Characters: The Secret World Other Factions

A character subpage for The Secret World. For the main page, go here.

    open/close all folders 

     The Brotherhood of Phoenician Sailors 

Overall Tropes
Knowledge is power, and the Phoenicians sell to the highest bidder. With such fluid allegiance, they survive. But when the arcane secret or treasure proves too powerful, the Purple People take special care to keep it from the other factions. Across the world, occult energies gather, and secrets ripen, opening like eager petals. Always the Phoenicians are there.
The Buzzing

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 gift for discovering rare occult artefacts and sharing them with the other factions - for a price, of course.

  • Artifact Collection Agency: The Phoenicians have made it their business to seek out and collect as many artefacts as possible, most often to sell to other factions. However, if they decide that an item is too powerful for the others to get their hands on, they simply hoard it for their own mysterious purposes: the Spear of Destiny is one such item hidden away, at least according to Tanis. During "The Christmas Conspiracy," the Phoenicians are revealed to own half of Saint Nicholas' corpse, which in itself is actually the source of the poison Aqua Tofana; over the course of the mission, they end up clashing with the player in their attempts to obtain the other half of Saint Nicholas' corpse and the wellspring of healing manna it represents.
  • Beethoven Was an Alien Spy: "The Christmas Conspiracy" reveals that the legendary poisoner Giulia Tofana was a Phoenician operative. For good measure, the poison for which she was famous remained a key export of the Phoenicians even after her execution; in fact, Aqua Tofana was the very poison used when the Phoenicians were tasked with assassinating Mozart.
  • Cain and Abel: As has been mentioned under the Templar entry, the founders of the Phoenicians and the Templars were actually brothers; in spite of their familial bond, the two of them ultimately suffered a disastrous falling-out - apparently over a woman - though who the woman in question was remains a mystery.
  • City on the Water: New Carthage, their great flotilla-turned-metropolis. Nothing has been seen of it so far by the player, though precious few outside the faction have seen it either due to the Phoenicians' security measures.
  • 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.
  • Faceless Mooks: Their soldiers, all of whom have kept their helmets on unless they're really commanding officers or agents.
    • Gas Mask Mook: Because they're required to work in aquatic environments, their soldiers usually wear scuba-like masks, complete with uniforms that look somewhat like wetsuits.
  • Flaunting Your Fleets: Averted. New Carthage doesn't like to show off, and the Phoenicians make it a point to ensure that anyone who happens to learn of their fleet "mysteriously" disappears.
  • Hidden Elf Village: New Carthage; quite apart from being in constant motion, sorcerers among the ranks of the Phoenicians ensure that nobody can find it but them.
  • Knowledge Broker: A popular business of theirs is peddling occult secrets - or at least those they don't stand to benefit from concealing.
  • Only in It for the Money: Perhaps the most mercenary of all the factions, lacking the pragmatism of the Illuminati and the occasional principles of the Kingdom, they care only about cold hard profits at the end of the day - frequently to their detriment. Occasions abound with them getting horribly massacred in their attempt to claim a new artefact, such as the Anima Capacitor in Atlantic Island Park, or the other half of Saint Nick's corpse in "The Christmas Conspiracy." Worse still, their mercenary attitudes result in them cutting deals with the vampire army, the Atenists, the Morninglight, and perhaps worst of all, Lilith herself.
  • Poison Is Evil: While they don't use it often, the Phoenicians are in possession of the infamous Aqua Tofana, which in itself turns out to be a corrupted form of the healing manna their half of St Nicholas' corpse produces - making it essentially an evil poison. For good measure, their most prominent usage of Tofana only worsens the Phoenicians' already-loathsome reputations: more specifically, poisoning Wolfgang Amadeus Mozart on behalf of Lilith.
  • Proud Merchant Race: What they used to be known as, with Old Carthage being the hub of an sizeable trading empire - before the Illuminati-aligned powers flattened it. They still operate in this regard, but these days, their primary commodity is occult secrets and treasures - several of which they prefer to hoard rather than sell.
  • Ruthless Modern Pirates: When they're not acting as merchants, the Phoenicians are usually encountered as these.
  • Stupid Evil: As the lore entries observe, while factions like the Big Three are putting their age-old conflicts on hold so they can prevent the Filth from destroying the world, the Phoenicians are still carrying on with hoarding artefacts and trying to backstab the other - even when it's possible that they might just have something potentially world-saving to offer the others. Worse still, they're not only assisting Lilith and the vampires but according to "From Carthage To Cairo," they're still allied with the Atenists even while the equally mercenary Kingdom have taken steps to distance themselves from the cult. And perhaps worst of all, the events of Issue #9 reveal that they helped track down and deliver the Filth-device used to kick-start the Tokyo Incident.
    • Worse still, they're also becoming increasingly blunt: where other secret societies might prefer to rely on more subtle methods in getting rid of troublemakers, the Phoenicians are starting to prefer throwing as many soldiers at them as possible - even when it might cause more problems in the process. In "The Christmas Conspiracy," they decide to eliminate an opera star who might have become privy to information on the Phoenicians' latest find; all well and good, up until they decide to conduct the assassination on-stage during a performance of The Magic Flute - in front of dozens of witnesses, and in a theatre sitting well within Templar jurisdiction.

The Kingsmouth Agent
See Ellis Hill

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.

Voiced by: Kari Wahlgren

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 arm; the top she wears is emblazoned with a cobra encircling a skull; last but not least, she's often been compared to a snake in her venomous attitude and her ability to slither out of a crisis.
  • Arms Dealer: One of her known lines of work lies in acquiring and selling supernatural weaponry, and as a Phoenician, she clearly belongs to the unscrupulous International Arms Merchant type. Of course, acquiring the stuff is where things start going very badly for Tanis: the Atenists get their hands on her latest shipment, Said cancels his contract with her, and her superiors are not at all happy with the mounting list of problems she's caused.
  • Bare Your Midriff: Commonly seen wearing a midriff-exposing top.
  • 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 exactly how much use a bullet would be on one of Gaia's Chosen.
  • Bullying a Dragon: As the above entry mentions, she's getting into a habit of provoking or threatening characters who are clearly out of her league in terms of sheer power. Among other things, she seems to think that she can take down a character known to possess a growing repertoire of destructive magic and Resurrective Immortality... with a handgun! Later, she actually tries to threaten Said in an attempt to force him to agree with her terms; unfortunately for her, Said is a) undead, b) apparently invulnerable to mundane weaponry, and c) not at all impressed.
  • Didn't Think This Through: Her attempt to force Said into complying with the Phoenicians' contract, apparently limited to putting a gun to the immortal mummy's head and hoping for the best. It's clear that she's acting out of sheer desperation, as is demonstrated by the frantic stream of offers she makes immediately afterward, but it's still really stupid... especially considering that she's working with Berihun, who managed a much more successful attempt at threatening Said.
  • Enemy Mine: Though she claims not to subscribe to "my-enemy's-enemy bullshit," once it becomes clear that she can't stymie the cultists on her own, she and the player character reluctantly join forces in order to stop the Atenist's plans in "An Uneasy Alliance."
  • Familiar: Her pet snakes. When they're not coiled around her arms, they 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.
  • Hand Cannon: Her Weapon of Choice, a Desert Eagle. Sadly, not enough to change Said's mind.
  • Ineffectual Death Threats: Prone to these, partly because she's armed with only a mundane hangun and some minor magical talents, but mostly because she's usually found trying to threaten people who are effectively immortal.
  • Jerkass: Haughty, rude, bad-tempered, and resentful; she's also one of the few quest-giving NPCs that openly reject conversation with you. However, other characters of a similar nature usually have the excuse of being warped by supernatural influences (like Nathaniel Winter) or just being unsociable loners at heart (like Iorgu); Tanis is just an aggressive, mean-spirited grouch.
  • Reptiles Are Abhorrent: Commonly associated with snakes, and possesses an attitude just as venomous. Of course, Tanis herself doesn't believe in this trope: even after being bitten by one as a child, she actually begged for it to be spared by her parents.
  • Smug Snake: Jokes about her favourite animal aside, Tanis' effectiveness as an agent is undermined time and again by her arrogance and overconfidence in her abilities. As her missions demonstrate, it's led her to make serious errors in judgement, and gotten her into serious trouble with her superiors in the process.
  • Tattooed Crook: On top of being a black-market arms dealer and a spy, she sports a snake tattoo on her left arm.
  • Villainous Breakdown: "From Carthage To Cairo" sees her loose all composure when Said refuses to continue business with the Phoenicians, resulting in a triple-layered breakdown. First, she pulls a gun on him in a desperate and futile attempt to frighten him into agreeing to her terms; then, when Said calls her bluff, she resorts to making as many offers as possible in the hopes of keeping him in business with her masters, sounding more and more frantic with every word; finally, Said walks out on her altogether, leaving Tanis standing alone in the alley, despondent and broken.

When have we ever not delivered? My guys are the best, and you know that. Say whatever you want about the Phoenicians, we never back out of a deal, we never double-cross anyone, and we always deliver. Always.

Voiced by: Joanna Rubiner

An ex-KGB agent turned Phoenician field operative, first encountered at work Carpathian Fangs, collecting magical artefacts from the abandoned Soviet bases in the region. Encountered only on a hostile basis, she serves as an opponent to the player character through several different zones across the game. Other than once being loyal to the KGB, her past is largely a mystery, though it's clearly that she was in a relationship with Dragan Dzaovitch prior to joining the Phoenicians.

  • Affectionate Nickname: "Liddy," a leftover from the days when she and Dragan were still on a friendly basis.
  • Anti-Magic: Makes use of an anti-Anima device in later boss battles.
  • Badass Normal: No magical powers, no supernatural heritage, and no exotic technology with exception of her anti-Anima device, a gun and a handful of grenades. This doesn't stop her from being a very capable boss, duelling you almost to a standstill twice in a row, beating Dragan to the punch in a quickdraw, and surviving an helicopter explosion unharmed.
  • Blondes Are Evil: An icy-cold platinum blonde thief, often found doing extremely shady things for extremely shady clients.
  • Cluster F-Bomb: Drops several in "Selected Memories." Dragan implies that she's prone to these in mid-coitus.
  • Dating Catwoman: Originally a genuinely intimate relationship founded on mutual trust between fellow covert operatives, Lidiya and Dragan's relationship has taken a turn in this direction; there's still sexual tension in their encounter in "Selected Memories," maybe a even a little affection... but there's also a good deal of hostility.
  • Former Regime Personnel: Since the collapse of the Soviet Union and the dissolution of the KGB, Lidiya found new use for her skills as an agent in service to New Carthage. Ironically, she's first encountered in the aftermath of a raid on an abandoned Red Hand base - having been apparently ordered to steal from her former employers.
  • Groin Attack: Manages to get the better of Dragan in the intro to "Selected Memories" by putting a gun to his crotch and threatening to shoot. For his part, he doesn't seem too upset; apparently, Liddy has a habit of aiming for his balls.
  • Mexican Standoff: Ends up with one of these with Dragan in "Selected Memories." Originally just the Orochi agent putting a gun to her head, Lidiya manages to expand this to a proper standoff by snatching a gun of her own off the table at lightning speed and threatening to blow his balls off.
  • Mysterious Past: Little is known about her life prior to joining the Phoenicians, with even her previous occupation as a KGB agent and her ceased relationship with Dragan being shrouded in mystery.
  • Nice Hat: Instantly distinguished by her white ushanka. It's so distinctive that when she has to abandon it in the warmer climate of Venice, the game reintroduces her with a dramatic zoom-in and a flashback to her previous look.
  • Noodle Incident: In keeping with her mysterious background, any reference to her previous exploits usually end up like these, such as "that time in Khartoum."
  • Oh, Crap: Experiences a rather subdued version of one of these in "The Girl Is Gone," when she finds herself face to face with her current customer, Lilith herself. Though she does her best to stay calm and professional, it's clear from the tone of her voice that she's only just managing to her keep her panic at bay.
    • Suffers a much less subdued version in "Venice Sinking" upon meeting you for the second time. After a stunned pause and a horrified gape, she recovers just long enough to activate the traps, before turning tail and running for her life.
  • Recurring Boss: As of the Issue #10, she's fought you no less than three times - the first and third time on a one-on-one basis, the second time through her soldiers and a variety of security systems.
  • Sell Out: Dragan accuses her of being this, abandoning her principles in exchange for financial rewards earned in service to the notoriously amoral Phoenicians.
    • Shut Up, Kirk!: Lidiya shoots this accusation down by observing that Dragan, as an Orochi agent, has no right to criticize her - especially considering what the Prometheus Initiative's been up to recently. Interestingly enough, it seems that Dragan ends up agreeing with her; Issue #7 sees him defy Orochi orders and help you to rescue Emma from their research facility.
    Like you have the moral high ground here? Did you even ask yourself what your people were up to out here? And the girl? Don't tell me there's any possible justification for that. Fuck you, though, because I don't have whatever it is you think I have. And if I did... I'd take the bullet before I gave you the satisfaction.
  • Villain Exit Stage Left: Prone to this. At the end of "The Girl Is Gone," players destroy her helicopter, but she somehow manages to escape the explosion unharmed. She later pops up in Venice, where she's in charge of a team sent to keep an eye on Arturo Castiglione and leads you on a merry chase through the sewers while her squadron pepper you with gunfire, before making yet another escape via speedboat. During "The Christmas Conspiracy," she shows up at the head of yet another team of soldiers, this time trying to acquire Saint Nicholas' corpse; after a boss fight over the mission objectives, she's driven into yet another humiliating retreat.
  • Woman in White: Dresses all in stark white snow gear. Sadly, she has to abandon this outfit in Venice and replace it with the traditional Phoenician uniform.

The Tokyo Initiate
See Kaoru

     The Council of Venice 

Overall Tropes
Initiate the riddle: How can something be so mighty and so helpless? All those opinions. All those agendas. The red tape forms a web that chokes all action. When a decision is actually made, it is respected, but those become more and more rare. Cue the farce and parody and slapstick show. The beating of gavels. The verbal sparring. Semantics devour truth. Initiate the dark days.
The Buzzing

A governing body originally established in order to prevent the Secret War between factions from becoming too disastrous and to ensure that the Secret World remained invisible to Muggles. Named for the city it has been headquartered in since the 13th century, the Council ostensibly holds just as much military power as the Big Three, along with the political power to ensure that they abide by the law. However, thanks to political squabbles and the growing importance of bureaucracy over activity, it is currently viewed as impotent and clueless by many Secret Worlders, including some of their own agents. In spite of this, the Council continues its attempts to govern the many factions even today: beyond the many debates, inquests and acquisitions made in their attempts to control the burgeoning crisis, teams of highly-trained agents 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 to stop the ongoing crises is beyond their charter.

  • 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.
  • Badass Decay: In-universe. Once upon a time, the Council of Venice really did have the clout and the clarity to stop supernatural disasters in their tracks, utilizing the resources of all the factions loyal to it and directing them with all the political might it commanded in those days. These days, the Council has been so weakened by its reliance on the political game, it can barely afford to keep agents in the field, and the chances of their reports getting through the layers of red tape in time to make any sort of difference is slim at best.
  • Big Good: Originally, the Council was this to the Secret World, governing the factions for the sake of stability in the world at large, and keeping the mundane world safe from harm via the Masquerade. As has been mentioned, those days are long past, but the Council's still trying its best to keep to its original mission; the results are mixed, at best.
  • Color Motif: White, symbolizing the Council's position of lawfulness and purity. In addition, when light of the colors blue, red and green is combined, it creates white light, symbolising their neutrality among the factions.
  • Elaborate Underground Base: The Sunken Library; a vast subterranean complex hidden in the catacombs of Venice, it contains not only the eponymous magical library, but also a meeting place for representatives of many different factions, a virtual reality training ground for Council Agents and prospective visitors to Tokyo, the luxurious offices of Council reps such as Arturo Castiglione, and secret passages leading everywhere from the sewers of Venice to the Tomb of Saint Nicholas.
  • Expy: Of the United Nations, right down to the blue beret-clad soldiers.
  • Fictional United Nations: Having originally been formed through an alliance of the top five most powerful factions of its era, the Council brings in delegates from just about every secret society willing to negotiate. In keeping with the UN influence, it was established in order to prevent supernatural wars, namely via reducing the conflicts to a "gentleman's war, ensuring that the factions didn't unearth anything nasty, and preventing Muggles from getting caught up in the conflict. Unfortunately, also in keeping with the UN influence, the Council is frequently hamstrung by corruption, political infighting, and its own overcomplicated bureaucracy.
  • Great Big Library of Everything: The Council controls one of these in the form of the Sunken Library; disrepair and rising damp aside, it's one of the biggest repositories of knowledge in the Secret World, containing information both mundane and magical in nature. According to Arturo, it contains not only scholarly tomes and grimoires, but also scrolls and even stone tablets, all of them drawn from a wide variety of different cultures, authors and intended purposes; this point is expounded upon in "The Christmas Conspiracy" when you're allowed inspect the library's contents more directly.
  • Head-in-the-Sand Management: The upper echelons of the Council are notorious for operating by this style of leadership, usually because they've become so devoted to the political side of their organization that they reject the practical altogether, resorting to measures that might actually cause the supernatural disasters they're supposed to prevent.
  • Heroes Prefer Swords: While they're hardly adverse to assault rifles and handguns, Council soldiers prefer to use sabres in close combat, as "Black Sun, Red Sand" demonstrates.
  • King of Beasts: The Council's official logo is a winged lion crossed with a sword, symbolizing the Council's (apparent)position of supremacy among the factions of the Secret World. This particular Animal Motif isn't limited to the logo, being used to refer to situations concerning the Council or its authority, such as the mission "A Lion In The Streets" or Arturo's remark that the Council stands "under the aegis of the lion's wings."
  • Lawful Stupid: Often exhibits this as this as a consequence of their ongoing slide into impotency and "bureaucratic Alzheimer's." For example, in the event that the Council does manage to get wind of a supernatural disaster in the making, a common response is to vote on what to do about it, compromise as much as possible, form a committee to evaluate that situation... and in the end, bureaucratic confusion and a good deal of corruption usually results in the over-extended political debate continuing on through the very disaster the Council members were going to stop. It's because of this inability to act that the Council has ended up becoming one of the many parties indirectly responsible for the Tokyo Incident - as Arturo Castiglione insists.
  • Light Is Not Good: Orderly, lawful, and frequently dressed in white... but also inefficient, impotent, and increasingly corrupt as well.
  • Man in White / Woman in White: Their soldiers all wear crisp white uniforms, and most of the Council's special operatives and officials wear white clothes of varying formality.
  • Masquerade: Officially charged with keeping the Secret World a secret from Muggles, either by suppressing information or by ensuring that supernatural violence stays well away from civilian areas. As Arturo points out, this isn't done just to preserve the faction's mission or political power, but to prevent the social upheaval that would occur if the normal world were to discover the truth.
    Understand, we are not cover-up artists. We are not the enemies of enlightenment. Enlightenment is as vital to society as water is to life. But so too is water corrosive. Too much, and it drowns life. Too much, and it rends the earth, destroys entire cities. We are the levy. We are the dam. We are the membrane. We hold back the tidal wave of enlightenment that would wash our world away.
  • Nice Hat: Another part of the official uniform of the Council soldier - a striking blue beret.
  • No Respect Guy: Somehow, the Council of Venice has ended up as this to virtually every faction in the Secret World at large, especially the Illuminati. At best, it's usually referred to in condescending terms; at worst, it's openly scorned as a mass of bumbling, out-of-touch incompetents constantly lost in a tangle of red tape. Even Issue #8's appointment with Arturo Castiligione is derisively compared to a visit to an embarrassing relative - and Arturo's one of the few council officials that Geary has some degree of respect for, if only for his resume. Arturo himself notes the frustrating irony of the fact that the Council's formation was the only reason why these particular critics were able to survive long enough to criticize in the first place.
  • Not-So-Omniscient Council of Bickering: What it's currently known as. Though it's always made use of speechifying and debate in governance, the Council once knew how to balance it with practicality and decisiveness; unfortunately, there's very little of either at present. Having long since been overtaken by stagnation, corruption and red tape, bickering is the majority of what the council does these days, with hot air and empty rhetoric having taken the place of anything remotely productive.
  • Vast Bureaucracy: One of the many things currently running the Council into the ground, working in tandem with political stagnation. In the event that the Council does finally decide to do something, the hopelessly overcomplicated bureaucracy at work behind the scenes ensures that it won't be done quickly, and the constant backlog of forms and reports ensures that support is only intermittently available to agents in the field.
  • Virtual Training Simulation: The Sunken Library is equipped with a highly sophisticated virtual reality suite commonly used for training Council operatives; known only as "The Room," it can replicate environments and enemies alike in perfect detail. In "The Venetian Agenda," earning the Council's permission to access Tokyo requires an extended period of training by this method.

Amparo Osorio
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.''

Voiced by: Roxana Ortega

Field agent heading an official Council delegation sent to investigate the crisis in Egypt. Unfortunately, Amparo has her hands full: not only is the region 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 assistance 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 in al-Merayah and send you in to investigate.

  • Apathetic Citizens: A common complaint of hers concerning the residents of al-Merayah.
    People vanish, taken from their homes in the middle of the night. Made into... I don't know what they are, slaves of Aten? Mindless tools of the sun cult. Hijo de puta! And nobody dares to talk! Even when the streets are getting emptier by the day.
  • Afro Asskicker: Immediately recognizable by the sizeable afro she wears.
  • Badass Bureaucrat: She's a Council field agent. The ability to kick ass and file reports is pretty much a requirement of the job, and Amparo demonstrates it by not only bravely leading her undersized team of operatives in a brawl with a mob of Atenist maniacs, but also going on to fill out a report afterwards in the hope that some information might just get through the red tape.
  • Badass Longcoat: Her wardrobe includes a stylish longcoat - in Council white, of course.
  • Bare Your Midriff: Amparo's top leaves a good deal of midriff exposed, naturally offsetting her long coat.
  • Beleaguered Bureaucrat: Underprepared, outmanned, outgunned, and essentially ignored by her superiors despite all the reports she's filed, Amparo's doing her best to maintain control of the mission, but it's quickly slipping through her fingers. To add to the ridiculousness of the situation, in "A Lion In The Streets," the Council eventually responds by assigning additional personnel to the mission... and by "additional," they meant one. After all the reports Amparo sent on how dangerous the area's become, they reply by sending in one single, solitary official - who promptly gets kidnapped.
  • By-the-Book Cop: Though she mightn't support the Council's politics, she does support its rules; as such. Even with the situation collapsing in on itself and her temper fraying thinner and thinner, Amparo has yet to turn Cowboy Cop, abiding by correct procedures, filing all the necessary paperwork, and waiting patiently for the Council to respond.
  • Comes Great Responsibility: Amparo encourages this perspective in regards to magic, having grown up with relatives with magical powers and seen the good they did for their communities; as an experienced agent, she's also seen the destruction magic can wreak in the wrong hands - another reason why she believes in the Council as one of the few agencies capable of teaching responsible use of magic.
  • Gratuitous Spanish: Frequently peppers her dialogue with Spanish terms and phrases for the sake of emphasis. Of course, given the stress of the situation, it's somewhat inevitable that "Hijo de puta" crops up.
  • Knight In Sour Armour: As the quote demonstrates, Amparo might harbour a great deal of frustrations over the Council's ongoing state of political and bureaucratic incompetence, but she honestly believes that it's the best hope for a future - for any kind of future at all.
  • Not So Different: A noted critic of the feuds between the secret societies, Amparo attempts to dissuade players from buying into the enmity by pointing out just how similar the factions are.
  • Only Sane Man: Amparo seems to have ended up as this to the entire Council operation in Egypt; her superiors are corrupt, incompetent, or just unable to help; the locals either want to kill her, do her job for her, or ignore her; plus, her best ally in the area is you. Yep, sanity is in decidedly short supply.

Carmen Preda
There's no superstition in my homeland, only a reality: we grow up knowing to fear the night... now the night fears me.

Voiced by: Nika Futterman

An ex-Templar turned 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 interchangeable). Unfortunately, though she's more than capable of dealing with lone vampires and ghouls, there may be too many undead to tackle alone...

  • Action Girl
  • Good Scars, Evil Scars: Sports a long scar running diagonally through her left eye. While off-duty in Venice, she apparently covers it with a large pair of sunglasses.
  • Handicapped Badass: Carmen is blind in one eye, courtesy of a hunt gone wrong; she's still capable of aiming a thrown machete with pinpoint accuracy.
  • Horseback Heroism: Instantly distinguished by the horse she's saddling up for a ride, and undoubtedly heroic.
  • Machete Mayhem: Her Weapon of Choice is the machete. As seen in her character model, she has two strapped to her back for Dual Wielding or throwing.
  • Sympathy for the Devil: Carmen expresses sympathy for the werewolves that the vampires have driven into battle, noting how the proud beasts of legend have been reduced to thralls, constantly abused by their vampire masters. However, she also advises you not to make the mistake of sparing them out of pity.

The Russian Agent
Tell you what: if when this is all over, you and I live to die another day, I will tell you my name. A good incentive, da?

First encountered in Issue #7, the Russian Agent has apparently been assigned to investigate the Orochi Group's activities in Transylvania. Though unwilling to share her name with the player, she is however willing to help you uncover the fate of the missing children. The final mission of the Issue reveals that she's actually Lilith masquerading as a Council operative in order to fool you into tracking down Emma.

  • Accent Relapse: Having spoken in a very broad and somewhat clichéd Russian accent throughout the issue, the agent abruptly drops it altogether during the outro to "The Sound Of Children," reverting to Received Pronunciation as she stabs you in the back.
  • Evil All Along: Not just a fake operative and a villain, but one of the most powerful villains in the entire setting.
  • Faux Action Girl: Though many faction operatives seem justifiably devoted to standing guard instead of directly helping you, the Russian Agent takes this to new heights by accompanying you on missions throughout Issue #7 and doing absolutely nothing to help. Despite being a trained Council agent, she sits back while you work through every single puzzle in the Hatchet Falls base, leaves you to kill, suffer and and snowmobile your way across the Carpathians while she picks over the data you just unlocked, and spends most of your mission to the Nursery refusing to aid you in combat - even going so far as to remark "Darling, could you deal with that?" whenever a monster appears. And she manages to accidentally lock you in a room with a gang of Filth infectees - including the Mini-Boss Dr Schreber - and still doesn't seem interested in helping. The reason for this quickly becomes apparent once the "Agent" reveals herself to be Lilith; among other things, she's actively trying to get you killed or permanently crippled just so you won't be able to follow her once you've led her to Emily.
  • Ironic Echo: Not long after your first meeting, she promises you that "the best is yet to come," in a rather flirtatious way - befitting her image as a Bond-girl Shout-Out. Later, after stabbing you in the back with a tranquilizer, she repeats the line again - almost as sweetly, but far more ominously.
  • MacGuffin Delivery Service: Lilith's persona of the Russian Agent and her fake partnership with you were all arranged just so she could get her hands on Emily without all the difficulty and tedium of having to track down the girl herself.
  • Mama Bear: A mother herself, the Russian Agent is clearly horrified upon discovering the Orochi experiments conducted on children; as such, she has no trouble blowing Orochi soldiers sky high during her attempts to rescue the Nursery's test subjects. As with much of the Russian's persona, this is just a cover to ensure that you wouldn't suspect her until too late. However, there's a rare grain of truth in this one: Lilith is a mother...
  • The Mole: Not only is she not a Council agent, she's also an Orochi executive and one of the major villains of the setting; her alliance with you and her assistance in sabotaging Orochi operations in Transylvania are all for the sake of finding Emma.
  • Mysterious Woman: Shows up almost out of nowhere, with barely any explanation and scarcely any discussion of herself beyond a few vague hints. Furthermore, your faction contacts have no idea what to make of her, expressing utter bewilderment at the Council's unexpected involvement in the case and wondering how the Council managed to have them Locked Out of the Loop; even Bong Cha seems a little surprised by this turn of events. Of course, the reason why Sonnac, Geary and Bong Cha didn't hear of Council involvement is very simple: the Russian isn't really a Council agent at all.
  • Redheaded Hero: Though she spends most of the issue hooded, she's clearly a redhead. Unfortunately, the hero part is all a sham, and her true identity as Lilith is quickly revealed to be both a Fiery Redhead and an Evil Redhead.
  • Sensual Slavs: Instantly distinguished by being flirtatious, attractive, and - of course - Russian. Except, of course, she isn't Russian at all.
  • Speaks in Shout-Outs: Befitting the issue's frequent references to James Bond and other spy movies, the Russian agent tends to deliver a good deal of flirtatiously-delivered dialogue reminiscent of a clichéd Bond girl, complete with puns, one-liners, and open references to Bond films.
  • Spy Catsuit: In another shout-out to the Tuxedo and Martini genre, the Russian Agent wears one of these into battle, with a furry hood being the only concession to the freezing temperatures of the Carpathians. However, in a subversion of standard fair, it's Council white instead of black. Lilith abandons it the moment she no longer needs the Russian's identity.
  • Stealth Hi/Bye: First appears this way, though the fact that the base had been powered down no doubt helped her sneak up on you.
  • Using You All Along: Lilith's "partnership" with you was just a convenient means of removing the barriers between her and Emma.
  • The Vamp: All the charm, teasing, flirtation and sexual tension are just her way of getting you to drop your guard when the time comes to plant a needle in your back.
  • A Wolf in Sheep's Clothing: Double whammy - an Orochi executive disguised as a Council agent, and a Humanoid Abomination disguised as a Bond girl.

Arturo Castiglione
I wish you could have seen the Council as it was. The shining promise of it... What you see now are the ruins of a grand idea. But even ruins can inspire greatness in others. And so, we hold up the pillars.

Voiced by: Stuart Organ

Council Liaison to the Secret Societies, officially charged with granting agents certification to enter Tokyo - provided they pass the necessary tests first. Later revealed to be the mentor to Sarah of the Tokyo Incident Team, and secretly delaying players from Tokyo at the behest of the Phoenicians.

  • Altum Videtur: Arturo will occasionally embellish his conversations with a Latin quote fitting the occasion.
  • Beleaguered Bureaucrat: It's obvious from his very first scene that he has far too much on his plate already, and the helpings are only getting harder to digest with every sitting. In short order, he has to keep the Council democracy from going in suicidal directions, deal with the matter of your certification, appease the Phoenicians and continue his attempts to track down Sarah; no easy task.
  • Berserk Button: Compromise in the face of imminent disaster.
  • Big Screwed-Up Family: In dialogue, Arturo often compares the Council and the secret societies to a dysfunctional family: the Templars are the responsible sibling, moral and upright enough to uphold the family, but so obsessed with responsibility that it's developed a martyr complex, and so obsessed with the act of doing good that it's lost interest in the intent or the consequences behind the act. The Illuminati are the clever sibling, brilliant enough to save the family, but more interested in collecting toys than helping others, and too proud of its intellect to bother with anyone else anyway. The Phoenicians are the Black Sheep, no longer welcome in the family and no longer even spoke of. And of course, the Council are the parents, constantly disrespected by the siblings but desperately attempting to keep order among them nonetheless.
  • Blackmail: Currently a victim of it, hence why he's agreed to prevent the players from reaching Tokyo.
  • Cool Old Guy: Depressive attitude aside, Arturo is an amiable, well-respected figure in Council politics, drawing praise even from faction heads that mock him for representing the Council. For good measure, even when being forced to prevent you from reaching Tokyo, he manages to do so in a productive way: rather than just wasting time by hurling paperwork at you, he provides you with a virtual reality training session that actually provides valuable experience, hoping that the enforced delay will "sharpen the knives" you will eventually wield against the Phoenicians.
  • Despair Event Horizon: It's revealed in "Venice Sinking" that he's been drifting closer and closer to the brink for a very long time, thanks to the Council's growing impotence and corruption, his inability to fix it, and the burgeoning global crises at work throughout the Secret World. The Tokyo Incident almost pushes him over the edge, and Sarah's disappearance all but shoves him over the edge. The Phoenicians' blackmail doesn't help much either. By the time the player arrives in Venice, he's lost all hope for the future, and he spends a good deal of your second visit attempting to reveal his corruption to the player in the hopes that you'll kill him for it. Thankfully, the realization that Sarah is still alive is enough to drive him out of his depression.
  • Despair Speech: A good deal of his dialogue options are really some variation of this. For example, when asked about himself, he instead hints that he despises himself; when asked about Tokyo, he notes how it currently stands as a monument to his failure to act when he had the chance; when asked about one of the factions, he'll talk about how they could save the world, but won't.
  • Driven to Suicide: By the time "Venice Sinking" rolls around, Arturo's loss of faith in the Council and the loss of his protégé have him contemplating suicide. However, rather than just putting a gun to his head, he instead decides to reveal his corruption to you in the most roundabout way possible, hoping that you'll just kill him rather than arrest him.
  • Famous Ancestor: The Bees mention that he is actually part of Casanova's bloodline, which might account for his "wild nights" away from work.
  • History Repeats: Talks about the "last time" when dealing with at tie-breaking vote on the Council.
  • Jade-Colored Glasses: Much like Konrad Engel of the Templars, Arturo's idealism has long since dwindled away to nothingness. Of course, whereas Konrad's cynicism has left him a bitter, sharp-tongued alcoholic, Arturo's descent into cynicism has just left him weary and defeated. He still believes that the Council exists for a reason... it's just that it's lost sight of that reason a long time ago, and none of the factions will ever look away from their petty power struggles long enough to help.
  • Like A Daughter To Me: Having already accepted Sarah as his student and protégé, he openly admits to seeing her as the daughter he never had in the outro to "Venice Sinking"; it's her disappearance that results in Arturo crossing the Despair Event Horizon.
  • The Mole: He's secretly working for the Phoenicians, though only because they've been blackmailing him, and has reluctantly agreed to delay your journey to Tokyo until they finish their work there. Of course, in the aftermath of "Venice Sinking," he breaks off his reluctant partnership when he realizes that Sarah is still alive and the player is in a position to rescue her.
  • My Greatest Failure: The Tokyo Incident, which Arturo firmly believes is the very worst failing of the Council's mission and his own abilities to date. Their combined failure to stop or even predict the attack not only resulted in an entire city being effectively overtaken by the Filth, but it also caused the disappearance and possible death of his apprentice, Sarah.
  • Obstructive Bureaucrat: Invoked; fully aware of the Council's reputation for gratuitous red tape, he goes out of his way to assure you that the certification to enter Tokyo is not bureaucracy, but an essential part of your training. And later played straight when it's revealed that he really is doing his best to obstruct you on behalf of the Phoenicians. Your training and certification were all part of his efforts to delay you up until his blacmailers finished their business in Tokyo, though he secretly hoped that you'd be improved by the Room.
  • OOC Is Serious Business: In most of his scenes, Arturo remains depressive and weary throughout, only varying his emotions into extremes of rage or suspicion - as is the case with his introduction. However, in the outro to "Venice Sinking" he's actually heard laughing for the first time - an indication that his fortunes have finally changed for the better, and the Phoenicians no longer have any hold over him.
  • Properly Paranoid: He advises you not to trust anyone at all. In any other story, this might seem a little extreme, but as he points out, his suspicious demeanour is very justified given the state of affairs the Council and its allies are embroiled in. Plus, the Phoenicians have bugged his office and have an entire taskforce keeping an eye on him.
    • And Arturo would know that treachery can arise anywhere, because he's slowing down the players at the Phoenicians' request, although he's not happy about it.
  • Really Gets Around: When not working, Arturo apparently enjoys "wild nights" and "conquest," at least according to the Bees. Kirsten Geary confirms this, cheekily noting that Arturo has managed to get several treaties "signed in lipstick" for this very reason.
  • Rant Inducing Slight: When you first meet him in Issue #8, Arturo has had to deal with a growing workload, the Tokyo Crisis, and a good deal of political hellraising. Of course, he's under even more stress than he lets on: later issues reveal that he's under pressure from the Phoenicians to keep you out of Tokyo, with blackmail on the line if he fails. He's also grieving for Sarah - who's presumed dead at this point. But in spite of all this, he appears to be taking things in stride, shouldering the burden with professional efficiency and well-refined etiquette... right up until he receives a rather unfortunate phone call, in which one of his contacts innocently suggests resorting to a compromise. Cue temper explosion.
    Compromise? COMPROMISE!? Cazzo! Che cazzo! Do not tell me compromise! Tell it to the dead! Do you remember the last time? The bodies? The ones still... alive. The singing... oh, that terrible singing... A committee? "Evaluate the situation?" By the time we agree on a special committee, they will be dead - again! Your committee can dig a mass grave and throw in all of their bones, and do you know what the tombstone will say? "Killed by compromise!"
  • Sharp-Dressed Man: As a diplomat and an official, Arturo dresses in a very expensive-looking white suit.
  • Shell-Shocked Veteran: Hinted at when he talks about what happened "the last time," sounding distinctively traumatized when he mentions "the bodies... the ones that were still alive" and "that horrible singing."
  • Suicide by Cop: In the outro to "Venice Sinking," he admits that the entire mission and your discovery of his corruption was all part of an attempt to goad you into killing him.
  • Work Hard, Play Hard: The Bees note that, despite his apparently unshakeable air of seriousness, Arturo is something of a party animal and a womanizer in his spare time.

     The Orochi Group 

Overall Tropes
The corporation casts a shadow, and that shadow answers to no outside agency. Rumours of occult research, technology twenty years ahead of its time, elevators that nosy employees enter but never exit - only the board of directors know for sure. The eight heads hold secrets.
The Buzzing

The Orochi Group is a powerful multinational corporate group dating back to 1949, 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 activities, 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.

  • ACME Products: Thanks to the fields in which its daughter companies operate, the Orochi Group supplies virtually everything imaginable: fuel, soft drinks, books, gaming consoles, banking - anything. At one point, Bong Cha notes that the keypad she types on is an Orochi product... and that it scans her fingerprints over a thousand times a day.
  • Better Living Through Evil: As corrupt and underhanded as the group may be, their employees are treated very well - a necessity given the extremely dangerous substances they're required to work with. Manticore Research, for example, provides generous healthcare benefits and compensation... along with life insurance payment and company-sponsored funerals.
  • Big Brother Is Watching: The Orochi Group is quite prone to this, both in peaceful areas and combat zones. Quite apart from the surveillance teams at work on individual persons of interest, lore entries and a few after-mission reports indicate that the Group monitors the activities of citizens throughout the world via cell phones and keyboards manufactured by Anansi Technologies. Meanwhile, as the unofficial capital of the Orochi business empire, Kaidan District is outfitted with a very extensive network of CCTV cameras - though in the absence of Orochi control, the network is currently being hacked by Harumi. Less fortunately, the network is also the means by which the Black Signal spies on you.
  • Black Helicopter: Their vehicle of choice, most often seen in the skies above Solomon Island.
  • Captured Super Entity: Lore entries imply that Vali is holding several eldritch beings captive in its laboratories, many of which are still "singing lullabies in dead languages." Emma Smith is one of the few you get to meet in person - or on a friendly basis, for that matter. Later, in Issue #11, it turns out that Manticore have managed to capture a tiny fragment of the Gatekeeper during a foray into Agartha, allowing them to grow their own replica of it. Quite naturally, the duplicate grew up insane and killed most of the researchers assigned to it.
  • Color Motif: Black, befitting one of the darkest and most enigmatic of all the factions in the game.
  • Company Town: Kaidan is one of the modern variants of this trope... or at least, it was prior to the Tokyo Incident. Just about every single business in the district was under Orochi control, and virtually every single product or service available was Orochi issue - even local sports teams were branded with Orochi colours. Local architecture also bows to the group's demands: an huge stretch of waterfront property has been rebuilt into a village for the hundreds of Orochi employees in residence in the district... and of course, Kaidan's skyline is dominated by the colossal Orochi tower - visible from just about every angle.
  • Corporate Warfare: Along with the thousands of armed security personnel assigned to protect its facilities and projects, the Group also has a small army of robotic drones defending its holdings in Tokyo, not to mention an entire unit of tanks. Not that it does them much good, given how often supernatural foes end up wiping out entire Orochi fireteams; plus, most of the tanks were rendered inoperable during the Tokyo Incident, and the drone army was converted en mass by the Black Signal. Unfortunately for players, Samuel Chandra still has control over the Mitsubachi.
  • Corrupt Corporate Executive: Seems to have more than its fair share of these lurking among its officers and project leaders; some are standard-issue exploitative megalomaniacs, while others have been corrupted by the Eldritch Abomination they've been trying to utilize. A rare few are the Eldritch Abomination.
  • Evil Inc.: If anything, Orochi seems motivated by the desire for global domination rather than commercial profit, especially in the case of their experiments with the Filth. Of course, given the things suggested by the Lore entries, standard definitions of profit aren't all that interesting to the things that run the group.
  • Evil Tower of Ominousness: Orochi Tower, the Tokyo-based headquarters of the Group. On top of being one of the most prominent landmarks in all of Kaidan, it's made abundantly clear that the player is guaranteed to visit it and confront whatever lies within. After the disaster and Lilith's return to Tokyo, John cut off all access in order to prevent her from escaping; however, in the conclusion of Issue 10, he decides to lower the barriers preventing your entry, finally succeeding in Issue 11 and unleashing you and all three major factions upon the Tower.
  • Gone Horribly Wrong / Gone Horribly Right: The overwhelming majority of Orochi Group's experiments ends with the results of said experiments biting them very hard in the ass, either due to recklessness, cruelty, stupidity, or just good old fashioned Filth infection. And on occasion, the experiment will produce the exact results they wanted it to... and it'll end with even worse results. Case in point, Anansi omega's project: they created an Artificial Intelligence capable of self-awareness, exactly as they wanted... trouble is, they also got an A.I. that became aware that it had committed several murders over the course of its training. Cue grief-stricken murder spree.
  • Incompetence, Inc.: In about 70% of your encounters with their operatives in the field, something has just blown up in their faces. Either they've been ambushed and massacred (something not even Council agents suffer), one of their secret bases has been ripped to pieces by its own experiments, or they've accidentally set off some kind of regional disaster that threatens to kill everyone in the surrounding area. And just occasionally, it'll be all three. This behaviour draws a great deal of mockery from the other secret societies, especially the Illuminati, who openly go out of their way to gleefully jeer at the group's many misfortunes at any given opportunity. 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 he's the company CEO.
  • Just Think of the Potential: Often end up taking this approach to just about any particularly dangerous material they end up working with: the Gaia Engines, the Filth, the Dreamers, the Locusts, the Filthy Fungus, unorthodox modifications to their own Nanny Drones... no matter how cataclysmic it might be, the Orochi Group is prepared to harness it for their own diabolical ends - or at least try to. Justified in the case of their most catastrophic experiments with the Filth, as the researchers involved tended to be corrupted by the Filth and - in several cases - actively disobeying orders in order to further the object of their obsession.
  • 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.
  • Mainlining the Monster: Several of their experiments set out to do just this, with varying levels of success. One gruesomely successful Zagan project involved converting supernatural creatures into expensive delicacies, even trapping ghosts in edible gelatine so that board members could devour the souls of the dead. Less than successful was Plethron's attempt to convert locusts into protein bars for starving nations, Zagan's attempt to make a flesh blob into renewable meat, Sycoil's attempt to use the Filth as a source of energy...
  • 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:
    • Vali is likely a reference to two figures from Norse Mythology - both called Vali. The first, Váli, is the son of Odin, born specifically for the purpose of killing Höðr and grown to adulthood in the space of a single day for this very reason. The second, Vali, is a son of Loki who was transformed into a wolf as punishment for Loki's crimes - motifs of creation and mutation appropriate for a biotech firm.
    • Zagan is a reference to one of the kings and presidents of Hell in Ars Goetia, renowned for his ability to turn wine into water and blood into wine - fitting for a producer of foodstuffs with extremely suspicious ingredients.
    • Manticore is of course the well-known monster, often depicted as possessing wings and a ferocious attitude. Manticore Research, meanwhile, is not only an aerospace company, but well-known for savaging its own employees in dangerous experiments.
    • Anansi is a reference to the West-African trickster god of the same name, renowned for outsmarting his enemies through cunning and deceit. Anansi Technologies also operates by lies and trickery, manipulating the public through subliminal programming.
    • Faust is, of course, a reference to the archetypal story of the Deal with the Devil. Faust Capital, on the other hand, is a finance group that seems to have somehow dodged every major economic crisis in the last sixty years... and one of its executives has recently been found dead with charts outlining "mystical flow of fortune" tattooed on his chest. Plus, one of their key executives is none other than Mephistopheles himself.
    • And of course, there's the Prometheus Initiative, a secret project that aims to steal fire from the gods by harnessing the power of the Gaia Engines - and in Lilith's case, the Dreamers.
  • Mecha-Mooks: In keeping with Orochi's technical prowess, their high-priority installations are often protected by sophisticated humanoid drones. Prior to the player's visit to Tokyo, most of the drones are encountered in the Nursery, where they serve as nannies to the children currently being used as test subjects - and ensure that the Nursery's human staff don't have to come into contact with the kids after they've been experimented on. However, the bulk of Orochi's robot army is located in Tokyo, patrolling the southern reaches of Kaidan district, the corridors of Faust Capital Bank, and the railway area: as the defenders of Orochi's unofficial capital, the army includes models specializing in nonlethal pacification, melee, ranged attacks, aerial combat, and even artillery. Unfortunately, most of them have since been Turned Against Their Masters by the Black Signal by the time you arrive, with only a handful within Orochi Tower remaining loyal and fully functional.
  • Mega Corp.: There's scarcely any location where the group doesn't have some kind of influence, wether it's commercial, financial, political... or even military. Across the world, its daughter corporations provide an almost impossible array of services, including pharmaceuticals, genetic research, energy, foodstuffs, aerospace, security, computers, banking, insurance, media, publishing, agriculture, private hospitals, schools, and many, many more. And all of them have something very unpleasant going on behind the scenes...
  • Morally Bankrupt Banker: Faust Capital is reportedly home to quite a few of these, given that it's apparently been able to outmanoeuvre its competitors and screw over its debtors for the last sixty years through magical methods - as if the name wasn't evidence enough. A visit to their headquarters at Orochi Tower reveals that one of the company executives is actually Mephistopheles, the most morally bankrupt of all bankers.
  • Mutant Draft Board: Several Orochi projects revolve around the acquisition and training of gifted individuals for their own sinister purposes. In England, the Virgula Divina program drew in several female recruits for the purposes of evaluating their magical/psychic power, before discarding them or forwarding them to later projects: Callie James was one of the fortunate rejects, while Emma Smith emerged from the project as the star test subject, and Carter was lucky enough to escape Orochi's reach altogether. In Japan, the Rising Star program recruited prodigies and child mages on a more public basis via educational institutes, such as the Happy Smiles Kindergarten in Kaidan - Jung being one of their star pupils. According to Park Dong-Min, there was even a recruitment drive disguised as a videogame tournament, during which contestants were subtly tested for exceptional reflexes and coordination skills; the fate of the winners remains unknown, as Park left the contest before the tests got any more invasive. Most notably of all, Issue #11 reveals that Samuel Chandra has been secretly gathering his own army of Bee-Imbued agents in the form of the Mitsubachi; while he doesn't have anywhere near as many as the Templars, the Illuminati or the Dragon, he still has enough to give the player a hard time throughout the boardroom level of Orochi Tower.
  • N.G.O. Superpower: On top of possessing a daughter corporation in just about every field with branches on just about every country in the globe, the group also possesses enough political influence to hold significant sway in the US Senate, enough resources to run multiple high-cost experiments from New England to Transylvania, and even the clout to run its own military - one that included thousands of highly-trained soldiers, a battalion or two of robotic drone warriors, and even a unit of tanks.
  • Organ Theft: According to Marianne Chen, Vali have their own squad of organ thieves scouring the globe for specific individuals to harvest; in the same mission in which this confession emerged, you meet some of these thieves for yourself - with violent consequences. For good measure, Bong Cha advises Dragon players against getting captured, suggesting that they'd harvest you for all eternity if they could. A tour of Vali's omega level in Issue #11 reveals that they've already done that to one unfortunate Bee.
  • Powered by a Forsaken Child: A great deal of their experiments tend to involve the gruesome sacrifices of innocent people; at the very least, finding test subjects involves a good deal of kidnapping - as is the case with the Nursery, which actually does make use of abducted children for it's experiments. Meanwhile, in Issue #11, several more cases are revealed to be held in Orochi Tower: researchers on Zagan's omega floor have summoned a perpetually regenerating blob of flesh into existence in an attempt to use it as an easily-renewable source of meat; this creature is, in fact, sentient and in constant pain from being harvest. In a much more humanoid case, Vali omega are holding another Bee-imbued character captive, and are constantly harvesting his organs in an attempt to give their drones access to Agartha.
  • Propaganda Machine: As a media company in possession of television channels, movie studios, newspapers, magazines, book publishers and record labels, QBL Media is often used in order to influence public opinion in favour of the Orochi Group and its allies; according to the Bees, they can not only cover up the worst of the group's atrocities, but also direct the course of global conflicts and even control the outcome of presidential elections. At the end of Issue #11, Samael uses it to frame you and several other players as the terrorists responsible for the Tokyo bombing.
  • Redshirt Army: Orochi security forces and research teams are guaranteed to suffer more than any other group in the Secret World, either being infected by the very substances they were trying to control, or just getting massacred. 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.
  • School For Scheming: The Rising Star program is based around the use of schools as recruitment centres for gifted children; the Happy Smiles Kindergarten in Tokyo is one such centre, though it's far from the only one Jung's been able to detect. Unfortunately for the Orochi Group, these initiatives aren't without their fair share of rejects and dropouts; doubly unfortunately for all parties involved, representatives of the Fear Nothing Foundation were also lurking around the playgrounds, waiting to recruit these dropouts.
  • Screw the Rules, I Have Connections!: The Orochi Group commands a great deal of political clout across the world, hence the reason why none of the Big Three are able to deal with them on a conventional level; any attacks on the group's holdings or investigations into their activities usually have to be conducted as discretely under the table in order to prevent legal or political repercussions. It's because of this growing influence that the Illuminati feel the most threatened by the Orochi Group; in the past, they've always been able to sway politicians and corporations to their side, and the presence of a company they can't buy out somehow managing to command more senators than they can - against their interests- is something they naturally take a very dim view of.
  • Sexbot: A tour of Manticore's facilities at Orochi Tower reveals that one particularly frustrated researcher has been trying to convert Nanny Drones into robotic sexual partners, aiming to achieve both personal success by creating a bestselling product and personal validation by claiming his prototype as a lover. Unfortunately for him, he tries playing Professor Guinea Pig a little too soon, leading to a rather unpleasant-looking death.
  • Strawman News Media: QBL Media, especially the news section. Already known for playing a very important role in covering up the Orochi Group's shadier activities and shilling its good deeds, Issue #11 reveals it to be essentially an unrepentant wellspring of yellow journalism, where nuance is a dying concept and authenticity is confirmed by the number of hits a story has acquired on Youtube. Plus, it also ensures that people who tread on Orochi's toes end up being unexpectedly Convicted by Public Opinion; you find this out the hard way at the end of Issue 11, when Samael uses QBL to have you framed as a death cultist responsible for the bombing of Tokyo.
  • Subliminal Advertising/Subliminal Seduction: Lore entries indicate that this is one of Anansi Technologies' favourite tactics, brainwashing its customers through mind-control programs contained within its hardware and software alike.
  • Tampering with Food and Drink: According to the lore entries, both Zagan and Plethron have interests in this department, either suggesting that their next batch of packaged food be dosed with psychochemical drugs derived from cordyceps fungus, or just engineering GM crops with side-effects that can render customers suitably docile.
  • Tarot Motifs: The Bees frame the lore entry on the Orochi Group as an omni-dimensional Tarot deck of three-sided cards. Each company or facet of the Group is framed as a different card in the deck, with the upright position displaying the group's legitimate activities and the reverse portraying the group's shadier dealings. The suit of pentacles represents the eight daughter corporations, the Priestess represents Chairwoman Lily Engel, the Devil for CEO Samuel Chandra, and - of course - the Tower representing the Group as a whole. However, the Bees also note that one card of the deck, the Lovers, has been torn in half for some reason possibly representing Lily/Lilith's disastrous breakup with Samuel/Samael.
  • To Serve Man: Both inverted and subverted altogether by Zagan. On their alpha floor at the Orochi Tower, one group of researchers are trying to repurpose supernatural creatures as food, and have already succeeded in converting ghosts into an edible jelly. Meanwhile, another group of Zagan researchers are trying to provide synthetic foods for beings normally used to eating humans, such as werewolves and vampires.
    • And inverted again by Plethron. On their alpha floor, they've acquired a large quantity of giant locusts in the hope of converting them into cheap protein bars for developing nations.
  • Van in Black: Another favoured vehicle of Orochi teams, much like the black helicopters, black vans are encountered throughout Solomon Island - to the point of being lampshaded by the mission title of "The Men In Black Vans."
  • Villain with Good Publicity: Outside the Secret World, the Orochi Group is considered a perfectly respectable corporate entity, providing its employees with generous salaries and benefits, hosting award ceremonies, donating billions to charities, and sponsoring youth programs worldwide; its daughter corporations share in this respect, and are known for producing genuinely beneficial products such as revolutionary drugs and vaccines, alternate energy sources, agricultural methods that increase crop yield a thousandfold, and vat-grown foods that eliminate the need for slaughtered animals. Any criticism heard about the group is largely the province of conspiracy theorists and crackpots. However, inside the Secret World, Orochi is looked upon with a great deal of suspicion by many of the societies, many of whom distrust the group's attempts to harness magical power.
  • Weather Control Machine: Issue #11 reveals that the Orochi Group has successfully developed an extremely destructive variant of this, and are currently using it further Plethron's attempts to grow fireproof crops.
  • Workaholic: Faust Capital has quite a few of these in their employ, with a rather unusual twist; the accountants employed on the Faust beta level at Orochi Tower are so devoted to their jobs that none of them have left their desks since the Tokyo Incident, and so absorbed in their work that none of them notice your presence - or the fact that several of them have died from starvation. It's implied that this is some kind of workplace conditioning gone horribly wrong, but what happened has yet to be confirmed.

Blake and Radcliffe
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.

Voiced by: Tim Russ (Blake), Tara Strong (Radcliffe)

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.

  • Adorkable: Radcliffe, who spends most of her time onscreen stuttering, stammering, correcting herself, accidentally saying too much, and getting just a little bit too excited at meeting a "superhero." Plus, she's occasionally sidetracked by wondering about the proper noun for a group of superheroes.
  • Consummate Professional: Blake; as well as being strictly by-the-book in all his interactions, he also takes a rather dim view of unprofessional or chaotic behaviour. When he's not gently rebuking Radcliffe for her attempts to bend the rules, he's viewing your activities with a mixture of condescension and distrust.
  • Deadpan Snarker: Both of them, though Blake's pretty deadpan by default and Radcliffe generally manages her best sarcasm when she's in conversation with him.
  • Farm Girl: Radcliffe apparently grew up on a farm, and Blake attributes her rural upbringing to some of the more emotional decisions she makes.
  • First Name Basis: In one dialogue option, Blake accidentally refers to Anne Radcliffe by her first name, before hastily reverting to the more impersonal "Ms Radcliffe" - another indication that they are quite friendly, despite Blake's professional disposition.
  • Hard on Soft Science: Blake exhibits this attitude, proudly noting how he and other Orochi researchers deal in hard, quantifiable science, and condescendingly compares your approach to the liberal arts.
  • The McCoy: Again, Radcliffe. On top of being more emotional than Blake, she's also more concerned with the morality of what she does, and probably the only member of the team who has the slightest bit of sympathy for the people of Kingsmouth or any stated opposition to the policy of non-intervention. Of course, remaining under the watchful eye of Blake has made her somewhat less outspoken than most examples, and Blake's not interested in listening when she does speak up on matters of ethics... hence the reason why she's more inclined to talk to you.
  • My Beloved Smother / Fantasy Forbidding Mother: During one of her many moments of personal reflection, Radcliffe remarks that her mother spent a great deal of time and effort forcing her to give up her childhood fantasies and be "normal." Ironic, considering that Radcliffe ended up getting a job that allowed her to interact with beings from said fantasies on a daily basis.
  • 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.
  • Neat Freak: Blake's obsession with order and correct protocol apparently extends to matters of personal cleanliness; he's clearly annoyed by Radcliffe's habit of chewing her nails, seeing them as symptomatic of mental and physical disorder.
  • Not Using the Z Word: One of Radcliffe's gripes with Orochi protocol; during the mission intro to "Hulk Smash," after calling the undead by the company-issued title of Condition 17s, she actually goes so far as to ask "Can't we just call them zombies, sir?"
  • Odd Friendship: Despite being almost nothing alike in terms of personality, attitude or moral outlook, Blake and Radcliffe actually have a surprisingly friendly relationship when not interacting on a strictly professional basis. In idle dialogue, they can often be seen openly discussing their past and their home lives, telling the occasional understated joke, an even playing games of "Confirm or Deny."
  • Punch Clock Villain: As Orochi researchers with no direct role in the catastrophe, their stated goal is to finish the job at hand, collect their paychecks and go home - though Radcliffe at least hopes to do so with a clear conscience.
  • Red Oni, Blue Oni: Radcliffe, being inexperienced, naïve and exuberant, qualifies as the Red. Of course, the cynically professional Blake is a clear and obvious Blue.
  • Salt and Pepper: Racliffe's the salt, Blake's the pepper.
  • Sarcasm-Blind: By his own admission, Blake is this.
  • The Spock: Blake; calm, reserved, strictly by-the-book, and utterly detached from morality and emotion. That said, he does have an extremely understated sense of humour, most often exhibited in conversation with Radcliffe.
  • Those Two Guys
  • Token Religious Teammate: Though clearly just as scientifically-minded as Blake, Radcliffe is clearly the more religious of the two, though she's still quite understated about it. In the intro to "Black Helicopters," she wishes she could actually attend the local church for a while, though the quarantine forbids her from doing so - and hopes that she can leave Solomon Island as a "church-going girl with a clear conscience."
  • Villains Out Shopping: Can occasionally be heard playing games of "Confirm or Deny."

The Mysterious Caller/Samuel Chandra/Samael

Voiced by: Nicholas Boulton

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, and though his intimate knowledge of the Secret World hints at supernatural involvement, nothing has been confirmed. In Issue #11, he is finally identified as Orochi CEO Samuel Chandra, formerly the angel Samael, and husband to Lilith.

  • Affably Evil: Unfailingly polite and surprisingly courteous, the Caller is also generous enough to forgive your intrusions, provided you render assistance in a few minor matters - even sweetening the deal with the possibility of you walking away with some of the answers you were looking for. Even during your attack on Orochi Tower, he goes so far as to forgive your attack on the Tower - on the condition that you leave immediately. However, as you start closing in on Lilith, his affability slowly begins to vanish in favour of increasingly enraged threats.
  • Anti-Villain: Quite apart from being pragmatic enough to render assistance for the sake of global stability, Samael has also distanced himself from the ambitions of Lilith and the Nephilim, resolving instead to build his own relatively peaceful kingdom on Earth in the form of the Orochi Group - which, occasional outbreaks of colossal stupidity and needless cruelty aside, is fundamentally well-intentioned and does perform good deeds from time to time. In fact, the only reason Samael really finds himself at odds with you is because you insist on hunting down his wife, who he still cares deeply about even after the collapse of their relationship millennia ago.
  • Big Brother Is Watching: Second only to the Pyramidion in this respect, he has the Orochi research camps constantly monitored from a distance, and clearly recognizes you as an intruder.
  • Blackmail: One of the ways he ensures that you'll cooperate with him, especially on Solomon Island; having caught you snooping around the Orochi Group's facilities on the Blue Mountain, he calls you to observe that you're in violation of Council laws and "contracts signed in blood," and offers to ignore your crime in return for you rendering a few useful services to him.
  • Corrupt Corporate Executive: Given the Orochi resources at his disposal, he's likely one of these. Finally confirmed in Issue #11 to be Samuel Chandra, the CEO of the Orochi Group.
  • Creepy Monotone: The Caller speaks in an eerily calm and self-assured tone of voice that rarely rises above a murmur and rare ever betrays any sort of emotion. Even during the ongoing catastrophes in Maine and Egypt, even while threatening you with a Fate Worse Than Death, his voice never wavers.
  • Did You Actually Believe?: Gives a short speech to this effect before introducing the Mitsubachi, teasingly asking if you thought you were the only one who could cheat death, and - more pointedly - asking if you thought your organization was the only one who could find individuals "whose lips taste of honey."
  • Enemy Mine: Usually calls you when a situation like this is warranted, from escaped test subjects on Solomon Island to apocalyptic disasters in Egypt.
  • Et Tu, Brute?: During "Mortal Sins," he's understandably shocked to discover that Lilith has gone renegade and tried to seize control of a Gaia Engine without his knowledge during the finale of "Mortal Sins," for even after the collapse of their relationship, he never suspected that she would ever go so far as to actually betray him.
    What is this? What's going on? Someone talk to me right now. Lilith, what's the meaning of this? Don't tell me that... I should have realized that you were involved somehow. But why? What's in it for you? You had everything you ever wanted. Infinite wealth, immortality, a legion of lovers... Me. I refuse to believe this is something you have orchestrated...
  • Fallen Angel: First hinted by lore entries indicating that he suffered a long fall from a great height at some point in the past, and further hinted by remarks such as "you must rush in where we fear to tread," his status as a Fallen Angel is finally confirmed in Issue #11 when he reveals himself to be one of the rebel angels known as the Nephilim.
  • Fate Worse Than Death: Like his wife, he knows a few, which he elaborates upon in Issue #11 while trying to dissuade you from confronting Lilith. However, given that you weren't directly responsible for his wife's capture and binding, he merely uses the least of the methods at his disposal in order to punish you by having you branded as a terrorist and a fugitive from justice.
  • Frameup: After your interference manages to get Lilith captured and bound by the Nephilim, Samuel begins his revenge against you by having you framed as one of the terrorists responsible for the Tokyo disaster.
  • Going Native: Issue #11 reveals that his persona of Samuel Chandra initially came about as the result of this: having initially set out to chain the Dreamers and use their powers to remake reality in his own image, he ultimately grew comfortable on his planet of exile and abandoned the plan in favour of simply ruling Earth from a position that it's natives would accept - as the head of a major multinational corporation.
  • If You Ever Do Anything to Hurt Her... / Leave Him to Me: Though their relationship might have collapsed over the last few millennia, Samael nonetheless warns the players to leave Lilith alone: having already politely asked you to just leave the building, he reassures you that she'll be punished for her crimes... but as you progress through the boardroom level, he gradually degenerates into a serious of vicious descriptions of what he'll do to you if you hurt Lilith. Unfortunately, you don't listen.
  • It's Personal: Blackmail aside, he's fairly forgiving of your attempts to break into Orochi facilities, even offering to ignore your attack on the Tower in Issue #11. However, Samael makes it abundantly clear that harming Lilith is something he won't forgive - and proves his point by essentially declaring all-out war on you via QBL Media.
  • I Warned You: After Samael very clearly outlines why it would be a bad idea for you to try harming Lilith, you go ahead and confront her anyway, and while you don't actually kill her, you nonetheless end up accidentally aiding John in having her captured and bound by the Nephilim. As such, Samael is very swift in ensuring that you pay for it. He doesn't say "I warned you," but after having you framed as a terrorist, he doesn't need to.
  • Manipulative Bastard: Several scenes establish him as quite adept at psychological manipulation, most prominently in your first meeting; upon catching you stealing data from an Orochi computer in Solomon Island, he uses this opportunity to force you into working for him with the threat of exposing your theft to the Council of Venice, then a few equitable-sounding offers to keep you from disagreeing with him. Lore for the Mitsubachi states that he also successfully persuaded several Bees into joining the Orochi Group as Mitsubachi agents, remarking that he has the power to "talk and talk till molecules nod and let go." Unfortunately, his gift for manipulation tends to work best when people are willing to listen to a word he says: when you confront him one last time in Issue #11, you're too focussed on tracking down and killing Lilith to budge one inch... so instead, he decides to convince the rest of the world instead, namely by using QBL Media to frame you as one of the cultists responsible for the Tokyo bombing.
  • Mysterious Informant: Well, he blackmails almost as often as he informs, but the Caller nonetheless ticks all the necessary by keeping his identity hidden at all times while keeping you informed when it suits his purposes.
  • Mystical White Hair: Long before being positively identified as one of the Host, Samael's unearthly nature was hinted at by his silver-white hair - easily noticeable in just about every single magazine cover featuring him before his formal introduction.
  • No-Nonsense Nemesis: He makes it abundantly clear that he only tolerates your interference as long as it serves his interests, and in the event that you make the mistake of disobeying his orders or harming Lilith, you'll feel the repercussions immediately - no flourishes, no moustache-twirling, and above all, no idle threats. And he proves his point in the aftermath of Issue #11, when he takes immediate revenge against you by having you framed as an international terrorist.
  • Pragmatic Villainy: As corrupt and devious as he is, the caller's obsession with remaining in control means that he has absolutely no interest in seeing the Dreamers and their servants start an apocalypse. Hence why he aids the player in retrieving the stolen Song of the Sentinels from the Orochi camp.
  • Revenge: Spends a good deal of his time in Issue 11 threatening you with vengeance if you make the mistake of hurting Lilith - and then making good on his threats by having you unveiled to the world as one of the terrorists behind the Tokyo Bombing.
  • The Stoic: The Caller rarely ever shows any sort of emotion, even in the direst of emergencies; even while lambasting his research team in the City of the Sun God for their recklessness in stealing a song from one of the Sentinels, he voice barely betrays anything stronger than mild disappointment.
    • Not So Stoic: During the finale of "Mortal Sins," the caller briefly loses his cool when he discovers that Lily Engel AKA Lilith is behind the disaster at the Breach. Played much more subtly in "Confrontations and Revelations," in which he comes dangerously close to losing his temper altogether.
  • Supernatural Gold Eyes: Another sign of his otherworldly character, Samael possesses a set of luminous yellow eyes, once again clearly visible on magazine covers prior to "Confrontations and Revelations".
  • This Cannot Be!: Reacts this way when he discovers who was really behind the events of the Transylvania arc. Apparently, even after the slow collapse of their marriage over the past few millennia, Samael still couldn't believe that Lilith would betray him like this.
  • Time Abyss: As a former member of the Host, Samael has lived through all three previous eras of history and likely took part in the creation of the world itself, making him even older than Lilith. He even takes a while to elaborate on the extraordinary things he's seen over the eons while attempting to dissuade you from tracking down Lilith.
  • Tranquil Fury: During your confrontation in Issue #11, his voice doesn't rise above a whisper as he warns you to leave Lilith alone and unharmed, but it's clear from his tone of voice that your refusal to obey has him genuinely infuriated for the first time in the game - especially towards the end of the tirade, when it sounds as though just about every single word is being spoken through gritted teeth.
  • Unholy Matrimony: With Lilith, having married her back in the First Age at the very beginning of their villainous collaboration. Though all evidence indicates that the two genuinely loved each other and spent countless millennia as an eldritch spin on Bonny and Clyde, their relationship permanently soured when Samael went native and lost interest in the plot to seize control of the Dreamers. As a result, Lilith struck out on her own.
  • The Voice: Even in situations where a video link could be provided, the Caller makes a point of never showing his face; as such, he's encountered primarily as a voice echoing from a set of speakers. However, this all changes in Issue #11, when he finally shows his face on several monitors around the Orochi Tower's boardroom level, revealing himself as Samuel Chandra in the process.
  • Well-Intentioned Extremist: On two separate levels. Initially, he and the other members of the Nephililm wanted to harness the power of the Dreamers in order to build a better world; however, Samael grew too accustomed to the comforts of Earth and gave up on this plan. His attempts to seize control of the Gaia Engines are no less extreme, but still primarily well-intentioned as they would allow him to provide the world with theoretically limitless amounts of energy.

Lisa Hui
I don't know what it is about this assignment, but I had a bad, bad feeling from the start...

Voiced by: Stephanie Sheh

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.

Dr Klein
To be clear, I do not need you alive for my experimentation. It is quicker this way, please understand.

Voiced by: Tim Watson

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.
  • Badass Bookworm
  • Badass Longcoat
  • Bald of Evil
  • Body Horror: Along with the usual signs of Filth infection that Klein displays (distorted features, writhing tentacles, etc), lore entries reveal that his initial way of exposing himself to the Filth was by injecting it through his nostrils and into his brain. Of course, now all he has to do is effectively snort droplets of it.
  • Dual Boss: In the final battle of "Pandora's Box," he fights you alongside the ancient Colossus Melothat.
  • Evilutionary Biologist
  • Evil Laugh
  • Fantastic Drug: Somehow managed to turn the Filth into this. Appropriate to the drug symbolism, Klein exposes himself to the Filth either by injecting it directly into his brain, or by snorting droplets of it.
  • Faux Affably Evil
  • For Science!
  • Four Eyes, Zero Soul: Close examination reveals that, despite Filth mutations twisting his skull out of shape, Klein still wears glasses.
  • Functional Addict: What he thinks he is. In reality, he's closer to Addled Addict.
  • Have a Nice Death: If you die in combat with him, he'll comment that you should only feel a few seconds of agony before the Filth scours out your DNA.
  • Herr Doktor
  • I Am the Trope: "I am the Filth!"
  • Large Ham
  • Mad Scientist
  • Magic Staff: In combat, he wields a magical staff he took from the Ankh's high priest; it allows him control over the area's undead warriors, along with a certain degree of magical power.
  • The Man Behind The Monsters
  • Pre Ass Kicking One Liner: Just before he unleashes a One-Hit Kill energy blast, he announces "Let me show you what I have learned in the spaces beyond..."
  • Omnidisciplinary Scientist: According to the lore entry, he was brought to the Ankh as an archaeologist; however, given his experiments on the Filth and the research team, he's also acquired something of an interest in biology.
  • Villainous Breakdown: After you finish off Melothat, Klein becomes increasingly frantic as you attack him head-on.
    Philistines! You're not just stopping science, you're denying an evolution! How small minded of you, to resist the great mutation! My work will endure beyond this flesh! I am the Filth!
  • Villain Teleportation
  • You Will Not Evade Me: If you try to hide behind cover for too long, he simply blasts you back out into the open.

Dragan Dzoavich
You've fought an army of vamps with magic. You've walked the shadow-world in anima form. You've talked to statues and run with faeries. So what's so weird about a grown man talking to a teddybear?

Voiced by: Andrew Kishino

A Orochi agent in Transylvania, 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.

  • Badass: Dragan is more than capable of defending himself, not to mention especially adept at surviving in the mountains with only a modicum of shelter.
  • Belligerent Sexual Tension: With Phoenician agent and former lover Lidiya.
  • Bodyguarding a Badass: In the past, he acted as a guard to Emma... and as the mission to Transylvania and Issue #7 demonstrate, Emma is not only an immensely powerful mage capable of feats well out of the player's league, but also the Daughter of Gaia, and the only person to have defeated Lilith in combat!
  • Cool Shades: Which the player can also own for a measly 50 credits of Ca'd'oro.
  • Consulting Mister Puppet: Dragan spends a lot of his time holding a rather one-sided conversation with Emma's teddy bear. However, once Emma's powers are demonstrated, his reasons for trying this become much more justified.
  • Defector from Decadence: After remaining mostly true to his duties over the course of the third mission, Dragan decides to leave the Orochi behind for Emma's sake.
  • Defensive "What?": Utters one of these when the player first notices him talking to Emma's bear.
  • Heel-Face Turn: By Issue #7; having received word on Orochi's experimentation in the Nursery, Dragan is now chiefly concerned that Emma gets out of Transylvania safely, regardless of company policy.
  • Hypocrisy Nod: When you meet him again in Issue #7 he calls you out for forgetting Emma the last time you were in town, but notes the hypocrisy of him berating you, giving the nature of the organizations you both work for.
    • He also makes a sly jab at players who might have thought him crazy for talking to a teddy bear in spite of all the crazy supernatural phenomena they've witnessed over the course of the game.
  • Red Eyes, Take Warning: Hidden by his shades for the most part, but if you look closely, you can definitely see a faint ruby glow to his eyes.

The Smiths
We need to understand what's happened, and there might be answers in the data. it could be the key to... to everything. The Breach. Ground Zero. The Filth. Emma...

Voiced by: Louiza Patikas (Julia), Mark Healy (Winston)

Orochi scientists assigned to act as Emma's foster parents, Winston and Julia Smith naturally followed her into the Carpathian Mountains at the behest of their superiors. Unfortunately, they were very quickly embroiled in the many supernatural phenomena at work in the area, from Mountain Trolls to Filth reservoirs; they were also forced to contend with the rampant chaos of the Breach that left the Transylvanian Orochi Operation in chaos. By the time you reach their house, the Smiths have reportedly been evacuated. Fortunately, they left most of the records behind, allowing the player a look at their home life with Emma - and the associated mission briefings.

  • Abusive Parents: Julia gets dangerously close to this from time to time. Quite apart from refusing to see Emma as anything other than a lab rat, at one point Julia reacts so violently to her escape in "Breached" that Emma briefly loses control of powers.
  • Apocalyptic Log: Their regularly scheduled reports. On top of being held during an ongoing emergency, each report details a different calamity: "Breached" concludes with the Smiths being blasted across the room by a panicky Emma; in "Contagion," Julia has been infected with the Filth and lies comatose - and it's hinted that Winston is also suffering the early symptoms, the two of them surviving only through Emma's powers. "Too Deep" features Emma being driven into delirium by psychic disturbances at the Orochi dig site. Finally, towards the end of "Mortal Sins," the immediate aftermath of the vampire attack on the Breach is seen, complete with blame-game over who was responsible.
  • Bullying a Dragon: Manhandling the immensely powerful Creepy Child results in Julia being Blown Across the Room.
  • Control Freak: Julia, at least as far as Emma is concerned. Given that she's the more dedicated of the two Orochi employees, her insistence upon keeping "the subject" under control is understandable, but having Emma tied up just to prevent her from going on a walk that she willingly returned from is still a bit excessive.
  • The Determinator: She might not be strong enough to fight off a Filth infection on her own, but Julia has the mental resilience to survive the worst of it until she can be treated.
  • Fatherly Scientist: In sharp comparison to Julia's controlling borderline-abusive attitude, Winston actually treats Emma like a human being; along with refusing to address her as "the subject," he also does his best to protect her from Julia's increasing hostility. According to Emma herself, he's not motivated by payment or company policy - he actually cares about her.
  • Incurable Cough of Death: While reporting on Julia's recent infection, Winston coughs violently as he admits to suffering nightmares similar to those experienced by Filth infectees. After-mission reports and the presence of further missions suggest that the Smiths were cured, but only through Emma's intervention.
  • Jerkass: Julia, oh so very much; on top of being dour and irritable, she also refuses to acknowledge that Emma is anything other than an experiment - openly scoffing at the idea of her being considered a child. She makes a point of calling Emma "the subject," suggests that she should be restrained to prevent her from wandering off, denies her the right to speak to anyone (even if it's just to say "tired"), and claims that Winston shouldn't speak to her in case she "finds a way inside (his) head."
  • Like an Old Married Couple: Though it's never established if the Smiths are married or just workmates, the two of them bicker and argue enough to fit the trope. For good measure, most of their arguments are about Emma, their surrogate daughter.
  • Nice Guy: Winston.
  • Oh, Crap: On numerous occasions, the most obvious being Winston's moment of deer-in-the-headlights terror upon being confronted by a pissed-off Emma in "Breached."
  • Only Sane Man: Winston.
  • Pet the Dog: In "Contagion," while suffering from a terminal Filth infection, Julia actually apologises to Emma. However, at the time, she's also delirious and not herself. Emma can tell.
    Julia: ...I'm... sorry...
    Emma: (sadly) No. You're not.
    • However, after being cured via Emma's powers, she does seem somewhat grateful. During Emma's moments of feverish delirium in "Too Deep," Julia actually goes to the trouble of sedating her and gently helping her back into bed.
  • Precision F-Strike: Realizing that Emma has gone AWOL, Julia drops an f-bomb in the intro to "Breached."
  • Red Oni, Blue Oni: Julia, the red of the duo, is harsh, excitable, irritable, impersonal and paranoid; for good measure, she's the more active of the two (with the exception of "Contagion"). Winston, being the blue, is calmer and more inclined towards talking than actually doing.
  • Shout-Out: Winston and Julia share names with the leading characters of George Orwell's 1984. Appropriate, considering Orochi's attitude towards both employees and customers alike.
  • Sole Surviving Scientist: As the only surviving scientists from the Prometheus Initiative, they fit the definition to a T.
  • Waistcoat of Style: Winston.
  • Well-Intentioned Extremist: Both of them.
    Emma: I don't blame her. She believes she's doing the right thing. (beat) You all did.

Dr Schreber
Are we explorers of science, or are we bogey men? Yes.

Director of the facility known only as "The Nursery," Dr Schreber presides over all the experiments that take place within the hidden laboratory's walls. Coldly justifying the use of kidnapped children in the Orochi Group's tests, he has set out to apply his beliefs regarding "a child's plasticity" to some of the most dangerous phenomena in the Secret World. Unfortunately, he also ended up getting infected with the Filth in the process, leading to the Nursery's collapse long before you arrive.

  • Apocalyptic Log: His notes have become this by the time you reach the Nursery; along with charting both his experiments and the course of his burgeoning insanity, they also hint at the sheer chaos that erupted when Schreber deactivated the security protocols, particularly in the case of the clipboards: many of them are stained with blood, the Paranormal Fungus notes have picked up several spores, while the Zero Point Pathogen notes are coated with tendrils of Filth.
  • Arc Villain: Of Issue #7 though he is ultimately upstaged by Lilith, the true villain of the Transylvania scenarios.
  • Authority Equals Asskicking: Thanks to being infected longer than most of his underlings, Schreber ultimately emerges as one of the tougher enemies of the Nursery.
  • Berserk Button: The word "Filth," to the point that he forbade its use among his fellow researchers and had the name of the ward where it was being studied changed to "The Zero Point Pathogen Ward."
  • Body Horror: Responsible for a great deal of it over the course of his experiments. Schreber also ends up becoming a prime example of it thanks to his exposure to the Filth, ultimately being mutated into a twisted, gorilla-like monstrosity.
  • Children Are Special: Played very darkly with Schreber's a firm belief in this trope. Reasoning that children are more adaptable than adults - citing an incident when his four-year-old granddaughter taught him how to use a new function on his smartphone - he urges his personnel to aspire towards "a child's plasticity" and abandon their preconceptions over the course of their experiments. Worse still, he also experiments on children, going so far as to test the effects of demonic possession, mutant spores, ghosts, lycanthropy, and even the Filth on dozens of kidnapped children to study the difference in effects. And terrifyingly enough, this approach garners results: it turns out that the only reason why werewolves transform into their traditional form is because, as adults, they're under the subconscious influence of millennia worth of folklore. The children that Schreber went to the trouble of infecting with lycanthropy weren't old enough to be influenced, so their transformations are much more varied - hence the boss battle with the child-creature earlier in the issue.
    Give them a smartphone or give them shape-changing, and watch them astound.
  • Consummate Professional: Professional, disciplined, and notably intolerant of anyone not up to his standards.
  • Foreshadowing: He displays interest in varieties of fungus that alter that behaviour of their living hosts without the host becoming aware of it - from his descriptions, something like Cordyceps. Which is just what the Filth does to him in the end.
  • Even Evil Has Loved Ones: As his notes in the Lycanthropy ward remark, Schreber is a grandfather and, despite his dispassionate attitude, still demonstrates affection and admiration for his granddaughter.
  • Insistent Terminology: Schreber refuses to use names like "The Filth" or "Gaia's Chosen," on the grounds that they are not only unscientific but smack of "religiosity". Instead, he declares that the Filth is to be designated "The Zero Point Pathogen," and enforces the use of the term on his entire staff. This is actually the first hint that Schreber has been exposed to a sanity-dissolving dose of the Filth.
  • Invasion of the Baby Snatchers: Most of Schreber's operation in Transylvania involves the kidnapping of children from around the area for the purposes of his experiments into supernatural phenomena as applied to "a child's plasticity." For good measure, his retrieval teams are compared to bogeymen in the lore for Issue #7... though the Buzzing notes just how quickly these teams were wiped out once the real monsters appeared on the scene.
  • Mad Scientist: Terrifyingly so. According to Kirsten Geary, one of the reasons for this is because Schreber took such pains to remain lucid and professional in spite of his madness, which made him far more dangerous than any simple madman.
  • Puppeteer Parasite: Schreber has a very deep and abiding interest in the mind-controlling fungal spores that grow in the depths of the Transylvanian forest at least before this particular interest is overtaken by his obsession with the Filth. According to researchers outside the Nursery, should you make the mistake of asking him, he'll already have a lecture prepared and will gladly spend hours going on and on about "zombie ants." Some of these researchers also express disapproval with his cavalier attitude towards the fungus, noting that some of their team-members have already turned up dead, hanging from treetops with spores hatching out of their skulls. In spite of this, it's the Filth that results in Schreber's downfall.
  • Sanity Slippage: Already dangerously obsessive, Filth infection sends him spiralling and closer towards insanity, beginning with his obsessively renaming the Filth as the Zero Point Pathogen. As time goes on, he grows more and more obsessed with this Pathogen, his once-dispassionate notes giving way to deliriously purple praise of its "promise of skinless truths and shrieking stars." Finally, believing that his fellow researchers are trying to steal his work, Schreber deletes most of his computerized notes in a deranged attempt to stymie his perceived betrayers, and releases the Filth into the Nursery.
  • Shout-Out: To the scientist collaborating with the Strangers in Dark City. For good measure, he also has an assistant named J. Murdoch, a reference to the hero of Dark City.
  • Was Once a Man: By the time you show up at the Nursery, Schreber's humanity has vanished down the plughole, along with the remains of his sanity.
  • Would Hurt a Child: In a word, yes.

Lily Engel/Lilith
Take a card from the tarot. Flip the Priestess - the Chairwoman - designation Lily Engel. All monstrous pathways umbilically converge at a singular source. The nightmare quim. She has seventeen names. She struts through the cadavers of ages.
The Buzzing

Voiced by: Maria Darling

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 an apparent obsession with the Filth - she has become very interested in Emma Smith.

  • Accent Relapse: The moment she no longer needs to keep up the pretence of being a Council Agent, she drops the Russian accent altogether and shifts to purring Received Pronunciation.
  • Big Bad: The villain behind the events of "Mortal Sins" and Issue 7, it's also revealed that she's been behind the rise of the Morninglight cult and some of the Orochi Group's worst atrocities around the world.
  • Big NO: When she is captured by the Nephilim at the end of Issue 11.
  • Bitch in Sheep's Clothing: She has a habit of presenting a trustworthy exterior to her enemies, posing first as a Council Agent sent to aid you, then as a mother figure to Emma. It doesn't take long before her unpleasant nature starts bleeding through the disguise, however.
  • 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.
  • Corrupt Corporate Executive: Having been working behind Samael's back for many years, Lilith is corrupt even by the extraordinary standards set by the Ororchi.
  • Dark Mistress: According to the Bees, she was initially this to Samael, having been considered little more than a catspaw to the fallen angel himself. However, Lilith eventually rose to become her husband's equal.
  • The Dragon: Technically, she's this to Orochi CEO Samuel Chandra. And it's revealed that she really was the Dragon to him in previous Ages, before their relationship fell apart. Back in the Third Age, she also attempted to become a Dragon to the Dreamers, albeit with the sole intent of betraying them once she was able to harness their power; unfortunately, this resulted in the Dreamers awakening just long enough to wipe out all human civilization and end the Third Age. These days, Lilith works for herself and herself alone.
  • Dragged Off to Hell: Issue #11 concludes with Lilith being captured by the Nephilim and carried off to wherever the rebel angels happen to reside - probably not heaven, all things considered.
  • The Dreaded: Lilith is rightly feared throughout the Secret World, her name alone inspiring instinctive terror in the minds of human beings. Even seasoned faction leaders and operatives quickly lose composure upon encountering her: the normally irreverent Lidya sounds downright terrified to meet her face to face; Kirsten Geary actually drops her usual sarcasm when it's realized that Lilith has gotten involved in a mission; even the Black Signal itself is overcome by a panic attack after realizing that you've met her.
  • Evil Gloating: Lilith is clearly in love with the sound of her own voice, and will take just about any given opportunity to expound on just how singularly awesome she is. Though she remains savvy enough to avoid doing this for too long in her earliest appearances, this tendency finally backfires on her during Issue #11, when John uses her compulsive monologuing - along with a few distractions of his own making - as a means of keeping her preoccupied until the Nephilim arrive to arrest her.
  • Evil Red Head / Fiery Redhead: Immediately recognizable by her fiery temper and crimson locks - which only look more extraordinary in the artwork to Issue #11.
  • Evil Speech Of Evil: Indulges in a wonderfully hammy introductory speech towards the end of Issue #7, presenting all seventeen of her names and elaborating on her villainous deeds throughout the eons.
  • A Fate Worse Than Death/Who Wants to Live Forever?: Her favoured method of dealing with her enemies is making them sincerely regret being unable to die, as the player and Octavian can attest.
  • Faux Affably Evil: She likes to present herself as sweet-natured and motherly, but often undermines this presentation with a very prominent sadistic streak and a vicious temper.
    • In Issue 11, she holds an almost perfectly civil conversation with you; she's more than happy to explain herself and treat you with all due politeness... but it's also clear that she's clearly not in the least bit repentant for attempting to kidnap and exploit Emma, nor does she seem in any way apologetic for slicing your legs off. Plus, she's still pissed at you for spoiling her plans in Transylvania.
  • Hijacking Cthulhu: Her ultimate goal, once shared by her husband Samael, is to use the Gaia Engines to bind the Dreamers and harness their reality-warping powers for her own purposes. In the past, she made the mistake of working directly with the Dreamers to this end, and it smacked humanity back to the stone age - hence the reason why she's making use of more indirect methods.
  • Humanoid Abomination: It's hinted at throughout the game in both the lore entries and the overarching plot. Finally confirmed in the climax of Issue #7; though she seems human-seeming, her past, her powers, and the way her voice distorts when she announces her names all indicate that Lilith is essentially just the human form of something terrifyingly eldritch. Issue #11 expands on this by observing that she really was once human back in the First Age, before her alliance with Samael augmented and transformed her into the inhuman being she is tody.
  • I Know Your True Name: Hidden behind all seventeen other names is Lilith's secret eighteenth, Ki-sikil-lil-la-ke, a name apparently powerful enough to imprison her when used by the Nephilim at the end of Issue #11.
  • I Have Many Names: Seventeen, in fact - all of which she goes so far as to detail for your benefit: Abeko, Abito, Amizo, Batna, Eilo, Ita, Izorpo, Kea, Kali, Kokos, Odam, Partasah, Patrota, Podo, Satrina, Talto... and of course, Lilith (sometimes rendered as Lilitu). All of them mythic feminine figures of destruction. And that's not even counting her personas of Lily Engel and the Russian Council Agent... and of course, Lilith's hidden eighteenth name, "Ki-sikil-lil-la-ke."
  • 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.
  • Large Ham: She takes great glee in discussing her past while the player is strapped to a operating table in Issue #7. During your second meeting in Issue #11, she's much more subdued, and claims that she was simply having a very bad day at the time.
  • Mad Scientist: Though more commonly known as an executive - or as a ravening monster - Lilith was known as a scientist in past Ages, and her knowledge of Third Age technology still allows her to champion Orochi initiatives throughout the game. Indeed, the Bees say she'd be rather remembered for her accomplishments as a scientist than being The Dreaded. Not that she minds being feared.
  • 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.
    • Subsequent issues reveal that she was also behind the creation of the Morninglight, having resurrected the ancient cult of Deus Sol Invictus and given it a modern spin as part of her ongoing attempts to control the Dreamers. Unfortunately, the Dreamers sabotaged this alliance by corrupting Phillip Marquad, turning him and the rest of the Morninglight against her. By the start of the game, she's lost control of the cult altogether.
    • The Woman Behind The Monsters: The bestial werewolves and the monstrous vampire hybrids are not only under the command of Mara, but by extension, Lilith as well - and have been so since she gave birth to their respective species.
  • Metaphorically True: She admits that, though most of what she told you while posing as the Russian Council Agent was false, she was being perfectly honest about being a mother. It's just that she neglected to mention what it is she is a mother of.
    • Mother of a Thousand Young: Implied by 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 signature by whispering "Mother?" Finally confirmed in Issue #7, when it's revealed that vampires, werewolves and dozens of other breeds of hideous monsters can all trace their lineage back to Lilith - and according to Issue #11, Samael as well.
  • Neck Snap: More than strong enough to break a human neck one-handed, another indication of her eldritch nature.
  • Time Abyss: Born during the First Age and numbered among the very first humans in existence. It's not known how much time has passed since then, but given the civilization-levelling disasters that ended the last three Ages and the millennia required for humans to recover enough to start building cities again, it's pretty safe to say that Lilith's true age could easily top a hundred thousand years. In any case, she's one of the oldest living beings still in existence, second only to truly eldritch beings like the Dreamers and the Host.
  • The Unfought: So far, Lilith hasn't engaged the player in direct combat, largely because she can't be bothered to expend so much effort; when you finally catch up with her in Agartha, she simply imprisons you in a sphere of magic and leaves you hovering there as she makes a break for the portal.
  • The Vamp: In the event that she's not in full-blown villain mode, Lilith will sometimes attempt to accomplish her goals through seduction and trickery rather than brute force; quite apart from the implications that she might have been the woman who caused the fatal split between the Templars and the Phoenicians, her first true appearance in Issue #7 features her posing as an alluring Council agent so you can lead her to Emma without suspecting her true motives. It works, too.
  • Villainous Breakdown: She really doesn't respond well to being turned down by Emma.
  • 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.
  • Voice of the Legion: While announcing her seventeen names.
  • Walking Spoiler
  • Was Once a Man: Lilith was in fact one of the very first humans in existence, having been born during the First Age; however, inspired by Samael's promises, she chose to betray Gaia and humanity by joining the Nephilim - allowing her to slowly transform into an immortal psychopath.
  • Woman in White: Almost always dressed in white, wether as part of the Russian Agent's Spy Catsuit, or as part of her own expensive-looking ensemble.
  • Woman Scorned: After spending almost three entire Ages working towards Samael's grand plan, she's understandably upset when Samael unexpectedly choses Gaia over her and abandons the plan altogether - leading to her betraying him. In Issue #7, she's even more enraged when when Emma makes the same choice.
  • The Worf Effect: Lilith demonstrates seemingly unstoppable power in just about every single scene she features in - imprisoning you in a sphere of magic, shrinking a Filth bird down to a more manageable size, and making herself effectively invulnerable to John's onslaught. Even Emma herself only got the better of her by knocking through the Tokyo portal. However, when the Nephilim arrive, Lilith finds herself outmatched and permanently bested.

Kurt "Buster" Kuszczak
The world turned against me. My gear turned against me. My tank turned against me! I have lost my religion. In this place. Have I lost my mind too? My commander said as much this morning. But what does he know? He might not even exist.

An unfortunate tank driver whose vehicle has run out of fuel while helping to clean out Tokyo's Filth infestation. And is gunner-less, due to said gunner being infected by the Black Signal, along with a minor infection himself. He is not in a good way.

  • Mad Oracle: He's more than a bit twitchy, but he does know when the Filth is moving against him.
  • Mind Rape: The Black Signal did not do fun things to his mind. The psychic Filth monsters are not helping.
  • Properly Paranoid: He's ripped out all the electronics of his tank and equipment. Turns out the Black Signal likes working through technology.
  • Punch Clock Villain: Bitterly bemoaned.
    I detest asking questions. The recruiter liked that. He liked that an awful lot...
  • Sanity Slippage: He's reached the end of his, thankfully, but he still damaged his own eardrums pretty badly to drive out the Black Signal, and thinks he's coordinating an Orochi strike force (they abandoned him).
  • Shell-Shocked Veteran
  • The Voice: Subverted. He initially talks to you from inside his motionless tank, but he's brave enough to climb out when giving you missions.
  • We Are Not the Wehrmacht: He's Polish-German, and he's a tank driver.

The Mitsubachi

An elite cadre of warriors and special operatives recruited on the orders of Samuel Chandra himself, the Mitsubachi represent the pinnacle of the Orochi Group's current security forces. They are actually Bee-imbued, having been tracked down and recruited shortly after the emergence of their powers in much the same way that you were: as the most capable agents in Chandra's employ, he dispatches them in order to stop you from reaching Lilith during the attack on Orochi Tower in Issue #11.

  • Achilles' Heel / Logical Weakness: Much like the players, the Mitsubachi can be delayed by blocking their exits from the Anima wells. Also, their artificial Anima wells are not indestructible: though you can't manage to disable them on your own, returning to the boardroom level following the conclusion to "Confrontations and Revelations" shows that your allies managed to successfully destroy the Anima wells in the area, forcing the Mitsubachi into an unwilling retreat.
  • Body Horror: Though the Mitsubachi are undoubtedly one of the biggest success stories to emerge from Orochi labs, they still came with their fair share of disastrous mistakes - particularly when it came to utilizing the portable Anima wells: according to notes found throughout Sycoil's Beta level, some of the Mitsubachi test subjects ended up rematerializing without their skin, or without flesh at all.
  • Elite Mooks: Among the most powerful and capable soldiers in Orochi's army. In no small part due to being empowered by the Bees.
  • Evil Counterpart: To the players; they were imbued the same way, recruited the same way, fight the same way, and even have the same naming conventions.
  • In Universe Nickname: All members of the Mitsubachi possess a distinctive nickname posed right between their first name and surname - just like the player. Yet another indication of their nature as Orochi counterparts to the player.
  • Magic Knight: Quite a few of them serve as this, thanks to the mixture of martial and purely magical powers.
  • Meaningful Name: An early hint of the unit's true nature, Mitsubachi is Japanese for "honeybee."
  • Resurrective Immortality: Because of their status as Bee-imbued agents and their connection to Agartha, it's impossible to kill them off without them springing back to life a few seconds later; the only way to stop them is to trap the agents behind a locked door or destroy their Anima wells altogether.
  • Touched by Vorlons: Just like you, they've swallowed Bees of their own.
  • The Voiceless: None of the Mitsubachi ever speak during their time onscreen. Once again, perfect counterparts to the player.
  • Walking Spoiler

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 rigged personality tests, weird restrictions 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 where it takes on a much more disturbing note. As of Issue #7, it's become even more disturbing because Filth monsters are heard saying it in the finale, with a little twist.
    Anima: What do you want with me? I'm so small. You eat stars.
    Filth: You are all made of stars.
  • Church of Happyology
  • Cult
  • Dark Messiah: Phillip Marquad.
  • The Ghost: Again, Phillip Marquad, who has never yet been seen in person despite all the references being made to him in lore and missions alike.
  • Path of Inspiration
  • Stepford Smiler: Most of the members you encounter in more civilized areas come across as this in one form or another, appearing polite and affable while at the same time implying a worrying degree of brainwashing. Marquad apparently exemplifies this, for according to his biography, he's "never not smiled."
    • The members encountered in the field are quite different, many of them coming across as deeply unpleasant or deeply disturbed - most of them not even bothering to disguise it.

Frederick Beaumont
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!

Voiced by: Tim Bentick

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...

  • Arc Villain: Big Bad of the Solomon Island arc.
  • Badass Long Robe
  • Beard of Evil
  • 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 it's actually none other than the sword 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.
  • Chronic Backstabbing Disorder: Huginn and Muninn suggest he's been leaving people to die since at least a thousand years ago.
  • 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.
  • Deadpan Snarker
  • Drop the Hammer: At one point, he mentions that before he learned about the sword, he was "chasing a fucking hammer," ie: Mjolnir.
  • Enemy Summoner: During his boss battle, he tries to slow you down by summoning Guardians to attack you.
  • Evil Sorcerer
  • The Exile: Along with being exiled from Kingsmouth by the Illuminati back in the sixteenth century, he implies that, while still known as Loki, he was exiled from the domains of Odin.
  • Final Boss: Of the Solomon Island Arc.
  • 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 was once a Norse God. In "Strangers In A Strange Land," Huginn and Muninn pretty much confirm this.
  • Last of His Kind: Claims that his people are long-extinct, making him one of these. Said people being the Norse Gods. He's not all that broken up about it, given that they exiled him in the first place.
    • Interestingly enough, subsequent missions indicate that Beaumont might not be entirely correct: not only are Odin's ravens still kicking about, but Hel - Beaumont's own daughter - is very much alive, though apparently dormant.
  • 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 he has a measure of control over the dead, hence the reason why he hasn't been bothered by the zombies or the Draug.
  • 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 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. And in the end, the Illuminati lock him up in Arkham after his defeat at your hands.
  • Starter Villain
  • The Trickster: Claims that sagas have been written about his long cons. This boast is absolutely true.
  • Wakeup Call Boss:; The entire final confrontation with him is one big test to see if you've fully grasped the game's mechanics and know how to survive a real boss fight. Haven't gotten the hang of ranged combat? His doppelgangers and their expanding AOE blasts will wreck you. Haven't gotten good at melee combat and tanking? The Beasts of Corruption he summons will educate you. Haven't learned the importance of self-healing? His health pool is big enough that you won't outlast him without plenty of self-healing. Haven't learned when to just lay down massive damage? At roughly his final 10% of health, he'll throw everything he can at you, forcing you to race to see if you can kill him before he kills you. On top of that he'll also self-heal.
  • "World of Cardboard" Speech: Beaumont provides a rare villainous example during the confrontation in the archives, observing that he's finally done keeping secrets and ready to cut loose after centuries spent in exile.
  • Villainous Breakdown: Suffers one after his defeat when Cassie gets her hands on the Sword. It's not a very dignified one, either, consisting mainly of breathless panic, whimpering, and a lot of desperate bravado - silenced with a single kick to the face.
  • You Have No Idea Who You're Dealing With: Spoken almost word for word during the aforementioned Villainous Breakdown.
    Beaumont: You have no fucking idea what you're messing with!
    Cassie: Funny. I was gonna tell you the same thing.

When I'm ready for you... you'll know where to find me. I promise.

Voiced by: Catherine Taber

A bleached-blonde woman with a southern accent, she first shows up as Beaumont's sidekick and groupie- or, as Che puts it, "Our Resident Mary Magdalene."

  • Blondes Are Evil
  • Dark Mistress: To Beaumont. Up until he dumps her.
  • Deadpan Snarker
  • 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.
    • Marked to Die: It's later revealed that she's been put on a Morninglight database of "Obstructive Persons" that need to be terminated. As of yet, the cult hasn't caught up with her.
  • Enigmatic Minion
  • 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'.
  • It's Not You, It's Me: Spoken word for word when she betrays Beaumont.
    I just hope you understand, Beaumont: it's not you... it's me.
  • Kick the Son of a Bitch: At the end of the Solomon Island Arc, she not only steals Excalibur from Beaumont, she literally kicks him in the face.
  • Not-So-Harmless Villain
  • The Runaway: Kirsten Geary reports that Cassie ran away from her parents two years ago, and ended up falling in with the Morninglight not long after that.
  • Sexy Walk
  • 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 any actual 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 Have No Idea Who You're Dealing With: Variant. "Do you have any idea who I am... or who I am about to become?"

Che Garcia Hansson
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.

Voiced by: Armin Shimerman

A disreputable hippie acting as the de-facto leader of the Morninglight camp outside Kingsmouth (at least in Beaumont's absence). Before this Che was in Kaidan molding John into someone that would be a viable bomber.

  • Brick Joke: In Kingsmouth, is just another of many mission givers that characters pass by, appearing to be nothing special. In Tokyo, it is revealed that he had a major part in preparing John to be the Tokyo bomber
  • Captain Obvious/Don't Explain the Joke: When Cassie starts getting flirtatious, Che feels the need to elaborate, much to her annoyance.
    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.
  • The Corrupter: spends time with John to prepare him to be the Tokyo bomber
  • 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.
  • In Universe Nickname: "Jesus," courtesy of Cassie.
  • Jerk Ass
  • 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. In sharp contrast, when Cassie wants to make a pickup, he has you escort her.
  • New-Age Retro Hippie
  • Reformed Criminal: Subverted. Though Che insists that he's a better person for joining the Morninglight, it's fairly obvious that he's just graduated to a more respectable class of scum.
  • Smug Snake

Alina Florea
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.

Voiced By: Lisa Hogg

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.
  • Broken Bird
  • Bungled Suicide: According to "Obstructive Persons," she'd have gladly shot herself, but the only gun she's got is empty.
  • Crisis of Faith: By the time you've arrived, Alina's faith in the Morninglight has collapsed altogether.
  • Death Seeker
  • Driven to Suicide
  • 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 notion of death, 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." Thanks to her disillusionment with the Morninglight, she doesn't appear to have much interest in this particular goal anymore.
  • 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.

Rada Nastase

Voiced by: Miranda Raison

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.

  • Abusive Parents: Implied.
  • The Alcoholic
  • Bread, Eggs, Milk, Squick: "I lose count of how things come and go, the days, the others... the midnight visitors..."
  • Cloudcuckoolander: Non-comedic example. Rada tends to ramble aimlessly about her dreams and memories without much in the way of connectivity, and openly admits that she loses track of reality very easily. The drugs, booze and mounting stress don't do much for her coherency either.
  • Cult Drug Enforcement: "Rada, medicate yourself..."
  • 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, possibly even committed. When she got out, her parents immediately forced her to join the Morninglight.
  • Hates Being Alone: According to the Morninglight file on her, her worst fear is "being alone with her own thoughts."
  • Lady in Red: Wears an extravagant red dress. Contrary to the character type however, Rada isn't seductive or even especially promiscuous (requests to dance aside).
  • The Ophelia: The situation has driven Rada dangerously close to insanity, and it shows.
  • Socialite: Prior to the accident, anyway. When you pay them a visit, Adrian goes to the trouble of enforcing this trait by waving a knife under Rada's nose: ultimately, her attempts at carrying on with this role fall apart when she ends up bursting into to tears mid-sentence.
  • Spoiled Sweet: Having spent most of her life either in the care of her wealthy parents or under the wing of the Morninglight, Rada's nonetheless remains welcoming and kind-hearted.
  • 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. In the following mission, Adrian tries to sedate her, but that only damages her façade past recovery.

Adrian Zorlescu

Voiced by: Neil Newbon

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.

  • Cloudcuckoolander's Minder: A very dark play on the trope. According to "Obstructive Persons," Adrian has been assigned to look after Rada in order to stop her from becoming a threat to the cult's security - rather than a threat to herself, as is often the case with Minders. Worse still, Adrian's way of keeping Rada under control involves threats, physical violence, drugs, and booze.
  • Dirty Coward
  • Domestic Abuse: Inflicted on Rada, 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 non-verbal version of this from the player via a conjured fireball.
  • Jerkass
  • Knife Nut
  • Lack of Empathy
  • Manipulative Bastard: Charm, drugs, threats... if it motivates his entourage, he'll use it.

Priest of the Blinding Light
'May Saint Toad, the Boiling Meme, and all of the Lucids protect us!

A character the players meet while exploring the Clubhouse in Kaidan. Sounds a lot like a televangelist, but for the Morninglight rather than Christianity.

  • Action Bomb/Taking You with Me: When the player gets him to 1 hit point, he kills himself in a filth explosion that covers most of the giant cathedral like area he is in. This also summons a filth creature that the players fight later.
  • Badass Preacher: Fights you with pistols joined by filth monsters.
  • Bald of Evil
  • Sinister Minister: Makes it very clear that the Morninglight wish to bring the Filth and/or Dreamers into the world.

Naonomi Tanaka
The daughter of the main official in charge of cleaning up the Tokyo disaster, she on the other hand has become a high ranking member of the Fear Nothing Foundation and Morninglight. She was one of the people responsible for grooming potential bombers, before settling on John and becoming his handler.

After the Bomb, Naonomi went into hiding like other surviving FNF members. She is killed by the Rabbit Killer shortly after players meet her.

Philip Marquard
The Leader of the Morninglight Cult, personally handed John his mission. He was also Lilith's puppet for the Morninglight before he turned on her taking the cult with him.

  • Bullying a Dragon: The entire Tokyo bombing was an attempt by him to kill Lilith.
  • The Dragon: For the Dreamers.
  • Dragon with an Agenda: Was this for Lilith, leading the Morninglight on her instruction, until he started communing with the Dreamers and adjusted the doctrine ever so slightly to suit there needs and turning the Morninglight against her.
  • Dark Messiah: For the Morninglight and by extension, the Dreamers.
  • The Ghost: Hasn't appeared in game yet.
  • Perpetual Smiler: According to his biography, he has never not smiled.
  • The Starscream: Betrayed Lilith for the promises of the Dreamers