A character sheet for the recurring main characters in the Avernum series. Be careful for spoilers.
Work in progress, any contribution is welcomed.
Once among the most powerful and resourceful sorcerers of the Empire, Erika was put under a curse and banished into Avernum. There, she joined forces with King Micah, Solberg and Patrick in order to make Avernum habitable and prosperous. She currently resides in her own personal tower and still plots her revenge against the Empire. She's killed by Rentar-Ihrno in 3.
- Aloof Ally: She is on Avernum's side, though her reclusive lifestyle and obsession with revenge makes her not as much of a helpful asset as the Triad's wizards.
- The Archmage: She's the best sorcerer Avernum has to offer and it shows. She can even teach your party magic if their reputation is high enough.
- Big Good: Technically speaking she's part of the Big Good Duumvirate with King Micah.
- Curse: After she was banished, she was put under a spell that makes sunlight exposure fatal to her. A flaw exploited by Rentar-Ihrno to kill her for good in 3.
- Even Evil Has Standards: She means to take her revenge on the entire Empire even if that means endangering Avernum with a bloody war, but she won't go as far as making the surface an unhabitable wasteland because of it.
- Good Is Not Nice: She made Avernum habitable and defeated Grah-Hoth, but is still a bitter, haughty, revenge-driven lady.
- The Hermit: Her tower lies in the westernmore reaches of Avernum, in the Abyss.
- Insufferable Genius: While she did created the multi-purpose Fungi to feed the Avernites and buildings, as well as the books of magic, Erika still behaves as if pretty much everything good in Avernum is her doing.
- Killed Off for Real: Confronts Rentar-Ihrno in 3, who just shine some sunlight on her to kill her istantly.
- Not Me This Time: In 3 / Ruined World you can find evidence of her doing behind the Slime Plague, but she claims it's not her fault this time.
- Revenge Before Reason: You can point out that her plan to assassinate Hawthorne will inevitably cause retortion, but she openly admits that she doesn't care. She's actually thrilled at the prospect of a war against the Empire.
- Vain Sorceress: An extremely powerful sorceress who's also still quite good-looking and proud of it.
- Weakened by the Light: Her curse will kill her if she comes in contact with sunlight.
The king of Avernum, he rules the vast cavern kingdom from the Castle, in the southern caverns. An overall good and fair monarch in spite of his age.
- Big Good: Of the first two games, since they do take place in Avernum.
- Cool Old Guy: He's very old, probably around the same age as the three wizards, but he's an overall likeable fellow and just king.
- The Good King: He worked hard to turn Avernum into a manageable, good kingdom.
- Meaningful Name: After Mica, a type of silicate mineral.
- Not So Different: Detractors, such as Kyass, accuses him and Avernum to be a miniature Empire, fighting back the Slithzerikai and Nephilim for land and exiling undesirables and criminals to the Abyss.
- Reasonable Authority Figure: He's overall a nice person, more than willing to speak directly with the players once they've proved their worth.
- Royals Who Actually Do Something: He, with the help of Erika, contributed to forge the Kingdom of Avernum and his government.
- We Used to Be Friends: He and Erika were close when they fought for Avernum. Now, she sees him like a spineless old coward who refuses to retaliate against the Empire, while Micah thinks she's a dangerous, reclusive extremist whose hatred for the Empire could undo all their efforts.
One of the greatest wizards of Avernum, former member of the Triad in the Tower of Magi, lives as a recluse in his tower in north-eastern Avernum, but becomes a Triad member again in 3. Unlike Erika, he's a rather modest, level-headed person.
- The Archmage: One of Avernum's oldest and most powerful sorcerers.
- Big Good: Could be considered one alongside Erika and Micah in the first two games, he's also one as member of the Triad in 3.
- Demon Slayer: He helped fighting back Grah-Hoth and his demons, and can help you reforge the Demonslayer sword in 1. In 2, you can ask him a way to break through Garzahd's demonic-based defenses.
- Genre Savvy: In 3, he doesn't trust Linda, but apparently has trouble convicing enough people to see things his way. Day 160 proves him right.
- The Hermit: In the first two games he abandoned the Tower of Magi and dwells inside a small abode in a small cavern in northeastern Avernum, surrounded by a pool of magma. Even more in the second game, where he's hunted down by the Empire and demons lay in wait for him outside, and you'll need a special pass to access his abode.
- Modest Hero: He's the most level-headed, modest and reasonable of the original wizards.
- Reasonable Authority Figure: As a member of the Triad.
A crazy old sorcerer and member of the Triad, X is eccentric but powerful and resourceful, and can teach powerful magic to heroes. He made a series of special items in 3 which can be found and collected.
- Anvil On The Head: The secret spell he's working on. By the time of the second trilogy, he's perfected the spell.
- Bunny-Ears Lawyer: Ad odd and senile goofball of a wizard who's nevertheless one of Avernum's strongest wizards.
- Genre Blind: He refuses to take Solberg' concern over Linda seriously.
One of the three wizards of Avernum who defeated the Haakai Lord Grah-Hoth, he resides in his tower south of the Castle, where he leads his experiments and research. Passes away by the time of 3.
- The Archmage: One of Avernum's strongest wizards, unlike Erika and Solberg he lives in a easy-to-reach abode south of the Castle, along with the people studying under him.
- Killed Off for Real: Dies of old age during the 5 years between 2 and 3. You can find a monument to him in the Tower of Magi.
- MacGuffin Guardian: In 2 he's tasked by King Micah to protect Demonslayer, keeping the sword in a secret crypt under his tower.
A charismatic outlaw who leads an outpost of rebels in the Abyss, rejecting the rule of King Micah, whom he considers an hypocritical tyrant. He's unaware that the Empire is secretly helping him and in Crystal Souls he's captured, tortured and transformed into a monster the party has to kill.
- Asskicking Equals Authority: Given this is the Abyss, It's only natural that Kyass is not only charismatic, but also stronger than his followers.
- Blade on a Stick: His weapon of choice is a halberd. Given the icon, it could count as An Axe to Grind.
- Bonus Boss: If you keep up with the Castle's "cease or desist" order, Kyass will turn hostile and attack you. Regardless of what you did, Kyass becomes one if encountered by the party under Elderan's Tower, as he undergoes a forced One-Winged Angel.
- Fate Worse than Death: In 2 he's captured by the Empire, tortured, experimented upon by the cruel Elderan and transformed into a hideous dinosaur-like monster you're forced to kill.
- Irony: Boasts about how his people are really free and how much of an hypocrite Micah is. Imperial agents are secretly supporting him.
- The Resistance: His outpost is essentially a living place for all those who can't bear either Micah, or the Abyss.
One of the last Five Dragons of Avernum, Motrax is the friendliest and the easiest to approach, allowing humans and cats in his lair. In the second game he lies gravely injured for the war against the Empire and eventually succumbs to his wounds in the third game.
- Broke Your Arm Punching Out Cthulhu: In 2 he lies badly wounded in his lair after contributing to the war effort on Avernum's side.
- Crazy Cat Dragon: His lair is filled with cats, which he cares after.
- Killed Off for Real: By the time 3 rolls, he's succumbed to his wounds.
- Kind Hearted Cat Lover: Unlike the other 4 Dragons, Motrax is neither power-hungry nor paranoid, is more than willing to barter knowledge and goods with the Avernites and thinks cats are "remarkable".
- Morality Pet: One of the human wizards in his lair is incredibly affectionate to him, and despite his massive draconian ego he does admit he cares for her in return.
- Our Dragons Are Different: One of the oldest and largest drakes of Avernum, he's an overall good ally of Avernum and content to live with humans.
- Token Good Teammate: Compared to the other four dragons, especially the likes of Pyrog and Sulfras.
One of the last Five Dragons of Avernum, Athron is paranoid and reclusive, but her knowledge is great. She has her nest somewhere in southeastern Avernum. By the third game, she's returned to the Surface and gave birth to several hatchlings.
- Bonus Boss: It's possible to pick a fight with her in 1, but unlike most examples, doing so is not advised, since you need a vital piece of information to complete the game from her.
- Mama Bear: In 3 she had hatchlings, and a warning in her lair openly states that she won't tolerate people harming her babies, not even in self-defense.
- Red Oni, Blue Oni: She's the violent, paranoid and lonesome Red Oni to Khoth's more approacheable Blue Oni.
- Teleporters and Transporters: In 2 she uses the portals in her lair to move the party in rooms full of hostile creatures. Passing through enough times, causes her to give up and let the party have an audience with her.
One of the last Five Dragons of Avernum, Sulfras is possibly the strongest, the most vicious and the hardest to find. She also knows the way to leave Avernum. She's captured by Empire Forces in 2, but she's eventually set free and returns to the surface in the third game.
- Aloof Ally: And in this case, Ally is... a stretch. To use an euphemism.
- More Deadly Than the Male: Big time, compared to the good-natured Motrax and the reclusive Khoth.
- Dragon Hoard: You have to contribute to it with some nice items. In 2, you can choose a piece of it as a reward.
- Enemy Mine: In 2, the only reason she aids you is her imprisonment at the hands of the Imperial Army. In 3, she's willing to let you have a magical sword to deal with the Alien Beasts, if only because said beasts are a pain in the ass even for them.
- Kill It with Fire: In 2 she releases a massive and deadly wave of Quickfire to cleanse the Imperial outpost in her lair. And you, if you're not fast enough.
- The Leader: She could be considered this among the Five Dragons. Surely she's the largest, strongest and baddest.
- MacGuffin Guardian: In an interesting case, the MacGuffin you need from her in 2 was given to her by the party from 1.
- The Necromancer: After roasting alive the Empire Soldiers in her lair she bounds their souls to the ground as a punishment.
One of the last Five Dragons of Avernum, Khoth is reclusive but more tolerant than his sisters, and loves knowledge and magic, which is why he's willing to barter them for more knowledge. He returns to the surface by the third game.
- Badass Bookworm: A giant dragon who's also gluttonous for lore and knowledge.
- Berserk Button: Leave his scrolls and books where they are, thank you very much.
- Enemy Mine: Implied to have considered an alliance with Imperials in 2, spoilt when they tried to steal books from him.
- The Hermit: He lives in the northern reaches of Avernum, a place which is partly infested by demons and partly covered in underground rivers which make his lair hard to reach.
- Red Oni, Blue Oni: He's the calm, collected and overall more open Blue Oni to Athron's red.
The Vahnatai Council
The powerful council that leads the Vahnatai people, they're at first distrustful of the heroes, who have to prove themselves by recovering the Crystal Souls stolen by the Empire.
- Aloof Ally: They are very cold and disdainful at first, but they do get better when you actually recover the Crystal Souls.
- Break the Haughty: Minor example, they're still horrified to learn that a rogue faction is in cahoots with the Empire and has sold the Crystal Souls to them.
- Enemy Mine: You have to cause a permanent alliance with the Vahnatai by recovering the stolen Crystal Souls.
- Fantastic Racism: They're not too fond of humans, as their people are, but they eventually grow out of it and become genuinely respectful of you.
- The Grays: They're essentially fantasy equivalents with crystal magic in lieu of superior technology.
- Reasonable Authority Figure: In spite of their distrust and contempt for humans and the theft of the Crystal Souls, they're still willing to give your characters a chance. In the third game, their leader Borh-Ihrno still tries to help the Avernite stopping Rentar, and pays with his life.
Leader of Avernum's secret service, he's the boss of the heroes in 3 and sends them on their scouting quest on the Surface to investigate Valorim and find out how to prevent the Plagues from destroying what could be their new home.
- Big Good: As your direct superior, he's this in 3.
- Mission Control: You have to inform him of the various events you encountered on the surface and learn your next step.
- Oh, Crap!: When he hears of the Plagues, but mostly that either Erika, the Dragons or the Vahnatai could be responsible for it.
- Reasonable Authority Figure: He's your boss, but he's nothing but reasonable and helpful.
Successor of Hawthorne, Prazac is the young and wise leader of the Empire. Unlike her power-hungry predecessor, she's willing to cooperate with Avernum to stop the Plague. She was assassinated by Dorikas, the leader of Darkside Loyalists.
- Big Brother Is Watching: A benevolent example, the ending cinematic of Ruined World reveals that she was actually monitoring the party's whole adventures from her throne room in Blackcrag Fortress, and when the group's about to die in Rentar-Ihrno's Keep, she has them teleported to safety as a way to say "thanks". Still creepy in hindsight, as she has Anaximander himself summoned in her throne room in the same way.
- Big Damn Heroes: As Rentar-Ihrno's facility is collapsing around the heroes and about to detonate to smithereens, Prazac orders her personal Court Wizard to use his magic to teleport everyone to safety.
- The Emperor: Well, Empress, but unlike her predecessor, she's sane, sensible and willing to make peace with Avernum. Too bad most of her subjects pretend she's not here to order them and follow their own agenda anyway.
- No Good Deed Goes Unpunished: Unfortunately enough, despite her well meaning and just ideas, her actions during III/Ruined World' turns several imperial nobles and generals against her, and ultimately the Darkside Loyalists have her assassinated.
- Reasonable Authority Figure: Unlike the previous emperor, Prazac is reasonable and even willing to make a solid alliance with King Micah. After the Avernites successfully take care of the Monster Plagues depopulating Valorim, she's more than willing to let Avernum settle in the vast fertile lands of southern Valorim, which aren't far from the original Avernum's emerging spot.
Emperor Hawthorne III
The cruel leader of the Empire, Hawthorne is a senile, sadistic old archmage who rules the Empire with an iron fist and is responsible for Avernum's creation. He's eventually assassinated by adventurers sent by Erika, which kickstarts a war with Avernum.
- The Archmage: Not only he's the emperor, he's also a frighteningly powerful sorcerer.
- Big Bad: Of the first game along with Sss-Thsss and Grah-Hoth.
- The Caligula: A cruel, insane despot and full-fledged madman in charge.
- The Emperor: The cruel, wicked and insane leader of the massive empire.
- Evil Old Folks: You can't help but notice how old and frail he looks. He's still a sadistic old douche.
- Final Boss: More emphasis here since he's the one of the third and last of the three main quests.
- Flunky Boss: Not only there's a portal spawning imperial warriors and imperial reinforcements coming up behind you, but he also has four personal golems he can infuse with magic to kill you in gruesome, creative ways.
- Greater-Scope Villain: He's basically the reason why Avernum itself exist and why the conflict is happening.
- Hoist by His Own Petard: The violent and cutthroat climate he contributed to create ends up being his undoing, his death caused by Avernites, people he exiled and abused for years, is only the icing on the cake.
- Load-Bearing Boss: Deconstructed: as feared by many, killing Hawthorne not only doesn't stop the Empire the slightest, it also give them a valid excuse to eradicate Avernum in retaliation.
- Major Injury Underreaction: He's so senile and deluded that he barely realize that he's received a mortal wound and dies without much fanfare.
- Orcus on His Throne: Justified, he has no reason to leave his home and you have to barge in.
- Puzzle Boss: Surrounded by an invincible barrier, he relies on four golems to attack you. However, as you damage or destroy the golems, he'll use energy from his shield to heal and empower them. Once enough energy has been dissipated, you can kill him.
- Sorcerous Overlord: He's the cold-hearted ruler of an empire encompassing the entire surface world and is also a powerful sorcerer.
- Time-Limit Boss: Sort of, the more you wait, the more troops will flow in. Take too much time and you'll be overwhelmed.
A powerful Haakai Lord of great power who once terrorized the cavernous kingdom which would eventually become Avernum, but was defeated and sealed away inside a magical prison by Erika, Solberg and Patrick. Too bad the seal on his prison is weakening... He's eventually freed by the heroes but before he can organize his forces he's killed by them with Demonslayer.
- Arrogant Kung-Fu Guy: After getting wounded by you a second time, he'll remark that he'll have to punish himself for allowing himself to grow so weak in these years.
- Badass Boast: When he's introduced he gets one at your party, revealing that the Slith invasion you just stopped was merely a minor play he staged by possessing their leader.
- Big Bad: Of 1/Escape from the Pit.
- Bad Boss: He's not very kind to his underlings, the Imps he enslaved outright despise him and are willing to help you sneak in his throne room and furthermore, as the Sliths can attest, he has no use for pawns which have outlived their usefulness.
- Big Red Devil: Especially in the remake, he looks a lot like one. Has a more eldritch-look in the ending picture.
- Demon Lords And Arch Devils: He's a Haakai Lord, the most powerful breed of demons.
- Evil Is Bigger: Towers over your heroes and lesser demons.
- Evil Overlord: Including a massive basalt fortress in the middle of a cavern full of magma lakes and hordes of demonic servants.
- Man Behind the Man: Hes' this to Sss-Thsss and the Slithzerikai Invasion.
- Sealed Evil in a Can: Was defeated by Erika, Solberg and Patrick and locked inside a special urn, inside a golem-guarded crypt, beyond a stronghold manned by powerful undead soldiers. Still does nothing to stop his spirit to wander Avernum and cause havoc. You must break the seal with the Blessed Athame to release and kill him.
- Villainous Breakdown: After the above-mentioned Arrogant Kung Fu Guy Moment, he starts to express disbelief in his defeat, and by the time he's critically wounded he's reduced to a frothing berserk crying in rage over your victory.
- Weaksauce Weakness: Being a Haakai Lord, he's incredibly tough and difficult to kill, unless you have Demon Slayer/Arrows of Light.
A despotical Slithzerikai warlord with a bad attitude and a giant army ready to eradicate Avernum, he's leading the Sliths to war and is the main threat of the kingdom. He's actually under the spell of Grah-Hoth.
- Asskicking Equals Authority: He's the leader because he's the most powerful Slithzerikai their army had to offer.
- Blade on a Stick: Like all self-respecting Sliths, he brandishes a colossal, two-tined steel spear with next to no effort.
- Brainwashed and Crazy: He's actually under the spell of Grah-Hoth the entire time.
- The Dragon: He's secretly this to Grah-Hoth, who considers him his "pet".
- Evil Overlord: He rules the Sliths with an iron fist and plans to destroy the Avernite to reclaim Avernum for themselves.
- Flunky Boss: He's fought with his concubines and servants.
- Old Shame: In-Universe, peaceful Sliths encountered in 2 and 3 feel regretful for all the collateral damage Sss-Thsss caused, and the Fantastic Racism they're subjected to doesn't help.
- Large and in Charge: He's a huge, ferocious Slith.
- Lizard Folk: Being a Slithzerikai, it's a due.
- Villainous Legacy: In both 2 and 3 you can stumble into bands of renegade Sliths still worshipping the late Sss-Thsss as a God.
A member of the Triad with a penchant of demonology, she thinks she can learn arcane truths and secrets by summoning demons and has bound a Haakai Lord to the Tower, who promptly put her under his spell. During the second game she's exiled in Motrax' lair, but becomes once again a member of the Triad in 3. Only to summon a demon lord again, destroying the entire tower out of spite.
- Ascended Extra: Zigzagged trope: she's a minor antagonist in 1, then an optional NPC encounter in 2, then back as a Triad member in 3 when she destroys the Tower of Magi and becomes an effective villain in the second trilogy.
- Brought Down to Normal: She seemingly loses most of her powers after the destruction of her Haakai summon. She gets them back in 3.
- Cloud Cuckoo Lander: Summoning demons hasn't been... good for her mental health, to say the least.
- Too Dumb to Live: While it's possible to learn magic to summon other creatures or even demons, trying to summon a Hakaai Lord and dismissing all concerns as ignorant nonsense is straight demented.
- The Unfought: You don't get to fight her in the original trilogy.
- Who's Laughing Now?: Destroys the Tower of Magi after day 160 in 3.
One of the last Five Dragons of Avernum, Pyrog is a violent and unsufferable monster who's attended by Giants and forces people to worship her. During the events of the first game she's eventually killed by some adventurers.
- Blood Knight: She's actually disappointed if you do not accept her challenge.
- The Brute: She's the most violent of the five, and also the dumbest.
- Doomed by Canon: Even if you let her off the hook in the first game, she's killed by adventurers by the time the war starts.
- Flunky Boss: She has her army of Cave Giants fighting alongside her.
- Suicidal Overconfidence: She downright challenges anyone entering her lair to a fight. It gets her killed.
Hawhthorne's right-hand warlock, Garzahd is a powerful and crafty sorcerer with no morals and a burning desire to protect the Empire by any threats with any means, he's the leader of the Imperial Army in 2. Has made himself nearly-invulnerable by mixing his own blood with demonic blood.
- The Archmage: He's among the most powerful sorcerers in the Empire, barring Hawthorne himself.
- Big Bad: Of 2, being the general of the Empire Army stationed in Avernum and the main responsible for the invasion.
- Dragon Ascendant: Subverted, he even laughs off your offer to let him rule after you take care of Hawthorne. More or less, he's something of a Dragon with an Agenda or Dragon In Charge.
- Drop-In Nemesis: After recovering the Crystal Soul from the Ziggurat, he will appear from nowhere and blast the roof with Quickfire, forcing you to run for your lives, fighting through enemy forces.
- Evil Sorcerer: An amoral piece of crap with a fantastic skill in dark magic.
- Fate Worse than Death: In the fourth game, you encounter a tormented wretch in the remains of old Empire fort, barely held together by Rentar-Ihrno's magic. It turns out to be none other than Garzahd himself, who is in so much pain from getting reanimated constantly and begs you to finish him off. Before you do though, Rentar's magic kicks in and he tries to defend himself against his will.
- Final Boss: He's treated as such for 2.
- General Ripper: He's also the main commander of the military expedition against Avernum.
- Half-Human Hybrid: He turned himself into one as part of his countless protection and defenses.
- He Who Fights Monsters: His breakdown reveals him to be a Well-Intentioned Extremist variation of this.
- I Am A Humanitarian: You can find humanoid bodies and "weird meat" in his pantry...
- I Let You Win: How the battle against him in 1 is depicted: he's mostly unharmed, the damage you did was an illusion but he ultimately thinks that perhaps he could let you kill Hawthorne after all...
- Nigh Invulnerable: He wears a massive amount of protection on himself and is extremely difficult to harm and kill, taking only Scratch Damage from most attacks. Hitting him enough times with Demonslayer break his defenses.
- Properly Paranoid: He's always on the edge, fearing threats coming from the demons, the Avernites or the Vahnatai. 3 proves him right in hindsight.
- Villainous Breakdown: Undergoes one if you have Demonslayer and gives a Motive Rant as you injure him more and more.
- Villain Has a Point: Accuses the Vahnatai to be a threat for Avernum and the Empire. Game three proves him right, with the Monster Plagues nearly depopulating Valorim.
- Weaksauce Weakness: He has demonic blood in his veins, which means: Demonslayer is the only weapon capable of demolishing his defenses.
An ancient and wicked Lich, dwelling inside the corrupted fortress of Angierach along with the Twelve (Ten in the remake) Masters, she guards one of the Crystal Souls.
- Adaptation Personality Change: In the original game, Midori is a nondescript Flat Character at most. In the remake she has a more defined personality.
- Ax-Crazy: Her personality in the remake. She enjoys putting intruders through a gauntlet of deadly fights for shit and giggles.
- Dark Action Girl: Referred to with feminine pronouns, though by this point her gender is kinda trivial.
- Equal-Opportunity Evil: The Twelve/Ten Masters are composed of extremely aged and evil humans, demons and Rakshasi.
- Gratuitous Japanese: For some reason, possibly a coincidence, her name means "Green".
- MacGuffin Guardian: A Crystal Soul is kept sealed inside her stronghold, protected by a magical barrier, impervious even to normal barrier-dispelling enchantments. But still vulnerable to Quickfire.
- Our Liches Are Different: She looks like an ordinary skeleton, but is an incredibly powerful spellcaster. Like most liches from this series, she lacks a Soul Jar.
- Quirky Miniboss Squad: She leads the Twelve/Ten Masters, a group of powerful humanoids serving her and ruling Angierach.
Aloof and powerful Vahnatai sorceress, Rentar-Ihrno heavily distrusts humans and barely offers her help against the Empire because of her desire for revenge. She's ultimately so offended by the Empire's crimes that she and her followers engine the monster plagues to unleash on Valorim.
- Aloof Ally: In 2, she'll eventually and begrundingly lend you her help only after you've recovered enough Crystal Souls, and even then she treats you with contempt and sends you on a dangerous errand for her.
- The Archmage: She's among the most powerful Vahnatai spellcasters, as her handiwork in 3 shows.
- Big Bad: The real mastermind behind the events of 3, she also escapes and turn her vengeance on Avernum in 4.
- Combat Pragmatist: Once she realizes that Erika can match her blow for blow, she decides to aim for the ceiling and let sunlight burn the rival to a crisp.
- Enemy Mine: In 2 she has nothing but scathing contempt for the Avernites, but she does recognize Garzahd as the most impending threat.
- Fantastic Racism: Towards pretty much everything not Vahnatai.
- FaceHeel Turn: By the time 3 runs around she seems friendly, but she's actually planning the eradication of the entire human population of Valorim and possibly the Empire.
- Good Is Not Nice: In 2 she's one of your allies, but is cold, unhelpful and disdainful. Cut to 3, and drop the Good part after The Reveal.
- Hypocrite: She's mad at the Empire for daring to use the Crystal Souls as power sources, but she did the same to one of them to power up the Golem Factory.
- He Who Fights Monsters: Her burning hatred for the Empire lead her to become a villain.
- Hoist by Her Own Petard: True, the massive facility under her volcanic lair allows her to generate all the monsters she likes and send them to wreck the surface. However, as Bor-Ihrno revealed, manipulating the energy beams and the slime production inside the machine can cause it to overheat and explode.
- Hopeless Boss Fight: Fighting her head on and killing her the regular way is technically possible in III, but can take hours. The remake turns it outright in a Puzzle Boss and makes you sabotage the mechanism and activate the controls while fighting her back.
- Kick the Dog: In her private rooms you can find Demon Slayer, implying that she stole it from Avernum out of spite or being Genre Savvy (and Fridge Horror when you remember that the playable characters from the previous game owned the sword and met Rentar...). On the other hand, having Bor-Ihrno assassinated and showing his severed head to the party may count as Moral Event Horizon, just to show how low she's willing to fall to carry her vengeance.
- The Man Behind the Man: The mastermind behind the monster Plagues afflicting Valorim.
- Mook Maker: She's adept at summon magic, and she created the Plagues along with her disciples.
- Moral Myopia: Killing thousands of innocent citizens with her schemes? An act of justice. However, when your heroes kill her minions in self-defense, she deems them beyond forgiveness and plans to have them killed even if they agree with her plans.
- Omnicidial Maniac: If her plans succeed, Valorim will be reduced to a barren wasteland.
- Orcus on His Throne: She has no reason to leave her base after The Reveal, as the controls for producing more monsters are right inside her throne room.
- Roaring Rampage of Revenge: She's mad at the Empire and wants revenge at all costs. It's also behind the events of the third game.
- Teleports And Teleporters: If you try to talk to her before the time, she'll forcibly teleport you outside her lab.
- Villainous Breakdown: Reacts with utter disbelief and fear when the Avernites sabotage her facility, and loses it when they're saved from the exploding structure by Prazac.
- Villain Has a Point: She'd rather want the Avernite outside Avernum, but at least she points out that the vast caverns of Avernum have meager resources and won't be able to support the current population for extended periods of time. Also she justifies her vengeance on the Empire by poiting out that the Empire will be left in chaotic disarray and Avernum will be able to overthrow them and take back their land.
- Well-Intentioned Extremist: Her ultimate plan will allow the Avernite to settle back on the surface permanently... over the thousands of corpses and smoldering ruins of the imperial cities.
The Slime Plague
The first plague afflicting Valorim's province of Krizsan: hordes of mindless blobs roams the country, dissolving everything in their path. They're spread thanks to the demented rogue wizard Bojar and the eldritch Alien Slime.
- Blob Monster: An entire invasion of slimy, corrosive blobs of brightly-colored death.
- Body Horror: In the Pit, you can run into slimes trying to merge with various humanoids and beasts. There's also Bojar in the remake, who's partially turned into a Slime himself.
- Bright Is Not Good: Ruined World makes this more evident, since "natural" slimes are dull-colored instead.
- Color-Coded for Your Convenience: Usually, the slime's color helps you remember their specialties: green ones are corrosive, ochre ones can slow you, mauve ones can use spells, and so on.
- Degraded Boss: Several more Alien Slimes are fought in the final dungeon.
- Eldritch Abomination: The Alien Slime is a towering, grotesque, slime-spitting abomination that flails and wobbles around in the deepest reaches of the Slime Pits, and looks like nothing you've ever seen. It vaguely looks like a massive spider too in the Remake.
- Fusion Dance: Some Slimes are trying to give birth to new abominations by forcibly merging with living creatures.
- Mook Maker: Slime Pools/Pillars are used to give birth to slimes by the dozens. Bojar was able to start his own collection using a sample of the breeding fluid.
- Starter Villain: They're the very first Plague you come across, and the easiest to deal with.
- Walking Wasteland: The slimes, due to their corrosive trails, are ruining the lands and slowly corroding the buildings.
- Who's Laughing Now?: Implied to have been Bojar's main motivation.
The Roach PlagueThe second plague, afflicting the Island province of Abigail: Swarms of gigantic cockroaches infest the island, thriving in garbage, spreading filth and illness. They originate in the remote and mysterious Filth Factory.
- Animal Jingoism: They're at odds with the Giant Spider colonies on the island.
- Big Creepy-Crawlies: An entire army of them. Some of them are even human-sized, Judas Breed-style.
- Creepy Cockroaches: The smallest of which are around the same size as dobermans.
- Kill It with Fire: The Quickfire generated by the Phoenix Egg is the way to get rid of the Factory once and for all. Also include Collapsing Lair and Outrunning the Fireball.
- The Pig Pen: An entire gigantic Factory filled with mountains of trash and organic waste is used to breed new insects and produce more filth to feed them. Furthermore, the insects spreads even more filth which, of course, ruins the island.
- Token Good Teammate: There's a colony of Giant Intelligent Friendly Talking Roaches living on the island and working with the Giant Intelligent Friendly Talking Spiders of Abigail. You'll need their help to locate the Factory.
The Troglo PlagueThe third plague, afflicting Sharimik province: these massive humanoids were believed to be extinct, but now they have reappeared, stronger than even, guided by their warrior priests in combat.
- The Brute: Troglodytes are stout, massive and physically powerful, though unlike the Giants, they do show traces of Genius Bruiser, using clever tactics and fire magic.
- The Chessmaster: Surprisingly enough, the Troglo King is one: under the pretense of a diplomatic mission, he essentially manipulates you into getting rid of his fanatical priest who's hindering his plans and forcing him to fight the humans, under the promise of relenting the attacks on humans. He lied on the last part, but he does stop attacking humans once the pathway to the Giants' opened again.
- Fantastic Racism: They hate Giants more than anything else, and is actually the key to defeat them.
- Living Relic: They were thought to be extinct, but were brought Back from the Dead by the Vahnatai.
- Pragmatic Villainy: The Troglos are attacking human towns under the pressure of their priests, but they'd rather spend their energy on fighting their ancestral enemies, the Giant, if only they could get rid of the barrier.
- Proud Warrior Race Guy: They're mostly ferocious warriors, with the warrior-priests known as Khazi leading their lines. They even have separate burial grounds to differentiate cowards from true warriors.
- Religion of Evil: They worship their gods through a demonic altar which empowers them.
The Giant PlagueThe fourth plague, afflicting Lorelei, Sharimik's neighbour: Giants, thought as extinct, have reappeared and spread chaos and death, besieging several cities and destroying minor villages in their path.
- Attack of the 50-Foot Whatever: They're among the biggest enemies you can encounter.
- Back from the Dead: Hill Giants were wiped out by the Empire centuries ago, but the enemy force has resurrected them along with the Troglodytes.
- Boring, but Practical: They're a gigantic population of humanoids using arms and equipments barely at Bronze-Age level and mostly attack by throwing large boulders: there are so many of them though, that such methods are more than enough.
- The Brute: They're the most physically-oriented of the five Plagues, consisting in an entire race of massive, brutal humanoids who live in primitive, bronze-age castles.
- Enemy Civil War: They'd gladly attack the Troglodytes given a chance... And once you demolish the barrier separating the two people...
- Fantastic Racism: They pretty much hate everything shorter than them, including humans and Troglodytes.
- Improvised Weapon: They often use massive stones and boulders in combat.
- Living Relic: They were eradicated by the Empire in a distant past.
- Our Giants Are Bigger: They are huge, primitive humanoids of limited intellect and huge strength. They also keep monsters as guards and worship pain.
The Golem PlagueThe fifth plague, afflicting Gale: whole squads of mindless and tireless automatons emerged from the wilds, killing everything alive on their paths and forcing the people of the province to consume the deadly Skribbane Herb to stand the pain. They're seemingly spawned by the deadly Golem Factory.
- Color-Coded for Your Convenience: Normal Blade Golems are gray, Fire Golems are Red, Frost Golems are blue, Jeweled Golems are green.
- Elemental Powers: Some golems are enchanted with the powers of Fire, Ice, Lightning.
- Golem: An entire Factory of them, which continuously produce them in massive numbers and spawn them in the surrounding region, killing anything living, be them animals or humans.
- Implacable Man: Unlike the Slimes and Roaches, they're actually a threat. Unlike the Troglos and Giants, they lack psychological weaknesses, needs for sustainance or reasons to direct their rage at anyone else than their intended target. They're slowly wiping out the life from Gale's Province, demolishing the cities brick by brick and forcing the imperial soldiers to take Skribbane Herb, essentially amphetamine, just to keep up.
- Keystone Army: Once the Crystal Soul fueling the Factory is destroyed, the entire Factory is destroyed and the Golem production stops.
- Our Demons Are Different: They also include Demon Golems, which are... well, golems built to resemble demons and can cast magical abilities typical of demons.
- Perpetual-Motion Monster: Golems are unstoppable and don't need to sleep, rest or eat.
The Alien Beast PlagueThe last plague, these alien creatures were made not only to hunt down the Imperials but also to destroy everything in their path with unearthly ferocity. They were so destructive the entire province had to be sealed behind a giant wall.
- Abnormal Limb Range Rotation: In the remake, the description mention that the beasts can do so with their necks to shred people apart.
- Eldritch Abomination: A downplayed example, they're still an entire race of ferocious, unstoppable monsters never seen before and this contribute to the terror they inspire. Unsurprisingly enough, they serve the ulterior end to keep the Imperials from finding proofs of Rentar-Ihrno's involvement.
- Large and in Charge: They also have Pack Leaders which are bigger.
- Multi-Armed and Dangerous: In 3 they have three pairs of legs.
- Nigh Invulnerable: They're very though, even more so than Giants and Golems.
- Omnicidial Maniac: Alien Beasts aren't satisfied with exterminating the population, they'll even tear buildings apart and destroy both vegetation and the soil itself, making the entire
- Our Monsters Are Weird: Alien Beasts are massive, six-legged black worg things or, in the remake, large, quadrupedal dinosaur beasts of unimaginable ferocity and strength, powerful enough to destroy an entire country if left unchecked and to bother beasts such as Dragons.
- Race Lift: Massive canine mammals in the original games, they look more like dinosaurs in Ruined World.
- Sealed Evil in a Can: They were so vicious, the Empire gave up fighting them and decided to keep them inside the Province by building a giant wall around them. The bad news... they're learning to dig under the wall and crossing the mountains.
- Walking Wasteland: The entire province they've infested has been turned into a desert, and they did this with nothing but their claws and fangs.