Listed here are the leaders of the various kingdoms that cooperate with the Volunteer Army over the course of their campaign against the Black Army.
Go here to go back to the main character index of Chain Chronicle.
It is overseen by a council of Guilds, whose leaders in turn cooperate with the remaining forces of the Holy Kingdom. The Volunteer Army considers the city its home, and the main hub of its operations.
The leader of the Guild Alliance, and the Volunteer Army's primary benefactor, Gilbert sees to it that the various guilds cooperate long enough to mount a proper defense against the Black Army.
- Big Good: The closest thing to one; meeting him is pretty much what sparked Hero's journey around Yggdra, and Hero and Co. pretty much report to him. At the beginning of Book 2, he even prepares some supplies for Hero's next adventure, namely resources to build a ship.
- In one Chain Story (namely, Lilith's), his wisdom eventually resolves the character's personal conflict, giving Lilith a newfound confidence.
- Dark Secret: Gilbert has been infected by the Blackening, and has been hiding it from everyone aside from his aide Selene, and the main characters. While so far it hasn't affected his judgment, Gilbert is worried that there might come a time that he'll turn into a raging madman.
- Non-Action Guy: Doesn't seem to do any actual fighting, and instead seems to focus on the bureaucratic and diplomatic task of getting dozens of different guilds happy and working together.
- Reasonable Authority Figure: He's willing to give Phoena the benefit of the doubt, even after he witnesses monsters get summoned from the book that she carries with her.
The leader of the Soldier's Guild, and another regular patron of the Volunteer Army. Not one to stand by the sidelines, Silva often times steps in to help in a mission personally, and despite his obvious seniority, can still keep up with fighters half his age.
- Boisterous Bruiser: A big and loud bear of a man who enjoys poking fun at his subordinates as much as beating on the bad guy.
- Eyepatch of Power: Not that it slows him down any.
- Cool Old Guy: While not exactly old (he's at best close to middle age than anything else), he's definitely graying at the edges, and doesn't take offence whenever Pirika calls him "Old Man".
- Scars Are Forever: A testament to all the battles he's fought.
- Stealth Hi/Bye: For all his obvious girth, Silva has a knack for sneaking behind and surprising Pirika again and again.
The enigmatic leader of the Assassin's Guild. Often times, he actively conducted operations to hinder your journey or Gilbert's plans. He and Gilbert are on a stalemate on the matter of Vice Capital's leadership, although Gilbert's leadership and acceptance by the majority of Vice Capital's inhabitants indicates that Rutherford is losing...and he don't like it.
- Arc Villain: For Slay's chain story, as well as Musica's.
- Bigger Bad: It's implied (sometimes stated outright) that he's responsible for several transgressions that happened in the Vice Capital, like Pure Hearts' leader or the Hero's attempted assassination, and also responsible for Angelica's insertion into the Volunteer Army when she failed her assassination job. He's also implied as the cause behind several conflicts in character quests, like Nina's Emotionless Girl shtick.
- Out of Focus: Only appeared in a few scenes in the Main Story, though he became a more prominent antagonist in Slay's Chain Story.
- Pragmatic Villainy: He helped the Alliance in the end of Book 1 because there will be nothing to lead and conquer if the situation with the Black Army is not throughly solved. Perhaps also because of their potential to unintentionally hinder his constant coup d'etat plans.
- Token Evil Teammate: For the Vice Capital guild leaders.
- Well-Intentioned Extremist: He genuinely believes that he knows what the less fortunate inhabitants of Vice Capital needs, which leads to tension since in his perspective, Gilbert was distracted by too many issues to lead properly. Considering that some parts of Vice Capital are Wretched Hive, you can't blame Gilbert for being distracted.
Although officialy ruled by the daughter of the king, who survived the fall of the Royal Capital, much of the real power is in the hands of the Holy Council instead.
The only daughter of King Nicolaus of the Royal Capital, Queen Juliana is the reigning Holy Queen and sovereign of the Holy Kingdom. At least in theory anyway. In practice Juliana has barely any power, chafes under the responsibilities of her role, and would rather be far, far away from the intrigues of the court.
- Body Double: Louise is, for the real Juliana.
- The Call Knows Where You Live: Did anyone honestly think that Juliana could actually avoid her role as Queen for long?
- Informed Attribute: Louise was supposedly a swordswoman before she agreed to become Juliana's double. However the first time she's encountered by the Hero and his party, she's a sobbing wreck who couldn't even defend herself against a small group of monsters attacking her.
- Data mining reveals that she is indeed a decent swordswoman with decent stats, but with a very high-risk skill, presumably due to never having the time to practice her swordsmanship anymore.
- Lady and Knight: The Lady to Sir Einslotte's Knight.
- Refusal of the Call: She actually runs away from the Holy Capital because she couldn't take the pressures of being queen anymore.
- Twin Switch: What's actually going on. The real Juliana ran off to pursue vengeance, leaving her Identical Stranger friend to make sure the kingdom doesn't fall into infighting while she was gone.
- Walking Spoiler: As if it wasn't obvious enough.
The captain of the Holy Queen's bodyguard, Sir Einslotte was once part of the knights that attended the previous ruler. He is content for now to bide his time, and wait for the chance to avenge the death of his previous liege at the hand of one of the Black Army's commanders.
- Arch-Enemy: To Eirenus, who he watched slay the Juliana's father, King Nicolaus.
- Badass in Distress: Spends most of The Queen's Ascension side story in prison under false charges.
- Combat Pragmatist: While in many ways the ideal Knight, Einslotte doesn't mind stooping to dirty fighting when facing the Black Army. See his retort to Eirenus below:In a battle with monsters, chivalry is unnecessary!
- Dark Secret: Like Gilbert, Einslotte was infected by the Blackening.
- Lady and Knight: The Knight to Juliana's Lady. To the fake Juliana, of course, and not the real one, who is more than capable enough of looking after herself.
- Reasonable Authority Figure: Allows the Hero and his party time to explain their circumstances before judging them.
- Secret Keeper: Of course he knows that Louise is just standing in for Juliana.
- Supporting Leader: Leads the armies of the Round Table Conference in an obvious assault on the Royal Capital to draw the Black Troops there away from the Hero and his party.
The premiere place of magical learning on the continent, the Sage Towers prefers to hold itself aloof from the intrigue that normally plagues its nearby neighbors. The wizards of the Towers would rather focus on their continuing research and magical experimentation, but with the arrival of the Black Army, its students and alumni have been forced to take a more active part in the fate of Yggdra.
The Towers are led by its eponymous Sages, three mages of incredible power.
One of the three Sages of Sage's Tower. Contrary to his looks, he is very intelligent and shows great enthusiasm in creating inventions whether they're useful or not. He's also in charge of the Magic Corps and familiar with all types of magic. Melchior himself is a bombastic and ever-curious man with a love of spectacle and big explosions. Most academy students, and more than one Tower alumna, has advised staying as far away from him as humanly possible.
- Absent-Minded Professor: Totally forgets about the fact that the Academy was preparing for its annual festival, despite how most of the students and faculty of the Towers were busy in preparing for it.
- Big Bad: Played for Laughs. He's one for an event related to golems, which he released in mass quantities.
- Elaborate Underground Base: The Academy Festival side-story reveals that he has his own personal underground lair, complete with traps and golems to defend it.
- Bunny-Ears Lawyer: It's no denying that he's a very talented wizard despite his weird quirks.
- Cloud Cuckoo Lander: While some eccentricity is expected of wizards, even fellow magi are thoroughly weirded out by Melchior's antics.Fatima: It's safe to say whatever he's got planned, we're in for a shock.
- Childhood Friends: With Orianna. She's the only one who can get away with calling him "Melcy" too.
- In-Series Nickname: Professor Pervert, or variants thereof.
- Large Ham: Probably only out-hammed by Isaiah, at that.
- Mad Scientist: Certainly fits the mold the most of all the Wizards introduced in the game. Not helped at all by the fact that his default reaction to discovering something new is try to figure out if it could be used to blow something up.
- Really, if anything is wrong in a story or an event, try to look for its cause. If the cause it's magic-related, this guy is the most likely suspect, especially if explosions are involved.
- Mundane Utility: One of the side stories implied that he used the AWESOME power of his magical science to...provide the Volunteer Army with cheap potatoes and beans through Aida. Sage Dilma surprisingly approves this. While we do know that those potatoes and beans are byproducts of magic, it's begs the question of just what kind of experiment did he use that actually resulted in useful things.
- His abilities allow him to use his staff as a melee weapon rather than to cast magic should enemies come too close.
- O.O.C. Is Serious Business: In the beginning of the Book 2, he actually apologized for his recent screw-up involving a ship's engine test run, shocking Pirika. Then he talks about installing self-destruct mechanism on Lake of Sand golems, at which point it becomes clear that he didn't change one whit.
- Overly Long Gag: His explanations for magic are really, really, really long.
- Up to Eleven in his special activation quote, where he does go on a tangent that is fast forwarded.
- Promoted to Playable: He was released as a pseudo-runefencer during the Third Anniversary festival.
- Stuff Blowing Up: Very fond of this. At the start of the Book 2, he 'fixed' some Lake of Sand golems by adding self-destruction features, presumably not for safety, but for the heck of it.
One of the three Sages of Sage's Tower. She has been the master of life magic for countless years, and is rumored to have attained immortality due to her youthful appearance. Her gentle and intelligent demeanor has earned her the trust of the students, and she serves as the main leader of both the Sage's Tower and the Magic Academy. Dilma is the mediating voice between her two colleagues, balancing things out between Melchior's bombastic nature and Fatima's aloofness.
- Alchemy Is Magic: One of the focuses of study of the Tower of Life. Dilma herself is a master-level potion brewer who has, among other things, created an elixir that reverses aging.
- Berserk Button: Mention of her apparent great age, as Melchior soon found out.
- The Medic
- The Mentor: To Orianna.
- Older Than They Look: Despite looking barely in her twenties, Dilma is actually more than a century old, or even older.
- Only Sane Woman: When you're surrounded by Melchior's craziness, Fatima's general apathy, and the quirks of pretty much the entire faculty and still being reasonable enough in conversations, you're pretty much this.
- Promoted to Playable: She was released as a pseudo-cleric during the Third Anniversary festival
One of the three sages of Sage's Tower, whose origins are a mystery because she had suddenly arrived there one day. The mysterious woman became a sage in no time at all, specializing in magic involving destiny and space-time. However, while it is said she became one due to great achievements, her research work has never been disclosed. Her connection to Fate is so strong that it's severely influenced her worldview and personality, and as a result she comes off as curt, impatient, and very abrasive to whoever she interacts with.
- Brutal Honesty: When Fatima doesn't like you, she won't mince words. At all.
- Cryptic Conversation: What Fatima shared with Phoena at the end of her "test". While Pirika couldn't understand its meaning at all, Phoena easily picked up on what Fatima meant.
- Deadpan Snarker: Well someone of equal station has to comment on Melchior's craziness, after all.
- Godiva Hair: Her "outfit" is really just her hair wrapped around her naughty bits.
- It Amused Me: The reason why Fatima does anything, up to and including sending Knuckle and Lizerotte to get back stolen cookies.
- Jerk with a Heart of Gold: She's very aloof and blunt, but she's still capable of being kinda nice. When it appears that Knuckle died in the process of retrieving her stolen cookies, she gave a cookie to Lizerotte for his grave. Too bad Knuckle ruins the moment when he reveals that he survived. Let's just say that Fatima was none too pleased to have revealed her nice side to outsiders.
- Not So Above It All: Even she's a little freaked out when Phoena fangirls about her research about counteracting summoned monsters.For now, maybe I'll settle for... you letting go of my hand. Right now.
- Older Than They Look: Much like Dilma, in-game dialogue hints that Fatima is much much older than she looks.
- Promoted to Playable: The first sage to have been available as a character.
- Rapunzel Hair: Her blonde hair is so long, she essentially uses it as an alternative to clothing. Observe◊.Pirika: (upon seeing Fatima's "state" for the first time) If you don't have enough money for clothes, we can help raise money to get you some?
- You Can't Fight Fate: Her attitude at first — as the Witch of Fate, her magic is irrevocably tied to the fate of the world, including its eventual end. Her experience with Phoena soon changes her mind, however.
For countless years, the Earth and Flame Sprites shared the caverns of the pass, but a few decades ago an enterprising group of Flame Sprites led by Rolo set off and founded a colony of their own on the surface. It's been a surprising success so far.
The chief of the Earth Sprite tribes in Maze Pass, Baldur is very much the epitome of his race: strong, tough, and as uncompromising as the mountain tunnels they call their home. He is very blunt with his opinions, and much like the stones of his home, he is very very set in his ways. He isn't entirely unreasonable however, though it takes a lot of suggestive momentum before he finally changes his mind.
- Authority Equals Asskicking: As the leader of the Earth Sprites, Baldur is also the Maze Pass's greatest fighter.
- Determinator: During the final assault of the forces of the Round Table conference on the Black Army-held Royal Capital, Baldur gets grievously injured buying time for the Hero and his party to infiltrate the main citadel. Despite being hurt enough that he could barely stand, he still insisted that it was nothing, and wanted to continue fighting. It had to take both Olga and Rolo to convince him to just sit back and recover for a bit.
- Large and in Charge: Compared to the rest of his kin, Baldur is huge. Oddly enough no one among the Earth Sprites comment on this, and seem to just accept it as a part of what makes Baldur what he is.
The chief of foreign affairs of the Earth Sprites of Maze Pass. Compared to most of her dour and taciturn race, Olga is much more friendly and welcoming of outsiders... Which is why she likely why she got the job to begin with.
- Action Girl: Joins in the battle for the Royal Capital, where she becomes more or less Baldur's second-in-command.
- The Face: Of the Earth Sprites. She's the first friendly and welcoming member of the race any outsider or trader will meet once they get to Maze Pass.
- Older Than She Looks: While she looks like a human child, she's actually as old as Baldur.
- Reasonable Authority Figure: Unlike Baldur, Olga is willing to give any visitor a chance to prove themselves instead of dismissing them outright.
The leader of the colony of Flame Sprites, a few decades ago he decided to strike out and establish a place for his people to live, away from the Earth Sprites. While he still insists on maintaining cordial relationships with Baldur's people, he would also like for his people to gain an identity of their own separate from the Earth Sprites.
- Badass Adorable: His Petting Zoo People appearance is very cute, and is notably very strong for a Knight, even in his current non-Limit Breakable form in Global server. Lampshaded in his profile.
- While adorable, Rolo is the hero of the previous generation but still pretty cute.
- Fighting for a Homeland: The reason he joined the Volunteer Army was to survey more potential lands for his fellow flame sprites to move into.
- Man on Fire: His in-game sprite gave him a noticeable glow on his hair, making him a partial version of this, at least appearance-wise.
- No Hero to His Valet: Some earth sprites have a low opinion of him, seeing him as merely an ungrateful little rascal. In fact, his second quest happened because several earth sprites started a turf war with Rolo, claiming that their ancestors discovered his lands first. Baldur and Olga however, respect him for what he is.
- Permanently Missable Content: In the Global Version, where he was available for only a short while as the reward to a fifty-wave Challenge Quest. Might change in the future once the Taverns of the Global Version finally synchronize with the Japanese version, where he is available as a possible rare Arcana choice.
- Working-Class Hero: For the flame sprites. In fact, the reason he wanted to form a state independent from the earth sprites was because he wanted more fair treatment for the flame sprites working with the earth sprites. When Baldur tried to reason with him after numerous grumbling earth sprites attacked him, Rolo states that the flame sprites at least deserve better payment for the work they do.
A country mostly covered by the desert sands and bordered by the sea, the Lake of Sand is a harsh land that breeds a hardy people. Despite the difficult conditions, its boasts a vibrant culture, and the dancers and bards it produces are known far and wide.
Like the Holy Kingdom, the Lake of Sand has its own royal family, who rule from the city that shares the country's name.
The young sovereign of the Lake of Sand, Ashrina rarely leaves the palace, but is not ignorant of the current plight of her people. Due to her station she cannot act directly however, and instead has to rely on loyal agents like Farrah to see her will done.
- The High Queen: For the people of the Lake of Sand.
- Insistent Terminology: Both Rasheem and Kalifa keep on calling her "princess", and she has to constantly remind them that she's now the queen of the Lake of Sand.
- Reasonable Authority Figure: Is willing to give leeway to the Volunteer Army instead of treating them with suspicion when they first arrive in her country. She's also willing to work with people former outlaws like Mustapha if that's what it takes to help her country.
- Silk Hiding Steel: While seemingly a frail young woman, in the Desert Lullaby side story, she willingly puts herself in harms way to free Farrah from her brainwashing.
Ashrina's adjutant, Kalifa is also the young queen's chief adviser, drawing upon his decades of experience as both a warrior and a bureaucrat to temper her decisions. While he adventured extensively in his youth, these days he seems to be more content to oversee the day-to-day running of the palace's functions.
- Badass Grandpa: While you never fought him in gameplay, it's implied that he fought quite many battles. He even stays level-headed in the Desert Lullaby side story.
- Cool Old Guy: While not as old as Rasheem, Kalifa is at an age where he shouldn't be traipsing across the desert with a group of younger adventurers on a quest. He does so anyway, if only because he's the one who knows where the rare ingredients they're looking for could be found.
- The Good Chancellor: Makes sure that the palace bureaucracy is running smoothly while Ashrina was (secretly) sick with Desert Fever.
- Unusually Uninteresting Sight: No one seems to comment on the fact that he has a bird's nest on top of his head.
Ashrina's close friend and chief spymaster of the palace. While Kalifa acts openly on the queen's behalf, Farrah is the one that moves when things have to be dealt with discretion. She's also more than willing to get her hands dirty if that's what it takes to ensure Ashrina's safety. Finally, she's Mustapha's adopted daughter, and his first apprentice, so she's more than familiar with the ins and outs of the Lake of Sand's dark underworld.
- Action Girl: As someone raised by Mustapha, what do you expect?
- Becoming the Mask: In her backstory. She was initially inserted into Ashrina's household by Mustapha to provide a convenient source of information for her foster father's capers. She ends up becoming Ashrina's closest friend and confidant, and her most trusted agent.
- Brainwashed and Crazy: In the last quarter of the Desert Lullaby side story, after she tries infiltrating the HQ of the Dragon Sect. She gets better.
- Happily Adopted: Though even she has difficulty calling Mustapha, of all people, "dad".
- The Spymaster: Maintains a large web of agents across the Lake of Sand, though she isn't above to doing some infiltrating of her own if that's what it takes to gather information.
Home of the Forest Sprites, Soul Island is a place of deep and ancient jungles, and winding rivers that seem to wind endlessly. While the tribes of the sprites make their settlements close to the coast, at the mouth of the island's rivers, Soul Island is famous mostly for the World Tree Library, a vast repository of knowledge said to hold all recorded knowledge, written and yet to be written. It is ensconced in massive and millenia-old banyan tree, and it is said only those courageous (or foolish) enough to brave the jungle depths and the very very hostile Forest Sprites are worthy to partake in the wisdom it holds.
The Forest Sprites themselves have no centralized leadership; instead each tribe is led by a chieftain, who is usually the best fighter among the sprites of a particular settlement.
The chief of the Thousand Rivers tribe, Rafalgar epitomizes his people's love of a good brawl, and often follows a policy of "fight first, talk later". Despite this, he's reasonable enough to listen to those who manage the prove themselves to be exceptionally good fighters.
- Blood Knight: A shared trait among pretty much everyone in Thousand Rivers tribe; he LOVES battles, and he'll make you never forget about it. When you first landed at Soul Island, you landed in his territory, by which he and his men attacked you shortly after. While it's common in fiction for those of elvish trait to reject humans entering their homeland, it's notable that he attacks you first before threatening the Hero to get out.
- Carry a Big Stick: A pillar, it seems. In-gameplay, it manifest as a wooden club.
- Defeat Means Friendship: He's nicer to the Hero and Co. after they defeated him.
- Hot-Blooded: Boy, is he.
- Insult Backfire: Count how many times Pirika called him a battle-maniac. Then count how many times he thanked her for it, remarking that it suits him well.
- Reasonable Authority Figure: Despite all of the traits listed here, he's much easier than Shuza to be convinced to an alliance against Black Army in the final chapters of Book 1. While that might be because he wanted to fight Black Army in one huge battle, it doesn't change the fact that he pretty much said 'yeah, okay' to the proposal.
- The Reveal: It is not said in the main questline, but it turns out that Vienta is his daughter.
- The Rival: To Shuza. In Jedah's Chain Story, their fight almost sparks a full-blown war. Even after both of them (and Yoshitsugu) was forced to work in the field as punishment, he can't help but provoke Shuza into a little competition.
- Shared Family Quirks: The yelling and hot-bloodedness passed on to his daughter Vienta, to the point that they frequently tend to yell at each other.
The chieftain of the Sea Breeze Tribe, Oletta is also the architect behind the Ark her people is constructing. She has a low opinion of outsiders, but much like Rafalgar, she tolerates their presence as long as they don't disrupt the work of her tribe.
- The Ark: Her contingency plan to flee Yggdra amounts to building a huge ship to be filled with skillful, experienced crew. And if Linia's quest are taken to perspective, she also plans to load various animals.
- The Cynic: She doesn't have much confidence about the war with the Black Army, even preparing a contingency plan to flee Yggdra anytime with the help of the Sea Breeze Tribe.
- Genre Savvy: When the Hero went to Sea Breeze tribe to find a ship navigator, she warned him to not attract too many of them to his cause because she wanted some people from the tribe for her contingency plan above. This is because she heard stories of the Hero attracting many kinds of people, from humans to demons.
- Guest-Star Party Member: She shows up as a controllable Archer in the quests that were to precede Agdala's demon raid.
- O.O.C. Is Serious Business: After she accidentally pricks herself with the Arrow of Prosperity, Oletta starts acting and running around the Sea Breeze colony as if she were a hyper-active nine-year old. Most of her second quest deals with everyone else trying to do damage control.
- Out of Focus: She doesn't appear much in the main story of Book 1, and only featured prominently in some character quests. Then she gained a minor role at the start of the Book 2.
- Promoted to Playable: Becomes a recruitable Arcana for Agdala's demon raid.
- Reasonable Authority Figure: In Linia's quest, she offers help for Linia's wildlife conservation effort, but not before warning Linia about things that might go wrong in the process.
- Retired Badass: It turns out that Oletta was the prior holder of the totem that Barienna now carries, the Silver Wolf.
- Situational Damage Attack: Another side-effect of her second ability, where any enemy affected by Poison or Daze get increased damage.
- Standard Status Effects: Her second ability adds a chance to cause the Poison debuff per attack.
- Status Buff: One of her abilities gives a bonus to Attack and gives minor Damage Reduction to any other Knight or Archer on the same team as her. She's also immune to ALL status ailments.
The chieftain of the Golden Fruit tribe, unlike her contemporaries, Potentia is a lazy layabout who would rather spend the rest of her day sleeping than doing any actual work. As a result she usually delegates everything to whoever it is who gets the misfortune of being assigned as her assistant for the day (usually Minimo).
She is introduced in the side-story Beyond the Fate.
- Expy: Her mannerisms and appearance evoke comparisons to Anzu from THE iDOLM@STER: Cinderella Girls.
- Let's Get Dangerous!: If push comes to shove, it turns out that Potentia can cast powerful magic. It's just that she's so lazy, it's been decades since she's actually had to use her magic for, well, anything.
- Older Than She Looks: It's a given since she's a Forest Sprite, but Potentia is a particularly blatant case, as she looks like a child even among her race. This, despite the fact that it's hinted that she's as old as Rafalgar and Oletta.
- You Can't Fight Fate: A firm believer in this, which spread into the rest of the Golden Fruit tribe. She believes that if the world is about to be destroyed, then it should do just that; it's what the worlds wants after all. She does can be convinced to think otherwise though.
YggdraDestiny has begun to move once more...
A mysterious figure that had followed Phoena's journey from the very beginning, she only reveals herself once the Hero and his companions make it to the World Tree Library. There she reveals her true identity — she is the Inscriber of the Chronicle, and as such is privy to all its secrets. She assists Phoena in regaining her memory, and from that point on continues to give advise on what needs to be done to defeat the Black King once and for all.
- Ambiguously Human: While she maintains the form of a Forest Sprite, it soon becomes clear that Yggdra is anything but, though exactly what she is never gets revealed.
- Chekhov's Gunman: You first saw her after starting the game, so you'd be forgiven if you think that she just existed in the Recruit menu or the tutorial. Then she appears when the story shifted to World Tree Library in Soul Island.
- Cryptic Conversation: Her introduction to the main characters come off as this. While she's essentially just telling the truth, the Hero or Phoena or even Pirika won't gain the context to understand what she meant until much MUCH later.
- Fortune Teller: Complete with a Crystal Ball. In game, she predicts the allies that will join your quest, i.e. recruiting new allies.
- Icy Blue Eyes: One of the very noticeable things about her, especially once she drops her fortuneteller disguise.
- In the Hood: Her attire in the Recruit menu.
- Magic Librarian: Of the World Tree Library.
- Mysterious Waif: In her guise as the Fortune Teller.
- Really 700 Years Old: While never stated directly, it's hinted that Yggdra is ancient, and has knowledge of civilizations long dead.
- Series Mascot: Not so much as Pirika, but still counts as this; she manages the Recruit menu (which you will regularly visit depending on how much Prysma/tickets you have), and has the same name as the continent.
The homeland of the Ogres, the Nine Territories of Fire is a rugged place filled with towering volcanoes, and a people used to conflict due to the seemingly never-ending infighting between the Lords of the land and their armies. The name of the country comes from the nine great volcanoes scattered across the island, around which the nine great cities of the Ogres are built.
Much like the tribes of Soul Island, the Ogres of the Nine Territories don't have a centralized leadership. Instead the Lords of the Territories participate in a semi-regular tournament that is held when the volcano at the Temple of Fire erupts. The winner of the tournament gains greater influence over the other Ogre clans, until the next tournament that is.
An ambitious feudal lord from the Nine Territories, Shuza fully believes it is his birthright to bring the world together under his rule. Because of this he initially sought to put Phoena and her Chronicle under his control, though the intervention of the Hero, as well as the disruption caused by the Black Army, put his plans on hold. For now.
- Ambition Is Evil: See Arc Villain below.
- Arc Villain: For the stretch of the Nine Territories' main story arc, he acts as this, having kidnapped Phoena to fulfill his ambition with the power of her chronicle.
- Arrogant Kung-Fu Guy: Very full of himself, yet there's no denying that's he can definitely back his boast.
- Badass in Charge: The lord of his territory.
- Frontline General: Despite all of the tropes listed here, he is more than willing to lead his troops in the front, rather than just sitting around and be smug about it. It's perhaps this trait that gave him so many followers (some of them are even recruitable 4-star or 5-star Arcana!), because his methods and his love for battle resonates with the common spirit of Nine Territories.
- It's All About Me: He thinks the Nine Territories belong to him, even when the tournament results hasn't been decided yet.
- Pride: His most prominent trait. Even after Phoena forced him into accepting a continent-wide alliance against the Black Army, he's still full of himself. He relents only because it's a chance to show that he's the most powerful leader in the entire continent. It's exactly this reason that made Bokuden leave his service.
- Token Evil Teammate: 'Evil' is only a slight stretch, but among the leaders, he's the most proactively obstructive and ruthless. Even after the alliance was formed, he's still as arrogant as ever, and doesn't think much of his comrades.
The young leader of the Ninth Territory, Tsuru is unusual among her contemporaries in that she wants an end to the constant fighting in her home country. Because of this she and her followers are looked down-upon by the other feudal lords, but its because of these ideals that the Hero and his party eventually agree to represent her province in the tournament.
- A Birthday, Not a Break: Both Lephret's final quest and Cham-Cham's second quest occurs during her birthday. As one could guess, it wasn't an entirely relaxing celebration until they resolve the troubles that erupted during the day.
- Adorably Precocious Child: She tries her best to act as a leader for the Nine Territories, but she's also prone to thinking about getting taller and enjoys playing games with the other children of the Ninth Territory as well.
- Amazon Brigade: Has one, consisted of Ibuki, Sana, and Fuuko. Like Shuza's men, you can eventually recruit them if you're lucky.
- Named After Somebody Famous: Like many other ogres of the Nine Territories, she is named after someone from the Sengoku period, Tsuruhime.
- Only Sane Man: Downplayed when it comes to the territory lords, she has to deal with both Yoshitsugu's stubbornness and Shuza's greed.
- Promoted to Playable: In the JP server.
- Reasonable Authority Figure: When the Black Army interrupted the tournament and causes confusion among the contestants, she stepped up to calm them down, and sides with Hero and Co. for the remainder of the story after the Nine Territories arc.
- Support Party Member: Not a recruitable character yet in Global, but data left in the game indicates that her skillset lends this way.
- Token Mini-Moe: Among the Non Player Characters listed here, she looks like the youngest, even among the earth sprites.
- Tsurime Eyes
Captain DukeThe senior Captain and owner of the Dawn Maritime, a private security force and trading company in Daybreak Ocean.
- The Cynic: He's rather cynical as he tells Phoena her idealism to help others will get her killed so it's for the best she focus on her own survival rather than others.
- I Gave My Word: Despite his cynicism, he always honor his word to help the Volunteer Army if they request it.
- Jerk with a Heart of Gold: His behavior to Jean. Despite looking down on the boy's dreams of wanting to become a privateer like the rest of the Dawn Maritime, he eventually accepts Jean dream after the boy is willing to work hard for it.