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1[[foldercontrol]]
2
3!! De Sardet and companions
4
5[[folder: Lord / Lady De Sardet]]
6[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/default_de_sardet.png]]
7 [[caption-width-right:300:Lord and Lady De Sardet's default appearance.]]
8->Voiced by: Jamie Blackley (Male), Cassie Layton (Female)
9The protagonist of the story, cousin of Governor Constantin d'Orsay and diplomat for the Congregation of merchants
10----
11* TheAce: De Sardet is insightful, quick-witted, a master of combat and a capable tactician and diplomat outside of their specific skills.
12* AdoptedIntoRoyalty: [[spoiler: De Sardet was adopted by Princess Livie De Sardet as an infant]].
13* {{Ambadassador}}: Lord/Lady De Sardet's role is a diplomat who deals with problems among the various factions of the island. Being an RPG protagonist however, they are also capable of kicking a lot of ass.
14* AllegedLookalikes: Upon first bringing Síora to Constantin's court, he will remark on how similar De Sardet and Síora look. De Sardet is a customizable character, and the only constant of their appearance is the mark on their cheek. While this mark is identical to the type some Natives sport, De Sardet's general appearance is often claimed to be similar to the Natives'.
15* BorrowedCatchphrase: If Kurt [[spoiler:betrays De Sardet and Constantin during the coup, they will call him out on his attempt at regicide and challenge him to a duel with the Coin Guard's motto: "Fight with honor"]].
16* CatchPhrase: "Good Day. [[VerbalBusinessCard My name is De Sardet, I am the legate of the Congregation of Merchants]]. May I ask you some questions?"
17* CradlingYourKill: [[spoiler: De Sardet holds Constantin upright after sticking a knife in his chest, then lays him gently on the ground when he dies.]]
18* FacialMarkings: Ones very similar to those of the Natives. [[spoiler:They can also get Naut facial tattoos after learning the truth about their origins.]]
19* GuileHero: When equipped with a high [[TheCharmer Charisma]] and/or [[ManipulativeBastard Intuition]], it's very easy to play them as this.
20* {{Hammerspace}}: While most characters have their weapons clearly tied to their belt or slung across their back, De Sardet's weapons are nowhere to be seen until used.
21* MarryForLove: If a female De Sardet romances Kurt, she can propose to him in the De Vespe Conspiracy DLC, citing this as a reason to avoid a possible ArrangedMarriage.
22* MightyWhitey: [[AvertedTrope Averted.]] While De Sardet is a noble from a colonial power and can end up saving the natives, the problems they're saving them from are ''caused'' by the colonials in the first place and they only pick up the basics of the native's ways, frequently needing help from them to advance. They also don't become some sort of native champion, either, just a foreign emissary they trust at best. [[spoiler: Plus they're actually a native themselves.]]
23* NoCutsceneInventoryInertia: Generally averted with De Sardet's armor, which will be displayed properly in cutscenes (even where it would [[OptionalSexualEncounter make more sense to take it off]]), but played straight with the "execution pistol", which De Sardet will often use to finish off bosses (particularly Guardians) in cutscenes even if they don't have a handgun equipped in the gameplay anymore (likely having graduated to using Rifles).
24* OnlyOneName: As far as the game is concerned, De Sardet doesn't ''have'' a first name. Everybody refers to them exclusively as "De Sardet" or some other name (cousin, my lord/lady, their LoveInterest's AffectionateNickname, etc.), and you can't even choose a name during character creation.
25** This initially seems to be a family trait, as in the base game De Sardet's mother is only ever named "Princess de Sardet". The De Vespe Conspiracy DLC at least reveals that her first name is "Livie".
26* StakingTheLovedOne: [[spoiler:De Sardet has to kill Constantin in order to save everyone else.]]
27* StrongFamilyResemblance: [[spoiler:Twofold: De Sardet grows up believing they look exactly like their DisappearedDad, and when/if they meet their biological aunt she quickly recognizes them as their mother's kid.]]
28* TragicKeepsake: De Sardet has an amulet given to them by their mother before they leave for Teer Fradee, knowing she will die before they can get back. [[spoiler:This turns out to be a twofold TragicKeepsake, since in addition to being a gift from the woman who raised them it also belonged to their biological mother, an islander.]]
29* UnnecessaryCombatRoll: Learns how to do this in the Technician/Warrior tree. They also do a backflip whenever they throw a bomb.
30* UndyingLoyalty: They go through hell and high water to keep Constantin safe. [[spoiler:Even when he goes mad and threatens to destroy the world, it could still be argued that they killed him to save him from himself.]]
31* YoungAndInCharge: Already serving as a Legate at 23.
32[[/folder]]
33
34[[folder: Kurt]]
35[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/kurt_c.png]]
36->Voiced by: Creator/LiamGarrigan
37Captain of the Coin Guard in Sérène, as well as De Sardet's bodyguard and childhood combat instructor.
38----
39* AgeGapRomance: If romanced by Lady De Sardet, given that she's 23 and he's 35.
40* BadassNormal: The de facto fighter out of all the companions, with Attributes focusing on raising his health/melee damage and capable of using nearly every close-quarters weapon in the game.
41* {{BFS}}: Starts the game equipped with a claymore that can be replaced with even stronger variations throughout the game.
42* BodyguardBetrayal: If [[spoiler:his available sidequests aren't completed before the Coup starts, he'll turn against De Sardet and Constantin]].
43* BodyguardingABadass: De Sardet is fully capable of taking care of themselves, though this ''is'' due in large part to Kurt himself.
44* BodyguardCrush: Romancable by Lady De Sardet. May also apply to Lord De Sardet; the first question either can ask Kurt is whether he ever "feels lonely" and Kurt will interpret this as flirting and [[IncompatibleOrientation turn his lordship down.]]
45* CloseRangeCombatant: Despite the Coin Guard being shown wielding rifles and pistols, Kurt is completely incapable of equipping them. The only time he uses a gun is [[spoiler:if he's defeated when attempting to assassinate Constantin and De Sardet, upon which he shoots himself with De Sardet's pistol]].
46* CrutchCharacter: He's useful at the beginning of the game, but eventually the fact that he's a pure melee combatant build without any special abilities like Siora's buffing spells or Vasco's health-draining poison attacks causes him to lose ground in terms of usefulness. Also, the Ability he boosts for getting to Friendly approval rating, Craftsmanship, is arguably the weakest of all Abilities.
47* DeadpanSnarker: He makes a few witty quips from time-to-time.
48* DrivenToSuicide: [[spoiler:If De Sardet spares Kurt if they fight during the coup, he takes their gun and shoots himself out of guilt]].
49* FaceHeelTurn: [[spoiler:Should you fail to complete his side missions, Kurt will join the Coin Guard's coup to take control of the island]].
50* GoodIsNotSoft: He's usually a decent guy, but he's not above getting violent when sufficiently angered, even against unarmed opponents.
51* GoodScarsEvilScars: He has more than his fair share of scars on his face, but is still a good guy.[[spoiler:It's implied that he got them during "night training" early in his career.]]
52* InsultOfEndearment: His nickname for De Sardet is "Green Blood", a jab at their inexperience with combat and political machinations when they were younger. It stuck, and eventually loses its bite when De Sardet proves themselves a capable adult, although Kurt will still tease them about it should the opportunity arise.
53* LightningBruiser: He can move just as fast as someone in lighter armor and deals massive damage with two-handed weapons.
54* MyGreatestFailure: His protegé, a young recruit named Reiner, is murdered [[spoiler:by a Coin Guard shadow regiment. His first loyalty mission involves discovering said regiment's hidden camp and taking it down after confirming its captain is torturing the recruits.]]
55* TheNicknamer: Has a nickname for most of the group: He always called De Sardet "Greenblood", Síora is "Flower" or "She-wolf", and Vasco is "Sailor". The only one not nicknamed is Petrus, who he refers to by his religious title, "Father".
56* RapeAsBackstory: At the end of Kurt's personal questline, if you ask him about his personal stake in bringing down Major Harmann, he'll talk about how he was trained under similarly abusive conditions, and that Major Harmann would sometimes slip into the cadets' barracks at night. He doesn't elaborate, but his tone makes the implication ''perfectly'' clear.
57* TrainingFromHell: Part of his backstory involves being trained at the original Ghost Camp, where he was on both the giving and receiving ends of beatings, torture, and heavily implied sexual abuse.
58* YoungerThanTheyLook: Justified by his TrainingFromHell. Underneath the grizzled stubble and RuggedScars, he's only 35.
59[[/folder]]
60
61[[folder: Vasco]]
62[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/vasco_c.png]]
63->Voiced by: Benjamin O'Mahony
64->''It is truly pastoral. Seeds, knotted roots... Oh how I miss the ocean!''
65
66A captain of the Nauts, who was gifted to them as an infant.
67----
68* BrokenPedestal: With De Sardet's, he tries to find out more about his blood relatives. However, after seeing that [[spoiler:his brother Bastien is a foolish drunk, he decides that the Nauts are his real family and doesn't reveal himself]].
69* TheCaptain: He became captain of his ship, the Sea-Horse, at a young age. His crew all agree [[UniversallyBelovedLeader he's a great Captain]], and even after he's temporarily confined to land he still introduces himself as ''Captain Vasco''.
70* DecliningPromotion: Should Vasco survive to the epilogue, [[spoiler:he gets promoted to Fleet Commander]]. However, if he and De Sardet are together, he will decline the promotion and remain a Captain to stay with them.
71* EarnedStripes: Upon completing the Loyalty Mission assigned to him, Vasco earns a new tattoo for it along with the ones he already has. In certain epilogues, [[spoiler:he's shown with a few more tattoos after being promoted to Fleet Commander]].
72* {{Elopement}}: In the De Vespe Conspiracy DLC, Vasco will suggest to a romanced De Sardet that, if their uncle sticks them in an ArrangedMarriage, the two will take ship and elope.
73* EmbarrassingFirstName: Vasco is glad he wasn't raised by [[spoiler:the d'Arcys]]. Otherwise, his first name would have been [[spoiler:Léandre]].
74--> '''Vasco:''' No more regrets... And I certainly don't regret not being called "[[spoiler:Léandre d'Arcy]]"!
75* FacialMarkings: Like all Nauts, Vasco has tattoos on his face symbolizing his past accomplishments. With your assistance, he gains a few more.
76* FamilyOfChoice: His entire personal quest chain revolves around him reaffirming that the Nauts are his real family.
77* GayOption: For Lord De Sardet, as he can be romanced by either gender.
78* HappilyAdopted: He was given to the Nauts as a child and fully considers them his family.
79* LoyaltyMission: Admiral Cabral gives him one after he spends some time on land to affirm that he was choosing to stay with [[FamilyOfChoice the Nauts]].
80* LukeYouAreMyFather: [[spoiler:Subverted. Vasco goes to great lengths to discover the identity of his birth family, but when he meets [[UpperClassTwit his biological brother]], he decides not to reveal his identity to him, as he realizes he's happy being a Naut]].
81* TheMusketeer: He's skilled with light blades and pistols.
82* OnlyOneName: Zig-Zagged. As a Naut he only has one name, but he wants to learn more about his birth family, so he discovers his birth name, first ''and'' last. Ultimately, he decides he wants [[ShedTheFamilyName nothing to do with his blood relatives]] and reaffirms his identity as a Naut.
83* OutOfJobIntoThePlot: The Admiral removes him as Captain of his ship for unknown reasons and tells him to give De Sardet any help they require. Conveniently, he now has all the time in the world to follow De Sardet. [[spoiler:It's later revealed he was stranded to test his loyalty to the Nauts, as he was becoming increasingly curious about his birth family]].
84* PoisonedWeapons: [[WelcomeToCorneria As he loves to remind you]], he puts "a bit of poison on (his) blade" at the start of every fight.
85* ReallyRoyaltyReveal: Technically "nobility", but [[spoiler:Vasco is the firstborn son of the well-known d'Arcy family (his birth name was Léandre d'Arcy) but he was given to the Nauts for his parents' financial gain and records of him were hidden or destroyed]]. Unaware of his origins, Vasco asks De Sardet to help him steal the information from his personal file.
86* SwordAndGun: Wields one-handed blades and firearms both. He's the only companion capable of equipping two different weapons at the same time.
87* UniversallyBelovedLeader: His crew all absolutely love him and the way he runs his ship. The only slightly negative thing anyone has to say about him is that he doesn't smile enough.
88* {{Unperson}}: Downplayed. When he was given to the Nauts, most information regarding his original identity was either hidden or destroyed. The only surviving information is in the hands of the Nauts.
89* VagueAge: The most anyone knows is that he's younger than 25. Even the De Vespe family, who are [[KnowledgeBroker notorious spies]], only have a "probable" birth year for him.
90* YoungAndInCharge: Made the rank of Captain before the age of 25. Other Nauts believe he could easily make Admiral soon. [[spoiler:It's also possible he attains the rank of Fleet Commander within the year]].
91[[/folder]]
92
93[[folder: Síora]]
94[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/siora_c.png]]
95->Voiced by: Kezia Burrows
96The daughter of a Native chief who seeks out Constantin's court to beg for help with her clan's war against the Bridge Alliance.
97----
98* ActionGirl: Doesn't hesitate to jump into action, and is very good at it too.
99* BadassNative: She's a capable fighter and mage.
100* BerserkButton: Conflating the natives' beliefs and culture with demons or curses will automatically put her on the defense. Additionally, she outright refuses to meet with the Bridge Alliance because she knows she won't be able to control herself.
101* TheChiefsDaughter: Subverted. While she is romanceable, it's more of a bonus and not her role in the larger story. [[spoiler:And De Sardet is ethnically Native anyway.]]
102* DeceasedParentsAreTheBest: Síora was close to her mother, and considered her very wise and good at her job. Although she doesn't speak much about him, she also implies her father was a good man before he was killed.
103%%%* {{Druid}}: The Native's ElementalPowers plays out this way.
104* FlamingSword: Much like Vasco's PoisonedWeapons, she uses her magic to set her blade on fire during every fight.
105* GameplayAndStorySegregation: In cutscenes, her native magic lets her grow roots and vines to strangle and immobilize enemies. In gameplay, she does not have any attacks to this effect. To be fair, both times we see her do this in cutscenes she was deeply emotionally distressed.
106* GayOption: For Lady De Sardet, as the second bisexual love interest.
107* HealingHands: Her specialty skill is a group heal effect.
108* HelmetsAreHardlyHeroic: Síora cannot wear any of the headgear available in the game. This is presumably a result of the branches growing amongst her hair meaning they won't fit.
109* HonoraryPrincess: As noted by Constantin and De Sardet, being the daughter of the chieftain essentially makes her a princess, although the term confuses her.
110* MagicKnight: She specializes in light blades and ElementalPowers.
111* PlantPerson: To an extent. Her status as a on ol menawi gives her vine-line markings on the side of her face and tree branches growing from her head.
112* TheRedMage: She's a melee fighter with magic spells and healing magic.
113* SquishyWizard: Unlike [[MightyGlacier Petrus]], she's incapable of wearing any of the heavier armors, and thus somewhat more fragile.
114* SurvivorsGuilt: She feels guilty for [[spoiler:not having been present for the battle in which her mother and many of her clan members died. You can help ease her guilt and somewhat redeem herself to her sister by helping her retrieve their mother's body from the Alliance and returning it to their village.]]
115* {{Transflormation}}: As an on ol menawí (a person whose spirit is bound to Teer Fradee), she has begun growing branches from her head and will become more plant-like with time.
116* WarriorPrincess: As noted by Constantin and De Sardet, being the daughter of the chieftain essentially makes her a princess and she is also a very skilled fighter.
117[[/folder]]
118
119[[folder: Petrus]]
120[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/petrus_c.png]]
121->Voiced by: Steven Hartley
122->''Politics is an extremely subtle game and just as satisfying as fighting in an arena...''
123
124A fatherly missionary of Thélème with political ambitions who joins De Sardet at the Mother Cardinal's court.
125----
126* {{Ambadassador}}: Years back, he was an ambassador in Sérène and met De Sardet and Constantin when they were very young. He carries this skillset with him still, and whenever at Constantin's court he essentially acts as one for Thélème.
127* ArmorAndMagicDontMix: Averted. He specializes in offensive magic and wears heavy armor.
128* TheAtoner: [[spoiler:The reason he's been acting as a mentor figure to De Sardet is because he knew and fell in love with their biological mother, but was unable/unwilling to do anything to help her. His personal questline eventually leads to him helping them seek out their original clan in order to make amends]].
129* BadassPreacher: A Thélème missionary who uses powerful magic to fight alongside De Sardet.
130* CoolOldGuy: Far more relaxed than most of the [[TheChurch Thélème]].
131* DarkSecret: [[spoiler:He knew De Sardet's biological mother. He spent time with her when she was brought to the Continent, and denied her LastRequest because he'd fallen in love with her]]. He's perfectly content to keep this information to himself, and protests greatly when the only other person who knows decides to reveal it.
132* DeadpanSnarker: How he expresses his disapproval.
133* GuileHero: He is very politically savvy and generally prefers diplomatic solutions to problems.
134* TheLostLenore: He states that he has only loved a single woman in his life: [[spoiler:De Sardet's birth mother]].
135* MagicKnight: He's a powerful spellcaster clad in heavy armor and with a shield spell.
136* ManipulativeBastard: A bit of an InformedAttribute, as it's stated multiple times by different characters that Petrus is very manipulative, and he can be used to provide alternate solutions to problems, but he's easily outplayed by others.
137--> '''Candy Cane''': You [Petrus] have a reputation for being a first-class manipulator. You really take me for an idiot!
138* MeaningfulName: The party member who represents the [[FantasyCounterpartCulture Fantasy Cultural Equivalent]] of the Papal States is a clergyman [[https://en.wikipedia.org/wiki/Petrus_(given_name) named]] [[https://en.wikipedia.org/wiki/Saint_Peter Petrus]].
139* MyGreatestFailure: [[spoiler:As a young man he was unable to MercyKill De Sardet's mother despite her pleadings]].
140* OpenMouthInsertFoot: His own opinions tend to lead to this if Síora is also in the party.
141* SecretKeeper: [[spoiler:He knew the truth of De Sardet's origins, having gotten to know their mother as she was being shipped to Sérène]].
142* TokenReligiousTeammate: Though he's far more casual a believer than anyone who isn't the Mother Cardinal, he's the only party member that's religious in a non-pagan way. Even then, Síora worships beings that have recently and directly affected the island, and Vasco [[spoiler:just lets others think he's a pagan because the Nauts consider it a decent excuse to let others believe why the Nauts are able to sail in the ocean as they want, thus keeping their navigation tools hidden to eliminate competition]].
143[[/folder]]
144
145[[folder: Aphra]]
146[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/aphra_c.png]]
147->Voiced by: Vineeta Rishi
148An Alliance scientist who came to Teer Fradee to study the flora and fauna of the island.
149----
150* BadassBookworm: She's a brilliant biologist, and a [[TheGunslinger crack shot]].
151* BrokenPedestal: She was once the student of Doctor Asili, the greatest scientist of the Bridge Alliance until Asili JumpedOffTheSlipperySlope and began crossing every conceivable line.
152* CharacterDevelopment: Over the course of her companion quests, she learns to appreciate the Natives and their perspective in her own way.
153* GameplayAndStorySegregation: When you first encounter her, she's armed with a pistol and a short sword. She's capable of wielding neither once she officially joins your party, limited only to rifles.
154* TheGunslinger: As a pure-Technical companion, she equips rifles (and ''only'' rifles) as her main weapons.
155* IncompatibleOrientation: Like Kurt, she's only interested in the opposite sex and will quickly turn down advances from Lady De Sardet.
156* InnocentBigot: Initially has no issues decrying the native's beliefs and generally feels superior to them. She does learn that there is wisdom to be found in said beliefs, and is horrified to learn what her fellow Alliance members have been doing to them for their experiments.
157* InsufferableGenius: Aphra is an incredibly skilled biologist, but she made camp away from her fellow scientists because she couldn't stand their "constant cackling" and one of them describes her as "bad-tempered" in a journal entry.
158* JerkWithAHeartOfGold: Beneath her cold exterior, Aphra is [[TokenGoodTeammate much kinder]] than the other Alliance scientists you encounter, willing to temper her ForScience attitude with humanity.
159* ShutUpKirk: Will pull this on Siora if the player brings her with them on their first encounter with Aphra. Siora will mention that Aphra's expedition was attacked because of the Mainlanders' torturing and killing her people, to which Aphra will retort that ''her'' people were scientists cataloging the local flora, and didn't even have so much as an armed guard with them when the Teer Fradee raiders attacked.
160* TheSpock: Prefers choosing the most logical course of action, which usually falls in line with what you're about to do anyway.
161* ThisIsGoingToBeHuge: At the end of her personal quest, she realizes that there's more to people than their biology, and states her interest in what amounts to founding the field of Anthropology - the study of human cultures and beliefs.
162[[/folder]]
163
164!! The Congregation of Merchants
165
166[[folder: In General]]
167A nation from the Old Continent comprised of merchant families who command enough commercial power that they can maintain neutrality between warring factions.
168----
169* TheFederation: A union of several cities ruled by merchant-princes, with Sérène as the most powerful and influential.
170* TeamSwitzerland: They refuse to engage in conflict, trading with all factions equally and acting as diplomats between them.[[/folder]]
171
172[[folder: Governor Constantin d'Orsay]]
173[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/constantin_c.png]]
174->Voiced by: Ben Lloyd-Hughes
175De Sardet's older cousin, who has known them his entire life. He is very eager to take over as Governor of New Sérène and finally prove himself to his family.
176----
177* AGodAmI: [[spoiler:After bonding to the island and gaining a fraction of its power, Constantin gets a ''little'' too invigorated and plans to become the god of "the new world".]]
178* BigBad: [[spoiler:He ends up becoming the main antagonist of the game, seeking to take control of the island's power for himself]].
179* BreakTheCutie: His enthusiastic demeanor takes a hard hit when [[spoiler: he's diagnosed with the Malichor, and it only goes downhill from there.]]
180* CutsceneBoss: [[spoiler:After defeating the Nadaig he sics on you, you're given the choice of joining him or killing him, in which case you just stab him]].
181* DeadpanSnarker: Possesses a quick wit to go with his youthfulness and inexperience, though he does know when to tone it down around polite company.
182* DefinitelyJustACold: After mysteriously falling ill on Teer Fradee, Constantin waves his symptoms off as fatigue and a weak stomach. [[spoiler: Turns out he has the Malichor]].
183* EstablishingCharacterMoment: Constantin's introductory cutscene makes his personality very clear: It starts with him ''still'' running his mouth at the guys he's already annoyed enough to kidnap him, and then when he hears the door open he launches the wine bottle he was gesturing with at his "attacker" so he can slam them into the wall -- But then De Sardet talks, and he [[ManHug gleefully embraces]] "[[AffectionateNickname (his) lucky star]]" as they laugh in delight. His mood immediately tanks when De Sardet mentions his father, and he instantly rebuffs his cousin's belief that his father made him Governor because he cares about him, insisting that he's just "ridding himself of a source of constant disappointment." He then grins, declares "Enough said!" and turns his attention back to their leaving for the island. Thus the player understands that he's a [[StepfordSmiler Stepford-Smiling]] WellDoneSonGuy who [[BigBrotherWorship adores]] [[AffectionateNickname his "dear/fair cousin"]] as much as they adore him and [[ObfuscatingStupidity isn't quite as harmless as you may first write him off]]. [[spoiler:[[NotSoHarmlessVillain Unfortunately]].]]
184--> '''Constantin:''' (The delegates are) a den of old foxes, and they think me a young, brainless rabbit.
185** We also get a glimpse of his vindictive streak after the cutscene ends: He suggests to De Sardet that, now that they have Kurt backing them up, they should "give ("these river scum" as he calls them earlier) [[NoHoldsBarredBeatdown their money's worth]]." If challenged, he points out that they're dangerous criminals who may very well go after other victims -- Evidently, having them arrested didn't occur to him.
186* FamilyOfChoice: [[spoiler:He assures De Sardet after TheReveal that even if they aren't biologically related, he will always consider them his cousin.]]
187--> [[spoiler:'''Constantin:''' You have always been the only one to care for me, you are my OnlyFriend. That's all that matters to me.]]
188* FoolishSiblingResponsibleSibling: Technically [[spoiler:they think]] they're cousins, but he still counts as the foolish to De Sardet's responsible.
189* GuestStarPartyMember: He's a temporary party member during the prologue in Sérène after De Sardet rescues him.
190* HeroicBSOD: Has one when when he finds out that he's been [[spoiler:suffering from the Malichor this whole time]].
191* {{Hypocrite}}: [[spoiler: Ultimately, his desire to become a god and wipe away human corruption at any cost makes him just as ruthless and power-hungry as the civilization he claims to despise. Should he get what he wants, his reign causes more damage and chaos than anything the other nations could've done.]]
192* {{Keet}}: He's highly energetic.
193* KickTheDog: To ''[[OnlyFriend De Sardet]]'' of all people: [[spoiler:When it's proven that he has the Malichor, De Sardet immediately promises to find him a cure. He reminds them that they made the same promise to their mother, who De Sardet knows probably died of the Malichor before they even got to the island, and insists he'll be dead before they can. De Sardet doesn't really react to the reminder about their mother[[note]]Not that the player can see, anyway; their back is turned to the screen when they hear it[[/note]], but it's still a ''seriously'' low blow.]]
194* PetTheDog: [[spoiler:Even at his most insane, he still loves his cousin dearly and specifically instructs his corrupted guardians to not kill him/her.]]
195* ReasonableAuthorityFigure: At the start, particularly with regards to the natives. He receives Síora with the respect due to an envoy of a foreign power and none of the condescension or hostility of the other governors. [[spoiler: He loses this quality, and [[SanitySlippage most of his sanity,]] when he develops the Malichor.]]
196* StakingTheLovedOne: [[spoiler:De Sardet ends up having to kill Constantin in order to save everything else.]]
197* StrongFamilyResemblance: According to the De Vespe Conspiracy DLC, he looks a lot like his father. [[spoiler:It's why sir De Courcillion isn't worried about Aurelia's rumor that he's not really Claude's son gaining momentum.]]
198* UnfitForGreatness: While Constantin is the governor, it's pretty much an open secret that his advisors and De Sardet are the ones ''actually'' managing the Congregation's holdings and efforts on the island. Later, [[spoiler:he's driven by a mix of his fear of death and an honest desire to match his cousin's contributions to grab mystical power in the most violent and destructive way possible, yet both the High King and the God of Many Faces name his fear, impatience, and greed as the main reasons he should have never been granted such power in the first place]].
199* UtopiaJustifiesTheMeans: [[spoiler:After bonding to the island and violently attempting to seize power, he claims that all the blood he has shed will rid the world of corrupt governments and protect Teer Fradee from anyone that would do it harm.]]
200* WalkingSpoiler: As anyone can tell by the numerous plot-heavy tags, he doesn't stay the resident "nice guy politician" for very long.
201* WeCanRuleTogether: [[spoiler:In your final confrontation with him, he asks you to rule Teer Fradee alongside him as a god. Accepting this pretty much destroys the world]].
202* WellDoneSonGuy: His father despises him (and he despises his father) and his mother evidently tends to ignore him.
203* WithGreatPowerComesGreatInsanity: [[spoiler:He was put through the bonding ritual of the doneigada in an attempt to ease his pain. This gave him the powers of the Natives, but the sudden power boost coupled with his fear of death quickly drove him mad]].
204* YoungAndInCharge: Appointed Governor at 24 years old.
205[[/folder]]
206
207[[folder: Prince Claude d'Orsay]]
208Constantin's father, De Sardet's uncle and head of the powerful d'Orsay family. He is a merchant prince of the Congregation and ruler of Sérène, who sends his son to govern Teer Fradee and appoints De Sardet (his niece or nephew) to act as diplomat on behalf of the Congregation.
209----
210* AbusiveDad: There is no love lost between him and Constantin whatsoever.
211* AmbitionIsEvil: Regards his son and niece/nephew De Sardet as just more pawns in extending the Congregation's (i.e. ''his'') influence on Teer Fradee.
212* TheGhost: Doesn't make an actual appearance in the game, but is talked about and referenced enough that his presence is nonetheless felt and his ambitions are realized whenever De Sardet secures a diplomatic win on behalf of the Congregation.
213* StrongFamilyResemblance: Constantin ([[TheUnseen allegedly]]) looks a lot like him.
214* OutlivingOnesOffspring: His oldest son was assassinated [[spoiler:by Constantin's mother]], and [[spoiler:De Sardet has to kill his younger son Constantin to save both the Continent and island.]]
215[[/folder]]
216
217!! The Bridge Alliance
218[[folder: In General]]
219An amalgam of several nations from the Bridge Union, created some 200 years ago. They are the most scientifically advanced faction in the game and locked in a seemingly endless war against the nation of Thélème.
220----
221* FantasticRacism: Surprisingly, even more than Thélème at times. They see the Natives as savages, and are currently involved in a total war with them.
222* TheFederation: A union of several nations, although it's been around for so long that it may as well be one nation.
223* FlatEarthAtheist: While the Bridge Alliance can't deny the existence of magic in general, they refuse to be convinced of the natives' religion behind their magic even as the evidence builds up.
224* ForScience: They tend to be somewhat amoral in the pursuit of knowledge, and are not above kidnapping natives for their own purposes. Even when [[spoiler:Doctor Asili is arrested for his experiments with overwhelming evidence he still has many Alliance scientists willing to excuse his actions]]. The most positive ending for them results in them establishing a proper Ethics Council to properly regulate experimentation.
225* MagicVersusScience: The Science to Thélème's Magic.
226* WouldBeRudeToSayGenocide: They kidnap, torture, and kill the native population... But it's all ForScience, and according to them the natives are nothing but hostile savages, so they're just acting out of self defense.
227[[/folder]]
228
229[[folder: Governor Burhan]]
230->Voiced by: Timothy Watson
231The governor of Hikmet and the lands of the Bridge Allience on Teer Fradee.
232----
233* ArbitrarySkepticism: Burhan finds the very notion of godlike beings living on the island an absurd concept, despite the fact that magic is real and other forms of the supernatural are already proven to exist in the world of Greedfall.
234* EveryoneHasStandards: Even knowing that the Malichor is ravaging his country, he's willing to hold Asili responsible and put him on trial if the protagonist insists.
235* FantasticRacism: Whatever problem he's facing, Burhan ''will'' find a way to blame the natives no matter ''how'' many times he's proven wrong.
236* FlatCharacter: He gets very little characterization compared to the other power players on the island.
237* ManipulativeBastard: He has a habit of asking De Sardet to fix a problem, then sending agents to pre-empt him/her if s/he doesn't resolve the situation the way Burhan would prefer.
238[[/folder]]
239
240[[folder: Doctor Asili]]
241One of the most respected doctors of the Bridge Alliance and the former mentor of Aphra.
242----
243* ArcVillain: He's the central villain of the Bridge Alliance questline, and is responsible for everything bad they do.
244* FallenHero: He's considered one of the greatest medical minds of his time, and is the inventor of vaccination in the setting. Then he lost his family to the Malichor and became obsessed with curing it no matter the cost.
245* MadScientist: Repeatedly exposing innocent people to the Malichor in order to test resilience causes hundreds of deaths.
246* OffWithHisHead: [[spoiler:If he is found guilty in his trial, he is sentenced to execution via public decapitation]].
247* PlayingWithSyringes: His general motif is to kidnap people, imprison them, and brutally torture them under the auspices of finding a cure for the malichor.
248* SmugSnake: If De Sardet chooses to arrest him rather than kill him he boasts that his prestige and political connections will soon get him released, even as De Sardet is still in a position to change his/her mind and just kill him. [[spoiler:If you gather sufficient evidence against Asili, his confidence proves misplaced.]]
249* UnwittingInstigatorOfDoom: Played with: [[spoiler:''He'' was [[https://youtu.be/lEm3Q1iq9GQ the one]] that ensured Constantin was infected with [[ThePlague the Malichor]], but he couldn't have predicted everything that followed.]]
250* VillainousBreakdown: [[spoiler:If found guilty, his last words before being executed are to lambast everyone for being too stupid and cowardly to do what's necessary]].
251* VillainWithGoodPublicity: Despite his crimes, his achievements still mean that he'll be well-defended in his trial unless you convince his peers otherwise.
252[[/folder]]
253
254!! Thélème
255[[folder: In General]]
256A deeply religious nation, built around the teaching of Saint Matheus. Over the years, its reach has expanded via conquest and is locked in a seemingly endless war against the Bridge Alliance.
257----
258* ActivistFundamentalistAntics: To varying degrees. The missionaries mostly keep to well-meaning but patronizing preaching, but some of the more fanatical missionaries and basically ''all'' of the Ordo Luminis are willing to resort to extremes.
259* BurnTheWitch: The Ordo Luminis' preferred method of dealing with heretics.
260* TheChurch: They're a faction onto themselves, but their highly religious nature makes them this.
261* CorruptChurch: Not all of them, but like any major faction, corruption is a big problem. Especially among the [[ChurchPolice Ordo Luminis]].
262* FantasticRacism: The average citizen, and even the average priest, is quite moderate. But the Ordo Luminis (Greedfall's version of the Inquisition) sees the Native religion as a threat to its own, and seeks to eliminate it completely.
263* KnightTemplar: The Ordo Luminis are completely zealous in their beliefs, to the point of hunting down perceived heretics and executing them.
264* MagicVersusScience: The Magic to the Bridge Alliance's Science.
265* TokenEvilTeammate: Whenever Thélème ends up being involved in something especially bad, it's almost always the fault of the Ordo Luminis.
266[[/folder]]
267
268[[folder: Mother Cardinal Cornelia]]
269->Voiced by: Liza Sadovy
270The governor of San Matheus and the lands of Thélème on Teer Fradee.
271----
272* TheConfidant: Petrus confided in her 25-ish years ago that [[spoiler:he knew De Sardet's biological mother, had spent time with her, and let her die alone in a pit]], and she kept this information to herself ever since. The only reason it gets revealed is that Petrus tried to manipulate ''her''.
273* TheGamblingAddict: [[spoiler:Petrus' personal quest is all about uncovering hers to get some political leverage against her. Turns out that she has a weakness for gambling by betting on arena fights. Bets she rigs.]]
274* EveryoneHasStandards: Despite her own religious devotion, she thinks that the Ordo Luminis is often too extreme. [[spoiler:Eventually she will outright have them disbanded, and even sends a regiment of soldiers with you to wipe them out]].
275* IronLady: She's easily in her fifties, but extremely cunning and ruthless towards perceived enemies of Thélème.
276* ManipulativeBastard: As the leader of Thélème, she's got her hands in more than a few pots, and she's not above blackmail or outright revealing other people's {{Dark Secret}}s if they won't dance to her tune.
277* ReasonableAuthorityFigure: In comparison to Burhan. She doesn't undercut De Sardet's efforts and is willing to hear out their accusations against the Ordo Luminis, [[spoiler:and even supports a major change in her religion's doctrine when the evidence supports it.]]
278[[/folder]]
279
280[[folder: Inquisitor Aloysius]]
281A prominent member of the Ordo Luminis, Thélème's inquisition. Extremely fanatical, he will stop at nothing convert or purify everybody he considers a "heretic".
282----
283* AdvertisedExtra: He is introduced in a very dramatic scene involving a fraught confrontation with De Sardet and their team (particularly if Síora is there), but after that he only plays a minor role in a few side quests and not even all of the side quests that involve the Ordo Luminis.
284* EnemyMine: During Kurt's final companion quest, [[spoiler:Aloysius will help De Sardet and Kurt get the last Coin Guard traitor executed even if De Sardet has opposed the Ordo Luminis because Aloysius believes in punishing the guilty]].
285* EstablishingCharacterMoment: He is introduced with a series of KickTheDog moments: Burning a Nadaig alive in front of a native to show him that his gods are false, then strangling said native when he refuses to convert. Depending on the choice of dialogue, he may then even attempt to murder De Sardet and their companions on the spot, [[StupidEvil despite them being representatives of an allied nation]].
286* KnightTemplar: Bar none.
287[[/folder]]
288
289!! The Nauts
290[[folder: In General]]
291A guild of sailors and navigators, the Nauts are the unquestionable kings of the sea. They maintain their numbers by making contracts with partners, who give them their children at a young age.
292----
293* BluffWorkedTooWell: [[spoiler:The Nauts' claim that they use magic to help them navigate the open sea was just a lie to protect their scientific equipment from other nations. It lands them in the Ordo Luminis' line of fire, as they plan to purge them for being heretics]].
294* BornUnderTheSail: Some of them quite literally, the so-called "sea-born".
295* ClarkesThirdLaw: [[spoiler:They exploit this concept to disguise their scientific advances from possible competitors, claiming that they master the high seas through magic only they know, rather than with instruments anyone could learn to use. The downside of this, and one they've reluctantly accepted, is that they're often branded heretics but the most devoutly religious, especially the Thélème's Inquisition, and there are even some who believe their "magic" is responsible for the Malichor]].
296* ColorCodedPatrician: While an individual's facial tattoos can be a good indicator of their position, the Nauts have specific clothes and colors for each position: Lower-ranked sailors wear brown or tan short coats, while higher-ranking individuals wear full-length coats. Second-in-Commands wear a grey/light blue, Captains wear dark blue, and Fleet Commanders wear red. The Admiral gets to wear black.
297* DressedToPlunder: Although they're not fully pirates, the Nauts do dress a lot like it: Tricorn hats, bandanas, naval jackets, jewelry (usually earrings), etc.
298* EarnedStripes: The Nauts as a guild operate using this system with facial tattoos. The more tattoos a Naut has, the greater their life experience and the higher their rank.
299* FacialMarkings: They sport distinctive tattoos.
300* ImpartialPurposeDrivenFaction: The Nauts are the only truly neutral faction in the game, as the Congregation is only "neutral" in that it tries to act as the middleman between fighting sides and to profit from it, and the Coin Guard[[spoiler:, or at least its leadership, turns out to have ambitions of dominance, too]]. The Nauts, meanwhile, really only care about the ocean and their ships, ferrying members of all factions for a set price and usually fiercely resisting involvement with other factions.
301* LeonineContract: The Nauts are the ''only'' people capable of long-range naval travel, and as such everyone else's economy is dependent on them. The Nauts use this fact to set their own prices, even demanding children from their customers to keep their own numbers up.
302* MegaCorp: The Nauts are technically only a guild, but due to their closely-kept secrets of naval travel they have as much power as any major geopolitical entity.
303* OnlyOneName: Nauts are a sort of [[FamilyOfChoice found family]], so family names aren't necessary. Any that are sea-given are renamed to reinforce the new identity and to [[LeonineContract prevent families from reclaiming their children]].
304* TheRunaway: A lot of the Naut's recruits that aren't taken as infants are people from the continental nations looking for an escape from their lives for various reasons.
305[[/folder]]
306
307[[folder: Admiral Cabral]]
308->Voiced by: Olivia Darnley
309An Admiral of the Nauts, she stays busy running a tight ship and [[SecretKeeper keeping a secret or two]].
310----
311* AFatherToHisMen: Her number one priority is to make sure all Nauts are safe and treated well, and asks De Sardet a couple of times to help her when a Naut is in trouble.
312* FacialMarkings: As the highest-ranking member, she has more tattoos than any other Naut.
313* SecretKeeper: [[spoiler:Is one of only a few people to know De Sardet's origin, as the Nauts were the ones who shipped their mother to Sérène]].
314[[/folder]]
315
316!! The Coin Guard
317[[folder: In General]]
318A guild of mercenaries who serve as soldiers, bodyguards and sometimes combat instructors like Kurt. Both the Bridge Alliance, Thélème and especially The Congregation of Merchants frequently make use of their services.
319----
320* BandOfBrothels: In addition to working as mercenaries, the Coin Guard also manages brothels attached to taverns that are hooked up to their guild halls.
321* BodyguardBetrayal: [[spoiler:They've been positioning soldiers trained as assassins as bodyguards of the island's Governors as part of their upcoming coup]].
322* TheCoup: [[spoiler:They eventually launch a coup against the three cities to take over the island.]]
323* DirtyCop: [[spoiler:Not only is there a criminal conspiracy among the ranks of the Guard, but they also try to execute a coup to take over the cities]].
324* FactionMotto: "Fight With Honour." Sadly, few of their leaders seem to live up to this.
325* GladiatorGames: They run fighting arenas that pit gladiators and beasts against each other, and also manage the betting on said games. Some of the gladiators are willing participants fighting for money, but others are prisoners who are being given a TrialByCombat or just a particularly cruel public execution.
326* HiredGuns: A mercenary guild.
327* LawEnforcementInc: It's unclear to what extend they serve as a police force on the island ''or'' Continent, but in New Sérène they are frequently shown performing law enforcement duties - though they're ultimately beholden to Congregation law and are outranked by De Sardet in these matters.
328* SharePhrase: "Fight with honor". Usually said before a battle of some sort, inspiring the guardsmen with the implication that whatever they are about to do is honorable or for an honorable cause.
329* TrainingFromHell: [[spoiler:Those in the Shadow Regiment are forced into torturous training meant more for crafting assassins than bodyguards. Any who complain are subject to "Night Training" where they are beaten (often to death) by their fellow trainees at the orders of their superiors]].
330[[/folder]]
331
332[[folder: Commander Torsten]]
333->Voiced by: Alastair Parker
334The current Commander and overseer of the entire Coin Guard guild, and therefore the highest official for them on Teer Fradee. Why a man of his caliber is so personally invested in a small island is a mystery De Sardet eventually needs to address...
335----
336* ArcVillain:[[spoiler:His attempt to take over the island in the mid act of the game qualifies him as such.]]
337* DidntThinkThisThrough: [[spoiler:Ultimately, though Torsten's plan was masterfully executed, he clearly never stopped to consider the logistics of trying to directly rule an island nation like Teer Fradee. It's [[LampshadeHanging lampshaded]] that should his plan have actually been successful, the Coin Guard would have essentially made enemies of every government power in the known world, cut themselves off from supplies and essentially trapped themselves on a nature-infested rock surrounded by hundreds of miles of ocean. In the end, Torsten just wants to indulge a power fantasy and has no long-term scheme to properly bring it into fruition.]]
338* GreenEyedMonster:[[spoiler:It's implied that years of kowtowing before the powerful and affluent drove Torsten mad with envy, and he became obsessed with being seen as an emperor rather than a soldier.]]
339* PoliceState: [[spoiler:His ultimate goal is to convert Teer Fradee into a militarist island nation ruled with an iron fist.]]
340[[/folder]]
341
342[[folder: Major Sieglinde]]
343An old friend of Kurt's and one of the few Coin Guard members able to keep her nose clean.
344----
345* ByTheBookCop: One of the few high-ranking officials in the guild that doesn't have aspirations of becoming a dictator or gangster.
346* DaChief: Becomes this [[spolier:if the coup fails]].
347[[/folder]]
348
349[[folder: Egon]]
350 A mysterious and ruthless [[TheSyndicate crime syndicate]] that has imbedded itself into the Coin Guard's operations on Teer Fradee, making a profit off black-marketeering and assassination.
351----
352* CollectiveIdentity: De Sardet originally assumed that Egon was an individual, but it's quickly confirmed that "Egon" is actually a committee of numerous criminals running the enterprise.
353* TheDreaded: Nobody who knows about Egon dares say a word about them for fear of their corpses turning up in the river.
354* FromCamouflageToCriminal: Unlike most other examples of this trope, they're all still ''in'' the military and run affairs just fine from it.
355* HeKnowsTooMuch: They don't appreciate the Legate of the Congregation sticking their nose in their affairs.
356* HumanTraffickers: They've set up a lucrative business in selling Natives back to the Continent as servants.
357* LesCollaborateurs: As it turns out, they were sympathetic to and aided [[spoiler:Commander Torsten's coup]], and pick up where he left off even after his defeat.
358* MembershipToken: High-ranking members identify one another by keeping a distinctive silver coin on their person. Coincidentally, the presence of these coins helps De Sardet know who's involved with the organization.
359* ProtectionRacket: One of their more prominent methods in conducting business is strong-arming local shopkeepers to pay them a "tax" or else face terrible consequences.
360* ResignationsNotAccepted: Woe betide any member who gets cold feet...
361* TheSyndicate: A strange one, in that this is the first of its kind in a Colonial-Fantasy. Egon's reach is long and rock-solid, with operations in all of the major cities and smaller bandit gangs subservient to them.
362[[/folder]]
363
364[[folder: Reiner]]
365A young member of the Coin Guard and Kurt's protegé, found dead under mysterious circumstances during one of his personal quests.
366----
367* TheCoronerDothProtestTooMuch: His death is officially listed as drowning [[spoiler:despite his death obviously being caused by severe physical trauma from being beaten for defying the Shadow Regiment]].
368* CruelAndUnusualDeath: [[spoiler:As punishment for defying the Shadow Regiment's barbaric training methods, he is brutally beaten to death by several (partially unwilling) recruits.]]
369* MakeItLookLikeAnAccident: [[spoiler:His death was poorly covered up as him drowning after partying to hard, [[DidntThinkThisThrough despite his being known to never drink heavily.]]]]
370* MyGreatestFailure: His death is this to Kurt.
371[[/folder]]
372
373!! Yecht Fradí (The Natives)
374[[folder: In General]]
375Teer Fradee's aboriginal populace, broken up into numerous clans spread throughout the island.
376----
377* CrownShapedHead: Some chiefs, called "mals", have branches growing out of their heads that evoke this.
378* DoesntLikeGuns: While several natives are shown to have obtained metal blades either through plunder or trade, none of them ever use guns despite having plenty of opportunities to take guns and ammunition from dead colonials.
379* FacialMarkings: Many natives paint their face in various ways. The on ol menawi also have plant-like facial markings from their bond. The two are often combined.
380* ForeignCussWord: If a native is particularly pissed at you, they'll call you a ''renaigse'' -- foreigner.
381* TheHighKing: Ruled by one, Vinbarr, who has authority over all {{the clan}}s. [[spoiler:You end up killing first his wife and then him to save Constantin]]. De Sardet ends up in a KingmakerScenario when elections are held for a new one.
382* TheNicknamer: The natives have some trouble with the names of the colonial factions, so they come up with their own: Thélème are the "Mind Shakers" for their ActivistFundamentalistAntics, the Bridge Alliance are the "Lions" after their flag and possibly [[MondegreenGag mishearing "Alliance"]] and the Congregation are the "Yellow Eyes" after mistaking the gold coins on their coat of arms for eyes.
383* PlantPerson: The on ol menawi -- natives magically bound to the island -- have various plant-like features, including vine-like markings on their cheeks and trees branches growing out of their heads.
384* WasOnceAMan: [[spoiler: Their shamans, called doneigada, eventually become the guardians the Island is known for, called Nádaigs. They take different forms based on what they guard, and the transformation is [[OntologicalInertia permanent]] and usually takes several years to achieve.]]
385* WhatTheHellIsThatAccent: The Natives speak with an accent that sounds mostly like Irish melded with various other accents that vary from person to person.

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