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Nine Shrines Adventures and Dines

The series protagonists, the owners and proprietors of a bar/adventuring service.

     The Group As a Whole: 

  • Badass Crew: For all their quirkes (and occasional questionable judgements), they're pretty effective in a fight, and have taken down beings that have been compared to (or are outright) gods.
  • Dysfunction Junction: They tend to bicker fairly consistently over both major and minor issues (though the latter is usually done in good humour), and often each member has their own personal baggage due to their past.
  • Ragtag Bunch of Misfits: Let's see, we have a Tiefling Sorcelock who writes novels on the side, the last survivor of a monster hunting company, an alcoholic runaway with strange powers, a mercenary with a mechanical arm and some prowess in alchemy, and the list just goes on and on.
  • Sanity Ball: Whomever is the most "reasonable" of the group tends to vary depending on the situation. For example, Markus is often impulsive (even foolhardy at times), but will try to restrain his comrades if their own quirks or issues put them at serious risk.
  • True Companions: For all their quirkes and personal issues, they can rely on each other to stand by their side and aid them in the worst of times.
  • Walking Disaster Area: While they never intend any harm, it's hard to deny that they tend to bring chaos and change wherever they go, albeit usually by accident (e.g. toppling the monarchy in Onnerant and Tannhauser on two separate occasions).

     Markus Velafi 

The group's rather flashy and flamboyant Tiefling Sorcelock.


  • Agent Peacock: Quite fond of sparkles and bright colors, and in general tries to maintain a sense of stylishness. Also loves to make a show out of his actions if he has the opportunity.
  • Casting a Shadow: As the story continues, he learns how to use shadow magic, being able conjure (somewhat) tangible threads of shadow into objects. His most frequent use of this is to make webs of shadow to trap or hinder his foes.
  • The Chew Toy: You can count the number of arcs that don't horribly injure him on one hand.
  • Cute Little Fangs: As part of his Tiefling heritage. Some of his newer portraits show these off.
  • Dangerous Forbidden Technique: Iconoclasm. It's perhaps the only spell capable of permanently destroying the otherwise immortal Spiritfolk, but it draws a heavy toll from its user. In Markus's case, using it once removed the bones from his one of his forearms.
  • Dark Is Not Evil: He is descended from what is implied to be an Eldritch Abomination and frequently traffics with dark powers. He is also friendly and helpful to a fault.
  • Energy Ball: His primary offensive magic is Eldritch Blast, which looks a lot like purple flaming balls that he fires at his enemies. He also has an upgraded version of this, called the Utter Dark Blast, which has part of his demon soul infused into it for extra power.
  • Eye Beams: Later gains the ability to use these, though they aren't used often as they're tricky for Markus to aim. In fact, upon trying to learn this ability, he shoots himself in the ankle.
  • The Face: Easily has some of the best people skills in the party, he's usually the first to speak when greeting someone new.
  • Finger-Snap Lighter: Is capable of producing these through magic, though they don't see a lot of use after the early arcs.
  • Heterosexual Life-Partners: With Kyr, and Gregor to a slightly lesser extent.
  • Hidden Heart of Gold: Yes, he has an enormous ego and something of a Complexity Addiction, but he is firmly good nonetheless.
  • Horned Humanoid: One of his Tiefling traits, along with a tail and fangs.
  • Hypno Pendulum: A trick he breaks out every now and then, with mixed results - it often works, but Markus is sometimes a bit too quick to give instructions before thinking about what actually needs to be done, and occasionally has to rush to undo the hypnotism if it winds up creating more problems than it solves (e.g. a hypnotized Dont was put into serious danger because they were too lethargic to properly react)..
  • "I Know You're in There Somewhere" Fight: Defied. Markus completely retains his personality in his Super Mode, though Ashe initially fears that this trope will be necessary.
  • Long-Haired Pretty Boy: He's attractive and he knows it, taking great pride in his looks (long locks included).
  • Manipulative Bastard: Actually had the ambition to be one of these, of the Evil Chancellor variety (specifically mentioning being a "grand vizier"). Partly inspired by tales of heroic princes being opposed by scheming advisors, with Markus drawn to the latter as he was the child of a family of servants to the royal family. While he's good enough at the lying, Markus cares too much about people to be a true bastard.
  • The Minion Master: One of his favorite way to deal with a problem is to throw imps at it. He's initially pretty ruthless in this, to the concern of his teammates, but over time he starts to treat them better (or at least tries to).
  • Older Than They Look: It turns out that, despite looking fairly young, he's actually around 35 at the start of the campaign, much to the surprise of his friends. This also makes him the oldest member of the original trio.
  • Paper-Thin Disguise: His disguise as Horatio Protagoniste is to wear a pair of sunglasses. That's it.
  • Playing with Fire: He doesn't use much fire directly in his offensive magic, but he frequently makes use of his immunity to it.
  • Squishy Wizard: Easily the most fragile member of the Nine Shrines crew, rivaled only by Inian, who's also a Squishy Wizard.
  • Super Mode: Gains one as part of Markus's Tiefling heritage (as an alternative to being harvested by his Devil progenitor). It first appears while he's fighting Xin.
  • Unreliable Narrator: Markus tends to lie about his past and his exploits a lot, especially in the early days. He started to move away from this after a heart-to-heart conversation with Ashe and Gregor about their pasts, where he revealed that he was the son of a family of servants to the royal family of Tannhauser. Stifled by the rules and expectations placed on him, he decided to leave the country to find something more fitting for himself (further pushed when the king drunkenly revealed that his family actually usurped the true rulers about a century ago and covered it up; Markus left about a week after that, so the king might have forgotten it). His return to Tannhauser confirms that this was (at least mostly) true.

     Gregor Hartway 

The main muscle of the group, Gregor generally possesses all the subtlety of a glaive to the face, both in combat and in conversation.


  • The Big Guy: Acts as the muscle of the party, though he is currently sharing this role with Mercy, who's physically bigger and has abs of (almost literal) steel.
  • Black-and-White Morality: He has little tolerance for "monsters". Though, to his credit, his definition of monster is fairly generous.
    • This occasionally causes him to disagree with the party, who might be more inclined to see the bigger picture or are more open to seeing the grey in the scenario. The most notable example of this is when Gregor took Telvillian's Tear (a magical plant/incarnation of the Spiritfolk Telvillian) to the famine sticken village of Eocho. While it was almost certainly the right thing to do in the situation, he did so without discussing it with his friends. This is probably the only time that Markus is truly disappointed with Gregor's actions.
    • Gregor is often seen as Lawful Good to a fault, believing following the rules of society is generally the most moral thing, and usually requiring a lot of convincing from his friends and/or blatant signs of corruption in the law to act otherwise.
    • In the "Staff Only" arc, Gregor declined to take part in the heist, saying stealing was "morally repugnant," despite the goal being to keep the thing being stolen (a powerful magic staff with power over life) from being misused in the worse possible ways.
  • Charles Atlas Superpower: Unlike his companions, Gregor isn't inherently magical (at least until he gains his pandimensional sight), but his intensive training regime he learned from the Outriders have let him gain strength and dexterity that others have regarded as "superhuman."
  • Cloudcuckoolander: Due to his upbringing, Gregor is often a bit naive in things outside of monster slaying and tends to accept explanations given at face value unless said explanation is so far past common sense that even he can see the flaws in it.
    • When introduced, Gregor had been staying in a prison cell in Meadshire due to being told he had been convicted for a crime and was making no attempt to escape, despite a). knowing full well that he was innocent and b). the staff in Meadshire doing everything possible to encourage him to escape as that was the whole point (the scenario was just something to allow the "adventurers" to experience breaking out of a prison cell).
  • Companion Cube: His glaive. He gets notably distressed if it's forced away from him (such as when Xandel borrowed it briefly to enchant it). In the intro sequences, he's often seen tucking his glaive under the blanket next to him.
  • Dark and Troubled Past: He has lost two families, and multiple people have bled to death on his back.
  • Doomed Hometown: In episode 31, the fate of his family and hometown is revealed, having been wiped out by monsters, leaving him as the lone survivor.
  • Dumb Muscle: Played with. While he's incredibly knowledgeable in terms of monster slaying, his education was entirely focused in that direction, leaving him a bit ignorant in other areas when the adventure starts.
  • Equipment Upgrade: Two in fact! Both involving his primary weapon:
    • The first was the Glaive of the Waves, which was his original, mundane glaive that was later enchanted by Xandel, a water Spiritfolk who was also a blacksmith. Not only did this enchantment provide a general improvement to its offensive abilities, it also had a calming effect on anyone that touched the flat of the blade. It was eventually destroyed during the "BIG WAR" arc.
    • The second glaive was made by Xavin Skalbern the Second, a blacksmith the party met during the "Harpy Nest" arc. In contrast to the previous glaive, this weapon's enchantments were fire themed, able to unleash fiery slashes, and was dubbed The Salamander. It remains his current weapon of choice at the time of writing.
  • Forced Transformation: Turned into an owl in the Halloween special. Inien proceeds to gush about how adorable he is for the rest of said special.
  • Genius Ditz: His time with the Outriders has given him a near encyclopedic knowledge of monsters. It also left him somewhat naive to some of the complexities of the world. For example, we first meet him when he's "imprisoned" at the Alarani adventurer camp, he refuses to make any attempts at escape despite (a) him doing nothing wrong to justify being put in jail and (b) the guard offering several opportunities to escape because (c) the whole point of that prison was to offer "adventurers" the chance to escape a jail cell, as the place was a glorified theme park.
  • Good Is Not Soft: He usually a nice and polite young man, but he will not hesitate to try and kill what he truly believes to be a monster, occasionally having to be talked down by his friends if said "monster" is no longer hostile, such as with Charoth.
  • He Who Fights Monsters: His extensive knowledge and experience with monsters never fails to impress the group, though it comes with a certain ruthlessness when dealing with anything he deems to a monster, which causes concern in his friends on occasion.
  • Hunter of Monsters: His primary occupation, and that of the Outriders before the Outriders were executed by the Church and Gregor arrived at Meadshire.
  • Kindhearted Simpleton: Gregor isn't always the brightest of individuals, but he genuinely wants to help people, and is usually the first to lend a hand to those who seem to need it.
  • Lightning Bruiser: Equal parts agile and freakishly strong, Gregor often jumps around his enemies and uses the momentum to strike hard.
  • Power at a Price: His pandimensional sight, or "bread brain." It allows him to destroy magic and instantly kill certain enemies through looking into a more perfect reality and cutting out what doesn't belong. However, it's incredibly taxing on his body, leading to headaches, bleeding eyes, numb hands, etc. At the end of Soldiers of Silver, he was left unconscious for five days and unable to walk for several more due to the pain and exhaustion from overusing this ability. Fortunately, the more he uses it, the easier it is on his body. Unfortunately, given he involuntarily warped the surface of a crate, he seems to be loosing his ability to control it.
  • Selective Obliviousness: When Mercy asks him to cut her connection to the heavens, he agrees to do so while claiming everyone else is telling him it's safe, despite everyone repeatedly saying they don't know what will happen if he does it. He's only able to acknowledge the potential danger after the moment has passed.
  • Spin to Deflect Stuff: Attempted in episode 9, but Ashe deactivates the trap before it can work - or fail.
  • Stepford Smiler: His cheery demeanor is hiding a lot of trauma he isn't ready to confront, often denying anything even could be wrong with him.
    Gregor: "Are you sick, Harlock?"
    Harlock: "Not physically."
    Gregor: "Well, that's the only way that counts!"
  • The Teetotaler: Does not drink, and maintains that his "body is a temple" when offered. He even refuses to eat meat, following a vegan lifestyle.

     Ashe/Aesling 
https://static.tvtropes.org/pmwiki/pub/images/ashe_l.png

The group's healer and voice of reason. She has strange powers that totally aren't magic.


  • Afraid of Their Own Strength: Ashe is fearful of the consequences of using her powers (see Blessed with Suck below), particular because she has very little knowledge about what that power is.
  • The Alcoholic: Really loves her liquor, though she never seems to get drunk as her body seems abnormally resistant to it, with only God's Breath (a brew normally meant for Spiritfolk) affecting her in any measurable way.
  • Anime Hair: Her "silver pom-pom" is frequently the subject of mockery.
  • Arboreal Abode: She grew up in a hollowed out tree. (She still lives in a tree, actually. Don't tell the guys!)
  • Blessed with Suck: In episode 51, It is revealed that Ashe's powers "carve away at her" with each use, removing more and more emotions and memories, leaving her afraid that one day there'll be nothing left. Ouch.
  • Broken Bird: Ashe has had a hard life. While the islanders of Meathe initally treated her well as their Guardian, it came at the cost that her powers (which she didn't ask for) would eventually eat away at her with each use until there was nothing left. After some reflection on the matter whilst carrying out her duties, which included killing any souls unlucky enough to land on their shores, Ashe realized how messed up her situation was and fled. It left her somewhat distrustful, with a tendency to think the worst of others, before her friends showed they truly did care for her, allowing her to be more open to others in return.
  • Combat Medic: Initially her primary role in the party was to keep everyone alive. She prefers not having to do this through her powers, since her powers hurt her to use, and the healing itself is often painful for the patient, since it feels more like the wounds are 'being 'actively stitched together''. So as the series goes on, she becomes more of a front line fighter, wielding a short sword to deadly effect, with the healing as an option if necessary.
  • Cursed with Awesome: How Inien views her powers; losing parts of your mind and soul is a price worth paying for that kind of power in her eyes.
    • Also applies in a meta sense, as her class in the original Pathfinder system was Oracle, a class themed around tapping into a Mystery (similar to a Cleric's Domains) in exchange for suffering a Curse. In Ashe's case, it's seems that her Mystery and Curse were either homebrews made for the campaign or heavily re-flavored, as they don't easily line up with any of the official material.
  • Dangerous Forbidden Technique: Arguably applies to her powers in general, but this especially applies to her "Hand of Stone and Moss." She can summon, well, a giant hand of stone and moss. It's easily one of her strongest powers, but it carries a heavier cost to use compared to her other abilities.
  • Enraged by Idiocy: Her friends' shenanigans annoy her to no end, especially when they involve taking seemingly unnecessary risks for no apparent reason besides "it looks like fun." It doesn't help that she often feels that she's Surrounded by Idiots or insanity.
  • Fish out of Water: Ashe spent her entire life in Meathe up until a year before the events of episode 1. Many things are still new to her.
  • Good Is Not Nice: She tries to do her best to help her friends and the people around her, but she's also short tempered, irritable, and she has the nickname "Aesling the Neck Stabber" for a good reason.
  • Healing Hands: Her powers seem to require some physical contact with the person to affect them, including healing which involves placing her hand inside the wounds being healed. Oww...
  • Ho Yay: With Firi.
  • I'm Having Soul Pains: Using Ashe's powers sucks, see Blessed with Suck for why.
  • Ineffectual Loner: Often tends to try her personal problems by herself, but doesn't always have the knowledge or tools to do a good job at it. This becomes especially prevalent during the Onorhant mega-arc, where she briefly splits from the party to search for answers from Xin and the Ban about whatever is sealed inside her.
  • Innocently Insensitive: Ashe has a habit of making generalized assumptions about people based on their country of origin or says thing that could be taken as Fantastic Racism.
    Ashe: Is that an Allrani thing or a Thog thing?
  • Insistent Terminology: Whatever that green lightning of hers is, she repeatedly claims that it's definitely not magic.
  • Known Only by Their Nickname: Her actual name, Aesling, rarely comes up after her introduction, with everyone (including her) just referring to her as Ashe.
  • Lady Looks Like a Dude: To the point that in their first meeting, Markus and Gregor (who were told to look for a girl who would be their third party member) began speaking with another girl that had been nearby, not realizing their mistake until Ashe gets their attention.
  • The Medic: One wonders how Markus in particular survived before he met her.
  • Memetic Psychopath: In-Universe. Markus and Kyr wrote the bestselling children's book "Aesling the Neck Stabber".
  • Mysterious Past: Played with. She will talk about Meathe and her powers when asked, but the answers she gives are often rather vague, especially in regard to her abilities. That's because she genuinely doesn't know much about them, as the ancestors of Meathe were deliberately vague about them and parts of their own history. Part of her conflict with the party in Onnerant is the desire to learn more about them by herself, but she eventually comes around to letting her friends help.
  • Mystical White Hair: According to Ashe herself, she wasn't born with white hair, it turned that colour when she gained her powers.
  • Never Gets Drunk: Ashe is completely unaffected by most forms of alcohol. Unless of course, it's God's Breath.
  • Not So Above It All: At first she comes across as the most grounded member of the party, but on the rare occasion she really loses her temper, Markus and Gregor end up having to reign her in.
  • Open Secret: Tries to keep her powers a secret at the beginning of the story. She isn't very good at it.
    Ashe: Just don't tell anybody that I can... put people back together.
    Markus: Don't worry, your secret's safe.
    Thog: Do they think that we can't... see or hear them from over here?
  • Surrounded by Idiots: Feels this way a lot in the early arcs (including Markus and Gregor at times).
  • Team Mom: She heals everyone, makes sure they don't eat strange poisonous objects, and does her best to keep everyone from dying (despite what seems like their best attempts to the contrary at times).
  • Women Are Wiser: She seems to play into this stereotype at first, compared to the wacky Markus and childishly simple Gregor.
  • You Can't Go Home Again: By choice, as declared in her character song, Home No More.

     Kyr Fiore 

The group's engineer, kept around mostly out of a mix of pity and the fact that he is Markus's best friend.


  • Achievements in Ignorance: Many of his inventions seem to work only because he doesn't understand why they shouldn't.
  • Disappeared Dad: Originally came to the Shrouded Isles with his father, who later disappeared without Kyr knowing why. It turns out his father left to look after Charoth, and later died. Kyr actually found his father's skeleton later but didn't recognise him, and the rest of the party decided not to tell him (he figured it out later anyway, and was rather pissed with them about that).
  • Fish out of Water: Has lived in the Shrouded Isles his entire life away from any human interaction until the party came along.
  • Friendless Background: Due to the Spiritfolk's natural dislike of humans, combined with Kyr's childhood inventions causing problems even back then, Kyr didn't have many friends growing up.
  • Gadgeteer Genius: The fact that his inventions ever work is a testament to the fact that he is pretty damn talented, oddities in design and tendencies to explode aside.
  • GMPC: The most straightforward example among the cast, even having his own character sheet, though eventually more would join the cast, and Kyr is rarely an active participant in events.
  • Guest-Star Party Member: Starts off this way, tagging along with the party during their first adventure on the Shrouded Isles. He eventually gets his own character sheet in the credits, though he still doesn't participate in every adventure.
  • Keet: Extremely curious, talkative and very excitable. Kyr's also prone to doing the first thing that comes to mind (usually inventing something that's very dangerous).
  • Made of Explodium: Pretty much 99% of what he makes. Also all of his tools. Everything else is either occasionally functional or dangerous in entirely different ways.
  • Manchild: Due to growing up without anyone to curb his curiosity or to be an example of a functioning adult, Kyr is frequently childish in his wants and acts more like a rather excitable pre-teen than someone who looks to be in their twenties (and is actually in their thirties), though his desires are never anything malicious.
  • Named Weapon: His masterpiece, Magnum Opus
  • Non-Action Guy: Doesn't contribute a whole lot in a fight, at least at first. Once he gets his own character sheet, it's made explicit that he's several levels weaker than the other party members.
  • No Social Skills: As a result of having no other humans to interact with (and most of the Spiritfolk nearby not liking him) for most of his life .
  • Ornamental Weapon: The sword he carries on his back. He eventually replaces it with a decidedly not ornamental one of his own invention.
  • Sitcom Archnemesis: The one being on the Shrouded Isles he seems to dislike is Dont, the pig-bat spiritfolk, with no real reason given as to why.
  • Took a Level in Badass: After gaining Magnum Opus. Apparently actually getting his Rocket Boots to function reliably didn't hurt either.
  • World's Strongest Man: Self-proclaimed, out of a sample size of one. He quickly drops this once said sample size starts to expand (starting with Gregor).

     Thog 

The "CEO" of Nine Shrines, who mainly joined with the group to exploit a legal loophole.


  • Corrupt Corporate Executive: Corrupt middle manager, anyway. His bosses are much worse, however, to the point that he straight up quits and joins the heroes to fight against the Alarani forces.
  • Creepy Monotone: Less "creepy", and more monotone - years of working for the Alarani government have left Thog near permanently burnt-out, and sounding like it.
  • The Cynic: Probably the most cynical member of the Nine Shrines adventurers company, and after working for Alaran for most of his life it's not hard to understand why
  • Deadpan Snarker: Pretty much all of his speech is deadpan, and at least 60% of it is snark.
  • Friendly Enemy: His initial rapport with Ashe comes off this way. Even when he's screwing the party over, they have a mutual respect for one another on account of both being intelligent (unlike Gregor) and serious (unlike Markus.)
  • The Gunslinger: Compared to Markus, Gregor and Ashe, Thog's main contribution in a fight is "I have a gun." He's not a bad shot with it, but unfortunately it's slow to reload.
  • Hidden Depths: He considers himself somewhat of a patron of the arts. We also learn from Moren that Thog was a lot more lively and rebellious in his youth, even publishing papers that criticized the government.
  • Jerk with a Heart of Gold: He doesn't want to see any harm come to the group. They're valuable assets after all.
  • My Empire Doth Protest Too Much: He seems to recognize how scummy many aspects of Alarani culture are, and eventually becomes the first Alarani character to display any motivation other than purely mercenary interests.
  • Only Sane Man: Thog is pragmatic, worldly and quite savvy. This sanity is, if anything, a disadvantage.
  • Screw This, I'm Outta Here: After facing the prospect of being landed with another demeaning position by his employers, Thog tenders his resignation...with his gun, joining the party in fighting off the Alarani guards.
  • Team Dad: As he warms up to the group as a whole, he begins to become this, eventually becoming their boss full time after quitting his job with Alaran and doing his best to look after their interests (while trying to get them actual work).

     Inien 

A witch from the Runecarver's Guild who first appeared during the "Wizard High School" arc, only to join the group sometime later.


  • Bitch in Sheep's Clothing: At first. Once she gets to know the party better, she drops the pretense.
  • Brilliant, but Lazy: At some point she gained the ability of "micro-sleep". She was the former "High Known" of the Runecarvers' Guild, making her a "big deal".
  • Character Development: Inien began the series as ambitious and manipulative, wanting to obtain power and authority regardless of the risk to others, whom she generally had a low opinion of. As she spends time with the Nine Shrines crew, not only does she being to soften considerably, showing emotions besides smugness, she begins to rethink her desire to lead another coven (she had led one previously but the entire coven except Inien herself wound up executed for unknown reasons) after seeing the damage those in authority with unchecked power can do to innocents (e.g. the monarchy in Tannhauser).
  • The Corrupter: To Ashe, while the two are Locked in a Room in Wizard High School. She encourages her to use her powers freely and surpass ordinary humans.
  • Cute Witch: Early personality aside, it's hard to deny that she can look adorable when she wants to.
  • Fire-Forged Friends: She eventually forms an odd mutual trust with Ashe, after a long period of simple mutual loathing. They still insult one another at every opportunity.
  • Jerkass: An all-around unpleasant person when the party first meets her during the "Wizard High School" arc, especially when she drops any pretenses to the contrary.
    Ashe: This is Inien. She is... pretty much a garbage person.
  • Jerk with a Heart of Gold: Eventually grows into this. While she's still often blunt in her opinions, mixed with some Brutal Honesty at times, she's become much more empathetic towards others and takes pleasure in just hanging out with her friends while still helping them solve major crisises when they occur.
  • Supernatural Gold Eyes: Less pronounced than Ashe's, but still fitting for someone capable of wielding such awe-inspiring magical power.
  • Token Evil Teammate: Initally the most unpleasant and amoral of the main cast (besides arc villains). Gradually begins to move away from this as she spends more time with the Nine Shrines crew, becoming more a non-malicious Troll.
  • Troll: Over time, she becomes less malicious and more like a chaos gremlin, doing whatever seems to be the most entertaining for her at the time (though she's still willing to help the party with stuff if she's not feeling too lazy).
  • Vitriolic Best Buds: With Ashe. After a rocky first impression, the two form an odd bond and understanding with each other. They're still happy to throw insults at and about each other.
  • What, Exactly, Is Her Job?: No one knows exactly how she got her 4.4 million gold, or how she's going to get any more money at all.
  • What You Are in the Dark: During the climatic battle of the "Wizard High School" arc, she claims that she doesn't want to really kill any of the party despite fighting them, a claim which seems dubious given her more sinister actions and attitude. However, when she and Markus are caught in an explosion from a detonating artefact, she proves she was telling the truth when she protects Markus using barrier magic, seemingly getting killed in the process (she gets better).

     Colvin 

A punch-happy sorcerer who loves to discuss philosophy, even if he doesn't really get it. Nine Shrine's official bouncer as of the Big War arc.


  • Boisterous Bruiser: Moreso even than most Onorhians! If presented with a challenge that he can solve with his fists, he'll have already punched it.
    • In fact, the party theorizes that Colvin may be the quintessential Onorhian after Zeke accidentally does a perfect imitation of Colvin's voice and mannerisms during a story involving an Onorhian ancestor.
  • Character Catchphrase: The Truth! Ideals is a close second. It turns out that this is somewhat common in Onorrant.
  • Crippling Overspecialization: Defied. He can only cast one spell, but somehow his "Message" spell is insanely versatile.
    • For example, besides carrying actual message, his Message can also punch as hard as him and punch in ways he couldn't (e.g. the time Colvin used Message to punch the alcohol content out of a bottle of booze to the point that it becomes water). It also allows Colvin to teleport himself and others, fairly safely as well (though he still needs to practice with it). Hell, his Message shows up as a freaking Stand at one point.
  • The Ditz: He is very easily distracted and seems to base his whole life around various forms of Insane Troll Logic.
  • Empowered Badass Normal: Colvin was apparently a normal (albeit highly skilled) martial artist before Legen's Eye (an artifact capable of granting magic to otherwise normal people) gave Colvin his Message.
  • Heel–Face Turn: Was initially a member of the Coven of the Dusk, who gave Colvin his magical abilities and later fought the party over Legen's Eye. After some Defeat Equals Friendship, he winds up joining them as their bar's bouncer.
  • Insane Troll Logic: In theory, Colvin could be convinced to anything, even things normally considered impossible (and succeed), if you can find the right words to convince him. It gets even more insane when his Message gets involved.
    • For instance, when confronted with a deadly magical mist, Markus tries to convince Colvin to clear it by punching it (which Colvin laughs off as silly), fanning it (which Colvin feels is the wrong term to use in this situation) then by wafting it (which leaves Colvin distracted as he found the root word for "waft" to be tricky). Then Gregor (who's on the other side of the mist) asks Colvin to come over to him, and he does so, absentmindedly blowing the mist aside, then asks Gregor what he wanted.
    • Also, he holds some distinction between writing a book and merely recording his thoughts and having them published (the latter of which he has done). When the party tries to point out the two are essentially the same, Colvin argues that the former requires editing, which he hasn't done (or at least is very bad at).
  • Kung-Fu Wizard: Before gaining his magical ability, he was a trained martial artist, and he still happily uses his fists as his primary weapon to devastating effect.
  • Serious Business: Downplayed, but Colvin started to get worked up when Firi was messing up the syllable count on some of her haikus.
  • Wrong Context Magic: Sorcerers baffle and infuriate conventional mages. Colvin's powers don't make sense even to other sorcerers.

     Firi 

A mysterious blonde woman who seems to be acquainted with Narn. She was sent by the Zeth to paint the world, but has taken up the lyre instead. After she befriends Gregor, she joins in the mass exodus of Onorhians to the Shrouded Isles and takes a job at the bar.


  • Ambiguously Evil: Firi herself has never been anything but kind and helpful, but she seems to run in some pretty sinister circles.
  • An Arm and a Leg: Lost her left leg during the events of the "BIG WAR" arc. She briefly used a peg leg for a while before Harlock made her a prosthetic leg during the "Harpy Nest" arc.
  • Cryptic Conversation: Tries to help Gregor with (occasionally off-beat) haiku. It usually takes a few tries before the point can get across.
  • Dark and Troubled Past: Firi grew up in Freearch, until one of the country's infamous winters consumed her town, trapping the villagers until they either starved or "succumbed to the cold" (some who heard this, including the party members, have speculated that they may have actually resorted to cannibilism, but Firi hasn't confirmed this). Her parents also died (her father first when she was two, then her mother a few years later), and Firi would have followed if she had not been saved by her "Guardian".
  • Duality Motif: Has heterochromia, with her right eye being a deep blue while her left eye is a vibrant green. This could represent her kind and supportive attitude conflicting with some of her shadier connections to character like Narn. It's unclear if she's always had this or if they changed later in her life due to meeting her "Guardian", as the characters don't bring them up or ask questions about them.
  • Dumb Blonde: She clearly has a fair amount of useful knowledge, but there's no question that she can be rather scatterbrained and oblivious.
  • Freaky Is Cool: Is fascinated with monsters and mythical creatures, and really wants to find one that no one else believes exists (whether she has a monster like that already in mind or not is unclear).
  • Giftedly Bad: Her skills with the lyre leave a lot to be desired, though apparently her drawing skills are worse.
  • Mysterious Woman: She's also implied to be a member of The Omniscient Council of Vagueness that Narn is also a member of.
  • Nice Girl: Incredibly sweet and supportive, whether it's to the party or to Narn, trying to teach them about how humans think.
  • Put on a Bus: During the Freearch arc, she's teleported away by her guardian spirit when it's injured, along with Ashe and a nearby soldier.
  • Relationship Upgrade: Became close friends with Ashe during the "Harpy Nest" arc, and later became Ashe's girlfriend after the latter confessed their romantic feelings.
  • Stronger Than They Look: Despite looking rather slim, Firi is remarkably strong (apparently having a similar workout regime to Gregor). She uses this to amuse herself at one point by arm wrestling some Onorhians who, due to their belief that being stronger equals having more "truth", believe Firi whem she tells them random things despite evidence to the contrary.

     Harlock 

Chelesandra "Harlock" Harleaux

A mercenary from Freearch who first met the group during a job to kidnap Ashe. She's proficient in alchemy and setting traps.
  • An Arm and a Leg: Harlock had to cut off her left arm while it was being burned from alchemical fire (fearing it would spread to the rest of her body and be impossible to put out), later replacing it with a mechanical grappling hook arm.
  • Artificial Limbs: After losing her left arm, Harlock later built herself a replacement, with added grappling hook function.
  • Big Sister Instinct: Feels this way towards Gregor. In End of Oaths part 7, she even confides to Inien that she hopes he'll refer to her as an older sister.
  • Break the Haughty: Initially saw herself as significantly more competent than the rest of the party due to her experiences in Freearch, only to later learn that a notorious dungeon she went through there actually designed to be more survivable than expected. In fact it was one of the easier dungeons according to its Dungeon Master, The Ashen Knight, and it still almost killed her.
  • Broken Bird: Even more so than Ashe was. After her early alchemy experiments destroyed her home and family, as well as her left arm in additional to permanently scarring the same side of her face and body, she spent some time working with a Freearch mercenary guild who instilled a ruthless mindset in her. It takes spending considerable time with the Nine Shrines party to get her to open up again.
  • Dark and Troubled Past: Born the daughter of a well off family, her attempts in alchemy as a youth wound up leading to an accident that killed most of her family, while also losing her left arm to alchemical fire (which also permanently scared the left side of her face).
  • Deadpan Snarker: Since Harlock's tone rarely shifts in conversations, a lot of her dialogue comes across as this, whether or not she's actually being sarcastic or sincere.
  • Everyone Has Standards: While Harlock has had trouble dealing her issues in a healthy manner (see The Sleepless below for an example), even she's concerned when Gregor avoids handling his own trauma, including avoiding rest after his injuries from Castle Crowhenge and Ashe's disappearence.
  • Exact Words: Fell afoul of this when she accepted Meathe's request to kidnap Ashe in exchange for "island jewels" for payment. Ashe then reveals that "island jewels" is Meathe's term for fruit (and that the island doesn't have any real currency, working on the barter system instead), causing Harlock to drop the job in shock that she had been tricked in this way.
  • Heel–Face Turn: First met the party when she tried to kidnap Ashe on behalf of the Meathian pirates, only stopping when it was revealed she had misunderstood the "payment" they offered and that in reality she was working for essentially nothing. While she's still gruff with the party for some time, it doesn't take long for them to actually get along and help each other out.
  • Improbable Aiming Skills: Able to do this with her grappling hook arm. Justified, as her brain runs on a different math than everyone else, and her aim is based more on intention than physics.
  • Known Only by Their Nickname: We don't learn until the party reaches Freearch that Harlock isn't her actual name (it's Chelesandra Harleaux), and she hasn't been referred as anything other than Harlock since.
  • Power at a Price: During the "End Of Oaths" arc, it's discovered that due to being exposed to the chaos magic of Castle Crowhenge, her ability to perform alchemy has been significantly affected, resulting in her calculations being off and having unintended side effects (e.g. the growth of "meat" in her artifical arm). On the positive side, her alchemy is now tied to the "true world" that Gregor can see with his Pandimensional Sight, meaning she can calculate and alter that reality instead, giving her new abilities. She has dubbed this ability "Math 2", and has mainly used it to give herself Improbable Aiming Skills with her grappling arm (to the point that the hand can essentially teleport to the intended destination), mostly because the power is a bit difficult to control properly.
  • The Sleepless: Does this deliberately, loading herself up on stimulants to keep her awake through the night and be more productive. Due to Markus' insistence of how unhealthy that is, she does sleep sometimes, but is still uncomfortable with it, and even refers to it as an addiction.
  • Took a Level in Kindness: While Harlock is still somewhat rough around the edges, and can still be somewhat ruthless in their pragmatism occasionally, hanging around with the Nine Shrines crew has helped them mellow out considerably.

     Mercedes "Mercy" Misericorde 

Former Tannhauser General and leader of the Reforged Legion.


  • Amazonian Beauty: Extremely proud of her muscular physique, and bears her midriff in order to show off her abs.
  • The Blacksmith: Outside of combat, her true speciality lies in forging. She even keeps and maintains her own forge (making many of the tools herself), from which she can teleport anything there to her side and back, meaning she can also use it as her own armory.
  • Blessed with Suck: Her aasimar heritage grants a lot of benefits (such as being able to take the wounds of others to heal them, and her forging abilities), but it also comes with a lot of downsides. Most notable is that her body becomes hotter and more molten over time, to the point that she'll either lose her physical form or become a solid statue if her body temperature becomes too low (e.g. being doused in cold water). She wouldn't even be able to hold anything if it weren't for Faria's invention of a special pair of gauntlets that regulates the temperature around her hands to keep them cool enough to have a shape while being warm enough to move.
    • In addition, she (like other Aasimar) is under an "Oath" that she must live up to. It's part of what gives Mercy her Aasimar abilities, but she must upload said Oath or face judgement from the Heavens, who take said Oaths very seriously. When the Tannhauser Aasimar found that their Oaths were being changed to defend the tower, this included Mercy, who feared that it might force her to either kill her husband (who's knowledge may be the biggest threat to the tower) or allow herself to die or become something monstrous. Fortunately, Gregor is able to use his Pandimensional Sight to cut the connection between her and the Heavens, which freed her from the altered Oath (while leaving her previous Oath to her family intact).
  • Empathic Healer: Her aasimar virtue of empathy allows her to take on other's wounds. She is capable of the opposite, but she notes that she couldn't do it much since it's "not very virtuous."
  • GMPC: Started as one (as her player began as a Co-GM) but this would change when Gregor severed her connection to the Heavens, making her a regular player character.
  • Happily Married: To Faria. They even have children (who were actually made through alchemy due to their incompatible biology) who they love very much.
  • Opposites Attract: Mercy is energetic, action-oriented, and playful, while Faria is mellow, calculated, and serious. Despite this, she and Faria are Happily Married.
  • The Prankster: Pulls several pranks on Faria during Sky's Shadow, and it's clear from how they talk about it that she does this often.

Alaran

Thog's homeland. Generally an unpleasant place with an obscenely complicated legal system and terrible holidays.

     Moren 

A friend of Thog's who moved from Alaran to Onorhant a while ago.


  • Adventure Archaeologist: He runs his own artifact shop, much of the stock being items he found personally.
  • Foil: He's essentially the anti-Thog, being much more friendly and upfront than the reserved and surly Thog.
  • Limited Animation: He is always running his hand through his hair. Always.
  • Nice Guy: One of the ways he stands out from Thog (and really most Alarani the party has met so far).

     The Tax Goat 

The Alarani god of repossession. He shows up every year on the 25th of Twelfthmonth to collect what he is owed. This kills 10% of the Alarani population annually.

  • Deal with the Devil: Markus makes one with him, which among other things, grants him the ability to summon mini-Tax Goats.
  • Eldritch Abomination: He is a god, but clearly different from any other Spiritfolk seen thus far.
  • Obstructive Bureaucrat: He's a god for the Alarani, specifically for the act of taking property in exchange for debt, in exchange for his own fee.

     Karen 

Thog's immediate superior while he was working in Meadshire. Appeared in the Incorpageddon arc, The Calm, and almost appeared on the Tension Livestream.


  • Big Bad: Of the Incorpageddon arc, where she tries to force both the party and Thog back into Alarani service/slavery, with the latter getting a demotion on top of everything else.
  • The Bus Came Back: Has returned in a more passive role as the diplomatic representative/CEO of Meadshire LLC as of The Calm.
  • Corrupt Corporate Executive: Imagine Thog with more power and no empathy.
  • Married to the Job: Being CEO of Meadshire is apparently a full time gig. Not only does Karen not have any real friends, she doesn't even seem to have hobbies.
  • Pyrrhic Victory: Upon realizing she couldn't get Thog or the team back under Meadshire control, she decided to cut her losses and fire his ass.
  • Reckless Gun Usage: Not personally, but her underlings do not inspire a sense of security. One even triple-wields gus.

Onorhant

An infamously passionate nation that is still feeling the aftereffects of their mostly successful war against their own gods.

     Horaven 

A hero of all people who oppose clan rule, Horaven works alongside the Ban to achieve his goals.


  • The Paladin: Something like that... though Horaven thinks of himself more as a Shaman, since he gets some of his powers from Spiritfolk.
  • Paper-Thin Disguise: He thinks that the lion Ban mask was enough to disguise his identity, and is shocked when the party tell him that no, everyone knew who he was the whole time. It only "worked" because of the Onorhian mentality of Strength = Truth, and Horaven is one of the strongest around.
  • Token Good Teammate: He isn't thrilled with the Ban's brutality in most situations.

     Zalvetta 

A ruthless assassin who hires himself out to the clans. It is eventually revealed that, through some kind of strange technique, he can absorb the power of Spiritfolk into himself.


  • Odd Friendship: With Gregor of all people! Markus and Ashe often worry that he may act asTheCorrupter to Gregor, but if anything Gregor's friendship may bring out Zalvetta's better nature.

     Aryn 

A mysterious figure who shows up during Gods are Gone.


  • Blood Knight: When Ashe and Horaven encounter her during the "Everything Is On Fire" arc, she's busy slaughtering some Valor Clan guards while looking for the Clan Leaders.
  • Cannibalism Superpower: She's apparently capable of consuming Spiritfolk and gaining their powers, much like Zalvetta and Narn, an act that's seen as taboo.
  • Childhood Friend: She first appears in Gregor’s flashback as a part of the Outriders who saved him when his first family was killed by monsters. Gregor had assumed she was killed when the Outriders were hunted down, and is shocked to see her alive in Onorhant, now sporting a large burn mark and a white streak in her hair.
  • Good Scars, Evil Scars: Her present day self now has a large burn scar on the right side of her face, seemingly from her battle with the Church, and has seemingly gone over the edge as she nows seeks to consume Spiritfolk for power and will wipe out anyone who stands in her way.

Clan Leaders

     Zeke/The Motherfucking Bowel Ripper 

The calm and serene master of the katana that leads the Lily Clan. He really is a master of peace and enlightenment to the core.

  • Atrocious Alias: The Motherfucking Bowel Ripper. It's supposed to indicate that he will rip out your entrails, but...
  • Half-Human Hybrid: The son of Lord Tenui, the former ruler of Onhorant and a Spiritfolk of immense power. This is not a trait he likes to exploit.

     Kyrlos 

The enthusiastic and fight-happy leader of the Rust/Valor Clan.

  • Bury Your Gays: In episode 140, his dying thoughts are almost entirely of Zeke, and Wordof God says he "clearly loved him".

     Dao the Digger 

The quiet, yet imposing leader of the Gold Clan.

Spiritfolk

A rather unusual, even unique race, as besides sharing Resurrective Immortality (and the ability to shift to a humanoid form to varying degrees of success), the form and abilities of each individual can vary wildly, from resembling creatures of folktales to being on par with (and some cases worshipped as) gods.

     Dont 

The friendly and adorable pigbat Spiritfolk that the group met on their first excursion to the Shrouded Isles.

  • Butt-Monkey: She's compared to, and sometimes treated, like a football.
    Gregor: Did Kyr just punt Dont back into the [gate]?
  • Real After All: Ashe was under the impression that pigbats were something made up by the event planners at Meadshire.
  • Who's on First?: With a name like "Dont", it's honestly surprising that this doesn't happen more often than it does.

     Charoth 

A death god that was wreaking havoc in the Shrouded Isles. Later pacified and reduced to its baby form.

     Kyl'il 

The Shrouded Isle's goddess of lanterns and the target of Markus's affections.


  • Fantastic Racism: Is not fond of humans, and lays the blame for the issues with Charoth on them. This extends to seeing Charoth as a protective figure for the spiritfolk, ignoring that he was also causing problems for them as well (or may have been genuinely ignorant of the extent of the matter, given that she lived alone in a largely abandoned town). This makes the inital relationship between her and the party rocky, not helped by the presence of Kyr (who's considered something of a nuisance by the spiritfolk), but they eventually manage to smooth things over enough to cooperate.
  • Horned Humanoid: Has two prominant horns, one of each side of her head. These are one of the traits that attracted Markus to her.
  • Really 700 Years Old: Possibly to the point of being a Time Abyss, as the "Dark Vision" arc reveals that she was born from a meteor that crashed onto the world long ago (and may have wiped out the dinosaurs in the process), which her physical body is made of. The answer to the question of her actual age is a bit hazy, mostly due to Kyl'il having reincarnated several times since her "birth," leaving her with little to no memories of that time.

     The Warlord 

The Shrouded Isle's resident living nightmare. Is currently trapped in the Prison of Lights

     The Ban 

A legion of warriors clad in magic animal masks that seek to defend the remaining spiritfolk of Onorhant.


  • Animal Motifs: Their masks are each based on different types of animals.
  • Malevolent Masked Man: No matter how you view their cause, there's no denying the fact that they can be pretty damn bloodthirsty. It's later revealed that this mostly applies to the summoned creatures that Xin made as foot soldiers - the actual Spiritfolk members are willing to fight, but are not as mindlessly antagonistic as Xin's summons.

Batty

A Ban who wears a Bat mask who befriends Thog (and later, Ashe.)

Iggy

A Ban who wears an iguana mask and acts as one of Ashe's closest allies.

     Xin 

An extremely powerful spiritfolk - with the domain of reincarnation - in Onorhant, the leader of the Ban and former head of the disbanded lost fourth clan.


  • Anti-Villain: His actions have caused a lot of damage, but his intentions are genuinely good (see Well-Intentioned Extremist below).
  • Arc Villain: For the Big War arc.
  • Bunny-Ears Lawyer: He is a shameless flirt who has been known to take multi-day long baths. This does not change the fact that he is a god.
  • The Bus Came Back: After a long absence not counting a very brief (and unseen by the party) cameo during the "Duet of Dungeons" arc, he makes a very surprising return in the last moments of the "Dark Vision" arc, where apparently he wants the Nine Shrines crew for a "bank heist"....
  • Character Catchphrase: "Oh sorry, I didn't see you there!" Notably, he will go out of his way to engineer situations where he can say it, much to everyone else's annoyance. At one point, he apparently spent some time in a sauna waiting for Ashe to surprise her... except she was warned about this and decided to wait instead, and by the time she went in, he was fully clothed and is clearly disappointed. After Ashe turned it around on him at the climax of their battle against him, he admits the phrase has lost some of its charm for him.
  • Heel–Face Turn: After he is released from entrapment, he agrees to help the Onorhian people rebuild and reintegrate spirits into society peacefully.
  • Sealed Evil in a Can: Temporarily sealed in the spirit prison under Xinchalla after his defeat, before being released on the condition that he works with the humans of Onorhant to finally mend relationships between them and the spiritfolk (and not from a position of leadership, as he's proven he's not fit for that role).

     Telvillian 

A Spiritfolk of that disappeared when the Onorhians rebelled against the spirits. He took the form of a magical flower known as Telvillian's Tear.

  • MacGuffin: Telvillian's Tear, a flower that possess the power to create forests where ever it is planted.

     Kairen 

The Spiritfolk master that trained Horaven and Zeke, slain at the hands of "the one in white" when the humans rose up. Former head of the Lily Clan.

  • Posthumous Character: He hasn't yet reincarnated as far as anyone knows. He likely may be bound with the under spirits beneath Xinkala.

Altreia

A nation ruled by a corrupt order of Golem worshiping Paladins called the Varyndir Order.

     Captain Aftin 

The leader of the Varyndir Order, who wants nothing more than to prolong his order's quest for the head of Varyndir as long as possible so he can continue to get loans from Alaran and generally do nothing but drink and party.


  • The Bad Guy Wins: Vayndir ended up naming him king of Altreia, mostly to spite the country as Vayndir sees them as all being equally terrible.
  • Lazy Bum: Is given the mission to recover the head of a famous golem to resolve a national crisis, but would rather spend the time (and the funds provided for said mission) to drink and party each day away. Even when the Order do find the head, Aftin simply hides it (poorly) so that he and his Order could continue partying.

     Colfus 

A paladin talented in the ways of artifice and filigree (golemancy) who wishes that his order would get off of its ass.


  • Heroic Sacrifice: He and Sir Dunstan held off a horde of rabid golems to allow the party to escape Altreia via boat. He's still alive, though.
    • He's later conscripted to join Markus Velafi's Conga Line for Peace, and ends up in a major battle. The last we saw of him, he had more than a few knife wounds, plus was at the center of a magical explosion It might have stuck this time around.
  • Only Sane Man: Of the Varyndir Order, as he would prefer solving the national crisis rather than maintain a constant, unsustainable party.
  • Science Hero: Is very technologically savvy, using pieces of ancient golems he's been reverse engineering for both offense and defense.
  • Token Good Teammate: Of the Varyndir Order. Unlike the rest of its members, who would rather continue partying in perpetuity, Colfus would much rather actually do his job. Colfus also holds much more respect for golems than them, studying the ancient methods of golemancy, while the current Order are happy with using the current method (which involves crushing their capacity for emotion) without questioning it.

     Buddy 

A sentient golem that accompanies Aftin on foreign travels.

     Varyndir 

An unimaginably ancient golem head that was lost for millennia, only to be found shoved under a bucket.

     Sir Dunstan 

A golem from the Silk Age of Altreia who guards Varyndir. As an older golem, he possesses emotions and, as such, speaks almost entirely in inspirational quotes.

  • Heel–Face Turn: After being repaired, he became loyal to Colfus.
  • Heroic Sacrifice: He and Colfus held off a horde of rabid golems to allow the party to escape Altreia via boat. He and Colfus did survive, and are now living in the new government of altreia.

Others

     Rat 

A shifty masked artifact dealer who employs a retinue of imp-like rat monsters.


  • Affably Evil: Deals with a lot of cursed and dangerous artifacts, and is fairly creepy in general. However, he's honest with his customers about the dangers of his goods, is generally polite, and is happy to lend a hand to those he sees as friends (see the "Dungeon Truck" arc for an example). Arguably shifts towards Creepy Good as the party interacts with him more.
  • Ambiguously Human: Comes with running The Little Shop That Wasn't There Yesterday. Also, he's even lighter than Markus, and most of that weight comes from all the stuff he carries!
    • He later reveals that he's a Tiefling like Markus during a conversation with him. He also had to deal with preventing his soul being taken by his devil ancestor, but used a different method - Rat made himself so cursed, that even said ancestor didn't want to touch him.
  • Curse: A major theme with Rat; not only does he handle a lot of cursed and otherwise suspicious goods, apparently he himself is incredibly cursed, to the point that his devil ancestor was too afraid to try and claim his soul for fear of what the curses on Rat might do.
  • Rule of Creepy: More or less everything about him can be chocked up to this.
  • The Little Shop That Wasn't There Yesterday: Operates his business in this manner; he will often appear in random locations (from a city to a random dungeon in the middle of nowhere) and will disappear when his business is done with little to no explanation as to how he does so.
  • True Final Boss: Averted. He expects the party might see him as the "secret secret final boss" of the "Dungeon Truck" arc, but is surprised that they don't see him that way at all - to them, Rat is their friend and "their weird cursed merchant."

     Narn 

One of the Zeth, an incredibly powerful insect-like creature that feeds on Spiritfolk. ("They" or "them".)

     Verne Matimel 

An evil wizard with a penchant for causing pointless mayhem.

  • Friendly Enemy: In spite of all his evil schemes, he and Markus chat amiably like old friends even at the worst of times.
  • Hijacked by Ganon: If an arc has no logical Big Bad, the odds are fairly good Verne is behind it somehow.

     Ventis 

Leader of the Outriders.

     Forehead 

One of Rat's rodent-like minions, given to Markus in exchange for a particularly unfortunate Imp. Named for its prominent forehead.

     Markus Jr. 

A gorilla that was magically spawned during the Deck of Disasted arc. He then proceeds to reappear throughout the series.

  • Intellectual Animal: Zig-zagged. He seems to understand speech, but executes orders quite crudely and simplistically.

     The Imps 

Small, gibbering creatures that Markus summons and more often than not uses as living projectiles.

     The Goddamn Wonderpuss 

An imp with basic medical training. Markus summons him to patch everyone up when Ashe isn't around.

     The Rebellious Imp 

An imp that survived long enough to have an existential crisis and attempt to foment rebellion.

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