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1[[WMG:[[center: [- '''[[Characters/HollowKnight Main Character Index]]'''\
2[[Characters/HollowKnightProtagonists Protagonists]] | ''[[Characters/HollowKnightHallownest Hallownest]]'' ([[Characters/HollowKnightGroups Groups]], '''Assorted [=NPCs=]''', [[Characters/HollowKnightLoreAndHistory Historic Characters]], [[Characters/HollowKnightBosses Bosses]]) | ''[[Characters/HollowKnightSilksongPharloom Pharloom]]'' | [[Characters/HollowKnightExpandedUniverse Expanded Universe]]]]]]-]
3
4!Denizens of Hallownest
5The many friendly (or at least generally non-hostile) faces the Knight meets on its journey throughout Hallownest.
6----
7[[foldercontrol]]
8
9[[folder:In General]]
10Tropes that collectively apply to a majority of [=NPCs=] listed here.
11----
12* AmbidextrousSprite: Downplayed for most of the [=NPCs=] that you can interact with, since their sprites either have fixed or mirrored orientations depending on the scene. When the Knight moves around, the [=NPCs=]' look at it, turning their heads without having to adjust their entire bodies.
13* InvulnerableCivilians: There's no way you can kill or damage [=NPCs=] in this game, as most attacks will simply pass through. Some few characters can be hit with the nail however, but they will just [[NoSell shrug it off]] like it's nothing. [[spoiler:Averted with Myla after she becomes hostile, where she can be permanently killed.]]
14* PaintingTheMedium: Most friendly [=NPCs=]' names won't appear on the screen unless they properly introduce themselves first, with the dialogue syncing with the name card pop-up once they do so. For example, Cornifer's namecard will not appear, not even in subsequent encounters unless he is listened to again after his initial dialogue.
15[[/folder]]
16
17! Base Game
18!!Wanderers
19Characters that are encountered in several locations as they wander around Hallownest.
20----
21[[folder:Cornifer the Cartographer]]
22!!Cornifer the Cartographer
23[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_cornifer_8.png]]
24
25->''"I'm a cartographer by trade, and I'm working on mapping this area right now. Would you like to buy a copy of my work so far?"''
26-->'''-Cornifer, when first encountered'''
27
28The husband in a married couple who run a cartography store in the village of Dirtmouth. Cornifer is extremely passionate about mapmaking and thus is often found in the depths of Hallownest charting the various regions, leaving Iselda to run their store.
29----
30* AffectionateNickname: Iselda usually calls her husband Corny.
31* AntiFrustrationFeatures:
32** In a later update, Cornifer's trademark humming and scattered papers were added to make him much easier to find as long as you can get within a few screens of him.
33** If you beat the boss of an area after failing to find Cornifer's location, or if you've [[spoiler:destroyed all three Dreamers]], he'll move away and leave the map he would've sold you in his store at Dirtmouth Town.
34* AwLookTheyReallyDoLoveEachOther: Iselda behaves very surly and depressed when you meet her at first, miffed at being left behind to tend the counter in a tiny shop while Cornifer is off charting ruins. When you get the Dream Nail, though, you discover that not only did she willingly abandon a prestigious warrior career to settle down with her beloved Corny, she’s literally never been happier in her whole life and never regretted it even a single bit.
35* BoldExplorer: Cornifer is by his own admission getting on in years, and every map you buy from him is incomplete, but he still arrives to every new location in the game world well before the Knight does.
36* CallingCard: If you clear a region without finding Cornifer and buying his map, he'll leave behind a card with a symbol of his glasses inviting you to buy the region map at their store.
37* DevelopersForesight: If you have never spoken to him before, Cornifer will have a unique dialogue in Deepnest where he introduces himself in a paranoid tone.
38-->''Hh-hello. I'm Cornifer. I'm a m-mapper by trade. I've tried to chart the dense nest beneath here b-b-but it's proving too dangerous for a bug like me... Vicious little creatures burst out all o-over the place and the passages are a dark, twisting maze. Even with my good head for direction, I-I-I've had enough... Unless you're well prepared, I'd urge you to leave, though if you're feeling strong enough to descend, would you like to buy m-my meagre map?''
39* DungeonShop: Cornifer sells you maps on the areas where you can find him (he appears in all mapped locations).
40* EarlyPersonalitySigns: He relates to the Knight that even as a newborn hatchling, he would wander off and explore the places around him, which would lead to a lifelong love of exploring and charting out the unknown.
41* HorribleJudgeOfCharacter: Implied, when the [[AmbiguouslyEvil Grimm Troupe]] arrives, Iselda feels compelled to specifically tell Cornifer to not interact with them, because, according to her, "his heart and his mind are a little too open sometimes."
42* NoticeThis: A patch added two signs of Cornifer's presence in a room: scattered pieces of paper and the sound of him humming.
43* OOCIsSeriousBusiness: A good hint of the dangers Deepnest has is that when you find Cornifer, instead of humming happily while scribbling away at his map he's visibly terrified and quiet.
44* PostVictoryCollapse: Once you've bought all of Cornifer's maps, and he has nothing left to explore, he'll go back home and finally collapse into his bed, sleeping until you finish the game. According to Iselda, this is a common happening and he'll likely be asleep for a long time.
45* SchrodingersGun: He can spawn in two different locations in Deepnest depending on where the player entered from.
46* TinyGuyHugeGirl: Iselda towers over her husband and most other [=NPCs=], to the point where Elderbug expresses concern about whether the doorway to her house is tall enough for her to get in and out comfortably.
47* TookAShortcut: For such a squat bug, Cornifer certainly knows how to get around. He shows up everywhere, even areas that have no possible access routes other than either flight or the kind of gear the Knight uses!
48* UglyGuyHotWife: Cornifer is much older-looking and fatter compared to his curvy, feminine, and more youthful-looking wife.
49-----
50[[/folder]]
51
52[[folder:Quirrel]]
53!!Quirrel
54[[quoteright:282:https://static.tvtropes.org/pmwiki/pub/images/quirrel.png]]
55[[caption-width-right:282:[[labelnote:Click here to see Quirrel without his hat]] https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_quirrel_hatless.png]][[/labelnote]]
56
57->''"For so long I've felt drawn here. So many tales full of wonders and horrors. No longer could I resist. I just had to see it for myself."''
58-->-'''Quirrel, in the Temple of the Black Egg'''
59
60An explorer who's fascinated by the myths of Hallownest, a place that beckons from his dreams. He's first encountered in the Temple of the Black Egg.
61-----
62* ADayInTheLimelight: There is a prequel comic that is told from Quirrel's perspective.
63* AmbiguousSituation: [[spoiler:The very last scene of him in the Blue Lake, and the resulting scene which involves Quirrel planting his nail on the ground [[ButNowIMustGo and leaving]]. It wasn't clear if his disappearance simply means travelling to another place but leaving his weapon behind. Or it could simply mean that he died after your last visit with him.]]
64* BewareTheNiceOnes: He might be a friendly explorer who just wants to witness Hallownest's wonders, but he's skilled with the nail, [[spoiler: and without him, you wouldn't have been able to defeat Uumuu]].
65** In his prequel comic, he was able to put up a good fight against [[spoiler: Hornet]].
66* ButNowIMustGo: After the Knight's last talk to him at [[spoiler:Blue Lake, he plants his nail on the ground and disappears]].
67* ChekhovsGunman: Initially a wanderer who is amazed at the sight of the Black Egg Temple, Quirrel would actually be crucial in [[spoiler:helping you defeat Uumuu and unlocking the seal on Monomon]].
68* DashAttack: This is how Quirrel [[spoiler:pops Uumuu's barrier every time]], and the animation is fast enough to [[FlashStep showcase his speed]].
69* EstablishingCharacterMoment: Quirrel is first seen greeting you while he examines the Black Egg temple, and then states his obsession with uncharted places. He can be found in various areas later on, relaxing on the spot or just admiring the view. He's a relaxed guy and friendly as well, to the point of helping you [[spoiler:defeat a boss that you cannot initially hurt]].
70* ExactWords: Early in the City of Tears, Quirrel is amazed at how it rains there despite the city being built BeneathTheEarth, and he is determined to [[ArtificialOutdoorsDisplay find the source of the rain]] before he leaves the Kingdom. He does find it later on, it's the [[spoiler:Blue Lake which is located directly above the city, and he is amazed at the sight of it. Sadly, that's also the final encounter that you can have with Quirrel, as he leaves behind his nail in the lake's edge, but he disappears afterwards]].
71-->The rain seems to come down endlessly, though. I'd like to see where it all comes from before I leave this Kingdom. What a sight it must be!
72* FaceDeathWithDignity: It's unclear what happens to Quirrel at the end of the game, but he's last seen [[spoiler: sitting by the edge of Blue Lake after Monomon is dead. He tells the Knight that he feels "at peace" as he abandons his nail. The implication is that he died, having seen Hallownest's wonders one last time before serenely accepting the end of his life.]]
73* FeelingTheirAge: After his work is done, he start realising how old he is.
74* FlashStep: [[spoiler:He zips all over the place when he helps you out against Uumuu, to the point that it seems like he's teleporting.]]
75* {{Foreshadowing}}: Quirrel's mask on his head seems to look an awful lot like a certain Dreamer's mask. [[spoiler:It's actually the key to Monomon the Teacher's shield, which allows the knight to dream nail and then kill her.]]
76* GameplayAllyImmortality: You can't damage Quirrel when he assists you as a GuestStarPartyMember, despite the fact that you can damage enemies, and enemies can [[UnfriendlyFire damage their own allies]].
77* GuestStarPartyMember: [[spoiler:Shows up just in time to help with Uumuu.]]
78* HeroOfAnotherStory: He's one of the adventurers who arrive in Hallownest seeking for something. His goal is to recover his memories, [[spoiler:that he is a resident of this kingdom and used to study under Monomon]].
79* InSeriesNickname: Boon calls Quirrel as "Mask" in the comic.
80* {{Kiai}}: Similar to Hornet, he'll shout whenever he attacks during [[spoiler:the fight against Uumuu]].
81--> ''Kha'sa!''
82* LaserGuidedAmnesia: He comes to remember that he used to [[spoiler:live in Hallownest and studied under Monomon, but lost his memories after leaving Hallownest. He's rather thankful that he can't remember any tragedies from back then and that he got to witness the wonders of Hallownest a second time]].
83* MaskOfPower: Owns a mask that [[{{Foreshadowing}} looks suspiciously like]] the one worn by one of the Dreamers. But instead of wearing the mask on his face, he wears it like a hat. It has magical properties, like bouncing off an attack from Hornet in the prequel comic. [[spoiler:It's the key to the additional seal Monomon placed on herself.]]
84* MrExposition: Although not as quite as in-depth like others, Quirrel drops a bit of lore on the history of some places where you can encounter him, such as the Deepnest.
85* MundaneUtility: He wears a mask like a hat.
86* OlderThanTheyLook: Quirrel has actually [[spoiler:lived in Hallownest prior to its downfall, and is trained by Monomon]]. Before he leaves, Quirrel even states how [[FeelingTheirAge he is feeling his age]] already.
87* PlayerNudge: If you've wandered through the Mantis Village early on, Quirrel will appear near the entrance, reminding the player to find the Nailsmith in the City of Tears and have the nail upgraded in preparation for the Mantis Lords' boss fight. However, the player can still fight and defeat the three bosses with the Old Nail if they wish to do so.
88* RoyalRapier: He was [[spoiler:mentored and educated by Monomon the Teacher]]. His nail weapon also resembles a rapier which is useful when he [[spoiler:repeatedly pops the layer of Uumuu in the boss fight]].
89* ScarredEquipment: That mask he is wearing on top (which actually belongs to [[spoiler:Monomon]]) is already cracked.
90* SwordPlant: He plants his nail near the edge of the Blue Lake after [[spoiler:he disappears]].
91* WalkingTheEarth: Quirrel's primary motivation [[spoiler:prior to arriving at Monomon's Archives]] is to travel the roads of Hallownest and see its wonders in person.
92-----
93[[/folder]]
94
95[[folder:Zote]]
96!!Zote
97[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/npc_zote.PNG]]
98
99->''"Know this, cur. I am Zote the Mighty, a knight of great renown. Cross me again, and you'll find out why they call my weapon 'Life Ender'."''
100-->'''-Zote, after being rescued in Greenpath'''
101
102A self-proclaimed mighty knight who's seeking fame in Hallownest. He's totally full of himself and calling him "quite" foolish is an understatement. He's first encountered in Greenpath, "fighting" a Vengefly King.
103-----
104* AllLoveIsUnrequited: He goes to the effort of [[spoiler:wooing Bretta and badmouthing the Knight]] out of wounded pride and a desire for attention, not because he finds her attractive. It only happens after you [[spoiler:kick his ass in the Colosseum of Fools]], and even if [[spoiler:Bretta]] leaves Dirtmouth, he doesn't seem to notice.
105* AbusiveParents: During his "57 precepts", Zote implies that his father treated him as a servant and sabotaged him, and his mother betrayed him in some way. Though this should be taken with a hefty grain of salt, as Zote [[SelfServingMemory isn't really]] [[UnreliableNarrator a reliable source]].
106* AMasterMakesTheirOwnTools: If his forty-seventh precept is true as he claims, then Zote created his own shellwood nail at a young age. Of course, the 'master' part is doubtful.
107* AmbiguouslyRelated: To the Knight [[spoiler:and the vessels as a whole.]] While nothing is given by the [[HeroicMime former]] to connect them, Zote resembles them [[spoiler:and their siblings]] more than any other character in the game [[spoiler:barring the vessels themselves, including their father the Pale King and Hornet, their half sister]] with the only noticeable physical difference between them being his prominently visible mouth. He also mentions a need to prove himself to his father in the Colosseum of Fools, as well as a general hatred of both his parents, and [[spoiler:the Pale King]] had set a rather selective standard for their children, [[OffingTheOffspring punishing]] the rest for not reaching it, and [[spoiler:the White Lady]] was in on it as well. He also disproves of dreams in precept 56, calling them dangerous things, while also mentioning that ideas not of your own creation can worm their way into your head through dreams, which is [[spoiler:exactly the main modus operandi of [[BigBad the Radiance]], a character not of public enough knowledge for most to know.]] Of course, given the fact that he's an UnreliableNarrator, this should all be taken with a grain of salt, alongside facts such as his ability to speak. Had he gotten his own story as a playable character, this could have been elaborated on more.
108* AllWebbedUp: Assuming he's rescued in Greenpath, you can later find him in Deepnest, where he's been captured and bound in silk by an unknown insect. Unlike his first appearance, you can just leave him here for as long as you like without Zote dying.
109* AssholeVictim: Zote the Mighty, the [[FakeUltimateHero self-proclaimed knight]], regularly finds himself in need of rescue from the player character. He insists that he needs no help and belittles the player for "getting between him and his prey". If you keep him alive until the end of the game, [[spoiler:you have the chance to get back at him in the Colosseum of Fools, at which point he returns to Dirtmouth claiming to be the new champion and [[DudeWheresMyRespect slanders the Knight to Bretta]]. However, you can also make Bretta lose trust in Zote by repeatedly defeating his "Grey Prince" boss version in the dream world]].
110* AttackItsWeakPoint: Discussed in his twenty-third and twenty-fourth precepts, which isn't limited to weak body parts, but also vulnerable moments like sleeping.
111* BadassBoast: When he returns to Dirtmouth from the Colosseum of Fools, Zote will narrate a long series of dialogue with Bretta just before he mentions his 57 precepts. All of them are lies however, since they are products of his delusion. His dream nail dialogue is also a boast, even if it isn't entirely true:
112-->I came to this kingdom to fulfill a promise... and now I have succeeded!\
113That promise I made so long ago... A promise to myself...\
114A promise of glory! Glory for I, Zote the Mighty! I never doubted myself, never\
115faltered, and now I have achieved everything I desired.
116* BattleCry: Instead of the usual MightyRoar, he screams the [[SpeakingSimlish phrase]] "RAAA MAREVA!" when the boss fight starts.
117* TheBattleDidntCount: Zote is one of the few bosses who survives his "battle" with the Knight.
118* BattleTrophy: After you defeat him in the Colosseum, Zote returns to Dirtmouth with a helmet of a Fool (one of the weakest enemies in that place) and brags his "achievements" to Bretta.
119* BigEgoHiddenDepths: Zote has an enormous ego and is constantly talking a big game about himself, but it's implied he has a poor relationship with his family and thus talks a big game because he seeks approval from other people. If he's Dream Nailed in the Colosseum of Fools, he implies he became a "knight" just so his father (who he speaks negatively about in his precepts) would be proud of him.
120* BilingualBonus: May be just a fortunate coincidence, but "zote" is an old-fashioned Spanish word meaning "stupid" or "dim-witted".
121* BoisterousWeakling: Is amazingly belligerent for a guy who wins most of his battles by getting his enemies to either die laughing or facepalm themselves to death at his nonsense.
122* ButtMonkey: He is first encountered in the mandibles of a Vengefly King, and then you can encounter him later suffering from various misfortunes, such as getting trapped in the web, being captured by the Fools, and then sent to fight the Knight as ZeroEffortBoss to be humiliated on public. Also, [[spoiler:there is an achievement in the game that is obtained by leaving Zote to die. Let that sink in.]]
123* ChekhovsLecture: Precept Eighteen: 'Seek Truth in the Darkness' and Precept Twenty-Eight 'Don't Peer into the Darkness'. Zote claims that the former is self-explanatory, while he explains the latter as that point wherein staring into the darkness makes you linger over old memories. These are clues to how [[spoiler:the Knight can recover its memories in the Abyss, the place where the player starts to make progress to towards the Golden Ending. Also, one of his percepts, Fifty-Six, is ''Do Not Dream''. Arguably the most useful, it turns out to be why he was never infected]].
124* ClarkesThirdLaw: In his forty-eighth precept, Zote believes that fire is a "type of hot spirit that dances around recklessly".
125* CombatPragmatist: Discussed in his Precept Thirty-Three: 'Show the Enemy No Respect', where he claims that enemies don't deserve respect, kindness, or mercy.
126* DarkAndTroubledPast: If his Precepts reflect his own past (and he isn't being an UnreliableNarrator again), he hasn't had the easiest home life.
127-->''Precept Four: 'Forget Your Past'. The past is painful, and thinking about your past can only bring you misery. Think about something else instead, such as the future, or some food.''
128-->''Precept Eleven: 'Mothers Will Always Betray You'. This Precept explains itself.''
129-->''Precept Twenty-Two: 'Abandon the Nest'. As soon as I could, I left my birthplace and made my way out into the world. Do not linger in the nest. There is nothing for you there.''
130-->''Precept Thirty: 'Never Accept a Promise'. Spurn the promises of others, as they are always broken. Promises of love or betrothal are to be avoided especially.'''
131-->''Precept Forty-Three: 'Never Forgive'. If someone asks forgiveness of you, for instance a brother of yours, always deny it. That brother, or whoever it is, doesn't deserve such a thing.''
132-->''Precept Fifty-Two: 'Beware the Jealousy of Fathers'. Fathers believe that because they created us we must serve them and never exceed their capabilities. If you wish to forge your own path, you must vanquish your father. Or simply abandon him.''
133* DeathAsComedy: Exaggerated when [[spoiler:you defeat Zote in the Colosseum of Fools. When you land the finishing blow, Zote will freeze with a shocked expression and then be knocked backwards, grimacing as the entire screen fills with white... only to harmlessly land on one of his horns and get stuck. All those dramatic effects yet he doesn't die.]] On a similar note, you're '''given an achievement''' for letting the Vengefly King eat him.
134* DebtDetester: {{Defied}} in his thirty-seventh precept, stating that by not repaying what you borrowed, "you gain everything".
135* DistressedDude: Can be rescued from an untimely demise ([[VideogameCrueltyPotential or not]]) on two separate occasions during the story.
136* DumbassHasAPoint: Zote's Fifty-Seven Precepts are mostly either bad advice or totally mundane, but there's a few gems amongst them.
137** Precept Eighteen states that one should "seek truth in the darkness" with no further elaboration. [[spoiler:The Knight needs to venture into the Abyss and rediscover their past in order to defeat the Radiance.]]
138** Precept Forty-Two states that you should spend your geo when you have it and not save up. This is a good advice gameplay-wise, since you may lose your geo upon death [[spoiler:and the only method of securing it turns out to be a scam]], and happens to fit the game's theme of money being useless in death.
139** Precept Forty-Nine states to not honour statues. While his reason to not do so is petty and self-centered, [[spoiler: the inciting event for the Radiance coming back to infect Deepnest is its denizens finding its surviving statue atop Crystal Peak.]]
140** Precept Fifty-Six, "Do Not Dream" sounds absurd at first, but it is actually [[spoiler:the only way of effectively fighting the Radiance and might explain why Zote never got infected throughout his ventures.]]
141* EatenAlive: When you first meet him, he's neck-deep in a Vengefly King's gullet. If you leave him to his fate, the only thing left when you come back [[DeadHatShot is his mask]].
142* EstablishingCharacterMoment: Zote berates you and doesn't thank you even when you rescued his life. Yeah, he's that kind of a {{Jerkass}}.
143* EverythingTryingToKillYou: Discussed in his fifty-first precept, where everything in this world will hurt you. Interestingly, his precept's title is "Nothing is Harmless" which is a doubly-inverted deliverance of the same message.
144* FakeUltimateHero: After [[spoiler:the player defeats him in the Colosseum of Fools]], Zote returns to Dirtmouth claiming to be the new champion, and at least [[FanGirl Bretta]] falls for his lies.
145* FashionableAsymmetry: One of the horns in his shell is shorter than the other.
146* TheFarmerAndTheViper: Downplayed. Going by what happens to [[spoiler:everything else the Knight faces in the Colosseum, it must be assumed that they consciously chose to spare his life at the conclusion of their "duel"]]; Zote repays [[spoiler:the Knight's mercy by badmouthing them to everybody in Dirtmouth and swaying their fangirl to his side instead]]. However, nobody but Bretta ever acknowledges Zote or what he said.
147** Precept 37 encourages this behavior, claiming that repaying debts means you gain nothing, but not repaying them means you gain everything.
148* FearlessFool: He believes fear is a waste of time and is unaffected even when creatures are about to make a snack out of him.
149-->"Fear can only hold you back. Facing your fears can be a tremendous effort. Therefore, you should just not be afraid in the first place".
150* {{Foil}}: Zote and the Knight. Both have quite the similar clothing choice (a dark cloak), weapon type (a nail) and a horned white "shell". However, their personalities are opposites; Zote is talkative, has pathetic swordplay, and wields a wooden nail. On the other hand, the Knight [[HeroicMime never speaks]], has the potential to become a Nailmaster, and wields a nail that can be upgraded into pure form.
151* ForegoneVictory: Zote doesn't damage the player; his fight in the Colosseum of Fools is only a joke. There is quite literally no way for him to damage you.
152* FreudianTrio: With the main playable characters, the Knight and Hornet. Zote himself is the egotistical glory seeking Id, the Knight is the mostly emotionless goal driven Superego, and Hornet is the stoic, calm minded Ego. Fittingly, Zote [[WhatCouldHaveBeen had a stretch goal to get his own expansion, in which he'd become a playable character]], making him fit more into this trio.
153* FrequentlyBrokenUnbreakableVow: Discussed in his thirtieth precept: 'Never Accept a Promise', where he believes that promises are always broken, especially romantic promises.
154* FunnyBackgroundEvent: Wanna have a proof of how a "nobody" Zote is, even in the Godhome? Well, nobody (not even the Godseeker herself) is watching the Eternal Ordeal in the background.
155* GravityIsAHarshMistress: He is very distrustful of gravity, though he doesn't know its proper name.
156-->''Precept Thirty-Eight: 'Beware the Mysterious Force'. A mysterious force bears down on us from above, pushing us downwards. If you spend too long in the air, the force will crush you against the ground and destroy you. Beware!''
157* HardLevelsEasyBosses: The true challenge isn't defeating Zote but making your way to him by surviving the Trial of the Warrior.
158* HeroOfAnotherStory: For a given value of "hero," anyways. Zote goes on his own journey around Hallowest, inexplicably surviving against most of the odds on his own. He was meant to be the 3rd playable character, but his Kickstarter campaign's stretch goal wasn't funded. On one hand, the Colosseum of Fools and the Abyss weren't funded either but were still put in the game. On the other, they lack several features promised by the campaign, leaving Zote's playable appearance a question. Now that Hornet is getting [[VideoGame/HollowKnightSilksong her own game]], it seems that Zote will never be playable in ''Hollow Knight''.
159* HiddenDepths:
160** Double subverted. When you read his mind at [[spoiler:the Colosseum]], he laments not being able to fulfill a promise while trapped there, only for it to be a selfish promise of glory to himself. However, it is also suggested that Zote came from an abusive home and craves the [[WellDoneSonGuy approval of his parents]].
161** Speaking of the Colosseum, despite his weakness, he ''survived it'' somehow.
162** He might be weak and egoistical, but he is no coward, and his percepts allowed him to never be infected.
163* {{Hypocrite}}: One of his 57 rules is to show respect to those who are superior to you in strength. Considering that he treats the Knight like crap despite it being much, ''much'' stronger than him, even once it [[spoiler:defeats him personally in the Colosseum of Fools]], he's blatantly breaking his own rules.
164* IKnowYourTrueName: Lampshaded in his Precept Thirty-Two: 'Names Have Power', where he believes that giving a name to something grants it powers, hence why he calls his weapon the "[[ICallItVera Life Ender]]". Of course, this doesn't acknowledge the fact that his weapon is made of a harmless material that could only be useful for blocking attacks,
165* ImmuneToMindControl: Zote is one of the few characters in the game who completely shrugs off Radiance's attempts at brainwashing. Reading his precepts implies that his ego is so massive and that he trusts no one but himself that he just simply ignored Radiance, possibly without even realizing it since he somehow willed himself to not have dreams.
166* InexplicablyIdenticalIndividuals: Less to a specific individual and more to an entire species. It's never explained why Zote looks [[spoiler:exactly like a Vessel]] despite acting nothing like them. His Dream Nail dialogue suggesting he knew, and has a troubled relationship with, his parents heavily suggests that he isn't one. It may be because he was originally meant to be a playable character, but it's anybody's guess what the real story is now.
167* InfallibleBabble: His fifty-sixth precept has a truth in it when it comes to the game's greater plot – [[spoiler:the Radiance invades and infects other bugs through their dreams, and she can implant strange ideas into the victims' minds. The only thing he has a chance of getting wrong is the latter half, because the infection really does wrack the victims' bodies]].
168-->Precept Fifty-Six: 'Do Not Dream'. Dreams are dangerous things. Strange ideas, not your own, can worm their way into your mind. But if you resist those ideas, sickness will wrack your body! Best not to dream at all, like me.
169* InsaneTrollLogic: He follows a set of 57 rules that range from surprisingly sound advice to utter nonsense (like never trusting your own reflection and statues being meaningless, which even in context don't make too much sense either).
170* ItsASmallWorldAfterAll: Discussed in his forty-sixth precept, but he's talking about the world in a physical sense, and claims that he has travelled everywhere already.
171* IWorkAlone: Zote's Precept Eight: 'Travel Alone', where he claims that you can rely on nobody and nobody would always be loyal.
172* {{Jerkass}}: Zote is an arrogant bumbler who gets in mortal danger and insults the Knight when they help him. Several of the precepts indicate he lives his life by being a jerk and taking advantage of others.
173-->''Precept Thirty-Seven: 'Borrow, But Do Not Lend'. If you lend and are repayed, you gain nothing. If you borrow but do not repay, you gain everything.''
174-->''Precept Forty-Three: 'Never Forgive'. If someone asks forgiveness of you, for instance a brother of yours, always deny it. That brother, or whoever it is, doesn't deserve such a thing.''
175* JerkassHasAPoint: A few of his precepts, such as precept 9 (Keep your home tidy) are simply good advice. One of them, Precept 56 ('Do not dream') [[spoiler:actually hints at the source of the Infection plaguing Hallownest itself]].
176* JerkWithAHeartOfJerk: Between his comically abrasive personality, his total harmlessness and the amount of times the Knight rescues him, it can be easy for savvy players to think that Zote would eventually show a soft side and thank the Knight or at least appreciate its undeniable strength, even if just internally, but nope; he remains a jerk all the way to the end.
177* JigsawPuzzlePlot: This trope gets lampshaded and defied by Zote in his fiftieth precept:
178-->Precept Fifty: 'Don't Linger on Mysteries'. Some things in this world appear to us as puzzles. Or enigmas. If the meaning behind something is not immediately evident though, don't waste any time thinking about it. Just move on.'"
179* JokeCharacter: When you face Zote, you find all he does is [[spoiler:swing his sword around like a kid and fall flat on his face while doing rolling jumps]]. Even more amusingly, if you take pity on him and take a hit, [[spoiler:you discover that the so-called Life Ender ''cannot harm you'']]! Just how did this guy survive ''any'' area of the game? [[spoiler:His Grey Prince dream form is still very much a FightingClown, but he actually poses a significant threat with his shockwaves, stomps, and minions, thanks to Bretta falling for his lies painting him as something like the boss found in her dreams.]]
180* KarmicButtMonkey: Zote is a fool who blunders his way through life and grossly overestimates his combat skills, resulting in him repeatedly getting into less than ideal situations. He'd be dead if the Knight didn't show up to help him.
181* LivingLieDetector: {{Invoked}} in his Precept Forty-One, suggesting that one should learn how to detect lies. He mentions scrutinizing and repeatedly asking the same question as effective methods to pry out the truth.
182* TheMagnificent: "The Mighty" (Although, it's only self-proclaimed).
183* MirrorBoss: Hilariously subverted by Zote, who resembles the knight but displays ''very'' underwhelming skills when finally seen in action.
184* MirrorCharacter: Interestingly enough, the way he speaks of his parents draws parallels to [[spoiler:the Pale King and White Lady. In his precepts, Zote heavily implies his mother betrayed him and his father tried to use him. The White Lady tries to encourage the Knight to become the next Hollow Knight and seal the Radiance within itself, while the Pale King abandoned the Knight to rot in the Abyss in favor of training the Pure Vessel.]]
185* MoodWhiplash: How Zote appears in [[spoiler:the Colosseum of Fools - The background music suddenly stops, the audience falls silent, a single cage appears, accompanied with loud thuds as the cage shakes. Then when the cage releases the next opponent, it turns out to be Zote, and he falls in a non-spectacular and awkward manner. Cue the Fools laughing in the background]].
186* MundaneMadeAwesome: Some of Zote's precepts are just practical everyday advice.
187-->'''Precept Three''': 'Always Be Rested'. Fighting and adventuring take their toll on your body. When you rest, your body strengthens and repairs itself. The longer you rest, the stronger you become.
188-->'''Precept Twelve''': 'Keep Your Cloak Dry'. If your cloak gets wet, dry it as soon as you can. Wearing wet cloaks is unpleasant, and can lead to illness.
189-->'''Precept Thirty-Four''': 'Don't Eat Immediately Before Sleeping'. This can cause restlessness and indigestion. [[LampshadeHanging It's just common sense.]]
190-->'''Precept Forty-Four''': 'You Can Not Breathe Water'. Water is refreshing, but if you try to breathe it you are in for a nasty shock.
191* MurderByInaction: Zote can die if you leave him to be killed by a Vengefly. The game will call you out on it with an achievement if you think to return to the scene of the crime.
192* MusicalGag: [[spoiler:The ''Godmaster'' update brings us a minigame where you can try and take out as many Zotes as you can. The theme that plays is called [[https://www.youtube.com/watch?v=PFRleTfv1tk "Truth, Beauty and Hatred feat. Zote"]]. It's his Grey Prince boss theme with Zote humming the tune in his hoarse voice. Terribly. Once you kill at least 57 Zotes in the Eternal Ordeal, you get to unlock a new title screen of Zote with him also terribly humming the main menu theme "Hollow Knight".]]
193* NamedWeapons: Zote named his sword "Life Ender" because names have power. [[spoiler:Ironically but predictably enough, it can't actually end ''anyone's'' life; it's made of the same wood shields are made from, so it does zero damage, and even if it were useful for parrying, Zote sucks too much with it to try]].
194* NoSenseOfDirection: Defied in his twenty-ninth precept: 'Develop Your Sense of Direction'.
195* NotWorthKilling: The Hunter considers hunting him to be a waste of time.
196* NumerologicalMotif: 57. The amount of his self-written precepts, and the threshold for the enemies you need to kill in the Eternal Ordeal MiniGame to unlock a new Zote-themed title screen.
197* OddballDoppelganger: While he seemingly has no connection to the Knight, he looks like a weird, grumpy version of the protagonist.
198* OffscreenMomentOfAwesome: Downplayed since it's not given very much attention, but Zote somehow managed to make his way through ''Deepnest'' and live, which is something not many people manage to do. Of course, he's AllWebbedUp by the time the Knight arrives, but the fact that he managed to last in a place like Deepnest is a little awe-inspiring.
199* OptionalBoss: He becomes the [[ZeroEffortBoss "boss"]] of [[spoiler:the first course in the Colosseum of Fools]] if you keep him alive through the game.
200* OverlyLongGag: If Zote survives all the way to the end of the game, you find him listing to Bretta a series of ''57'' precepts, ranging from surprisingly sound advice to utter nonsense. When he's finally done, he [[WelcomeToCorneria starts over again]].
201* ParentalBetrayal: Discussed in his eleventh precept, but is aimed specifically at mothers.
202* PatheticallyWeak: He is unbelievably weak. Every time he's encountered by the Knight, he is in need of rescuing, [[spoiler:and in his boss fight in the Colosseum of Fools, his attacks cannot inflict any sort of damage]]. Even the Hunter considers him to be NotWorthKilling due to how weak he is.
203* PermanentlyMissableContent: If you have already obtained the mantis claw but fail to rescue Zote from his moment of peril right before the Vengefly King fight, he will die, and later interactions with him will be closed off, including [[spoiler:the Grey Prince fight (except in the BossRush of Godhome).]]
204* PerpetualFrowner: Zote's face/mask is permanently fixed in a moody scowl, matching his perpertually nasty attitude.
205* SaveTheJerk: You can potentially do this twice. [[ComplainingAboutRescuesTheyDontLike He'll complain if you do so.]]
206* ScrewDestiny: Zote's Precept Six: 'Choose Your Own Fate', where he disagrees on the elders' teachings about pre-determined fate even before one is born.
207* SelfProclaimedKnight: Self proclaimed "Zote the ''Mighty''". He's actually inexperienced (as he keeps on getting himself trapped). And when you do get to face him, his fighting skills are laughable.
208* ShapedLikeItself: Some of his precepts are just that redundant in nature. Like Precept Thirty-Five which states "Up is Up, Down is Down".
209* SingleStrokeBattle: Discussed in his fifteenth precept (One Foe, One Blow), where any additional blow is a waste.
210* SmallNameBigEgo: He's convinced that he's the most awesome guy around, but the truth is that he's a complete weakling. When he returns from the Colosseum of Fools, he proudly displays a trophy from his triumphant victory there... a helmet from the first standard enemy you fight at the beginning of the first trial in the Colosseum. [[spoiler:He is only a challenge as his dream self, which is based on how he presents himself to Bretta.]]
211* SmugSnake: For all his arrogance, Zote has literally no fighting skills and will die like a chump if you don't help him out. To drive home just how harmless he really is, even [[BloodKnight the Hunter]] thinks he's too weak and pathetic to be worth killing.
212* SoreLoser: [[spoiler:For most of the game, he can't be bothered to even remember who you are, but after you kick the crap out of him at the Colosseum of Fools, he returns to Dirtmouth and begins badmouthing you to the bugs there, telling them what a monster you are. Apparently, the only one who buys it is Bretta.]]
213* SpeakIllOfTheDead: Zig-zagged. Zote's Precept Seven: 'Mourn Not the Dead', where he believes that people should not cry ''nor even celebrate'' about someone else's death because it's a waste of time and mourning has no effect for the deceased.
214* StealingTheCredit: Zote will wrongfully accuse the Knight with this once he gets rescued from the Vengefly King, claiming that, when the Knight killed the Vengefly King, it interrupted the fight between Zote and his "prey" (when in reality, Zote is ''in danger'').
215-->'''Zote''': Just what do you think you're doing?! You dare to come between me and my prey? Is it a habit of yours to scurry about, getting in the way and causing bother?
216* TakeYourTime: Unlike in Greenpath, Zote won't [[spoiler:die in Deepnest nor the Colosseum of Fools]] no matter how long it takes you to rescue him. You can come back after an extended period of adventuring but he will remain there until he's rescued.
217* {{Troperrific}}: A majority of Zote's Precepts are basically just discussing, lampshading, invoking or defying some tropes and common knowledge, but passing them as if they're valuable life lessons.
218* TheUnfettered: Discussed in his sixteenth precept (Don't Hesitate), wherein by not looking back, you can achieve more once you've made a decision.
219* UngratefulBastard: He calls you a hindrance whenever you save him.
220* UnskilledButStrong: This doesn't apply to Zote himself (he's unskilled and weak), but precept 5, 'Strength Beats Strength', sees him encourage this.
221-->''Is your opponent strong? No matter! Simply overcome their strength with even more strength, and they'll soon be defeated.''
222* VagueAge: He's about the same size as the Knight who is heavily implied to be a child [[spoiler:with the reveal of the Hollow Knight's origins where it is shown to look almost identical to the former back in the day]]. However, Zote has the voice of a grown man. Most characters who are implied to be adults are usually at least a little taller than the Knight.
223* VideoGameCaringPotential: Zote can be rescued in several places like in Greenpath, in Deepnest, or in the Colosseum of Fools.
224* VideoGameCrueltyPotential: Leaving Zote to die in Greenpath after you've progressed far enough earns you the achievement "[[YouBastard Neglect]]".
225* WalkingTheEarth: If his Precept Twenty-Two: 'Abandon the Nest' is really about Zote sharing his past, then he had abandoned his birthplace as soon as he could to make his way out to the world.
226* WallOfText: In a meta sense, Zote holds the highest number of written dialogue for a single character - he has over 2,600 words, much more than the MrExposition kinds of Elderbug and the Last Stag. To be more specific with the trope, his 57 precepts can make paragraphs when compiled in full.
227* WellDoneSonGuy: As stated above, [[UnreliableExpositor Zote's thoughts and opinions on things are ones to be disputed as whether they are legitimate]] [[SelfServingMemory or the delusional ramblings of a self-serving egoist]], but when Dream Nailed during the "boss fight" with him in the Colosseum, one of the Dream Nail Dialogues is this:
228--> ''"I'll kill a thousand more... Will that be enough, father?"''
229* WhatTheFuAreYouDoing: Even if he wields a wooden nail, he doesn't have a refined fighting style, but simply flails his weapon up and down while moving forward. And he can trip while moving, falling flat on the ground. [[spoiler:This pathetic swordplay carries over to his Grey Prince Zote version, but his weapon can now damage you and his belly flops can now produce shockwaves.]]
230* WillNotTellALie: Precept 20 advises speaking only the truth. Of course, [[{{Hypocrite}} Zote is a massive liar]], although given how delusional he seems to be it's possible [[BelievingTheirOwnLies he genuinely doesn't think he's ever lying]].
231* WoodenKatanasAreEvenBetter: His Life Ender is a handmade wooden nail. [[spoiler:[[SubvertedTrope It can't actually hurt you at all.]] {{Double Subver|sion}}ted with [[OptionalBoss Grey Prince Zote]], whose nail ''can'' hurt you.]]
232* WrongGenreSavvy: Zote is just a self-proclaimed mighty warrior. He's delusional and possesses no strength, abilities, nor swordplay to back it up. Despite all of this, he sets off adventuring on his own. Alas, he ends up being the resident AssholeVictim among the wanderers – Zote gets chewed on by a Vengefly King ([[spoiler:he can die from this if you don't rescue him]]), gets webbed up in Deepnest, and gets himself captured by the Fools to be used for their GladiatorGames.
233-----
234[[/folder]]
235
236[[folder:Cloth]]
237!!Cloth
238!!!'''Backer:''' Noah Sturtridge
239[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/cloth.png]]
240
241->''"You act so confident in battle. You show no fear before your foes. I'll try my best to do the same."''
242-->'''-Cloth, in the Ancient Basin'''
243
244A cicada warrior who's working up the courage to battle the beasts of Hallownest. She's first encountered in the Fungal Wastes.
245-----
246* ActionGirl: When you first meet her, she's initially working her way to becoming a badass. After a certain interaction, she can decide to assist you in killing the Traitor Lord.
247* AllThereInTheManual: The official manual and a pre-release Kickstarter update revealed that Cloth is a cicada.
248* CarryABigStick: Wields a club as her weapon.
249* CharacterDevelopment: Starts out as a coward, but eventually gains courage later on, enough to [[spoiler:help you fight the Traitor Lord. She's actually a DeathSeeker, wanting to die in battle just so that she could meet her friend Nola]].
250* ChekhovsGunman: Initially just a coward bug hiding beneath the floor in the Fungal Wastes, your choices in the game could lead to her [[spoiler:helping you defeat the Traitor Lord]].
251* DamselInDistress: [[spoiler:You can find her cornered by several Aspid Hunters and Lesser Mawleks (signified by her Club lying on the ground), and can save her. This inspires her to be braver.]]
252* DeathFromAbove: She only attacks via a jumping overhead smash.
253* DeathSeeker: [[spoiler:Wants to die in battle and reunite with someone named Nola in the afterlife.]]
254* DevelopersForesight: If [[spoiler:Cloth dies in the Traitor Lord boss fight]] before the player has acquired the Dream Nail, [[spoiler:her ghost will be invisible but can still be interacted with through her corpse]].
255* DynamicEntry: If you meet the conditions to make her join the fight against the Traitor Lord, Cloth will make her entrance by dropping in from the ceiling, smashing the second mantis traitor with her club.
256* EstablishingCharacterMoment: Cloth is hiding beneath the ground when you first meet her in the Fungal Wastes. She's a coward for like three-fourths of the story.
257* FurryReminder: She makes a clicking sound similar to cicadas and is introduced by burrowing out of the ground, much like cicadas spend most of their lives underground.
258* JacobMarleyApparel: Cloth is the only character whose [[spoiler:ghost immediately appears after death, making her ghostly appearance look similar to that of her original body and corpse]].
259* GameplayAllyImmortality: You can't damage Cloth when she assists you as a GuestStarPartyMember, despite the fact that you can damage enemies, and enemies can [[UnfriendlyFire damage their own allies]].
260* GhostAmnesia: [[spoiler:Averted compared to the majority of the trope's examples in the game. If Cloth dies, then she is one of the few ghosts who realizes she just died and will leave the area on her own to be TogetherInDeath with a friend. If you don't absorb her first, that is.]]
261* GuestStarPartyMember: She shows up to help you with the Mantis Traitors and the Traitor Lord. [[spoiler:She'll die in the battle, though, and the only way to prevent that is to go out of your way to avoid meeting her before the fight.]]
262* HeroOfAnotherStory: One of the adventurers who arrived in Hallownest seeking for something. [[spoiler:She's actually a DeathSeeker who wishes to die fighting a worthy enemy.]]
263* MightyRoar: A rare case in a game where all bosses scream before the fight, Cloth is the only friendly GuestStarPartyMember who follows her entrance by screaming, much like cicadas in real life sing to attract mates and shoo away predators.
264* MutualKill: [[spoiler:Gets fatally impaled by the Traitor Lord, but crushes his head in return. This does not happen if you don't meet her in Ancient Basin first.]]
265* ShaggyDogStory: Cloth's character arc can end this way if you don't help inspire her in Ancient Basin before defeating the Traitor Lord. [[spoiler:While this outcome spares her life, it's clear that [[NotQuiteTheRightThing this is not what she wanted]] and after a final meeting in Dirtmouth, she leaves Hallownest dejected over not finding the "good death" she was searching for]].
266* TookALevelInBadass: During her first encounters, she reveals herself as not that strong and a bit of a scaredy cat. But, if you get her key encounter in the Ancient Basin, then Cloth will gather up enough courage to fight the Traitor Lord alongside the Knight [[spoiler:and personally finish him off]].
267* VideoGameCaringPotential: You can rescue Cloth from the monsters in Deepnest depending on your previous interactions. You will be rewarded when you fight the Traitor Lord.
268-----
269[[/folder]]
270
271[[folder:Tiso]]
272!!Tiso
273!!!'''Backer:''' Tiso Spencer
274[[quoteright:128:https://static.tvtropes.org/pmwiki/pub/images/tiso.png]]
275
276->''"Though few could truly challenge me, I'm hoping this arena presents the sort of brutal challenge I'm after."''
277-->'''-Tiso, in the Colosseum of Fools'''
278
279A smug warrior who's looking for the Colosseum of Fools. He's first encountered in Dirtmouth.
280-----
281* BaitAndSwitchBoss: Tiso has a [[spoiler:boss subtitle, a scream, and a battle theme when you encounter him in the Pantheon of Hallownest. Sounds like you're gonna have a boss fight with him right? Nope, at the next second, he gets [[DroppedABridgeOnHim killed by a Brooding Mawlek]] dropped from the ceiling]].
282* BloodKnight: He wants to find the colosseum as soon as possible and find glory there, promising to beat everyone including the Knight.
283* ButtMonkey: [[spoiler:Is built up for the majority of the game as a tough opponent to face in the Colosseum, only to be killed offscreen, and unceremoniously dumped down the pit for you to discover later.]] His status as one is fully cemented in the ''Godmaster'' campaign: [[spoiler:when it seems [[HopeSpot he's finally got his chance to shine]] as a full-fledged Boss Fight... [[YankTheDogsChain they literally drop a Brooding Mawlek on him]]. Poor guy gets killed ''both'' in the real world and in the dream world.]]
284* DroppedABridgeOnHim: [[spoiler:For all his [[SmugSnake bluster]], Tiso suffers an ignominious offscreen death after he arrives at the Colosseum. In the Pantheon of Hallownest, they literally dropped a Broodwing Mawlek to crush him.]]
285* HeroOfAnotherStory: Much of his adventure goes unseen aside from meeting him in a few specific areas (Dirtmouth, Blue Lake, etc.) but considering he's having no trouble with enemies unlike Zote, it seems like he has enough skill to justify his smug behavior at least.
286* HiddenDepths: Reading his thoughts with the Dream Nail reveals [[spoiler:less-than-positive things, such as musing about killing the Knight but refusing to do so because it would be a "pitiful end"]].
287* HopeSpot: You think you're gonna have a surprise boss fight against Tiso in the Pantheon of Hallownest? [[spoiler:Nope, he gets flattened by a Brooding Mawlek a few seconds later.]]
288* ImprobableWeaponUser: Uses a [[ShieldBash shield]] as a weapon, and it has some sort of trick. [[spoiler:You never find what it is, but the sketch of the person who made him states it's like a boomerang.]]
289* InformedAbility: He claims that his shield-like shell has a "deadly surprise", [[spoiler:but he dies before he can show it off]].
290* LaserGuidedKarma: He has some [[HiddenDepths sinister thoughts]] about [[spoiler:killing the Knight. Unfortunately, Tiso gets killed and dumped near the Colosseum, and in the Pantheon of Hallownest]].
291* LuckilyMyShieldWillProtectMe: What his "special trick" presumably entailed. [[spoiler:Whatever it was, [[SubvertedTrope it didn't protect him]] in the long run.]]
292* SmugSnake: He has a very high opinion of his own skills, and disdains anything that isn't fighting people, which is why he's heading to the Colosseum of Fools to prove himself and gain glory. [[spoiler: He winds up killed offscreen, with his body dumped outside with the rest of the Fools who died in the trials.]]
293* TheUnfought: The game sets him up as a big obstacle in the big colosseum, but in the end, [[spoiler:he's a RedHerring since he dies before you even meet during a trial in the colosseum. Subverted now that the ''Godmaster'' update has been made, as he is a full-fledged boss... who gets killed again by a Brooding Mawlek in a hilarious double subversion, which seems to go against everything about the point of the campaign (bringing planned-but-unused bosses to the forefront).]]
294-----
295[[/folder]]
296
297[[folder:The Last Stag]]
298!! The Last Stag / Old Stag
299[[quoteright:240:https://static.tvtropes.org/pmwiki/pub/images/laststag.png]]
300
301->''"I've grown stiff and tired over these many years and I've forgotten much, but the sound of the bell will always call me back."''
302-->'''-The Last Stag, when first encountered'''
303
304During the height of Hallownest's prosperity, legions of stag beetles served as mounts and taxis for the citizens. Now, only one stag remains, but despite his age, he is still willing to ferry the Knight across the kingdom as more routes are reopened.
305-----
306* AntiFrustrationFeatures: There are signs pointing directions to the nearest stag stations.
307* {{Foil}}: One to Elderbug and the Grey Mourner. All are old creatures, who are relics of their times. The Grey Mourner has completely succumbed to her sadness unless helped (which she expects no one to do). Elderbug likes company and helps, but refuses to leave Dirtmouth out of fear, and sees his virtue as a duty. But The Stag is a constant helpful companion who revels in exploring now that he has company and in the end is a very hopeful character.
308* HorseOfADifferentColor: He works as a living transport carrying passengers across the stagway tunnel network, and carries a set of chairs on a harness strapped to his back.
309* JapaneseBeetleBrothers: Together with the Knight. Ironically, the Stag looks more like a rhinoceros beetle, while the Knight looks more like a stag beetle.
310* JobStealingRobot: Is annoyed to see the Knight holding a pass for the tramways, explaining that he hates how the tram became this trope for the stags.
311-->"That pass you hold! Is it not for that ghastly machine, the tram? I hope you're not thinking of riding on that grotesque contraption. The thought a mere machine could attempt what we stags do! Foolish...Very foolish."
312* LastOfHisKind: It's in his name. [[spoiler:However, after you find a hatched egg in the Stag Nest, he decides to hold onto hope that other stags are out there. His name changes to "Old Stag" when this happens.]]
313* MeaningfulRename: [[spoiler:Finding the egg at the Stag Nest made him realize that he isn't the LastOfHisKind after all, and changes his name to just "Old Stag" to reflect this.]]
314* MrExposition: Tells you how each area used to be in the old days.
315* NiceGuy: It wouldn't be a stretch to call him the game's friendliest character. The Stag is helpful, protective, and loyal towards the Knight, and is one of the few characters to be optimistic about the future. If the two of you talk while in Deepnest, he admits that he's afraid for your safety and wishes you would leave as soon as possible. Even when [[spoiler:he discovers the Stag Nest]], he refuses to abandon his duty as a transport and will only go if you choose to take him there.
316* NonIndicativeName: Despite his name, he looks ''nothing'' like the [[https://ptes.org/wp-content/uploads/2019/06/A-Silver-male-stag-beetle-header-PTES-great-stag-hunt-2019-e1561475715269.jpg actual stag beetles]], especially given that he lacks their trademark dual pincers. If anything, his singular horns on his head and on his back make him look more like [[https://vignette.wikia.nocookie.net/insect/images/d/df/Trypoxylus_dichotomus.jpg/revision/latest?cb=20090824184604 a rhinoceros beetle]].
317* NonStandardCharacterDesign: Downplayed; while most of the bugs in the game are highly stylized, the Last Stag has a relatively more realistic design, with six legs like real-life rhinoceros beetles, instead of four, like most of the other insects in Hallownest, which helps in his role as a mount.
318* NoticeThis: The Stag Stations are marked in their entrances by lamp posts with a stag's head for their logo.
319* WarpWhistle: He ferries the Knight using the stagway tunnel systems, and he can be called to a stag station by ringing a bell.
320-----
321[[/folder]]
322
323[[folder:Mister Mushroom]]
324!!Mister Mushroom
325[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/mister_mushroom.png]]
326
327->''"Caps and shells may fall to dust, But Mr Mushroom readjusts..."''
328-->'''-Mister Mushroom, when Dream Nailed'''
329
330A strange fungoid being that only appears late in the game, in secluded spots that must be tracked down. Finding out who or ''what'' he is, however, is another story...
331-----
332* AmbiguouslyEvil: [[spoiler: Finishing his quest unlocks a new bit to the ending cinematic where he is shown still flying over Dirtmouth. The camera zooms in close to his face, making him seem particularly intimidating with the Sketch-Swirl style eyes and emphasized shadow on his face.]]
333* {{Cloudcuckoolander}}: He really likes to talk to himself, and even after you hit him, it still takes a while for him to even ''realize'' you are there.
334* EasterEgg: Mister Mushroom's dialogue can only be understood if the Spore Shroom charm is equipped.
335* HeroOfAnotherStory: He moves to a new location in the kingdom every time you decipher his messages with the Spore Shroom. [[spoiler: Once you meet him in his last stop at King's Pass, he flies in the air, indicating that his journey is off somewhere. The bonus ending scene that plays once you complete his sidequest also serves as TheStinger that ends with the phrase "ToBeContinued".]]
336* ItsTheJourneyThatCounts: In the final conversation with him, he expresses this sentiment after noting it took a long journey just to find him every time.
337* MushroomMan: His name is Mister Mushroom. [[ExactlyWhatItSaysOnTheTin What else did you expect?]]
338* MythologyGag: His first conversation is a nod to the simple game ''Hungry Knight'', Team Cherry's previous game which in many ways was the prototype for ''Hollow Knight''.
339--> "...It's nice that you were able to help your friend. So you're not hungry any more?"
340* RedBaron: The Riddle Tablet indirectly refers to him via the title of "[[spoiler:Master Herald]]".
341* SeenItAll: Mister Mushroom explained that the [[spoiler:fall of Hallownest]] was actually a common occurence. Based from past experiences, he already knew that [[spoiler:kingdoms built by Wyrms will eventually crumble]]. It is hinted to be one of the reasons why he felt bored in his journey to Hallownest, and flew to another new journey after you complete his sidequest.
342* SignsOfTheEndTimes: Going by the tablet that gives hints on where to find him, [[spoiler:he IS the sign, called the "Master Herald, he who would signal an Age's end". Considering he only appears once you have slain all three Dreamers, well... that's telling something.]]
343* TalkativeLoon: How he comes off, between his multiple strange lines and the fact that he's talking to himself up until you approach him. [[spoiler:His final conversation indicates he isn't a total CloudCuckoolander, though.]]
344* TheUnintelligible: Mister Mushroom speaks in a scrambled language when you talk to him, but you can only understand what he's saying if you equip the Spore Shroom charm.
345* TimeAbyss: Going by his Dream Nail lines, [[spoiler:Hallownest was just the most recent kingdom to be founded by a spawn of the Wyrm, and he's witnessed an unknown number of them rise and fall, unaffected every time]].
346* WhereItAllBegan: [[spoiler:The last place that Mister Mushroom visits before he flies off is the same spot in King's Pass where the Knight started their journey back to the kingdom.]]
347* WordSaladPhilosophy: Most of his lines are vague advice that have no obvious relevance, if any, on what you're doing or have done in-game.
348-----
349[[/folder]]
350
351!!Nailmasters
352[[folder:In General]]
353!!Nailmasters
354[[quoteright:341:https://static.tvtropes.org/pmwiki/pub/images/sheoromato.png]]
355
356Three warrior brothers who live at certain corners in Hallownest, spending their days in quiet introspection of their art. They were all trained by the Great Nailsage and will pass their knowledge on to the Knight.
357-----
358* AlwaysIdenticalTwins: All three brothers look exactly alike, save for Sheo's painting garb.
359* ChargedAttack: Their signature Nail Arts take a while to be unleashed, as indicated by a held pose or an aura forming around them first. This mechanic also gets passed down to the Knight as it learns from them.
360* CutsceneBoss: Learning their Nail Arts would depict the master and the Knight briefly clashing in a cutscene.
361* GracefulLoser: Like their master, they all bow when defeated as bosses.
362* HermitGuru: All three are found in relatively hard-to-reach places, but are willing to pass on their signature Nail Arts to those who can seek them out.
363* NiceGuy: Sheo and Mato are happy to teach the Knight and have its company. Oro however, prefers to be left alone and charges you 800 Geo for the lesson.
364* OptionalBoss: As of the ''Godmaster'' update, all three Nailmasters are now able to be fought in Godhome. Sheo still uses his artist tools to fight rather than his nail, though.
365* PolarOppositeTwins: Mato is loud, passionate, and openly friendly to the Knight when they meet. Oro is quiet, reserved, and wants to be left alone. This is furthered by the fact that they are literally on opposite sides of Hollownest: Mato is in the Northwest corner and Oro is in the Southeast corner.
366* RuleOfThree: There are three Nailmasters (Mato, Oro, Sheo) who trained under the Great Nailsage.
367* TheUnfought: Initially the case. According to the Website/{{Kickstarter}} campaign, they were supposed to be beaten in duels in order to learn their skills. In the original release, they amounted to [[CutsceneBoss cutscene bosses]], and Sheo doesn't want to fight any more anyway. Thankfully, all three eventually got battles put in the game via the ''Godmaster'' update.
368-----
369[[/folder]]
370
371[[folder:Nailmaster Mato]]
372!!Nailmaster Mato
373[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mato.png]]
374
375->''"Now I know how my own master felt when he passed down his teachings to us."''
376-->'''-Mato, after teaching the Knight'''
377
378The least skilled but most passionate disciple of the Great Nailsage, who now resides in a hut at the top of the world in the Howling Cliffs. He teaches the Knight the "Cyclone Slash" Nail Art.
379----
380* AFatherToHisMen: He certainly wants this kind of relationship with his disciples, and declares that the Knight is his child after they complete their training.
381* BigDamnHeroes: Comes to Oro's aid when the Knight seemingly defeats the latter in Godhome, transitioning the fight into a DualBoss.
382* NoodleIncident: When discussing his brother Oro, he becomes uncharacteristically angry, commenting that he hasn't forgotten what his brother owes him. It's never specified what passed between them, though.
383* SoProudOfYou: He really doesn't waste any time in establishing himself as a positive role model for his students.
384-----
385[[/folder]]
386
387[[folder:Nailmaster Oro]]
388!!Nailmaser Oro
389[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/oro.png]]
390
391->''"It is the law of the Great Nailsage that I must pass down my teachings to those who are worthy. But no law forbids me from exacting a payment for my time."''
392-->'''-Oro, before teaching the Knight'''
393
394The second most skilled disciple of the Great Nailsage, who lives in solitude in the far reaches of the Kingdom's Edge to avoid company while perfecting his arts in the nail. However, if the Knight finds him and is willing to part with some Geo, he'll teach them the "Dash Slash" Nail Art.
395----
396* CashGate: He wants you to pay him first before he teaches you his Nail Art.
397* DeathGlare: When Mato comes to his aid during their boss fight, they briefly glare at each other, complete with a TwinkleInTheEye.
398* JerkWithAHeartOfGold: If you give him a Delicate Flower, he'll ''say'' he's going to toss it out... but if you leave and return, you'll find that he's put it in a vase.
399* NoodleIncident: Oro has done something in the past that [[CainAndAbel caused bad blood between him and Mato]], but neither of them explains what it was. Sheo has no idea either and wishes they'd just get along.
400-----
401[[/folder]]
402
403[[folder:Nailmaster Sheo]]
404!!Nailmaster Sheo
405[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sheo.png]]
406
407->''"The wielding of a nail, the wielding of a brush... these things are not so different. We cut into the world so that we can peer deeper inside."''
408-->'''-Sheo, after teaching the Knight'''
409
410The most skilled disciple of the Great Nailsage, who has hung up his Nail for a simpler life as an artist. He resides in a hut deep in Greenpath, where he'll teach the Knight the "Great Slash" Nail Art. Sheo can be fought in the Pantheon of the Artist and is called "Paintmaster Sheo".
411----
412* MrExposition: If Sheo and the Nailsmith become friends, you can meet the two making figurines of the King's knights. Sheo talks at length about the five greatest, though he doesn't seem to remember (or doesn't care for) the last one, Ogrim the Dung Defender, who ironically appears to be the last living great knight.
413* RetiredBadass: Sheo has put down his nail to become an artist, much to Mato's confusion.
414* StraightGay: After [[spoiler:crafting the pure nail, the Nailsmith will beg you to cut him down, as he has nothing left to live for]]. If you refuse, he will instead leave his home, meeting and moving in with Sheo. Although none of their dialogue together is explicitly romantic, the achievement you get for doing this perhaps indicates a romantic relationship: "Happy Couple".
415-----
416[[/folder]]
417
418!!Dirtmouth [=NPCs=]
419[=NPCs=] that spend most of their time in the small town of Dirtmouth.
420----
421[[folder:Elderbug]]
422!!Elderbug
423[[quoteright:141:https://static.tvtropes.org/pmwiki/pub/images/elderbugsmol.png]]
424
425->''"Ho there, traveller. I'm afraid there's only me left to offer welcome. Our town's fallen quiet you see. The other residents, they've all disappeared. Headed down that well, one by one, into the caverns below."''
426-->'''-Elderbug, upon the Knight's arrival to Dirtmouth'''
427
428One of the oldest bugs in Dirtmouth. He welcomes any adventurers willing to brave the ruins of Hallownest, regaling them with stories about the kingdom's glory days.
429-----
430* AntiFrustrationFeatures: If you exhaust all of his other situational dialogue, Elderbug will always describe in passing the area of Hallownest you currently need to search in order to move the plot forward.
431* AntiPoopSocking: A subtle one, but if you exhaust all of his dialogue in Dirtmouth, the Elderbug will constantly ask if you are tired, he then recommends you to sit on the bench. It's a nod to save the game once the player is tired.
432* DevelopersForesight: If you simply pass by the Elderbug without talking to him upon entering Dirtmouth for the first time, he will call on the knight and later conversations will have him comment on this.
433-->''Oh! You came back! You walked straight past me, I thought maybe I'd faded away along with this town.''
434* TheEeyore: Downplayed, he's obviously a little depressed over how Dirtmouth has gradually been abandoned, but he doesn't let that get in the way of helping people and enjoying company when it comes.
435* {{Foil}}: The Elderbug is this for both the Grey Mourner and The Last Stag, as described in their individual entries.
436* {{Foreshadowing}}: When the Temple of the Black Egg is opened, the Elderbug will notice that the creature inside of it let out a [[MightyRoar cry]], but it sounded divine. He's right about the divine part, since [[spoiler:the Radiance is a higher being and is also inside that temple]].
437* HintSystem: Whichever location he's bringing up when you talk to him is usually the one you should be exploring next in order to move the story forward or to find the next key item.
438* IllPretendIDidntHearThat: After you've unlocked the house of Jiji (or Jinn) in the far side of Dirtmouth, the Elderbug would narrate a story of how he was supposed to go visit the grave of an old friend, but saw some huge eyes and sinister cackling in the distance so he went back, pretending none of that happened.
439-->I pretended I hadn't heard the voice or seen the eyes and scurried back to town. My friend will have to wait a little longer for her visit...
440* TheLostLenore: Mentions and thinks about someone close to him who died and is now in the nearby graveyard. At one point he tries to visit, but Jiji accidentally scares him off.
441* MrExposition: The man has a lot to say about the various regions of Hallownest and the people the Knight meets during his quest.
442* StepfordSmiler: A light example, he dislikes that adventurers are constantly going down to their near-certain demise, but he does what he can to guide them regardless. [[spoiler:Upon receiving the Delicate Flower, he reveals that he basically believed he should carry on being considerate because no one else would.]]
443* WastelandElder: One of Dirtmouth's original residents, Elderbug watched as many among the quiet hamlet's population descended into the well, never to return.
444* UnusuallyUninterestingSight: You can actually pull this off by walking past the Elderbug once you arrive in Dirtmouth, an act that [[DevelopersForesight he will subtly call you out for]], wondering if he's faded along with the town, or if the PlayerCharacter itself is a ghost.
445* VideoGameCaringPotential: [[spoiler:You can give Elderbug one of the Grey Mourner's Delicate Flowers (at no risk to the quest itself). It doesn't seemingly unlock anything or give an achievement, but it brightens up the Elder's mood considerably and he holds it from then on.]]
446-----
447[[/folder]]
448
449[[folder:Iselda]]
450!!Iselda
451[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_iselda_0.png]]
452[[caption-width-right:300:*Sigh* "Pappanaba..."]]
453->''"At times my husband makes Hallownest sound a wonder, but sometimes it seems a ghastly, dangerous place."''
454-->'''-Iselda, after selling some items'''
455
456The wife in a married couple who run a cartography store in the village of Dirtmouth. Iselda is a loyal merchant who left behind her previous job in order to settle down with Cornifer and help him in his business.
457----
458* ActionGirl: She used to be one, as indicated by her dream nail dialogue. It's just that she chose to retire so that she can settle down with her husband.
459* AffectionateNickname: Iselda usually calls her husband Corny.
460* AngerBornOfWorry: Her initial dialogue is rather caustic towards Cornifer. Subsequent conversations clearly show that she's just worried about him, wishing they could leave Dirtmouth for somewhere that doesn't routinely tempt her husband to put himself into so many dangerous situations.
461* AntiFrustrationFeatures: In a later update, Iselda's shop was stocked with map markers that could be manually placed to help remind yourself which areas to return to later.
462* AwLookTheyReallyDoLoveEachOther: Iselda behaves very surly and depressed when you meet her at first, miffed at being left behind to tend the counter in a tiny shop while Cornifer is off charting ruins. When you get the Dream Nail, though, you discover that not only did she willingly abandon a prestigious warrior career to settle down with her beloved Corny, she’s literally never been happier in her whole life and never regretted it even a single bit.
463* TheCynic: Iselda is considerably more jaded and cynical than her husband. Like the Elderbug, she's very suspicious of the Grimm Troupe when they come in, and specifically fears that Cornifer's outgoing, friendly nature might leave him wide open to something sinister.
464* DungeonShop: {{Inverted}}. Iselda will only open the shop after you've encountered Cornifer and bought a map from him, or if the False Knight had been defeated. However, their shop will be located in Dirtmouth.
465* GuideDangIt: Iselda will sell a pin for the tram stations after you've obtained the Tram Pass. But the game never makes a hint out of this, and it is very possible to finish the game even without knowing that you can now buy a map icon for the trams. The same applies to the Warrior's Grave Pin after you have acquired the Dream Nail.
466* HintSystem: Iselda's pins come in handy as they automatically mark the key points in your map, such as the locations of benches, stag stations, hot springs, tram stations, and even the essence resources such as the whispering roots and warrior dream graves.
467* RetiredBadass: The Dream Nail reveals that Iselda used to be a soldier or an adventurer. Although she dislikes working retail, ultimately she doesn't regret "hanging up the nail to settle down with [[AffectionateNickname Corny]]," and has never been happier than she is now.
468* TinyGuyHugeGirl: Iselda towers over her husband and most other [=NPCs=], to the point where Elderbug expresses concern about whether the doorway to her house is tall enough for her to get in and out comfortably.
469* TomboyishPonytail: While she doesn't actually have any hair, Iselda has bound her antennae together in the style of a ponytail, in keeping with her nature as a former ActionGirl.
470* UglyGuyHotWife: Cornifer is much older-looking and fatter compared to his curvy, feminine, and more youthful-looking wife.
471* ViolentlyProtectiveGirlfriend: Or wife; she has shades of this towards Cornifer, which goes further due to her being a RetiredBadass. She specifically forbids him from talking to any of the Grimm Troupe, which is probably for the best. By the time he finishes mapping the game world, she's clearly leaning heavily towards escorting him next time he goes out.
472-----
473[[/folder]]
474
475[[folder:Sly]]
476!!Sly
477[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/sly_2.png]]
478
479->''"All's fair in a world made of Geo."''
480-->'''-Sly, after Iselda opens shop'''
481
482A firefly merchant who the Knight saves from succumbing to the plague in the Forgotten Crossroads. He runs Dirtmouth's main shop.
483-----
484* AdamSmithHatesYourGuts: He sells each health and soul upgrade shard at a higher price than the last. At first he argues that those are rare enough that he undersold the first few, but he eventually drops the excuses and starts joking about it. Justified by the Elderbug, who says Sly can afford to be so greedy because he is the only merchant in Dirtmouth.
485-->'''Elderbug''': No competition. That's the problem. It's bad for the market. Not that he's complaining.
486* {{BFS}}: The sword seen in his storeroom is larger than he is by a fair margin, and even considering his size that thing is enormous.
487* ChargedAttack: [[spoiler:Naturally uses variants of all three charged skills he taught to his students]].
488* DungeonShop: {{Subverted|Trope}}: You rescue Sly in the town beneath the Forgotten Crossroads, but he will open his shop in Dirtmouth.
489* {{Expy}}: Sly's a diminutive individual who hides his history [[spoiler:as a famous sage and master]] underneath a comical exterior. Basically, he's Bug [[Franchise/StarWars Yoda]].
490* {{Foreshadowing}}: There are quite a few hints pointing towards his true identity as [[spoiler:the Great Nailsage]].
491** When you first meet him, dizzy with infection, he mistakes the Knight for [[spoiler:his student Oro]] and scolds him for wielding his nail like a club. If you talk to him again after snapping him out of his daze, he gives you his vote of confidence since he "can tell just by looking that you know how to wield [your nail]."
492** Speak to him after upgrading your Nail, and he may wax poetic about how your nail is the instrument by which you shape the world around you, before apologizing for rambling. Similarily, after you learn a new Nail Art, he is intrigued, wondering aloud whether you'll continue your training.
493** When struck with the Dream Nail, his thoughts muse about where [[spoiler:his students]] are and what they're doing.
494* {{Greed}}: Shows many signs of this, as he brings up Geo-related topics a lot. Although compared to the Leg Eater, Sly's greediness is tame and even justified:
495** His Dream Nail dialogue in the Crossroads speaks for itself: "...Geo. Geo. All the world is Geo. No nail can withstand its might..."
496** If Iselda opens up shop in Dirtmouth, he muses about selling maps as well, but backs down since that tactic can be aggressive.
497** Buy all of his initial stock of items and he will tell you to get out so that he can have some quality time with all the Geo that you "gifted" him. Buy even all of the second stock of items and he will brag about his mountain of Geo.
498* HiddenDepths: It is repeatedly hinted that he's more than he seems, even before [[spoiler:his identity as the Great Nailsage is revealed]].
499* HitboxDissonance: Don't get fooled by the SwordLines of his Great Slash attack [[spoiler:when you fight him in the Godhome]], because that hits ''farther'' than what the visual effect shows.
500* KillerRabbit: How badass could this tiny firefly be? [[spoiler:Enough to be the Nailmasters' teacher]].
501* MistakenIdentity: Sly mistakes the Knight for Oro in the Forgotten Crossroads. This is actually a [[{{Foreshadowing}} hint]] that [[spoiler:Sly is the Nailsage]].
502* OldMaster: Unbeknownst to the residents of Dirtmouth, Sly [[spoiler:acted as a teacher to all three of the reclusive Nail Masters the player character can encounter in the game world. He rewards you with a charm to reduce start-up on charge attacks after you've studied with each of his pupils]].
503* OptionalBoss: A dream version of himself is able to be fought in Godhome, as of the ''Godmaster'' update.
504* PetTheDog: His Dream Nail dialogue while in his shop shows that he is still concerned about the wellbeing of [[spoiler:his three students]], and hopes they're all looking after themselves.
505* PintSizedPowerhouse: Sly is even smaller than the Knight, but [[spoiler:gives it a run for its geo in battle. He ''is'' the Great Nailsage, after all.]]
506* PunnyName: [[spoiler:He wields a [[{{BFS}} great nail]] in battle]].
507* RetiredBadass: Sly was very adventurous in his younger days, but now he's a humble shopkeeper who lives in Dirtmouth. [[spoiler:Specifically, he was once one of the deadliest warriors in Hallownest, or anywhere else]].
508* SanitySlippage: One of the {{subverted}} examples. Sly is on the verge of losing his mind in the Forgotten Crossroads and even hallucinates the knight as another individual. Interacting with him brings him back to his senses and encourages him to return to Dirtmouth.
509* YouFightLikeACow: When you meet an infected Sly in the Forgotten Crossroads, he [[MistakenIdentity mistakes the Knight for somebody else]], and mocks it:
510-->'''Sly''': ...ugghh, Oro you oaf.... You wield your nail... like a club...
511-----
512[[/folder]]
513
514[[folder:Bretta]]
515!!Bretta
516[[quoteright:137:https://static.tvtropes.org/pmwiki/pub/images/bretta.png]]
517
518->''"The maiden's shell felt suddenly tight. Her claws curled. No glance was shared, no claws touched, just perfect, aching love shared in silence, together..."''
519-->'''-Bretta's second diary entry: ''The White Saviour Returns'''''
520
521A rotund beetle girl whom the player character can rescue in the Fungal Wastes. Quiet and withdrawn, she nevertheless expresses an unmistakable crush towards her "White Saviour".
522-----
523
524* AllLoveIsUnrequited: The poor girl can't catch a break. The first bug she falls for is the Knight, a relationship doomed to failure by the fact that [[spoiler:they're likely literally incapable of reciprocating in any way]]. After that, [[spoiler:Zote seduces her and badmouths the Knight]]. However, his behavior demonstrates that the only thing he wants out of the "relationship" was a steady stream of attention, not anything romantic. At the end of her storyline, she seems to realize that her true love isn't going to come to her if she just sits in one place waiting for it, and sets off to find ''them''. [[spoiler:Zote]] doesn't even notice.
525* BabiesEverAfter: She clearly wants to fulfill this trope. Gray Prince Zote can summon several diminuitive versions of himself to help fight the Knight. The Exploding Zotelings abandon any pretense whatsoever, being shaped like babies and making noises to match.
526* BrokenPedestal:
527** [[spoiler:If Zote makes it back to Dirtmouth, he badmouths the Knight to her and causes her to get over it in favor of Zote.]]
528** [[spoiler:As the player repeatedly defeats [[OptionalBoss Grey Prince Zote]], she starts to recognize Zote for the faker he truly is, to the point where she'll leave Dirtmouth if Grey Prince Zote is defeated four times.]]
529* CannotSpitItOut: Often found sitting on the bench in Dirtmouth, and clearly seen sneaking peeks at the player character as it passes, but has no "Listen" prompt. Sitting next to her has her blushing brightly.
530* CharacterDevelopment: It's small, but after [[spoiler:realizing that The Knight doesn't actually feel anything for her, and seeing through Zote's deceptions (with some help from the player), Bretta comes to the conclusion that you can't just wait for love to come to you, and she gains the self-confidence and bravery to set out on an adventure of her own, this time as the KnightInShiningArmor rather than TheDamselInDistress.]] This also happens on a smaller scale the more you defeat Gray Prince Zote - at first, she's sitting attentively and blushing; defeating Gray Prince Zote successive times causes her posture to change. By the time you've beaten him three times, she's staring at Zote with a thoroughly-unimpressed, bored expression on her face, slumped over. Beat him four times and [[spoiler:she flat-out leaves, determined to write her own happy ending instead of waiting for it to find her]].
531* CovertPervert: If dream nailed while she sleeps, she turns out to be having an apparently saucy dream involving the Knight.
532-->''White Wanderer...don't be shy....cold outside....bed is soft...''
533* CrushBlush: Starts to develop one whenever you sit next to her for a long while on the bench in Dirtmouth.
534* DamselInDistress: Fancies herself one to the player's KnightInShiningArmor, if the prose found in her room is any indication. Technically true, considering the Knight has no real reason to save her in the Fungal Wastes.
535* GameplayAndStoryIntegration: She calls herself as "Bretta, the girl that everyone just ignores" when you rescue her. She doesn't have a Listen prompt when you approach her in Dirtmouth, indicating that she got used to this treatment.
536* LongingLook: One of her sitting animations when the Knight is nearby.
537* MeaningfulBackgroundEvent: [[spoiler:Bretta lies in a sexy pose during the fight against Grey Prince Zote, while another Zote waves a fan near her. She falls down from the bed once her prince is defeated.]]
538* MostFanficWritersAreGirls: Taking a look at her diary reveals that she's written a bunch of fanfiction about herself and the Knight. [[spoiler:Once she moves on and falls for Zote, she starts writing fanfic about ''him''.]]
539* PurpleProse: Most of her diary entries are written like this. The trope plays into her writing in a rather affectionately parodious romantic-fanfiction-written-by-a-lovestruck-teenager kinda way.
540--> '''''The White Saviour:''' The maiden woke in darkness. Confused she reached out. Sharp brambles jabbed at all sides. Burning acid bubbled close below. What nightmare had led her here? What hope of survival remained? Doomed she thought herself and to despair she fell, until a light bloomed far in the distance, a bright, glowing spot fast approaching. It swept majestic about the thorns, leapt above burning waters and dove towards the maiden. Coming close, the form revealed at last, a beautiful being, sharp horns gleaming white. Arms reached out for the damsel, gathering her up, grip firm...''
541* RescueRomance:
542** Develops one, but it's unreciprocated due to the Knight's outwardly apathetic disposition [[spoiler:and probable inability to return her affections at all]].
543** [[spoiler:If you defeat Grey Prince Zote four times, she'll eventually leave Dirtmouth intending to start one of her own.]]
544* SanitySlippage: One of the {{subverted}} examples. Bretta is on the verge of losing her mind by the time you meet her in Fungal Wastes, but rescuing her will help regain her sanity and move back to Dirtmouth.
545* ScrewThisImOuttaHere: If you complete her questline, she'll realize that [[spoiler:the happy ending she's longing for won't just fall into her lap, and leaves Dirtmouth to find it for herself]].
546* ShipperOnDeck: She writes embarrassingly mushy romance starring herself and the Knight. [[spoiler:Later, she does the same thing with Zote, to gag-inducing levels]].
547* ShrinkingViolet: When you encounter her for the first time, she expresses surprise that anybody would come looking for "Bretta, the girl that everybody ignores". Thereafter, the only character in Dirtmouth lacking a 'Listen' prompt.
548* StalkerShrine: As mentioned, she keeps a few items in the image of the Knight in her room, [[spoiler:which she later changes when looking up to Zote instead. Bretta also adds a statue in her basement in the likeness of an idealized Zote. She grows so obsessed about him that the statue holds dream power you can access to find her surrounded by a harem of Zotes and a fearsome, bulky "Grey Prince Zote" whom you must fight]].
549* ThinksLikeARomanceNovel: She thinks of herself as a maiden who needs to be saved by the hero, falls in love very easily and completely idealizes her crush, even if she barely knows them. Then again, [[spoiler:until you defeat Zote in the Colosseum, what other reason does the Knight have to visit her room while she's seemingly sleeping there?]]
550* WallOfText: Each of her five diary entries are written in several paragraphs.
551-----
552[[/folder]]
553
554[[folder:Confessor Jiji]]
555!!Confessor Jiji
556[[quoteright:254:https://static.tvtropes.org/pmwiki/pub/images/confessor_jiji.png]]
557
558->''"If we don't deal with these regrets, hope starts to drain from us."''
559-->'''-Jiji, when first encountered'''
560
561An ancient bug in a turban who lives in a cave past the graveyard of Hallownest after unlocking it with a Simple Key. She's able to pull your Shade (which she calls a Stain of Regret) over to her cave in exchange for her favorite food -- Rancid Eggs.
562
563In Steel Soul Mode, since her services are not needed in a [[FinalDeathMode permanent death run]], she is replaced by Steel Soul Jinn.
564----
565* AntiFrustrationFeatures: Her service that moves your shade to you in exchange for a rancid egg, which saves you the trouble of going through potentially dangerous or distant territory to recover your geo.
566* ByTheLightsOfTheirEyes: The only thing you can see of her until you get close enough is her big orange eyes, it can come as a JumpScare when she hops out of the darkness to talk to you face-to-face.
567* CastingAShadow: She can invoke a ritual that summons the player's lost Shade right into her cave.
568* CoolOldLady: Either extremely old, or TheAgeless, since she states that she's been sleeping in that cave until the Knight unlocks it. The service she provides is an essential if you feel like your next run in the ruins will end in you dying before you find the Shade you left behind again.
569* DarkIsNotEvil: In a recurring trend, she has powers associated with darkness in her drawing your Shades to you, but this service is probably one of the best AntiFrustrationFeatures the game has to offer, and she only wants bugs to come to terms with past regrets.
570* FantasyCounterpartCulture: Jiji's clothing and turban-shaped head are Arabic concepts.
571* GuideDangIt: A basic gameplay mechanic that can easily be missed is Confessor Jiji being able to summon the player's Shade from elsewhere on the map, which is left after the character dies, so that the player can more easily recover their soul and geo. The problem is that Confessor Jiji is ''so'' cryptic (taking about "leaving regret behind in the world" and her being able to "return one's regret") that it's incredibly easy to dismiss her as just another vaguely depressed bug (of which there are several in the game). Players can easily go through the entire storyline with no idea what her actual gameplay purpose is.
572* HiddenDepths: Hitting her with the dream nail seems to imply that she (ironically) regrets being asleep for so long, and fears that whatever darkness is present now will destroy her if she somehow falls asleep in such a way again. For added {{irony}}, [[spoiler:while there is a ton of darkness and void that spawns Siblings and Tendrils in The Abyss that do pose a very real threat to her, the more immediate danger that could consume her is a LightIsNotGood plague.]]
573* MeaningfulBackgroundEvent: Everytime she performs the ritual to summon your shade, the candles in her cave will also die out.
574* ShadowedFaceGlowingEyes: Her eyes are the only visible part of her face, which is otherwise obscured by her robes and hat.
575* TrademarkFavoriteFood: Rancid Eggs, which other bugs are noted to ''die'' from trying to eat, mind you.
576----
577[[/folder]]
578
579[[folder:Gravedigger]]
580!!Gravedigger
581!!!'''Backer:''' Jonathan Lindblom
582[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_gravedigger.png]]
583
584->''"Ehh... Another wielding a weapon. I suppose you'll be leaving many a corpse in your wake?"''
585-->'''-Gravedigger, when first encountered'''
586
587A ghost found in the graveyard area of Dirtmouth.
588----
589* ChekhovsGunman: If you obtained the Monarch Wings without the Dream Nail yet, the Elderbug mentions that Dirtmouth used to have a gravedigger. After you do obtain the Dream Nail (and the ability to see ghosts) later on, you can interact with the ghost of the gravedigger, who is still in town. You can then choose to absorb him into the Dream Nail for a single essence.
590* DeathByIrony: According to the Elderbug, the Gravedigger died when he fell into an open grave and couldn't climb out.
591* DissonantSerenity: He doesn't mind you wielding a nail for killing other bugs since he acknowledges that killers and corpses help thrive and justify the gravedigger profession. There's one slight detail that miffs him though; if there are too many corpses, it would mean extra work for the gravediggers.
592-->I shouldn't complain. It's your kind that keeps folks like me in business.
593* DueToTheDead: The Gravedigger (naturally by profession) tells you to at least spare some thought for the dead, berating you a bit since he notices that you are wielding a lethal weapon.
594* EveryoneCallsHimBarkeep: Known only as "Gravedigger'.
595* FlatCharacter: A dead gravedigger guarding the graveyard of Dirtmouth... That's all from this character's backstory.
596* PosthumousCharacter: As a ghost, he is already long dead by the events of the game.
597* ThousandYardStare: He keeps staring in direction of the player, empty of any emotions.
598-----
599[[/folder]]
600
601[[folder:Steel Soul Jinn]]
602!!Steel Soul Jinn
603[[quoteright:330:https://static.tvtropes.org/pmwiki/pub/images/steelsouljinn.png]]
604
605->''"Jinn, little know... cannot tell of self. Too young, its thought, its mind. Born to provide, to trade."''
606-->'''-Jinn, when not bartering with the Knight'''
607
608A mysterious, stark white creature who buys Rancid Eggs for geo. She replaces Confessor Jiji in [[FinalDeathMode Steel Soul Mode]].
609----
610* AmbiguousRobots: It's unclear if Jinn is an organic being, a robot, a golem or a cyborg. She is seemingly made of steel and acts very robotic, but she could also be wearing armor.
611* ContinuityNod: Even if Jiji is replaced in Steel Soul Mode, Jinn references her by describing a friend who likes and eats Rancid Eggs.
612* ReligiousAndMythologicalThemeNaming: Jinn is the term for the demons and genies of Arabic Mythology. Coupled with the clothing and turban-shaped head of Jiji whom she replaces, this also crosses with FantasyCounterpartCulture.
613* RoboSpeak: While her status as a robot is ambiguous, her VoiceGrunting, as well as her odd manner of speaking, is remniscent of the way robots speak in various media.
614* SingleTaskRobot: Jinn mentions being that her only purpose seems to be to trade geo, discusses how much sturdier her body is than the Knight's, and has a highly unusual voice.
615* ThirdPersonPerson: Jinn always refers to themself in the third person.
616* WorthlessYellowRocks: Jinn has accumulated a lot of Geo, but she has no use for it and gets rid of it by trading it for Rancid Eggs.
617----
618[[/folder]]
619
620!!Forgotten Crossroads [=NPCs=]
621[=NPCs=] that can be found in the ancient Forgotten Crossroads.
622----
623[[folder:Menderbug]]
624!!Menderbug
625[[quoteright:218:https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_menderbug.png]]
626
627->''"Member of an elusive guild of bugs fixated on the maintenance of Hallownest's many signs and wayposts."''
628-->'''-The Hunter'''
629
630A rare bug who can be seen repairing the sign at the entrance of the Crossroads, with the Hunter's exposition hinting that he is just one of the many who do their own gimmick of fixing stuff.
631----
632* CloudCuckoolander: The fact that he makes fixing signs a dedicated hobby and seems happy despite the complete chaos he lives in makes you wonder what goes through his mind.
633* MetalSlime: If you break the sign at the entrance to the Crossroads, just below the Dirtmouth well, there's a small chance you'll find the guy in charge of fixing [[DieChairDie all the stuff you break]] when you next enter the room. You can kill him before he flies off, but all that does is unlock the door to his house, where you can read his diary [[YouBastard and feel like the scum of the earth]].
634* ThePollyanna: In his diary, the Menderbug claims himself to be the happiest bug, that no single bug in Hallownest is happier than him. Even if he gets confused why somebody is breaking the entrance sign at the Crossroads, he is still optimistic and glad about it because it's a part of his job, and the Menderbug ''loves'' his job.
635* RandomNumberGod: He has a 2% chance of spawning when you break the sign in the Crossroads and return via Dirtmouth.
636* VideoGameCrueltyPotential: If you really want to, you can kill the Menderbug, whose only role is to go round behind the scenes and mend all the background objects you keep demolishing. The worst part is that his entry ''doesn't'' count towards the completion of the Hunter's Journal along with the achievements, be it in-game or Steam, so you cannot even use HundredPercentCompletion as an excuse for your actions.
637* WhatMeasureIsAMook: You can kill the Menderbug like any other enemy in the game, even if the Menderbug is not hostile in the first place. [[spoiler:His house and the diary he left behind are indications that he does have a personality and some backstory, and he's just doing his job the moment you killed him!]]
638[[/folder]]
639
640[[folder:Grubs and Grubfather]]
641!!Grubs and Grubfather
642[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/npc_grubfather.png]]
643 [[caption-width-right:250:The Grubfather]]
644
645->''"Happy...happy...happy!!!"''
646-->'''-Grubfather, after you rescued all the Grubs'''
647
648A colony of Grubs and their apparent patriarch who are among the first friendly creatures the Knight meets in Hallownest's Forgotten Crossroads. The animals and plague seem to leave them alone, but [[spoiler:the Collector]] has captured all of them in glass jars and left them in hard to reach nooks and crannies, or well-guarded areas. The Grubfather rewards you as you get more and more grubs back home.
649----
650* AllThereInTheManual: The Indiebox for ''Hollow Knight'' comes with a PDF called "Grub Care Instructions". In it, it explains all their habits and how to raise one.
651* AmbiguousSituation: The Care Instructions also have some indications that [[spoiler:The Grubs might be connected to Moths and Radiance, or are at least are much more than they seem. among them are flag raising details that they gain an "unseemly appetite" for eggs and flesh when presented with it, that their song has restorative, invigorating properties (proven by the Grubsong charm) and the last paragraph, which is as follows:]]
652--> [[spoiler:As with all things, your time together with your adopted grub will come to an end at some point, when your grub moves on to the next stage of its life, do not try to stop it or mourn on the event as a loss. Everything has its time, and everything obeys its nature. Hold onto the happy memories you shared with your grub. Perhaps you will meet each other again, in your dreams...]]
653** [[spoiler:Also of note are that several Moth Larvae are green in RealLife, such as Luna moths and Winter moths]]. The Grubs also never show any signs of being affected by the Infection, even when they're found in areas that are lousy with the stuff.
654* BalloonBelly: [[spoiler:Once you're completely done with the grub-hunting sidequest, the Grubfather will spend the rest of the game with a ridiculously swollen belly due to devouring all his children in order to prepare them for the next stage of their life cycle.]]
655* BizarreAlienBiology: After saving all the grubs, getting the rewards, and resting at a bench, it's almost alarming to find the Grubfather [[spoiler:bloated and sitting in the middle of the room, having apparently ''eaten'' all 46 other grubs whole. They're still alive -- and happy, apparently. The Grubberfly's Elegy charm suggests that this is the next natural step in a Grub's life, and the Grubfather is simply acting as a protective cocoon of sorts for their development. The charm's image itself depicts the Grubfather with 8 wings.]] Even so, for an insect this is a strange sight. It should be noted that the Grubs aren't the only insects in the game that do this, either; see the [[spoiler:Gruz Mother]].
656* ChestMonster: There are enemies that imitate grubs, jar and all, and they are really convincing until released. [[spoiler:Reading their minds with the Dream Nail is how you pick out a faker.]]
657* EatenAlive: [[spoiler:The Grubfather eats all the grubs once you save them, and they're alive and happy inside his stomach.]]
658* GottaCatchEmAll: Grubs are trapped inside bottles and scattered all over Hallownest. Their father will give rewards for each one you rescue.
659* GuiltBasedGaming: When you're near a bottled Grub, it will make a happy noise and jumps for joy. But if you try to ignore it by leaving the vicinity or moving away from its view, the Grub will resume its usual worried whimpering.
660* LivingMacGuffin: What the Grubs function as. Their father [[GottaCatchEmAll requests you to find them]] all in exchange for many rewards.
661* NoticeThis: The cries of the trapped Grubs can be heard as soon as you enter the room where they are located.
662----
663[[/folder]]
664
665[[folder:Myla]]
666!!Myla
667[[quoteright:140:https://static.tvtropes.org/pmwiki/pub/images/myla.png]]
668
669->''"Ohhh, bury my mother, pale and slight,''\
670''bury my father with his eyes shut tight!''\
671''Bury my sisters, two by two,''\
672''and then when you're done, let's bury me toooo!"''
673-->'''-Myla's song when first encountered'''
674
675A carefree, jovial bug girl toiling away in the mines of Crystal Peak. Although friendly and cheerful, it quickly becomes apparent that there's something not quite right about her.
676-----
677* AndIMustScream: [[spoiler:If you hit her with the dream nail after her infection, you find she's still thinking about the song she sung when she first met you.]]
678* CloudCuckooLander: She acts rather odd, [[spoiler:even before she becomes infected]].
679* TheCorruption: [[spoiler:She becomes infected sometime after the player defeats the Soul Master, and her condition rapidly deteriorates until she becomes a husk.]]
680* DevelopersForesight: [[spoiler:Killing Myla after she is fully infected counts towards the Husk Miner's journal entry.]]
681* {{Foreshadowing}}:
682** If you hit her with the Dream Nail right before [[spoiler:the point she goes mindless, you find there is ''someone'' commanding her to "kill the empty one"]].
683** [[spoiler:The fact that she shares the same basic model and look of the standard Husk Miner enemies in Crystal Peak (found just beyond her) hints at her infection.]]
684* HearingVoices: [[spoiler:One of the early signs of her infection, Myla begins hearing the voice of the Radiance urging her to "kill the empty one".]]
685* IAmNotAGun: [[spoiler:Implied if you choose to not kill her after she's infected. After you kill the Radiance at the end of the game, bugs are freed of her infection, including Myla. However, we don't directly see this.]]
686* TheInsomniac: She offhandedly mentions skipping sleep while she labors in her mine, seeming to consider it a perk of her solitude.
687* IronicNurseryTune: Her increasingly disjointed singing as she is overtaken by TheCorruption.
688* KillTheCutie: [[spoiler:She catches the infection and becomes a [[OurZombiesAreDifferent husk]], and will attack the player like any other enemy. The player is given the option to kill her when this happens, but you don't have to go through with it.]]
689* MusicalChores: Sings and hums a somewhat morbid song to herself while she works, though she occasionally forgets the lines.
690-->''Ohhh, bury my mother, pale and slight,\
691Bury my father with his eyes shut tight!\
692Bury my sisters, two by two,\
693And when you're done, let's bury me too!''
694-->'''(...)'''\
695''Ohhh, bury the knight with her broken nail,\
696Bury the lady, lovely and pale.\
697Bury the priest in his tattered gown,\
698Then bury the beggar and his shining crooooooown!''
699* OOCIsSeriousBusiness: She constantly hums her song to herself while she eagerly chips away at the crystals in her mine. She eventually stops both due to [[spoiler:catching the plague, and being [[SanitySlippageSong unable to sing coherently]] due to the voice in her head. When she succumbs and becomes a husk, she resumes working, but is eerily silent.]]
700* PowerfulPick: Yep, that pickaxe of hers is [[spoiler:what she uses to fight you when she's totally infected, just like the other miners]].
701* SanitySlippage: Starts becoming increasingly unhinged as the plot progresses [[spoiler:due to her infection]].
702* SanitySlippageSong: She continues to try singing as [[spoiler:her infection worsens, ominously lingering and stuttering on the verses. Upon becoming a relatively silent husk, using the Dream Nail reveals that she is still thinking of the song, [[SurvivalMantra possibly out of a failed attempt to preserve her crumbling sanity]].]]
703-->[[spoiler:''...Bury my body... c-cover my shell,\
704What meaning in darkness? Yet here I remain...\
705I'll wait here forever...till light blooms again...\
706...Bury... body... cover... shell,\
707Darkness. No meaning... [[AC:DANGEROUS]]... Still, remain...\
708[[AC:LIGHT]].... again...'']]
709* SpeechImpediment: Stutters constantly in normal conversation (likely due to not having many people to talk to), [[StutterStop though it mostly disappears when she sings]].
710* TragicMonster: [[spoiler:She gets infected early on and eventually becomes a husk.]]
711* UniqueEnemy: [[spoiler:Infected Myla shares the attacks and appearance of a Husk Miner, though she has unique lines when hit with the Dream Nail, as well as a unique death cry. She also does not respawn upon being slain.]]
712-----
713[[/folder]]
714
715[[folder:Charm Lover Salubra]]
716!!Charm Lover Salubra
717[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/salubra_1.png]]
718
719->''"I can see you've started your own collection. Very nice! I'll show you some of my own, and you can take one home with you if you like!"''
720-->'''-Salubra, when wearing at least one Charm'''
721
722A morbidly obese mollusk living at the bottom of the Crossroads with a passion for charms; will enthusiastically sell charms and slots to the player character.
723-----
724* AbhorrentAdmirer: Not necessarily, since the Knight can't really object, but based on her thoughts, flirtatious remarks and [[spoiler:the way she administers her blessing (a big sloppy kiss),]] she finds the Knight attractive, mysterious and dashing.
725* AdamSmithHatesYourGuts: To a lesser extent than Sly, since most of her merchandise is unique. Nevertheless, every charm slot you buy from Salubra will be substantially more expensive than the last.
726* AllThereInTheScript: Salubra is a slug as hinted by some of the game's code and variable names.
727* BunnyEarsLawyer: She's a giggling doofus obsessed with charms sitting in technical isolation, but she's, well, obsessed with charms, so she knows a great deal about them, giving sound advice like talking about how specific charms complement each others effects. In addition [[spoiler:her blessing confirms that she knows how to perform magic without using SOUL, the void, light, or dreams]].
728* DoubleUnlock: Obtaining all the charms unlocks Salubra's Blessing in her shop, but you have to buy it from her first.
729* DungeonShop: Salubra sells you charms only in the Forgotten Crossroads.
730* EverythingsSparklyWithJewelry: Even discounting her necklace and affinity for selling accessories to the player, Salubra's shop appears well-stocked with jewelry and shiny trinkets.
731* GonkyFemme: Salubra cuts a large, flabby figure, with a [[HeavyVoice tonality to match]]; this doesn't discourage her from wearing jewelry or tending to her eyelashes.
732* MeaningfulName: It means "healthy/lively woman". While obese, she's quite upbeat and feeling well, judging by the looks.
733* MsExposition: She explains how charms are made, mainly [[spoiler:crystallized from a dying bug's final wish]]. Her other tips are mostly gameplay-related though, even in the FlavorText of the charms that she sells.
734* TheHyena: Can be heard laughing constantly until business is made with her. Her Blessing also causes her to appear by you in spirit, still laughing.
735* TheMagnificent: Charm Lover.
736* WhileRomeBurns: Upon encountering the player character for the first time, Salubra asks if the neighbors recommended her services. Considering that the village she's situated in appears to be ruined and deserted save for a few shambling Husks, she may not have left her cabin in a long time.
737-----
738[[/folder]]
739
740[[folder:Snail Shaman]]
741!!Snail Shaman
742[[quoteright:178:https://static.tvtropes.org/pmwiki/pub/images/snail_shaman.png]]
743
744->''"Say no more, friend. I'm going to give you a gift, a nasty little spell of my own creation. It's just perfect for a little one like you! Ohoho!"''
745-->'''-Snail Shaman, when first encountered'''
746
747An eccentric snail mystic who lives by a place called the Ancestral Mound. He gives the Knight a spell before forcing them into clearing out a creature that has made its home in the Mound.
748----
749* ActionSurvivor: [[spoiler:In a way. Once the plague overruns the Crossroads, the easiest route to get to him is walled off by an obscene amount of boils. However going through the original left-most route reveals that he is fine and his mound is unafflicted.]]
750* AmbiguousGender: Given that snails are hermaphrodites, it's possible that the snail shaman isn't actually male, but merely has a masculine voice.
751* AmbiguousSituation: The game states that he's a snail. But visually, he appears to have more in common with characters like The Collector and Kingsmoulds, further strengthened by the spells and spell upgrades you get from him and his kin being based around the void. However, nothing ever confirms this or if the snails had anything to do with the Pale King's efforts to keep Radiance away and forgotten, barring [[spoiler:the Soul Sanctum experimenting on one in their own efforts.]]
752* {{Foil}}: To the Seer, both are mystics who are apparently the LastOfTheirKind of their tribes. The snails are centered around the void/black magic focused on damaging foes and affecting things in the waking world; the moths are worshippers of the light whose powers are typically uncombative and affect dreams.
753* LastOfTheirKind: The only snail in Hallownest by the time the Knight gets there.
754* MagicStaff: He carries a staff with a skull on the tip, and waves it around just as he gives the first spell to the Knight.
755* NPCRoadblock: The Snail Shaman closes and guards the gates while you're still inside the Ancestral Mound, requiring you to kill the Elder Baldur inside as a practice for the Vengeful Spirit spell.
756* PsychicBlockDefense: You cannot read his mind with the Dream Nail, and he will just laugh at you for trying to do so:
757-->Poking around in the dreams of others... You're more curious than you look! Oho ho ho ho!
758* SinkOrSwimMentor: Essentially after giving you the first spell, which causes the Knight to pass out, he puts you in the Ancestral Mound (with the gate barring your exit) to defeat the Elder Baldur (which can only be damaged by the spell) in a mini-boss fight.
759-----
760[[/folder]]
761
762!!Greenpath [=NPCs=]
763[=NPCs=] that can be found in Greenpath's overgrowth.
764----
765[[folder:The Hunter]]
766!!The Hunter
767[[quoteright:240:https://static.tvtropes.org/pmwiki/pub/images/hunter_83.png]]
768
769->''"Venture the depths of this land and slay its beasts. Prove yourself worthy to bear the mark of Hunter."''
770-->'''-The Hunter, when first encountered'''
771
772A mysterious, bloodthirsty bug warrior who's obsessed with hunting, battle, and war. He tasks the Knight with cataloging the many monsters that infest the ruins of Hallownest, promising rewards the more it kills and discovers.
773-----
774* TheAce: He has comments on every monster in the game, which implies he is aware of every single creature in Hallownest and still hunts with impunity, as though none are a threat to him. Once you complete the journal, [[spoiler: he makes you think he will face you in a Boss Battle for a moment, theme music and all. Even though he doesn't fight you,]] the fact the game highlighted how threatening he was even in the endgame phase suggests that he would be a strong opponent even by comparison.
775* AdmiringTheAbomination: His commentary on some of the game's more nightmarish enemies have shades of this trope. For instance, he finds the Corpse Creeper, one of the game's most {{Squick}}-inducing enemies, "ingenious" for its habit of infecting bugs and using their deceased bodies as puppets once the host dies.
776* AffablyEvil: He makes no effort to hide the fact that he loves hunting and killing, but this doesn't stop him from acting polite and encouraging towards the Knight.
777* AttackItsWeakPoint: One of the Hunter's most common advice against various creatures, which also doubles as a HintSystem. For example, he reminds the Knight to attack the face of Durandas since their shells are fully protected.
778* BaitAndSwitchBoss: [[spoiler:Upon completing the monster compendium, he breaks the floor underneath himself and stands up to reveal a monstrous true form (face still hidden by the bush around his head) and roar as if he's initiating a boss battle... only to hold his hand out with the reward he promised. The battle music even starts, but [[LettingTheAirOutOfTheBand peters out in seconds]]. Any summoned companions such as the Grimmchild would also continuously attack the Hunter during this scene. But nope, he won't fight back at all.]]
779* BattleTrophy: He invokes this trope by suggesting you to take the helmet of a defeated Death Loodle as a trophy.
780* BigEater: In his journal entry, the Hunter states that he has already devoured hundreds of Vengeflies with little effort.
781* BlackComedy: His sense of humor can be a bit twisted and sadistic since the underlying context involves using other live creatures for fun:
782** The Hunter jokes that one could use a Goam's [[MundaneUtility thick hides to sharpen weapons]], and the Goams barely seem to notice.
783** He dismisses Maggots as nothing but sweet fat that is best roasted over open flame.
784** According to him, the Baldurs were caught for sport, and being rolled around for fun by his fellow young hunters.
785** He is amazed at the Fungoons, but what he says next is a sudden MoodWhiplash - being the hunter that he is, in the end, those "marvelous creatures" would be killed.
786--->This world certainly hides some marvellous creatures. I must hunt them all down!
787** The Hunter doesn't know what a soul is, and why Soul Sanctum Scholars are obsessed with it. He only thinks that soul is what makes freshly-killed meat taste the best.
788** His comment on the Hopper implies that he has attempted to roast a Hopper over open fire, only to his dismay when he learns that the creature's belly explodes when heated.
789** The Spiny Husk's Journal entry implies that the Hunter has a habit of using spiky spines like toothpicks after eating. But he doesn't do it with the spines of the Spiny Husk because they are deemed to be poisonous.
790* BloodKnight: He ''really'' enjoys the hunt, and welcomes anyone who shares his enthusiasm. He is not particularly picky about whose blood is spilled, either—[[CrueltyIsTheOnlyOption you have to kill several completely harmless creatures to complete the journal]]. [[spoiler:When you finally complete the Journal and use the Dream Nail on him, his thoughts reveal that he inwardly admits you're stronger than he is now, wondering if - and ''hoping'' that - you'll come back to hunt him, both for your sake and his own]].
791* BlueAndOrangeMorality: The Hunter is a BloodKnight ''par excellence'' within his limitations, but he does have a code of honor. It's just that that code of honor does not prohibit the butchering of totally-harmless bugs.
792** Even though you [[CrueltyIsTheOnlyOption have to kill several totally-helpless enemies]] to fill out his Journal, such as the Maggots, he outright says some creatures are NotWorthKilling, such as [[ButtMonkey Zote]]. He also finds [[ImmortalityImmorality the research carried out by the Soul Master]] and his subordinates utterly obscene, and expresses confusion over the [[BloodSport Colosseum Of Fools]], stating that he doesn't understand the appeal and cautioning the Knight to watch their back if they ever venture there.
793** He has a mixed reception for the Aspid mothers, calling their way of using their [[WeaponizedOffspring children as weapons]] a shameless act, while admiring that same act as a form of resourcefulness.
794** He used to ignore Mosscreeps, thinking they were mere plants. But when he learned that the Mosscreeps were actually living creatures, he began killing them on sight.
795* BraggingRightsReward: As far as anyone knows, the item you get for completing his Journal, the Hunter's Mark, does nothing except proving that you have completed the bestiary and giving you an achievement.
796* DarkAndTroubledPast:
797** He used to have siblings, but now he [[LastOfHisKind hunts alone]].
798** When he comments on the Oblobbles, he reveals that no mate has ever come to stay by his side.
799* DissonantSerenity:
800** He explains that Corpse Creepers shouldn't be feared, despite their disgusting methods of hiding inside and controlling corpses.. Instead, a traveler should rejoice because of the chance of killing two creatures at once!
801** The Hunter eats grubs as soon as he sees them, which is why he is surprised that there are dangerous mimics pretending to be little grubs... He eats them anyway regardless.
802* EgomaniacHunter: If his name wasn't a dead giveaway, he clearly enjoys sharing his enthusiasm for stalking and killing the creatures of Hallownest.
803* EstablishingCharacterMoment: The first time he sees the Knight, he refers to them as a "squib" due to how small they are - before musing that they must be a fellow hunter in spite of this, due to their fearless nature. He then urges the Knight to kill everything they can find and fill out the Hunter's Journal. This one scene handily summarizes just about everything you need to know about his personality.
804* EvenEvilHasStandards:
805** The Hunter has no problems killing defenseless creatures, but even he considers Zote too pathetic to kill.
806** He is even ashamed of cutting down Cowardly Husks, because those were truly cowards by nature.
807** A journal entry indicates he finds the ImmortalityImmorality practiced at Soul Sanctuary to be "obscene".
808* EveryoneCallsHimBarkeep: Only known as "The Hunter".
809* ExtremeOmnivore: True to his name, he will eat almost anything he can kill - and there don't seem to be many creatures that he can't. One Journal Entry notes that he and his siblings used to hunt each other in the nest, and now he hunts alone. This could be reminiscing about family nostalgia now that the siblings are split up... or the Hunter [[MonstrousCannibalism ate his own siblings.]]
810* FaceFramedInShadow: All we ever see of him is his glowing eyes. [[spoiler:He stands up when granting the Knight a Hunter's Mark.]]
811* {{Foreshadowing}}: When the Hunter recalls that all efforts of the Soul Sanctum scholars were to no avail, he theorizes that the infection came from somewhere deep inside the bugs that they could not escape. He's right about the infection's methods – [[spoiler:The Radiance can infect bugs from the inside, via dreams]].
812* GeniusBruiser: Implied to be one of the most dangerous bugs you meet in the entire game, but his Journal entries reveal that he is very eloquent and intelligent when he wants to be. His musings on several topics suggest a much greater understanding of the world he lives in, and his place in it, than the majority of the other bugs you meet on your travels.
813* GentleGiant: Zig-zagged. First, do you think that [[spoiler:place where you meet him is a cave? Nope, that's his ''head'', and he's actually a giant, capable of holding the Knight in one palm]]. Second, he wasn't initially that gentle unlike the other examples of the trope, as the Hunter is a BloodKnight. He did turn out to be gentle during the current times, willing to give the Knight his journal, detailing his comments on every creature, and rewarding the Knight once the journal is completed.
814* GottaKillEmAll: He gives you this quest. Filling out the Hunter's Journal requires you to kill every enemy and then do it over a dozen times again on those who aren't unique.
815* HiddenDepths: He's not just a murderous feral beast; several completed journal entries show that he's quite eloquent when he wants to be, has a solid understanding of the world around him, knows the plague isn't worth the cost of his free will for the extra power, and muses about the desire to find someone special and have children that would grow up to be stronger than him. He is also insightful enough to understand that the Infection is more than a simple physical plague, [[spoiler:and comes closer than anybody else in the game to understanding how it's infecting bugs]].
816* HintSystem: In the Journal, the Hunter's [[FlavorText expositions and notes]] also provide gameplay tips and techniques in defeating some of the enemies.
817* HoistByHisOwnPetard: One of the other tropes that he discusses as a form of [[HintSystem gameplay tips]]. For example, he clues you that you can lure a Sporg's projectile back to it.
818* HumbleHero: When trying to make a comment on [[spoiler:The Radiance]], the Hunter explains that he is just a mere mortal who will never understand the source of the infection. Ironically, he comes closer than anybody else does; in his comment on [[spoiler:the Soul Master, he muses that the Infection must have come from "somewhere inside" of the bugs that they couldn't escape. He's right; it came from their dreams]].
819** He also muses that the Knight must be a fellow hunter because they approach him without fear, in spite of their tiny size compared to him. [[OneManArmy Hoo BOY]] [[PintSizedPowerHouse is he right]].
820* HuntingTheMostDangerousGame: He seems to have no qualms against hunting and killing sapient bugs.
821--> The bugs of Hallownest sometimes wondered whether there were other, older, stranger Kingdoms deep below them. What strange fancies they had. That's probably why they were always so distracted and easy to kill.
822* LastOfHisKind: Implied as the Hunter recalls his younger days as he talks about Funglings:
823-->When I was young, my brothers and sisters and I would hunt each other in the nest. Now I hunt alone.
824* LettingTheAirOutOfTheBand: [[spoiler:Once you complete the Hunter's Journal and return to the Hunter, he says that he'll give you the reward you deserve. The ground then collapses beneath you, revealing that the "entrance" of the cave is actually part of the Hunter's head. The boss music starts up as he roars... and quickly slows to a halt as he brings his hand out with the reward he promised.]]
825* MassMonsterSlaughterSidequest: The Hunter tasks you to record creatures in the Journal which requires killing one of each to unlock their entry, and further killing a number of them to unlock the Hunter's comments. After completing all entries and returning to the Hunter, it will reward you with the Hunter's Mark.
826* MixAndMatchCritters: It's hard to say for sure since he's only ever seen framed in shadow, but the Hunter seems to be a mix between a four-limbed centipede and a spider. This is extremely fitting, since those two types of bugs are among the most dangerous predators in the insect kingdom.
827* MonsterCompendium: He's the one who gives it to you and tasks you with filling it out.
828* MrExposition: The [[MonsterCompendium Journal]] that he gives you would also contain his own musings and expositions for a lot of the creatures that you can encounter. Occasionally, some of the Hunter's expositions also include information on his own backstory and adventures. This trope also overlaps with FlavorText since the additional information is placed below the initial description, and the majority of them are only unlocked after you kill more of the creatures.
829* NoodleIncident: He was attacked by Hornet at one point, as he explains in his journal entry for her:
830-->I have seen this nimble little creature. I thought her prey and pounced at her, but with a flash she stabbed me with her flying stinger and darted away. Could she be... a Hunter?
831* NotWorthKilling: Surprisingly for someone called "The Hunter", he has this mentality or reservation. He spares those whom he sees are far too weak and not worth his time. He openly admits these opinions in his Journal [[FlavorText notes]]. For example, Crawlids are so dull and pathetic that they are hardly worth killing. He even thinks of this way to Zote!
832* PassingTheTorch: The Hunter's Mark is a symbolism of this, passed from the Hunter to the Knight after the Journal is completed:
833-->'''The Hunter''': I have no offspring, nor subjects, nor worshippers. The sum of my being, my learning, my instincts... I leave it all to you. Good luck, Hunter.
834* ProudHunterRace: It's implied that the species of the Hunter is this. He states that when he was young, he and his siblings hunted each other in the nest, and that he hunts only for his own sake, believing this to be the nature of the hunt.
835* RiddleForTheAges: In several of his Journal comments, he has a lot of questions about profound topics such as the existence of some concepts or creatures. For example:
836** Uoma - Is it a spirit? A brain? Or an egg?
837** Belfly - This is a suicidal creature that has no regard to its own life, therefore it has nothing to fear. Can something like that even be truly called a "prey"?
838** Crystal Hunter - Is this creature using the crystals willingly? Or are they merely hosts to sentient, parasitic crystals?
839** Infected Balloon - Does it have a mind? A soul? Is it truly alive?
840** Husk Hive - Did the Hivelings build their nest around this bug? Or did this bug squeeze its own body in the nest?
841** Loodle - Do they even stop jumping in order to sleep, eat, or love?
842** Winged Fool - Perhaps a general question for the Fools in the Colosseum – Are they slaves? Prisoners? Or did they willingly chose to fight?
843** Wingmould - The Hunter questions why the King had to create the world or kingdom of Hallownest and everything in it. For what purpose? Did the King treat his subjects as companions? Toys? Children?
844** Kingsmould - The King of Hallownest died but his influence still echoes around. What was the King's desire?
845* TokenEvilTeammate : Downplayed. He isn't exactly a teammate but he is a friend to the Knight, despite being violent and sadistic.
846* TheUnfought: Played with. For most of the game, he's content to stay in Greenpath, but if you complete his Journal, he'll [[spoiler:stand up and roar at you as boss music begins playing - before giving you the reward he promised without any further fuss, and sitting back down]].
847* WarriorPoet: Several of his comments on the journal are either contemplating the big questions of life or explaining why Hallownest was doomed to ruin from the beginning.
848* WorthlessYellowRocks: He doesn't understand how the Gorgeous Husk can be obsessed with currency such as Geo. He also calls such currency as mere metals and stones.
849* WorthyOpponent: He considers Great Hoppers a kind of a worthy foe, surprisingly nimble for their huge size. [[spoiler:By the end of his questline, he views the Knight the same way; realizing that they are now stronger than he is, he hopes they'll try to best him next]].
850-----
851[[/folder]]
852
853[[folder:Unn]]
854!!Unn
855[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_unn.png]]
856
857->''"...She is calling... Home so close.."''
858-->'''-Moss Knight, at the Lake of Unn'''
859
860A gigantic slug that lives in a secret cavern beyond the Lake of Unn.
861----
862* DreamWeaver: Unn itself may be this; the Tribe of Unn at least believes she dreamed the plants and themselves into existence.
863* FlatCharacter: [[spoiler:She stares at you, spits out a charm for you, then leaves for good. No lines of dialogue, and the only information that you can know out of Unn from the StoryBreadcrumbs are few.]]
864* GreenThumb: [[spoiler:She's implied to be the source of Greenpath's vegetation.]]
865* MoreThanMindControl: [[spoiler:It's implied that the Mosskin are defending Unn and Greenpath rather than going after the Knight for the Radiance's sake, which is hinted at by the fact that their eyes don't glow when hostile, and that they are constantly thinking about protecting Unn. Despite that, they are still infected.]]
866* NatureSpirit: A higher being having powers over plants and vegetation.
867* RedBaron: Downplayed - since Unn went into hiding during the events of the game, the Godseeker now calls her the "Sleeping God".
868----
869[[/folder]]
870
871!!Howling Cliffs [=NPCs=]
872[[folder:Blue Child Joni]]
873!!Blue Child Joni
874!!!'''Backer:''' Joni Kunelius
875[[quoteright:170:https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_blue_child_joni.png]]
876
877->''"Ahhh, I see you bear my blessing. I can't remember giving it, but my memory has been a little lacking of late."''
878-->'''Joni, when you have the Joni's Blessing charm'''
879
880The bug whom the Joni's Blessing charm came from. Joni is now a lingering ghost located in the Howling Cliffs.
881----
882* AmbiguousGender: It's not specified what their gender is in-game. [[AllThereInTheScript According to one of the game's Kickstarter updates, Jodi is female]].
883* DueToTheDead: In the Joni's Repose segment of Howling Cliffs, Joni's corpse has been placed peacefully "sleeping" on an altar.
884* {{Foreshadowing}}: At one point, Salubra will mention that some charms are materialized from a dying bug's wish or essence. Sure, Joni and their "blessing" is one of the clear examples, but [[spoiler:there is another instance of this case; the Kingsoul charm can be obtained from the "corpse" of the Pale King in the dream world]].
885* GhostAmnesia: When they notice that you've obtained their charm, Joni lampshades this trope. They know that their memory is hazy, but will assume that they gave the charm to you, when in fact, you just looted their corpse.
886* TheHeretic: They are described as "the kindly heretic," though there's no real indication as to what their heresy actually was.
887** Judging by dialogue from Salubra, Joni's heresy was likely related to their association with lifeblood, the consumption of which was considered taboo.
888---> '''Salubra''': Have you ever drunk that bright blue liquid, 'lifeblood'? It's a bit of a taboo, but it makes you feel much healthier doesn't it?
889* PosthumousCharacter: As a ghost, they are already long dead by the events of the game.
890* RobbingTheDead: You obtain Joni's Blessing from Joni's corpse. Their ghost may appear, but they will not begrudge you for the act, since they've become an [[GhostAmnesia amnesiac]].
891-----
892[[/folder]]
893
894!!Fungal Wastes [=NPCs=]
895[=NPCs=] that can be found within the spore-filled, noxious caverns of the Fungal Wastes.
896----
897[[folder:Leg Eater]]
898!!Leg Eater
899[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/legeatersmol.png]]
900
901->''"If you have enough Geo, you become a king. When I get enough Geo, I'll become a king..."''
902-->'''-Leg Eater, when Dream Nailed'''
903
904A carnivorous, milky-eyed termite taking residence on the outskirts of the Fungal Wastes. Offers home-made fragile charms to the player, for a price.
905-----
906* BreakablePowerUp: Leg Eater sells the only charms in the game that break if the player character dies while wearing them. He will gladly offer to repair them in exchange for another payment.
907* CashGate: He's so {{greed}}y that he charges you Geo even ''before'' he shows you his merchandise.
908* TheCuckoolanderWasRight: [[spoiler: Implied, but once you buy his charms and upgrade them, you can point him to Divine, a queen termite. It's alluded that he was able to mate with her, and left enough of an impact on her before his death that she wants to keep his claws around. That, coupled with the knowledge that Divine also eats geo, ultimately means he became the king he wanted to be.]]
909* DeathByIrony: [[spoiler:If you complete specific actions to trigger a certain scene, Divine will eat all of the Leg Eater ''including'' his legs. By the time you visit her tent again, you can find only the Leg eater's claws on the ground.]]
910* DiscountCard: Wearing the Defender's Crest will make the Leg Eater give a 20% discount on his services.
911* DroppedABridgeOnHim: [[spoiler:If you have Divine upgrade all his fragile charms, he will venture to the surface to investigate, attracted by her scent. Returning to Divine's tent sometime later will reveal his severed claws littered on the floor, with the implication that Divine ''ate'' him.]]
912* DungeonShop: The Leg Eater sells you fragile charms only in the Fungal Wastes.
913* EstablishingCharacterMoment: In the Leg Eater's first dialogue, he already asks you to give him Geo, a sign that he's a Geo-hungry {{Greed}}y shopkeeper.
914* EvilSoundsRaspy: Has dry, strained-sounding vocals in keeping with his character design.
915* {{Foil}}: Divine and Leg Eater – One forges unbreakable charms from fragile ones, the other sells these fragile charms. The former is female, and the latter is male. While both can require a lot of Geo for their charm services, Divine charges only you once, but on a very hefty pricing for each charm, Leg Eater's services are individually cheap, but you are encouraged to keep on paying him if you keep on breaking the fragile charms.
916* {{Greed}}: Coerces the Knight into paying a fee before he even deigns to show his merchandise, and is implied to intentionally make them breakable in order to get more Geo out of you.
917* KilledOffscreen: We don't get to see how [[spoiler:Divine ate him in the end, the only indications are his dismembered claws lying on the ground, and her dream nail dialogue being "I'll take them with me... precious, precious memories of you! Precious tastes and smells!"]]
918* TheNoseKnows: Leg Eater will compliment your scent and offer a discount on his wares if you have the [[{{Fartillery}} Defender's Crest]] equipped when you speak to him.
919* OutWithABang: Implied. [[spoiler:He's attracted to the scent of Divine, who looks very much like a female of his species, and certain insects eat their mates after coitus]].
920* PickyPeopleEater: [[MeaningfulName Leg Eater]] probably didn't get his name for his interior decorating skills, duh.
921* ScavengersAreScum: Preys (both economically and literally) on the travelers passing through the Fungal Wastes. He never attempts to physically harm the Knight, though, so whether the corpses strewn about his hollow are his victims is left ambiguous.
922* TragicDream: The Dream Nail reveals that Leg Eater is hoarding Geo out of the misguided belief that if he gathers enough, he'll become a king.
923-----
924[[/folder]]
925
926[[folder:Willoh]]
927!!Willoh
928[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/willoh.png]]
929
930->''"Oh! Come in search of treats have you? I chanced upon a unique little fungus growing right above us. I've found it only in this station and the taste is just divine."''
931-->'''-Willoh, when first encountered'''
932
933Some kind of Giraffe Weevil that lives in Queen's Station around Greenpath, munching on something and seemingly unaware of the Plague.
934----
935* BitchInSheepsClothing: States that she likes your company, but reading her mind with the dream nail reveals [[spoiler:that she is contemplating on eating the Knight. The only reason she doesn't is because the Husks she's eaten have tasted bland and she's found something already good to eat. Furthermore, the nook above her head contains a dead bug, whose final moments were apparently spent begging Willoh not to eat him while he cowered just out of her reach.]]
936* SatelliteCharacter: She serves no purpose, other than being a random NPC whose position gives you a hint towards a collectible [[spoiler:hidden in the nook she sticks her head into for her food.]]
937----
938[[/folder]]
939
940!!City of Tears [=NPCs=]
941[=NPCs=] that can be found within the tragic City of Tears.
942----
943[[folder:Relic Seeker Lemm]]
944!!Relic Seeker Lemm
945[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/lemm_desk.png]]
946
947->''"There's a forgotten history hidden in this kingdom's antiques, though few seem willing to look. Others come just to claw away at the cracks and ruins."''
948-->'''-Lemm, when not bartering with the Knight'''
949
950A grumpy, long-haired old bug with a fondness for the history of Hallownest that lives in the City of Tears in his curio shop. He doesn't sell anything from his collection, but he's not above paying you for the ones you find instead.
951----
952* CollectorOfTheStrange: Downplayed, collectors interested in history are both fairly important and not actually that uncommon, both in-game and in RealLife. But the sad thing is that he's implied to be the only remaining bug who can decipher the ancient text. In fact, he's probably actually one of the most level-headed characters you can meet in Hallownest as a whole.
953* JerkWithAHeartOfGold: He can be rather abrasive towards the Knight, but he pays a fair price for relics and will happily share the knowledge he's gained. He'll also compliment the Knight's collecting skills over time.
954* TheMagnificent: Relic Seeker.
955* MrExposition: Much like the Last Stag, Lemm will educate you about almost anything related to Hallownest's history every time you sell antiques to him.
956* OlderThanTheyLook / VagueAge: Actually hard to say if he's that old, since he is looking into Hallownest's history in the first place, but the reason behind the fact that he thinks the Knight looks familiar is subject to discussion.
957----
958[[/folder]]
959
960[[folder:The Nailsmith]]
961!!The Nailsmith
962[[quoteright:210:https://static.tvtropes.org/pmwiki/pub/images/nailsmith.png]]
963
964->''"I'm not much for talk, but if it's a nail that needs repair then you've come to the right bug."''
965-->'''-The Nailsmith, when first encountered'''
966
967An old rhino beetle and blacksmith who still toils away in his workshop on the outskirts of the City of Tears. As his name suggests, he can upgrade the Knight's nail for the right price and with enough materials. The Knight is first directed to him by Quirrel, who strongly advises it to get its nail upgraded before facing the Mantis Lords.
968-----
969* AdamSmithHatesYourGuts: The Nailsmith's services, since the pricing is not a linear increase (even when not counting the Pale Ores). The first nail upgrade costs 250 Geo, the second costs 800, the third costs 2000, while the fourth and final upgrade costs 4000 geo!
970* ButNowIMustGo: He considers forging a Pure Nail as the climax of his job. When he accomplishes that with the Knight's nail though, the Nailsmith [[spoiler:becomes suicidal due to [[DesperatelyLookingForAPurposeInLife weariness and his lack of a new reason to live]].]]
971-->With a Pure Nail forged, my work in this lifetime comes to an end.
972* DesperatelyLookingForAPurposeInLife: After he's done forging the Pure Nail, the smith suddenly grows weary and [[spoiler:asks the Knight to kill him with the very weapon he's perfected. If you ignore him instead, you'll later find that he came across Nailmaster Sheo and started learning how to craft things other than weapons]].
973* EquipmentUpgrade: Your nail can be reforged by the Nailsmith to increase its damage at the cost of Geo and some Pale Ores.
974* EveryoneCallsHimBarkeep: Known only as "The Nailsmith".
975* EyesAlwaysShut: His eyes aren't circular nor have a distinct color unlike the rest of the bugs you encounter, which implies this trope. Yes, even when striking the hammer, his eyes are always closed.
976* ForgingScene: Nail upgrades are followed by him striking on the weapon while it glows hot white. Somehow, the room would also be too dark in order to give emphasis to the weapon's glow.
977* MeaningfulEcho: Striking the Nailsmith's [[spoiler:corpse in the Junk Pit]] using the dream nail gives the dialogue "Pure...", which is similar to the dream nail dialogue of the Ancient Nailsmith's corpse in Kingdom's Edge.
978* OneSteveLimit: Since he is only identified [[EveryoneCallsHimBarkeep using his profession]], the Nailsmith counts, there is another creature identified as "[[spoiler:The Ancient Nailsmith]]" who also shares the same ultimate goal of [[spoiler:forging a Pure Nail]].
979* StraightGay: After crafting [[spoiler:the pure nail]], the Nailsmith will beg you to [[spoiler:cut him down, as he has nothing left to live for]]. If you refuse, he will instead leave his home, meeting and moving in with [[spoiler:Nailmaster Sheo]]. Although none of their dialogue together is explicitly romantic, the achievement you get for doing this perhaps indicates a romantic relationship: "Happy Couple".
980* UltimateBlacksmith: A reclusive blacksmith who knows how to unlock the true potential of your nail.
981* VideoGameCaringPotential: After getting the Pure Nail, the Nailsmith would have [[spoiler:lost his will to live now that he fulfilled his ultimate goal. He asks you to kill him with your nail, but you can refuse by leaving the area. Eventually, he will move to Sheo's hut, finding a new friend and a new hobby of crafting dolls based on the Five Great Knights]].
982* VideoGameCrueltyPotential: You can get an achievement by [[spoiler:killing the Nailsmith at his request after he fully upgrades your nail]].
983-----
984[[/folder]]
985
986[[folder:Eternal Emilitia]]
987!!Eternal Emilitia
988!!!'''Backer:''' Gavin Douglas
989[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/emilitia.png]]
990
991->''"Have you met them, my former fellows? That's them outside, their bodies shambling around all mindless and empty. And I'm still alive to witness their pathetic demise. Ahhh, I'm just so happy. Fate can be a wonderful thing."''
992-->'''-Emilitia, when first encountered'''
993
994An unjustly (according to her) disavowed member of Hallownest's social upper crust. Although untouched by the plague, Emilitia seems rather eccentric.
995-----
996* BitchInSheepsClothing: If the Knight uses the Dream Nail on her, we can see that beneath her polite speech, she looks down on the Knight, calling it a ''little grub'' and assumes that it will die from the bugs outside.
997* ComedicSociopathy: A former member of Hallownest's upper class, resents her fellow nobles for casting her out and is incredibly amused to see them all turned into mindless husks.
998* DancinInTheRuins: She's overjoyed at the disintegration of the society from which she was outcast. Upon breaking into her home, the player finds her giggling merrily to herself with nary a concern for the Husks wandering out in the street.
999* IdleRich: In a literal sense, given that she likely hasn't ventured outside her house since the kingdom's collapse.
1000* TheMagnificent: Eternal.
1001* NoodleIncident: The circumstances surrounding Emilitia's expulsion from her socialite cliques are never made clear.
1002* ReallySevenHundredYearsOld: Emilitia claims to have witnessed the collapse of Hallownest; given that the event in question occurs over a hundred years prior to the start of the game, her "title" may be justified. [[spoiler:She momentarily confuses the Knight for the Pale King if you talk to her after having obtained the King's Brand.]]
1003* {{Socialite}}: Formerly, now that the rest of her nobility are affected by the plague.
1004-----
1005[[/folder]]
1006
1007[[folder:Poggy Thorax]]
1008!!Poggy Thorax
1009!!!'''Backer:''' Josh Clark
1010[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_poggy_thorax.png]]
1011
1012->''"Just look at me! A great big, juicy, fatty, oily... scrumptious bug. No wonder I'm so popular around here."''
1013-->'''-Poggy Thorax, when first encountered'''
1014
1015A lingering ghost found in the Pleasure House.
1016----
1017* PosthumousCharacter: As a ghost, he is already long dead by the events of the game.
1018* SmallNameBigEgo: Claims that he is popular in the Pleasure Tower. Sadly, nobody's there anymore aside from Marissa, and she doesn't acknowledge Poggy at least.
1019-----
1020[[/folder]]
1021
1022[[folder:Marissa]]
1023!!Marissa
1024!!!'''Backer:''' Marissa "Blondie" Brice
1025[[quoteright:171:https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_marissa.png]]
1026
1027->''"Welcome to my stage little one. I am Marissa, a songstress of some renown, though given the sorry state of this place, you may find it hard to believe."''
1028-->'''-Marissa, when first encountered'''
1029
1030A lone ghost located at the Pleasure House in the City of Tears. She is also known as the Songstress.
1031----
1032* CuteGhostGirl: Marissa still looks adorable even after death.
1033* EveryoneLovesBlondes: Marissa is surprisingly a butterfly ''with hair'', long, curly blond hair. Many insects visited her place just to hear her sing. But that was in the past. {{Subverted}} now that her audiences became infected.
1034* ImprobableHairstyle: She's the only creature in the game that has a "hairstyle", and it's blonde and curly even!
1035* InkSuitActor: Downplayed. Marissa in this game has a distinct blonde hair. She is designed by a Kickstarter backer named Marissa "Blondie" Brice.
1036* LeftTheBackgroundMusicOn: The City of Tears theme, particularly the [[VariableMix "Outside" variation]], has a OneWomanWail for its main melody. In the Pleasure House, the same tune is sung by a ghost named Marissa. After you absorb her Essence with the Dream Nail, it stops.
1037* LockedOutOfTheLoop: Marissa isn't fully aware of what caused the sorry state of the bugs around her.
1038-->Huge crowds once flocked to hear me sing, then something changed. The audience, once so enrapt, began to leave.
1039* TheMagnificent: Songstress.
1040* NonMammalianHair: Unlike other female bugs in the game, she appears to have a blonde mane of hair on her head.
1041* OneWomanWail: She provides the vocals for the melancholic yet hopeful ''[[https://www.youtube.com/watch?v=1unm0LS10ao City of Tears]]'' song, contributing to making this place all the more special.
1042* PosthumousCharacter: As a ghost, she is already long dead by the events of the game.
1043* VideoGameCrueltyPotential: You can sit down with and listen to her song, or outright Dream Nail Marissa to make her stop singing ''permanently''. You might even do this by ''accident'' if you forget that she's a ghost and the Dream Nail absorbs her rather than showing you her thoughts.
1044-----
1045[[/folder]]
1046
1047!!Deepnest [=NPCs=]
1048[=NPCs=] that can be found within the horrors of the Deepnest.
1049----
1050[[folder:The Mask Maker]]
1051!!The Mask Maker
1052[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mask_maker.png]]
1053
1054->''"Is it mask or face upon the creature? In Hallownest, a difficult thing it can be to decipher."''
1055-->'''-The Mask Maker, when first encountered'''
1056
1057A strange creature that lives by Deepnest, making masks for those in the world that need them.
1058----
1059* CreepyGood: He's a long-limbed creature who sports a NightmareFace beneath his mask. Despite this, he has benevolent intentions, desiring only to provide "faces" for the faceless of the Kingdom.
1060* DarkIsNotEvil: States that it's his duty to make faces for those that do not have any of their own, and isn't even mad if the Knight hits him in the face with a spell. [[spoiler:He also knows what the Vessels are.]]
1061* EasterEgg: Using Desolate Dive (or Descending Dark) removes the Mask Maker's mask.
1062* EveryoneCallsHimBarkeep: Just known as "The Mask Maker".
1063* ExcuseMeWhileIMultitask: Is constantly painting and using a pick to make masks. He doesn't stop, even when talking to you.
1064* LeaningOnTheFourthWall: One of his lines has him offering to make the Knight a new mask, before rhetorically asking if the Knight needs one to "define, to focus, to exist." The Knight's death animation has their mask breaking in two and their Shade bursting out of their corpse, suggesting he's probably being quite literal.
1065* NightmareFace: Knocking off whatever mask he's wearing reveals a bird-like face with flared nostrils and two huge -- apparently ''bleeding'' eyes that have constantly moving, sketchy swirls in them.
1066* RandomNumberGod: The Mask Maker's mask has a chance of alternating between three designs when the player enters his room.
1067----
1068[[/folder]]
1069
1070[[folder:Midwife]]
1071!!Midwife
1072[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/midwife.png]]
1073
1074->''"Well I'm sorry. I'd love to tell it, but I'm just, I'm very, very sorry, and I haven't eaten in some time... And oh, I'm STAA-AARVING..."''
1075-->'''-Midwife, when first encountered'''
1076
1077A mysterious resident of Deepnest with a suspiciously over-happy mask on her face. She explains the history of the area bit-by-bit to you but has a nasty surprise that interrupts her each time...
1078----
1079* CharacterTic: She will attempt to [[spoiler:eat the Knight]] after she shares some [[MsExposition related information]]. And it happens every time!
1080* EveryoneCallsHerBarkeep: She's just called "Midwife".
1081* {{Expy}}: Bears an uncanny resemblance to No-Face from ''Anime/SpiritedAway''.
1082* FacialFacade: She has a happy-looking mask as her fake face. She will reveal her true aspect when she attempts [[spoiler: to eat [[PlayerCharacter the Knight]]]]. There are no bad intentions though, it's a natural instinct.
1083* FauxAffablyEvil: Again, somewhat subverted. She's very friendly at face value, and although she does [[spoiler:attempt to eat the Knight]], it's implied that she's not intentionally trying to be malicious and that it's just her instincts momentarily getting the better of her.
1084* MissingMom: Somewhat subverted. It's implied that she was Herrah's midwife and possibly could have been Hornet's ParentalSubstitute after [[spoiler:Herrah became a Dreamer]], and while she clearly does care about her and wish for her to do well, it's become obvious that her current mental faculties are probably not the best and haven't been for quite some time.
1085* MrsExposition: [[DownplayedTrope Downplayed,]] but she does give the Knight a few nuggets of info about Deepnest's history [[spoiler:in between her attempts to eat them.]]
1086-->Is it information you seek? That I can provide. Yes. Oh yes. Heehee.
1087* NightmareFace: [[spoiler:Her mask splits open to reveal this to you in order for her to attack, and you can't talk to her again until you drive her back or run away and reset the area.]]
1088* PsychicBlockDefense: We don't know anything about what her inner thoughts could possibly be, as she can detect when she's being Dream Nailed and refuses to allow the Knight access to her mind.
1089-->Gah!! Get out! Get out! Get out!
1090----
1091[[/folder]]
1092
1093!!Resting Grounds [=NPCs=]
1094[=NPCs=] that can be found within the somber Resting Grounds.
1095----
1096[[folder:Seer]]
1097!!Seer
1098[[quoteright:182:https://static.tvtropes.org/pmwiki/pub/images/hk_seer.png]]
1099
1100->''"Quick work! Things come naturally to you, don't they? No wonder the Dreamers tried to bury you in that old dream. Perhaps you frighten them? Or perhaps, being prisoners themselves, they desired your company?"''
1101-->'''-Seer, when returning with 100 Essence'''
1102
1103A moth who watches over the Resting Grounds and the Glade of Hope. She tasks the Knight with collecting enough essence to strengthen the Dream Nail.
1104-----
1105* AllThereInTheScript: If the game doesn't make it obvious that she's the moth who rescued the Knight in the dream world, then the source codes will. The file name of the Seer's dialogue is "WITCH", while the flying moth in the dream world is named "WITCH_DREAM".
1106* AmbiguouslyEvil: Well, ''evil'' may be stretching it, but her tribe [[spoiler:were the main worshippers of Radiance, and she finds shame in the way they turned from her. Her choosing a wielder for the dream nail also helps Radiance in the end since it breaks the seals holding the Hollow Knight. However, the Seer seems to be looking for a worthy wielder for the sake of having someone master it after she's gone, and expresses no desire to release anything.]]
1107* AscendedToAHigherPlaneOfExistence: [[spoiler:A unique case, in that it seems at least partially involuntary. She remembers the Radiance, glows with red Dream energy, asks for forgiveness and vanishes. The achievement for doing this is even called "Ascension".]]
1108* TheAtoner: Thinks that rescuing the Knight and helping it awaken the Dream Nail is a way to atone for the sins of her entire tribe, since she knows what the Radiance brought about, but felt ashamed of their god.
1109* CollectionSidequest: She tasks you to collect enough essences once you've acquired the Dream Nail. She'll reward you with various useful items in certain thresholds. The final reward makes her [[spoiler:remember the Radiance]], leaving you with an achievement, and it also counts in the game's overall completion percentage.
1110* CrashingDreams: At the end of a certain dream sequence, you arrive at a platform with a giant moth head looming in the background. The protagonist then wakes, being tended to by an actual moth who introduces herself as the Seer.
1111* DisappearsIntoLight: She turns into a cloud of white essence after [[spoiler:saying her final dialogue]].
1112* EveryoneCallsHerBarkeep: She's just known as the "Seer".
1113* {{Foil}}: To the Snail Shaman, both are mystics who are apparently the LastOfTheirKind of their tribes. The snails are centered around the void/black magic focused on damaging foes and affecting things in the waking world; the moths are worshippers of the light whos powers are typically uncombative and affect dreams.
1114* {{Foreshadowing}}: Hints at several late-game revelations in many of your conversations with her, [[spoiler:with her final dialogue telling you who the TrueFinalBoss is, albeit vaguely.]]
1115* FreezeFrameBonus: When the Seer bursts into a cloud of [[DisappearsIntoLight white essence]] after [[spoiler:saying her final dialogue]], there is a small glowing moth that flies up out of the cloud.
1116* LastOfHerKind: The last of her tribe, further confirmed by the Dream Nail dialogue for the altar holding the Dreamshield charm underneath her home. [[spoiler:In your final conversation with her after collecting enough essence, she remembers the Radiance and vanishes.]]
1117* MsExposition: Collect enough essence for the Dream Nail and she'll tell you the backstory of the setting in clear detail.
1118* MyGreatestFailure: [[spoiler:Considers her kind turning away from both the Radiance and then the Pale King (once they started dreaming of the original Light all over again) to be one for her whole race, to the point that she openly asks the Knight that they not be remembered or honored because they don't deserve it.]]
1119* PsychicStatic: Prying into her mind with the Dream Nail will not get you any thoughts beyond a small admonishment that you'll find nothing interesting in a "dusty old mind" like hers, followed by an encouragement to keep being that curious with it.
1120* {{Seers}}: It's even in the name.
1121-----
1122[[/folder]]
1123
1124[[folder:The Grey Mourner]]
1125!!The Grey Mourner
1126!!!'''Backer:''' Felyndiira
1127[[quoteright:298:https://static.tvtropes.org/pmwiki/pub/images/greymourner.png]]
1128
1129->''"Ahhhh.... Me'hon. This world. This cruel, sinful world. Why does che' wake? Why does che' persist? Ahhh Le'mer, you could not know of tragedy as complete as che's, true lovers stripped apart, two worlds that could not meet. And now meled'lover, dead so long in time. Dead, so far away. Buried, moina? Ai."''
1130-->'''-The Grey Mourner, when first encountered'''
1131
1132A mysterious bug dwelling in the Resting Grounds. She asks the Knight to deliver a Delicate Flower to the grave of her mantis lover.
1133-----
1134* ActionGirl: If that giant broken nail beside her is any indication, she was one once.
1135* ActionSurvivor: She's the only other [[spoiler:remaining Great Warrior besides Ogrim who is still present in the kingdom by the events of the game]].
1136* AntiFrustrationFeatures: Despite claiming that her delicate flower is "one-of-a-kind", she will still give you more even if you keep on breaking them. This is done at least in part because she gives you a mask shard, which is required for 100% completion.
1137* BuryYourGays: When you complete her quest, [[spoiler:she fades into nothing and leaves behind a mask shard. Presumably, her desire to honor her departed lover was all that was keeping her alive, and now that it's done, she can finally be TogetherInDeath with her.]]
1138* ChekhovsGun: The Delicate Flower that the Grey Mourner gives you can also be given to [[spoiler:the Godseeker in the Junk Pit. When its on the latter's possession, the Void Entity won't be able to burst out to Hallownest in one of the ''Godmaster'' endings.]]
1139* DespairEventHorizon: She clearly crossed it a long time ago with the death of her lover. She's not even surprised if you don't want to help her, believing the world is nothing but heart-ache and generally just wanting to be done with this life as quickly as possible, since there's nothing left but pain.
1140* DevelopersForesight:
1141** So you think you can just simply quit the game and reload your file to retry the quest if the Delicate Flower is destroyed? Unfortunately for you, the developers have thought that players can just utilize SaveScumming - That is, if the Delicate Flower is destroyed, the game auto-saves at that point, requiring you to backtrack to the Grey Mourner just to have another shot at this quest.
1142** The Delicate Flower is still destroyed even if the damage is negated by the Carefree Melody charm. In the first place, the task requires the Knight not to be hit.
1143* DisappearsIntoLight: Quite {{subverted}}. She does fade into light particles once you complete the delicate flower quest, but a mask shard immediately forms from where she stood.
1144* DueToTheDead: The quest given to you by [[spoiler:the Grey Mourner]] is to give a delicate flower to the grave of the [[spoiler:Traitor's Child]]. She will reward you with a mask shard if you complete this request.
1145* {{Foil}}: Is this to Elderbug, who can [[spoiler:receive one of her flowers if you so choose and become more of her opposite in the process.]] Both are old, fairly dour and have had bad experiences of an unfair life, but while the Elderbug finds satisfaction in making an effort being helpful despite the worlds challenges and how values of virtue are no longer held high, the Grey Mourner seems to only want to wallow in her isolated misery until the Knight comes by and offer to help her.
1146* GameplayAndStorySegregation: The flower will disintegrate if the player should take any damage during the journey; although the Grey Mourner claims that the Delicate Flower is rare and one of a kind, she will provide the Knight with as many of them as necessary until a successful attempt is made. [[AntiFrustrationFeatures Which is good for the player]], [[NintendoHard since they'll probably need multiple attempts to get that flower where she wants it to go]].
1147* IndoEuropeanAlienLanguage: The Grey Mourner's dialogue is liberally sprinkled with vaguely Celtic words and phrases to reinforce her foreign origins.
1148* TheLostLenore: She mourns the loss of a long-deceased love far beyond her reach, [[ExactlyWhatItSaysOnTheTin hence her title]].
1149* NoNameGiven: Dialogue lines and prompts just call her "The Grey Mourner", and it is not clear whether she chose that title for herself or if it's a name [[EveryoneCallsHerBarkeep branded to her]]. This is {{subverted}} once the lore about the [[spoiler:Five Great Knights is considered, since she is hinted to be Ze'mer]].
1150* RetiredBadass: There's a large nail propped on the wall behind her, and she is possibly [[spoiler:Ze'mer, one of the five legendary knights of Hallownest]].
1151* ScarredEquipment: That large nail behind her now has multiple cracks all over.
1152* StarCrossedLovers: She and her [[spoiler:mantis]] lover, whose kin hated their union because she was an outsider.
1153-----
1154[[/folder]]
1155
1156[[folder:Unnamed Moth]]
1157!!Unnamed Moth
1158[[quoteright:182:https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_moth_ghost_black.png]]
1159
1160->''"You who pry into even the most hidden of dreams... Take heed. Recorded within this shrine are utterings from another world."''
1161-->'''-Unnamed Moth, in the Shrine of Believers'''
1162
1163A mysterious moth who keeps the entrance to the Shrine of Believers.
1164-----
1165* FourthWallObserver: He is somewhat aware of the existence of Website/{{Kickstarter}} backers and game developers that he views as some sort of gods.
1166* MeaningfulBackgroundEvent: There is a hidden room above the waterfalls in the glade, and it contains three large moth statues in the background. Notice how there exists an icon resembling an essence in this room. The leftmost statue also has a platform nearby that allows the player to strike it with the dream nail, thus being teleported to the Shrine of Believers.
1167* MrExposition: He introduces the Shrine of Believers to the Knight.
1168* NoNameGiven: One of the rare [=NPCs=] without any name nor subtitle. The in-game files however label it as "Moth" or "Believe Moth" (the latter could just be a shorter placeholder for "Believer Moth").
1169* SatelliteCharacter: His only role is explaining what the Shrine of Believers is. So much that he could be replaced by a simple sign.
1170-----
1171[[/folder]]
1172
1173[[folder:Revek]]
1174!!Revek
1175!!!'''Backer:''' Revek
1176[[quoteright:190:https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_revek.png]]
1177
1178->''"The bugs within this glade are under my watch. Treat them with respect and you may remain, but raise your nail and you'll contend with me."''
1179-->'''-Revek, when first encountered'''
1180
1181Protector of the Spirits' Glade and all other ghosts dwelling within.
1182----
1183* BadassBoast: As a reminder to you that Revek will pursue offenders in the glade.
1184-->I assure you wanderer, my nail is sharp and I'll not hold back.
1185* BossInMookClothing: He's initially a friendly ghost NPC, but can teleport all around like the Warrior Dreams if he has to fight you. The worse part? His attacks deal ''two'' masks of damage.
1186* {{Determinator}}: Once you've agitated him, there's nothing stopping Revek from attacking you unless you leave the glade. You may strike back at him via spells, parrying, or other offensive abilities, but all it does is to make Revek temporarily vanish, and he will re-appear a few seconds later.
1187* DueToTheDead: Revek is an embodiment of this trope on both sides; he requests you to respect the ghosts in the Spirit's Glade. You can interact with them for sure, but if you "destroy" any of the ghosts using the Dream Nail, Revek will relentlessly pursue you as a punishment. And he cannot be stopped unless you leave the area.
1188* GhostAmnesia: Revek will forget his role should you dream nail all other ghosts in the glade.
1189-->The glade has stilled. It's so quiet, yet I feel... failure? In this place, I once performed a task, but what was it?.. It's so hard to recall. Surely it was important? How could I forget such a thing?
1190* TheMagnificent: In a Website/{{Kickstarter}} [[https://www.kickstarter.com/projects/11662585/hollow-knight/posts/1441173 update]], he was called "Revek the Guardian".
1191* PosthumousCharacter: As a ghost, he is already long dead by the events of the game.
1192* TeleportSpam: He disappears and re-appears a lot when you provoke him. Needless to say, teleportation is one of the quirks of being a lingering "ghost" in the world of ''Hollow Knight''.
1193* VideoGameCrueltyPunishment: If you collect the essence of any of the ghosts in the Glade of Hope, Revek will relentlessly pursue and attack you (dealing two masks of damage per hit) until either you escape from the glade or you die, and he can't be hurt. He's the first ghost you can encounter in the glade and he warns you not to tamper with the graves.
1194-----
1195[[/folder]]
1196
1197!!Fog Canyon [=NPCs=]
1198[=NPCs=] that can be found within the misty Fog Canyon.
1199----
1200[[folder:Millibelle the Banker]]
1201!!Millibelle the Banker
1202[[quoteright:185:https://static.tvtropes.org/pmwiki/pub/images/millibelle.png]]
1203
1204->''"Losing one's Geo is a terrible thing and it's so much more likely if you carry it about on yourself."''
1205-->'''-Millibelle, when first encountered'''
1206
1207A humble bug who runs a bank in Fog Canyon, offering a way to keep some money safe in the event you die.
1208----
1209* AntiFrustrationFeatures: Her bank, where you can deposit your cash instead of losing them when dying. As an added bonus, her bank is located just two rooms away from the Stag Station and bench in the Queen's Gardens. [[spoiler:However, it is a scam. If you deposit at least 2550 geo, she'll have fled to the City of Tears when you next come back. Finding her there will allow you to reclaim your money (with interest), though.]]
1210* BitchInSheepsClothing: [[spoiler:She's actually trying to scam you out of geo, and succeeds if you put at least half the money cap in her "bank".]]
1211* {{Cap}}: Millibelle's bank caps at 4500 geo. [[spoiler:The real cap is 2550. She'll steal it all if you deposit more than that.]]
1212* CashGate: You need to pay a small fee for opening a bank account before you can use her services.
1213* {{Foreshadowing}}: [[spoiler:Any charms that summon allies or objects for you, such as [[EvilDetectingBaby Grimmchild]] or [[EvilDetectingDog Dreamshield]], will attempt to attack Millibelle if you approach her, scaring her and locking the "bank" until you change charms.]]
1214* InGameBankingServices: She offers you her bank services to allow you to store your cash to prevent it from being lost when you die. [[spoiler:It's actually a scam, and should you deposit more than 2550 geo, she runs off with your money to the Pleasure Tower.]]
1215* LaserGuidedKarma: [[spoiler:She can be found in the Pleasure House after stealing your geo, where you can beat her up to your heart's content and get back the money she stole, and then some interest.]]
1216* TheMagnificent: Initially, she is labelled "Millibelle the Banker". But once you meet her [[spoiler:relaxing in the Pleasure House]], she will be labelled as "Millibelle the [[spoiler:Thief]]".
1217* PermanentlyMissableContent: Once you deposit 2550 geo or more at Millibelle's Bank and sit at a bench or use the Stagways, [[spoiler:she will run off with the money to the Pleasure House in the City of Tears. You can slap her around to make her drop the money, but the cardboard bank will be lost for the rest of the game]].
1218* ShakeSomeoneObjectsFall: [[spoiler:After meeting her in the Pleasure House, you can recover your stolen geo by smacking her around. When she's smacked, your stolen geo, and then some interest, falls out of her shell.]]
1219* VideoGameCrueltyPotential: You can hit [[spoiler:Millibelle in the Pleasure Tower]] for how many times as you like, or until you hit her to the edge of the screen.
1220----
1221[[/folder]]
1222
1223!!Kingdom's Edge [=NPCs=]
1224[=NPCs=] that can be found within the ash-filled Kingdom's Edge.
1225----
1226[[folder:Little Fool]]
1227!!Little Fool
1228[[quoteright:108:https://static.tvtropes.org/pmwiki/pub/images/little_fool.png]]
1229
1230->''"Aha! Another warrior finds their way to our fair Colosseum. Ours is the final destination for all seeking trials of intense and deadly combat."''
1231-->'''-Little Fool, when first encountered'''
1232
1233A little Bug hanging upside-down from the ceiling in chains in the Colosseum of Fools' entrance. By paying him, you unlock the trials the Colosseum has to offer.
1234----
1235* MindScrew: The Little Fool is the only NPC who is aware of, and comments on the Knight dying in the Trials. Nonetheless, he gets confused on how the Knight can come back from death.
1236-->What is this? I could've sworn you'd already entered the fray? And were killed in spectacular fashion, but now... I can't be sure.
1237* TragicDream: He desperately wants to get back into the Lord Fool's good graces. [[PosthumousCharacter The Lord Fool is long dead by the time you reach the Colosseum of Fools.]]
1238* UnwillingSuspension: He is chained and hanging upside-down from the ceiling.
1239----
1240[[/folder]]
1241
1242[[folder:Bardoon]]
1243!!Bardoon
1244[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/bardoon.png]]
1245
1246->''"Tiny thing... Oh hmm... The mark of Wyrm you bear. Is it change you seek? Or to save this ruin? That choice is yours. Always the smallest creatures that attempts the largest things."''
1247-->'''-Bardoon, if the Knight has the King's Brand'''
1248
1249A prodigious grub found dozing at Kingdom's Edge.
1250-----
1251* AnOddPlaceToSleep: Bardoon scaled the lofty crags of Kingdom's Edge to escape harassment from [[HatePlague simple minds, lost to light]].
1252* BizarreAlienBiology: Perhaps; He appears to "blink" with his entire face, possibly suggesting that what appears to be his face is actually some type of eye.
1253* GentleGiant: The great caterpillar's gigantic, serpentine body is visible in the background as the Knight makes its way up the treacherous cliffs towards the Colosseum of Fools. Despite his size, Bardoon is non-confrontational and only seeks some peace and quiet while he hibernates.
1254* MrExposition: Tells the Knight about the Wyrm and the Pale King.
1255* NighInvulnerable: He just sees the Infected as bothersome rather than a threat, and hitting him with your nail ''literally'' just tickles him.
1256* PsychicBlockDefense: You can't pry into his mind much with the Dream Nail, you'll only get a polite warning that's a fairly rude thing to do.
1257-->One prefers its mind not be pried. Is rather unsettling. Rather invasive.
1258* ReallySevenHundredYearsOld: Bardoon recounts the arrival of the [[spoiler:Wyrm and his transformation into the Pale King]] as though he'd witnessed it himself. He is likely among the most oldest still-living characters within Hallownest.
1259* TerseTalker: Ohrmmm... Bardoon speaks with manner bizarre. Words omitted often. Still possesses flowery lexicon.
1260-----
1261[[/folder]]
1262
1263[[folder:Hive Queen Vespa]]
1264!!Hive Queen Vespa
1265[[quoteright:101:https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_hive_queen_vespa.png]]
1266
1267->''"Though this hive exists within Hallownest, we play no part in its attempt at perpetuation."''
1268-->'''-Vespa, explaining the relationship of the Hive with the Kingdom'''
1269
1270The Queen of the Hive in Kingdom's Edge. A sad fate fell in which the bees themselves were unaware that she has already passed away.
1271----
1272* AllThereInTheManual: According to the official manual, Vespa grew so large in size that she became unable to leave the Hive.
1273* {{Foreshadowing}}: When you first talk to her, she casually reveals the idea that [[spoiler:the pale beings are to blame for the PlayerCharacter's nature, and that Vespa is not the "queen" who should be sought accountable for it. She's referring to the Queen of Hallownest]].
1274* ADogNamedCat: Despite being a bee, her name is the Latin word for "Wasp".
1275* HiveCasteSystem: As indicated by her title, Vespa is the HiveQueen of the bee colony in Kingdom's Edge.
1276* GiantCorpseWorld: Her body is in the background of the hive and the bees haven't noticed her death due to the infection and are operating under the belief that she's sleeping.
1277* InsectQueen: Fitting for the bee species in the game.
1278* MeaningfulName: Vespa is the word for wasp in several languages, such as Italian and Portuguese.
1279* MsExposition: Aside from giving a brief backstory regarding the Hive, she is one of the few characters who clues you in on the existence and role of the [[spoiler:Pale Beings, especially the Queen of Hallownest]].
1280* OrwellianRetcon: Initially, the Hiveblood charm can be obtained simply by walking through Queen Vespa's room. However, the ''Lifeblood'' update now requires you to fight the Hive Knight in a previous room. Vespa even received a new dialogue line to reflect the Hive Knight being defeated.
1281* PetTheDog: [[spoiler: After the Hive Knight's death, she shows her appreciation for his loyalty by hoping that he finds the peace and freedom he never got in life.]]
1282* PosthumousCharacter: Vespa has long since died before the events of the game, with her corpse present in the Hive Knight's arena. Her ghost becomes interactable after the Hive Knight's defeat.
1283* UnwittingInstigatorOfDoom: Her death is what caused the hive to succumb to the infection.
1284* WeAllDieSomeday: This is her last line of dialogue:
1285-->To rail against nature is folly. All things must accept an end.
1286----
1287[[/folder]]
1288
1289!!Queen's Gardens [=NPCs=]
1290[=NPCs=] that can be found in the twisting wilds of the Queen's Gardens.
1291----
1292[[folder:Moss Prophet]]
1293!!Moss Prophet
1294[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/moss_prophet.png]]
1295
1296->''"Light is life, beaming, pure, brilliant. To stifle that light is to suppress nature. Nature suppressed distorts, plagues us. Embrace light! Achieve union! Oohh..Ahhh."''
1297-->'''-Moss Prophet, when first encountered'''
1298
1299A large Moss-covered bug in Greenpath in the early stages of being infected by the plague. He preaches about [[spoiler:a being of light]] to a bunch of Mossy Vagabonds and pushes for them to accept the light.
1300----
1301* AntiFrustrationFeatures: Since it's very possible that his Vagabonds will be dead and un-fightable by the time you get to him, once you examine their corpses, the entry for them is given to you then and there.
1302* BodyHorror: Not only is he covered in the plague's boils to the point that he can't move, but it also seems as though a fungus is growing and overtaking him too. [[spoiler: When the Infection [[LeakingCanOfEvil further escapes its can]] (i.e. you either get the Monarch Wings or kill a Dreamer and trigger the Infected Crossroads), both leave him in a state of AndIMustScream, along with his followers, both of which look like nothing more than infected foliage at that point.]]
1303* DirtyCoward: Hides away once his Vagabonds attack you, and once they're dead, he continues to sing the Light's praise.
1304* MadOracle: The Moss Prophet himself is harmless, but clearly the infection has left him a bit off his rocker. His ramblings are extremely vague.
1305* PermanentlyMissableContent: If you don't locate the Moss Prophet in the Fungal Wastes before [[spoiler:killing the Broken Vessel or waking a Dreamer and triggering the Infected Crossroads]], he and his Mossy Vagabond audience will be long dead by the time you reach them in the adjacent Queen's Gardens. You'll miss his lore and dialogue for that playthrough but [[AntiFrustrationFeatures still get the entry for Mossy Vagabonds should you check their corpses]].
1306* PosthumousCharacter: If you haven't entered the Moss Chapel before you trigger the Infected Crossroads.
1307* ReligionOfEvil: The bug known as the Moss Prophet has started a cult [[CargoCult worshipping the plague itself]] in an improvised chapel. If you don't find them alive in the (brief) window where you can, they all die to the infection.
1308* SmallRoleBigImpact: He and the Vagabonds who listen to his every word are so far out of the way of where you are going in Greenpath that the player is likely to find them all dead on an initial run. However, the Prophet sets up that there is a [[spoiler:higher being]] causing this HatePlague Hallownest is being infected by, and his death reveals just how bad even those who try accept the infection, [[spoiler:and therefore the BigBad,]] are afflicted by it.
1309----
1310[[/folder]]
1311
1312[[folder:The White Lady]]
1313!!The White Lady
1314[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/white_lady_cut.png]]
1315
1316->''"To claim its role requires strength of some magnitude. Prepare yourself well before attempting the task."''
1317-->'''-The White Lady, after attaining her White Fragment'''
1318
1319A large treelike being dwelling in the Queen's Gardens. She gives the Knight half of the Kingsoul.
1320-----
1321* BlindMistake: For all her wisdom, the White Lady is nearly completely blind, and will believe that [[MistakenIdentity Ogrim the Dung Defender is with the Knight]] if they enter her chamber while wearing the [[{{Fartillery}} Defender's Crest]]. She also [[LockedOutOfTheLoop does not know]] that Dryya, the Great Knight protecting her has long-since died just outside her hut.
1322* BlindSeer: Her blindness caused her eyes to become greyish, but she can still notice the presence of people near her. She does recognize Ogrim's scent, but didn't know that the scent can also come from a charm that the Knight can wear.
1323* ChainedByFashion: She willingly wrapped those bindings around herself due to her uncontrollable urge to breed. She even [[LampshadeHanging lampshades]] her own appearance when you meet her.
1324-->Do I seem prisoner here? If so, it's not by any choice but my own. These bindings about me, I've chosen to erect.
1325* DeflectorShields: Using any spell on the White Lady causes a personal Seal of Binding to appear over her.
1326* DismantledMacGuffin: The Kingsoul charm is split into two pieces, one acquired from the Pale King in the White Palace and the other given by the White Lady in the Queen's Gardens. The halves are useless on their own, but by interacting with their keepers, the Knight is able to acquire both pieces and join them as a functioning charm.
1327* {{Expy}}: Has much in common with Gwynevere, Princess of Sunlight from ''VideoGame/{{Dark Souls|1}}'', both being huge, shining, maternal, godlike females who direct the player on their quest to [[spoiler:defeat and replace the failing [[BarrierMaiden keystone being]] whose ongoing sacrifice preserves the current world's status quo]].
1328* {{Foreshadowing}}: When you give a Delicate Flower to the White Lady, she will sense a strange power from it and wonders how you are able to carry it without knowing such risks. She's hinting about how the flower [[spoiler:plays a crucial role in the "Delicate Flower" ending as it can serve as a kryptonite against the Knight-turned-Void Given Focus, preventing the latter from spreading into Hallownest]].
1329-->There is rare power hidden in those frail petals.\
1330To hold it so close, one must surely be unaware of its nature...
1331* HappilyMarried: Heavily implied to have been this with [[spoiler:the Pale King]]. If she is talked to [[spoiler:after obtaining the Kingsoul, she'll refer to the Pale King as her "beloved Wyrm".]]
1332* GodEmperor: Like the Pale King, she is the other half who rules Hallownest, but is also a Higher Being identified as a Root.
1333* LightIsGood: She's literally glowing. The White Lady also guides you on the path to the true ending, starting with giving a half of the Kingsoul.
1334* MistakenIdentity: If you wear the Defender's Crest while talking to the White Lady, she will recognize that foul potent smell and mistake you for Ogrim.
1335* MyGodWhatHaveIDone: Part of the reason that she chose to bind herself is that so she'll never participate in something like [[spoiler: the Hollow Knight plan]] again.
1336* MotherOfAThousandYoung: An extremely rare non-monstrous example. We never get to see what exactly her "seeds" are, because she chose to bind herself to suppress her voracious desire to breed out of regret for something she did in the past. [[spoiler:She was the mother of the thousands of Vessels left in the Abyss, and recognizes the Knight as one of her 'spawn'.]]
1337* NoNameGiven: She's only known as the White Lady.
1338* PlantPerson: She is sometimes referred to as "the Root", and she speaks of herself using plant-like terms, such as sensing things through her roots or spreading seeds.
1339* PsychicStatic: Dream Nailing her will not yield thoughts beyond her noticing it, though you being able to use it in the first place gives her hope you'll be able to break the seals you need to.
1340-->So it can access a mind? Then the seals shall break before its blade.
1341* ReallyGetsAround: She has an urge, or a "voracious desire" to breed.
1342-->I still feel that urge you see. I always will. A voracious desire to spread seeds upon the land, to propogate myself, to breed.
1343* RuleOfThree: Is one of the three known rulers of Hallownest (the Pale King, the White Lady, and [[spoiler:the Radiance]]).
1344* ThatThingIsNotMyChild: Played with. The White Lady is never hostile or outright cold to the Knight, but she speaks to them very formally rather than [[spoiler:addressing them like one of her children.]] Justified in that while [[spoiler:she acknowledges that "there's a part" of herself in the Knight, and even calls them her "spawn", the process of becoming a Vessel basically killed and ripped out the insides of that child to be replaced by Void.]] She may also be deliberately keeping herself emotionally distant as [[spoiler:she believes the failure of the original Hollow Knight was because they were tarnished by "an idea instilled", which is implied to be because the Pale King bonded with the Hollow Knight while raising them to adulthood and they began to have a mind, will, and purpose of their own.]] In that case, for the greater good, she cannot fully acknowledge the Knight.
1345* TinyGuyHugeGirl: If the implications about [[spoiler:her being the Queen of Hallownest]] are true. She is enormous compared to [[spoiler:the Pale King]] who is relatively normal-sized.
1346* UnreliableNarrator: [[spoiler: The White Lady claims that the Hollow Knight failed to contain the infection due to being tarnished by "an idea instilled", and all evidence points to the idea being the Pale King bonding with them. However, the first time they meet, right outside the Abyss, the Hollow Knight still shows a moment of hesitation as they briefly glance at one of their siblings, [[PlayerCharacter the Knight]], who is about to be cast off down into the Abyss.]] It's unclear whether her unreliable account of the fact stems from ignorance, a deliberate attempt at deceiving the Knight, or [[spoiler:her complicity and subsequent guilt in the failed Hollow Knight plan causing her to stay in denial]].
1347* UselessBystanderParent: While she likely [[spoiler:did not participate as directly as the Pale King in the conversion of their children into empty Vessels, she did know and [[OffingTheOffspring seemingly allowed thousands of her spawn to die]] and be reborn in the Abyss.]] On the other hand, she is one of the most important and useful [=NPCs=] in explaining the plot and does aid the player-Knight by providing [[spoiler:half of the King's Soul, and directing them to the Birthplace.]]
1348* WickedStepmother: Defied. She is [[spoiler:[[HeroicBastard well-aware of the circumstances behind Hornet's birth]] ]], but she doesn't begrudge either the Pale King or [[spoiler:Hornet]] for it; indeed, she says she feels a not-insignificant amount of affection for the latter, and subtly suggests the Knight join forces with her, [[spoiler:as they do in several endings]].
1349* WillfullyWeak: She explains to the Knight that the bindings preventing her from moving were fashioned by her own hand, as she fears that her instinct to spread and reproduce would overpower her judgment.
1350-----
1351[[/folder]]
1352
1353[[folder:The Traitor's Child]]
1354!!The Traitor's Child
1355[[quoteright:109:https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_traitors_child.png]]
1356
1357->''"And now meled'lover, dead so long in time. Dead, so far away. Buried, moina? Ai." "Amongst its hateful kin that did deny our union, that did reject che's... outside-ness."''
1358-->'''-The Grey Mourner, explaining her relationship with the traitor's child'''
1359
1360The child of the Traitor Lord from the mantis tribe. She has been dead for a long while, and her grave in the Queen's Gardens is a key location for one sidequest.
1361----
1362* AntiFrustrationFeatures: Even after finishing the delicate flower quest, you can get flowers from the grave where you put it, allowing you to do stuff like give one to Elderbug or [[spoiler:get the second ''Godmaster'' ending]] even after finishing it, though respawning it may require a reload.
1363* BuryYourGays: [[spoiler:The Grey Mourner]] and [[spoiler:the Traitor Lord's daughter]] were a lesbian couple, but the latter is dead and the former's gender is only explicitly stated if you open the inventory and look at the item she gives you.
1364* DueToTheDead: The quest given to you by [[spoiler:the Grey Mourner]] is to give a delicate flower to this bug's grave. She gladly accepts once you do so by bowing down.
1365* FlatCharacter: All we know about her is that she's the daughter of the Traitor Lord, and that [[spoiler:she had a romantic relationship with the Grey Mourner]].
1366* TheLostLenore: To [[spoiler:the Grey Mourner]].
1367* NoNameGiven: She doesn't have any subtitles nor official names revealed in any form.
1368* PosthumousCharacter: As a ghost, she is already long dead by the events of the game. The Grey Mourner wants the Knight to place a Delicate Flower onto her grave as one final gift to her.
1369* StarCrossedLovers: Her relationship with [[spoiler:the Grey Mourner]]. The mantis tribe hated her for this since this child's partner is an outsider.
1370----
1371[[/folder]]
1372
1373[[folder:Caelif & Fera Orthop]]
1374!!Caelif and Fera Orthop
1375!!!'''Backer:''' Juan Eduardo Peña
1376[[quoteright:190:https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_caelif_fera.png]]
1377
1378->''"Isn't this just the most intriguing place? So many discoveries waiting to be made. We're about to set off ourselves, though we can't seem to agree on which way to head."''
1379-->'''-Caelif and Fera, when first encountered'''
1380
1381Two ghosts who are striking an argument at each other even after death.
1382----
1383* TheDividual: They spawn simultaneously in the Queen's Gardens, refer to themselves as a pair, and their names are displayed on-screen with "Orthop" being implied to be their surname.
1384* FlatCharacter: They only have a very small amount of dialogue, and even that interaction isn't relevant enough in the grand scheme of things.
1385* ALizardNamedLiz: Two bugs are named "Caelif and Fera Orthop". The scientific name for the order of insects that includes grasshoppers and crickets is Orthoptera. The scientific name for the suborder of Orthoptera that specifically includes grasshoppers is Caelifera.
1386* PosthumousCharacter: As ghosts, they are already long dead by the events of the game.
1387* SeriousBusiness: The two are stuck in arguments and dilemma simply because they can't decide if they should go left or right.
1388-->Left or right? Which way is best? [[LampshadeHanging It should be a simple thing]], yet we're always at odds.
1389----
1390[[/folder]]
1391
1392!!Royal Waterways [=NPCs=]
1393[=NPCs=] that can be found within the depths of the Royal Waterways.
1394----
1395[[folder:Tuk]]
1396!!Tuk
1397!!!'''Backer:''' Emily Doolan
1398[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/tuk.png]]
1399
1400->''"The water brings me everything I wish for... I just need to find it. It brought you here, too. Are you hungry? I'll share my food with you... if you give me Geo."''
1401-->'''-Tuk, offering the Knight a Rancid Egg'''
1402
1403A big bug digging through garbage in the Royal Waterways of Hallownest. Fairly protective of her belongings, but is willing to share her "food" with the Knight for some geo.
1404----
1405* AntiFrustrationFeatures: If you somehow found all of the pre-placed Rancid Eggs in the kingdom, Tuk has a limitless supply of Rancid Eggs in exchange for 80 to 100 geo. This is another anti-frustration feature in conjunction with Jiji's service of summoning your shade. However, Tuk won't sell you Eggs if you already have at least [[{{Cap}} 80 of them]] in your inventory, unless the amount goes below that cap.
1406* {{Cap}}: If you have at least 80 Rancid Eggs in your inventory, Tuk won't sell you anymore of them unless the amount goes below that cap.
1407* DamselInDistress: Possibly. Wearing the Defender's Crest charm while talking to her has her essentially say that the Dung Defender helped her at some point.
1408* DeathByAdaptation: A unique case because it's in the same game. [[spoiler:Since Rancid Eggs are more akin to ShopFodder in Steel Soul Mode, Tuk is sadly dead of the plague when the Knight goes to her location, her final thoughts being a plea to help her find what she was looking for.]]
1409* DiscountCard: Wearing the Defender's Crest will make Tuk give a free Rancid Egg.
1410* DungeonShop: Tuk sells you Rancid Eggs only in the Royal Waterways.
1411* GoMadFromTheIsolation: Implied to be what's happened to her.
1412* HiddenDepths: Stays in the Waterways [[spoiler:searching around and praying that someone will come back to her eventually, apparently after they got into a fight where the other left her alone. This bug is implied to be Boon, another bug Quirrel meets in the tie-in comic. They also really value friends, which is the reason they're staying put and looking around at all.]]
1413* VerbalTic: Mmmnnnnnnngghhh... Tuk has a tendency to moan at the beginning of a sentence.
1414----
1415[[/folder]]
1416
1417! Expansion Packs
1418!!''The Grimm Troupe'' [=NPCs=]
1419[=NPCs=] that were introduced in ''The Grimm Troupe'' [=DLC=] and can be found in Dirtmouth after completing a certain action. For tropes pertaining to the Troupe Master Grimm, see his entry under Characters/HollowKnightBosses.
1420----
1421[[folder:Grimmsteed]]
1422!!Grimmsteed
1423[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_grimmsteeds.png]]
1424
1425->''"The roads between are dark and long, but the Master's light will always guide us."''
1426-->'''-Grimsteeds, when dream nailed'''
1427
1428A pair of long-necked bugs who wait at the entrance of Grimm's tent.
1429----
1430* CoolMask: Like the other members of the Grimm Troupe, they wear white masks with vertical slits on the eye holes.
1431* InformedAbility: From their name, the Grimmsteeds are implied to be the ones pulling the caravan as they travel, similar to horses pulling a cart. While there may be some magic and teleportation involving the Grimm Troupe thanks to the Nightmare Lantern, we never get to see how the Grimmsteeds do their thing.
1432* ItCanThink: They aren't mere caravan pullers. Even if they don't directly speak to the Knight, these bugs also have dream nail dialogues.
1433* NoNameGiven: They don't have any official in-game names, nor an entry in the Journal. "Grimmsteed" is only found by accessing the game files related to them.
1434* SapientSteed: Apart from having dream nail dialogues, these Grimmsteeds are very much civilized when they arrive in Dirtmouth, only guarding the entrance to Grimm's tent.
1435* TheSpeechless: They don't speak nor produce any sound, yet their thoughts can still be read using the dream nail.
1436----
1437[[/folder]]
1438
1439[[folder:Divine]]
1440!!Divine
1441[[quoteright:340:https://static.tvtropes.org/pmwiki/pub/images/divine2.png]]
1442
1443->''"We came, and I can smell something. Something deep below us. I want it... I want it!"''
1444-->'''-Divine, when first encountered'''
1445
1446Ostensibly a queen termite and a member of the Grimm Troupe, she occupies the tent adjacent to that of Troupe Master Grimm. She will strengthen Leg Eater's breakable charms into unbreakable ones for a substantial donation of Geo.
1447-----
1448* AdamSmithHatesYourGuts: Divine will make you pay out the nose if you want to make your Fragile charms unbreakable -- but since this isn't needed to use them on [[spoiler:dream bosses or in Godhome]], it's not as bad as it could be, especially since ''The Grimm Troupe'' content were added post-launch, you could be swimming in a lot of Geo once you reach endgame.
1449* AmbiguouslyEvil: Divine is a follower of Grimm, and is therefore already keeping morally dubious company. [[spoiler:Whether her cannibalism of Leg Eater at the conclusion of her quest line is altogether consensual is also unclear, because it happens off-screen.]]
1450* DevelopersForesight: If Divine has taken one of your fragile charms and you haven't paid her before [[spoiler:banishing the troupe]], the charms will be left on her tent when you return to Dirtmouth. You may have [[PermanentlyMissableContent lost the chance]] to unlock the Unbreakable version, but at least, the Fragile charm will be returned.
1451* DungeonShop: {{Inverted}}. While you need to perform some specific steps in the Howling Cliffs to summon the Grimm Troupe, Divine will be located in Dirtmouth like the rest of her kind are.
1452* EquipmentUpgrade: Divine can upgrade the Fragile Charms into their Unbreakable Charm variants if you give her [[MoneySink loads of Geo]] for each.
1453* ExtremeOmnivore: Upon her arrival to Dirtmouth, Divine appears more than eager to consume charms, Geo, [[spoiler:and potential love interests]].
1454* {{Foil}}: Divine and Leg Eater – One forges unbreakable charms from fragile ones, the other sells these fragile charms. The former is female, and the latter is male. While both can require a lot of Geo for their charm services, Divine charges only you once, but on a very hefty pricing for each charm, Leg Eater's services are individually cheap, but you are encouraged to keep on paying him if you keep on breaking the fragile charms.
1455* {{Foreshadowing}}: Her first Dream Nail dialogue hints at the upcoming [[spoiler:fight between the Knight and Grimm in order to continue the ritual. However, she also has doubts after saying this, hinting at the possibility that the ritual can be stopped and the troupe be banished]].
1456-->"Shadow and Fire will dance so prettily, I think..."
1457* LiteralManeater: [[spoiler:If the player character approaches Leg Eater after having upgraded all of his charms, Leg Eater will comment on their irresistible scent and travel to Dirtmouth to seek out Divine. He is eaten off-screen, leaving nothing behind save his disembodied claws in the corner of Divine's tent.]]
1458* MoneySink: Cumulatively amounting to 36 grand, Divine's prices for upgrading Leg Eater's charms are easily the highest in Hallownest, and are intended as a post-game sink for players that have accumulated a surplus after buying everything else. [[spoiler:By the time you finish the process of strengthening the charms, Divine will be incredibly wealthy, which Leg Eater takes as a symbol of leadership and is implied to be part of the reason he's drawn to her.]]
1459* PermanentlyMissableContent: If you go for the [[spoiler:Banishment ending during the Grimm Troupe storyline]] before you upgrade all your fragile charms to their unbreakable versions, you will permanently lose the opportunity to do so, since Divine will disappear with the rest. Fortunately, if Divine has eaten any fragile charms before you had the chance to upgrade them, she'll leave them behind, so you don't lose those, at least.
1460* PetTheDog: Retroactively. [[spoiler: Once Leg Eater is pointed in her direction and is implied to have mated with her, Reading her thoughts reveals she was actually fond of him and plans to keep his claws so she can always remember him by as a MementoMacguffin.]]
1461* ToiletHumour: Her method of strengthening your charms is eating them and then pooping them out. It works, though.
1462** If you talk to her while having the Defender's Crest charm (which you get from the Dung Defender, and which carries his smell), she'll actually appreciate it. It's not her type, though.
1463* TwoFaced: May very well be the case, considering that Divine is never seen without her trademark half-mask.
1464-----
1465[[/folder]]
1466
1467[[folder:Brumm]]
1468!!Brumm
1469[[quoteright:275:https://static.tvtropes.org/pmwiki/pub/images/brumm_tent.png]]
1470
1471->''"When flame burns bright inside one's mind''\
1472''Kin heed the call 'cross lands and time."''
1473-->'''-Brumm, when Dream Nailed'''
1474
1475A gruff, top-heavy member of the Grimm Troupe, Brumm plays the accordion at the entrance to Troupe Master Grimm's tent. Initially withdrawn, Brumm's motivations become clearer as the Knight starts collecting flame for Grimm's ritual.
1476----
1477* BambooTechnology: If you look closely, the accordion that Brumm plays appears to be another, smaller bug.
1478* CreepyCircusMusic: The accordion leitmotif gives the Grimm Troupe a decidedly more French-sounding interpretation of this trope.
1479* DefectorFromDecadence: [[spoiler:If the Knight meets Brumm in the Distant Village before defeating Nightmare King Grimm and completing the ritual, Brumm will profess that although he is still loyal to Grimm, he has grown disillusioned with The Ritual. He bids that the Knight extinguish the Nightmare Lantern to banish the Grimm Troupe from Hallownest. This leads to the Banishment ending and allows the player to complete the Grimm Troupe questline without beating Nightmare King Grimm.]]
1480* HeroWithBadPublicity: [[spoiler:He very much wants to stop the Grimm Troupe's ritual from taking place, which is presented in the game as a good thing. Brumm himself, however, speaks cryptically and doesn't communicate his goals well, making him come across as creepy despite his good intentions.]]
1481* LeftTheBackgroundMusicOn: He and his accordion are providing the music in Grimm's tent. On the brief period where he moves away from Dirtmouth, the tent will be devoid of background music as a result.
1482* TheStarscream: Played with. [[spoiler:He's a high-ranking underling of Grimm's who's plotting to betray him, but he sincerely loves Grimm as his master, and his sabotage of the ritual is not due to any selfish desire. Ultimately, he just wants to break the chains the entire Troupe are bound by, both his and Grimm's, to free his master from what Brumm sees as a vicious cycle]].
1483* VerbalTic: He says "Mrmm" a lot.
1484-----
1485[[/folder]]
1486
1487[[folder:Nymm]]
1488!!Nymm
1489[[quoteright:160:https://static.tvtropes.org/pmwiki/pub/images/nymm.png]]
1490
1491->''"The old bug over there was very welcoming, but still I find the place a little melancholy, what with the wind, and the darkness, and the sense of decline... I was hoping my music could go some way to livening up the place."''
1492-->'''-Nymm, when first encountered'''
1493
1494A bug who plays an accordion-like bug to bring cheer to the fading town of Dirtmouth. He only appears if the Knight performs specific actions after summoning the Grimm Troupe.
1495----
1496* BambooTechnology: He also plays a smaller bug like an accordion, just like [[spoiler:Brumm]].
1497* ElegantClassicalMusician: Nymm plays his accordion so well in Dirtmouth that even the Elderbug is amused and delighted to have him in town.
1498* FriendshipToken: Given by Nymm to the Knight, the Carefree Melody's [[FlavorText item description]] openly states this.
1499-->Token commemorating the start of a friendship.
1500* LaserGuidedAmnesia: [[spoiler:If the player should proceed to extinguish the Nightmare Lantern, the Grimm Troupe will disappear from Dirtmouth without a trace, save for Nymm. Nymm appears visually similar to Brumm, but is shorter, more verbose and lacks his mask. He has no recollection of how he'd arrived to Dirtmouth, but offers the Knight a charm that bears a peculiar resemblance to Brumm's mask, and comments that the charm seems oddly familiar if equipped. It's therefore quite likely that Brumm became Nymm after being freed of the ritual, losing his memories in the process.]]
1501* LastEpisodeNewCharacter: Nymm only appears in Dirtmouth after you have [[spoiler:banished the Grimm Troupe]] and completed the sidequest. However, this is a huge subversion once Nymm reveals himself as an amnesiac, hinting that he may actually be an amnesiac [[spoiler:Brumm]].
1502* LeftTheBackgroundMusicOn: If you choose to banish the Grimm Troupe at the end of their quest line, the Dirtmouth BGM is replaced with an accordion arrangement played by Nymm, who is apparently [[spoiler:an amnesiac version of Brumm]].
1503----
1504[[/folder]]
1505
1506!!''Godmaster'' [=NPCs=]
1507[=NPCs=] that were introduced in the ''Godmaster'' [=DLC=] and can be found in the Royal Waterways.
1508----
1509[[folder:The Godseeker]]
1510!!The Godseeker
1511[[quoteright:164:https://static.tvtropes.org/pmwiki/pub/images/godseeker.png]]
1512
1513->''"By what right dost thou trespass here, in this home of the Gods? Shrivel away and begone! Begone!"''
1514-->'''-The Godseeker, when first entering Godhome'''
1515
1516A seemingly immortal bug wearing a golden mask that is found sealed in the Junk Pit by the Royal Waterways. She performs a mysterious ritual that takes the form of a BossRush in her dreams. Said bosses are "imprints" of various strong creatures and warriors of Hallownest, which she describes as "Gods".
1517-----
1518* AGodIAmNot: She is content to ascend in order to serve the gods, rather than be one.
1519* AllThereInTheManual: The ''Godmaster'' DLC reveal post confirms that the Godseeker is female.
1520* AscendedToAHigherPlaneOfExistence: Her ultimate goal. By gathering the imprints of Hallownest's strongest individuals, she hopes to ascend and meet with a "God of Gods". [[spoiler:She eventually gets to that point as she watches the Knight fight Absolute Radiance.]]
1521* BeCarefulWhatYouWishFor: [[spoiler:Once the Knight defeats Radiance in her real turf in Godhome, it ascends instead of the Godseeker and seems to overtake her with the void. If she is holding the Delicate Flower when this happens, she disappears in a brief flash of light, implying it allowed her and the knight to ascend at the same time. If not, the Void bursts out of her as a catalyst and seems to take control of Radiance's plague.]]
1522* BigBeautifulWoman: Possibly. Based on her dialog, her hibernation causes her to physically increase in mass somehow. In spite of it she still essentially calls herself strong, graceful and majestic. It is hard to say if this is by bug standards though, as no one else meets her.
1523* ChekhovsGun: [[spoiler:The Delicate Flower that the Grey Mourner gives you can also be given to the Godseeker in the Junk Pit. When its on the latter's possession, the Void Entity won't be able to burst out to Hallownest in one of the ''Godmaster'' endings.]]
1524* DamselInDistress: We never got any explanation nor a backstory, but this Godseeker is found in the ''Junk Pit'' below the Royal Waterways, of all places! Plus, she's chained into a coffin-like object with a padlock. The player needs a Simple Key to undo the lock and release her.
1525* DeerInTheHeadlights: In the "Embrace the Void Ending", the Godseeker can only keep looking up the sky [[spoiler:as the Void Given Focus descends and drags her down with its void tendrils]].
1526* DefrostingIceQueen: Despite starting off being a {{Jerkass}} towards the Knight, [[spoiler:she lightens up a little bit when you give her the Delicate Flower, and again once you get to the Pantheon of Hallownest, since she's really close to reaching her goal and attuning to other gods (Unn, The White Queen, and the Pale King), and sees the Knight as the bringer of her wish. She outright admires your strength in Godseeker Mode, finally calling the Knight the "God of Gods" she constantly went on about and implying both of them ascended.]]
1527* FantasyCounterpartCulture: To Egypt. Like the inhabitants in the Godhome, she wears a golden mask and her cloak has a mummy-bandage-like stripe pattern. When you first encounter her in the Junk Pit, the Godseeker is even chained inside a sarcophagus-like "coffin".
1528* HiveMind: Her mind is seemingly shared among multiple bodies. Particularly evident in the Godhome, where she fills entire colosseum stands with similar looking bugs. Its inhabitants will even mention lines like "our mind" or that their mind is akin to a "sea".
1529* IWasQuiteTheLooker: Her form in Godhome by comparison is much more petite and slim, giving off a bit of this trope.
1530* {{Jerkass}}: Spends most of her time insulting the Knight, calling them a "Crawler", hoping they're struck down, and generally just acting high and mighty even as you make your way through the Pantheons.
1531* MeaningfulBackgroundEvent: She has some scripted interactions when she watches you fight in the Godhome; she would look at the sky when the stage transitions into another boss, she observes the Knight most of the time, and she will look at the boss when it is defeated.
1532* MindHive: The physical Godseeker found in Junk Pit contains the shared consciousness of the entire Godseeker people inside her.
1533* MsExposition: In the Godhome, she shares some lore regarding the bosses in the Pantheons, as well as the [[spoiler:Higher Beings]].
1534* MythologyGag: The Godseeker's design in the Junk Pit resembles a [[https://vignette.wikia.nocookie.net/hollowknight/images/6/69/HollowKnightConceptArt2.jpg bloated bug]] from an early concept art of Ari Gibson.
1535* PsychicBlockDefense: Zig-zagged. Dream nailing the Godseeker is necessary to enter the Godhome, implying that she willingly lets you inside her mind. However, the player can also visit a secret area that has a [[RandomNumberGod random chance]] of occurring. After inspecting a certain object, [[spoiler:she will boot you out of that place, calling you a trespasser for visiting an unwanted memory]].
1536* RandomNumberGod: There's a random chance that you'll be transported to a deserted area instead of the Godhome when using the dream nail on the Godseeker.
1537* RealityWarper: Her abilities with her Godtuner allow her to attune with imprints. This allows her to create alternate versions of existing warriors and monsters, such as a flying version of Nosk in a Hornet disguise, fights against otherwise non-hostile characters like Sly and the Nailmasters, and a version of [[spoiler:the previous Hollow Knight from before its corruption. This all culminates in a fight against the actual Radiance on her home turf as Absolute Radiance.]]
1538* ScrewThisImOuttaHere: Usually, your fights in Godhome are watched by an entire audience of Godseekers. But when you fight the Eternal Ordeal (an unending army against various Zote-shaped enemies), there's no audience. This is notable because Grey Prince Zote, who is an idealized version of Zote found in Bretta's subconscious and who ''doesn't even exist'', gets an audience.
1539* SmallRoleBigImpact: The [[spoiler:Pale King's lingering power in the kingdom]] is what drew the Godseekers to Hallownest. That, and the remaining Godseeker in the Junk Pit all play a crucial part since [[spoiler:entering the Godhome in the Godseeker's mind allows the Knight to kill the Radiance in that place without having to fight the Hollow Knight itself, as seen in the two ''Godmaster'' endings]].
1540* VoiceOfTheLegion: Both versions of Godseeker (in the Junk Pit and in Godhome) have this [[https://www.youtube.com/watch?v=HN833veG1rg Just listen to it!]] Justified as the Godseekers are a HiveMind.
1541* YeOldeButcheredeEnglishe: Speaks very theatrically and really doesn't understand the difference between "thee" and "thou".
1542-----
1543[[/folder]]
1544
1545[[folder:Fluke Hermit]]
1546!!Fluke Hermit
1547[[quoteright:146:https://static.tvtropes.org/pmwiki/pub/images/fluke_hermit.png]]
1548
1549->''"Gla! Wualala! Mother! M-mother! Gla gla gla! Little sisters... grow grow grow! Gla gla... Mother... Am I... Mother...? Gla gla…"''
1550-->'''-Fluke Hermit, when the Flukenest is equipped'''
1551
1552A sentient female Fluke wearing a cloth that can be found in a secret room in the Junk Pit as of the ''Godmaster'' update. Prodding a smaller fluke in her room, she becomes worried and heads to higher ground once the Godseeker is awakened.
1553----
1554* CuteMonsterGirl: In comparison to her mindlessly violent family members, yes.
1555* HiddenDepths: Seems to hide away in the Junk Pit not just because she thinks it's safe, but because her mother's treasures are there too and she is protecting them as a responsibility. Her dialog also suggests that she is raising her siblings now.
1556* ItCanThink: She is the only Fluke capable of speech and sapience.
1557* MotherOfAThousandYoung: [[spoiler:Wearing the Flukenest charm has her recognize it as part of the Flukemarm, as well as an epiphany that she might become the next Flukemarm in her mother's place.]]
1558* TokenHeroicOrc: She's the only Fluke the Knight meets who doesn't ravenously try to attack them.
1559* VerbalTic: "Gla gla" and variations of it dot her dialog.
1560----
1561[[/folder]]

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