Characters: The Secret World Other Factions
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The Brotherhood of Phoenician Sailors
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.
- Cain and Abel: See entry under Templars.
- City on the Water: New Carthage.
- 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.
- 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.
- Private Military Contractors: Another service they occasionally provide.
- 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 Mara 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.
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.
A Phoenician agent based in Egypt, most often found lurking at the back of Zhara's cafe. Tanis is usually busy attempting to secure priceless artefacts for her superiors, and in the case of at least one deal gone bad, she's willing to collaborate with you in order to set things right.
- Animal Motifs: Snakes, in Tanis' case: according to her official Funcom bio, she was bitten by a snake as a child; as an adult, she uses snakes as familiars; she has a snake tattoo on her left shoulder; she's often been compared to a snake in her venomous attitude and her ability to slither out of a crisis.
- Bare Your Midriff
- 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.
- The Baroness
- Enemy Mine
- Familiar: Her snake Familiars, which (when not coiled around her arms) act as her eyes and ears throughout the Scorched Desert; in one mission, you are required to follow one of them to some vital evidence.
- Reptiles Are Abhorrent
- Tattooed Crook
Voiced by: Joanna Rubiner
An ex-KGB agent, now Phoenician agent, seen in the Carpathian Fangs. Had some sort of relationship with Dragan Dzaovitch in the past.
- Cluster F-Bomb: Seen, and referenced by Dragan, in the intro for "Selected Memories".
- Noodle Incident: Several with Dragan, referenced in the "Selected Memories" mission.
- Villain Exit Stage Left: Happens at the end of "The Girl is Gone". Players destroy her helicopter, but she escapes, and later pops up in Venice.
The Council of Venice
An organization set up to keep the Secret War
from hurting Muggles
or sparking occult disasters, the Council of Venice is almost as old as the other factions, and on the face of it, it holds just as much military power as they do. However, thanks to political squabbles and the growing importance of bureaucracy within the Council, it is currently viewed as impotent and clueless by many Secret Worlders, including some of their own agents. Teams of Council-employed soldiers are still encountered in virtually every single troubled region the player visits over the course of the game. However, the most they do is provide supplies and protection to travellers. Actually doing
anything is beyond their charter.
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
Voiced by: Roxana Ortega
Field agent and head of an official Council delegation sent to Egypt to investigate the crisis in Al-Merayah. Unfortunately, Amparo has her hands full. Not only is Egypt beset by a series of near-biblical disasters, but her delegation is frequently attacked by Aten Worshippers, her reports are being ignored by the Council, and her requests for equipment needed to continue her investigation go unanswered. Worse still, her attempts to dig deeper on her own have resulted in even more attention from the Atenists. Out of options and suspecting that her superiors have been compromised, she can only maintain her position at the centre of the town and send you
in to investigate.
There's no superstition in my homeland, only a reality: we grow up knowing to fear the night... now the night fears me.
A Council agent assigned to investigate the vampire army gathering in Transylvania. As a native of the area, Carmen knows much of the local history and folklore (through the two are frequently 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.
- Machete Mayhem
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!
Voiced by: Stuart Organ
Council Liaison to the Secret Societies, in charge of granting agents certification to enter Tokyo.
- Beleaguered Bureaucrat
- Berserk Button: Compromise in the face of imminent disaster.
- Cool Old Guy
- Famous Ancestor: The Bees mention that he is actually part of Casanova's bloodline, which might account for his "wild nights" away from work.
- Gratuitous Italian
- History Repeats: Talks about the "last time" when dealing with at tie-breaking vote on the Council.
- Man in White
- Not So Stoic: When you first meet him, Arturo seems fairly sedate... and then a rather unfortunate phone-calls crops up, and he flies almost completely off the handle.
- Only Sane Man
- Properly Paranoid: As he points out, his suspicious demeanour is very justified given the state of affairs the Council and its allies are embroiled in. As has been observed, Filth infection, cultist defection and old-fashioned treachery can crop up in any of the factions. This becomes all the more pertinent a mindset if the player accepted the Dreamers' bargain.
- The Mole: And he 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.
- Sharp-Dressed Man
- 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."
- 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
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: Orochi's many companies supply virtually everything to everyone, from oil to foodstuffs. 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.
- Big Brother Is Watching: Lore entries and a few after-mission reports indicate that Orochi monitors the activities of citizens throughout the world via cell phones and keyboards manufactured by Anansi Technologies.
- Black Helicopter: Their vehicle of choice, most often seen in the skies above Solomon Island.
- Color Motif: Black, befitting one of the darkest and most enigmatic of all the factions in the game.
- Corrupt Corporate Executive: Just about all of the higher-ups.
- Evil Inc.: If anything, Orochi seems motivated by the desire for global domination rather than profit. And then there's 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.
- 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 gotten caught out of their protective boundaries and been massacred (something not even the Council agents suffer), one of their facilities has been ripped apart by its own experimental subjects, or they've accidentally unleashed the villain of the setting and/or set off some kind of regional disaster. And just occasionally, it'll be all three. Even the Mysterious Caller takes the time to lambast the Orochi Camp in the City of the Sun God for being dumb enough to steal the Song of the Sentinel, a theft that could have ended the world, and all evidence points to him being the company CEO.
- Light Is Not Good: The Orochi Group and many of its charitable institutions, Samuel Chandra and Lily Engel being notable examples; both are attractive, well-regarded figures with a lot of white in their wardrobes - Chandra being depicted on magazine covers as having white hair, and Lily wearing white during her brief appearance at the end of the Transylvania arc and as the main villain of issue #7.
- Just Think of the Potential: Takes this approach to the Filth and associated substances. Gets particularly nasty in the case of the Prometheus Initiative, which ended up 'blasting a hole in reality.
- 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 genetic research group.
- 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, known for its ferocity. Manticore Research, meanwhile, is 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.
- Mega Corp.: The group has daughter corporations in pharmaceuticals, genetic research, energy, foodstuffs, aerospace, security, computers, banking, insurance, media, publishing, agriculture and many more. And all of them have something very unpleasant going on behind the scenes...
- Redshirt Army: Most of their research teams have ended up as this to one extent or another. Even in the areas where they're relatively safe, their barriers are still under constant attack and the surrounding area is dotted with the corpses of less fortunate team-members.
- Subliminal Advertising/Subliminal Seduction: Lore entries indicate that this is one of Anansi Technologies' favourite tactics.
- Tampering with Food and Drink: Both Zagan and Plethron have interests in dosing food with psychochemical drugs or creating GM foods with unpleasant side-effects.
- Villain with Good Publicity: Outside the Secret World, anyway. Inside the Secret World, on the other hand, the Orochi Group is looked upon with a great deal of suspicion by many of the societies.
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.
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.
- Deadpan Snarker: Both of them.
- The Conscience: Radcliffe.
- The McCoy: Again, Radcliffe, though remaining under the watchful eye of Blake and their superiors has made her somewhat less outspoken than most examples.
- Named After Somebody Famous: Radcliffe jokes that Blake was named after Harrison Ford, hence the reason why he's such a perfectionist. Radcliffe herself is named after the Gothic horror novelist Anne Radcliffe, appropriate for Solomon Island given that it's one huge Shout-Out to Lovecraftian Cosmic Horror stories and nineteenth century Gothic fiction.
- Punch Clock Villain
- Salt and Pepper
- Sarcasm-Blind: By his own admission, Blake is this.
- The Spock: Blake; calm, reserved, and strictly by-the-book.
- Those Two Guys
- Red Oni, Blue Oni: Radcliffe, being inexperienced, naive and exuberant, qualifies as the Red. Of course, the cynically professional Blake is a clear and obvious Blue.
- Villains Out Shopping: Can occasionally be heard playing games of "Confirm or Deny."
I don't know what it is about this assignment, but I had a bad, bad feeling from the start...
The commander of the Orochi soldiers dispatched to Egypt in order to protect the Prometheus Initiative. Fortunately, she and her unit were outside the base when the Filth overtook the facility, and ended up as one of the few things preventing the infectees from escaping the area and attacking Al-Merayah. As she's unable to leave her position or risk any more of her soldiers, you end up helping her investigate what went wrong in the Ankh.
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.
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
Voiced by: Andrew Kishino
- Badass: Dragan is more than capable of defending himself and especially adept at surviving out in the wilderness with only a modicum of shelter.
- Belligerent Sexual Tension: With current 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.
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.
Voiced by: Louiza Patikas (Julia), Mark Healy (Winston)
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 supernatural 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.
The Chairwoman of the Orochi Group's Board of Directors, though Lore entries hint at her being much more sinister than initially thought. Ultimately responsible for the disaster that befell Orochi operations in the Carpathian Fangs. As revealed in Issue #7, her true name is Lilith, and - along with a very troubling alliance with the Filth - she has become very interested in Emma Smith.
Voiced by: Maria Darling
- 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: As the villain behind the events of "Mortal Sins" and Issue #7, she's edging into the position of secondary Big Bad.
- 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.
- The Dragon: Technically, she's this to Orochi CEO Samuel Chandra. However, in his final message to her at the end of the Transylvania arc, Chandra himself suggests that Lilith might just be taking orders from the Dreamers, making her a Dragon to the Filth as well.
- Brown Note: Hearing Lilith say her true name out loud causes the player's body to lapse into a panic attack, apparently due to her place in the human ancestral memory.
- Corrupt Corporate Executive
- 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.
- Fiery Redhead
- 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.
- 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.
- 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
- 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.
- 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.
- Neck Snap: More than strong enough to break a human neck one-handed, another indication of her eldritch nature.
- 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.
- 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
- Woman in White
- Woman Scorned: Already incensed at Samael choosing Gaia over her, she's even more enraged when when Emma makes the same choice.
The Mysterious Caller
Usually found broadcasting in Orochi camps and installations, the caller often makes contact with the player in the event that he feels that a temporary alliance with one of the Big Three might be advantageous. Nobody has ever seen the caller's face or heard any direct confirmation of his name; given his mastery of Orochi systems and intimate knowledge of the Secret World's laws, he is likely one of the company's executives, but apart from a broad South African accent, little else is known.
Voiced by: Nicholas Boulton
- Big Brother Is Watching: Second only to the Pyramidion in this respect.
- Blackmail: One of the ways he ensures that you'll cooperate with him, especially on Solomon Island.
- Corrupt Corporate Executive: Given the Orochi resources at his disposal, he's likely one of these. It's implied that he's none other than CEO Samuel Chandra.
- Enemy Mine: Usually calls you when a situation like this is warranted.
- Fallen Angel: He remarks that you should "rush in where we fear to tread." Further hinted at by the fact that he's most likely CEO Chandra, already implied to be as such by the Lore entries.
- Manipulative Bastard
- Mysterious Informant
- 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 Filth and its infectees start an apocalypse. Hence why he aids the player in retrieving the Song of the Sentinels from the Orochi camp.
- The Stoic
- Not So Stoic: At the end of the Transylvania arc, the caller briefly loses his cool when he discovers that Lily Engel is behind the disaster at the Breach.
- The Voice
Kurt "Buster" Kuszczak
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.
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...
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...
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).
- 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.
- 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
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.
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.
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.
Voiced by: Neil Newbon
- Cloudcuckoolanders 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.
- Knife Nut
- Lack of Empathy
- Manipulative Bastard: Charm, drugs, threats... if it motivates his entourage, he'll use it.