The custom-designed protagonist of the game, you apparently led a fairly normal life prior to the start of the game; however, a chance encounter with one of the Bees changed everything. After several days of getting your newfound magical powers under control, you find yourself promptly recruited by one of the three societies, being offered either a purpose in life, money and power, or a chance at true order and clarity. As a result, you find yourself plunged into the very darkest depths of the Secret World...
Badass in a Nice Suit: A popular clothing choice for Illuminati Decks, though many can be purchased from in-game stores.
Badass Longcoat: Apart from the examples available from clothing stores in the game, certain decks are naturally equipped with these: the Templar Magus, Paladin, Puritan and Witchhunter; the Dragon Warlord and Pandemonist; and the Illuminati Grifter, Necromancer and Thaumaturgist. The in-game online store has two notable outfits that fit this trope as well: the Firestarter outfit, and the Industrial Revolution outfit.
Familiar / Loyal Animal Companion: You can either buy these from the in-game website or earn them as rewards for completing certain events; these creatures range from the seemingly mundane (a dog, a cat, or a bird) to the truly bizarre (A miniature Custodian, an Ak'ab hatchling, and a Draug Lord Puppy).
Fantastic Recruitment Drive: How you ended up working for your chosen faction after your powers manifested; the Templars and the Illuminati are kind enough to give you legitimate invitation (and a veiled threat in the Illuminati's case); the Dragon just press gang you.
Gas Mask Mook: Illuminati players become these as they ascend the ranks.
You're also required to wear a CDC air filter for "The Vanishing of Tyler Freeborn"- which involves journeying into the Fog.
Goggles Do Nothing: For some reason, Illuminati Necromancers wear goggles; nobody ever explains what these goggles are for or why they're never fastened over the wearer's eyes.
Guile Hero: At times; one notable instance involves you deliberately drawing a pack of wolves towards Emilia, forcing Octavian to come to the rescue- and admit that there is something about the world worth saving.
Handshake Refusal: From time to time, you will refuse handshakes from certain people, resulting in some awkwardness. In some cases, it's out of simply not liking the other character, in others it's out of genuine and much-justified suspicion- especially in the case of "Ellis."
It's Up to You: Justified; though there are plenty of magical adepts on whatever faction you side with, you're one of the few that have access to both Agartha and near-immortality. Also justified in the case of Boone and Wolf leaving most of the work to you; they're much more experienced, but neither of them have been touched by the Bees, leaving them mortal and vulnerable to the effects of the Filth.
Magic Knight: Given the classless nature of the game, it's possible to become one of these, especially if you choose to use a melee school of combat alongside blood magic or elementalism.
Mundane Utility: In the introduction, once you've gained a measure of control over your powers, you play around with them by juggling fireballs from hand to hand.
Nice Hat: The Illuminati Illusionist and Gunslinger decks, and the Templar Exorcist deck.
Nightmare Fetishist: A few people actually accuse you of being this over the course of the game. The most prominent of them are Sam Krieg (who drunkenly speculates that you love evil) and Kristen Geary (who claims that your psychological profile has you diagnosed with "Autassassinophilia," a sexual fetish for danger).
Occult Detective: Whatever faction the player picks, their primary mission will be investigating and combating supernatural phenomenon. The Investigation Missions in particular force the PC to actually play detective to complete them.
Power Incontinence: For the first few days after you recieve them, your magical powers are almost completely uncontrollable; you accidentally set your clothes on fire just by reaching for them, you blast furniture from one end of your apartment to the next, and you even end up firing Eye Beams into the ceiling while uncontrollably levitating. However, by the fifth day, you've managed to get things under control.
You Remind Me of X: Variant 2, at the end of the Templar Story Richard Sonnac says that "You have the same look in your eyes as the Force-Marshal"
The Tokyo Incident Team
Is it daunting to be a 21-year-old in a 21-century-old organization? Nope. Not at all.
The Templar protagonist of The Secret World's trailers and promotional material, Rose is a typically dedicated agent of her chosen faction; right at home under the atmosphere of dedication and tradition, Rose's interests range from bloodline research to modifying shotgun barrels. In the game, she is first seen venturing into Filth-infested Tokyo alongside Alex and Mei Ling; it is not known what happened to her afterwards- though she later appears in the Filth infestation of Manhattan, fighting alongside the players.
Shotguns Are Just Better: Seems to be her general perspective, given she ends her trailer by putting away her magical talisman and blasting the Revenant in the face with a combat shotgun.
Sweater Girl: Though she wears a red vest over it, fuzzy sweaters are one of her "likes."
Why are we here? Is there greater purpose? Who the hell cares?
Representing the Illuminati in the trailers, Alex might not look the part of a dedicated follower of the Eye and the Pyramid, but what he lacks in personal grooming he more than makes up for in his mastery of chaos magic. Like most of his fellow agents, he parties hard and fights even harder, always eager to climb a little further in ranking and achieve greater power. In the player's flashback to the Tokyo Incident, he reluctantly teams up with Rose and Mei Ling to attack the Filth; during the events of the Manhattan raid, he does so again to suppress yet another Filth incursion.
Oop North: Alex speaks with a very broad Northern accent.
Psychotic Smirk: Flashes one at the end of his trailer, a split second before the bathroom mirror explodes in his assailant's face.
Before the Dragon came knocking, my idea of chaos was a messy apartment.
The representative of the Dragon in promotional materials, Mei Ling has left behind her formerly ordered life and embraced the chaotic lifestyle of a Dragon operative with considerable enthusiasm; ironically, she's the only one of the trio who even look back on her life before discovering the Secret World. Capable of impressive elemental magic and equally impressive swordplay, Mei Ling is ironically one of the more unassuming members of the team, spending her downtime in her apartment and enjoying homemade milkshakes. As with the other three, little is known what happened to her following the Tokyo Incident.
Power Tattoo: Mei Ling is tatooed extensively across her torso and forearms, though we can only see a few of them under her shirt. When she uses her powers, the tatoos glow and appear to expand along her arms and up her neck.
Oop North: She sports just a hint of a Northern accent.
The Snack Is More Interesting: After being ambushed by a demon in her apartment, Mei Ling takes the time to finish her milkshake before blasting the demon through the back wall.
A powerful Haitian shaman seen aiding the team in Tokyo. Unlike the other members of the Tokyo Incident team, he does not seem to have any official affiliation with the Societies, seeming to work as a neutral party or perhaps serving Gaia directly. His practices of witchcraft and voodoo hurt, help, and open and shut portals in our world and beyond.
You came to us in search of a purpose, and mark this: there is no purpose greater than ours. The world will founder without structure and discipline. It needs leadership to guide it to a new age of stability. It needs those with the will to stamp out the darkness that breeds in the cracks. We do this because we are compelled- by tradition, by loyalty, by laws. Without these, we are just animals. Evil rules over animals, corrupting and compromising, toppling empires; so our empire must be incorruptible, must be uncompromising. Our conflict must be a righteous one. Your conviction will be tested, but among us, your faith will be unshaken... among the Templars.
By far the most militaristic of the three main factions, the Templars are dedicated to fighting the evils that threaten mankind in all imaginable forms- by any means necessary. Unfortunately, this means that they're more than willing to destroy an entire city just to get at a single demon. Old-fashioned, honour-bound and conservative - at least compared to the others - they naturally consider the Illuminati their enemy in every sense of the word; nonetheless, they have just as many connections in the "Real World," though they prefer to ally themselves with governments rather than corporations. Seeking new recruits among soldiers, adventurers and modern-day crusaders, the Templars invite you to their headquarters in London, offering a purpose in life and a chance to stand against the darkness. However, they also warn you to avoid becoming too fixated on chivalry; halos are fading all over town...
Big Fancy Castle: Temple Hall, which looks more like a palace than anything else.
Quite literal in that the Phoenicians in theological history are, in fact, the Canaanites.
Church Militant: Partly averted; their members aren't all deeply religious, given that they value order and tradition over religion itself. However, it's clear that the faction heads to have a certain fixation on Christian imagery and biblical quotes.
Color Motif: Their uniforms (and quite a few rooms at Temple Court) are coloured deep crimson, symbolizing both their passionate, fanatical stance in the Secret War, and of course...
The Ghost: Out of all Faction leaders only the Force-Marshal, though referred to many times throughout the Templar Story, and the Grand Master, heretofore mentioned only in a an interview with IGN, have yet to have a visible presence in game.
Great Big Library of Everything: The vaults of Temple Hall are implied to be like this, outdoing the sizeable public library at the Temple Club. Anyone desperate enough to actually enter must be armed and ready to die at the nearest opportunity; Gladstone recommends entering on tuesdays, when most of the books are asleep.
Honour Before Reason: Played with; they encourage a more practical frame of mind rather than blind pursuit of chivalry, though they still have points that they utterly refuse to budge on.
The Knights Templar: Despite the name, they aren't the Knights Templar, though they did actually create them during the Middle Ages. Unfortunately, Illuminati manipulations put an end to them.
London Town: The Templar's homebase of Temple Court is set in an area of London known as Ealdwic, and their part of town is very much of the "paved with gold" variety.
Not So Different: For all their contempt for the Illuminati, the Templars will occasionally end up relying on the same methods and strategies as their enemies- acquiring Innsmouth Academy's anima battery design for their own use, for example. Even Sonnac ends up unwittingly quoting Kirsten Geary every once in a while, especially in his disregard for the citizens of Innsmouth.
Torture Cellar: While the Illuminati use holographic projections and the Dragon straw dummies, the Templars chain demons up to train their initiates in weapon skills.
You should know that I am eternally busy, but for my sins I prefer a more civilised mode of correspondence than “r sonnac at the templars dot org.” So, while my time is limited, my door will always be cautiously ajar.
Dignified, affable, and occasionally quite sarcastic, Richard Sonnac is not only an administrator among the Templars, but the public face of the "New Templars," ushering new blood into an ancient society. Serving as your liason, he provides mission briefings and information on the Secret World, espousing the virtues of the Templars and their place in securing humankind's salvation.
Friendly Enemy: Illuminati players will occasionally recieve exquisitely-worded text messages from Sonnac, offering a place among the Templars and suggestions that you should visit London at some point- if only to see how the other side lives.
Named After Somebody Famous: Guillaume de Sonnac, Grand Master of the Knights Templar in the thirteenth century. Wether this is supposed to indicate that Richard is actually an descendant of Guillaume or not is unknown at present.
What Does This Button Do?: Referenced, as she does not get modern technology during her calls to the player, warning them to get back to Temple Hall before she figures out how to hang up on them.
Never mind why this power's been awakened in you. You're not the only one, and you're not The Chosen One. You're part of an army - our army - and from now on, you'll do what you're told.
A decorated veteran of the Templar army and head trainer at the Crucible, Lethe tutors you in the use of your magical powers in combat; to that end, he provides you with your first set of equipment for the fighting style of your choice- along with several bound demons to practice on.
Drill Sergeant Nasty: Light example; given that the training period doesn't last long enough for a full-strength Training from Hell, he can only give you an earbashing on safety before sending you on your way.
Handicapped Badass: Scarred, one-eyed, and only able to walk with the aid of a leg brace, he's still as tough as ever.
Meaningful Name: Named for one of the five rivers of the Underworld in Greek Mythology, specifically the one that the souls of the dead had to drink from to forget their former lives- appropriate for one of your mentors in the Secret World.
There's much in history you need to confront and tackle head-on, preferably while wearing some kind of protection.
Explorer, scholar, expert on the occult, and current Chief Librarian of the Templars. In his younger days, Gladstone spent most of his time wandering the world, observing magical phenomena, studying ancient civilizations, performing experiments and taking many, many drugs; however, after almost losing track of him in Indonesia, the Templars decided he was too valuable to risk on fieldwork- and too dangerous to expose to the rest of the world any longer. Gladstone is currently undergoing an extensive rehabilitation, prevented from ever leaving Ealdwic and under constant supervision by the Stuart Twins; as such, he can usually be found in the Temple Club's extensive library.
Erudite Stoner: Just about all of Gladstone's anectdotes will involve some kind of hallucinogenic drugs.
Foil: To Charles Zurn and Jin Jae-Hoon; like Zurn, he's wildly eccentric and takes a very strange view of ethics in regards to his experiments; like Jae-Hoon, he's barred from ever leaving his faction's home district. However, what makes him different from both is that Gladstone prefers fieldwork to laboratory research or academia, and his faction is actually making an effort to re-integrate him with modern society.
Mad Scientist: When he was younger, he demonstrated his credentials in this field by conducting a social experiment on cults... that required him to create a cult of his own. Of course, he had to bring it to an end when his followers were gearing up for a mass suicide.
I have been apprehensive of the gentler gender since that run-in with the Four Whores of the Apocalypse in Timbuktu... no, it's not a topic fit for discussion, believe me. I'd rather forget all about it...
Toad Licking: According to the Stuart twins, he has a habit of licking cane toads.
Wales: Gladstone speaks with a very noticeable Welsh accent.
Wild Hair: According to Gladstone, he got it from studying the Tone-Deaf Chanters of the Sunken Islands of the Seventh Atoll; apparently, the chants were meant to arouse hair follices. The results of this encounter have been known to eat combs.
The Stuart Twins
Catherine: We're not officially Templars-
Mary: More "Templar advisors."
Catherine: Not to suggest that the Templars have ever listened to our advice.
Mary: Scandalous! We're their What Not to Wear, bringing a touch of class to a dreary military-occult complex.
The Stuart Twins act as advisors to the Templars to one extent or another; Catherine works the political angle, while Mary provides fashion tips. Assigned to help Gladstone recover, they can usually be found in his immediate vicinity at the Templar Club.
I'm the sign of the times, Blood: young, female, from the Colonies- second generation- and proudly wearin' the red of the Templars!
A young Templar soldier, and an enthusiastic representative of the "New Templars." Zamira helps provide directions for new players during the introduction; outside the intro, she spends her off-hours at the Horned God, arguing with Konrad Engel.
Red Oni, Blue Oni: Optimistic, fiery, and idealistic; forms the red when teamed with Engel.
Wide-Eyed Idealist: Contrary to the stereotype, though, she actually has a great deal of combat experience.
Ah, but I have said enough. I will douse my disappointment in another pint of what goes for beer around here: dull, tepid and cream-like... not unlike the current state of inter-factional diplomacy, but not what the trappists had in mind, I'm sure. Luella? Refill, please!
Engels was once the Templar ambassador to the Council of Venice; however, years of bureaucracy and corruption eventually drove him to a career-ending misdemeanor (which he refers to as "critical debate). Currently on "extended leave of absence" and replaced by someone more palatable to the Council heads, he has descended into cynicism, and is widely considered an embarrassment by the Templars- especially the Old Guard. For this reason, he is a frequent drinking buddy to Zamira at the Horned God.
It's all about power: grabbing it, keeping it, using it... Power is our currency, our DNA, our God. We control the world. We provide the blueprint and we give the instructions. We're the people in grainy photos on grassy knolls; we're the shadowy faces in smokey backrooms and darkened boardrooms. We're right here, hiding in plain sight, buying and selling favours: blackmail, treason, deceit- these are our stock in trade. We work the magic of the drunken evenings with senators and chiefs of staff. We shake down demons, and negotiate with sorcerers. We have stocks in Hell, and compromising photos of Angels. We use any means necessary regardless of the cost, because the world is a bad place, and you can either do or get done. We're the Illuminati... and we're not done.
Focussed almost entirely on the pursuit of power, the Illuminati seek it in almost every possible aspect: physical, social, magical, scientific, political, and financial. With connections and controlling influences across the world and a very polished, corporate image, they are always looking for new ways to influence the world and attain even greater power- sometimes to their detriment. Natural worshippers of individual advancement, they offer your character a chance to harness your true potential and achieve great power- but not before warning you that failure will not be tolerated...
Big Apple Sauce: The Labyrinth is situated under a particularly derelict area of Brooklyn.
The Chessmaster: Though they control several private armies, they generally prefer to act via manipulation and subterfuge than outright warfare. The last time they tried this with the Templars, it got them booted out of Europe altogether.
Color Motif: The Illuminati logo and uniform colour is blue, hinting at their murky, cold-hearted worldview.
Deal with the Devil: Literal case, in the sense that the quote about having stocks in Hell wasn't an exaggeration; according to Geary, the Illuminati aren't above hiring demons as consulting partners- though she naturally avoids mentioning the price.
Gas Mask Mooks: Neatly combining image with practicality, Illuminati agents tend to wear gas masks along with their business-suit-like uniforms. The Player Character can get one of these uniforms later in the game, complete with the requisite mask.
Humanoid Abomination: Geary hints that some of the "old board members" are like this. All that's know of them is that their executive suites are located inside the Labyrinth itself; they have "extreme health issues" and "extreme privacy issues"; and finally, players are not to disturb them at any cost. Given the Illuminati's habit of hiring demons as consultants, there's no telling what these board members might be.
Post Modern Magic: As the most modern of the factions, the Illuminati like to incorporate technology into their use of magic wherever possible, from the W.A.N.D. energy manipulators used in refueling the wards, to specially-made hard drives for imprisoning demons.
Pyramid Power: Inherent in every aspect of the Pyramid symbol, especially when used as a protective ward.
Sigil Spam: While the other factions have a habit of pasting their sigils on their uniforms and equipment, the Illuminati take it a step further by having almost everything they own marked with the Pyramid and the Eye to one extent or another: their uniforms and deck outfits are marked with it, Geary wears a medallion of it, Senator Cicero has it on the breast-pocket of his suit, and even the rooms in the Labyrinth are shaped like pyramids. And it's not entirely without purpose, either: their installations on Solomon Island are marked with versions of the sigil that form part of a protective ward, keeping troublesome zombies and familiars out.
Social Darwinist: The Illuminati's motto is "Fuck or be fucked," and take a very dim view of those who refuse to pull their weight or compete in their plans for world domination.
Torture Cellar: Questions and Answers, the heavily-soundproofed interrogations department. In the aftermath of the mission to Solomon Island, Illuminati players have to pay the department a mercifully brief visit.
Tracking Chip: New recruits are all fitted with microchips at the base of their spine so that the Illuminati can keep tabs on them. This becomes a plot point when you have to track down a rogue agent; later in the quest, he turns up dead courtesy of a horde of angry mummies, so you've got to retrieve his chip.
Villain Protagonist: Definitely the most sinister of the three main factions. The extent to which they're genuinely evil, however, as opposed to simply amoral, is disputable.
You have proved to be useful to me; if you continue to be useful, then BFFs forever. Blazers and jeans are only permissible with the proper footwear. I will be in touch... and I'm always, always watching you. I'm the Pyramidion, the All-Seeing Eye In The Sky. We will be back with more messages in a moment. Please stand by...
The apparent head of the Illuminati, the Pyramidion's voice is heard throughout the Labyrinth, always delivering cryptic public service announcements and delivering enigmatic mission briefings. As for who he is or even what he is, nobody is entirely sure...
Affably Evil: For the leader of a ruthless syndicate of power-hungry psychopaths, he's actually a fairly pleasant character. Also, he's one of the few Illuminati characters that's prepared to trust you in any sense of the word.
I'm going to trust you to keep a secret. If you do not keep this secret, you will, in short order, be exiled from the Illuminati, lose everything you hold dear, find yourself convicted of murder, and locked up for life... and then I'll really come after you.This, by the way, should in no way be construed as a threat.
The Voice: Heard only as a voice on the PA system or over the telephone, nobody has actually seen the Pyramidion or met him in person.
The Wonka: To anyone who listens to his broadcasts, it's pretty clear that the Pyramidion isn't entirely sane; however, Illuminati-specific missions demonstrate that while two-thirds of his psyche veers towards the wildly-eccentric, the remaining third is very much grounded in reality and actually capable of extremely complex planning. Besides, there's little anyone can do about it either way- after all, he's the boss.
The Illuminati are very achievement-focussed; it's like Xbox, only everything is hardcore. The ethic I really want to instill in you is to aim high and achieve even higher: it's not just in your best interest- it reflects on me too, and that is super-important. Make me look bad, I'll mount your head on my wall as an object lesson to the next fuckup. God it is so cute when you new guys think I'm kidding...
A high-ranking Illuminati member charged with tutoring and directing new recruits; as an Illuminati player, you are merely the latest in a long line of students. Savvy, fast-talking and businesslike, Geary is also your contact while you're working in the field, recieving and sending important mission reports- most of which include a great deal of her trademarked sarcasm.
Arbitrary Scepticism: Despite interacting with numerous supernatural phenomena on a daily basis and witnessing many more thought to be impossible over the course of the game, Geary's after-mission report to "The Death of Dr Armitage" declares that the events that occurred in the story of the same name are entirely fictional. Admittedly, this is due to records stating that Sam Krieg was in rehab at the time and couldn't have gone visiting cafes for mysterious meetings, but it's still a bit presumptuous given the existence of teleportation. For good measure, the Dragon after-mission report for the same mission proves her wrong, admitting to have facilitated the meeting via a Body Double.
Conspicuous Consumption: Apparently, she once had the Sultan of Brunei fill a bathtub with diamonds for her to soak in. She came to regret it - not because of the cost, but because the already uncomfortable diamonds ended up caught in certain orifices.
From Nobody to Nightmare: Apparently, she used to be just an "ordinary valley girl," right up until she happened to kill two junior Illuminati thugs in self-defence (more or less); curious about the organization her first victims had claimed to belong to, she decided to get herself a job. The rest is history.
Lack of Empathy: Best demonstrated by her report on "Journey's End", where she refers to the mission's central NPC (who hanged herself in despair over losing her husband) as "insignificant," and takes the time to chastise you for being a "bleeding heart."
In a cutscene, she holds a phone conversation with a man who has apparently just been shot in the stomach, in which she orders him to stop crying:
"It takes hours to die from a gutshot like that! Literally hours. It's a total drag..."
Last Name Basis: According to one of her text messages, she doesn't do "that first name thing."
Mugging the Monster: Geary mentions that, before she joined the Illuminati, she was abducted by a couple of "fratboy necromancers" who were looking for human sacrifices. Unfortunately for them, they forgot to check her pockets for mace and duct tape.
Noodle Incident: In the after-mission report to "The Benevolent Conspiracies," she irritably mentions that she "nearly wore out a pair of kneepads over that shit (Sarge) pulled in Khartoum."
Pet the Dog: After finishing one of the minor side-missions in Egypt, Geary's report actually suggests that you slow down a little and avoid sunstroke. Justified, as Geary wants to make sure that you remain an effective agent and don't end up as "another burnout."
In the aftermath of the mission to Egypt, she risks permanent damage to her career- if not outright assassination- by defending you from punishment. That said, she does expect something in return.
Following the Halloween 2013 mission "The Lantern Man," Geary expresses real sympathy for the first time in the game over the plight of Scarlet Piedmont, though this is at least partially because the two share a similar propensity for beauty treatments and Geary obviously finds the thought of sulphuric acid disguised as cosmetics naturally upsetting.
Til Murder Do Us Part: Variation; apparently she tried to murder her husband at some point in the past. Though she didn't succeed, she seems fairly content with leaving him crippled and dependant on respirators for the rest of his life.
Work Hard, Play Hard: On occasion, her usual after-mission response will be replaced by an error message notifying you that Geary is enjoying the benefits of an office party with an open bar.
You Have Failed Me: Bluntly warns you that failing will result in your head being mounted on her wall as a warning to the next potential failure. Also, given how badly failure in training new recruits would reflect on her, she also does this to avoid becoming the recipient of this trope herself.
Doctor Charles Zurn
Pineal gland... overstimulated... higher brain functions... functioning. That is great work! Well above MK-ULTRA's success rate. Hey, can I ask you- have you ever seen a jaguar tripping?
An eccentric scientist working in the Illuminati headquarters, responsible for helping you to acclimatise your powers and providing you with the flashback to the Tokyo Incident.
Oh, and you may be feeling some discomfort from the microchip I grafted to your spinal column; no worries, though, I mean it- it's gonna fade. Really. And as your doctor, I caution you... strongly caution you... don't try removing it. Okay?
Foil: To the intellectual powerhouses of the other two factions, Gladstone and Jae-Hoon; like the other two, he's a brilliant but eccentric scientist with many years of experience in studying the Secret World in one aspect or another; he never leaves his faction headquarters; and finally, like Gladstone, he's more than a little amoral and his hairstyle is decidedly manic. However, unlike his counterparts in the Templars and the Dragon, Zurn prefers biology and chemistry rather than the more "scholarly" pursuits of archaeology, anthropology and history. Furthermore, where Gladstone and Jae-Hoon are legitimately trapped within their headquarters, Zurn simply doesn't want to leave.
Functional Addict: It's hard to tell just how much of the regular barbituate dosages have affected his behaviour, but Zurn remains a highly efficient member of the Illuminati despite this.
Hikikomori: Thanks to the demands of his work, he hasn't left the Labyrinth since 2003.
Keet: Just about bouncing off the ceiling in every scene and conversation he participates in; he really loves that swivel chair, too...
Unwilling Roboticisation: Already in charge of implanting new recruits with tracking microchips, Zurn is currently attempting to take his propensity for non-consensual augmentation to the next level by pushing for you and other field operatives to be outfitted with "skull cameras." However, Geary claims to be doing her best to stall him as long as you keep providing detailed reports.
Have you tried turning it off and on? No? Then please kill yourself.
As the Labyrinth's Sysadmin, Cassini is rarely seen away from her workstation in the server room; nonetheless, she is in complete control over the Illuminati's electronic security networks- and as such, she knows almost everything the base's employees are up to.
You, my friend, are in a world of tigers and they will eat you alive if you are weak, if you hesitate, if you do not strike first. Here, you will learn to strike first and strike hard, for those combat holograms, they can do nothing to you. I, however, have a high-powered rifle and a streak of what some call sadism- I call a will to incentivize...
Presiding over the test chamber, De La Guardia teaches you the basics of combat and the use of your powers.
Representing Michigan in the US Senate, Henry Cicero is also a fully-established member of the Illuminati; naturally used to help protect the faction's political interests, he also ends up helping the player in the aftermath of the mission to Egypt.
What is chaos in theory? It's a thousand coins flung into the air. Each one wavering in the course of its rise and fall between justice and greed, tenderness and blood, calamity and boredom. Who are the Dragon? We are not the face of a coin, praying for fate to favour our side: we are the hand that makes the toss. We are the trajectory. We are the violence in the wind. Countless conditions determine every outcome, and we strive to know and manipulate them all. A thousand coins tumble down and we formulate the equations and models that predict where each and every one will fall. And when they fall? We will adjust accordingly, and throw them back in the air. For we are the Dragon, and we take chaos far beyond theory.
Probably the most enigmatic of all the factions, they are also unique in their goals; the Dragon show no plans to "rule" the world as such, but instead seek to understand the underlying system upon which Chaos operates, and to ultimately balance the world with the knowledge they have gained. To that end, they cause chaos across the world in order to test their theories and models, sometimes as destructive as a major terrorist attack, sometimes as minuscule as a butterfly flapping its wings in the wrong direction. Headed by a perpetually-reincarnating, prophetic eight-year-old child and the Silent Monks who enforce his rule, the Dragon are almost omniscient thanks to the predictive models they've created through their study of Chaos Theory; however, they still need operatives in the field to ensure that everything goes according to plan- which is where the player character comes in. Offered the chance at truth and clarity only after a kidnapping and impromptu lecture from an ex-professor and a prostitute, you join the Dragon with very little idea of your role- except that you are now officially an Agent of Chaos.
Ancient Tradition: The monastic aspect of the Dragon, and the selection of the Child.
Blue and Orange Morality: The Dragon doesn't share the same goals or perspectives as the two other factions. They value change and information. Thus they might oppose hell coming to Earth not because of a particular preference for non-hellish landscapes or for avoiding torture, but because Hell tends to get stuck in a rut of the same type of torture. Some of this loathing bleeds into the mission debriefs in odd ways: the presence of a theme park irritates them more than the deaths used to lend its master occult power, as the former forces a transient matter into permanence, where the latter is merely misguided adaptation.
The Chessmaster: Even more so than the Illuminati; as well as casually manipulating fate and chance on a truly massive scale, the Dragon also have a habit of manipulating the other factions to their own ends. One after-mission report remarks that your theft of several Illuminati artifacts is of great benefit not only because of the value of said stolen goods, but because the Illuminati will naturally blame the Templars.
In one mission, Bong Cha reveals that the Dragon casually engineered the birth of a man who they later manipulated into joining the Templars- only to induce him to turn traitor and escape with a priceless magical artifact, just so the Dragon could get their hands on the artifact in question.
Color Motif: The Dragon have a specific attachment to the colour green. Their logo is green; the Child, Bong Cha, the Monks and most of the operatives wear green to some extent or another; their headquarters are furnished with green furniture; the district of Seoul where the headquarters are concealed is lit by green lamps; even Chaos magic- a favoured school of magic for Dragon operatives- is coloured green.
Complexity Addiction: Justified. One of the Dragon's purposes is to model behavior, and specifically complex behavior. An overly complex plan is part of the point, or even the whole point, as it tests their existing models.
Cryptic Conversation: A lot of their operatives speak in this fashion; even their text messages read like this.
Fatal Flaw: The Dragon's models have very clear blind spots, most obviously the low value they place on infrastructure or artifacts. The Priceless Magical Artifact mentioned under The Chessmaster above? Bong Cha has no idea what it is, or what it's capable of, and becomes increasingly emotional as the artifact drives the situation so far out of her models that she eventually just wants to end the experiment. During the after-mission report to "Crossroads," it's actually admitted that the Dragon have something of a weakspot in the case of targets with no predictable course of action- which is why they prefer to employ them.
Nothing Is Scarier: The Silent Monks do not — can not — talk, and are all the more effective at interrogation for that, as a Krieg's informant/stalker found out the hard way. The minimal information even Dragon characters find about the organization's long-term goals makes them particularly frightening, as well.
The Omniscient: Thanks to their predictive models. Following certain missions that run contrary to your main objectives (usually on the grounds of it being overly compassionate), where other faction contacts would criticize you for wasting time, the Dragon simply remark that they predicted that you would act as such.
Not So Omniscient After All: For all their methods of predicting possible futures, the Dragon can still be surprised by unexpected events; quite a few points in the main storyline see them hurrying to alter events in their favour, and the player character being unexpectedly whisked off to another dimension catches them completely off-guard.
Out-Gambitted: The Dragon's ability to model reality makes them one of the most knowledgeable and manipulative groups in the setting short of the Agartha itself, but their limits and organizational biases mean that they're far from perfect. The Bees repeatedly redirect Dragon mission reports so they can "make ripples too", and your contact is repeatedly surprised when things, rather than people or groups, cause events to occur.
Rebellious Spirit: Both part of the faction's structure, and a constant assumption about the rest of the world. Dragon contacts insist that it is the nature of creations to raise up against their creators, and a good deal of the faction's interests are devoted to destroying or changing entrenched structures.
Shrouded in Myth: Even by the standards of this setting, the Dragon is considered something of a mystery by just about everyone who isn't a member.
Stupid Neutral: The Dragon desires "blood in the courtroom, and kindness in hell," ie: enforcing Blue and Orange Morality through weird and extreme methods. Thankfully, the player characters are more likely deployed to hell.
Did We Just Have Tea with Cthulhu?: During the final Dragon-specific mission, the Child quite unexpectedly beckons you over and shakes your hand. Judging by Bong Cha's stunned expression and the bow one of the servants gives you on your way out, it's clear that this trope was running through their heads.
Puppet King: Averted; it might be tempting to believe that Bong Cha is just using the Child as a figurehead, but dialogue and events throughout the game reveal that the Child really does have as much influence as is claimed- to the point that Bong Cha actually ends up getting blindsided more than once.
The Voiceless: Bong Cha specifically forbids you from speaking to the Child. Though many other characters mention him speaking to them, the Child himself makes no effort to speak with you; even during your one moment of direct communication, he never speaks to you.
You Have Failed Me: The Silent Monks have been known to "dispose" of Children who fail to meet expectations.
We believe in free will- within boundaries. I'm going to set those boundaries, and then it's up to you to make your own choices.
The "Voice of the Dragon" and the Child's second-in-command, all the Child's orders are relayed to agents of the Dragon through her. Bong Cha also acts as your contact while you're in the field, providing mission reports and critical information via text messages and phone calls in much the same way that Sonnac and Geary do.
Oh Crap: Her reaction to the Child shaking hands with you.
At first, I thought it was all coincidence: the documents I found, the books I came across, the information I uncovered... but they wanted me here. So they made sure I came here. I'm a resource to them, and as long as they need me, I can't leave. I mean, I can try... but I... Can... Never... Leave...
A former university professor and one of the Dragon's informal members, hired (or more accurately, "acquired") specifically to act as a historian of the Secret World for his faction. His most prominent role is during the prologue, where he provides information on the Dragon for new players through an appropriately roundabout lecture.
The Call Knows Where You Live: Unfortunately, the Dragon decided that it would be best if Jin didn't try and go public with his findings or work freelance- and ensured that he would accept their employment offer by slowly dismantling his life outside the Secret World, even having him discredited as mentally unstable by his university.
Originally a minor faction loyal to the Illuminati, borne out of the Templars and concerned mainly with trade, the Phoenicians became an independent faction during the Punic Wars; having built Carthage as the seat of a new trading empire, their former allies among the Illuminati viewed their presence in North Africa as a threat and took action. Retreating to the sea, the Phoenicians created a roaming fleet and spent the next few centuries forming trade routes across the world's oceans, before finally consolidating their armada into a single floating capital city named New Carthage. Thanks to their independence from the Secret War and their tenuous relationship with the factions and the Council, they've gained a reputation as pirates and mercenaries; however, they are tolerated even by the Templars, thanks to their willingness to share the artifacts they acquire- for a price, of course.
Color Motif: The Phoenicians are known by the colour purple: their emblem is purple, their sails were purple, their soldiers' uniforms are purple, and they're even called "the Purple Men" at times. This stems back to their earliest days as traders, thanks to purple dye's trade value.
We are not "in this together." You and me will never be friends, and the day will come when I will have this gun pointed at your head and I will pull the trigger. Lucky for you, that day is not quite here yet.
A Phoenician agent based in Egypt, most often found lurking at the back of Zhara's cafe. Tanis is usually busy attempting to secure priceless artefacts for her superiors, and in the case of at least one deal gone bad, she's willing to collaborate with you in order to set things right.
Animal Motifs: Snakes, in Tanis' case: according to her official Funcom bio, she was bitten by a snake as a child; as an adult, she uses snakes as familiars; she has a snake tattoo on her left shoulder; she's often been compared to a snake in her venomous attitude and her ability to wriggle out of a crisis.
Boisterous Weakling: Tanis has one hell of an attitude and is probably as dangerous as she thinks she is. The problem is, when the player meets her, she's in way over head, getting not so veiled threats from her superiors about a failure she can't fix without you. The quote up above sums it up perfectly; it sounds threatening, but she's saying it to the player-character. You'd think a Phoenician with power over snakes would be in the loop about what happens when one of Gaia's Chosen gets shot in the head.
Familiar: Her snake Familiars, which- when they're not coiled around her arms- act as her eyes and ears throughout the Scorched Desert; in one mission, you are required to follow one of them to some vital evidence.
An organization set up to keep the Secret War from hurting Muggles or sparking occult disasters, the Council of Venice is almost as old as the other factions, and on the face of it, it holds just as much military power as they do. However, thanks to political squabbles and the growing importance of bureaucracy within the Council, it is currently viewed as impotent and clueless by many Secret Worlders- including some of their own agents. Teams of Council-employed soldiers are still encountered in virtually every single troubled region the player visits over the course of the game; however, the most they do is provide supplies and protection to travellers: actually doing anything is beyond their orders.
Badass Army: Ineffectual though the Council may be in actually accomplishing anything constructive, their soldiers are very effective- hence the "safe zones" created by Council Operatives in the field.
Color Motif: White- symbolizing the Council's position of lawfulness and purity.
Expy: Of the United Nations, right down to the blue beret-clad soldiers.
I complain a lot about the Council, and not always in a constructive way, but at the end of the day I do believe in it and what it's trying to do. I believe with all my heart the Council is needed and that it is possibly the only hope for the future- for a future. That's why it's so frustrating when we get mired down in pointless rhetoric and conflict again, and again and again.''
Field agent and head of an official Council delegation sent to Egypt to investigate the crisis in Al-Merayah. Unfortunately, Amparo has her hands full as a result: not only is Egypt beset by a series of near-biblical disasters, but her delegation is frequently attacked by Aten Worshippers, her reports are being ignored by the Council, and her requests for equiment needed to continue her investigation go unanswered. Worse still, her attempts to dig deeper on her own have resulted in even more attention from the Atenists. Out of options and suspecting that her superiors have been compromised, she can only maintain her position at the centre of the town- and send you in to investigate.
There's no superstition in my homeland, only a reality: we grow up knowing to fear the night... now the night fears me.
A Council agent assigned to investigate the vampire army gathering in Transylvania. As a native of the area, Carmen knows much of the local history and folklore (through the two are frequently interchangable); unfortunately, though she's more than capable of dealing with lone vampires and ghouls, there may be too many undead to tackle alone...
History Repeats: Talks about the "last time" when dealing with at tie-breaking vote on the Council.
The Orochi Group
The Orochi Group is a new and powerful multinational coporate group, controlling a satellite company in every industry on every continent. To the outside world, they appear perfectly legitimate and even benign in some aspects. However, the inhabitants of the Secret World know better: the Orochi Group have been making forays into magical research for some time now, with research teams armed with highly-advanced equipment and weaponry surveying areas known for supernatural territory; rumours circulate about their shadier activites, implying the Group's involvement in vast political conspiracies and corporate takeovers. Most curiously of all, their headquarters lay at the very centre of the attack on Tokyo; perhaps because of this, their operatives have been keeping tabs on the spread of the Filth throughout Solomon Island, Egypt, and Transylvania- though field representatives refuse to comment.
Big Brother Is Watching: Lore entries- and a few after-mission reports- indicate that Orochi monitors the activities of citizens throughout the world via cell phones and keyboards manufactured by Anansi Technologies.
Evil Inc.: If anything, Orochi seems motivated by the desire for global domination rather than profits. And then there's their experiments with the Filth... Of course, given the things suggested by the Lore entries, profit isn't all that interesting to the things that run the group.
Incompetence, Inc.: In about 70% of your encounters with their operatives in the field, they'll have screwed up in a particularly spectacular fashion; either they've gotten caught out of their protective boundaries and been massacred (something not even the Council agents suffer), one of their facilities will have been conquered from within, or they'll have accidentally unleashed the villain of the setting and/or set off some kind of regional disaster. And just occasionally, it'll be all three. Even the Mysterious Caller takes the time to lambast the Orochi Camp in the City of the Sun God for being dumb enough to steal the Song of the Sentinel - a theft that could have ended the world-, and all evidence points to him being the company CEO.
Light Is Not Good: The Orochi Group and many of its charitable institutions, Samuel Chandra and Lily Engel being notable examples; both are attractive, well-regarded figures with a lot of white in their wardrobes - Chandra being depicted on magazine covers as having white hair, and Lily wearing white during her brief appearance at the end of the Transylvania arc and as the main villain of issue #7.
Meaningful Name: Orochi takes its name from Yamata no Orochi, a legendary eight-headed dragon- appropriate for an organization with so many "heads." For good measure, most of its subsidiary organizations also have names that hint at their true nature: Faust Capital, Anansi Technologies, and Manticore Research Group, to name a few.
Redshirt Army: Most of their research teams have ended up as this to one extent or another; even in the areas where they're relatively safe, their barriers are still under constant attack and the surrounding area is dotted with the corpses of less fortunate team-members.
Our role here is to maintain a scientific overview of the situation, not to intervene. And that's what we've been doing: not intervening.
In charge of a research team investigating the Draug invasion of Solomon Island, Harrison Blake and his associate Anne Radcliffe are much more approachable than most of the operatives in the area; as well as allowing you to enter their base, they also provide missions in return for certain "incentives"- reasoning that you are capable of dealing with threats they are too beleagured to deal with. Of course, there are some things about the team's mission that the ever-efficient Blake refuses to elaborate upon, leaving Radcliffe to admit them to you in the hopes that you'll investigate.
The McCoy: Again, Radcliffe, though remaining under the watchful eye of Blake and their superiors has made her somewhat less outspoken than most examples.
Named After Somebody Famous: Radcliffe jokes that Blake was named after Harrison Ford, hence the reason why he's such a perfectionist. Radcliffe herself is named after the Gothic horror novelist Anne Radcliffe, appropriate for Solomon Island given that it's one huge Shout Out to Lovecraftian Cosmic Horror stories and nineteenth century Gothic fiction.
I don't know what it is about this assignment, but I had a bad, bad feeling from the start...
The commander of the Orochi soldiers dispatched to Egypt in order to protect the Prometheus Initiative. Fortunately, she and her unit were outside the base when the Filth overtook the facility, and ended up as one of the few things preventing the infectees from escaping the area and attacking Al-Merayah. As she's unable to leave her position or risk any more of her soldiers, you end up helping her investigate what went wrong in the Ankh.
I Need a Freaking Drink: It's subtle, but judging by the longing in her voice when referring to the case of oak-aged scotch left behind at the Orochi Camp, she really needs a stiff drink. Furthermore, there's a minor quest that allows you to retrieve the case for her.
We Have Reserves: Takes this perspective- not in regards to her soldiers, but to the executives that occasionally visit the sight.
To be clear, I do not need you alive for my experimentation. It is quicker this way, please understand.
A scientist assigned to the Prometheus Initiative, investigating the reservoir found at the bottom of the Ankh. Over the course of his studies, Klein has been exposed to the Filth enough to develop a tolerance to the very worst of its effects; unfortunately, he is now dependent on regular doses. In his growing insanity, he has taken control of the mummified creations left inside the Ankh, infected the other members of his research team, and used them take over the entire Orochi research base.
Acquired Poison Immunity: Subverted. In reality, he's only managed to dilute the brain-destroying effects of the Filth down to a crippling addiction, while at the same time suffering almost all of the physical deformities associated with Filth infection. For good measure, he's almost certainly under its influence, even if he isn't aware of it.
Arc Villain: Of the Ankh Dungeon, and by extension, most of the Orochi missions in Egypt.
Body Horror: Along with the usual signs of Filth infection that Klein displays (distorted features, writhing tentacles, etc), lore entries reveal that his primary way of exposing himself to the Filth was by injecting it through his nostrils, where it could easily access his brain.
Dual Boss: In the final battle of "Pandora's Box," he fights you alongside the ancient Colossus Melothat.
You Will Not Evade Me: If you try to hide behind cover for too long, he simply blasts you back out into the open.
A Orochi agent in Translyvania, codenamed "Ghost". He is all that remains of the company operation in the area after the disaster at the Breach; having aided the evacuation of the Orochi brass (the Smiths included), he was left behind to try and figure out what went wrong. Now firmly believing that Emma Smith didn't properly escape, he spends most of his time attempting to get answers out of her teddy bear.
Defector from Decadence: By Issue #7; having recieve word on Orochi's experimentation in the Nursery, Dragan is now chiefly concerned that Emma gets out of Translyvania safely, regardless of company policy.
Defensive "What?": Utters one of these when the player first notices him talking to Emma's bear.
The Chairwoman of the Orochi Group's Board of Directors, though Lore entries hint at her being much more sinister than initially thought. Ultimately responsible for the disaster that befell Orochi operations in the Carpathian Fangs. As revealed in Issue #7, her true name is Lilith, and - along with a very troubling alliance with the Filth - she has become very interested in Emma Smith.
Big Bad: For Issue #7, though its hinted that her influence is much greater than that.
The Dragon: Technically, she's this to Orochi CEO Samuel Chandra. However, in his final message to her at the end of the Transylvania arc, Chandra himself suggests that Lilith might just be taking orders from the Dreamers, making her a Dragon to the Filth as well.
Brown Note: Hearing Lilith say her true name out loud causes the player's body to lapse into a panic attack, apparently due to her place in the human ancestral memory.
Humanoid Abomination: It's hinted throughout the game in both the lore entries and the overarching plot, particularly in the Bees' remarks on "a monstrous nativity" and that "there are tombs that are less haunted than some wombs", not to mention the fact that Mara reacts to Engel's signiature by whispering "Mother?". Finally confirmed in the climax of Issue #7.
I Have Many Names: Seventeen, in fact - all of which she goes so far as to detail for your benefit. And that's not even counting her personas of Lily Engel and the Russian Council Agent.
Kick the Dog: Halfway through her Evil Speech Of Evil, she's interrupted by one of the test subjects from the Nursery shambling into the room. Humming the signature lullaby under her breath, Lilith gently reaches out to stroke the little girl's face... and then snaps her neck.
Man Behind the Man: For the entire Transylvania arc, having not only caused the Breach through her use of Emma and various Orochi resources, but also secretly commanded the vampire army during most of it.
Villain Exit Stage Left: Having been unveiled as the villain behind the Transylvania arc, with her boss demanding an explanation and the player closing in on her, Lily Engel teleports herself away before anyone can confront her.
She does this again at the end of Issue #7; having been punted clean through the Tokyo portal by Emma, Lilith decides to stay there and lick her wounds.
Woman Scorned: Did not appreciate Samael choosing Gaia over her, she returns the sentiment when Emma makes the same choice.
The Mysterious Caller
Usually found broadcasting in Orochi camps and installations, the caller often makes contact with the player in the event that he feels that a temporary alliance with one of the Big Three might be advantageous. Nobody has ever seen the caller's face or heard any direct confirmation of his name; given his mastery of Orochi systems and intimate knowledge of the Secret World's laws, he is likely one of the company's executives- but apart from a broad South African accent, little else is known.
Blackmail: One of the ways he ensures that you'll cooperate with him, especially on Solomon Island.
Corrupt Corporate Executive: Given the Orochi resources at his disposal, he's likely one of these. It's implied that he's none other than CEO Samuel Chandra.
Enemy Mine: Usually calls you when a situation like this is warranted.
Fallen Angel: Hinted at, given his remark that you should "rush in where we fear to tread." Further hinted at by the fact that he's most likely CEO Chandra, already implied to be as such by the Lore entries.
Pragmatic Villainy: As corrupt and devious as he is, the caller's obsession with remaining in control of the situation means that he has absolutely no interest in seeing the Filth and its infectees kick-start an apocalypse - hence the reason why he aids the player in retrieving the Song of the Sentinels from the Orochi camp.
A new and powerful religious group preaching happiness through releasing inner potential and reaching "the next level of existence." Posters and pamphlets are seen all over the world, alongside members urging others to join and attain the new enlightenment. For those who haven't actually joined, little is known about the Morninglight except for the statements released by their leader, Phillip Marquard; however, there are rumours of personality tests and tithes placed upon new members, amongst other mysterious practices. Their presence in Kingsmouth and Transylvania hints at even darker goings-on...
Arc Words: "We are all made of stars!" Especially in the lore entry when it takes on a much more disturbing note. As of Issue #7, has become even more disturbing by the fact that Filth monsters are heard saying it in the finale.
Stepford Smiler: Quite a few of their members come across as this in one form or another. According to Marquard's biography, he's "never not smiled."
I was a convenient villain because I questioned their authority, questioned the very foundation of our society. They banished me because they feared me, feared my ideas; they feared what I could become- an end to their rule, a new beginning. But they made a terrible mistake by sending me away: I've been spreading the virus for a long, long time, and now... now, the infection is complete. What is it they say? "Dark Days Are Coming"? But no, no... they're right here!
Leader of the Morninglight commune on Solomon Island, and rumoured to be a close associate of Phillip Marquard himself. Beyond this, Beaumont remains something of a mystery; he doesn't stay with the Morninglight camp north of Kingsmouth, and he refuses to hold audience with anyone. Lore entries and early missions suggest that he is looking for something powerful hidden in the depths of the Island, but little is known beyond that...
Cool Sword: In possession of one very cool magical sword- which is actually the artifact that brought the Fog to Solomon Island after Joe Slater took it from the Draug island. Further investigation reveals that, prior to this, it was actually none other than Excalibur, taken from Britain by the Vikings to defeat Mayan cultists on Solomon Island. Beaumont spends most of "Dawning of an Endless Night" trying to unlock its true power, and it's not until his second appearance that he succeeds. However, he doesn't just want it for use in combat; he wants to use it to get control of the Gaia Engine under the Blue Ridge Mine.
Dangerously Genre Savvy: Confronting you in the Illuminati Archives, he refrains from killing you because he knows that you're capable of returning from death. As such, he knocks you out and leaves, sealing the exit behind him.
Jerkass: Very, very rude and condescending, even to his followers.
Immortality: Lore entries indicate that he was in Kingsmouth in 1712, and Kirsten Geary suggests that he's cropped up even earlier than that; his own comments imply that he started out as a Norse God. In "Strangers In A Strange Land," Hugin and Munin pretty much confirm this.
MacGuffin Delivery Service: After going to all the trouble of finding the key to the Blue Ridge Mine deep shaft and making your way to the Gaia Engine hidden at the bottom, you quickly discover that Beaumont took advantage of this by following you in. For good measure, he teasingly thanks you, remarking that he couldn't have gotten in without you.
Me's a Crowd: During the boss battle, he has the ability to create illusory Filth-spreading duplicates of himself.
Necromancer: Cassie indicates that the sword allows him to control the dead. This ability likely passed on to her after she stole the sword from Beaumont, hence the reason why Kingsmouth is still swarming with zombies even after the end of the story mission.
Norse Mythology: Makes a number of references to it throughout the course of the Solomon Island arc. A number of clues- plus the testimony of Odin's own ravens strongly imply that he is, in fact, Loki.
Smug Snake: He may be a master planner and a powerful magician, but he's also egotistical, overconfident, and gets very petulant when things don't go his way
The Dog Bites Back: During her second scene, Beaumont dumps her. At the very end of the Solomon Island storyline, she shows up to steal Excalibur from the weakened Beaumont, and either kills him or leaves him to die.
Hidden Depths: As well as being a lot more intelligent and ambitious than her initial behavior would suggest, Cassie also demonstrates knowledge of magic in her first mission. And at the end of the Kingsmouth story arc, her comments imply that she's something even older and more alien than Beaumont.
Hot Witch: Doesn't look the 'witch' part, but she reveals that she has some magical knowledge in the ending to "The Pickup," when she paralyzes you with a spell and runs off. The spell's mouseover text says that it's 'a curse from the Wicked Witch of the South'.
The Tease: An integral part of her character; not only is it her modus operandi for convincing men to join the cult, but one mission features her discovering one of Danny's remote-control spyplanes... and (through you) returning it with a note promising a few very interesting shots: examination of the photos she allowed the spyplane to take shows her striking some very suggestive poses, but not actually showing any kind of nudity.
The Vamp: According to one of Beaumont's rants, her official function is to charm people into joining the Morninglight, usually by sexual means.
Cassie: Let me do what I'm good at.
Beaumont: What? Getting the boys to sign over their lives for a snog? I'll tell you what you can do: we're spreading an idea, but that idea won't take hold without carriers; you keep spreading those long legs of yours to recruit more foot-soldiers.
You’ve seen the flyers, you’ve seen our commercials, you’ve probably even talked to some of our good people. Can’t escape the light, my friend. It’s all-fucking-encompassing. Like air. We’re like air. Breathe it.
A disreputable hippie acting as the de-facto leader of the Morninglight camp outside Kingsmouth (at least in Beaumont's absence).
Cassie: ... I might be... flexible. Very, very... flexible.
Che: She's talkin' about sexual positions. That's what that little pause was; it's her idea of subtlety.
Cassie: Fuck. Off.
Hypocrite: Remarks to one of his less-than-coordinated Mooks that "Rome wasn't built in a day, but it sure as hell wasn't built by deadbeat procrastinators lazin' around on their asses smokin' weed." Not only is Che never seen working in any of his scenes, but during this particular mission opening, he's got a joint in his hand.
In conversation, Che will gloat on and on and on about how the Morninglight is so much better than the other three societies. More than half of the criticisms he levels at the societies and you in particular can easily be applied to him and the other members of the Morninglight.
Mean Boss: For someone so vocal about how equal and perfect a society the Morninglight is, he treats his subordinates like shit. At one point, he sends one of his fellow cultists alone through Wendigo-infested forests with no weapons and no training- after treating the Mook like a complete idiot in every way. Of course, said mook gets immediately mauled by a Wendigo. By sharp contrast, when Cassie wants to make a pickup, he has you escort her.
Morninglight are worse than vampires: they don't just suck you dry and let you go- that's too easy! They change you, empty out your mind and body, fill what's left of you with nightmares, strip you down until you're just a thing... and it's still not over. There's no release... only the changing.
A Morninglight follower and former medical student, Alina was one of a group of fellow cultists and potential recruits taken on a spiritual retreat to the Carpathian Mountains by Adrian Zorlescu; following a car crash and a werewolf attack, the group was scattered across all three Transylvanian maps, with Alina ending up stranded in the Shadowy Forest. Not knowing the area, unable to complete her work for the Morninglight and faltering in her beliefs anyway, she has decided to simply wait for death. Of course, in the meantime, she has a lot to say about the cult...
Better to Die than Be Killed: Knowing that dying on Morninglight terms would probably entail being infected by the Filth, she's decided to face death from exposure, starvation, or the many werewolves roaming the forest.
I Love the Dead: Alina is fascinated and aroused by death, and goes into great detail as to how she enjoys the sight of corpses on stainless steel gurneys under bright white light and the feel of their cold flesh.
Marked to Die: For her lapse in faith and failure to deliver a package, Alina has been declared an "Obstructive Person." The mission of the same name features you hacking into the Morninglight database and marking her as deceased, so she can at least meet death on her own terms.
Nightmare Fetishist: As well as being an unrepentant necrophiliac, she's clearly fascinated by the Grim Reaper and the notion of death itself- having fantasized about her death since she was twelve. However, these morbid interests do not extend to the Filth.
Omnicidal Maniac: A very mild case; because of her fascination with the dead and aversion to the living, the Morninglight were able to gain her allegiance by offering to help her make "the whole world a morgue."
The Stoner: In order to calm herself in preparation for the inevitable end, she's been smoking her way through what little marijuana the group had with them.
A rich young socialite inducted into the Morninglight by her own parents, she was another member of Adrian Zorlescu's entourage; however, unlike Alina, she actually made it as far as the Morninglight hunting lodge in the Carpathians. Unfortunately, the army of vampires and werewolves gathering in the surrounding area have stopped her from leaving- trapping her in the lodge with the increasingly abusive Zorlescu.
Dark and Troubled Past: In one of the few moments when Adrian isn't breathing down her neck, Rada admits that at some point in the past, she was hospitalized- possibily even committed. When she got out, her parents immediately forced her to join the Morninglight.
Stepford Smiler: Arguably the weakest example found in the game. In "Cabin Fever" she attempts to put on a cheerful face for her visitors and entertain them without admitting anything, but her insecurities start bleeding through halfway into the conversation, and by the end of it, she's in tears. Adrian tries to enforce this trope by sedating her, but that only loosens her lips further.
Leader of the Morninglight pilgrimage to the Carpathians, Adrian now resides in the mountain hunting lodge alongside Rada. Though currently without any mission to occupy his time, he is strongly implied to have been retrieving and smuggling magical artefacts out of Transylvania; crashing the group's car in the forest was part of a gambit to steal one such item from the local werewolf clan, using his fellow travellers as bait.
Domestic Abuse: Subejcts Rada to a lot of this, and Alina implies that he did the same to her.
If You Ever Do Anything to Hurt Her...: During the opening to "Cabin Fever," Adrian threatens Rada with a knife- only to end up being subjected to a nonverbal version of this from the player via a conjured fireball.
Now here you are at the neutral ground between ancient forces: a corner pub with 2-for-1 drinks nights and pre-Roman catacombs in the basement. You want my recommendation? Never stop asking questions, or you're the same as the rest of them. And the steak and ale pie's not bad...
Detective-Inspector and the London Metropolitan Police Service's unofficial liason to the Templars; Shelley isn't actually a member of the Templars per se, but she is trusted enough to be allowed inside Temple Hall. With most of Ealdwic under lockdown, in the Templar introduction she ends up helping you past the police cordon and guiding you to the nearest source of information on the Secret World.
Addiction Displacement: Used to smoke, but has since taken up eating mints; she admits that it's a dreadful habit, but she'd probably have to start smoking again to kick it.
Vomiting Cop: Having long since gotten used to the carnage associated with magical crimes, she usually has to provide support for the members of the squad who haven't - which usually amounts to patting them on the back while they puke their guts out.
The Fallen King
I'll show you how it all goes down through the medium of unreliable narration, a vision of the future! This could be your lucky day! Tomorrow and all the ones after, not so much...
A street prophet preaching near Ealdwic station; prominent in the Templar introduction, where- through as-yet-unexplained means- he provides the flashback to the Tokyo Incident. However, in his words, it's presented as a prediction of the future...
I am but a foolish errant knight, my sword-hand pierced upon the thornes of courtly love. Truly, I have courted all, as if romance is my questing beast. So many maidens, draped in mysterious heraldry: the houses of Dolce, Gabbana, Dior, Gucci...
A homeless man living in Ealdwic park, John Galahad claims to have been a knight in Arthurian times, although both the Templars and the local police remain skeptical. With no quest to occupy his time, most of his time is spent down at the pub, getting drunk, trying to romance the ladies, and occasionally being bailed out by his "squire," Callie James.
Chivalrous Pervert: He's "a bit of a letch" according Callie, and he openly admits that he's constantly lusting after women and addicted to porn. However, he's still fixated on the ideals of Chivalric Romance, and thus refuses to take advantage of her.
Let's make a deal, yeah: you and me- no patronizing. I get the feeling we're in the same boat, so fair's fair. You've got that look- yeah, that one- like you've seen the end of the galaxy, and I've grown up pretty fast since I learned I could start fires with my head. Bang goes the ballet school dream... bang goes the ballet school.
Another character touched by one of the Bees, Callista James had to run away from home following the first manifestations of her powers to avoid police attention. Though she's been offered membership by the Templars, Callie prefers to remain neutral for the moment, sleeping rough in the park alongside John Galahad.
Break the Cutie: During "Virgula Divina" it's revealed that she was subjected to this after being hospitalized by her Grandmother - mainly because the instituion was run by an Orochi Group subsidiary. On top of being subjected to miserable housing, hellish drug regimes and humiliating experiments, she was ultimately rejected in favour of Emma Smith; worse still, the Orochi responded to her failure by throwing her out of Amity House and not even bothering to keep an eye on who she told because they knew nobody would believe her. The fact that nobody, not even "the Bad Guys," would accept her was so crushing that just recalling it drives her to tears, though her tears are more out of anger than anything else.
Cursed with Awesome: Callie is very up-front in telling you that she finds the Secret World and the magic associated with it utterly glorious; even the fact that she was pushed down the rabbit hole doesn't dampen her enthusiasm that much.
Too Much Information: At one point, lulled into security by your unending silence, she starts telling you that she's thinking of getting Beardsly's Sir Bedevere tattooed somewhere intimate on her body- before she realizes her mistake and hastily shuts up.
Wide-Eyed Idealist: This is part of the reason she hasn't joined the Templars, as they aren't exactly the Shining Knights she's looking for.
I'm just one voice, but I am making myself heard.
Paranoiac, conspiracy theorist, and editor-in-chief of underground magazine "Weird Non-Fiction." Working out of a laundromat in a condemned building, Screed mainly exists to provide information on the Illuminati, but unlike similar NPCs in London and Seoul, he has no real affiliation with the organization he details.
Cloudcuckoolander: Amongst other things, Screed thinks that Pac-Man is a visual representation of how the Illuminati see the rest of humanity.
The Cuckoolander Was Right: He might be wrong about quite a few things, but when it comes to fearing the Illuminati's power, he's absolutely right.
Failed a Spot Check: Oddly enough, despite all the paranoia he demonstrates in virtually every other aspect of his life, Screed doesn't see anything particularly suspicious about one of his friends taking a photo of him talking to you.
The worst part? The friend that took the photo? That's Leah, who works for the Illuminati and you can see her again in the Labyrinth.
The Insomniac: Believing that the world will inevitably change for the worst in his sleep, he's tried everything he can possibly try to avoid sleeping: vitamin supplements, energy drinks, nicotine gum, pop rocks, hair spray...
Famous Ancestor: Giovanni Aldini, Dr Aldini's great-great-great-great-grandfather, was actually the inspiration for Doctor Frankenstein—hence the reason why Aldini calls his surgery "The Modern Prometheus."
Mad Scientist: The plastic surgery that Aldini performs is just a convenient means of financing his darker experiments in continuing his ancestor's work.
Meat Grinder Surgery: Harvesting the flesh needed for surgery involves a lot of this, as "Just A Flesh Wound" demonstrates; in fact, you have to experiment with numerous pieces of gruesome equipment- from axes to sledgehammers -before you finally find the perfect tool for the job: a chainsaw.
Assistant Inspector Kim
The Dragon's liason on the local police force, Kim can usually be relied upon to provide otherwise classified information to the player - though he hints that there's a good chance that the Dragon already knows.
Cowboy Cop: Probably the reason why the Dragon accept his aid rather than that of any other officer.
Police Brutality: Kim takes great delight in beating up Morninglight cultists right in the middle of the police station's main office.
Solomon Island NPCs
Right now, folks just need me to look like I got all the answers. The questions? They come later, along with the grieving.
The local sheriff on Solomon Island, Helen Bannerman is responsible for organizing and protecting the majority of the survivors in Kingsmouth. As such, she often tasks the player with retrieving supplies or helping defend the fortress that the police station has become.
Dual Wielding: The Filth-corrupted version of Bannerman encountered in "The Vanishing of Tyler Freeborn" attacks with dual-wielded handguns.
Nothing Exciting Ever Happens Here: Prior to the disaster, Bannerman generally thought this of Kingsmouth; the only time she ever had to use her gun was to put down a dying dog, and the only murders in town were very quickly swept under the rug. In an interesting case, she was okay with this state of affairs.
The Pollyanna: Since the Fog rolled in, she's found herself as the de facto protector of all the survivors of Kingsmouth, trapped in a besieged police station with barely enough supplies to survive, and most of her friends among the townsfolk are either dead or besieged as well. For good measure, her husband is having an affair with Madame Roget. And yet, Bannerman remains as cheerful and optimistic as ever.
Jeez, you never saw anything like this in the cop shows. Well, maybe on cable, not the network ones...
Sheriff Bannerman's deputy.
Ascended Fanboy: Brought up on cop shows and eventually ended up graduating to the post of Helen Bannerman's deputy.
Bread, Eggs, Milk, Squick: Andy can swing from talking about how the people of Kingsmouth simply walked off into the ocean, to talking about how his father once drowned a sack of kittens.
Cloudcuckoolander: A troubled childhood combined with the arrival of the Fog on Solomon Island have not been good for Andy's sanity.
Clueless Deputy: Although Eleanor Franklin is the only one willing call him as such.
Crouching Moron, Hidden Badass: He might be a bit of a klutz, but he's still quite capable in the current state of emergency. Plus, he's somehow immune to the effects of the Fog, and took advantage of this to save Moose Jansen's life.
Cute Kitten: Andy once kept three of these- before his father drowned them in the bay; most of his dialogue indicates that he's still deeply troubled by this. During the 2012 Halloween Event, the kittens come back in a very nasty way... and in "The Vanishing of Tyler Freeborn," they show up again, this time fighting alongside the Filth-infected duplicate of Andy.
Digging Yourself Deeper: In the ending to "The Cat God," Madam Roget notes that Andy needs to experiment more, whereupon Andy does his very best to cover up any sexual connotations to the statement. Naturally, it only makes things worse.
Dumbass Has a Point: Occasionally, Andy will make a surprisingly astute observation- which usually leads into one of his mission briefings.
Cryptic Conversation: He often makes oblique references to metaphorical "rotten apples" and "illuminated manuscripts."
Don't Explain the Joke: Just as often, he gives up and explains what he actually meant. In "The Kingsmouth Code", after dithering about "being illuminated under the eye," he throws up his hands and outright admits that he's actually an Illuminati agent.
Good Shepherd: Subverted, though not to the extent of being a Sinister Minister; he does care about the community- at least enough to assure people that the disaster is not the beginning of the Apocalypse- but he's much more interested in the Illuminati.
Illuminati Wannabe: Hawthorne is actually a "hobbyist" member of the Illuminati, hoping to get himself a leg-up into the organization itself. The Illuminati tolerate him thanks to his gift for code-breaking, but consider him a potential security risk due to his inability to keep his mouth shut.
Unwitting Pawn: If you play as a Templar or a Dragon, he mistakes you for an Illuminati agent and runs his mouth on a secret Illuminati treasure trove hidden in Kingsmouth.
This could be the end of the world... but you don't need to be a fortune teller to see that.
Con-artist, fortune-teller, and part-time prostitute, Madame Roget was not exactly a popular character around Kingsmouth prior to the Fog. However, following the arrival of the Fog and the death of most of her customers and critics alike, she's discovered that the disaster has somehow given her the power to actually see the future. As such, she becomes a quest-giver thanks to her newfound ability to detect some of the more powerful monsters descending on Kingsmouth.
Accent Relapse: Inverted. She tries to use her fake Gypsy accent on you for about thirty seconds before relapsing into a perfectly ordinary American accent.
Bondage Is Bad: Averted, as far as Roget's concerned; the only reason she didn't end up walking off into the Fog and becoming a zombie was because she was handcuffed to her bed.
Comes Great Responsibility: In light of discovering the fact that she actually possesses psychic powers, she's also decided to use them for responsible ends, aware that her visions run the risk of leading people to their deaths.
Never Mess with Granny: Most survivors on Solomon Island are holed up in some sort of fortified or warded compound. Norma Creed stands in her front yard with a twelve-gauge shotgun. Also, in "The Vanishing of Tyler Freeborn," she's the only Filth-infectee that attacks you alone and without summoning reinforcements.
Awesome! I Knew It! First the zombies rise from the dead, then they send in the Men In Black, and then the guys with superpowers show up! This is totally like the August issue of Katana Guy and Headphones Girl! You know, the one in Antarctica with the tentacles and mutant Nazi zombies?
A teenage local and survivor of the Fog- and a former member of the League of Monster Slayers. Despite Sheriff Bannerman's insistance that he stay at the police station with the other survivors, Danny can be found by the skate park, which he has converted into a makeshift fort complete with barbed wire and piles of charred zombies.
Collector of the Strange: As of Halloween 2013, he's started collecting horror stories from all over Solomon Island, delivering requests for local ghost stories via his remote-control drone and asking you to verify them.
Some people collect pennies. Boring! I'd rather collect scary.
Covert Pervert: Not above using his model spyplanes to spy on the Morninglight camp- in the hopes of getting a few shots of Cassie.
Gadgeteer Genius: He's managed to make both an aerial spy drone and a flamethrower out of common household materials.
Genre Savvy: Even in a game where this is the norm, Danny is noticeably so.
Hero-Worshipper: Being so enamoured with superpowers, he's noticeably drawn towards people with magical abilities, admiring the player character and bearing a very obvious crush on Carter.
The Hunter: As the only surviving member of the League of Monster Hunters, Danny is a pretty junior example, but judging by the burning heaps of zombie limbs around the skate park, he's still an effective example.
I Just Want to Be Special: While he's taking it more or less in stride, it's fairly obvious that he wishes he could get in on the superpowers going around.
The owner and manager of Kingsmouth's scrapyard. Having managed to survive both the Fog and the subsequent Draug invasion with the aid of his guard dogs, Tango and Cash, Edgar has spent most of his time since then repairing an old school bus in the hopes of escaping the island aboard it.
Angry Guard Dog: Tango and Cash, to everyone except Edgar. They eat zombies. They're even nastier when infected with the Filth.
Arm Cannon: The Polarity Gauntlet, which ends up becoming part of your arsenal following "The Uncertainty Priciple." In "The Vanishing of Tyler Freeborn," it's also his Filth counterpart's weapon of choice.
Punk in the Trunk: One side mission reveals that he's keeping a dead body and a large stack of money concealed in one of his cars; it's not established if Edgar was the murderer or simply disposing of someone else's evidence.
Revenge Before Reason: A variant, in that this example hasn't quite reached terminal levels just yet. Apparently, Edgar's spent so much time deciding who he'll allow to join him on the escape bus and who he'll leave behind, that he's failed to take into account the fact that his only exit has been blockaded by the Orochi group.
You're thinking there's nothin' dangerous about what I do? You'd be wrong: I can tell you all about what people try to hide behind a coat of white paint...
A mechanic at the local airport, Ellis had only just been hired when the Fog swept in. Trapped at the airport and stuck between the Orochi camp at one end of the strip and the zombies trying to claw their way into the area at the other, he has nonetheless done an admirable job of keeping the monsters at bay and the power running.
Batter Up: When not armed with a pistol, he wields a baseball bat as his melee weapon.
Blue and Orange Morality: "Ellis" has a rather bizarre sense of honour; though he had absolutely no problem in killing the real Ellis in cold blood, he insisted on planting a note in the corpse's pocket before burying it, claiming that "you put a man in the ground, you owe him an explanation for why."
Cover Identity Anomaly: Despite all of his preparations for taking on the role of Ellis Hill, the Phoenician agent's sources failed to inform him that Ellis was white - requiring him to make a few additional murders in order to escape detection.
Foreshadowing: In his first mission intro, Ellis darkly hints that he's had experience in "breaking things up."
Regarding the Draug, he mentions that "the sea breeds things tough." Well, a Phoenician sailor would know...
When noting that the government will probably destroy Kingsmouth to prevent the Draug and the Filth from spreading, he makes a point of mentioning how they'll Salt the Earth and make "an infamous land where nothing may be built for all of time." As a Phoenician, "Ellis" knowledge of areas that have undergone this treatment is no surprise.
One of the rewards you can get for "Runaway Light" is the Carthage Ring.
Lore entry #6 for Samhain 2013, during which the Bees examine Ellis and ask, "Wait! Who are you? Why are your innards so purple?"
Greek Fire: Ellis admits to siphoning aviation fuel to make this; apparently, fire is very effective against the Draug.
Handshake Refusal: After having a gun pointed at him by Ellis, the player is a bit reluctant to shake his hand. Ellis actually approves of this behaviour, claiming that a handshake can "give away a lot of a person's soul."
Kill and Replace: In the final mission at the airport, it's revealed that "Ellis" is actually a Phoenician agent; some time before the Fog arrived, he killed the real Ellis Hill, buried him in a shallow grave out by the bike track, and took his place in order to keep tabs on Kingsmouth.
Not So Different: Makes this observation about you, and also remarks that the two of you are both "fixers" with a job to do, come hell or high water. And he's not talking about the mechanical kind of fixing, either.
Would You Like to Hear How They Died?: Unusual variation; the Phoenician agent wrote a very detailed description of how he strangled the real Ellis to death, not to gloat, but as a gesture of respect for his victim.
The widow of Edmund Franklin and last resident of the Franklin Mansion on Blue Mountain.
Crazy Cat Lady: Subverted. She's an old woman who lives alone, owns thirteen cats, and claims to talk to her dead husband, but in fact is thoroughly sane, especially considering she shares her home with so many ghosts.
Locked Out of the Loop: Because the monsters refuse to approach the mansion and because she hasn't left the house in ages, Eleanor doesn't know anything about the disasters happening across the Island. At one point, she remarks that the usual trick-or-treaters that usually visit her house must have been kept indoors by the fog- without knowing that a good deal of the town's children likely became casualties when the Fog rolled in.
While You Were in Diapers: Apparently, Sheriff Bannerman once made the mistake of calling her "Ellie," and got this kind of response.
Widow Witch: Not really, but gained a reputation as one.
I wonder what would have happened if I'd never left that red sea... Maybe Joe Slater never did... and all this is... just some pitch-dark dreaming...
The only surviving crewmember of The Lady Margaret, and the only remaining witness to the events that occurred after the ship was swept off-course.
Body Horror: Joe's transformation, which the Lore entry on The Lady Margaret details, mentioning various species of sea-life and coral infesting his internal organs. By the time you meet him, he's almost completely transformed into a Draug: his left arm has been overgrown by coral and distorted into a Draug Mauler's club; his right arm is covered in wriggling tentacles; his face is pockmarked with what look like barnacles; and judging by the gasping sounds he's making, his lungs aren't faring too well either.
Curiosity Killed the Cast: After the ship was swept into the Isle of Dead Ships, Joe made the mistake of getting curious about an ancient sword he found on one of the surrounding boats- and stealing it. As it happened, this not only got the attention of the Draug, but also resulted in the Fog following him back to Solomon Island. Worse still, once the sword arrived back in Kingsmouth, Freddy Beaumont got his hands on it.
Ear Ache: In an attempt to blot out the "singing," Joe shoved Q-tips in his ears. Because the noise didn't abate, it took a while for him to notice that he'd ruptured his eardrums.
Terrible Ticking: After he stole the artifact, he was subjected to numerous illusory sounds as a result of his transformation, most of them apparently produced by seagulls and hagfish- at least according to the lore entries. However, the worst of them was the "Siren Song" made by the artifact.
Zombie Infectee: Thanks to his exposure to the Draug's home environment or the artifact he retrieved from it, Joe is slowly transforming into a Draug.
We'll do this dance again...
One of Kingsmouth's most persistent legends, Jack O'Lantern is said to dwell in the pumpkin patches of farmers across Solomon Island, waiting patiently for the chance to butcher unsuspecting travellers and children. Of course, given that this is a setting where All Myths Are True, Jack turns out to be very real indeed- and still active.
Cowardly Boss: Whenever it looks as though he might lose the battle, Jack runs off to hide in a different field.
From Nobody to Nightmare: Prior to becoming the legendary monster, Jack was just a poor Irish labourer working for the farmer-turned-magus Archibald Henderson. Unfortunately, he happened to be present when Henderson's daughter died, and ended up getting both the blame and the magical punishment.
Ghost Lights: The pumpkin patches he inhabits are often surrounded by these.
Externally, the Black House is little more than the charred remains of a long-abandoned two-story home on Solomon Island's coast; however, to anyone who steps over the fence and approaches the building itself, the Black House is haunted- to the point of having a personality of its own. Little is known about what exactly happened to its original owner or how the house was burned in the first place (Kingsmouth's inhabitants refuse to speak of it to outsiders) and very few people have been willing to enter the ruins and discover the truth for themselves...
All of the Other Reindeer: Carrie Killian, the owner of the house, was subjected to increasingly shoddy treatment from the people of Kingsmouth. At least part of this was due to a smear campaign by the the local Illuminati, who didn't appreciate the fact that she was operating independently.
Being Good Sucks: Oh so very much; having dodged an employment offer from the Illuminati, Carrie then came to Solomon Island to try and help the townsfolk. Quite naturally, this resulted in her having to endure bullying, exclusion, ostracism, and finally murder from the Ungrateful Bastards she was trying to help.
Bullying a Dragon: What most of Kingsmouth ended up doing to Carrie; the result was a permanent landmark that demolition crews are too scared to approach.
Bury Me Not on the Lone Prairie: As detailed in her will, Carrie's last wish was not to be buried in the soil of Solomon Island, but to scatter her ashes into the ocean. Quite naturally, her murderers decided to bury the urn containing her ashes under a cheap tombstone right behind her house.
Not Evil, Just Misunderstood: Every single aspect of Carrie Killian's personality, whether living or dead, was misinterpreted. When she was alive, she was believed to a Satanist and a threat to the local children, when she was actually a fairly benevolent witch that could have helped the townsfolk if they'd let her. Following her death, she was believed to be a malevolent spirit infesting the house; in reality, she was simply raging over the fact that her murderers had descended to the level of ignoring her will, trapping her soul in the house in the process.
Nothing Is Scarier: Past the fence around the Black House, sound is almost completely muted; no monsters dare trespass upon the property, and the owner's ghost doesn't manifest as a spectre unlike most of the other ghosts in the game. And somehow, this just makes it all the more chilling...
Trauma Conga Line: Slandered, bullied, ostracized, falsely accused of murder, and then died horribly when a gang of ignorant hicks burned her house to the ground. And it didn't stop there: not only did everyone involved with Carrie's death get away scot-free and manage to pass off her death as a suicide, but her final wishes were ignored, resulting in her spirit being trapped on Solomon Island- the area she'd come to despise- for all eternity... at least until you manage to release her.
Come to daddy...
Little is known of the Bogeyman- or at least, of this particular one, given that an entire species of Bogeymen exist in the Secret World. A spindly near-human monster, he rules the abandoned Atlantic Island Amusement Park, shrounding it with illusions and other powerful forms of magic while drawing fresh power from the rides- and from unsuspecting visitors.
Dark World: Already residing within a ruined amusement park, he spends most of his time waiting inside a pocket dimension accessible via the Ferris Wheel; it resembles the amusement park, but it's always night and eerily vivid in colour.
High-Class Glass: Wears a monocle which you steal after his death, using it to decode his/Winter's will.
I Just Want to Be Special: A very dark case; while still human, Nathaniel Winter grew obsessed with gaining magical power, at one point attempting to buy his way into the Illuminati for the chance to learn. After being turned down, he eventually devised a scheme to imbue himself with magic: it involved buying a design for an Anima Capacitor from a legendary architect, building an amusement park based on the blueprints, and allowing the rides to harvest magical energy from children and channel it into him. Unfortunately, though it gave him magical powers, it also transformed him into the Bogeyman.
Powered by a Forsaken Child: The Bogeyman draws power from the fear of children and the rides they once rode on- though he doesn't mind taking it directly from living creatures if need be. This trope was also the centrepiece of Nathaniel Winter's plan to gain magic power.
Perhaps I appear blase to the human tragedy that surrounds us. I am, largely. I believe one should focus on their strong subjects; empathy was never truly one of mine. Thusly, I must protect the academy and its occupants the only way I can appreciate: analytically.
Highly eccentric and armed with an impressive knowledge of magic and other less-savoury things, Hayden Montag has been a capable administrator of Innsmouth Academy for fifteen years, ably handing both the influx of new magical prodigies and the numerous accidents that continuously plague the school. With childhood trauma having rendered him almost incapable of feeling or comprehending emotion, he runs the institute efficiently and dispassionately- remaining calm even with the hordes of monsters surrounding his barricaded office.
Admiring the Abomination: Montag considers things like Archibald Henderson's "murderous legacy" and the account of the War Golem's last rampage to be utterly fascinating- bordering on Nightmare Fetishist levels. Carter actually calls him "an encyclopedia of horrible stories," only declining to include any of said stories in the Halloween collection because Montag clearly doesn't see anything scary about them.
Badass Teacher: Implied, given that he provides first-hand knowledge of how to kill an out-of-control Familiar.
Black Mage: Though he doesn't take to the battlefield very often, it's made clear that he has a gift for destructive magic- after all, the very first spell he cast ended up killing twelve people. This is further evidenced by the barrage of elemental spells cast by his Filth-corrupted self in "The Vanishing of Tyler Freeborn."
Bunny-Ears Lawyer: Obsessive, almost hilariously unresponsive to human emotion, and has an odd habit of launching into rambling, overly-verbose monologues at the drop of a hat. On the other hand, as Usher notes, he's arguably the best man for the job of headmaster in spite of - or perhaps, because of- his eccentricites: after all, it takes a cold bastard to deal with the strain of running a place like Innsmouth, and his encyclopaedic knowledge of magic comes in handy as well; even Richard Sonnac approves of his administrative abilities. However, Montag is still not allowed anywhere near grieving parents.
Dark and Troubled Past: Montag's first attempts at practising magic accidentally killed his mother and eleven other people, traumatizing him for life in the process; willingly handing himself over to the police, he spent several years in juvenile detention because of it, before eventually going on to reinvent himself as the cold-hearted professional he is today.
Death Seeker: Hinted by the Dragon after-mission report of "To Sir With Love."
Disposing of a Body: Apparently, Montag's standard procedure for dealing with unfortunate corpses left on school property (including teachers) involves dissolving them with acid. Unfortunately, with the school overrun by Familiars and all but one of the faculty members being scattered across the surrounding area, Montag hasn't gotten around to it just yet.
The Dreaded: Greatly feared by the League of Monster Hunters, who actually list him in the "ABC of Monsters" book; quite apart from finding him unbelievably creepy, most of the pages are scrawled with frightened notes pondering his weaknesses and wondering what he has under his gloves.
Enemy Summoner: During "The Vanishing of Tyler Freeborn," the Filth-infected version of Montag summons a gang of familiars to accompany him to battle.
False Reassurance: Often used, followed by an explanation as to how un-reassuring his statement was. For example, in "The Strange Boathouse In The Mist," he assures Usher that the academy had nothing to do with Achibald Henderson's work... Initially. During his life. A much more serious example crops up in "The Faculty," when it's revealed that the ghosts of long-dead faculty-members are being manipulated into activating the school war golem.
Usher: So... this could get worse before it gets better?
Montag: Oh no. I shouldn't think it would get better.
Going Down with the Ship: With the situation on Solomon Island worsening every day, the Illuminati see his insistence on staying to manage to crisis as this- and wholeheartedly approve.
Heroic Sacrifice: In "To Sir With Love," Montag is fully prepared to ritually sacrifice himself in order to banish a wraith stirred up as a result of his childhood studies- though Usher and Carter are very quick to stop him. The Dragon after-mission report indicates that he knew that there were other means of stopping the wraith, but considered the ritual out of a desire to commit suicide.
Innocently Insensitive: Frequently. At one point, he dismisses Archibald Henderson as a qualified magician because of his background as a farmer- whereupon both Usher and Carter remind him that they're from agricultural families as well. That said, Usher knows he doesn't intend any offence, so she forgives him very quickly.
Montag: I sense this situation is... socially awkward?
Interrogating the Dead: Though critical of necromancy in most capacities, he does believe that questioning the undead is a perfectly valid source of information- certainly more valid that exploring the minds of the insane.
Mad Doctor: Implied when he remarks that some of the gorier schools of magic recall his days as a medical professional- which, for reasons unknown, were "curtailed."
Actor Allusion: Given that he is played by [[Reanimator Dr Herbert West]]
No Social Skills: He has almost no clue in regards to normal human interactions, to the point that he has to ask if he's accidentally offended anyone. However, he is trying; at one point, he admits that he "auditions" certain words for future personable conversation, with mixed success.
Pre-Asskicking One-Liner: Technically not actually spoken by the man himself, but rather by his Filth duplicate in "The Vanishing of Tyler Freeborn.
Shovel Strike: His method of choice for dealing with rampaging familiars is to decapitate it with a spade; he also notes that this is a great deal safer than using a fire axe- which has been known to bounce off the target's vertebrae.
So Proud of You: Montag utters remarks to this effect upon realizing that Carter knew the exact details of the sacrifice he was planning in "To Sir With Love."
I'm the witch-doctor in residence; its my lot to teach the kids responsibility over the balance of life and death... given and taken. So this has really pissed the curriculum up a wall.
The last surviving teacher at Innsmouth Academy, and Montag's deputy.
Brave Scot: Though not exactly a fighter by profession, Usher refuses to panic or buckle under the strain even while the school is overrun by murderous ghosts and rampaging familiars- making her well-suited to working alongside Montag.
Defector from Decadence: Usher was actually born into a family loyal to the Templars; she eventually left, in part because she honestly couldn't see the point of the war between the factions, especially with so many other dangers looming on the horizon.
Locked Out of the Loop: Much to her annoyance, she's ended up largely uninformed about the many secrets of the campus and the surrounding area.
Not in This for Your Revolution: Despite teaching at an Illuminati-owned school, she has no loyalty to the organization nor any concrete membership, and certainly no belief in the "fuck or be fucked" philosophy; she specifically states that she's working there for the sake of the kids.
Only Sane Employee: Her main role, especially given that most of the other sane employees are dead.
Team Mom: Ensuring that Montag doesn't drift too far off topic, keeping Carter from collapsing under stress, dealing with the unfolding crisis, and managing you.
A young magical prodigy and the youngest student ever enrolled at Innsmouth to date, Carter was entrusted to the care of the academy after her abilities grew too powerful for her parents to handle. At present, she's currently the only surviving student on-campus, and working with Montag and Usher to get the situation under control.
Character Blog: Manages to maintain one of these- even during the worst of the Fog.
Because You Were Nice to Me: A variation- one of the reasons for her crush on Danny Dufresne is because he doesn't treat her like an unexploded bomb and doesn't seem troubled by her powers.
Mind over Matter: One of her many subsidiary powers- and actually one of the earliest abilities she developed.
Noodle Incident: Most of her more destructive accidents fall under this heading, ranging from the "Regrettable Zoo Outing" to "the Halloween Prom."
Person of Mass Destruction: Already powerful enough to destroy several homes without meaning to, Carter is only getting stronger; to put things in perspective, Montag hypothesizes that misapplication of her powers could lead to a thermonuclear blast. As such, the mission where you're "escorting" her is less about protecting her, and more about protecting yourself from her indiscriminately destructive spells.
Teleporters and Transporters: According to Montag, she has the ability to shift lab animals into other dimensions; getting them back alive is another story altogether.
A tribe of Native Americans living at the foothills of the Blue Mountain, the Wabanaki have been divided over the question of what to do with the little land they currently control: some advocate using it for profit and allowing the impoverished tribe to earn a little money; others deplore this, declaring the land too dangerous to use- for reasons that lie in ancient tribal mythology. Unfortunately, with the arrival of the Fog, the fortunes of the Wabanaki have only worsened; though they've managed to keep their trailer park well-defended and supplied, they are still surrounded on all sides: the Wendigo occupying the "traditonal Wabanki village", the zombies infesting the construction site, and the Filth-infected monstrosities swarming out of the Blue Ridge Mine...
Ancient Tradition: The Wabanaki originally stayed on Solomon Island to prevent the things hidden beneath it from ever escaping or being unconvered; this has resulted in no end of trouble for them: quite apart from the murder of a Wabanaki shaman in the controversy over the Blue Ridge Mine, several tribe members have begun to chafe over the obligation to protect something that none of them really believe in.
Magical Native American: Averted, for the most part; magic isn't widely used among the tribe, given how much of the old knowledge has been lost in the centuries since White Settlement. When it is, it takes the form of specially-prepared talismans and rituals, or innate magical gifts- neither of which are associated with spirituality, ties to nature, or ethnicity.
Native American Casino: The Golden Wigwam being built to the north of the trailer park, intended to usher in some much-needed profits. At present, it's largely considered an eyesore and a joke among the tribe (especially since it's in the shape of a teepee, not a wigwam), not to mention embarassingly stereotypical. Plus, it's currently infested with zombies, making it even more despised.
The only surviving elder of the tribe, Joseph is also the tribe's de facto historian and storyteller. As the resident authority on Wabanaki history, folklore and magic, he assists the player in studying the disaster consuming Solomon Island from without and within.
Magical Native American: The closest thing to the stereotype in the game; he's still pretty distanced from it though: quite apart from the fact that his knowledge of traditional Wabanaki magic has nothing to do with spirituality or connection with nature, he himself admits that he can hardly blame the other members of the tribe from leaving the old ways behind.
Screw Politeness Im A Senior: During one of the cutscenes in "Dreamcatcher," he resorts to prodding you with his walking stick just to get you moving again.
Paul: It didn't cross my mind that anyone would pay to bag themselves a Wendigo or Sasquatch... but I'm not the brains of this outfit. Turns out a lot of folks would- when you ask in the right places- folks from out of state.
Anika: Business is a bit slow, so if you're staying around, it's open season on whatever's got no right to walk or crawl here!
Prior to the Fog, the Gamelins were hunters and guides for Solomon Island's more exotic visitors, assisting bands of hunters in tracking down Wendigo and Ak'Ab. Now, as the only members of the tribe able to shoot straight, the couple are in charge of defending the park.
Attempting to bankroll the casino and other businesses around the island in a desperate attempt to bring in much-needed funds, the Madahando brothers have ended up coming up short in almost every single one- the Casino being only the most recent failure. Prone to arguments over this and the tribe's current state of division, they can at least be relied upon to help defend the area.
Owner of a bait-and-tackle shop on the coast of Solomon Island. Outcast from the Wabanaki as part of the decades-long feud, he's currently sheltering Ami and Kyra from the Fog- all while quietly orchestrating a retaliation against the Ak'ab trying to break into the building.
The Chessmaster: Heroic example; quite apart from using chess metaphors, it's indicated that he's actually manipulating the player to help clear out the monsters around the area.
Red: (glancing in the player's direction) Besides, you never know when the joker's going to show up.
Kyra: I thought we were playing chess.
Red: Kiddo, when you get to be my age, you're allowed to mix metaphors.
Pastimes Prove Personality: Red's two favourite pastimes appear to be fishing and chess, indicating his patience and strategic mind.
Smart People Play Chess: In the introduction to "The Player, Not The Piece," he can be seen trying to teach Kyra the finer points of chess.
The Storyteller: Red has a lot of old stories memorized and ready to tell - to the point that Kyra's contribution to the Halloween 2013 short story collection is actually a written record of one of Red's tall tales.
A Wabanaki woman who inherited powerful magical abilities and the ability to "hear" the land. She, her daughter, and Red are riding out the crisis in Red's bait-and-tackle shop, though Ami realizes they will have to take a more pro-active approach to save their home...
Action Mom: Tells her daughter to do the dishes and be nice to visitors... and can also kill giant bugs with powerful Elementalism spells.
Dark and Troubled Past: According to Red, she grew up in the shadow of a broken family due to the forty-year-old feud. All things considered, she turned out pretty well. Her brothers, on the other hand...
Magical Native American: Subverted. While she has magic powers and the ethnicity, she's not remotely stereotypical.
Refused The Call: Tried to run away from the Wabanaki tribe and her powers when she was a teenager (though it was more in response to the division in both the tribe and her family than her powers themselves); after the Fog rolls in she quickly changes her tune.
Bratty Teenage Daughter: Comes off as this at first, though she's hardly in an ideal situation and Ami mentions she's worried about her father who went missing when the Fog hit. As the main quest goes on she begins to show more maturity and hospitality in the player's presence.
From the Mouths of Babes: She thinks the Wabanaki's infighting is insignificant next to the problems they're facing in the present and says as much.
Kyra: What's the hurry? It's not as if we'll be having visitors ever again-
(Turns around and notices the player)
Kyra: Oh, visitors.
A Wabanaki blogger from Solomon Island who has been doing his utmost to discover what lies beyond the rising darkness; being especially interested in what lies beyond the Fog, he has become the subject of an entire series of DLC missions appropriatedly titled "The Vanishing of Tyler Freeborn."
All of the Other Reindeer: In one of the Dragon's debriefings, Bong Cha reveals that he was never able to integrate into the Wabanaki community or become a popular New York environmentalist. He was a lapsed member of his tribe and an imperfect hipster who belonged nowhere.
Apocalyptic Log: Given that he spends most of his story arc mysteriously disappeared, his mission briefings are delivered in the form of recorded footage discussing his findings on the Draug, the Filth and the Fog.
Bold Explorer: What else can you call a man who willingly marched off into the Fog?
Dead All Along: After spending four missions following his trail- even going so far as to follow him into the Fog- the player finally finds him lying dead on the beach, having been washed back to the island not long after he discovered the truth.
Foreshadowing: During his first videolog, he wonders why the Orochi Group refuse to help anyone on the island- and speculates that the survivors might be under quarantine. Studying the Orochi Group's findings later in the mission reveals that the survivors have all been infected by an airborne strain of the Filth found inside the Fog.
Ignored Expert: Especially in the case of the Fog, though most of the people he tried to warn were already entranced by the siren song.
Information Wants to Be Free: Wants to share his discovers on the internet despite the Illuminati, the US Government, and the Orochi Group shutting down his sites.
Secret Secret Keeper: In her debriefing, Bong Cha reveals that the Dragon have been keeping his blog from being taken down, in part because they found it interesting- and that information suppression almost never works. As an added bonus, it pisses off both the Illuminati and the Orochi Group.
A seasoned monster hunter stationed on the outskirts of Kingsmouth. Representing a "higher authority" in their investigation of the disaster that has struck Solomon island, Boone is happy to help players of all allegiances- one of the reasons why he's camped so close to the Agartha portal.
Badass in Distress: Unlike most of the survivors, Moose wasn't in a safe position to ride out the Fog; entranced and minutes away from the sea, he would have been killed and transformed into a zombie had Gardener not saved his life.
Beware of Hitchhiking Ghosts: In the Halloween 2013 event it turns out that during his arrival in Kingsmouth, Moose had a run-in with a vanishing hitchhiker; naturally, this quests ends with you tracking down and destroying said hitchhiker's murderer.
Conscience Makes You Stay: Well-acquainted with the secret roads, he could have easily have left Kingsmouth at any time he liked. However, admiration for the survivors (plus a crush on Andy Gardener) kept him from making his escape.
Boone's partner and fellow monster hunter. Stationed on Solomon Island's coast, Wolf is his counterpart's exact opposite in many ways- stoic where Boone is friendly, vigilant where Boone is laid-back, philosophical where Boone is grounded in the real world; as such, he takes a more direct role in investigating the area. He also collaborates with you in many missions, studying the Ak'Ab infestation, the Phoenician agents scouring the area, Jack O'Lantern's current activities, the Black House, and the source of the Fog itself.
Badass: Unlike just about every other NPC in Solomon, Wolf isn't found hiding behind some kind of fortified defence; he's not even sitting just outside zombie territory like Boone: Wolf is sitting on the front doorstep of a house within spitting distance of the zombies. For good measure, there's a huge heap of corpses impaled on the mailbox nearby, courtesy of his last scrap with the undead.
Warrior Poet: Tends to get philosophical at times. As in, pretty much every time you speak to him.
Son of billionaire Nathaniel Winter, Nicholas originally arrived at Solomon Island to sell off Atlantic Island Park; unfortunately, the Fog closed in shortly afterwards, and Winter ended up getting trapped just outside the amusement park, growing increasingly obsessed with the decaying amusement park his father spent his fortune on.
Like Father, Like Son: Despite his best efforts, by his final mission, Nicholas ends up getting just as obsessed with the park as his father was. Thankfully, you wreck the Anima Capacitor before he gets any ideas of becoming the Bogeyman.
Parental Abandonment: Had to endure this when Nathaniel Winter decided the amusement park was worth more than his family.
A bitter but determined reporter who followed the trail of a hell-seeking occultist to Solomon, specifically to the Overlook Motel where a literal Hell on Earth is happening just down the beach. He recruits players in his search for the truth, though he admits it probably won't be a pleasant truth.
A prolific and best-selling horror novelist who came to Solomon Island to get over a bad case of writer's block. Currently holed up in the lighthouse on the Savage Coast, he now spends his time either writing his next novel or taking potshots at any zombie unlucky enough to be in range.
The Alcoholic: To the point that he was actually booked into a rehab clinic for it. The Dragon decided that Krieg was too important to spend his life in sobriety, and had him replaced with a lookalike for the duration of his stay.
Deal with the Devil: According to the Halloween 2013 mission, "The Death of Dr Armitage," Krieg is revealed to have made such a bargain with the supernatural being of the same name many years ago; in return for giving him inspiration and popularity, the entity wanted to be written into one of Krieg's stories. After accepting - and watching Armitage getting hit by a truck - Krieg spent many years grappling with the temptation to fulfil his end of the bargain, before ultimately giving in.
The Eeyore: Krieg is a very, very cynical man, and makes sure that everyone within earshot knows to some extent or another.
Hope Spot: Is fond of these in his novels. They always end badly.
I Have Many Names: Has used quite a few pseudonyms over the years, including "Stephen Bachmann" and "Jack Fatuus."
Mad Artist: Borderline example, in that he's cynical, curmudgeonly, morbid, alcoholic, and edging steadily closer to homicidal tendencies: in one letter, he openly fantasizes about murdering one of his more obsessive fans, and he's gotten into the habit of shooting at unwanted visitors - zombie or not - with a sniper rifle. The 2013 Halloween event reveals that he's also under the influence of a being that might be connected with the Filth.
The Muse: "Dr Armitage," an enigmatic and possibly Filth-connected entity that perpetuates his existence through the works of numerous authors - one of them heavily implied to be H.P. Lovecraft. Those who accept his deal are blessed with inspiration and success; in return, they write Armitage into one of their stories.
Tomes of Prophecy and Fate: Any book he writes seems to come true in some fashion, apparently due to the influence of Dr Armitage.
Unwitting Pawn: Of the Dragon, who engineered his rise to popularity and his eventual fate by ensuring he made contact with Dr Armitage.
An agent of Office of National Paranormal Security Management and Intelligence and official Homeland Security coordinator to the paramilitary unit responding to the crisis on Solomon Island. Fully aware of the Secret World, Olson is prepared to collaborate with you- for the moment.
Bitch in Sheep's Clothing: She might seem cordial and polite, but under her smiling exterior Olson is a coldhearted bureaucrat with little regard for human life and strong ties to the Illuminati; for good measure, she's also on the island to assess whether the situation should be resolved by a nuclear bomb.
Head of the US paramilitary unit investigating the disaster on Solomon Island, Sarge frequently clashes with Olson over how to handle the situation. He also ends up providing mission briefings, if only because he happens to talk loud enough for the player to eavesdrop.
A member of a CDC research team dispatched to Solomon Island to investigate the Filth and assist the Orochi Group in their own investigation. Unfortunately, by the time you find their encampment up on the Blue Mountain, the emergence of the Fog and exposure to the Filth have killed most of the team, leaving Marianne the only survivor. Worse still, she's been abandoned by her superiors, leaving her effectively trapped on the Island- just a few metres from the Filth-bog where most of her team died.
The Atoner: Halloween 2013 reveals that she's harbouring a lot of guilt over her part in covering up The New Orleans Incident, to the point that the spooky story collected from her is titled as a "confessions."
Break the Cutie: Marianne has endured a lot by the time you meet her. In one of her more light-hearted moments, she admits that she could use a hug- only half-jokingly.
"You're on your own, Marianne," that's the only reply I get from Atlanta. "Hold tight, sport! The President's counting on you!" Really? The President? How dumb do you think I am? No, I don't think there'll be a medal waiting for me when I get home... if I get home. And I don't care: I'll be happy to just put my feet up and watch some TV. I don't want to be the kind of person the president has to count on in a situation like this...
Obstructive Bureaucrat: In her first scene, she tries to act like this in an attempt to control the situation. It very quickly breaks down once she notices that you don't seem very impressed.
Organ Theft: It's revealed that Marianne had a run-in with a group of Orochi organ harvesters during a mission to New Orleans; though she was spared, the group "harvested" her partner and forced her to keep quiet about it. Later in one of the Halloween 2013 missions, you end up having to track down and kill the now-Filth-infected harvesters.
Sad Clown: Clearly traumatized and almost at the end of her psychological tether, she has a habit of making jokes and smart-alec remarks to relieve the tension.
Twenty-Four-Hour Armor: Played realistically; because she's too scared to take off her suit, Marianne has spent days wearing it- even sleeping in it. As such, she often mentions how uncomfortable this is- and Hazmat suits aren't very comfortable to begin with.
A guerilla army sworn to protect Egypt from the Cult of the Aten, the Marya (or "The Young Warriors") were formed many thousands of years ago by none other than King Tutankhamun in order to end the threat that his father Akhenaten posed to the land and its people. In the centuries that followed, they have continued their watch over the desert, though their numbers have dwindled considerably; with the Atenist uprising in al-Merayah, the Marya have arrived to defend the town and the lands surrounding it, cutting off all exits to prevent any reinforcements from joining the cultist army. Naturally, you end up acting on their behalf while in Egypt.
OOC Is Serious Business: It takes a serious crisis to get Shani to drop her stoic demeanor- ideally something involving a mole in the ranks of the Marya; the introduction to "The Traitor" features the only point in the game when Shani really loses her temper.
The Marya's demolition expert, he has assigned the job of destroying the Atenist's pumping facilities and preventing the spread of the Filth. Unusually for one of the Marya, Nassir is surprisingly exuberant, often extolling the virtues of American action movies and Bollywood musicals as he prepares another round of C4.
Bunny-Ears Lawyer: As far as Shani's concerned, Nassir more than compensates for his eccentricities by being the best at his job; he even remarks that he was trained to "blow shit up in other dimensions," and given the setting, it's doubtful that he's lying.
Mad Bomber: Borderline example. Along with his devotion to "blowing shit up," he has a habit of playing catch with live hand grenades.
The Pollyanna: Despite the fact that his entire family was killed either by local monsters or the Atenists during his backstory, Nassir remains as optimistic and light-hearted as ever. Even the worsening situation in the Valley of the Sun God doesn't dampen his spirit.
"I am very serious. But if we can no longer have fun, if we cannot take joy in life, they have won."
Stepford Smiler: She's really, really trying to seem pleasant and bubbly in spite of the ongoing siege... and she's starting to crack under the strain.
A septette of ancient statues overlooking the newly-rediscovered City of the Sun God, the Sentinels were originally constructed following the end of Akhenaten's reign; though the Black Pharaoh was dead and interred within an enchanted pyramid, it was realized that drastic measures had to be taken in order to prevent him from ever returning- measures which Ptahmose, High Priest of Amun, enacted. Sacrificing all seven of his children, he performed a ritual that transformed their souls into seven statues, each one depicting one of the Egyptian gods: together, these Sentinels and their song have kept Akhenaten suppressed and the City hidden- until now.
Living Statue: On two fronts; the Sentinels can act as both their giant statues and as the figurines on the shrines at the base of said statues.
Magic Music: How they perform their prime function; however, all seven of them have to be singing in unision for it to work- very nearly leading to disaster when an Orochi research team steals one of the songs.
Powered by a Forsaken Child: The only way of preventing the return of the Aten required the death of seven people- the last three of which were still children at the time of their death; worse still, all seven of them are permanently trapped in the City of the Sun God with nobody to talk to except each other.
Teeth-Clenched Teamwork: Thanks to a combination of Cabin Fever and clashing personality traits, there has been a lot of disagreement among the adult members of the Sentinels.
Who Wants to Live Forever?: None of the Sentinels are in a position to enjoy their immortality, and for good reason: none of them can leave the city or even move under their own power, they're forced to remain eternally vigilant in order to keep Akhenaten sealed inside his pyramid, they're stuck in the company of increasingly antagonistic family members, the only visitor they'll ever meet is Ptahmose, and their entertainment is limited to what Ptahmose can bring with him.
The father and creator of the Sentinels, as well as a former court vizier to Akhenaten, high priest of Amun and ally of the Marya. Following the sacrifice of his children, Ptahmose killed himself out of grief; over the next few thousand years and the many different incarnations he assumed, he remained the caretaker of the Sentinels, always returning to the City of the Sun God every once in a while to keep his children from losing hope.
You have all done more than a father could ask; I have been so very proud of you in every lifetime I have lived... and in every lifetime yet to come.
Walking the Earth: Judging by the many, many postcards and souvenirs he has given Moutnefert over the years.
Ptahmose' eldest son, he represents Horus, god of the sky. At the time of his death, Thutmose was an adult and an experienced warrior; as such, he has become one of the de facto leaders of the Sentinels alongside Nefertari and can usually be found providing the younger members of the septette with guidance.
Representing Maat, goddess of justice, Neferati is the eldest daughter of Ptahmose; as such, she leads the Sentinels alongside Thutmose. Far stricter than her brother, she is also the disciplinarian of the group, ensuring that her siblings remain vigilant in their watch over the Black Pyramid- with mixed success in Hemitneter's case.
Moutemouia is unique among the Sentinels for having started a family of her own in life- until her sacrifice forced her to abandon both her husband and her children and become representative of Meretseger, goddess of mercy. Needless to say, she despises her immortality more than any other member of the Sentinels, and only remains constant in her duties because of her desire to protect her younger siblings.
Despair Event Horizon: Moutemouia has been teetering on the brink for quite some time, and acknowledges that without Houy, she would have given up on everything a long time ago.
I Hate You Magician Dad: For obvious reasons, her relationship with Ptahmose is cold and distant at best; when the other Sentinels discuss what their father does in order to keep them from losing hope, Moutemouia's only answer is, "He leaves me alone."
Morality Pet / Living Emotional Crutch: Houy; as the youngest member of the Sentinels, Moutemouia has latched onto him as a substitute for her own long-dead children, and in turn, Houy has adopted her as his mother. In fact, during the introduction to "The Sad Song," she admits that Houy is the only thing that has kept her going over the past milennia.
If it weren't for him, I would just let go. I would let the deep voices in and allow them to still my song. I would rest. I would sleep... but I would miss him too much.
Reptiles Are Abhorrent: Subverted; quite apart from representing a cobra-headed goddess, Moutemouia's statue has a snake's tail in place of legs and numerous snakes have gathered around the shrine at the base- and yet, she is likely the most compassionate of the Sentinels.
Like her older brother, Hemitneter actively fought in the war against the Atenists; unlike Thutmose, she enjoyed the thrill of combat and never truly gave up on the battlefield- even as a Sentinel. Bloodthirsty, irritable, reluctant to accept the commands of her older siblings, Hemineter's chosen patron is- appropriately - Sekhmet, goddess of war.
Action Girl: Was this in life. In "Blood and Fire," she gets to briefly become one again.
Angrish: Briefly reduced to this in "The 3rd Age."
Badass Boast: "I shall go forth in blood and fire, beloved of Sekhmet, Mistress of Dread, Lady of Slaughter!"
Leeroy Jenkins: She's often encountered on the verge of jumping the gun and attack the enemy head-on, much to the exasperation of both Thutmose and Nefertari. Taken to extremes in "The Binding" when she mistakes the player for an Atenist and opens fire on you with Eye Beams.
Hemineter: I vote we smite anything that moves!
Nefertari: Imagine our surprise.
Precision F-Strike: In "The Stained Oasis," she becomes the only Sentinel to engage in profanity by exclaiming, "What a pot of shit!"
And again in, "Blood and Fire":
I've stayed put, an obedient handmaiden, like patience on a fucking monument!
Tomboy: To the extent that Nefertari actually asks if Ptahmose raised her as a man.
Made a Sentinel at only fourteen years of age, Moutnefert is an explorer at heart and longs to see what lies beyond the City of the Sun God; because she is unable to move, Ptahmose regales her with tales of his travels across the world and decorates her shrine with maps and postcards, allowing Moutnefert to continue her duties as an aspect of Satis in cleansing the waters of Filth.
Constantly Curious: Recognizing you as a world traveller from her very first mission, she immediately begins bombarding you with questions.
Pastimes Prove Personality: Her two major pastimes are gardening and postcard-collecting- one symbolizing her patience, the other her desire to see the outside world; in one side-quest, you have to retrieve a few of them that have been purloined by Orochi survey teams.
Nefertari the Younger
Official protector of the City's animal population and youngest daughter of Ptahmose, Neferari the Younger represents the cat-headed goddess Bast. Made a Sentinel at age ten, she is rarely troubled by her immortality or her duties, given that they allow her to remain with her family.
The Beastmaster: She possesses the ability to communicate and direct the animals of the City, leading to the opening cutscene of "Halls of Lost Records."
Youngest of all the Sentinels, Houy barely remembers the few years of life he had before becoming a Sentinel- and given that much of it was spent on the run from the Atenists, he doesn't miss it at all. Representing Anubis, god of the dead, he shares his patron's duties in ushering the souls of the dead to their final end.
Don't Fear The Reaper: Despite representing a god of the dead, Houy is still one of the most innocent members of the Sentinels; in one side-quest he can be seen ushering a wandering soul to the land of the dead, remaining gentle and mature throughout.
Not Now, Kiddo: According to the lore entry, he often gets this kind of reception, requiring him to approach his points in a somewhat roundabout manner.
Smarter Than You Look: Despite having seen and learned more than any living scholar, Houy is still seen as a child by most of his brothers and sisters, leading to a certain degree of surprise when he reveals just how intelligent he really is.
I have fought this war many times: the weapons may change, but the faces do not.
A mysterious hermit living out on the dunes outside Al-Merayah, providing indirect assistance to both the players and the Marya against the burgeoning Atenist threat. Heavily implied to be an immortal Moses or Aaron, most likely Aaron.
As the Good Book Says: Of a sort; when you first meet him shortly after the Atenist attack on the Marya camp, he paraphrases Jesus "Forgive them Father, for they know not what they do" as "Do not be angry Master, you know how prone these people are to evil." Given who he is, this is understandable.
Not Now, Brother: Says this at the beginning of "The Unburnt Bush" to a burning bush who he states to be his brother.
Really 700 Years Old: Looks to be a fairly well-preserved seventy, but is actually several milennia old.
Screw Politeness Im A Senior: Rather than absent-mindedly voicing mission briefings to nobody in particular like most quest-givers, Khalid makes it clear that he actually expects you to solve the problem at hand during the intro to "The Last Legion"- and gets very irritable when you don't catch on.
Get to it! Now! What, are you not used to being told what to do, child? Go! Go go go go!
Time Abyss: To put this in perspective, Khalid was one of the original members of the mysterious Four and Sixty, a supernatural faction that predates the Big Three- all of which are several thousands of years old.
Monty: I'm the hot young turk, he's the stuffy old professor. No, wait, the heat's getting to me.
Arun: You see how a wit like this is wasted on Oxford.
Consisting of Arun Singh and Montgomery "Monty" De La Roche, two visiting archaeologists from Oxford's magic branch, the team has ended up getting caught in the middle of the Atenist uprising while on expedition to the Valley of the Sun God. The two have dug in and done their best to protect themselves from wandering monsters while continuing with their studies; to that end, both provide missions regard Egypt's sordid past- and the world's uncertain future.
Like an Old Married Couple: In most of their scenes, this dynamic is in play; they aren't married, but it's clear that they're romantically involved. Over the course of their missions, Arun disappovingly remarks on just how much swordplay Monty's had to engage in, Monty calls Arun "my dear," they both let slip the odd bit of sexual innuendo, Arun gives Monty a backrub... during the "Mayan Apocalypse" event, they even get into a serious disagreement and refuse to speak to each other for a time.
Magic Staff: Arun appears to have one of these strapped to his back.
The Worm Guy: Both of them are apparently used to upsetting magical academia with unusual ideas and discoveries, but Arun's "Big Terrible Picture" theory pushes him into this territory. For good measure, his belief in the Mayan apocalypse actually drives him to an extremely messy lover's quarrel with Monty.
The dapper dead walk the streets of modern Cairo in Armani suits. There are levels of panache the breathing never achieve. In the deep shade, they tickle the strings- Kingpins of Egypt's underbelly. Hidden, fearless, outside the bounds of any faction- no rules save what they create. Their chests are hollow, but their ribcages pound with lust and debauchery. These embalmed princes pursue the one sanctity left in the world: money. They are the Kingdom.
— Lore Entry
A group of Ancient Egyptian merchants for whom the whole "mummification" thing managed to accidentally induce immortality; after a short period of adjusting to life as reanimated corpses, they decided to spend their eternal lives making money and acquiring luxury. After many centuries, they now rule Egypt from behind the scenes, manipulating both the government and the criminal underworld to their own ends while continuing to spread their trading connections farther across the world; as a result, they're completely neutral in the war between the factions and the Atenists now brewing in Egypt, only motivated by the desire for profit.
Fiction500: Insanely wealthy to a man, they command the legitimate and criminal resources of an entire nation and demand exorbitant sums for anyone trying to access them.
History Marches On: The Kingdom have ended up becoming "living" examples of this to Egyptologists acquainted with the Secret World. Arun Singh laments the fact that there seems little point spending months digging for answers on the Nineteenth Dynasty when you can actually speak to people who lived through it, while Montgomery De La Roche claims that at least one member of the Kingdom revealed that the Rosetta Stone translation was "an impressive effort but totally wrong."
Immortality Seeker: Before they united and become the Kingdom, its members were obsessed with securing immortality in much the same way that the Pharaohs were, through access to the afterlife; however, none of them were expecting physical immortality.
What Have I Become?: According to the lore entry, the members of the Kingdom experienced this shortly after their accidental ressurection; it took some time, but they eventually recovered once they realized their newfound purpose of making money.
Wild Card: The Kingdom works for itself. That's about the only consistent thing about their allegiences.
Earthquakes, plagues, locusts... I know what you're thinking- but I'll tell you what you should be thinking: "what can I get out of this?" And take it from me, a mummified corpse in a £12000 suit, this isn't biblical, it's local.
The representative of the Kingdom in al-Merayah, and ally to the player, the Marya, the Atenists, and anyone else who can serve his purposes. Despite being forced to tackle the problems in the area more directly than his fellow Mummies generally prefer, Säid has continued his lifestyle of dealing and decadence to the fullest extent; as such, when not negotiating with his many clients, he can often be found on the balcony of the ghoul-infested Hotel Wahid International.
The Atoner: A rather mercenary example. It turns out that, thanks to his role in providing shipping for the Atenists, Säid was indirectly responsible for the Tokyo Incident, and he'd like very much to erase this incident from his resume.
Bald of Awesome / Bald of Evil: Implied; he never takes his hat off, but it's doubtful that he has much in the way of hair left, given his current state of mummification.
The Snark Knight: As well as being unfailingly sarcastic, Säid has a very dim view of human nature; Shani mentions that he once told her that, if she truly wanted to understand humanity, all she'd have to do was read the comments section on YouTube.
Even Evil Has Standards: The story mission sees him cut ties with Berihun and the Atenists, considering them too unstable to be considered business partners. In "From Carthage To Cairo," he also discontinues his business relations with Tanis for cutting deals with the Atenists.
The Fog of Ages: While Säid can remember the time period when he was alive well enough, the details of his identity prior to his death have long since been forgotten - including his real name. During "The City Beneath Us," he recalls that he may have been involved with the Cult of Osiris, but that's about it.
Hyper Awareness: On occasions where you attempt to listen in on his business meetings, he will invariably reveal that he knew you were there all along: the first time by remarking "I trust you caught the gist of that?" without even bothering to turn in your direction; the second time by sending you a text message saying "Since you're so curious..."
If I Had a Nickel: After being subjected to a poorly-veiled threat from Berihun, Säid remarks, "If I had a pebble for every thug who tried to shake me down the last three thousand years, I'd build a great pyramid of my own."
Intrepid Merchant: The old-fashioned Marya see him as this, hence their most common nickname for him.
Memento MacGuffin: A golden scarab amulet; Säid has long since forgotten where and when he got it, but imagines that it must have once been very dear to him. Ultimately, he gives it to you for your journey back in time in "The City Before Us." At the end of the mission, it's revealed that Säid's younger self pickpocketed the amulet from you before sending you back to the present.
Mission Control: During your journey into the past, he replaces your faction contact in delivering after-mission reports.
Non-Action Guy: Säid isn't too keen on getting his hands dirty, usually employing you to act on his behalf. However, it's clear that this isn't out of cowardice- after all, he spends his off-hours at a hotel that's been overrun by monsters; it's because he's an incorrigible snob.
The Nose Knows: Uses this as an intimidation tactic when Tanis pulls a gun on him.
Gun oil, desperation and cheap perfume. Tanis, Tanis, Tanis...
Sweet Tooth: Along with the suggestion that he and Berihun should treat themselves to ice-lollies, he's apparently held quite a few meetings in Zhara's coffee shop (which is known for selling cakes and other confections).
This is a city of slavery, of slaves to a corrupting power: animals like you are such easy prey and it has fed on you well, grown in strengths. Now it debases even the mighty Djinn, turns them upon Gaia! I cannot allow it. I will not allow it! We are already exiles, but without nobility, we are nothing.
One of the few Djinn who refused to participate in the demonic invasion of earth, Amir has been exiled from the Hell Dimensions and now resides in the City of the Sun God; though almost as contemptuous of humanity as his fellow Djinn, he nonetheless refuses to stand by and allow the armies of Hell to destroy Gaia, and ultimately allies himself with the player in order to stop them.
Worshippers of Pharoah Akhenaten's chosen sun deity, the Atenists have devoted themselves to preparing the world for the resurrection of their messiah and the arrival of the Aten itself. Composed mainly of press-ganged civilians mixed with the few rare true believers, most of both demographics have been deliberately exposed to the Filth in order to make them more pliable- sometimes without either of them knowing...
I Have Many Names: Though they initially appear to be a fairly homogenous organization, it turns out that the cult and the Aten have both had many different facets and titles over the years. As Khalid notes, each name associated with them has something to do with the sun: Aten, Deus Sol Invictus, and so on. Given the name and the similarities in methods, it's possible that the Morninglight are actually an offshoot of the cult.
Tears of Blood: Most Atenists are recognizable by the black fluid trickling from their eyes.
The Black Pharaoh, Akhenaten
The central figure of the Cult of the Aten and the chosen champion of their god; sealed within his pyramid at the end of his reign, the cult of the Aten has been attempting to release him ever since then.
Archnemesis Dad: To Tutankhamun, who actively opposed his father by founding the Marya.
Prongs of Poseidon: The Black Pharoah wields a trident-like weapon in his boss battle. It's implied that it's now in the possession of the Orochi Group, given that they stopped you from retrieving it.
Sealed Evil in a Can: Already interred within a magically-reinforced pyramid, he was also doubly sealed inside his crypt by the Song of the Sentinels. For good measure, his ultimate goal is to release the Aten from his can.
Big Bad Wannabe: Doud honestly believes himself to be a prophet of the Aten, destined to bring Akhenaten back from the dead and conquer the world in the name of his god. The truth is infinitely less impressive.
Disney Villain Death: After being defeated in combat, Doud finally meets his end when the player kicks him off the train in "The Last Train To Cairo.
Immortality Seeker: One of the reasons Doud is so eager to replace the Black Pharaoh is because the Aten has offered him immortality as a reward.
I Own This Town: According to Kirsten Geary, Doud is the most powerful man in Al-Merayah, owning shops and small businesses throughout the town and the surrounding area; it's at least partly to his financial evidence that Zhara hesitates before providing evidence against him. However, Geary also makes it clear that he has virtually no influence outside the town- another reason why he requires aid from Berihun.
Puppet King: Ostensibly in charge of the Atenists, Doud is largely dependent on Berihun for resources, tactical advice, and even followers; for good measure, Berihun regularly threatens to withdraw support unless Doud takes his advice.
Screw This, I'm Outta Here: During the showdown in the antechamber of the Black Pyramid, it's implied that he made a hasty getaway when the Marya and the Orochi group joined the battle. His participation in the events of Issue 6 pretty much confirms this.
The cult's mysterious supplier; little is known of his goals, his past, or even his true allegiance. Acting in Doud's stead in almost all matters of business except those regarding the cult's membership, he seems to believe in the power of the Aten- and certainly the Filth- but what he hopes to gain from unleashing them upon Egypt is still uncertain.
The Empath: Able to sense pain and death, Sophie experiences piercing headaches every time a villager of Harbaburesti dies; in fact, she recalls the first days of the vampire incursion, when the death toll was so high she was barely capable of walking. She is also particularly sensitive to deaths violent enough to leave ghosts behind, as "Death and Axes" demonstrates.
The Pollyanna: Sophie almost never loses sight of her optimism and good cheer; even the influx of death and pain can't ruin her good mood for long.
Red Oni, Blue Oni: Chirpy, light-hearted and friendly, she becomes the red when teamed with the Forest God.
The Forest God
The Lady Sophie calls me Cern in jest, but I do not have a name. I am Cernunnos and Faunus, and the Horned God and the Green Man. I am the Sorcerer, and I am neither of them. I am simply of the Forest... and I am the Forest.
The god of the local forest, the recent Vampire incursion and Filth infection have forced him from his domain and into Harbaburesti; he currently resides in the Owl and Eagle, drowning his sorrows and writing poetry about Sophie.
Red Oni, Blue Oni: The melancholy Forest God is undoubtedly the blue when paired with Sophie.
A kindly immortal living under tree near Harababuresti, Cucuvea has dedicated to herself to protecting the people of the village in whatever way she can; this includes assisting the player in whittling down the vampire army lurking in the surrounding forest.
Animal Motifs: The Owl in Dracula's prophecy of the Owl, The Eagle and The Dragon.
Cain and Abel: As it turns out she calls Lilith her sister, and has been working against her for many years.
Hopeless With Tech: Though she does her best to use what examples of modern technology she's been able to acquire over the years- including a camera and a home computer- it's clear that she's having no luck with any of it. For good measure, she considers most of it primitive compared to some of the Magitek she's seen in the past few milennia.
Last Of Her Kind: The Dragon after-mission report to "The Gathering" states that though they aren't entirely sure of Cucuvea's origins, they know that she is undoubtedly the last of her species- whatever that species may be.
Time Abyss: The Illuminati speculate that she may actually be one of the oldest beings in the world, but they haven't been able to pinpoint Cucuvea's exact age just yet.
Voluntary Shapeshifting: In the event that she decides to venture out, she'll usually do so in the form of an owl. In fact, after being clued into the prophecy of the Owl, the Eagle and the Dragon, you actually first meet Cucuvea by following her owl-form from the outskirts of the village to her tree.
Walking the Earth: In her pursuit of Lilith. This eventually led her into Transylvania, where she lost track of Lilith, decided she liked Harababuresti, and settled down.
White Mage: Along with shapeshifting, Cucuvea excells at healing magic; in the one mission you spend working as a team, she acts as The Medic while you go on the offensive.
Who Wants to Live Forever?: Played with; Cucuvea remarks that she probably would have been able to really enjoy her immortality had she not spent it in an extremely damp hole in the ground in rural Transylvania.
The Dimir Family
Living out of an isolated homestead deep in the forest, the family currently consists only of Silviu and his mother Olga; despite being cut off from the rest of the human population and unable to raise crops in the polluted soil, the two of them still continue the family business to the best of their mutual ability. Unfortunately, this business involves capturing magical creatures, butchering them and eating them; and though vampires, ghouls and many other hostile creatures have been killed in the Dimirs' hunts, the same purges have resulted in a considerable death toll among more benevolent races like the fauns. Utterly indifferent to the fact that Harababuresti despise them for attacking their allies, Silviu and Olga regard visitors with considerable suspicion- particularly the player.
Abusive Parents: On top of the poor upbringing she gave Silviu, Olga doesn't seem to have anything nice to say to her son in any of her scenes.
"...Kill. I like to kill... to feel the soft flesh tearing... the warm blood running."
Bilingual Bonus: Unlike most languages in the game, the Romanian spoken by the Dimirs remains untranslated- specifically the ominous little chant Silviu mutters during the introduction to "The Cellar Door." A rough translation reveals that he's talking about how his fairy victims cry before he butchers them into sausages.
Cannibal Clan: Subverted. Though very happy to kill and eat magical creatures of any description, Silviu claims that people "are not for sausages." However, he doesn't sound entirely convinced of this...
Creepy Basement: Featured in "The Cellar Door." It's actually an abandoned Soviet bunker; once used for the Red Hand Project's experiments, it's now used to imprison the Dimirs' future meals before they're finally slaughtered. Most of the current inhabitants are ghouls, but there's one Faun that you have to rescue. Much more disturbingly, it's revealed that this place is actually the root of Silviu's insanity; as a child he was kept down here, apparently alongside his future victims.
Even Evil Has Loved Ones: Investigating the Dimir farm in Issue #7 reveals a heartfelt note from Olga to her absent husband; though the tone swings wildly from nostalgic longing to psychotic desperation, it's pretty clear that she really did care about him.
Even Evil Has Standards: One point that Olga has at least tried to drill into Silviu's head is the fact that "people are not for sausages." For good measure, despite her vicious behaviour, Olga seems genuinely offended by accusations of child-killing.
Fantastic Racism: Olga justifies the slaughter of numerous supernatural beings by reminding you that none of them were human, so technically the Dimirs didn't break any laws by slaughtering them. For good measure, Olga actually goes so far as to call the magical beings "the lesser races."
Hypocrite: Despite their zero-tolerance attitude towards magical creatures, the Dimirs are willing to accept the help of the ghoul "Patches" in herding less-intelligent ghouls into their slaughterhouse.
Industrialized Evil: Rather than taking on the supernatural one victim at a time, the Dimirs use a number of surprisingly sophisticated techniques in order to capture and kill magical creatures en-mass. For example, ghouls are herded down from the mountains with the help of Silviu's pet ghoul "Patches" and into the pen; kept docile through sedative-laced meals, they are then fattened up until they're ready for slaughtering. For good measure, the mincer used for making sausage is an industrial model powered by a carefully-maintained generator. In the case of more powerful creatures like Fauns, they're rounded up in a pretty similar way (except with tamed wolves replacing Patches) and imprisoned in the old Soviet holding cells beneath the homestead.
Necessarily Evil: Olga claims that the Family is needed in order to curb the magical population, which she claims would have eventually corrupted and destroyed the human settlements long ago without the Dimir's help. She even claims that- despite their vocal dispproval of the family's work- the villagers of Harbaburesti are willing to look the other way and let them continue butchering if it means their safety (though its much more likely that the villagers are too scared of the Dimirs to oppose them). She even goes on a long diatribe about the necessity of their work in "A Necessary Evil."
You should be thanking us. We are helping, making things easier for all of you. Oh, it is so easy to call us evil, to call us monsters. But you cannot do anything about it: you will not, your leaders will not. You cannot wash your hands of us; you need us! Your world needs us to do what you cannot do! You need us!
Nice Hat: Silviu might be a deranged butcher that has to constantly remind himself that people are not to be made into sausages, but he does have a very nice Jayne-Cobb-style hat!
Not So Different: During her rants, Olga claims that the only difference between her Family and the player is the fact that the people of the village "call you hero and call us murderers."
Psychopathic Manchild: Silviu. Midly retarded, addicted to violence and bloodshed, often found talking to himself and giggling madly, and can only be controlled by his "Mami." Olga claims that this behaviour is due to Silviu's father being infected with syphilis at the time of conception. "The Cellar Door" demonstrates that this is just the tip of a very big iceberg.
An elderly immortal living out of a secluded cabin deep in the Shadowy Forest. Two thousand years of life, combined with the fact that he was at least seventy when he gained immortality, have left him world-weary and bitter; as such, until you find some way of getting his attention, he's content to snooze on his couch and ignore you.
Ancient Keeper: It's revealed that Octavian is the bearer of the Transylvania arc's MacGuffin, entrusted to him by Dracula himself; once you've convinced him that the world really is worth saving, he'll give the artifact to you.
Animal Motifs: As a Roman Legionary, he represents the eagle in Dracula's prophecy of the Owl, The Eagle and the Dragon.
Badass Grandpa: Octavian isn't inclined to show his credentials in this field- until Emilia's life is endangered, whereupon he grabs the nearest battle-axe and charges to the rescue.
I've been waiting since he passed. The fate of this world, he said, in my hands. Well... fuck that! Fuck the world! Fuck Dracula and Mara and Lilith! Fuck everyone trying to make the world into their own twisted paradise!
Queen of the local Vampires, daughter of Lilith, and Vlad Dracula's beloved.
Love Ruins the Realm: The only reason she's back is because Dracula was unwilling to finish her off the first time around. However, he put in place measures to fix that.
Dying as Yourself: Not an intentional example, but when Vlad Dracula purifies her of her vampiric taint, they have one last conversation as herself, unaware of what she became before Vlad finishes her off.
Aurelie and Celine
The Contact Core
The supercomputer in charge of the Red Hand facility near Harbaburesti, the Contact Core is still functional and still overseeing experiments, even though the Soviet Union abandoned the facility decades ago. Never properly shut down, the computer has devoted itself to assisting the only surviving test subject, Halina Ilyushin, in her insane attempts to become a Phantom Cosmonaut - and does not take kindly to the intrusions of the players...
A.I. Is a Crapshoot: Quite apart from failing to switch off or end the Red Hand's long-defunct experiments, it's likely that its creators never intended it to develop such a close relationship with any of the test subjects.
The Computer Is Your Friend: Technically, the Contact Core is just doing its job in weeding out undeniable elements from its newest test subjects and ensuring that the original experiment is completed. It's just gone a bit beyond the call of duty.
The only survivor of the "Phantom Cosmonauts", an attempt by the Soviet Union's "Red Hand" program to create individuals capable of exploring other dimensions. Despite the official failure of the project, the dispersal of the Red Hand and the collapse of the USSR, Halina still dwells in the ruined laboratories under the Transylvanian countryside; with the aid of the Contact Core, she carries on in her obsessive attempts to achieve the project's goal - even infusing herself with Anima and Filth (which she calls "anti-anima").
Cool Gate: The boss arena where you fight her has two gates, one to Agartha, one to the Dreaming Prison. Energy shields guard the gates, and these connections are used to supply anima and filth to Halina.
Creepy Child: Not directly, but her transmission at the beginning of the dungeon ("As a child I dreamed of stars") creates this effect.
Deal with the Devil: A bit less implicit than the kind offered to the player. In Halina's case, the Dreamers offered her the chance to explore the universe.
Humanoid Abomination: As a result of the Red Hand's experiments and the continuous infusions of cosmic elements, Halina has transformed into a mixture of Anima-composed Energy Being and Filth-infected physical monstrosity.
Villainous Breakdown: Halina does not appreciate the player's attempts to stop her from achieving her dreams, especially in the second half of the battle.
Anastasia and The Wagon
A werewolf quest giver in the Carpathian Fangs. Disgusted by the feral rage that is consuming the werewolves and their subservience to the vampires, he enlists the players help in thinning their numbers.
Cool Old Guy: Traian is a very old werewolf, and has apparently survived long enough to ultimately transcend the animalistic nature of younger werewolves to become a fairly reasonable quest-giver.
The Nose Knows: Having been blinded during World War II, Traian relies on his sense of smell to guide him. It's because of this that he decides to trust you, because you "smell of honey-sweet, of the world tree around you.''
A young girl and a victim of both Amity House and Project Virgula Divina; the Orochi Group's prize test subject, she vanished from captivity some time prior to the player's arrival in the Carpathian Fangs, but many traces of her can still be found across the area. In the final quarter of the story mission, she becomes a guide - directly and indirectly - for you character as you investigate the Breach. After a long absence, she returns in Issue #7, where she is revealed to be Anima, Gaia's Daughter.
Living MacGuffin: For the Orochi Group and Lilith in particular. Late in Issue #7, it's revealed that the Breach in the Carpathian Mountains was only opened through the forced application of her powers.
Morality Pet: She's apparently become one of these to at least two Orochi employees - the first being her surrogate father, Winston, the second being Dragan.
OOC Is Serious Business: If Emma no longer seems eerily calm and all-knowing, worry. If she actually seems scared, run. The confrontation with the Filth at the end of Issue #7 is a prime example of this.
The only human resident of Agartha, the Stationmaster introduces players to the Agartha network and gives the player their Agartha Conduit.
Clock King: Eternally seen with pocket watch in hand and speaks of the local rail service as "100 years late at quarter past the hour".
Really 700 Years Old: Looks no more than his senior years, but casually mentions Amundsen's own visit to Agartha, and the Queen's feelings on Agartha as a "Marvel of engineering", Queen Victoria that is.
The Voiceless: They can only communicate in order to provide directions, and do so only by pointing.
A techno-organic Hive Mind of tiny probes that live in Agartha, but can leave at any time. They are responsible for bestowing magic on your character, saving you in the event of your untimely death, and the Lore entries (which they call "the Buzzing") that show up throughout the game.
Blue and Orange Morality: Lore entries show that Bees take a very whimsical, almost otherwordly view of events and morality.
Bond Creatures: A rather internalized case, in that the Bee that gave you your power is permanently bonded to you, at least according to Zurn.
Cloudcuckoolander: The Lore entries reveal them to be this, decorating their already bizarrely-written explanations with mechanical commands and error messages, along with quotes from film, literature, pantomimes, and advertising.
Death Is Cheap: Thanks to them; whenever your body suffers mortal injuries, they save your anima form (your soul) and return it to the nearest anima well, where a new body can be grown- or else allow you to track down the old body and resurrect it.
Deus Est Machina: Not only do they serve a "Machine-Goddess" who created Agartha, they aren't slouches in this department, either- being effectively the angels to the aforementioned goddess.
Created during a previous age of history, the Hell Dimensions are now an fiery, anima-deprived alternate dimension, populated by numerous varieties of demons and strewn with the remnants of heavy machinery. The player enters these a number of times to stop demonic invasions, and gets involved in a war between the rebellious demons (led by Theodore Wicker), and forces of the ruling order (led by Eblis).
Death World: Quite apart from the fact that they're Hell, the dimensions are particularly inhospitable to human life; on top of the volcanic landscape, flesh-stripping sandstorms and hostile natives, the air itself will eventually be lethal to mortal visitors - to the point that Wicker has to notify you that the shortness of breath you're feeling is actually your blood slowly turning to metal. He himself only adapted to the environment through a complicated series of occult rituals that rendered him distinctly non-human.
Fire and Brimstone Hell: Certainly has the fire, lava, brimstone and petrified forests; the decaying machinery adds to the atmosphere as well.
Hell Gate: Most of the demonic forces conduct their invasion through various portals in America, Egypt and Transylvania - most of them instantly recognizable due to the burnt plantlife, semi-demolished buildings, demonic technology embedded in the scenery, and infernal fissures tearing the ground open.
Hell on Earth: Currently waging a war on Gaia in the hopes of accomplishing this in totality.
A legendary Oxford-educated demonologist who disappeared twenty years prior to the events of the game, Wicker nonetheless left a long trail of clues that both Daniel Bach and the player end up following- all the way into Hell, via the portal in the Overlook Motel. Once there, it's revealed that Wicker is actually leading a revolution on behalf of the demons, having learned that the Hell Dimensions are actually a ruined Scavenger World, and wants to restore them to their former glory.
Humanoid Abomination: A fairly benign example, but thanks to the various alterations he made to his body and "the great alchemy" that the Hell Dimensions worked on him, Wicker is no longer truly human- as evidenced by the slight demonic reverb to his voice.
Humans Are the Real Monsters: A firm believer in this, to the point that he claims that- through demon-summoning - humans corrupted the demons and not the other way around; he even goes so far as to portray the usual interaction in a Deal with the Devil as desperate scavenger demons prostituting themselves to greedy hedge-mages.
Living MacGuffin: On top of being a rallying figure for one faction of demons and a potential gateway for the other, your contacts reveal that Wicker was being courted for membership by both the Templars and the Illuminati in the days before he vanished; the latter wanted to make use of his occult knowledge and magical skills, while the former wanted to keep him from doing anything potentially apocalyptic.
Man in White: The outfit might be battered and slightly discoloured from his time in Hell, but Wicker still draws attention by being the first character in the area to be seen in white clothes. Even Eblis calls him "the One in White." After finishing off the last of the Hell Dimension dungeons, you're rewarded with a copy of this outfit.
Ruler of the Hell Dimensions and Wicker's nemesis, Eblis is the nearest equivalent to the devil present in the game. Coordinating the demonic invasion of Earth from the beachheads in Solomon Island, Egypt and Transylvania, he is single-mindedly dedicated to eradicating any threats to his power - in particular, Theodore Wicker and anyone allied with him.
Fallen Angel: Specifically noted; quite apart from the fact that Eblis is essentially Lucifer, his last appearance prompts Sonnac to sheepishly admit that angels are rarely on the side of the angels - though few go so far as to forment total war between Earth and the Hell Dimensions.
Final Boss: Of both "Paradise Now" and the entire Hell Dimensions arc.
Flunky Boss: "Sympathy for the Devil" has him send in a gang of assassins to take out the players, while he tries to batter down Wicker's defences from above.
First accessed in the opening cutscene of the game (appropriately enough, via a dream) and periodically revisited throughout the main story and DLC, the Prison is the world in which the players first encounter the Dreamers in person. It manifests primarily as a world of icebergs, black sand islands and many cuboid Gaia Engines floating in the middle of an ocean of Filth, beneath a bleak nighttime sky of floating asteroids and desolate planets. As the apparent source of the Filth, portals to the Dreaming Prison often manifest in areas where the Filth has been allowed to accumulate in large enough quantities - Tokyo being the first encountered in the game. And though it appears to have successfully contained the Dreamers for the moment, there are hints that the prison isn't as stable as first as suspected...
Dark World: Prone to recreating objects and buildings from the real world, though rarely to any meaningful degree... Up until "The Vanishing of Tyler Freeborn," when it's revealed that the Fog around Solomon Island conceals an extension of the Dreaming Prison, consisting of a twisted recreation of Kingsmouth populated by Filth-infected duplicates of its people.
Eldritch Location: As well as being the cage for a swarm of Eldritch Abominations, the permanent night and odd gravity adds a thick layer of surrealism to the area.
Leaking Can of Evil: Judging by the activities of Filth-infectees around the world. And the fact that it's spread to the Fog around Solomon.
The creators (creator?) of the Filth, the Dreamers are a mysterious group of beings who are constantly trying to enter our universe for reasons unknown- though probably not for anything benign. They're called "dreamers" because, in a sense, the Filth is their dream, their desire to conquer and control all life made manifest as a lifeform- and because of their literal ability to create Eldritch Locations that are actually called Dreams.
Brown Note: Worryingly enough, the Bees hint that the tentacle-studded oil is just one of the many forms the Filth has been known to take; other forms include rainstorms, poisonous gas, radio waves... and worst of all, certain forms of writing. Just reading these symbols is enough to transmit the Dreamer's corrupting influence, and according to the lore, they can be very easily reproduced as grafitti on a wall.
The Corruption: The Filth makes Phazon seem like penicillin. Technically, it's not even a real substance - it's an idea that's become real and started seeping into reality, an Evil Counterpart to the Bees in memetic form; quite apart from transforming its infectees into tar-skinned betentacled monstrosities, it also destroys their minds and enslaves them to the will of the Dreamers. The only known cure is sustained doses of Anima, and it's only worked once.
Dark World: Their "red sargasso dream", a dark, twisted version of Kingsmouth inhabited by dark, mutated versions of the residents because the real ones have all been infected by the Filth; the Dreamers expect them to be fully corrupted sometime in the near future.
Deal with the Devil: As well as offering you the path to true power, they also indicate that others have accepted similar deals from them in the past, either for artistic vision, linguistic abilities, wealth, or leadership positions.
Faux Affably Evil: The Dreamers you meet around the Gaia Engines are polite and welcoming, encouraging you to aspire to greatness and modestly offering their help. But refuse the gift they offer or get in the way of their plans in Egypt, and they'll turn very nasty. The Dreamers you encounter lurking behind the Fog are similarly faux-affable and perfectly frank about how they want to "free Kingsmouth from civil trappings", ie turn the inhabitants into Filth-infected monsters. They even go so far as to suggest that you bring your friends along on your next visit...
God Guise: Given their activities in Egypt, it can inferred that the Aten is just another one of the Dreamers and Akhenaten was one of the many historical figures who accepted a bargain from them.
I Have Many Names: The Filth; throughout history, it's been known as the Eater, Nergal's Rot, the Devouring Plague, the Zero Point Pathogen, the Dark Homunculus, the Blackworm Jism, the Black Signal and many other titles.
Sealed Evil in a Can: Imprisoned outside our reality and attempting to break in, most of their activities across the world involves their followers trying to release them. At the end of the main game, the Player has the option of either breaking down one set of restraints or reinforcing it. Apparently, the main line of defence against their invasion are the Gaia Engines, which Emma Smith describes as "music boxes" lulling the Dreamers to sleep - with dire consequences if enough stopped playing.
Ultimate Evil: Nobody is entirely certain what they really look like, assuming that the Dreamers even have stable shapes or bodies of their own. The Bees hint that they may be vaguely Cephalopod in appearance, but that's about it.
Villainous Breakdown: It's very subtle, but during the final mission of "Mortal Sins," the Dreamers sound a little desperate in their attempts at convincing you to release them.
The Voice: The most they're willing to reveal of themselves at present are their voices. As Issue #7 reveals, sometimes they don't even do that - they're more than capable of making Filth-creatures speak for them.
We Can Rule Together: They start making offers to this effect from the moment they meet you; you're free to accept or deny them.