The Player Character. A citizen of Crest who has been judged and sent to Lukatt. In the Stocks, whatever their crime or guilt, the guards just let them starve to death... Until someone saves them. Now, they lead other convicts, exiles and forgotten ones with one goal in mind: escape the island.
- Covert Pervert: Shows this in the Events.
- Determinator: Nothing will prevent them from getting away from Lukatt. Not the guards, not the monsters, not a sadistic vampire, not even a Mad God. NOTHING.
- Hello, [Insert Name Here]: The player can choose the Convict's name.
- Humans Are Special: They can be a human...
- Multiple-Choice Past: The Convict can be charged with a choice of a rather long list of crimes. While they will be found guilty and shipped off the Lukatt no matter what happens (thus kicking off the plot), they could have or haven't actually done the crime in question, as well as admit or deny their guilt.
While one of the main features of gameplay is that you can recruit monsters and other-player-created convicts, these twenty-one unique characters have developed personalities and backstories, interactions with you and with themselves, and personal epilogues.
The person who saves you from the Stocks at the beginning is one of them, chosen by the game according to your crime, your pleading and the truth of your guilt. An asterisk after their name in the folder system means that they can be your savior.
There is a twenty-second one, but he's a variation of an existing one and has no interactions or epilogue. See Greave for more detail.
The characters are sorted in alphabetical order, NOT in order of appearance.
- Mutually Exclusive Party Members: Four duos of them. Borgnina and Zantanak, Grant and Byrne, Greave and the Reanimated Guard, Nazar and Rangda.
- Mr. Fanservice: Most of the male characters are this for the Bara Genre crowd in some form or fashion, particularly Nazar and Bato. Given the creator is in fact a bara artist, this is no surprise.
- Permanently Missable Content: Not counting the Mutually Exclusive Party Members, you can irremediably lose on:
- Kirilo, if you don't go immediately to his rescue.
- Grant or Byrne, if you kill Frico before recruiting them.
- Peregrine, if you accept his kidnapper's bribe and abandon him.
- Logus, if you don't activate Lumine Lighthouse before trying to leave the island.
- Ragtag Bunch of Misfits: Let's see. Without counting the Convict and ignoring the Mutually Exclusive Party Members, we've got 8 humans, 6 orcs, a goblin, a vampire, 2 werewolves, a giant, a half-human-half-orc, and a demon.
- The Smurfette Principle: Only 4 of them are women. And to make it even worse, two of them are part of the Mutually Exclusive Party Members.
- True Companions: If you take the time to nurture their trust, they become this.
- Carpet of Virility: Shirtless and proudly showing his carpet, though he makes sure he doesn't want to be one-upped by Greave.
- Crutch Character: He indirectly teaches the player about the manpower mechanic for strongholds.
- Non-Action Guy: He starts off as a poor fighter, but is concentrated in Labour which makes him an excellent early-game source of manpower, especially coupled with his Lawful alignment.
- The Engineer: He's the guy who takes care of moving and building the strongholds.
- Roguish Poacher: He was sent to the island for illegaly hunting deer at a duke's lands.
- Why Did It Have To Be Sahagins?: His captivity made him develop a phobia of the sahagins. And more generally, of everything water-related.
- Angst: The Event focused on him reveals that he's very torn over the fact that his brethren are almost animals and that a magic amulet is the only reason he isn't.Either I'm a dumb animal or a piece of jewelry! And I don't know which one is more disgusting!
- In-Series Nickname: The other Bastards call him "Borf".
- Our Goblins Are Different: And this one is very different.
- Stranger in a Familiar Land: After becoming intelligent, he realized he didn't feel anymore like he belonged to his clan. That's why he lived a loner until the game.
- We Are as Mayflies: A rare non-human example. In an optional conversation, he's flabbergasted to learn that humans reach puberty roughly at 20 years old. He then explains that he's 8 years old and that it's pretty old for a goblin.
- Barrier Warrior/Stone Wall: Starts out the game with strong defensive capabilities, but lacking in offense.
- Knight Templar: She's a crusader, it's right in the description. You can find her at an abbey, in the middle of preparing a ritual to 'cleanse' the place with purgatory fire because the nuns have lax practices (which is pretty understandable, considering they're on an island full of criminals and dangerous monsters, and little civilization). You have to convince her to stop to get her to join you, and she eventually softens up a bit during your travels.
- In the Hood: And she never removes it. Except in her epilogue image if you earned her trust.
- White Mage: She possesses early knowledge of the "Ward" skill tree, which makes her able to heal adjacent allies.
- Red Eyes, Take Warning: They're a sign he's a vampire.
- Healing Factor: Being a werewolf, he can recover from injuries much more quickly than normal.
- I Choose to Stay: After killing Frico, he chooses to stay with the band instead of returning to Hayill.
- Lighter and Softer: Than Canon!Grant. While he's agressive and asocial, he's not the psychological wreck Canon!Grant is.
- To put it in perspective, canon!Grant, at one moment, went in a self-destructive spiral and had to be rescued by someone else. Here, it's Grant who rescues Beauregard from a self-destructive spiral.
- Stone Wall: His default build focuses on Guard, and his innate Healing Factor arguably makes him one of the best tanks in the game.
- Voluntary Shapeshifting: In every battle, the first time you give him the order to defend, he turns into his wolf form. And goes back to his human form once the fight's over.
- The Cape: The most openly good-hearted of the Bastards. He'll always come to the rescue of a Convict who maintains their innocence throughout the opening.
- Carpet of Virility: Quite hirsute beneath that armor. During an Event if Bato is included, Bato is surprised and jealous of Greave's carpet that he challenges him to who's the hairier one.
- Defector from Decadence: He was the Token Good Teammate of the Stocks' guards, and eventually left after witnessing the rampant corruption. He goes so far as to brand himself a 'traitor' if he trusts you enough.
- Distressed Dude: If another Bastard rescues you, Greave leaves the Stocks at his own terms. Later, he gets captured by a witch coven bent on offering him as a sacrifice if not for the Convict rescuing him.
- Everything's Deader with Zombies: If the Convict is a Necromancer, a guard who is strongly implied to be Greave is killed and reanimated to aid your escape attempt, and spends the rest of the game as the mute Reanimated Guard.
- Mighty Glacier/Stone Wall: His default build focuses primarily on Guard, with a few points in Fight as well.
- Token Good Teammate: Outright describes himself as the "odd man out" among the Bastards, being the only one who was never a criminal or simply born on the island to begin with, and is easily the most good-hearted and virtuous of the lot.
- Barrier Warrior: His default build focuses heavily on Ward with just enough points in Blast to let him safely attack from a distance.
- Cloud Cuckoo Lander: No kidding...
- Felony Misdemeanor: He was sent to the island for conjuring a cake at a prince's wedding party and was accused of sabotaging it.
- Squishy Wizard
- What Kind of Lame Power Is Heart, Anyway?: His unique skill, Gustomancy, lets him generate a random food item whenever he fully wards against a spell. On maps with only physical units he's near useless, but sit him in front of an enemy mage or two for a few rounds? Your party will never go hungry again.
- Vigilante Man: And proud of it. His backstory is actually rather similar to Greave; he started off as a guard in a small town. When he realized his higher-ups were being bribed and turning a blind eye to crime, he quit the job and decided to take matters into his own hands. A few other guards joined him for a while, until someone he once helped sold him out.
- Happy Ending Massage: A variant; you can find him at a brothel thinly disguised as a brewery, though he works as a guard. However, you can in fact pay him for sex before hiring him to join your band.
- If It's You, It's Okay: Doesn't have much, if any, experience with men, and his sexuality isn't stated, but he will accept an offer from a male player character.
- I Am a Monster: He tells you that he feels this way during his Event. He got very drunk one night and, at least according to what he was told, followed a woman home and raped her. He then killed her husband when he caught him in the act, and then strangled the woman to keep her quiet. He then ate parts of them and burned their house.Leftie: That's the kind of monster you keep under your wing.
- The Southpaw: In case his name didn't tip you off.
- An Axe to Grind: Her weapon as depicted in her sprite.
- Blood Knight: She kills several bandits in her introduction scene, and says that she'd happily do it to anyone who crosses her.
- Glass Cannon: Starts off heavily focused on Fight, but poor defenses.
- Hidden Depths: Sometimes shows them. For instance, her Event reveals that she has two sons.
- The Social Darwinist: The Struggler variation.
- Bi the Way: He's romanceable by the player character of either gender.
- Love Interest: He's the only romanceable Bastard.
- Mr. Fanservice: While many of the male characters are like this to some degree, Nazar takes the beefcake for being one of the biggest characters (his sprite's larger than even the biggest playable character model!) and running around in nothing but a cup and fur around his waist.
- Half-Human Hybrid: It's never explicitly stated, but his pointy ears imply he's half-orc.
- Lovable Sex Maniac: Understatement of the year.
- Weak, but Skilled: Peregrine has next to no fighting ability when he first joins you, but he possesses high ranks in the Thwart skill, which enables him to operate skill-based mechanisms.
- Jerkass: She can be a total bitch.
- There is an optional event where another Bastard calls her out on her jerkassery. Her answer goes from "I don't care about your opinion" to downright Kick the Dog.
- Never My Fault: She says that it's Tsarath's laws that sent Nazar to Lukatt, refusing to admit that it happened because she broke said laws.
- Dance Battler: She's an extremely graceful combatant, able to dodge enemy attacks with relative ease.
- Distracted by the Sexy: Her Allure personal trait is implied to work this way, passively increasing the risk of enemies next to her and giving a chance for attacks against her to automatically fumble.
- Squishy Wizard: He starts off with a focus on Blast and Weave, and has poor defense.
- Bookworm: If not the person to rescue the Convict initially, he can be found in an abandoned library. He even says that he could spend the rest of his life there, though it does get rather boring.
- Badass Bookworm: He can dish out a lot of hurt with his spells.
- Squishy Wizard: His Blast ability is naturally high, at the expense of his defensive stats.
- Green Thumb: He has the Rexsoul trait.
- Seers: He's able to see glimpses of the future, and made a small fortune telling people about his visions. Unfortunately, a lot of them aren't pleasant, and people became scared of him once they started realizing what he says comes true. He was seen as a lunatic because of his attempts to warn people, and eventually crossed someone powerful. He was framed for a kidnapping and shipped to Lukatt.
Various important NPC.
A demon lord. The Bastards can make a pact with him to find an interesting alternative to escaping Lukatt.
The Bastards eventually discover that Lukatt was once a prosperous kingdom. These characters are an important part of how and why Lukatt became the hellhole it is now.
Various (mandatory or not) obstacles in your path to freedom.