onrush in any way they can.
  • "Where Are They Now?" Epilogue: In Morgan's epilogue, he says goodbye to his friends one last time and boards the Jolly Shark as they all head off to their well-deserved rest.

     Antagonists 

Viktor Ba-Larsk

An enigmatic figure who conducted abyssal experiments in Yeldin Cave. He has a vendetta against a particular Tiefling (Who may or may not be Nedra) and the goal of sinking Jahal Cove. He's also considered a traitor by the Navy.
  • An Arm and a Leg: Gets his arm bitten off by something inside his Abyssal portal after Eloy managed to hurt its feelings.
  • Bait-and-Switch Boss: Especially considering that the party, minus Golfur and Skrung, had just struggled to fend off his horde of abyssal zombies, he's set to be part of the Final Boss fight...but Wake tossing one of his rune mines into the portal he was opening instead leads to him being mutated and taken over by abyssals and mindflayer tadpoles. Hell, the part of the resulting Eldritch Abomination that is still Viktor himself dies halfway in the fight.
  • Bald of Evil: Nedra mentions that he's bald and mean.
  • Disc-One Final Boss: He's the first Big Bad the party faces, and the entire first adventure around Jahal Cove is concerned with eliminating him as a threat to the nearby islands.
  • Hoist by His Own Petard: Ends up being controlled by the Abyssal and mindflayer forces he was trying to bend to his will, becoming a monstrosity with no self-control.
  • Moral Event Horizon: He crossed it when he killed Ave Lo's brother in an attempt to further his research.
  • Multiple Head Case: After falling into the mindflayer tadpole pool, he ends up with three Abyssal heads, one Human, one Fishman, and one Mindflayer.
  • Jumping Off the Slippery Slope: By the time the party physically meet him, it seems any semblance of his original intentions are gone, and he clearly just wants to resurrect the abyssals.
  • Looks Like Orlok: Definitely sells that he's not the most scrupulous of people.
  • Never Found the Body: He was thought to have died when the ship carrying him and Ave Lo's brother was destroyed, but he managed to escape.
  • Red Herring: Certain details of his backstory lead Wake to believe he had something to do with the Naval force that slaughtered Wake's family (thus resulting in Wake's Leeroy Jenkins moment when the party finally catches up to him), but at least according to him, he had nothing to do with the incident.
  • Well-Intentioned Extremist: Originally. His mission to revert abyssal energy back into arcane energy started to totally consume him. Eventually he fell off the deep end and betrayed the people who were financing his research.
  • You Have Outlived Your Usefulness: Happily uses the ratmen who had been reluctantly helping him as experimental fodder after they are no longer able to help him, noting that they were getting on his nerves.

Him/The Wendigo

A powerful ethereal monster that preys on the inhabitants of Venon Island, turning them into deer and harvesting their bodies, which he then transforms into his own servants.
  • All There in the Script: Zito mentioned in a post-session Q&A that his name was Him.
  • Anticlimax Boss: Though he gives the party some trouble initially, partly by forcing them to fight the bodies of their own allies, things quickly go south for him after he gets caught in Eloy's Hypnotic Pattern, becoming helpless as Ezra and Wake surround him with explosives and douse him with oil before blowing him to smithereens just as he's waking up.
  • Celestial Body: Under his cloak, his skin resembles a starry sky.
  • Eldritch Abomination: Resembles a faun-like humanoid with a deer skull for a head. His servants are just as bad, some resembling deer with bone spikes that emerge from their faces when threatened, others horrendous mismatches of deer features with whatever their bodies originally were.
  • Forced Transformation: His curse turns those that kill deer on his island into deer forms, which he then harvests, placing their souls in beans while their bodies become undead servants.
  • I Am a Humanitarian: Regards other intelligent beings as his food source, using his servants and curse to harvest their bodies.
  • Kill It with Fire: Is vulnerable to fire, taking double the damage from the conflagration Ezra and Wake manage to build around him, although the sheer amount of damage would have killed him anyway.
  • Making a Splash: Seems to have some affinity with water, as his realm is in the middle of a lake and resembles a giant bubble of rippling water.
  • No Ontological Inertia: Killing him with fire restores his victims to their original forms.
  • Skull for a Head: A deer skull, to be precise, with vine-entwined antlers.

Pabsvadri

A juvenile sea dragon that the crew unintentionally wakes up near the Unwitnessed kingdom.
  • Always a Bigger Fish: When he corners the group, after they get back to the surface, he gets swiftly taken out by Gore's dragon form. However, he's not killed, just sent flying into the distance, so there's still a chance he may return to try and get his vengeance against the party. Later, when we see him again, now under Gore's employ along with Woe, it's clear that the latter has him on a very tight leash that he can't fight back against.
  • Big Bad Wannabe: He has aspirations of one day conquering the surface world. At the end of Episode 17, he learns that the Navy is more than capable of dealing with him.
  • Boxed Crook: Clearly the case when he returns along with Woe, who he's reluctantly working with under Gore, and despite his continued immaturity, it's clear he's powerless against even just Woe.
    • Heel–Face Turn: Still somewhat reluctantly, but by the final battle, his animosity with Wake is reduced to an attempt to snark at the merman being genuinely happy to see him, though even that is shut down by Woe, and is otherwise on the heroes' side.
  • Give Me Your Inventory Item: Demands tribute from each member of the party, or they won't make it out of his cave.
  • Ignored Enamored Underling: The epilogue reveals he's grown to have a crush on Woe and his antics are simply his attempts to catch her attention as a mate.
  • Inopportune Voice Cracking: As a Juvenile, his voice tends to crack whenever he's overexcited at the prospect of something.
  • Knight of Cerebus: Everything about the Unwitnessed Kingdom is going relatively smoothly until they run into Pabsvadri. The tension wrenches itself up considerably after that.
  • Shock and Awe: It's tendrils are electrically charged, and several characters that are half submerged in water get it worse than most of the others.
  • Stock Ness Monster: As a sea dragon it projects this image.

Alramad formerly the Molten Man

A cruel slaver djinn who takes a child hostage in Eburkal, demanding a 50,000 ruby sum for his return. It is revealed that he used to be The Molten Man, a legendary figure in Eburkal's past.
  • Brought Down to Badass: He's a powerful genie who can grant wishes and he is covered in fire. However, his staff that provides much of his power was broken into three pieces and now he can only grant superficial wishes and simply horrifically maim people with his fire instead of just outright incinerating them.
  • Dumb Muscle: While he has genuinely impressive powers over fire, he routinely fails most of his intelligence checks against the Oneders' machinations to the point where even Zito's impressed with it.
  • Heel–Face Turn: Possibly. He is loyal to anyone he makes a deal with and can't break said deals unless he is betrayed by the other party. While cruel and violent, he is only on the antagonist's side because of one of said deals and is willing to join the heroes if they can force his boss to break her deal with him. When he and Siren reappear in the final chapter at Avast, he is clearly bound to Siren and isn't completely on the Pirates side. He states that however the final battle turns out, he'll be freed from the contract and leave the realm.
  • Playing with Fire: A fire Djinn.
  • Would Hurt a Child: Alramad roughs up the kid he abducted badly, leaving scars similar to the ones he received from the kid's father.

Garlux of Ghast Isle

The Demon responsible for the Onrush and Nedra's father.
  • Archnemesis Dad: To Nedra, particularly after Wake gets her to mellow out considerably.
  • Big Bad: The ultimate villain of the campaign, being the one responsible for the demonic invasion of Kelpie.
  • Dragged Off to Hell: In the epilogue, after his physical body is destroyed by the Volition, Vexkor seizes his soul (as well as those of all his minions).
  • Evil Is Bigger: Is at least as tall as the nine foot tall Nedra.
  • Greater-Scope Villain: Has yet to appear, but is the Big Bad of the Great Off Screen War and was a dangerous force working in the background of the show's first 4 chapters.
  • The Unfought: The players never directly confront him (per Zito's Word of God, he was Encounter Level 30 — on par with The Tarrasque — and they wouldn't be able to lay a finger on him. The final battle is instead a delaying action to buy the Volition enough time to complete their suncannon-equipped airship, which kills Garlux in one shot.
  • You Can't Thwart Stage One: due to the changes that had to be made for Ben's departure and the Fall of Eburkal, the Onrush expanded in scope and power, sending horrific monsters across most of the northern half of the world.

Lord Resp of Ghast Isle

Garlux's servant and chief lieutenant. He may have a piece of Garlux inside him and may be Nedra's brother.
  • An Arm and a Leg: When Wake finishes him off with a "hydrouken", Resp's arms are still anchored by Morgan's spectral chains. As a result, when the demon general gets blasted off his ship, his arms don't go with him.
  • Cain and Abel: The Cain to Nedra's Abel.
  • Final Boss: He serves as this for the campaign.
  • The Heavy: Is described as the "puppet" while Garlux is the "hand." While Garlux is the manipulator and schemer, Resp is the muscle that enacts his will.
  • Strong Family Resemblance: Nedra is described by Zito's narration as looking like a female version of him.

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