Follow TV Tropes

Following

Characters / Warriors of the World

Go To

The Character page for the Warriors of the World fanfic trilogy. Includes the characters from all three instalments and the prequel, but only from the rewritten versions and not the original.

Note that as a character page there will be unmarked spoilers. Beware.


    open/close all folders 

The Normans

The Normans are characterised by being average at everything, but can specialise in multiple skills at once and have high adaptability. Because of this they are able to populate Midgard relatively well in most regions compared to the Beasts.

Contrary to perception, the Normans are not fully human. All Normans are classified as "demi-humans", although the reason for this remains unknown. Nevertheless, Normans use the word "human" as an adjective, but will otherwise refer to themselves as Norman. Anyone who calls the Normans as a race of humans is not of the Norman race, as they don't quite understand the history behind the Normans.

On the unnamed continent where the fanfic takes place, Normans live in three countries: the Kingdom of Rune-Midgard, the Republic of Schwarzwald and the Arunafeltz States. Warriors of the World is solely Kingdom-centric.

    The Raulus 
A band of eight mercenaries who party up as a result of a mandatory mercenary decree in the face of a possible 'threat' endangering the Kingdom of Rune-Midgard. Originally only intending to seek out the source of said threat, they very soon become the only mercenaries who can stop the threat.

Tropes applying to all the members:

  • Badass Crew: Maybe a few of them are a bit odd, but they are competent fighters who understand the value of teamwork.
  • Punch Clock Heroes: They're all mercenaries, and more than a few find it strange that they're expected work for barely nothing in exchange. However, if the situation calls for it, they're willing to lend their expertise.
  • Ragtag Bunch of Misfits: The subbullets below will probably make you wonder how they get along with each other.
    • An incredibly jaded, antisocial knight as the reluctant leader of the group with a reputation for disobeying rules;
    • A religious crusader with Technical Pacifist tendencies who has more than enough strength to hurl her shield like a boomerang;
    • A highly attractive and quite tall wizard who, despite his laid-back, silly attitude, has incredible magical power and is highly intelligent;
    • A self-righteous healer priest who is interested in a worrying hobby called "practical medicine";
    • A young idealistic talkative hunter with acute senses and doesn't have a brain-to-mouth filter;
    • His half-sister, an alchemist with a propensity for throwing bombs and potions with worryingly efficient accuracy and a deep love for fluffy bunnies;
    • An assassin who repeatedly tells people he's friendly and speaks for his non-speaking best friend;
    • And said non-speaking best friend is a blacksmith who chooses not to speak unless he has something important to say.
  • Teeth-Clenched Teamwork: Applies to Soldiers of Fortune, where they find each other weird but are forced to work with each other because they don't have a choice.

Valkron

https://static.tvtropes.org/pmwiki/pub/images/tropes_valkron_2315.jpg

"If you're good at something, never do it for free."

A mercenary knight commander from the Mercenary Knights' Battalion, Military Division, Royal Prontera Chivalry. He is a veteran of war at 39 and finds his own company more than sufficient comfort. However, after he is forced to lead a part of ragtag mercenaries who are as willing to team up with him as much as he does with them, things from his past begin to bubble up and he has to struggle dealing with them. Wears a visor (Helm) paired with fins in front of his ears (Fin Helm).

Should be noted that Valkron stands at 5'6", or 1.68m for the metrically inclined. His lack of height is oft remarked upon.


  • Because I'm Good At It: The given reason why Valkron works as a mercenary. See his quote.
  • Boring, but Practical: Valkron doesn't invest energy in flashy moves. He simply uses pragmatism, speed and a lack of height to gain the upper hand on his enemies.
  • Dark and Troubled Past: Valkron is reticent on the topic of the Battle of Al'Zahur, an event in his past that made his name known to a lot of people, and will always immediately change the subject.
  • Deadpan Snarker: He is, with no doubt, the biggest offender throughout the entire series. It's such an ingrained, automatic response for him that he has to concentrate on trying to not be sarcastic. It's considered impressive if someone manages to render him speechless instead of getting a sarcastic comeback.
  • Determinator: Nothing seems to work in making him do something against his personal morals. Nothing. A megalomaniac undead knight has tried to force him, and it didn't work.
  • Do Not Call Me Sir: His full title is Knight Commander Sir Valkron, but he doesn't like being called 'sir'. However, when the situation calls for a title somewhere he flaunts it freely to get things done.
  • Emotionally Tongue-Tied: Snarky as he may be, he shows a shyer and slightly awkward side to him around Iruna.
  • The Fettered: This is played with, and possibly is the core of his character. Valkron is a skilled, high-ranking swordsman with a lot of festering bitterness inside and oftentimes considers being violent to get his way. He however chooses to suppress this and help others because as a knight he feels obliged to help those who can't protect themselves the way he can, and knows the gravity of his responsibilities. But when he doesn't have a choice, he doesn't hesitate to use whatever he can to get things done; it's just that the consequences weigh him down for a long time afterwards. This mix has resulted in his cynical outlook towards the world in general.
  • Good Is Not Nice: Valkron believes in protecting the people. Small talk, diplomacy and niceness are not, generally speaking, part of his beliefs, although he tries for the sake of social norms and only when he absolutely has to.
  • Good Thing You Can Heal: As a shout-out to the Swordsman skill HP Recovery, both Valkron and Iruna recover from minor to moderate injuries at a much faster rate than the others. The justification in-story is the two of them are very fit from all the training they've done.
  • Grumpy Old Man: Valkron isn't old - thirty-nine is nothing to a man who could live up to 120 - but he certainly acts like one. He grumbles just for the sake of grumbling very often, or when he doesn't get his way.
  • Heroes Prefer Swords: Valkron specifically mentions that while he can use spears and respects spearmanship when done well, he prefers fighting with his two-handed longsword. This is noted as unconventional given his height, but he still prefers it anyway. Notably in the rest of the party only one other person uses a sword, but she combines it with a shield and prefers not to injure people with a blade. So he stands out as the only fully sword user.
  • Heroic Neutral: Before and early on in Soldiers of Fortune, he helps out because he just feels someone has to, but will not take sides, mixed in with a bit of Somebody Else's Problem. He sheds this after getting cursed.
  • I'm Not a Hero, I'm...: Just Doing My Job. People put him on a pedestal for disobeying orders to save lives. Valkron isn't amused by this, usually advising people that disobedience, even if for a good cause, is not something to be admired. For his insubordination in Soldiers of Fortune, he apparently owned up for it in Flight of the Phoenix after everything was restored.
  • Jerk with a Heart of Gold: Aloof and a rather distant lone wolf who is highly abrasive and lashes out periodically at people so that they stay away from him. However, as his relationships with the rest of his party show, all of that is just an act to protect himself and he genuinely and passionately cares about the people he fights alongside.
  • Knight in Sour Armour: He's probably the most jaded and realistic of the group to the extent he may be borderline pessimistic, but he fights to protect rather than kill and notes that he hasn't actually lost his faith in humanity yet. And he's a knight.
  • The Leader: Incredibly levelheaded and hardly ever fazed while taking on responsibilities as naturally as it is for him to breathe. He's also incredibly stubborn at getting things he wants to do done. And for some reason, he always seems to automatically take charge.
  • Lightning Bruiser: Valkron's lack of height in a world where fighters tend to be taller than he is gives him an advantage. Combined with years of swordsmanship and some dirty fighting, he's pretty much one of the most formidable swordsmen in the story.
  • Messy Hair: Valkron's hair is consistently described as bushy.
  • The Napoleon: He stands at 5'6" and gets overlooked a lot when standing next to Emeth. He makes up for it by being fairly aggressive, violent and short-tempered - but it's all an act anyway.
  • Nay-Theist: He makes it very clear that whatever gods do exist he does believe they're there, he just doesn't like them at all.
  • Noodle Incident: In-universe, his involvement in the Battle of Al'Zahur. All anyone knows is his 'reputation'. The only people who do know what happened were part of the same battle, and they can't say anything either because the Chivalry's obsessively protecting the details with a death sentence to anyone who discloses the information without authority.
  • Only Sane Man: Most of the time he tries to ground his companions and doesn't take weird situations lying down.
  • O.O.C. Is Serious Business: Valkron is more physically expressive than verbally, so the other characters have to learn his body language. He's one of the few characters whose entire body language is the biggest signal for something going wrong. So far two of his quirks:
    • He usually swears quite mildly (hell, damn) and this is clearly out of habit, but when his swearing starts heading for the extreme he's getting angry and it would be a good time to stop him.
    • The other characters very quickly learn that if he's not responding to them with snarky quips, he's too frustrated and upset to think of anything to say and therefore is not okay.
  • Parental Abandonment: It is unclear as to why or how, but his parents died when he was, according to him, about ten. This may have something to do with the reason he is kind to children.
  • Real Men Wear Pink: Valkron darns his own socks and enjoys reading history. He is also a mercenary Knight Commander with a reputation for saving people and formidable with the two-handed longsword.
  • Running Gag: Somewhat less Played for Laughs because of how harsh it can get, someone is bound to observe Valkron's height (or lack thereof).
  • Sergeant Rock: He does have a habit of making threats to get people moving and speaking extremely bluntly, but Valkron will always be in the thick of a fight, getting things done and considering the welfare of the people under him.
  • Screw the Money, I Have Rules!: Oddly for a mercenary Valkron doesn't set great store by money. On the upside he's completely impossible to bribe and he's apparently really rich on account of having a good reputation as a mercenary. He can afford to turn down high prices simply because...he can afford it.
  • Screw the Rules, I'm Doing What's Right!: In SoF he is in danger of losing his job because he did this one too many times for the Chivalry to tolerate. Which is confusing, because most of the times he did so was to save lives, but it's hinted that this has something to do with his involvement in the Battle of Al'Zahur.
  • Shell-Shocked Veteran: Shows hints of this in SoF. Full-blown in FotP, because Iruna shares his bed with him for a while and discovers his periodic nightmares. There's also a mention of him having a Thousand-Yard Stare early on in FotP.
  • Sinister Scythe: He borrows Baphomet's scythe in Soldiers of Fortune to fight Argath and employs its use in Flight of the Phoenix as a measure of intimidation. It's two feet taller than he is.
  • Younger Than They Look: Valkron starts off being 39, but his hair makes him look much, much older than he really is.

Emeth

https://static.tvtropes.org/pmwiki/pub/images/tropes_emeth_5812.jpg

"And women tell me everything."

A wizard who stands at 6'02", with flaming red hair and gold eyes. Despite his height he tries to make himself as small as possible. He is a skilled ladies' man, but at the time of meeting Valkron he's more interested in finding somewhere to belong and not stick out like a sore thumb. Wears a pair of headphones (Headphones) and constantly chews on a leaf (Sentimental Leaf) for which he persistently denies is not a drug.


  • Chick Magnet: Always gets swarmed by women and girls for his looks and smooth talking. The latter group makes him uncomfortable due to age differences, though.
  • Good Is Not Soft: Emeth happens to be a Nice Guy who also has an incredible talent for magic and has the ability to wreck havoc on his opponents at full power.
  • Glowing Eyes of Doom: Every time Argath Mind Controls him in Soldiers of Fortune, this happens instead of the standard Red Eyes, Take Warning.
  • The Lancer: To Valkron. Emeth is laid back, mostly unencumbered by his past and is very much a team player. Valkron is uptight, troubled and a lone wolf. Both of them tend to bounce off each other as a result, but they appreciate that the other is present to provide a different perspective.
  • Large and in Charge: Averted. Everyone thinks that because Emeth is over six feet tall he must be the leader, right? Nope, it's the much shorter Valkron next to him.
  • Magic Staff: Weapon of choice.
  • Messy Hair: Has it even worse than Valkron.
  • Not a Morning Person: Repeatedly shown in the form of him asking why they have to get up so early, and always looking like a wreck until after he's had a shower.
  • Older Than They Look: In contrast to Valkron, girls tend to misjudge Emeth's age at 25. He's exactly 10 years older.
  • Oral Fixation: Debuts chewing a leaf. At one point Iruna gets fixated on it.
  • Playing with Fire: Fire seems to be his preferred element of choice, considering the spells he uses for maximum effect. Sight Rasher is his favourite, but he also uses Firebolt, Meteor Storm and Fire Wall with deadly effect.
  • Squishy Wizard: He may be good at combat, but Emeth avoids doing it as much as possible because he can't take injury as well as Valkron and Iruna can. He takes the longest to recover from injuries.
  • Suspiciously Specific Denial: Emeth insists that the leaf he chews on does not alter his perception of things in any way, especially not like a drug.

Samaroh

https://static.tvtropes.org/pmwiki/pub/images/tropes_samaroh_1113.jpg

"You just had to ask."

An arrogant and haughty priest, well-read, highly intelligent and proficient in his work but tends to take on an insufferable "I'm better than you" air with regards to his achievements and capabilities. As much as Valkron would love to kick him out, he's a vital member of the party since he heals anyone as long as they ask and he's good at it. Has an argumentative streak because he feels the need to be always right. Wears a black peaked cap (Boy's Cap) and has a gold earring on his left earlobe.


  • Angst Coma: Apparently he goes into catatonia when struggling to deal with his emotions.
  • Badass Bookworm: Manages to cast Magnus Exorcismus simply by studying. To put this into context, Samaroh is a priest who specialises in healing only, meaning that he has to memorise the words of every healing spell to use them, and always have the intention of healing people. Magnus Exorcismus is an exorcism spell and requires him to actively want to damage things.
  • Break the Haughty: Samaroh's unsuccessful attempts to rid Valkron of Argath's curse drives him into catatonia initially, and then for the rest of SoF he is decidedly less confident, smug and self-righteous about anything.
  • Holier Than Thou: Subverted. Samaroh is shown to be highly religious (wakes up earlier than anyone else for his prayers daily) and it is implied that his efficient skills in healing are due to the strength of his faith, but not once does he preach to his fellow mercenaries. He's only insufferable because he takes a lot of pride in his intelligence, not moral superiority.
  • Insufferable Genius: He is smart, and the rest of the party are willing to acknowledge it. It's just that he takes so much self-satisfaction in it that makes him unbearable to be with on occasion. It doesn't help that his signature smirk is described as "obscenely smug" on numerous occasions.
  • Intelligence Equals Isolation: His arrogance results in his party members leaving him alone since they don't want to engage him, and on a few occasions he's seen reading a book in a background rather than talking to anyone.
  • Jerk with a Heart of Gold: Say what you want about Samaroh's insufferable attitude, but he is always willing to help anyone less fortunate than he is. Never mind friend or foe, if they need help he'll help without hesitation.
  • The Medic: Canonically he is based off the build known as Full Support, a primarily healing and buffing role. In addition, he also practises practical medicine.
  • Smug Snake: Non-villainous In-Universe example. Valkron mentions that he's had the urge to punch Samaroh for looking so obscenely smug.
  • Spell Book: Weapon of choice in SoF.

Khan

https://static.tvtropes.org/pmwiki/pub/images/tropes_khan_6956.jpg

"I'm more of a friendly assassin. If you want to smirk or laugh, please do so now and get it over with."

Contrary to stereotypes about the assassin class, Khan is friendly, amiable and good-natured. He'll listen to anyone who has problems and will keep their secrets for them. He likes to go with the flow in an absent-minded frame of mind. Amaru describes it as a switch that involuntarily flips on and off; Khan puts it to having had one too many bangs on the head in his life. Wears a conical straw hat (Sakkhat).


  • Beware the Nice Ones: Khan is indeed a friendly assassin, but he also has a vast knowledge on complex poisons. He is not afraid to use them on people he's hired to kill, and certainly not hesitant to use them on people who threaten his friends.
  • Childhood Friends: Has known Amaru since they were children.
  • Cloud Cuckoolander: Amaru gets annoyed with Khan in SoF for joyriding his cart down the streets of Prontera for no utter reason.
  • Disease Bleach: Khan suffers from premature greying, hence the grey hair.
  • Dual Wielding: He usually uses two daggers, but at times he will use a combination of other weapons (sword and axe, for example) if he can get his hands on them.
  • Heterosexual Life-Partners: With Amaru. Finding one without the other is cause for concern.
  • Scarf of Asskicking: It's sort of a very faded dark grey with ragged ends, but he loves it because it's kept his neck warm on many nights. When fighting the scarf is usually wound around his neck so it doesn't get in the way.
  • Younger Than They Look: Khan's grey hair causes people to guess his age at somewhere around 60. He's actually 42 at the time of SoF.

Amaru

https://static.tvtropes.org/pmwiki/pub/images/tropes_amaru_7707.jpg

"I only speak when necessary."

A chain-smoking blacksmith who is always seen around with Khan, and a man of few words. Very little is known about him because of this, but he is efficient in battle, has a sense of honesty and honour, very considerate and very dilligent. Although he is not predisposed to forging, he works hard at every smithing job he takes on to make sure the product is quality. Wears a headband to keep his hair out of his eyes while forging.


  • Bag of Holding: As with Merchant classes in Ragnarok Online, he has a little cart with him that doesn't seem to run out of space or supplies at all.
  • The Big Guy: Amaru is described as the backbone of the party. He may not talk much, but he's shown to be supportive and always willing to take the brunt of heavy duties. He may not be the tallest in the group, but he certainly has a presence of being quite big.
  • The Blacksmith: Zigzagged. Amaru is a "battlesmith"; he's more geared towards fighting rather than forging. He does forge and repair weapons, but only occasionally.
  • Childhood Friends: Has known Khan since they were children.
  • Heterosexual Life-Partners: Always seen spending time with Khan, and will subtly panic if they're supposed to be together but aren't.
  • Hidden Depths: Amaru is a lot more intelligent and knowledgeable than he looks, given his entrepreneurship skills and connections to important contacts - and a deep love for culture.
  • The Quiet One: So quiet that whenever he speaks it means he's got something really important to say. Khan usually speaks for him otherwise.
  • Silent Snarker: He rolls his eyes in response to stupid statements or actions, and may even occasionally do a Face Palm in the background. Anyone observing him would gather his Hidden Depths early on.
  • Smoking Is Cool: Cigarettes. He rolls them himself, and then proceeds to smoke them very classily.

Nocturne

https://static.tvtropes.org/pmwiki/pub/images/tropes_nocturne_8294.jpg

"Hey, we're all thinking it. I just said it."

The youngest of the party and therefore the most easily underestimated. He is also the most immature and blunt person in the group, though he doesn't always notice why and how. Of the entire group he's still looking at the world through rose-tinted glasses. Unfortunately the hunter also has an argumentative, hard-headed streak to add to that, and usually gets into verbal rows with Samaroh. Is Eni's younger half-brother.


  • Aloof Archer: Prefers working independently when using his bow and arrow and it shows. He becomes more focused, calculating and serious, and can move stealthily and elegantly if it's required.
  • Brutal Honesty: You can count on Nocturne to never lie. Unlike Emeth (who can but doesn't like it), Nocturne doesn't seem to have a brain-to-mouth filter at all. That said, he makes for a lousy Secret-Keeper.
  • Innocent Blue Eyes: He is the youngest of the party and has a pair of very wide-eyed blue eyes that hint at his childish nature. Is the most optimistic and idealistic of the group.
  • Innocently Insensitive: Tends to not think before he speaks, which leads to a whole lot of awkward at times.
  • Never Learned to Read: His parents were too poor for school.
  • Super-Senses: He has the entire package - sight, smell, the lot. He even tells Khan that he can hear a zeny coin hit the floor from a mile off and tell what denomination it is. Thanks to this he can employ Super-Reflexes (mostly heightened response) without hesitation, but he also suffers from occasional Sensory Overload as seen when the reek of blood from a raided St Capitolina Abbey overwhelms him so much that he can't enter with the rest of the party.

Eni

https://static.tvtropes.org/pmwiki/pub/images/tropes_eni_4380.jpg

"He's called Fluffball and he's my pet."

At first sight it's fairly hard to believe that the alchemist is Nocturne's older half-sister; she has brown hair and purple eyes compared to Nocturne's sandy blonde and blue eyes. Much more grounded than her sibling, she hates it when people argue. The most feminine and the least cynical of the two women in the group, though she is fairly realistic, and also the most indecisive. She prefers to think ahead and can't really think on the fly. Recognisable by her bunny ears headgear and her pet Lunatic, called Fluffball.


  • Action Girl: Hates fighting, but it doesn't actually stop her from joining in if she feels that she's needed. This quote from Chapter 34 of Soldiers of Fortune sums this trope up nicely.
    "No! I am facing him and you can't stop me!" she shouted back, so abruptly that the knight jumped a little and stared at her in shock. "Yes he may have put us all through that, but if you're going to need the help then fine! I'm no good at axes, but after what he did I'm not taking this sitting down!"
  • Bunny-Ears Lawyer: At first sight she seems like a Cloud Cuckoolander, and she often tends to take the sidelines when fighting while being very indecisive. Despite that, she proves herself effective in a supporting role time and time again. Especially when she chucks her bottles. Bonus points for wearing bunny ears.
  • Crazy-Prepared: Stocks potions, farmed ingredients for Acid Bottles and Fire Bottles, potion manuals just in case she forgets recipes, herbs, empty glass bottles...and that's just to name a few. Due to the sheer number of glass bottles she keeps her cart makes a very distinct clinking rattle.
  • Girlish Pigtails: With ribbons.
  • Kindhearted Cat Lover: Rabbits, in this case. She loves bunnies and will try to keep as many as possible. Nocturne says she has plenty of Lunatic (RO's version of fluffy rabbits) eggs in her storage for no apparent reason other than having them around.
  • Molotov Cocktail: Her fighting style is based off the Acid Bomb/Demonstration build; in the fic it's depicted as fire bombs that deal a surprising amount of damage.
  • Pretty in Mink: As is with all female alchemists from the game.

Iruna

https://static.tvtropes.org/pmwiki/pub/images/tropes_iruna_6955.jpg

"You're the leader."

A crusader from the Order of Juno who meets Valkron via her more quirky party members Eni and Nocturne. She is quiet, reserved and cool-headed. Like her fellow party members she is not someone to be trifled with; her skill with the sword and shield, and the ability to heal and deal out a world of hurt with her white magic (and her shield) give her an edge over the rest of the party members. Wears a blindfold during battle to hone her concentration.


  • Amazonian Beauty: Averted. Iruna is described as plain and has a somewhat mannish body (insofar as it's implied).
  • Beware the Nice Ones: Iruna is a kind, patient person who cares for people. She's also capable of throwing her shield with deadly aim, bashing people with it and using her holy magic to her advantage if she's rightly pissed.
  • Broken Bird: She killed the man who killed her brother in outrage, and as a result was demoted from her sergeant-in-arms rank and on probation in the Order. As she explains to Valkron, she's been blaming herself for breaking her vows and trying to move on from her brother's death as best as she could.
  • Church Militant: Being a crusader and often sent out as a missionary, this doesn't come as a surprise. However, she doesn't preach at all to her companions. Her explanation is "There's a time and place for religion, and sometimes you just have to stop praying, get off your knees and start fighting." Valkron is rather thankful for this.
  • Combat Pragmatist: Underestimating her is very much the biggest mistake anyone can make. Iruna is of the mind that when the chips are down, she will fight tooth and nail in the most un-ladylike way possible. It doesn't help that she's incredibly strong and uses that strength to her advantage. She gets violent so rarely that the first time she does it she terrifies Valkron.
  • Combat Stilettos: Downplayed in that Iruna's heels are actually quite sensible and stable for a heavily armoured melee combatant, and are clearly not for piercing. But she has the strength to stamp down hard and break the bones in someone's foot, and makes it part of her repertoire.
  • Cynicism Catalyst: While not as cynical as Valkron (which would be tough to beat) her brother's death caused her to withdraw into herself and be less open and trusting of others for a while. She specifically mentions she's trying to move on and not fall into that pit.
  • Deadpan Snarker: Has shades of it. She tries to avoid it, but sometimes her real thoughts slip out.
  • Girly Bruiser: Self-identifies as a girly girl and loves wearing dresses and makeup. Also incredibly strong, uses a sword and shield, and prefers inflicting concussion and blunt force trauma.
  • Good Is Not Soft: One of the most law-abiding and kindhearted characters so far - and perfectly capable of bashing your head in with a shield.
  • Good Thing You Can Heal: Same reason as Valkron.
  • The Heart: The down-to-earth, self-aware mediator. Always.
  • Luckily, My Shield Will Protect Me: Uses her shield not just for defence, but also to cause blunt force trauma, chucking it like a boomerang for ranged attacks and counterattack blows. She admits to relying on her shield too much when someone notices the lack of damage to her sword in comparison to her shield, which she says "has been repaired more times than I can remember". For that reason she has a higher endurance rate than her partymates.
  • Magic Knight: She uses white magic in tandem to her skills when appropriate.
  • Mighty Glacier: Her fighting style is based off a defensive Shield build that requires her to swing her (much heavier) shield than her sword. Coupled with her strength she does a lot of damage, but the weight of her shield means she can't attack as fast as her companions do.
  • Only Sane Woman: When even Valkron appears to do something incredibly ridiculous, she acts as an anchor to ground people with common sense.
  • The Reliable One: When Valkron is not in charge (or hands charge over to her), she takes over and makes sure things get done. At one point Valkron even leaves her in charge without any instructions, saying that he fully trusts her judgement and abilities. She doesn't disappoint.
  • Technical Pacifist: Iruna would rather stun someone with her shield than run them through with her sword.

    Introduced in Soldiers of Fortune 

Sagna

A young knight, previously a student of Valkron's. He is somewhat arrogant and believes he's better than Valkron in many ways. Starts wising up a little in the later half of Soldiers of Fortune and begins to appreciate his ex-tutor's teachings a little more after he understands the worst enemy he has to face down in his entire life.
  • Break the Haughty: His experience of the Juno massacre in Soldiers of Fortune leaves him significantly shaken and humbled for the rest of the story.
  • Jerk Jock: Appears to be suffering from a case of this very early on in the first installment, being obnoxious and touting himself as entitled to respect without having earned it in the first place.
  • Signature Headgear: A horned helmet is his identifying accessory.

Adiemus

An old crusader, retired from mercenary days and more keen on his theology studies and being a guild leader. Makes his first appearance in Soldiers of Fortune as an old friend of Valkron and Iruna's. His rank in the Holy Order is Major-General, and apparently he knows Valkron from the days since he was a corporal, and Iruna from her days as a private.

Leads the Exodus Faction, based in Greenwood Lake in Payon.


  • Badass Bookworm: He does theology studies when he's not out in the field.
  • Badass Preacher: A high-ranking retired missionary.
  • Cool Old Guy: Was in the Battle of Al'Zahur, is Major-General in the Order despite being a retired missionary and leads one of the guilds in the "big league". He's over sixty and is described more of an "aged youth" than an old man.
  • We Hardly Knew Ye: Makes his appearance in Chapter 16. Dies in Chapter 18. Thankfully, he gets better.

Devar

Knight Commander Sir Devar first appears in Soldiers of Fortune as one of the knights leading the refugees from Prontera to Payon. Apparently works in the Finance Division of the Chivalry, making him a non-fighting knight.
  • Authority Equals Asskicking: Subverted. Devar earned his rank through hours put into administration and paperwork rather than fighting on the field. He'd rather not fight, and, when he does, he's not very good at it.
  • Cowardly Lion: Devar is very much not a fighter, having hastily served his field hours and then working at a desk for most of his life and being shown in a disdainful light for obeying the Chivalry to the word even if it doesn't make sense to do so. Yet in the battle at Payon he manages to delay an abomination by shoving a torch in its eye.
  • Heroic Sacrifice: Dies delaying a serpentine abomination. See the Cowardly Lion entry for why this is significant. While the sacrifice only put things off for a while, he gets better later on.
  • Obstructive Bureaucrat: Deconstructed. He abides by the orders the Chivalry has set and insists that they do everything the way the Chivalry wants, but it's clear he doesn't agree with them and gets uncomfortable with having to tie Valkron down to their rules. Valkron is aware of this and agrees to follow the order only because if he didn't Devar would lose his job.
  • The Berserker: Kanya implies this is happening at one point during the Payon invasion in Soldiers of Fortune. No one is entirely sure of what triggered this.
    "Devar is crazy, he's basically clearing everything in his path—"

Anox, Kanya, Redova

A group of knight commanders and one senior crusader (Anox) who get assigned along with Valkron and Edell to help with the Pronterans moving to Payon. They appear from time to time throughout Soldiers of Fortune in Meanwhile Scenes, mostly to give the audience an outside view of the events of the story.

Their full names and titles are Schwarzvald Response Forces Colonel Reverend Anox, Knight Commander Dame Kanya and Knight Commander Sir Redova.


  • Action Girl: Kanya, who saves Redova twice. Impressive for a "desk knight".
  • Family-Unfriendly Death: Kanya has her arm broken and her neck snapped right in front of Redova.
  • Last Stand: It's implied at the end of Chapter 33 in Soldiers of Fortune Redova does this alongside the Payan during the invasion.
  • Mercy Kill: Anox, critically injured and in pain, asks Redova for it in Chapter 33 of Soldiers of Fortune. Redova obliges with great reluctance.
  • The Stoic: Anox, who tends to be very poker-faced early on. Even during the Payon invasion he doesn't seem rattled at all.

Aldev

A mercenary monk who tags along with the Raulus from Chapter 14 of Soldiers of Fortune. Although the party is full by now he begs to join because of a mandatory mercenary decree. After some agreement the Raulus party lets him come along.
  • Bare-Fisted Monk: Subverted. His favoured weapon of choice is knuckledusters.
  • Chekhov's Gunman: Oh, who'd suspect? Comes back post-Chapter 16 because Argath possessed him in order to take advantage of the mercenaries' kindness.
  • Commander Contrarian: His role in the party appears to be nothing but being this in SoF because Argath possessed him.
  • Dirty Coward: During the Geffen Ten Guilds Raid Valkron catches him abandoning his new party. He also repeatedly suggests running away instead of fighting when he is fully capable of defending and knows it. The rest of the party gradually regret letting him tag along.
  • Exact Words: Implied more than directly stated, but Aldev got himself into his situation because he'd specifically asked Argath to make him a person "better" than everyone else. Given that Argath is a megalomaniac, there was only one way it was going to end up.
  • Flat Character: Only serves as a Commander Contrarian in SoF.
  • Killed Mid-Sentence: Killed right in the midst of throwing an insult at Emeth by a mind-controlled Valkron.
  • Sdrawkcab Name: The name Aldev read backwards is "vedla", the last half of Argath's last name.
  • Shonen Hair: Valkron describes the hair he has in SoF as "the bristly end of a paintbrush", and for a moment puzzles over how he keeps it growing straight up on its own. Nocturne thinks he's Compensating for Something.
  • Walking Spoiler: Knowing what happens to him spoils what happens later on.

Edell

A young trainee crusader working alongside the Chivalry knights to help escort the Pronteran refugees. Gets dragged into the events of Soldiers of Fortune against his will.
  • Sesquipedalian Loquaciousness: Edell speaks like this not because he thinks that's how senior crusaders talk. After spending a little time with others he learns to drop the long words.

    Introduced in Flight of the Phoenix 

The Beasts

The name is a collective noun for the semi-intelligent and intelligent monsters that roam the wilderness of Midgard. Apparently the Normans find it odd to disrespect these creatures even though they occasionally terrorise the Normans. There are various types of Beasts, including the boss Beasts (note the lack of capitalisation on the 'boss').

Boss Beasts are the MVP monsters of Midgard, and are feared by the Normans for good reason. Boss Beasts are incredibly ancient and powerful, and hold control over a small group of subordinates. They also understand and communicate in a language all Beasts can understand. It is thought that boss Beasts, if they so desire, could rally all the Beasts of Midgard to their side if they wish, but in general they don't because they're intelligent enough to not want attention.

Contrary to popular belief among the Normans, the Demons do not count under the Beasts classification.

    Boss Beasts 
Boss Beasts are feared and renown across the Kingdom of Rune-Midgard for their immense power and connection to the world itself. They usually have a small group of subordinates or minions at hand. In general it's not a wise decision to invoke their wrath, as they are believed to have the power to rally as many of their subordinates as they wish, but Norman adventurers do it anyway because these bosses may carry powerful items or wield great weapons that are highly coveted.

Argath Iruvedla, Blood Judge of the Old Empire

https://static.tvtropes.org/pmwiki/pub/images/tropes_argath_8000.jpg

"Pity."

An undead Magic Knight who has been resurrected to restore the Old Empire. He delights in Mind Control, brainwashing and Mind Rape in order to get people to do whatever he wants. His description includes being very tall and wearing black and silver armour, but the most significant thing about him is the blood that runs out from his hair down his face.


  • BFS: Argath's sword is a greatsword five feet long.
  • Black Swords Are Better: The black sword he carries gets to have the additional benefit of corrupting anything it injures to turn into an undead vampiric being like him. Every other weapon is no match for it, which is why Valkron has to get Baphomet's scythe to defeat Argath.
  • Big Bad: Of Soldiers of Fortune.
  • Came Back Wrong: He's the result of what happens when a particularly malicious individual is resurrected without his soul.
  • Composite Character: The author notes that he is a fusion of a Lord Knight and the Dracula boss monster, the latter being Handwaved as having been assimilated by Argath shortly after the knight's resurrection.
  • Dark Is Evil: Black hair. Black and silver armour. Black sword. The blood that runs down his face is black. Followed by an entourage of darkwings, which are black bats. Shapeshifts into black bats with silver wings.
  • Eerie Pale-Skinned Brunette: Unsurprising given he's a vampire.
  • Evil Counterpart: To Valkron. Compared to Valkron he is polite, but it hides a far more sinister agenda and personality. Valkron on the other hand is a Jerk with a Heart of Gold - he is aggressively abrasive only to hide a kinder side so that no one takes advantage of it. Argath has no limits as to how far he'll go to achieve his own means; Valkron maintains a standard even as a mercenary.
  • Evil Sounds Deep: Described having an impressively deep, if gravelly voice that is slightly inhuman.
  • Facial Horror: His cheeks have rotted to the point that whenever he smiles the holes in his cheeks show off his rotting gums and blackened teeth, and the corners of his smile reaches his ears.
  • Fantastic Racism: Really hates the Normans for various reasons, despite formerly being one.
  • Faux Affably Evil: Argath is polite to anyone he meets, but he's still clearly out for Norman blood and extinction and makes no effort to hide his intentions.
  • Knight Templar: Argath hates humans and wants to purify the world of them so that the Beasts can reclaim Midgard for their own. His reasons for this change many times throughout the story to the point no one's sure what he really wants, but it's clear that he thinks he's right and nothing will change that.
  • Lightning Bruiser: He may be tall and has a BFS, but he sure is agile on his feet when it comes to fighting. He handles up to three attackers simultaneously at one point, and gives all of them a hard time.
  • Red Baron: The Blood Judge nickname is by far more well-known than his real name.
  • Red Eyes, Take Warning: As a result of becoming a vampiric being.
  • Slasher Smile: His cheeks have holes in them that can stretch when he smiles. The effect is a terrifying smile that is far wider than it normally should be. And he flaunts it for the world to see.

The Demons

The Demons are a mysterious race living in Midgard for unknown purposes. They have erratic whims, sometimes choosing to terrorise the Normans, other times waging war against the boss Beasts. No Norman is clear on their actual reason for existing in Midgard at all. The only knowledge about the Demons is that they originate from a magical plane not accessible by Normans called Oblivion.

Some Demons are mistakenly classified as boss Beasts by monster scholars.

    Baphomet 
https://static.tvtropes.org/pmwiki/pub/images/tropes_baphomet_3669.jpg

A seven-foot-tall half-goat, half-man with fangs. Known as the Lord of Darkness, he is an old, cunning demon who has lived alongside the humans. He seems to have developed a liking for humanity.

First appears in Soldiers of Fortune.


  • All-Powerful Bystander: He could dispatch Argath Iruvedla with relative ease, but he's too apathetic to care and he thinks humans should do it themselves. He did say that if the Raulus party failed he would see to Argath himself, but Valkron didn't feel very assured by this.
  • Dark Is Not Evil: Baphomet has a reputation in Midgard as a powerful demon who toys with Norman lives. His entire appearance in SoF, however, has him having a civil and friendly discussion with the Normans, and he outright states that while he does enjoy manipulating people, he actually strongly dislikes wanton destruction and unnecessary bloodshed.
  • Even Evil Has Standards: Says he's not working alongside Argath because even he thinks wiping out an entire race is a bit too much.
  • Half-Human Hybrid: Lower half is goat, upper half is man, has a goat head. And smokes cigars.
  • Horned Humanoid: Has a pair of great, almost circular ribbed horns in the illustration. The author has said that he was based off the capra ibex (Alpine goat).
  • In-Series Nickname: Bapho, which is the same nickname players use for him in-game.
  • Noble Demon: Plays tricks and plots schemes for the Normans to fall prey to, but he refuses to go outright evil and wipe out humanity because he's grown fond of humans and their free will. He even actively encourages humans to make their own choices and gives them a nudge here and there if they need it. He's a demon too.

  • Sinister Scythe: His weapon of choice, a demonic scythe with a black blade and made of black wood that adjusts its physical properties to the wielder's wishes. Incredibly sharp to the point that anything that's just a few inches of the blade and not of a metal, demonic or dark property is immediately cleanly sheared.

Top