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Characters / Bastard Bonds

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"Groupshot" by Captaingerbear. Used with permission.

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    The Convict 

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.

The Bastards

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.

    Tropes in general 

A convict that got captured by a group of Sahagins that intended to eat him. Luckily for him, shortly after escaping the Stocks, the Convict rescues him. In gratitude, he joins them.
  • 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.

Goblins, while counting as intelligent creatures, are so dumb and primitive that they can be considered as animals. And Borfalgor was no different until the day he found a magic amulet that tremendously boosted his intelligence. Becoming a loner since, he meets the Convict shortly after having the amulet stolen, and thus becoming back a stupid primitive. After the Convict recovers and gives him back the amulet, he joins the Bastards.
  • 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.


A Crusader.
  • 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.

A Neonate.

The bodyguard and son of Hayill's Alpha, he's sent to help the Bastards when they announce that they intend to kill Frico. After the vampire's death, he decides to stay with the team.

And yes, he's an Expy of CaptainGerBear's signature character.

  • 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.

A guard.
  • 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.

A Gustomancer, charged with conspiracy.

A Vigilante.
  • 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.

A Misanthropist.
  • 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.

An extremely asocial barbarian who's been sent to Lukatt for murder.
  • 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.

Because of the extremely unbalanced gender ration of the orcs, orc women are protected by law from many things, even from law itself. If an orc woman commits a crime, it's her husband who'll suffer the punishment. This is what happened to Nazar.
  • 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.

A "Gigajack" (Giant lumberjack), native to the island.
  • An Axe to Grind: He's a lumberjack, and his sprite is even depicted as holding an axe.
  • Gentle Giant: A rarity for his kind (The Gigajacks are one of the "monster" races you'll have to fight).

A thief and burglar. The Bastards meet him while trying to get inside a mansion, and they agree to cooperate. But Peregrine is taken prisoner by the mansion's master, and after being rescued by the Bastards, he decides to join them.
  • 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.

An orc woman who got herself willingly thrown to Lukatt to try and find someone. Said someone is Nazar. She's his wife, and the reason he's been sent in Lukatt.
  • 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.

A free-spirited vagrant recently arrived on Lukatt. May or may not be an assassin.
  • 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.

A Charlatan, mistaken for a king by the natives and held against his will.
  • Squishy Wizard: He starts off with a focus on Blast and Weave, and has poor defense.

A rather old orc who can be found staying at an old library. Despite being branded as a madman, he's actually rather personable.
  • 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.
  • 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.

A Gevaudan heading for Hayill, only to meet and join with the Convict.

A demon. He's special among the other Bastards because he's the only one (except the Reanimated Guard, but he's a variant of Greave) you can't recruit the normal way. The only way to have him in the team is to have him as your savior, which will happen only if you're guilty of Malediction.
  • Big Red Devil
  • Glass Cannon: High ranks in Fight and Blast mean he can dish out all sorts of damage from all sorts of ranges...but he's not very good at taking hits.

A sea captain branded a traitor, who can try to assist the Bastards in escaping the island. However, he will end up lost at sea if the player doesn't first relight the Luntime Lighthouse.
  • Pirate: Is described as is, and how he was sent to the island for treason and piracy.

An orc frozen in time that must be rescued before he can join the Bastards.
  • Fish out of Temporal Water: Was frozen in time in a oubliette for centuries; was not impressed of the current state of the island.


Various important NPC.


    Hayill's Alpha 

    Eccentric Blacksmith 



A demon lord. The Bastards can make a pact with him to find an interesting alternative to escaping Lukatt.

  • Deal with the Devil: The Bastards can make one, gaining a way to control Lukatt, though it may cost their souls.
  • The Cameo: Originates from the creator's first commercial game, See No Evil.


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.

    Glamig Cosova 

    Maxim Spartill 


    Luc Beauregard 


Various (mandatory or not) obstacles in your path to freedom.

A Vampire that blocks passage between the western and eastern halves of Lukatt.

    Treasure Goblin 




  • Big Bad: He's the reason why leaving Lukatt is impossible, and thus, the last and greatest obstacle the Bastards must defeat.
  • Did You Just Punch Out Cthulhu?: He's a god of the oceans, and the Bastards' only way of escaping Lukatt is to kill him.


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