Garrett's former associate. Recently imprisoned in Cragscleft Prison, some time before the start of the storyline of The Dark Project.
Because You Were Nice to Me: Cutty wasn't expecting to be rescued, and he knew he would not survive. But the fact that Garrett tried to save him meant enough to him that he gave him some vital information about a particularly big score.
Convenient Terminal Illness: When Garrett finds him and finally enters his cell, he's in really bad shape. He has acquired a lung condition from his imprisonment in the damp, cold cells of Cragscleft, and is barely holding on to life.
Distant acquiantance of Garrett and Cutty. Leader of a small local guild/group of thieves that specialize in robbing old tombs of the nobility on the outskirts of The City. Garrett follows the trail of Felix and his associates after no rumours came out about the group's return from a trip to find and seize "The Horn of Quintus", a priceless old musical artifact.
Adventurer Archaeologist: Well, a leader of a small gang of thieves that don't mind venturing into old tombs deep underground in order to loot treasures.
Posthumous Character: You find his body in the Bonehoard, along with his diary Amusingly enough, he died not too far from the entrance area of the ancient tombs. Becomes a minor case of fridge horror as you press on forward through the mission with Garrett, realising how far Felix and his associates were from the Horn of Quintus that they were looking for.
We Hardly Knew Ye: Much like Cutty, he's more of an incidental character in the "retrieve the Horn of Quintus" arc in the first third of the game. He and his group are hardly ever mentioned again during the rest of the game.
The elderly shopkeeper of the thieving gear shop "Farkus' Functionals", whom Garrett visits in the intro to a mission in The Dark Project.
During the events of The Dark Project, Ramirez is one of the wealthiest and most influential "city wardens" (i.e. crime bosses) in The City. He repeatedly tried to lure Garrett into the fold of thieves and criminals that work for him, but Garrett, a hater of the wardens, always refused. After Garrett robbed from Bafford, Ramirez's pal, Ramirez decided to kill two birds with one stone and use Garrett's intrusion into Bafford's Manor as an excuse to assasinate him. Fortunately for Garrett, Ramirez's assasins miss him, arrow-sniping poor old Farkus instead. Naturally, Garrett then decides to take revenge on Ramirez for taking his bullying of independent thieves too far.
Big Fancy Castle: His impressive abode, standing on an equally impressive and expansive estate.
The Don: During the early phase of the first game, he is one of undisputed rulers of The City's underground crime. Even nobles like lord Bafford have to cooperate with him, whether voluntarily or not.
The Mafiya: Unlike the leaders of thieves' guilds, Ramirez is a general crime boss to whom hiring professional thieves is just one source of his major incomes.
Reuben & Donal
The two main bosses of the Downwind Thieves' Guild. At odds with each other after undergoing a row over a precious vase that the guild managed to steal recently. Garrett decides to use the infighting within the guild to his own advantage and secretly nab the vase from whichever of the bosses is currently keeping it.
Outlaw Town: The Downwind Thieves' Guild is a subterranean version of this, complete with living quarters, storage rooms and even an illegal gambling den for paying above-ground customers. The whole complex makes heavy use of the local sewers and is accessed via several secret entrances from an incospicuous local tavern. It also has secret doors leading to the mansions of Reuben and Donal, the two main leaders of the guild.
A friendly ghost of a long-dead Hammerite monk that Garrett meets in an extremely scary mission in The Dark Project.
Barred from the Afterlife: His soul and the souls of his Hammerite brothers, Renault and Martello, cannot find peace until they get a proper burial. Garrett has to help him with that, and in return, Murus will be more than glad to help Garrett get out of his pickle.
Good Shepherd: Despite being long dead, with his soul being cursed to exist in an extremely haunted place for many decades, he is a genuinely good-hearted and very cheerful fellow, even caring a lot for his deceased but unburried Hammerite brothers. He's one of the friendliest and most unambiguously good Hammerites you'll meet in the series.
Haunted Fetter: To free his soul and the souls of his Hammerite brothers, you have to collect his former personal belongings and a few sacramental items and give all three a proper burial.
Nice Guy: Trust us, every single time you stumble upon him, the insanely scary mission where you meet him gets a lot less tense and overwhelming.
Only Sane Man: Well, more like "Only Sane and Good-natured Creature". In the scariest mission of The Dark Project, liberally infested with all kinds of horrific and intimidating undead monsters and just oozing a wholly malevolent atmosphere throughout, he is the sole NPC that offers a ray of hope and friendly advice to Garrett and aids him in his escape.
Plucky Comic Relief: Always smiling and in a good mood and doing goofy animations when Garrett startles him. Randy Smith's adoption of a nearly grandfatherly-like voice during dubbing only adds to Murus' Manchild-like eccentricity.
The Pollyanna: He is very cheerful and polite throughout his conversations with Garrett, despite his soul having to suffer alone in spiritual limbo for so many years.
From unknown origins they came. They live isolated beyond the city. The extent of their arcane power is unknown. We must be very cautious in dealing with them. Close observation must continue.
— Keeper Xavier, Treatise on Mages
An order of Oriental-esque mages from an unnamed faraway land. Some of them have settled down on the outskirts of The City, in a purpose-built fortified complex called The Mage Towers. They were introduced in Thief Gold and only feature in two missions.
Adventurer Archaeologist: Implied in Thief Gold, at any rate. You come across a small group of them while searching the ruins of The Lost City for the Talisman of Fire. Turns out they came there for the same reason...
Power Echoes: The voice of every single mage includes an odd, echoy reverb. It's implied that this might have something to do with how their bodies (vocal cords ?) or minds are altered by their elemental powers.
Plucky Comic Relief: He can sure sing and slyly comment on the corruption among the opera house's management.
Riches to Rags: He's gone from a well-off and respected member of the opera house's management to a mad and poor homeless guy living in a shack in the caves beneath the opera house.
Shout-Out: His name is among several The Phantom of the Opera references in the "Song of the Caverns" mission. In the Real Life musical, the character of Raoul is one of Christine Daaé's suitors. Also, game!Raoul living as an outcast in caverns beneath the opera house is a clear reference to the musical's main character.
Talkative Loon: Probably the ultimate and funniest example in the whole series.
Talking to Himself: Voiced by Stephen Russell, who primarily voices Garrett. Unlike most of the other side characters in the series voiced by Russell, you can actually hear a definite similarity between Raoul's voice and Garrett's.
A God Am I: Never said out aloud by himself, but there's little doubt he and his followers consider him this.
Bald of Evil: While in his human form, posing as art collector Constantine. Though he has a bit of silverry hair left, growing on some of the hind parts of his head.
Big Bad: Of The Dark Project. Came from the ranks of the Pagans.
The Corrupter: He can use his magic to reshape buildings and terrain at will.
Devil in Plain Sight: Many of the nature spirits in the Thiefverse take inspiration from Classical Mythology, with the creepiness ramped up. The Trickster's usual physical form is that of a satyr. Since the satyrs of ancient Greek myths became a popular source of inspiration for visual depictions of the devil during the Real Life Late Middle Ages, it works in-universe as a rather clever analogy. The Hammerites, being a Crystal Dragon Jesus medieval church that opposes the Pagans, consider the Trickster to be the embodiment of evil, chaos and corruption. Basically, he is the Thiefverse's version of the devil. This trope comes into play even on a literal level, given that the Trickster and his beastly army attack a Hammerite convent late in the first game. This indicates that the Hammerites must have caught a glimpse of him while under attack.
Drunk with Power: He wants himself and the Pagan faction to rule the world and hardly cares for those who'd stand in his way.
Evil Gloating: Brief instances of it towards Garrett, after he reveals his true identity and plans.
Shrouded in Myth: It's left rather ambiguous whether he really isthe god worshipped by the Pagans or whether he's just a very powerful and cunning sorcerer who invented the whole myth of the Trickster as a God Guise to manipulate the Pagans to his own ends. There are certain hints that he might have had something to do with the destruction of Karath Din, the Lost City. In the third game, the newly encountered Kurshok are revealed to be victims of his revenge, which cost them the collapse of their once advanced civilization. Given the similarities with the fate of the Lost City, there might be a connection between the two events. However, it remains an unsolved question, leaving the Trickster the most mysterious of all the series' villains.
Title Drop: The term "The Dark Project" appears in a text describing his plan, written down on a scroll found by Garrett.
Well-Intentioned Extremist: He is annoyed by the rise of technological civilization, considering it an affront to the sense of wonder and proximity to nature that humanity once supposedly had, prior to learning how to taim nature.
You Have Outlived Your Usefulness: Reveals his true form to Garrett and leaves him for dead once Garrett brings him the artefact he was supposed to retrieve for him, as part of their contract. However, he displays a bit of Bond Villain Stupidity in underestimating Garrett's abilities (and good luck) with getting out of even such a life-threatening situation and surviving.
Voiced by: Dan Thron
Welcome, thief. Now that you have obtained your prize, can you escape with your skin ?
Affably Evil: Its mannerisms, as seen in its chatter towards Garrett (and pretty much any other human that stumbles upon it).
Deadpan Snarker: Probably the only character in the series that manages to outsnark Garrett at times, usually by way of taunts directed at him. Amusingly subverted by the fact that Garrett doesn't give into The Eye's taunts and jabs, deliberately ignoring them.
Blue and Orange Morality: The Eye itself isn't really a typical For the Evulz character, and doesn't even seem to be willing to serve the various villains that would want to get ahold of it and misuse its power. If anything, The Eye primarily follows its own pragmatic interests, including self-preservation and messing with peoples' minds.
The Bus Came Back: Makes a return appearance late in Deadly Shadows, when Garrett steals it again, this time from the Wieldstrom Museum.
Troll: As we learn from an overheard conversation in Deadly Shadows, it likes to speak up to unsuspecting guards at the Wieldstrom Museum, just to have fun by startling them. A piece of parchment in The Dark Project also makes reference to the Eye repeatedly teleporting itself over the Cathedral's altar whenever the Hammerites weren't looking, something which disturbed them greatly. Garrett isn't spared of The Eye's practical jokes either when he agrees to a contract to go find it and retrieve it in The Dark Project.
You Can't Thwart Stage One: A savvy player may have the idea to exit out the front door of the cathedral after swiping the Eye, which would bypass 90% of the level. If attempted, the Eye basically says "Ha Ha Ha No." and seals the front door with magic, forcing Garrett to find another way out.