Characters / To The Bitter End

Any of these sections may or may not include UNMARKED SPOILERS. You have been warned.

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     The Companions 

The Companions

Five immortal heroes who have joined forces to topple Morganem's tyrannical empire.

  • Easy Amnesia: They fall victim to Morganem's Reality Disruptor at the end of the Prologue, narrowly surviving but losing their powers and memories. In-game, the seemingly high-level party is reduced to a lone Level 1 Soul Reaver, and he and the others gradually regain their memories and powers as they complete the campaign and level up again.
  • Five-Man Band: They make a straight example.
    • The Hero: Soul Reaver is the first Companion you control, though he's an Anti-Hero. While never explicitly acknowledged as leader, he sometimes speaks for the group.
    • The Lancer: Fei Serumen is first seen turned against innocent townspeople, but Soul frees him instead of putting him down because Soul knows his circumstances.
    • The Smart Guy: Cameron Aileron has Psychic Powers and advanced technology, and Soul assists him in creating an obstacle to block some enemies in order to buy the team time to rest.
    • The Big Guy: Kitharsis has high health, Strength, and armor, but needs help from his allies in a situation where these aren't enough.
    • The Chick: Sera Poi is female and, despite bitter enmity with Morganem's forces, can still empathize with them after their defeats more than her teammates do.
  • Hero Units
  • Resting Recovery: Each Companion has a Tent that lets the Hero sleep (complete with Catching Some Z's) in order to gradually regain 600 HP and 300 MP over 30 seconds. They wake up and stop healing if attacked.
  • The Smurfette Principle: Five Companions, four male and only one female.
  • True Companions: They appear so in the campaign, but Word of God says they're not personal friends to each other; they're just cooperating on this mission and not (all) (completely) evil, so they get along well and professionally.

Soul Reaver, the Immortal Dark Knight

A human soldier who gained immortality and the power of his soul in a battle against a Daemon Lord. Soul Reaver believes in honor and justice, but will not hesitate to use violence and questionable methods when needed to uphold these values.

  • Anti-Hero: He might be dedicated to honor and justice, but his interpretation of these seems to give him a lot of leeway to do as he sees fit. This includes willingly using an Evil Weapon, summoning and controlling Daemons, absorbing the souls of slain foes to augment his powers, and killing anyone he deems evil enough. And near the end of Chapter V, Soul Reaver alludes to having killed his own son to uphold his dedication to his beliefs.
  • The Anti-Nihilist: Understands mortal life is incredibly fleeting, but denies that this makes it any less worthwhile.
  • Awesome Mc Coolname: His original mortal name, Rhavin Ironheart.
  • Badass Boast: Delivers an epic one before the Companions fight the Final Boss.
    (In Chapter VIII): We have defeated ancient evils before. We have stood toe-to-toe with would-be Gods and smashed them from their bloodied thrones. So come at us with all your fury... we shall gladly meet it with our own!
  • Big Red Devil: He can summon Fire Daemons, the officers and champions of the Inferno army.
  • The Blank: He can summon Nightmares, creatures that appear vaguely human but are hairless, smooth, pitch black and have completely featureless faces.
  • Cool Sword: Soul Reaver wields Blooddrinker, a Vortex Blade in which Blooddrinker, the mightiest and most malevolent of all Daemon Lords, has been sealed.
  • Critical Hit: His Master of Battle passive ability sometimes lets him multiply his attack damage and parry attacks.
  • Demonic Possession: Using Blooddrinker causes him to be possessed by the sealed soul of its namesake Daemon Lord Blooddrinker, increasing the damage he inflicts and sustains and causing his attacks to drain enemies' health to restore his own. The chance of successfully controlling himself during possession equals his remaining health percentage minus five percent; if the internal check fails, Soul Reaver automatically attacks both allies and enemies.
  • Empowered Badass Normal: He used to be an ordinary mercenary before gaining immortality and the power of his soul during an ill-fated battle against a Shadowlord.
  • Flaming Sword: All weapons wielded by his summoned Fire Daemons become wreathed in flames.
  • For Great Justice: He is dedicated to honor and justice, the only values he believes will truly last forever.
  • Jack-of-All-Stats: His Master of Battle passive ability allows Soul Reaver a chance to inflict critical hits and dodge attacks, but is less likely to dodge than Fei Serumen's Ultimate Grace and less powerful (but more likely to land critical hits) than Sera Poi's Deadly Marksman.
  • Magic Knight: Over the millenia he has become a mighty warrior and sorcerer commanding all orders of magic.
  • Magic Missile Storm: His Darkbolt Barrage spell bombards an area with Darkbolts, damaging and stunning enemies.
  • Meaningful Name: The manual says Soul Reaver can increase his power by absorbing the souls of his enemies.
  • Mook Commander: His summoned Nightmare generates unnatural fear that constantly damages nearby enemies.
  • Red Baron: His real name was Rhavin Ironheart, though now he's only known by the title Soul Reaver.
  • Shock and Awe: Lightning Storm, which creates a ball of scintillating electricity.
  • Soul Power: He gained this ability in his backstory. Since souls are eternal, this gives Soul Reaver a theoretically infinite source of power, but Soul has yet to reach his full potential.
  • Sphere of Power: His Lightning Storm spell creates a hovering ball of electricity over Soul Reaver's head, while his Sphere of Annihilation Ultimate creates a tiny energy sphere that explodes violently.
  • Status Buff: His Iron Will ability boosts his movement and attack speeds.
  • Status-Buff Dispel: His Anti-Magic Amulet can be used to unravel spells and weaken summoned creatures.
  • Summon Magic: His Summon Daemons Ultimate opens a Warp Gate to Inferno to call Daemons to aid him.
  • Time Abyss: He has lived so long that everything that tied him to his former mortal life is now dust.
  • Who Wants to Live Forever?: In the background - while too well-meaning and not fatalistic enough be Driven to Suicide, Soul Reaver by no means really enjoys having become an immortal. Although he tries to avoid it, having once been mortal, he still (in spite of himself) forms emotional attachments to the comparatively fleeting things around him, inevitably leading to an eternity of loss. But it doesn't stop him from continuing on trying to help.
  • Your Soul Is Mine: Word of God says that Soul Reaver can absorb the souls of his defeated enemies as a source of power, and that the effect of this on the victim is like endless, dreamless sleep. He does this to Maelstrom after killing him, and says that it would be a mercy for him compared to letting his soul reach the afterlife.

Fei Serumen, the Ancient Vampire Lord

The last of the Ancient Vampire Lords after killing and absorbing the others, Fei aids the companions with his own considerable vampiric powers and affinity with the Abyss.

  • Blood from Every Orifice: When Fei uses his Blood Corruption Ultimate, any enemy bearing a Blood Mark from the Yugitti will have their blood boil and clot within their bodies, beginning to bleed from every pore as their life drains away.
  • Blood Lust: Justified, since he's an Ancient Vampire Lord.
    (After killing several Dharuk in the Prologue): A crying shame, letting so much good blood go to waste.
  • Combat Clairvoyance/Damage-Increasing Debuff: Enemies with a Blood Mark from Fei's Yugitti become more vulnerable to attacks, as the Companions are better able to sense their movements before they even make them.
  • Defeat Means Playable: He regains his self-control and joins Soul Reaver after his third defeat.
  • Dual Wielding: Two swords, the Kurusunami and the Yugitti.
  • Duel Boss/Recurring Boss: Initially when encountered by Soul Reaver after his escape from Greyholm Prison, Fei has been brainwashed by Kaine Shariven and must be fought one-on-one three times before regaining his sanity.
  • Fragile Speedster: Has the lowest HP, but the fastest movement speed and an Ultimate Grace passive evasion ability.
  • Friendly Neighborhood Vampire: Downplayed - he can be sarcastic at times, with a dark sense of humor, and the manual says he sometimes doesn't value others' lives as much as the other Companions wish he would.
  • Last of His Kind: He is the last Ancient Vampire Lord after killing and absorbing the others, and is equally comfortable in solitude as beside the Companions.
  • Life Drain: While his Blood Frenzy ability is in effect.
  • Locked Out of the Fight: His Soul Amulet allows him to temporarily retreat into it, discorporating his physical body. If he remains inside for the full duration of the ability without being interrupted, he regains some health.
  • Mook Commander: His summoned Abyssal Mass has an Abyssal Drain aura that constantly damages nearby enemies.
  • Our Vampires Are Different: Other than displaying the traditional vampiric immortality and thirst for blood, he seems to have few of the problems that other vampires do. Sunlight, for example, doesn't seem to faze him one bit.
  • Plague Master: His Blood Plague spell slows one target and inflicts damage over time.
  • Pointy Ears
  • The Power of Blood
  • Pre Ass Kicking One Liner: He has a few good ones here and there.
    (In Chapter VIII): I'm sick of listening to Uthurak's crap. How about we find out if Gods can bleed?!
  • Spin Attack: The special abilities of both his swords: Kurusunami deals damage, while Yugitti inflicts a Blood Mark.
  • Status-Buff Dispel: Since it's based on the WarCraft III "Mirror Image" spell, Fei's Celerity Ultimate has the side effect of dispelling all buffs and debuffs on him when activated, including his own Blood Frenzy.
  • Summon Magic: His Abyssal Summon spell creates a Blob Monster made of Abyssal energy to do his bidding.
  • Super Speed: When Fei uses his Celerity Ultimate, he is so fast that he appears to be at five places at once.
  • Walking Shirtless Scene

Cameron Aileron, the Elemental

An Elemental, descended from a branching evolutionary line of space-faring humans, Cameron wields control over fire in addition to considerable psychic power. After serving for a time in an army of Space Marines, he has joined the Companions for the cause of good.

Kitharsis, the Tirthandara

A member of the shapeshifting reptilian race of Tirthandara, Kitharsis hails from a shamanic lineage of his people, and wields power over desert sands that he amplifies with the ritual tattoos covering his body.

  • An Axe to Grind: When activated, his Rage Axes give his attacks a chance to inflict extra damage and stun.
  • Anime Hair: The only hair on his body is his bright yellow mohawk, "which he appears to be quite proud of."
  • Black Magic: He has various "Dark" and "Shadow" abilities that are amplified by his ritual tattoos.
  • Blow You Away: His Sandstorm Ultimate creates a whirlwind that spawns tornadoes near enemies.
  • Chain Lightning: His Tirthandara Mage Skeletons' Shadow Lightning can bounce between up to 4 targets.
  • Dem Bones: His Create Skeletal Minions spell uses sand to forge partially-sentient Tirthandara Warrior Skeletons and Tirthandara Mage Skeletons, the latter of which have their own spells.
  • Dishing Out Dirt: Many of his abilities are powered by desert sands. His Bag of Sand item lets him throw sand at an enemy like a sandblaster to damage it and splash-damage surrounding enemies.
  • Dual Wielding: While he prefers unarmed combat or a war hammer, he wields a pair of "Rage Axes" in this campaign.
  • Elemental Baggage: He carried gourds and pouches of desert sand to fuel some of his powers.
  • Mana Shield: His Tirthandara Mage Skeletons can use Shielding to take MP damage instead of HP damage.
  • Mask of Power: His Shamanic Mask lets him rest to regain mana (but not HP) more efficiently than the Tent.
  • Magic Knight: As a Tirthandara warrior-shaman, he is a fearsome fighter with control over the desert sands.
  • Mighty Glacier: He is the slowest of the five Companions, but his Tirthandaran Constitution passive ability increases his Strength and Armor. Since Strength determines health, Kitharsis has the highest HP of the Companions.
  • Power Tattoo: All over his body, used for his Dark Lash, Dark Tendrils, and Unbridled Rage abilities.
  • Projectile Spell: His Tirthandara Mage Skeletons can increase their own attack damage with Energy Bolts. Kitharsis' own Dark Lash spell also counts, damaging and stunning one enemy for one second.
  • Reality Ensues: As a reptilian, Kitharsis is cold-blooded, which greatly weakens him in the blizzard-covered mountains of Chapter IV. The first part of the chapter requires you to help him reach a campsite and start a fire for him while the freezing temperature greatly debuffs him, slowing his move speed and HP recovery and completely draining his mana.
  • Status Buff: His Tirthandara Mage Skeletons can cast Minor Haste to boost one target's move and attack speeds.
  • Summon Magic: He can Create Skeletal Minions (Tirthandara Warrior/Mage Skeletons) out of sand.
  • Unstoppable Rage: His Unbridled Rage Ultimate radiates multiple high-powered waves of energy through his tattoos.
  • Walking Shirtless Scene: With bonus Loin Cloth.

Sera Poi, the Nephilim

A Nephilim daughter of a Fallen Angel and an elf, Sera aids the Companions with her skill in archery and her mastery of healing and nature magic.

     Morganem and the Council of Six 

Morganem, the Enchanter

An Aethen sorcerer and Immortal who believes that Immortals can rule mortals better than mortals can rule themselves, Morganem has become an emperor and taken control of a large portion of the Plane of Ithia.

Council of Six

Six Immortals chosen by Morganem to help him rule over Ithia and answerable only to him. In the order that they joined him, they are Maelstrom, Eryion Xanatha, Kathryn Urdanna, Kherek, Dustwalker, and Kaine Shariven.

  • Alas, Poor Villain: Except for Maelstrom and Kaine, the other four Warlords have somewhat sympathetic send-offs:
    • Kherek dies mourning the massacre of the Dharuk armies by the Companions.
    • Dustwalker dies alone after failing to avenge Kaine Shariven.
    • Eryion Xanatha dies with regret for the crimes he committed in Morganem's name, asking Cameron to remember him as a warrior who fought for honor.
    • Kathryn Urdanna bleeds out while begging for her lover Maelstrom, and Sera tries to comfort her by telling her that Maelstrom is rushing to her side. Kathryn dies surprised that she can still cry after everything that happened during her life, and Sera lampshades that her victory is bittersweet.
  • Anti-Magic: Each Warlord besides Kaine has a Mageslayer Ring that temporarily blocks magic damage (not debuffs).
  • Boss Arena Recovery: Due to the Companions' Power Orbs reacting to the Warlords', red and purple orbs appear on the battlefield during their duels; when approached, the orbs are converted into runes that heal the user's HP and MP when their health gets low. The reds are for the Companions and the purple for the Warlords, so you have to use your own wisely while preventing the Warlords from using theirs.
  • Boss Bonanza: In Chapter VI, you have to destroy the Mana Conduits protecting Eryion, Dustwalker, Kherek, Kathryn, and Maelstrom while they and their subordinate Dharuk and Void Children gang up on you.
    • Boss Rush: In Chapter VII, the Companions as a group start by fighting the Dharuk Warmaster and his direct subordinates, then the Companions split up to fight the remaining Warlords one-on-one. Downplayed because each Warlord's Boss Corridor is filled with enemies to kill in between Boss Battles.
  • Conservation of Ninjutsu: Justified Trope. In Chapter VI each member is a threat to the entire group of incompletely-recovered Companions while supported by their Mana Conduits, while in Chapter VII they are overcome in one on one battles after the Companions have regained their full powers.
  • Duel Boss: Except Kaine, the other five are each fought one-on-one in Chapter VII by one of the Companions. Order  Downplayed because both the Companions and the Warlords include members capable of summoning allies in battle.
  • Immortality: Dustwalker is undead, and the others (including Eryion after he becomes an Animated Armor) are The Ageless; all will live forever until or unless killed.
  • Reactor Boss: In Chapter VI, the Warlords are unkillable because of their Mana Conduits, which heal back any damage they take. Destroying the Conduits and forcing them to retreat is the goal of the chapter.
  • Standard Evil Organization Squad
  • Status Buff: Besides Kaine, each Warlord has Bracers of Might that temporarily increase their attack damage.

Maelstrom, the Awakened One

An immortal Helgorn king who abandoned his people when he grew bored of his responsibilities. He thought that joining Morganem's crusade would give his life a worthy purpose, and believes that mortals' only value is to benefit Immortals.

  • Abdicate the Throne: Mortal Helgorn kings were required to do this to allow an immortal Helgorn ("Awakened One") to take the throne, but that's not how Maelstrom became king. Maelstrom did this himself after deciding that mortals were worthless and his position was more burden than boon, and became known to his people as the Traitor King.
  • Abomination Accusation Attack: Soul Reaver calls him out on being even worse than Morganem in no uncertain terms.
  • Bad Boss: He admits to Soul Reaver that he used Kurgah Ghar as a disposable obstacle for the Companions.
  • Berserk Button: Others endangering Kathryn Urdanna.
  • Big "NO!": In Chapter VI, at the start of the ending cutscene.
  • Coup de Grâce Cutscene: The other Warlords' and Morganem's death cutscenes have them say their Last Words as they lay dying, but Maelstrom is standing and bleeding until Soul Reaver finishes him.
  • Desperately Looking for a Purpose in Life: In his backstory. He eventually met Morganem, and decided to help him build his empire in order to subjugate mortals.
  • The Dragon: To Morganem, along with the other Warlords and/or (depending on trope interpretation) Kurgah Ghar.
  • Even Evil Has Loved Ones: Kathryn Urdanna, and nobody else.
  • Fantastic Recruitment Drive: He himself gathered most of the other Immortals in the Council of Six.
  • Having a Blast: His Shatter Glyph spell creates a land mine-like orb that explodes after a delay, and his Obliterate Ultimate creates a series of explosions in front of him. He uses the latter in a cutscene to destroy the Obelisk of Strength in Khaal Spire in a failed attempt to prevent the Companions from using it to gain Power Orbs.
  • Immortality Begins at 20: His people, the Helgorn, have a noticeably higher frequency of Immortals than other races, and place a high cultural significance on them. When a Helgorn reaches 60 years without any signs of aging, they are proclaimed an "Awakened One" and required to take the throne as their people's king.
  • Klingon Promotion: If the Helgorn king is not also immortal when a new "Awakened One" is proclaimed, the mortal king must Abdicate the Throne so that the immortal can become king. If the current king is immortal, the two must Duel to the Death, and the survivor becomes (or remains) the king. Maelstrom became king by the latter method.
  • Little "No": In Chapter VII, when he realizes your possession of Power Orbs might enable Sera to kill Kathryn.
  • Names to Run Away from Really Fast: Maelstrom. In light of his behavior and plans, his people's designation of him as an "Awakened One" fails to be a Name To Trust Immediately.
  • Pet the Dog: In his backstory, his search for a purpose led him to perform acts of both "highest heroism" and "basest cruelty." In the present time, his relationship with Kathryn is far more honest and reciprocal than one would expect given his attitude to everyone else.
  • The Starscream: He planned to eventually overthrow Morganem because Morganem wouldn't abandon his ideals of benefitting mortals.
  • Standard Status Effects: His Fist of Destruction damages you and reduces your movement and attack speeds.

Eryion Xanatha, the Chained Soul

An honored knight and former mortal human, Eryion became immortal after putting on an enchanted armor that he found during an adventure. Having always dedicated himself to the causes of honor and justice, he traveled the planes on quests for the cause of good and was eventually convinced to bring his ideals to Morganem's empire.

  • Animated Armor: After donning an enchanted armor he found during an adventure, his body was disintegrated and his soul absorbed into the armor.
  • Carry a Big Stick: Since he uses the Revenant model, he wields a mace.
  • Combination Attack: His Soul Mirrors cast the same spells Eryion uses at the same time, including summoning extra Black Skies lightning strikes and/or Coruscating Guardians.
  • Cursed with Awesome: He was initially afraid to put on the armor because he feared that it was cursed, despite his kingdom's mages assuring him they detected no evil within it. It was only after he was Refused by the Call that he finally put on the armor, becoming stronger than ever.
  • Damage-Increasing Debuff: His Energy Pulse spell damages you and decreases your armor.
  • Enemy Summoner: He often summons two smaller clones of himself called Soul Mirrors that fight alongside him.
  • The Fettered: Both during mortal life and as an immortal, he lives by a strict code of honor. He dies as a result of refusing to renounce his loyalty to Morganem.
  • For Great Justice: He fights for honor and to defeat evil.
  • Four-Star Badass: Even before becoming Immortal, he had served his kingdom in multiple campaigns and received many honors and decorations. He now serves as a general of Morganem's Dharuk armies.
  • Giving Up the Ghost: Another byproduct of his Revenant unit model - when he dies, his Animated Armor falls apart and drops to the ground, and his soul is released and disappears in a burst of electricity.
  • Honor Before Reason: He believes strongly in this, and Soul Reaver and he both try unsuccessfully to convince each other to stand down by contrasting Morganem's oppression of Ithia (Soul) to the noble intentions of Morganem's plans (Eryion). He realizes before dying that he cannot defeat Cameron, but refuses to break his oath of loyalty to Morganem and chooses instead to fall in battle.
  • Immortality Inducer: He was mortal before putting on the enchanted armor that made him immortal.
  • I've Come Too Far: He tells Cameron this is why he still serves Morganem despite the latter's devolution into tyranny.
  • Mana Burn: His Coruscating Guardians Ultimate creates sparking orbs whose attacks inflict both MP and HP damage.
  • Multiple Reference Pun: He is a "Chained Soul," both to his enchanted armor, and to his code of honor.
  • Power at a Price: When Eryion first found the armor, a warning of this nature was inscribed nearby. This made him reluctant to use it at first, though his kingdom's mages checked it for evil and didn't find any.
  • Refused by the Call: He was shocked when his good king declined his offer to fight in his old age on the grounds that he had already rendered enough honorable service for the kingdom, and this convinced him to put on his magic armor in hopes of continuing to serve the cause of good.
  • Shock and Awe: His Mirrored Lightning spell, and his Black Skies and Coruscating Guardians Ultimates.
  • Token Good Teammate: He is the only Warlord to value Honor Before Reason and specifically declare that he fights For Great Justice, and actively tried to root out the corruption in Morganem's empire.

Kathryn Urdanna, the Dark Maiden

An immortal Drakim who was born into slavery and raised and trained by the Temple of Assassins, she was eventually discovered by Maelstrom and became his lover and one of Morganem's Warlords.

  • Assassin Outclassin': She did this to the Temple of Assassins that had raised and trained her before joining Maelstrom in Morganem's Council. She is a victim of this twice at the hands of Sera Poi, the second time fatally so.
  • Being Evil Sucks: At first, she hated how her assassinations forced her to kill people after getting close to them, preventing her from forming and maintaining fulfilling relationships with them and causing her to see her victims' grief and anger at her betrayals. Then she met Maelstrom...
  • Curse: Her Blighted Fate spell slows a target's movement and causes their attacks to sometimes miss.
  • Designated Girl Fight: Sera Poi vs. Kathryn Urdanna, the only two named women in the campaign.
  • Femme Fatale: She was trained to take advantage of her beauty during assassinations.
  • Flash Step: Her Dagger's Caress Ultimate makes her rapidly dash back and forth across your characters, inflicting damage each time. She's invulnerable while using it, so you can't stop the skill with your stuns.
  • Harmful to Minors: Her entire childhood was brutal assassin training.
  • Mage Killer: Her Wytchbane spell creates a ward that damages the Companions when they cast spells near it.
  • Master Poisoner: She is a trained and successful assassin with various poison-related abilities. One of her spells, Venom Storm, launches a wave of poison that damages a cone of enemies both immediately and over time.
  • Monster Sob Story: Reading about her childhood in the manual might make her the most tragic villain in the campaign.
  • Playing with Fire: In Chapter V, she maintains the Darkfire wall that kills your Companions or their allies if they touch it. When Sera's reserved arrow flies over the wall and hits her, it interrupts her channeling and brings down the fire wall.
  • Poisoned Weapons: Her Envenomed Daggers (a passive ability) makes her attacks inflict damage over time and slow.
  • Professional Killer: She was raised by the Temple of Assassins and became a successful killer, even more so after the Temple discovered her immortality.
  • Resignations Not Accepted: The Temple of Assassins had raised her since birth to be their best, and tried to recapture or kill her after she ran away.
  • The Smurfette Principle: She's the only female on the Council of Six.
  • Standard Status Effects: Most of her abilities can inflict these, with an emphasis on poison and disables.
  • Summon Magic: One of her Ultimates summons four Sisters of Pain to fight alongside her. Their attacks can stun you and drain your health, and Kathryn can sacrifice them to restore her own HP.
  • Unholy Matrimony: With Maelstrom. Both times Sera overpowers her one-on-one, she cries for Maelstrom to help her.
  • Winged Humanoid: She uses a recolored Succubus model, so she has either wings or a cape attached to her arms.

Kherek, the Hive Ancient

A Hive Ancient of the insectoid Xikir, Kherek eventually left his hive after discovering his immortality and explored the various worlds. Being distraught by the petty selfishness of individualistic mortals in contrast to the Xikir hive mentality, he later found and admired the positive balance of individual ambition and social loyalty in the Dharuk, leading him to join Morganem as a commander of Dharuk operations.

Dustwalker, the Gravelord

Born Ayev Kalmis, he suffered of plague as a child and eventually used necromancy to escape death via undeath. Dustwalker's wanderings led him to eventually take Kaine Shariven as a protégé and join Morganem with Kaine.

  • Agony Beam: A variation - his Pain Wave ability damages and stuns nearby enemies, though its animation is a visible circular wave and sounds like a ghostly howl (but it's not actually a scream-based attack).
  • Animate Dead: He does this to make an undead army, and can use it during battle as well.
  • Avenging the Villain: In Chapter VII, he attempts to avenge Kaine Shariven by killing Fei Serumen.
  • Badass Bookworm: After becoming Undead, he spent his time learning everything his city's mages' libraries could teach him of magic and necromancy, and now has a knowledge of magic to rival Morganem.
  • Casting a Shadow: His Shadowcall Ultimate summons invulnerable shadows to attack you.
  • Doomed Hometown: His home city's population suffered from the Crimson Mourning, and eventually only Dustwalker survived (so to speak).
  • Dying Alone: Technically, he doesn't because Fei is still there, but Dustwalker points out that Fei is distrusted by his own allies and tells Fei that he will die alone and empty. Fei doesn't mind.
  • Enemy Summoner: Unlike Kaine, Dustwalker's combat abilities are not limited to raising undead to fight for him.
  • Evil Genius: He serves as one of Morganem's advisors.
  • Flunky Boss: He constantly raises undead minions from piles of corpses in his Boss Rooms.
  • Ill Boy: In life, he was physically frail throughout his childhood and always afraid he might die like the others in his city.
  • Intangible Man: His Wraithform spell blocks a limited amount of magic damage and gives him a high chance to dodge physical attacks. Exhausting its magic damage limit will end it prematurely.
  • The Mentor: He greatly improved Kaine Shariven's knowledge of necromancy.
  • Mook Commander: His Malign Presence Ultimate summons a giant invincible shade with a wide-range debuffing aura. It doesn't move independently, but follows Dustwalker around like Cameron's Psychic Onslaught.
  • Necromancer: He used it to save himself from death, and later became The Mentor to Kaine Shariven.
  • Night of the Living Mooks: He and Kaine bolster Morganem's armies with undead minions.
  • Only Friend: Kaine Shariven is Dustwalker's, and the latter wants to avenge the former's death against Fei Serumen and Soul Reaver.
  • Red Baron: The manual says his real name was Ayev Kalmis, but in-game he's only referred to as Dustwalker.
  • Revenge Myopia: He states his intention to avenge Kaine Shariven's death by killing Fei Serumen and Soul Reaver, but when he's called out on Kaine's mind-control attack that forced Fei to attack innocent villages, Dustwalker explicitly declares that "[Fei's] own grievance does not matter."
  • Sole Survivor: Downplayed because he's undead, but everyone else in his hometown died of The Plague.
  • The Undead: His method of attaining immortality.

Kaine Shariven, the Necromancer

A street child turned necromancer who eventually killed everyone in his hometown. He respects Dustwalker as a mentor in necromancy, and the two supply Morganem with armies of undead.

     The Dharuk 
A race of red-skinned humanoids from the planet Dhar, Morganem chose these to be his army after discovering they were both physically strong enough to enforce his will and mentally resilient enough to retain their sanity (and lives) while traveling through the Warp.

  • Asskicking Equals Authority/Defeat Means Respect: These determine leadership and status to the Dharuk.
  • The Berserker: All Dharuk can use Dharuk Battle Frenzy to increase their movement and attack speeds.
  • Bizarre Alien Reproduction: According to the manual, instead of normal genders, Dharuk intermittently withdraw from public life and enter a breeding cycle; they sprout egg-like pustules on their backs which are fertilized by airborne cells shed by other Dharuk, and mature and burst open to reveal juvenile Dharuk. The higher a tribe's mortality rate, the higher its members' fecundity seems to be, which is why their population remains stable and dominates Dhar despite their near-constant warfare.
  • Our Orcs Are Different: Dharuk are basically red-skinned "Blizzard-style" orcs, with an honor-based warrior culture and humanlike or better intelligence and magic (and better strength and toughness), and are portrayed in-game using the various Fel Orc unit models.
  • Proud Warrior Race: A quality that Morganem, Eryion Xanatha, and Kherek all appreciate.
  • Psychic Block Defense: Their minds are resilient enough to resist insanity caused by traveling through the Warp.
  • Stronger with Age: The manual says that Dharuk live around 300 to 400 years, and constantly get stronger throughout their lives, only weakening in their last year or two. Most Dharuk die in battle before then.

Non-Hero Unit Dharuk soldiers

The rank and file of Morganem's Dharuk armies.

Dharuk Officers and Dharuk Champions

Sub-leaders of the Dharuk armies who proved their worth over hundreds of campaigns.

  • An Axe to Grind: The Dharuk Champions.
  • Carry a Big Stick: The Dharuk Officers.
  • Drop the Hammer: One of the Dharuk Officer's spells throws a hammer that damages and stuns one target.
  • Flash Step: The Dharuk Champion has a spell which makes him jump up and dash to his target with an axe chop that stuns and damages his enemy.
  • Flunky Boss: In Chapters V and VI they attack with subordinate Dharuk fighters.
  • Hero Units
  • Know When To Fold Them: In the epilogue, when the Dharuk armies see that the Companions have escaped Khaal Spire alive after defeating Morganem, one of the Dharuk Champions leading the army lowers his head, and the armies scatter without fighting the Companions any further.
  • Lightning Bruiser: They can move quickly, kill you with normal attacks in about a minute, and have strong spells.
  • Make Me Wanna Shout: The Dharuk Officer's Deafening Battle Cry Ultimate damages and stuns nearby enemies.
  • Mini-Boss: They might be local-area bosses, but never end-of-Chapter bosses.
  • Mook Lieutenant: They serve Kurgah Ghar and the Council of Six, but lead the Dharuk armies.
  • Mounted Combat: The Dharuk Officers use the Mathog/Orc Warchief model, so they ride horses and wield clubs.
  • Reverse Shrapnel: One of the Dharuk Champion's Ultimates throws a large amount of bouncing blades that repeatedly attack enemies in a wide range around him.
  • Spin Attack: The Dharuk Champion's Whirling Frenzy Ultimate is a renamed Bladestorm - move while spinning with blade extended, hit all enemies around him for massive damage, and remain immune to magic until it's done.
  • Status Buff:
    • Both Dharuk heroes' Greater Dharuk Battle Frenzy increases the speed of movement, attacks, and HP recovery.
    • The Dharuk Officer can use Enchanted Armor to increase his own armor, and can also use Rally Strength to strengthen himself and nearby allies.
  • We Can Rule Together: A variation - Dharuk Champion Gorhuk Takruhg offers to let King Garamond and Prince Sorin Eridem remain as Puppet Kings of the Blessed Lands if they surrender the five Companions that Morganem is hunting.
  • You Are in Command Now: Maelstrom to Dharuk Champion Bughar Kahjuk in Chapter V, while evacuating Kathryn after she is wounded by Sera's specially reserved arrow.

Kurgah Ghar, the Dharuk Warmaster

The Warmaster of the most powerful tribe of Dharuk before being defeated by Morganem, he was spared his life and position and made leader of all Dharuk in exchange for his loyalty to Morganem.

     The Void Children 
Powerful beings of a mysterious nature, Morganem made contact with them and secured an alliance with them, summoning them to Ithia to help him fight off the Companions' initial attack on Khaal Spire.

Lesser Void Children

The weakest of the Void Children, taking the form of red or purple cudgel-wielding Cthulhumanoids. Models 

The Void Growth

A bloated, pulsating mass summoned by the Void Children for an obscure purpose.

  • Combat Tentacles: It sprouts Void Capillaries through the ground to attack at range.
  • Flunky Boss: Lesser Void Children fight alongside it.
  • Keystone Army: Killing it ends the Chapter even if lesser Void Children remain.
  • Stationary Boss: It can't move from its location in the center of its (outdoor) "Boss Room."
  • Summoning Ritual: The lesser Void Children were summoning one of these at the beginning of Chapter IV before Kitharsis stopped them. They succeed at the end of the Chapter, and your Companions fight it as a boss.

Void Children Hatred and Void Children Despair

Extremely powerful and dangerous Void Children, even by the standards of their kind.

Uthurak

A primordial quasi-deity once sealed "below" Ithia, unwittingly released by (and possessing) Morganem.

     Allies 

Slayer

A mysterious figure with connections to the Companions, but serving a different employer.

  • Astral Projection: He sends these to talk to you and never appears in person until the Epilogue.
  • Evil Versus Oblivion: Word of God posted here reveals that Slayer is evil and serves an evil master, neither of which is known to the Companions. He sends an Astral Projection to manipulate them into preventing Morganem/Uthurak from destroying Ithia and personally confirms the disappearance of the Void Children so that his master "can later use Ithia for his own sinister purposes."
  • Eyes Always Shut: He uses a modified Human Chaplain model, and his eyes are always closed (but still have the Chaplain's blue sparks rising from under his eyelids).
  • Mr. Exposition: He reappears in Chapter VIII to explain the nature of the Void Children and the effects of their summoning on Morganem.
  • Mysterious Benefactor: He helps Soul Reaver escape the Prison Cube he was sealed in at the beginning of the game, but little is revealed about him in the campaign or manual.
  • "Where Are They Now?" Epilogue: He appears again in the frozen mountains from Chapter IV apparently to confirm that the Void Children have disappeared from the area.
  • You Gotta Have Blue Hair: He appears with pink hair.

Prisoners and Hektor's Brigands

Various prisoners (criminal and political) incarcerated in Greyholm Prison under Luther Arctus's watch.

Hektor Bliten, the Brigand Leader

The boss of a band of criminals, many of whom are incarcerated with him in Greyholm Prison.

Geierburg and Surrounding Villages

A group of towns near which Soul Reaver finds himself after escaping Greyholm Prison, and upon which Kaine Shariven has loosed a brainwashed Fei Serumen to kill their people and raise his undead armies.

Eivahin, the Elder Druid

The leader of the Druids of Heart Grove. His health and his forest's survival are linked, so the injury or death of one is the injury or death of both.

  • Druid: Both him and his followers.
  • Fetch Quest: Eivahin sends you to retrieve some acorns (three in the lower part of the map, four in the higher part) which he can grow into Treemen to fight off the Juggernaut. Eivahin can't go himself because he needs to prepare the Summoning Ritual, and his Druids can't go because the Dharuk will kill them easily.
  • Fisher King: He feels the damage inflicted upon the forest as if it were pain in his own body, and if he is killed, the entire forest of Heart Grove and all its inhabitants will die with him.
  • Home Field Advantage: During the fight with the Juggernaut, you can heal quickly by standing near him in Heart Grove, but you must balance this against the time you spend walking between Eivahin and the Juggernaut.
  • Non-Action Guy: Eivahin conceals you from the Juggernaut's search and prepares the ritual to awaken the Treemen during the first half of the Chapter, and maintains a healing rain to help you recover during the second half, leaving direct combat to your Companions and his subordinate Druids (and the Treemen and Animated Trees).
  • Oh My Gods!: He and the other Druids invoke the protection of a deity they call Hyphistu.
  • Perception Filter: He uses this to conceal the Companions from the Juggernaut in the first half of Chapter III.
  • When Trees Attack: If you bring him the acorns found scattered in Heart Grove, he and the other Druids plant them, growing them into the Treemen who fight to defend the forest. Regardless of whether or not any acorns are returned in time, the other Druids are also capable of creating Animated Trees from the forest to fight the Dharuk alongside them.
  • "Where Are They Now?" Epilogue: Eivahin casts a spell to purify the Blight and regrow the fallen trees in the forest.
  • You Are The Translated Foreign Word:
    Eivahin: In times of great strife, we Druids can summon forth the mighty Kar'arak - the Treemen - to help defend Heart Grove.

The Guardians of the Blessed Lands

The people of the Blessed Lands under attack by Morganem's Dharuk armies.

Prince Sorin Eridem, the Guardian

Second son of King Garamond Eridem, Prince Sorin leads the armies of the Blessed Lands against the invading Dharuk.

King Garamond Eridem, the Guardian

King of the Blessed Lands, Garamond fights to protect the sovereignty of his kingdom from conquest by Morganem's armies.

Crown Prince Theros Eridem, the Guardian

Son of King Garamond Eridem and Crown Prince of the Blessed Lands, Theros headed a military delegation to neighboring Jutaria to request aid in staving off the invading Dharuk armies of Morganem.

  • Cavalry Betrayal: He returned with a report that Jutaria was completely destroyed, and led the Dharuk back to his country to convince his father and brother to surrender.
  • Conflicting Loyalty: He rationalized his choice by prioritizing his people's survival over his country's independence.
  • Due to the Dead: Even though he betrayed his people and country, his father and brother still regret his death, and are shown to visit his grave in the epilogue.
  • Face–Heel Turn
  • Flunky Boss/Wolf Pack Boss: He's accompanied by a Dharuk Champion, a Dharuk Officer, a Void Child Malice, and a Void Child Anguish that are each more or less as strong as him, as well as a large and varied host of both human (or whatever they are) soldiers and Dharuk fighters.
  • Gondor Calls for Aid: His father sent him to the neighboring country of Jutaria to request military reinforcements against the invading Dharuk armies. Your Companions have to Hold the Line until he returns.
  • Hero Unit
  • I Did What I Had to Do: He believed that fighting Morganem's forces would end in failure and death, so he tried to surrender his country to spare his people's lives.
  • Walking Spoiler
  • Warrior Prince
  • Ye Olde Butcherede Englishe: Like everyone else of his country.

     Other Villains 

Guard Forces

The various guards and soldiers that police the inmates at Greyholm Prison.

Karr Veriat, the Torturer

A torturer in the employ of Luther Arctus at Greyholm Prison.

Luther Arctus, the Prison Commander

Commander of the guards at Greyholm Prison, he initially had Hektor Bliten and Soul Reaver sealed in Prison Cubes, then holds the line as the final obstacle in their escape.

  • An Axe to Grind: Since he uses the Garithos character model, Luther Arctus wields an axe.
  • The Alcatraz: He runs Greyholm Prison as such. It has magic wards to prevent escape, is staffed by full-time guards including both humans (or equivalents) and Steel Automaton robots, includes a safeguard that seals in the Catacomb Dwellers (and the guards stationed at their only exit) if they are freed from their primary confinement section, and even has Prison Cubes for specific prisoners that negate the abilities of their occupants.
  • Black and Gray Morality: He and his greed for power are presented as a greater evil than the crimes of his prisoners.
  • Bond Villain Stupidity: He ends up regretting not killing Soul Reaver or Hektor Bliten when he had the chance.
  • Co-Dragons: Karr Veriat and a Dharuk Warrior.
  • Flunky Boss: Accompanied by his subordinate prison staff, Steel Automata, and a Dharuk Warrior bodyguard.
  • Gondor Calls for Aid: A villain use; one of Hektor's Assassins warns Soul Reaver that Luther has called for army reinforcements before preparing his Last Stand to forestall your escape.
  • Healing Potion: He carries one Potion of Healing to refill his health the first time he runs low.
  • Hero Unit
  • Hold the Line/You Shall Not Pass: He tries to delay Soul Reaver and Hektor Bliten until army reinforcements arrive.
  • Inescapable Net: One of his spells throws an energy net around a single target, disabling its movement and attacks (but not its ability to cast spells).
  • Mauve Shirt/Mook Lieutenant
  • Mounted Combat: He rides a horse, again because of the Garithos model.
  • My Greatest Failure: While it's not a driving force for his character, he says before his Boss Battle that he should have had Hektor Bliten executed, and had he recognized the danger Soul Reaver posed to Morganem, he would have let Karr Veriat torture Soul to death.
  • Single-Use Shield: He uses one Potion of Invulnerability the second time he gets low on health.
  • Summon Magic: One of his spells creates Spirit Guards either from nothing or from slain Guard Forces.
  • Time-Limit Boss: The eight-minute time limit starts before you even meet him, but it's still enough time.

The Juggernaut

An enormous construct of infernal power sent to Heart Grove to hunt Cameron Aileron.

  • Advancing Boss of Doom: You have to destroy it before it reaches Eivahin, or it kills him and you lose.
  • Contractual Boss Immunity: It can be Stunned despite being mechanical, but other debuffing spells can't target it.
  • Damage-Sponge Boss: 60,000 HP, and even your Ultimates will "only" range from 1000 to 1500 HP damage per use.
  • Flunky Boss: Dharuk Warriors, Cavalry, and War Mages are constantly warped in to its location.
  • Mechanical Monster: Without question. A towering, spike-covered tank that hurls balls of plasma, ignites groups of enemies and trees with Chaos Firestorm, teleports in constant reinforcements, and is barely scratched by most attacks.
  • Mighty Glacier: Moves slowly, but hits hard. It helps that the Warcraft III engine treats moving and attacking as separate actions that no unit can do at the same time.
  • Walking Wasteland: It Blights the land wherever it goes and crushes trees under its wheels.

http://tvtropes.org/pmwiki/pmwiki.php/Characters/ToTheBitterEnd