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Tal'Dorei (Campaign 1): Vox Machina | Guest Party Members | Allies and Other Characters (Empire/Republic of Tal'Dorei) | Villains
Wildemount (Campaign 2): The Mighty Nein | Guest Party Members | Allies and Other Characters | Villains
The Setting Of Exandria: Gods | Historical Figures
One-Shots (Exclusive): One-Shot Characters (Exclusive)

A selection of allies and characters that The Mighty Nein have happened across during their travels.

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Dwendalian Empire

Rexxentrum

     King Bertrand Dwendal 

King Bertrand Dwendal

The current monarch of the Dwendalian Empire, ruling from the capital city of Rexxentrum.


  • Early-Bird Cameo: He gets several mentions in the Vox Machina campaign, notably as one of Ripley's targets of revenge, but the Dwendalian Empire itself doesn't play any significant importance until the Wildemount campaign (mostly due to Bertrand electing to sit out the conflicts with the Chroma Conclave and the Remnants of Vecna.)
  • The Emperor: While he uses the title of king, he explictly rules an empire that once conquered all the other nations in Western Wynandir. Unlike Sovereign Uriel from the previous campaign, Bertrand is a much more grey and far less benevolent ruler.
  • The Ghost: So far, he has not appeared in person in either campaign.
  • Totalitarian Utilitarian: His Empire runs on a very collectivist mindset that dissuades the needs and wants of the individual when compared to greater service of the Empire as a whole. Naturally, this leads to quite a few people getting lost in the shuffle and having their liberties threatened.

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Trostenwald

    Norda 

Lawmaster Norda

Race: Dwarf

The lawmaster of Trostenwald who presides over the judgment of those involved in the Trostenwald Killer case.


  • Fantastic Racism: She despises Goblins due to having lost family members to their attacks, and barely stops herself from having Nott executed on the spot.
  • Reasonable Authority Figure: Aside from her justified prejudice against Goblins, Norda shows herself to be an upstanding judge during the investigation into the Trostenwald killer. She lets the Mighty Nein go without incident despite them having violated several laws themselves in the hunt for the killer and accepts their evidence as to what really happened.

    Gustav Fletching 

Gustav Fletching

Race: Half-Elf

The proprietor of Fletching and Moondrop Traveling Carnival of Curiosities who later became a central figure in the hunt for the Trostenwald Killer.


  • Beneath the Mask: According to Caduceus, Gustav is a man who is troubled by his past for some reason, and is willing to rot in a prison cell for some kind of event. When the group offers to free him by paying off his debt, he refuses while attempting to maintain his friendly demeanor, suggesting he feels immense guilt for something.
  • No Good Deed Goes Unpunished: He offered to take all of the blame for what happened at the night of the carnival and for unknowingly bringing a life-draining fiend into the city, and for it he essentially loses his livelihood and is put into indentured servitude in Trostenwald to pay off his debt to the city.

    Toya 

Toya

Race: Dwarf
Class: Bard

A young dwarven girl who sings with the Carnival of Curiosities.


  • Morality Pet: To Kylre, who is highly protective of Toya, even if he does lie to her.
  • Orphan's Ordeal: Mentions that her mother is dead and makes no mention of her father. The carnival recruited her off the street while she was begging for money.
  • Put on a Bus: Departs Trostenwald alongside Bo the Breaker and Orna to start a new travelling troupe once the mystery of the killer is solved.
  • Singing Voice Dissonance: While she has a beautiful singing voice, Toya's regular voice is very crackly and sounds damaged.

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Alfield

    Bryce Feelid 

Watchmaster Bryce Feelid

Race: Half-Elf

A local Crownsguard who tasks the party with tracking down the Gnolls who attacked the city.


  • Ambiguous Gender: Explicitly described as genderfluid, Bryce has only been referred to by Matt with gender neutral pronouns.
  • Half-Human Hybrid: Bryce is a half-elf - nothing out of the ordinary for a D&D campaign.
  • Nice Guy: Despite being told the Nein would foot the bill, Bryce still paid for their drinks when they weren't looking during their second meeting.
  • Reasonable Authority Figure: By the standards of the Dwendallian Crownsguard, they are this. As soon as they see that the party is competent enough to not get completely bodied and drive off the Gnolls attacking Alfield they give them a very lucrative deal to hunt them down and stands by their word, rewarding them well and giving them a solid direction to go after they're done.
    • When the Nein meet up with them again, they make a point to pretend they didn't hear them discussing potentially illegal matters out of a sense of friendship and gratitude.

Zadash

Government

    Oremid Hass 

Headmaster Oremid Hass

Race: Earth Genasi
Class: Wizard

Archmage of Cultivation for the Cerberus Assembly and the Headmaster of the Zauber Spire at the Hall of Erudition.


  • Ambiguously Evil: Although he is quite friendly to Beau and Yasha and apologies for Trent Ikithon's behavior, the fact he is friends with someone like Trent casts some suspicions on his alignment. Pumat Sol, who was formerly Hass' student, describes him as rough around the edges but a softie underneath, although he seems frightened about speaking of him in such a manner and regretted it immediately afterwards.
  • Ambiguously Human: He appears mostly human, but his obsidian-black eyes, grey teeth, and the dust that falls off his ears when he moves, tips off his race as being earth genasi.
  • The Archmage: Naturally, given that he's part of the Cerberus Assembly.
  • Cuteness Proximity: Despite his intimidating position of authority, Oremid Hass immediately reverts to baby talk when he sees Frumpkin. Pumat mentions that Hass is a big softie around animals.
  • Early-Bird Cameo: First appears briefly in Harvest Close as one of the mages pursuing the Crick agents before being properly introduced in the next episode.
  • Fantastic Racism: Like Trent, he shows prejudice against the drow of the Kryn Dynasty. Matt's DM notes for episodes 17-18 showcase his Condescending Compassion towards Nott as a goblin, and also his desire to "civilize the more volatile races" as a way for the Empire to combat the Xhorhasian hoards.
  • The Mentor: He was one to Pumat Sol and helped him hone his enchanting skills.
  • Semi-Divine: Oremid Hass is an earth genasi, a humanoid with lineage from an earth elemental.

    Orentha Stonegrasp 

Lawmaster Orentha Stonegrasp

Race: Dwarf

The Lawmaster of Zadash and a friend of Dolan.


  • Knight In Sour Armor: Acknowledges that the Empire has a lot of problems and corrupt officials, but believes it is a force of good and can be improved upon.
  • Reasonable Authority Figure: She is widely recognized as a fair and just official in an Empire swarming with corruption. When attempting to recruit The Mighty Nein as contracted mercenaries, Orentha even admits that the Empire is far from perfect but she wants to help change things.

The Cobalt Soul

    Dairon 

Expositor Dairon

Race: Elf
Class: Monk (Way of the Cobalt Soul)

A high-ranking member of the Cobalt Soul order of monks, who takes a personal interest in Beauregard's training.


  • Badass Bookworm: She serves the Knowing Mistress and believes knowledge is power, but won't hesitate to employ violence and wipe the floor with you.
  • Bald of Awesome: Appropriate for a powerful monk.
  • Barefisted Monk: Naturally. Unlike Beau and her staff, Dairon doesn't rely on a weapon at all.
  • Fantastic Racism: She refers to the drow of Xhorhas as "cricks", which is generally regarded as a slur, and claims they are greedy killers who only desire to conquer other lands.
  • Former Teen Rebel: Dairon claims to have been just as rebellious and uncontrollable as Beau when she was young.
  • Ki Manipulation: It is her mastery of this that convinces Beau to accept what Dairon has to teach her.
  • The Mentor: To Beauregard, although Beau takes some convincing. Her long-term goal is to train Beau to also become an Expositor.
  • Pragmatic Hero: Dairon believes that only "assholes" can get things done, but seems to be working for the greater good.
  • Put on a Bus: She leaves Zadash to visit the frontlines of the war against Xhorhas, telling Beau she will be gone for about a month. Beau is disconcerted to learn that Dairon, against orders, decided to scout behind enemy lines and will be gone for at least another forty-five days.
  • Shrouded in Myth: Apparently, the Expositors are this even within the Cobalt Soul. Beau calls them "bogeymen."
  • Stern Teacher: Dairon uses a much firmer hand than Xenoth and won't take any of Beau's disrespect, but she seems to believe in Beau's potential.
  • The Stoic: Prides herself on being generally unreadable and in control of her emotions. Subverted when it comes to the Xhorhasians, however, whom she has such a negative opinion of, it can cause her stoic facade to crack.
  • You Remind Me of X: Repeatedly says that Beauregard's cynicism and anger issues remind her of herself when she was Beau's age, and that's why she's so certain Beau can benefit from a mentor figure.
    Beau: Why me?
    Dairon: Because a long time ago, I was a wayward girl with no direction, who was angry and fighting at the world. And someone did this for me.

    Zeenoth 

Archivist Zeenoth

Race: Elf
Class: Monk

Beau's original mentor at the Cobalt Soul who was dismissed from training her by Dairon.


  • Sitcom Arch-Nemesis: Is starting to develop into one for Beau, as the two snipe at each time they meet.

Civilians

    Pumat Sol 

Enchanter Pumat Sol

Race: Firbolg

An enchanter who runs a magical shop in Zadash. He's extremely friendly and personable, and has an inexplicable knack for setting people at ease.


  • Ambiguously Evil: While he comes across as a very pleasant person, he is a member of the Cerberus Assembly, and therefore associated with some very nasty people.
  • Canada, Eh?: For some reason, Pumat Sol has a deep, pleasing Canadian accent, accentuating his kind, relaxed nature. In fact, all he's missing is the ubiquitous, "Eh?"
  • Catchphrase: Prefaces a lot of his sentences with, "Respectfully..."
  • Deadpan Snarker: Has his moments, though the deadpan part can be a bit difficult to discern with his accent and tone of voice.
    • In Episode 13, when Nott asks for information about lead boxes, the first use Pumat suggests for them is poisoning, should food be stored in them.
    • Pumat Prime is a bit more blunt than his simulacrae (his demeanor implies that he’d rather be enchanting than helping customers) and tends to be a fair bit more deadpan than the “Salesman” Pumats.
  • Large and in Charge: As a Firbolg, he stands about seven feet tall, dwarfing every member of the party by a fair margin.
  • Me's a Crowd: The Prime Pumat Sol has three duplicates of himself that aid him in his shop whilst he works in the back of the shop. And unlike Jester's Invoke Duplicity these duplicates are physical and not just illusions.
  • Nice Guy: This guy is the veritable personification of chilled-out kindness. In his first encounter with the group, he Prestidigitates Caleb free of cost instead of insisting that he leave Pumat's shop on account of his filth and obvious destitution, then offers Nott a companionable pat on the head without any revulsion at all toward her being a goblin.
  • Unusually Uninteresting Sight: Firbolgs aren't very common in places like southern Wildemount, making his nonchalance about being one of the only ones this side of continent a little weird.

    Dolan Thrym 

Dolan Thrym

Race: Human

The leader of the Knights of Requital alongside his husband Horris, a group of common folk united by their mutual dissatisfaction with the Dwendalian Empire's corruption. He and his fellow conspirators become entwined with the Mighty Nein after one of their meetings at the Leaky Tap piqued Fjord and Beau's interest.


  • Dark and Troubled Past: He and Horris had their medical practice forcibly shut down by a slum lord who also slandered Dolan's name.
  • Happily Married: To Horris. The two are very loyal to and protective of one another.
  • Internal Reformist: How Dolan paints the group, interested in rooting out corruption and changing the Empire for the better.
  • The Leader: Is unofficially this to the Knights of Requital. He also hopes to become a leading official within the Empire in order to help change it for the better.
  • Unwitting Pawn: He has no idea that Kara is actually an agent of the Gentleman, who intends to use Dolan as an unknowing ally should he become High-Richter.

    Horris Thrym 

Horris Thrym

Race: Human

Horris's husband and fellow member of the Knights of Requital. He took the brunt of the fall of his and Dolan's medical practice, in order to better protect Dolan's public reputation.


  • The Exile: Was exiled from Zadash after shouldering blame for the fall of his and Dolan's medical practice. When the Nein meet him, he is illegally residing in the city.
  • Happily Married: To Dolan. The two are very loyal to and protective of one another, and Horris even willingly became exiled from Zadash to protect Dolan.
  • Number Two: Is this for Dolan's leadership of the Knights of Requital.
  • The Scapegoat: When Dolan's medical practice was slandered and forcibly shut down by the House of Sutan, Horris took most of the blame in order to somewhat preserve Dolan's reputation.

    Ulog 

Ulog

Race: Dwarf
Class: Rogue

A member of the Knights of Requital who is attempting to free his wife, who was unjustly imprisoned by High-Rictor Dayana Prucine for being in the same area as a pair of bandits.


  • Dark and Troubled Past: His wife was sentenced to twenty years in prison without trial for being in the wrong place at the wrong time. He also claims to have run with criminals when he was younger and burgled more than a few times. The fact that the Xhorhasian agent Thuron recognized his name indicates there is far more to this past than what Ulog claimed.
  • The Revolution Will Not Be Civilized: He turns out to be a lot more desperate and willing to get violent than he lets on. He's willing to compromise the entire operation just to find evidence to free his wife, and when cornered by the High Richter, he uses a magical item to blow them both up.
  • The Revolution Will Not Be Vilified: Invoked In-Universe by Ulog when trying to convince Beau and Fjord to join. While the Knights of Requital knows the empire does good, their aim is to remove those who are corrupt and abusive with their power to make everyone else's lives better. To convince the two to join then, he tries to make it seem that the group has good intentions and that the empire is in the wrong.
  • The Sneaky Guy: Serves as this for the group, claiming to have followed the Nein closely since their run-in and never spotted.
  • Taking You with Me: When Ulog and the Nein are caught red-handed by High-Richter Dayana Prucine infiltrating her home and about to be arrested, he grabs her and uses a Necklace of Fireballs to blow himself and Prucine up, killing them both instantly and giving the Nein a chance to escape.

The Gentleman's Troupe

    The Gentleman 

The Gentleman

Race: Water Genasi

A Myriad crime boss who runs the criminal underground of Zadash and beyond.


  • Acquired Poison Immunity: In the game of Poisoned Chalice Switcheroo with Nott, he manages to pick out the vial filled with acid and then drinks it anyway, though it doesn't leave him too worse for wear.
  • Affably Evil: The Gentleman is cheerful and approachable, offers fair terms to the Nein in their first bargain, and seems to be a Benevolent Boss to his more competent underlings... but he runs a dangerous crime syndicate, and every mention by the party of his name in Zadash leads someone to warn the group that he is absolutely not to be trifled with.
  • Beard of Evil: He has a black goatee, adding to his image as a shady crime boss.
  • Berserk Button: Being lied to. Matt's notes reveal that even the suspicion that someone is being dishonest in their dealings with him sends him into a violent rage.
  • Betrayal Insurance: Takes a bit of blood from his clients as a way to keep them from betraying him.
  • Born Lucky: Claims he's still alive because of luck, or at least something in control of the luck itself.
  • The Don: He runs the Zadash branch of the Myriad, with his reach running far beyond that city was well with connections in the Menagerie Coast and Shady Creek Run.
  • Fantasy Gun Control: Averted. Some of his men are armed with rifles, the first of which was invented In-Universe only a few decades ago. Presumably, these are designs stolen from Percy de Rolo or the late Anna Ripley and associates.
  • Has a Type: Assuming he is Jester's father, the man has a thing for Tieflings.
  • Luke, You Are My Father: He might be Jester's father. He denies it but there are an awful lot of similarities between him and the man Marion describes.
  • Moral Luck: Praises Fjord for his good hand in cards and cites a person's luck as an important factor in working with him.
  • Not So Different: To Lorenzo. Both are criminals whose operations extend as far as Shady Creek Run and whose portfolios include the enslavement of sapient beings. The major difference is that the Gentleman seems to trade exclusively in Always Chaotic Evil monsters and beasts, whereas Lorenzo and his Iron Shepherds kidnap innocent humanoids, including children and the elderly, with little rhyme or reason. They also vary in their demeanor: Lorenzo is a taunting, bloodthirsty sadist and baby-eating, ogreish monstrosity in disguise while the Gentleman is an Affably Evil Neighborhood-Friendly Gangster who treats the Mighty Nein with more respect and generosity than one might expect of a crime lord— in short, he's A Lighter Shade of Black.
  • Properly Paranoid: Collecting vials of the party's blood as Betrayal Insurance seems extreme, but Matt says that he didn't make it to the top of the criminal underworld by being careless, and hints that he's had firsthand experience with attempted backstabbings.
  • Reasonable Authority Figure: He offers to have his organization stifle the Crownsguard's investigation of the High-Richter's death, plus fair pay, in exchange for a favor (clearing a tomb of some marauding spirits). This is an errand his own men failed to complete; though he's obviously displeased with them, he hasn't terminated them for their incompetence, which stands in stark contrast to his harsh reputation (Thed, one of his mooks, was terrified of displeasing the Gentleman in Episode 10). When the group returns with Ophelia and she informs him of the loss of Molly, he offers sincere words to the group and pays them a bit extra, since they lost someone important but still completed the task anyway.
  • Semi-Divine: He is shown by his description to be a water genasi.
  • Sophisticated as Hell: He's polite and, while not overly formal, he speaks in a very businesslike and official manner. He also, while talking to the Nein about a task some of his own men failed to complete, offhandedly comments "So, those fucks have failed."
  • Villainous Widow's Peak: He is described as having a widow's peak, and while not currently a villain, he's still a dangerous and shady crime boss.

    Sorah 

Sorah

Race: Goliath

The Gentleman's lieutenant and bodyguard.


  • Bodyguard Crush: Sort of— Matt's notes reveal that she's a lover of her boss. But since he's, well, The Gentleman, she's far from the only one.
  • Delinquent Hair: Styles her hair into a mohawk with a long ponytail.
  • Foe Yay: Apparently, she likes to make people uncomfortable by flirting with them in an intimidating and overbearing fashion.
  • Number Two: She appears to be the Gentleman's right-hand-woman.

    Cree 

Cree

Race: Tabaxi
Class: Cleric (Blood Domain)

A cleric who works for the Gentleman, but also has a past with Mollymauk's previous life as a member of the Tomb Takers.


  • Blood Magic: Her apparent specialty, as she is the one who draws out the vials of the party's blood for the Gentleman.
  • Locked Out of the Loop: She has no idea that Molly remembers nothing about his past before waking up in a grave, as Molly successfully lied and dodged around her questions. The Mighty Nein later tell her they parted ways with Molly instead of informing her of his death, though in the next episode Fjord ends up coming clean to her.
  • Ms. Exposition: Provides Molly and the party a lot of information about Molly's past as Lucien.

    Kara Windilon 

Kara Windilon

Race: Half-Elf

A member of the Knights of Requital who was later revealed to be an agent of the Gentleman.


  • Everyone Has Standards: She was horrified by the suggestion that she or the Gentleman were involved in the Crick attack that occurred on the same night as the Knights of Requital's operation, stating that she or her boss would never work with those "savages".
  • The Mole: For the Gentleman in the Knights of Requital, who intends to use Kara as a go-between with Dolan to influence his decisions as the new High-Rictor.
  • Nothing Personal: She apologies for deceiving the Mighty Nein about her actual goals and seems embarrassed about it. For their part, the Nein hold no hard feelings about it.

    Kutha 

Kutha

Race: Ogre

An ogre in the employ of the Gentleman as a guard for his headquarters.


  • Butt-Monkey: The Mighty Nein love messing with Kutha when visiting the Gentleman, having inflicted the Wand of Smiles upon him a few times.
  • Dumb Muscle: The Gentleman certainly does not keep Kutha around for his smarts. The poor ogre even fails an intelligence check to understand one of Nott's jokes.

The Labenda Swamp

    Kiri 

Kiri

Race: Kenku

A young female kenku that the Mighty Nein rescued from a grisly fate upon their arrival in the swamp.


  • Bird People: Kiri is a kenku, a race of crow-like humanoids.
  • Fantastic Racism: Like most other groups of kenku, Kiri's family was forced to live around the fringes of the Dwendalian Empire.
  • From the Mouths of Babes: Given the kind of people she's around, especially Beau, she picks up a lot of swearing.
    Jester: If someone says something you don't agree with, say 'Go fuck yourself!'"
    Kiri: "Go fuck yourself!"
  • Knife Nut: Fjord give her a dagger early on, which she immediately becomes fond of brandishing.
  • Moe: Kiri is an innocent little bird-girl, who the Nein have taken pity on and are now actively helping find her family.
  • Most Annoying Sound: Nott tries to teach her to mimic the sound of an air horn, something the rest of the party immediately tell Kiri to never do again.
  • Orphan's Ordeal: Although it's implied that Kiri's siblings are dead, not necessarily her parents.
  • Parental Abandonment: Quite literally. Her parents chose to leave her behind when she became trapped in a swamp, choosing to try to save themselves and their other daughters instead. Kiri tells the Nein she doesn't blame them for making this decision.
  • Put on a Bus: Episode 25 sees the Mighty Nein leave her in the care of the newly reunited Schuster family in Hupperdook. During the emotional farewell Jester insists that they'll come back and visit at some point, leaving an opening for future reappearances.
  • Voice Changeling: Like many other D&D settings, Exandrian kenku suffer from a curse which strips them of any form of language. Instead, they communicate by perfectly mimicking sounds or voices they have heard.

    Febron Keyes 

Febron Keyes

Race: Dwarf

A former contact of The Gentleman that the Nein met in Berleben who was once in charge of the area's storehouse.


  • Dirty Old Man: He's unashamedly creepy towards any female, and begrudgingly admits to being called a "creepy pervert".
  • Kick the Son of a Bitch: He's... not the most likeable person, which makes it hard to feel bad for all the abuse he suffers. Up to and including his death.
  • Killed Off for Real: Dies to a swamp troll's poison, with his corpse carried away to be eaten. Even in a world with resurrection spells, he's not likely to be coming back from that.
  • Know-Nothing Know-It-All: Fancies himself familiar with the area, but in reality, see below. Every time he's been through the swamp before, it was with guides.
  • No Sense of Direction: Despite being the Nein's guide to the swamp storehouse.
  • We Hardly Knew Ye: Introduced in the last moments of Episode 20, and dies roughly halfway through Episode 21.

Hupperdook

    Clef Tinkertop 

Clef Tinkertop

Race: Gnome

A tinkerer working in Hupperdook. He's created many fine works and inventions, but his greatest achievement, a clockwork warden for the Gearhold Prison, went berserk and killed everyone in the vicinity.


  • Amazingly Embarrassing Parents: Risa certainly thinks so. Beau reminds her to be thankful she at least has a caring father.
  • Cloudcuckoolander: He's a bit eccentric and out there, and doesn't always make the most practical inventions or observations.
  • Gadgeteer Genius: He's built intricate music boxes, a clockwork crossbow and... a giant death robot.
  • Good Parents: Clearly cares for his daughter Risa.
  • Hikikomori: A downplayed example. While his anxiety isn't crippling, he does seem adverse to leaving his house and becomes very nervous until the Nein form a "safety bubble" around him.
  • My Greatest Failure: The failed clockwork warden still haunts him to this day, not least of which because the prison guards often come to his shop to remind him.
  • Quest Giver: Tasks the Nein with destroying his clockwork warden.

    Rissa Tinkertop 

Rissanya Tinkertop

Race: Gnome

Clef's daughter, and the Nein's guide in Hupperdook. Is bullied by the other young gnomes due to her father's eccentricities and clockwork warden incident.


  • Cloudcuckoolander's Minder: Acts much more level-headed and grounded than her father.
  • Daddy's Girl: At first, it appears a bit one-sided; Clef clearly and openly adores his daughter, but Rissa seems tired of his eccentricities and having to deal with his bad reputation.
  • Native Guide: Acts as this to the Nein in Hupperdook, leading them to various designations and explaining about the city's inner workings and regions.
  • Red Herring: The group is put off by how friendly she is when they arrive in Hupperdook, and are immediately suspicious of her when she offers to help guide them around, even rolling a few checks to see if they can gauge if she is lying. Despite it seeming she might steal from them, she turns out to be genuinely interested in the group, and the only payment she wants is a drink from them. When the groups gold gets taken, they even accuse her, before realizing she really wasn't lying.

Felderwin

    Yeza Brenatto 

Yeza Brenatto

Race: Halfling

A halfling alchemist, Luc's father, a friend of Nott's, and was her husband back when she was Veth.


  • Adorkable/Lovable Nerd: Shy and awkward around strangers, but he warms up around Nott and loves to discuss chemistry with anybody who's interested.
  • Disappeared Dad: Currently separated from Luc as a result of being kidnapped and taken to Xhorhas.
  • Distressed Dude: He was kidnapped by the Xhorhasian military in a raid on the town some time before the Mighty Nein arrived at Felderwin.
  • Happily Married: To Veth aka Nott before she was killed by goblins. And still happily married when they reunite, he still loves her even if she's a goblin now, because it's still her on the inside.
  • Kidnapped Scientist: Twice. While at home, he was coerced into helping the Cerberus Assembly study a Beacon stolen from the Kryn Dynasty, wherein Vess DeRogna made threats of violence against his son Luc. Later, he was kidnapped by the Xhorhasian military and imprisoned in Rosohna until he told the Kryn what the Cerberus Assembly had been doing with the Beacon.
  • Non-Action Guy: According to Nott he isn't much of a fighter, which is why she fought goblins to give him a chance to escape with her son.

    Luc Brenatto 

Luc Brenatto

Race: Halfling

Veth and Yeza's son.


  • Creepy Child: Not his fault; it's pretty clearly a result of his distress at both his parents being missing and presumed dead. Still, a little unnerving for such a young child to be so unemotive and Conditioned to Accept Horror.
  • Thousand-Yard Stare: Poor kid has seen some terrible things, and they've clearly taken a toll on him. Even the sudden appearance of his presumed-dead mother doesn't spark any sort of emotional response; he's remained listless and shell-shocked through his entire screentime thus far.

    Edith 

Old Edith

Race: Human

One of Yeza's neighbors. She took in his son Luc after Felderwin was attacked by the Kryn Dynasty.


  • Parental Substitute: With Yeza gone and Veth/Nott still being a goblin, Edith has taken responsibility for Luc's welfare.

    Jeff 

Jeff

Race: Human

A surly member of the Crownsguard whom Beau charms into helping with the Mighty Nein's investigation in Felderwin.


  • Aerith and Bob: The name "Jeff", pretty obviously made up on the fly by Matt, is so out-of-place in a fantasy setting that the players can't stop Corpsing over it.
  • Butt-Monkey: He was badly burned in the attack by the Kryn, and Beau slaps him right on a raw wound in an attempt to be buddy-buddy. Needless to say, it does not endear him to her.
  • Deadpan Snarker: A real smartass, especially when Beau exasperates him just a little too much.
  • Dirty Cop: Downplayed, but he does take some monetary convincing when Beau asks him and two of his fellow Crownsguard to escort Edith and Luke to Alfield.
  • Jerkass Has a Point: When Beau suggests that he and some of his men escort Edith and Luke out of harm's way, he rudely (but quite rightly) points out that she's asking them to go AWOL, which carries serious penalties.
  • Theme Naming: After much mockery over Jeff's name, Matt decrees that his buddies are called Jordan and Jay.
  • The Real Heroes: Just an everyday Crownsguard who managed to save Luke from Yezza's apothecary after it was set on fire by the Kryn attack.

Greying Wildlands

Shady Creek Run

    Ophelia Mardun 

Ophelia Mardun

Race: Tiefling

A contact and associate of the Gentlemen, whom the Mighty Nein are sent to assist with her own matters, then escort her back to the Gentlemen.


  • Ambiguously Brown: Her ashen skin implies a connection with Xhorhas and the drow, but nothing has been proven.
  • Cute Little Fangs: She has noticeably sharpened her upper canines to give this effect.
  • Ice Queen: Is quite cold in dealing with the Nein, and even with the Gentleman.
  • Jerk with a Heart of Gold: Is a bit aloof, distant, and patronizing towards the Mighty Nein. However, she offers her sincere condolences for Molly's death, and ensures the Gentleman thoroughly compensates the Nein for their trouble and loss.
  • Pet the Dog: Pays her own respect to Molly at his grave, and speaks up for the Nein with the Gentleman, complimenting their abilities and addressing their loss.
    Ophelia: (to the Gentleman) They are a very capable team, indeed. [...] Now, I would like to see their debt paid as well, for they have paid their service in blood.
  • Quest Giver: Her task for the Mighty Nein is to exterminate the Iron Shepherds, as they have associations with her business rivals who disrupt her trade with The Gentleman.
  • Reasonable Authority Figure: She looks out for herself, but she gives people a fair chance.

Menagerie Coast

Nicodranas

    Marion Lavorre 

Marion Lavorre

Race: Tiefling

Jester's mother and a very prominent courtesan working in Nicodranas, better known as "The Ruby of the Sea."


  • Good Parents: Sincerely loves Jester with all of her heart, and calls her "the best thing that has ever happened to her." When the two reunite, Marion purposely does not take any clients for the evening, just so she can spend it with Jester and meet her new friends.
  • High-Class Call Girl: She is paid extremely well for her services, is very well-connected to people of power, and her clientele typically includes high-ranking nobles, officers, and diplomats.
  • Hooker with a Heart of Gold: A high-class courtesan and an incredibly kind person, in addition to being a loving mother.
  • I Need a Freaking Drink: Pours herself a very full glass of wine after she discovers Jester and the Mighty Nein have met the Gentleman, who based on physical description may be Jester's father.
  • Mama Bear: When the Mighty Nein depart Nicodranas for the second time she informs them that if they let anything bad happen to Jester she will call upon an army of present and former clients to make them pay for it.
  • Nice Girl: A very loving mother to Jester, and extremely kind and polite to the Mighty Nein as well, displaying gratitude to them for protecting her daughter. This extends to her profession as well; she is famed not just for her beautiful appearance and skills, but for her comforting aura and warm, open heart.
  • The One That Got Away: She apparently had very sincere feelings towards Jester's father, and still harbors them, as well as regret and sorrow from him leaving her.
  • Parents as People: As much as Marion loves her daughter, her work made her unable to properly raise Jester or even reveal publicly that she had a daughter. As a result, Jester had a very sheltered upbringing, restricted mostly to the inn in which Marion works. Her line of work also indirectly led to Jester's exile from Nicodranas.
  • Shoo the Dog: She was forced to send Jester away from Nicodranas for her own safety after Jester played a prank on one of Marion's customers, who happened to be a well-connected nobleman that made death threats against Jester as a result.
  • The Shut-In: A very unusual case. Matt revealed in an episode of Talks Machina that she has a form of agoraphobia (fear of open spaces), and uses her position as a courtesan of repute to stay inside what is both her home and place of work, where she feels safe. Between this and the need to keep Jester out of the public eye, it made Jester's upbringing more sheltered than it otherwise would have been.

    Captain Adella 

Captain Adella

Race: Human

A sea captain whom the Nein encounter in the Wayfairer's Cove tavern whilst gathering information.

(Click here for tropes pertaining to her appearance in the Vox Machina Campaign.)


  • The Cameo: Twenty years after her experiences with Vox Machina, she met the Mighty Nein during their brief visit to Nicodranas. This makes her the first character to physically appear in both campaigns.

    Marius LePual 

Marius LePual

Race: Half-Elf

A contact given to the Mighty Nein when they left for Nicodranas.


  • Butt-Monkey: Quickly becomes this for the group, who take turns basically abusing him for comical relief.
  • Dirty Coward: Purposely keeps himself out in the dark about the people who he assists so that he doesn't get blamed for anything that happens. Furthermore, when the group first runs into him and tries to help him, he tries to run away. The man lacks a spine to say the least.

    Orly Skiffback 

Orly Skiffback

Race: Tortle
Class: Bard

A distinctive tortle the group encountered in the Wayfairer's Cove tavern in Nicodranas. He was created by Critters in Matt's Fireside Chat.


    Yussah Errenis 

Yussah Errenis

Race: Elf
Class: Wizard

A powerful wizard who controls the Open Quay district of Nicodranas from his tower of Tidepeak. He has a contentious relationship with the Clovis Concord.


  • Above Good and Evil: Implies that magic users who have long lives like himself tend to view questions of morality as irrelevant. Yussah states that he prefers to maintain a balance in such matters.
  • The Archmage: He is a very powerful mage who manages to defy the ruling powers of the Menagerie Coast. It's implied he could easily wipe out all of the Mighty Nein without breaking a sweat.
  • Expy: A mighty, mysterious, independently-minded mage who prefers to maintain a Balance Between Good and Evil? He's Mordenkainen in Exandria.
  • The Stoic: Keeps an air of disinterest or aloofness around him at all times. The only time it cracks is when he examines the dodecahedron and realizes its magic is nothing he has ever seen before.

Swavain Islands

    Vandren 

Vandren

Race: Human
Class: Warlock (Hexblade, Pact of the Blade)

Fjord's old captain and mentor, a merchant sailor with a mysterious past. Went missing after his ship was sabotaged.


  • The Atoner: In Episode 47, Caduceus performs a Divination to find out about him; one of the things he found out is he's "making amends".
  • A Father to His Men: He was willing to give second chances, and Fjord looked up to him as the father he never had.
  • Broken Pedestal: After Fjord discovered Vandren's position as one of Uk'otoa's chosen and his involvement with the Revelry, he began to question how much he really knew about his mentor.
  • The Ghost: He disappeared as part of Fjord's backstory, and has yet to appear in the show. Caduceus has managed to confirm through Divination that he's not dead.

    Jamedi Cosko 

Jamedi Cosko

Race: Human

An experienced dungeoneer and explorer who is temporarily employed by Avantika as a scout and guide.


  • Deadpan Snarker: Has a very dry sense of humor, as seen in his interactions with the Nein.
  • Consummate Professional: Is very efficient and serious in his line of work.
  • The Mole: Revealed to be one for the Plank King in Episode 43, spying on Avantika while under her employ.
  • Non-Action Guy: Always attempts to avoid combat through stealth or escape.
  • Our Zombies Are Different: Caduceus using his Eyes of the Grave ability reveals that Jamedi has some sort of undead vibe, but his exact nature remains unknown, as the Mighty Nein never outright spoke to him about it.

Darktow Isle

    Sorris Cade 

Sorris Cade

Race: Gnome

A gnome pirate and sharpshooter who the Nein meet in the Bloated Cup tavern on Darktow Isle. Is apparently an old acquaintance of Avantika.


  • Friendly Sniper: Is a sharpshooter who is quite energetic and friendly towards Avantika and the Nein.
  • Let's You and Him Fight: Gets into a fistfight with Jester as part of his personal introduction.
  • Mr. Exposition: Introduces the tale of Dashilla to the Nein by singing the sea shanty about her.

    The Plank King 

Plank King Wyatt Marinos

Race: Goliath

A goliath pirate and leader of the Revelry, an association of pirates that operates from Darktow Isle.


  • The Brute: He's Book Dumb, reputedly a fearsome fighter, and huge— he stands nearly three feet taller than Beau.
  • Decapitation Presentation / Dead Guy on Display: His throne room/living quarters, the Roost, is decorated with the heads of his enemies, on pikes. It's an effective warning to would-be troublemakers.
  • Genuine Human Hide: Goliaths are normally bald, but Marinos has a magnificent head of hair. Closer inspection reveals that it's the scalp of the former Plank King, which he wears as a wig.
  • Honor Among Thieves: Enforces a sort of Pirate's Code on Darktow. The punishment for most crimes is death.
  • King of Thieves: Pirate King, at any rate. He keeps order and personally administers justice on Darktow, and takes a cut of the treasure from all who are subject to his rule.
  • Klingon Promotion: How he won the title of Plank King. He's wary about it happening to him, which is why he brooks no dissent from pirates within his domain.
  • Neck Lift / Neck Snap: How he disposes of Avantika— one-handed, no less.
  • Oop North: Matt voices him with a deep, raspy Northern English accent.
  • Properly Paranoid: Trusts no one, and asks the party to look into Avantika's affairs, as he's suspicious of her loyalties. As it happens, Avantika planned to sink all of Darktow beneath the waves had she gained all of Uko'toa's power.
  • Reasonable Authority Figure: As reasonable as a murderous pirate can be, of course. The Mighty Nein break several of Darktow's laws when uncovering Avantika's conspiracy; in recognition of the favor they did him, he opts to banish them from his island rather than kill them.
  • Rewarded as a Traitor Deserves: Heavily Played With. Ultimately, despite partly failing his Secret Test of Character (see below), he spares the Mighty Nein and simply exiles them from Darktow, since Avantika's plans truly threatened him and the entirety of Darktow. He allows the Nein to leave on the Squall-Eater (albeit without paying Beau the promised amount of gold).
  • Secret Test of Character: He asks Beau to dig up any dirt she may find on Avantika possibly conspiring against him, and report it to him, offering her a large sum of gold for doing so. When Beau actually does report Avantika's eventual coup to him, he reveals it was partly to see how eager Beau would be to betray Avantika for money, and by extension break the Revelry's laws (which is punishable by death). However, he offers to make a slight exception, given the truthfulness and gravity of Avantika's conspiracy.

Xhorhas

Ghor Dranas/Rosohna

    Leylas Kryn 

Bright Queen Leylas Kryn

Race: Drow

Head of the Kryn Dynasty and ruler of Xhorhas.


  • Big Bad: From the perspective of the Dwendalian Empire and its residents, Leylas Kryn is an immortal and evil ruler who is seeking to spread darkness across the whole of Wildemount and perhaps beyond.
  • Big Good: From the perspective of the Kryn Dynasty, she is a powerful leader who seeks to defend her people from the murderous atrocities of the Dwendalian Empire, and bring retribution upon them for their crimes.
  • Crown of Horns: She wears a headdress of three white crystal ibex-like horns that curve back past her shoulders.
  • God Save Us from the Queen!: Averted as of Episode 56, although it's unclear whether the trope will ultimately be played straight.
  • The High Queen: Ruler of the entire Kryn Dynasty of Xhorhas.
  • Immortal Ruler: Due to possessing Born-Again Immortality by dying and reincarnating within the range of a Beacon, she has ruled for more than 600 years and lived over 1200 years.
  • Pay Evil unto Evil: Advocates this as reason to continue the war against the Dwendalian Empire.
    "What happens now is retribution. What happens now has been earned by their actions, and by taking something that we require. We will not stop until we’ve left an equal or more share of blood across the Marrow Valley and beyond."
  • Pimped-Out Dress: Matt's description of her emphasizes the stunning beauty of her outfit.
  • Reasonable Authority Figure: While she does not blindly trust the Mighty Nein, and at times reprimands them for stepping out of line or asking for too much, she also has faith in their abilities and rewards them for actions and information that benefit the Dynasty.
  • Royals Who Actually Do Something: According to records in the Dwendalian Empire, the Empress is a formidable and dangerous presence on the battlefield.

    Essek Thelyss 

Shadowhand Essek Thelyss

Race: Drow
Class: Wizard

An accomplished mage in the Kryn Dynasty who specializes in Dunamancy. When the Mighty Nine become allies of the Dynasty, Essek is assigned as their handler.


  • Power Floats: The party notices that he seems to glide smoothly along while walking with them, and Jester manages to eventually confirm that Essek hovers just off the ground instead of physically walking.
  • Reasonable Authority Figure: He seems far more tolerant of the party, particularly its human members, than other members of the Dynasty, even agreeing to teach Caleb a few basic Dunamancy spells after they gain more of his trust. He later vouches for them with the Bright Queen when she asks him if they should trust the information the party brought to her court regarding an upcoming attack by the Empire and a planned meeting by a Imperial agent in the capital.
  • Teen Genius: Downplayed Trope. He's in the second century of his first life, which may or may not make him an adult in drow society, but he is clearly VERY young for his high position.
  • Time Master: Adept in Dunamancy, he's unphased by the effects of temporal warping within the Rosohna prison.

    Tuss Waccoh 

Professor Tuss Waccoh

Race: Orc

One of the top Xhorhasian research engineers who designs war machines for the Kryn Dynasty.


    Wursh 

Wursh the Tapper

Race: Half-Orc

A well-muscled blacksmith living in Rosohna. He originally came from Boroftkrah, a settlement in the Greying Wildlands.


  • Bruiser with a Soft Center: Despite being a 7-foot-tall blacksmith with heavy musculature and arm tattoos, he sympathizes with Fjord's rough childhood as a half-orc, and advises him to stop focusing on proving himself to others.
  • Even the Guys Want Him: Everyone noticed his muscles, even Caduceus.
  • Tattoo as Character Type: At first his full-length arm tattoos point to his tough and intimidating nature, but they're also noted to have some unknown ceremonial meaning in his hometown of Boroftkrah.

Asarius

    Gluzo 

Gluzo

Race: Bugbear

A bugbear hunter who is the sole survivor of a hunting party after an attack by a roc.


    Zorth 

Zorth

Race: Goblin

An armless goblin moorbounder handler in Asarius whom the Nein seek to acquire beasts of transportation from.


  • An Arm and a Leg: He is missing both arms, having lost them to moorbounders he was training.
  • Handy Feet: Due to his lack of arms, he utilizes his feet to replace hands. He is quite talented at it, being able to open and close doors, catch things, and even stand on one leg while scratching his face with his foot.

    Zethris Olios 

Lady Zethris Olios

Race: Drow

The ruler of Asarius.


    Ulumon 

Sunbreaker Ulumon

Race: Minotaur

A Kryn soldier.


    Madame Musk 

Madame Musk

Race: Kobold

A mysterious alchemist the party encounters while working for Lady Zethra. Actually five kobolds in a trenchcoat.


  • Creepy Monotone: Combined with a raspy voice. It makes Fjord leave the hut almost immediately.
  • Marionette Motion: As she's selling her wares, her body juts out in strange ways.
  • Totem Pole Trench: Actually five kobolds stacked on top of each other. They get upset when Jester congratulates how good they're doing.

The Braan

    Soorna 

Landspeaker Soorna

Race: Stone Giant
Class: Druid

The leader of a small group of stone giants that fled their fortress following an attack from demonic creatures and subsequently took refuge in the Icozrin Steelworks.


  • Badass Boast: Soorna is not impressed with the way the Mighty Nein overcome her and her compatriots, and is not afraid to let Caduceus know it when he implies that his group could have killed hers:
    Soorna: Your tricks keep us docile, but strength against strength, you would still be smashed.
  • Baleful Polymorph: Subjected to this during her initial fight with the Mighty Nein, being turned into a killer whale by Jester. Since there's no body of water nearby, Soorna can do little but flop frustratedly in place until she's returned to her original form.
  • Boulder Bludgeon: Proves very lethal with these, finishing off both Chasme with some well-aimed boulders.note 
  • Dreaming of Things to Come: Soorna frequently glimpses the future in her dreams, but she often needs a lot of time to interpret them properly, and even then, she might not realize she has foreseen an event until it has already come to pass.
  • Healing Hands: Knows the Cure Wounds spell.
  • It's All My Fault: Feels that she should have anticipated the tragedy that befell her clan, and her guilt is only exacerbated by her status as the Landspeaker, who is supposed to guide and protect her fellow giantkin.
  • Our Giants Are Bigger: As an 18 foot tall stone giant, she towers over the Mighty Nein.

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