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Tal'Dorei (Campaign 1): Vox Machina (Grog | Keyleth | Percival | Scanlan)
Guest Party Members | Allies and Other Characters (Empire/Republic of Tal'Dorei) | Villains
Wildemount (Campaign 2): The Mighty Nein (Caleb | Fjord)
Guest Party Members | Allies and Other Characters (Dwendalian Empire | Xhorhas) | Villains
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One-Shots (Exclusive): One-Shot Characters (Exclusive) | The Darrington Brigade
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A selection of allies and characters that The Mighty Nein have happened across during their travels.

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Dwendalian Empire

See the separate page for NPCs in the Dwendalian Empire.

Greying Wildlands

Shadycreek Run

    Ophelia Mardoon 

Ophelia Mardoon

https://static.tvtropes.org/pmwiki/pub/images/ophelia_mardoon.jpg
Race: Tiefling

A ambitious member of the Mardoon family who controls the Estate Sybaritic north of Shadycreek Run. She is a contact and associate of the Gentlemen, who sends the Mighty Nein 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.
  • Ambition Is Evil: Her goal is to expand the power and reach of the Mardoon family, leading to the establishment of several contacts outside of Shadycreek Run. Ophelia's desire to destroy the Iron Shepherds came from wanting to deny the Jagentoths one of their best groups of henchmen and slavers, so that the Mardoon family could expand their slaving operations.
  • Cute Little Fangs: She has noticeably sharpened her upper canines to give this effect.
  • The Hedonist: Identified as one in the Explorer's Guide to Wildemount.
  • 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 despite having never met him, 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. As it so happens, they were attempting to do so in the first place by the time she officially gave the mission.
  • Reasonable Authority Figure: She looks out for herself, but she gives people a fair chance.

    Henry Crabgrass 

Henry Crabgrass

https://static.tvtropes.org/pmwiki/pub/images/henry_crabgrass.jpg
Race: Crabgrass

A cluster of crabgrass roots who temporarily achieved sapience via Jester's Speak With Plant.


  • Babies Ever After: In a sense. In the Campaign 2 Wrap-Up, it turns out Matt researched crabgrass and it only lives for a few weeks. But if the Nein ever returned to that road, they'd find many Henry Jrs, Henry Jr Jrs, and so on, who had heard stories of them.
  • Catchphrase: "Consent, please!"
  • Genius Serum: Apparently Speak With Plants had this effect on them. They were able to remember that Molly/Lucien was resurrected about fifty days before, and they asked Jester to give them a name when they realize they didn't have one. But they still don't know what language is and how it works.
  • Hive Mind: Matt describes them as "a cluster of crabgrass roots that encompass a hive crabgrass mind".
  • Nice Guy: They are really nice and they are not bothered if people step on them, even if it's not a pleasant experience. They are also okay with being pet, as long as the person who is doing it asked for permission first.
  • One-Scene Wonder: They appeared only at the beginning of one episode and were instantly loved by the fandom and the cast. Ashley wore their cosplay during the Halloween episode, and so did Sam's flask. They became so popular that they even featured on the NSFW warning on Narrative Telephone.
  • Small Role, Big Impact: The purpose of their existence. Jester used Speak With Plants on them to question them about how and when Mollymauk Tealeaf was brought back to life.

Cinderrest Sanctum

    Jeramess Dust 

Jeremess Dust

https://static.tvtropes.org/pmwiki/pub/images/jeramess_dust.jpg
Race: Dwarf

The matriarch of the Dust clan and Keeper of the Underforge in the Cinderrest Sanctum, beneath the volcano of Kravaraad.


  • Ancient Keeper: She is in charge of the protection of the Cinderrest Sanctum and the Underforge, a task her family has carried out faithfully for centuries. Jeremess aids Caduceus and the Mighty Nein in their quest to use the Underforge to restore Star Razor and get Caduceus a vision from the Wildmother for the next step on his quest to protect the Blooming Grove from corruption.
  • *Crack!* "Oh, My Back!": Her age has caught up with her, and most of the time when Matt describes her movement he mentions her moving with difficultly and cracking noises.

    Tyla Dust 

Tyla Dust

Race: Dwarf

Lorekeeper of the Dust clan.


  • Bookworm: Unsurprisingly, as she is a lorekeeper. Tyra eagerly borrows Tusk Love when its offered to her and asks if the Mighty Nein could pick up more books on their trip to Uthodurn.
  • Covert Pervert: She ends up being quite into the copy of Tusk Love that Jester loans her.

    Khemdal Dust 

Kemdal Dust

Race: Dwarf

Blacksmith of the Dust clan.


  • The Blacksmith: Is introduced working on items with a forge and anvil when the Nein meet the Dusts. He also helps Umagorne reforge Dwueth'var for Fjord.

Uthodurn

    Umagorn Smeltborne 

Umagorn Smeltborne

https://static.tvtropes.org/pmwiki/pub/images/umagorn_and_deilin.jpg
Race: Dwarf

A blacksmith and the son and apprentice of the legendary Dulgrim Smeltborne.


  • Family Business: He has inherited his father's forge.
  • Inadequate Inheritor: His dearest wish is to defy this. His father was legendary in his field, so he's afraid of being seen as this. A part of why he agrees to help the Nein is so that they will tell people that he is a worthy successor.
  • Odd Friendship: With Reani, whose extremely cheerful disposition contrasts with his more surly one.
  • Secret-Keeper: Supposedly one for Reani, whose secret identity as the Lightbringer is hardly a secret, although he does humor her.
  • Ultimate Blacksmith: He more than proves that he is a worthy successor to his father's legacy when he reforges Dwueth'var on the Underforge.

    Deilin 

Deilin

https://static.tvtropes.org/pmwiki/pub/images/umagorn_and_deilin_0.jpg
Race: Elf

The mute assistant of Umagorn.


  • Cute Mute: Is described as young and waifish by Matt, while also revealed to be mute.
  • Pint-Sized Powerhouse: Is young and small, but has muscles comparable to Beau's.

    Ava Endlewood 

Ava Endlewood

Race: Elf

The proprietor of the Plexus Post, a trading shop in the Deliberation Disc. Ava rents out a small home to Reani in exchange for rare items she comes across in her missions.


  • Ambiguously Evil: While Reani says she is just unpleasant, not evil, Ava does have a pair of imps watching over her store, which are not exactly moral creatures.
  • Hypocrite: Describes the Tumblecarves as not being very nice or gracious, which applies to her as well.
  • Jerkass: Not a very nice person to be around, and she has very little patience for Reani's attempts to be nice and offer flower crowns.
  • Quest Giver: Requests that the Mighty Nein steal back a ring that was meant for her that was stolen by the Tumblecarves, a noble family with connections to the tribes of Shadycreek Run.

Blooming Grove

    The Clay Family 
Caduceus's family, who have been absent from the Blooming Grove for almost a full decade by the time the Mighty Nein first meet him. The members are his aunt Corrin, his parents Constance and Cornelius, and his siblings Colton, Calliope, and Clarabelle.
  • Alliterative Family: Every member of the family has a name that begins with the letter C.
  • Badass Family: All members of the Clay family are priests, warriors, or clerics of some kind who travelled across several extremely dangerous regions of the continent in their quest.
  • Dwindling Party: According to Caduceus, the various family members left in small groups. In the end, he was left alone in the Blooming Grove when none of them returned.
  • Little Bit Beastly: All of the Clays are firbolgs with the cow traits that implies, and they share Caduceus's gray-pink-green color schemes to various degrees.
  • Taken for Granite: Except for Caduceus, every member of the Clay family is found turned to stone by a gorgon in the Menagerie alongside the entire Stone clan.
  • Perky Goth: A whole family of them, given that they're caretakers of a cemetary and a temple dedicated to the Wildmother. One of their discussions involves making sure everyone has responsible burial plans.

    Corrin Clay 

Corrin Clay

Race: Firbolg

Caduceus' aunt, noticeably the oldest of the family.


  • *Crack!* "Oh, My Back!": In a twist, the kink in her back doesn't come from aging-related trouble; it's actually because the gorgon smashed her to pieces while she was petrified and how she had to be reassembled with Stone Shape before being restored to flesh.
  • Sibling Team: Worked with her sister Constance when the Clay's began departing the Blooming Grove to search for answers regarding the spreading corruption of the Savalirwood.

    Cornelius Clay 

Cornelius Clay

Race: Firbolg

Caduceus' father.


  • Good Parents: Clearly loves his whole family and treats them well.
  • Mellow Fellow: Like Caduceus, he's fairly laid-back. He's also about as good at judging the passage of time as Caduceus is.
  • So Proud of You: After being restored and learning of all Caduceus has done, he is extremely proud of the man his son has become. He encourages him to continue adventuring with the Mighty Nein, reassuring Caduceus that he has accomplished what he set out to do, gave his family their lives back, and can still accomplish so much more with his friends.

    Constance Clay 

Constance Clay

Race: Firbolg

Caduceus' mother and sister of Corrin.


  • Braids of Action: She is a warrior like the rest of the family and has her hair styled into a mohawk that descends into a long braid down her back.
  • Good Parents: Clearly loves her whole family and treats them well.
  • Heroic BSoD: Falls into one briefly upon seeing the shattered remains of her sister Corrin. She mostly snaps out of it when Jester begins trying to gather all the pieces and mend them back together, but is noticeably still the most shaken member of the Clay family.
  • Sibling Team: Worked with her sister on their journey to discover a answer to combating the corruption of the Savalirwood.

    Calliope Clay 

Calliope Clay

Race: Firbolg

Caduceus' older sister.


  • Carry a Big Stick: She wields a mace as her weapon of choice.
  • Cool Big Sis: Calliope noticeably has a closer relationship with Caduceus than Colton does. When she reveals that she got as far with the Wildmother's quest to heal the Savalierwood as Caduceus has (at least before being turned into a statue), Caduceus says he expected her, of all of them, to be the one to do it. They're also perfectly comfortable teasing each other:
    Caduceus: [after startling Calliope into jumping into a pool] I think I've gotten weirder.
    Calliope: That's not even possible.
  • Religious Bruiser: Like the rest of her family she is a devout follower of the Wildmother, but her armor, mace, and attitude show that she is far more martial than the other Clays.

    Colton Clay 

Colton Clay

Race: Firbolg

Caduceus' older brother.


  • Break the Haughty: He was convinced he would be the one who succeeded in the quest to find an answer to weakening divine protection of the Blooming Grove and be a hero. Being petrified before making any progress in that quest and then being rescued by Caduceus, who also freed the rest of their family and completed their mission, hurt his pride. Matt notes that he is wearing his disappointment like "a shamed dog".
  • Sibling Rivalry: With Caduceus and apparently Calliope to some degree. He's disappointed by the realization that Caduceus is the one who's arrived to save the day with his friends, for one. And he's the only person explicitly pointed out as a good prank victim for the Chaos Crew, by Caduceus of all people. Later, Caduceus even suggests that Calliope repeat his bone flute prank on Colton.
    Caduceus: [to Nott, Jester, and Beau] Don't do that. But if you do, do it to Colton.
  • Sibling Team: He teamed up with his youngest sister Clarabelle when they left they Blooming Grove.

    Clarabelle Clay 

Clarabelle Clay

Race: Firbolg

Caduceus' younger sister.


  • Big Brother Worship: Adores Caduceus, and is clearly the one that helped get all those beetles for his infamous staff.
  • Friend to Bugs: She collects insects, and gives Caduceus a parting gift of a jar full of them that she has collected in just a few hours after being freed from petrification.
  • Sibling Team: She traveled with her eldest sibling Colton after leaving the Blooming Grove and searching for solutions to the curse.

Menagerie Coast

Nicodranas

Lavish Château

    Marion Lavorre 

Marion Lavorre

https://static.tvtropes.org/pmwiki/pub/images/marion_lavorre.jpg
Race: Tiefling

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


  • Color Character: Her title as "The Ruby of the Sea", which comes from her ruby red skin and dark red hair.
  • 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.
  • Head-Turning Beauty: As per her reputation as a legendary courtesan, Marion is a strikingly beautiful woman, and is sought after by many high-ranking people in society.
  • High-Class Call Girl: She's 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. Many episodes later, when they inform her that The Traveller is indeed real, but is not actually a god, she immediately drops her usual friendliness to grill Fjord and the others, first demanding to know if Jester is safe and clearly panicks at realising that since Jester's childhood, a stranger has been entering her bedroom to play with her and Marion had been completely unware.
  • Maybe Ever After: While staying with the Gentleman, they are confirmed to have shared a bed. But as Marion explains to Jester, they are both different people and Babanon's new life has a ton of different risks and have alot to discuss before commiting to anything.
  • 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 while she states that she's moved on, she admits that he did end up taking a bit of her heart when she left.
  • Parents as People: As much as Marion loves her daughter, her work and fear of the outside made it so that Jester had a very sheltered upbringing, leaving her friendless but for the Traveler, and causing her to be unprepared for the outside world when she was forced to leave after pranking one of Marion's clients.
  • Sex Goddess: Known up and down the entire coastline as "the best lay ever".
  • 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. Notably when forced outside in an unfamiliar city in episode 129, she nearly has a panic attack at the thought of walking a short distance to a safe destination, and ends up walking with her eyes closed and Fjord guiding her to stay calm. After the walk, she's able to take a small look at the streets before quickly heading inside.

    Bluud 

Bluud

Race: Minotaur

The bodyguard of Marion Lavorre.


Crew of the Ball-Eater

    Orly Skiffback 

Orly Skiffback

https://static.tvtropes.org/pmwiki/pub/images/orly_skiffback.jpg
Race: Tortle
Class: Bard

A distinctive tortle the group encountered in the Wayfairer's Cove tavern in Nicodranas. Upon the Mighty Nein accidently stealing a ship, he is hired to be their navigator and later appointed acting captain of the Ball-Eater when the group is not using it. He was created by Critters in Matt's Fireside Chat.


  • Ascended Extra: Originally a community-created NPC who was meant to just appear briefly, he's hired by the Nein to be their ship's navigator, leading to increased screen time (to Matt's chagrin).
  • The Captain: The Nein appoint him as acting captain of the Balleater when they're not otherwise using it.
  • Character Death: Killed in episode 98 when Uk'otoa's sea spawn attack the ship. Revived by Jester soon after.
  • Everything Sounds Sexier in French: Has a Cajun accent and is fond of ending sentences with "chérie."
  • Eyepatch of Power: Wears an eyepatch, although Matt has trouble remembering which side it is supposed to be on when portraying him.
  • Father Neptune: He's a turtle, but he's also a salty sea dog who's spent years sailing the seven seas of Exandria. When the Nein meet him, he's in a dockside tavern full of his fellow sailors and looking to get back on the water.
  • Good Smoking, Evil Smoking: He's a loyal friend to the Nein and enjoys smoking a pipe.
  • The Navigator: The Mighty Nein hire him to be the navigator of the Balleater when they set out to sea. He proves to be worth every copper piece they pay him.
  • Number Two: He's this to Fjord when the Nein are at sea, and serves as acting captain when they're handling other things.
  • Power Tattoo: He can create these, each one requiring 2200-5000 gold worth of gem-dust and giving +1 to a stat, or resistance to an element. But a creature can only ever be given one tattoo in its lifetime.
  • Rank Up: He's very good at his job, such that the Nein appoint him acting captain of the Balleater when they're not using it.
  • Speech Impediment: He has a stutter, which Matt bases on his own that he had as a kid.
  • Steampunk: His bagpipes implanted into his shell give this impression.

    Marius LePual 

Marius LePual

https://static.tvtropes.org/pmwiki/pub/images/marius_lepaul.jpg
Race: Half-Elf

A go-between who delivers items and messages for a living, Marius comes to the Mighty Nein's attention when they find a note amongst the possessions of the Iron Shepherds to give him the Cloven Crystal for delivery to Avantika. After a series of misunderstandings, he ends up becoming a crewmember aboard the Ball-Eater.


    Gallan Westman 

Gallan Westman

https://static.tvtropes.org/pmwiki/pub/images/gallan_westman.jpg
Race: Human

The carpenter of the Mistake and then the Ball-Eater.


  • Authority in Name Only: While he nominally is called the First Mate of the Mistake, none of the Mighty Nein really pay any attention to his orders. He doesn't really seem to mind, though, and eventually the position of First Mate is given to Beau.
  • Imperial Stormtrooper Marksmanship Academy: He tries to help fire the cannons when the Ball-Eater is confronted by a dragon turtle, but Marisha rolls really badly for him. Beau is none too pleased by this.
  • Loyal to the Position: Once his captain is dead and the Mighty Nein take over the Mistake, Gallan continues his job as carpenter with little fuss, seemingly not caring about the sudden change in leadership aside from some initial distress.
  • Never Learned to Read: The major reason why he couldn't help them put a new name on the side of the Mistake is that he never learned to write or read.
  • Pet the Dog: Despite having fought them originally, when discovered alive by the Nein after the conflict, he is made the First Mate of the Mistake.
  • Sole Survivor: When the Nein clashes with the Mistake's original crew, he is the only crewmember who survives.
  • 'Tis Only a Bullet in the Brain: Jester accidentally lodges her axe in the back of his head when trying to talk him down and he runs by her. Thanks to some quick thinking by Jester, and Caduceus's help, he survives.
  • True Craftsman: He's very good at his job. When the Mistake founders on some reefs on the way to Urukayxl Island, Gallan's patch job (and a high die roll on Matt Mercer's part) keeps the ship from sinking. While the Nein head out to the island, he stays aboard the ship to continue the repairs. His efforts keep the Mistake intact for the journey to Darktow Isle.
  • Unfazed Everyman: Regardless of having his original crew and captain replaced by the Mighty Nein, he still continues to diligently perform his duties and ship carpenter.

Nobility

    Marquis Zhafe Uludan 

Marquis Zhafe Uludan

Race: Human

A powerful guildmaster turned ruler of Nicodranis. He is a distant cousin of Athesius Uludan, a member of the Cerberus Assembly.


  • Minor Major Character: Has only made a couple very small appearances.
  • Nepotism: His appointment as Marquis is due to his familial ties to Athesius, with the rest of the Clovis Concord using him as a way to maintain good relations with the Dwendalian Empire. Zhafe denies this accusation and insists that his own merits earned him the position, frequently hosting galas and parades to win popularity with the people of Nicodranis.
  • Puppet King: He fear the Cerberus Assembly and does whatever his cousin of Athesius asks of him.

    Lord Robert Sharpe 

Lord Robert Sharpe

Race: Human

A middle-age noble and former client of the Ruby of the Sea. After being embarrassed by a prank Jester pulled he has become determined to see her dead.


  • Butt-Monkey: Jester's initial prank on him was to disguise herself as her mom, lure him onto a balcony while he was wearing only a girdle, and then lock him out for everyone outside to see and mock. When encountered at the Marquis party prior to the peace talks, Jester quickly charms him, lures him to another balcony, and then she and Nott use the Dagger of Denial, which permanently locks any door until used to unlock it, to lock him there again.
  • Dirty Old Man: Harasses Yasha at the Marquis' party, causing Jester, who had been attempting to avoid him, to directly confront him for being such a creep.
  • Disproportionate Retribution: In revenge for Jester's harmless prank, Lord Sharpe uses his influence to try and get her executed.
  • Jerkass: A thoroughly unpleasant man whom even Marion describes as a prick.
  • Younger Than They Look: He is in his late fifties but tries to appear younger, which Matt notes is not working and simply makes him actually seem older.

Other Citizens

    Yussa Errenis 

Yussa Errenis

https://static.tvtropes.org/pmwiki/pub/images/yussa.jpg
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. Yussa 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.
  • Badass in Distress:
    • During an expedition into the Folding Halls he ends up captured by the anti-magic golems and held within the Prison of Soot, requiring the Mighty Nine to rescue him.
    • During the Eisselcross arc, Jester tries to contact his mind while he is in a state of Astral Projection. Immediately after sending the message, the "reply" she receives is the tortured screams of thousands of minds, implying that while in the Astral Plane, his mind was absorbed into Cognouza. The Nein are able to track him down in Cognouza and send his spirit back into his body with a Banishment spell.
  • Badass Teacher: He was the mentor of Oremid Hass, an Archmage of the Cerberus Assembly and Headmaster of the Zauber Spire. The fact that Yussa taught such a powerful individual speaks volumes about his own capabilities.
  • Democracy Is Bad: Downplayed heavily, but still present. While telling the Mighty Nein about Tal'Dorei, he notes that it is a nascent republic with mild condescension and it's implied he thinks that the idea of self-government is a curiosity at best.
  • Everyone Has Standards: Although he has made a few statements that dismisses regular conceptions of "good" and "evil" for archmages, Yussa is adamant that a being like Halas should never be freed and cannot be trusted.
  • Expy: A mighty, mysterious, independently-minded mage who prefers to maintain a Balance Between Good and Evil? He's Mordenkainen in Exandria.
  • Fire-Forged Friends: His relationship with the Mighty Nein was at first simply as a patron interested in some of their missions, but upon them rescuing him from the Archmage's Bane, Yussa becomes much more open and actually friendly with them, while they in turn place more trust and share additional information with him.
  • Foil: To Trent Ikithon. They are both powerful mages who have taken mentorship roles for Caleb in some way, but Trent is a monster and Yussa is not.
  • Idiot Ball: His expeditions into the "Happy Fun Ball" turn out to be this, as it is also known as the Archmage's Bane. You'd expect that he wouldn't ever want to go back in there ever following his captivity, but you'd be wrong. Even the Mighty Nein are shocked, although Yussa notes he won't be going in alone again.
  • The Mentor: Serves as a mentor of sorts to Caleb in regards to the importance of allies as well as somewhat in regards to magic.
  • 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.

    Wensforth 

Wensforth

https://static.tvtropes.org/pmwiki/pub/images/wensforth.jpg
Race: Goblin

The servant and assistant of Yussa Errenis.


  • The Jeeves: Serves as this to Yussa.
  • Stereotype Flip: The Mighty Nein are a bit surprised by well-dressed and sophisticated goblin butler being in service to Yussa. Nott is especially surprised and suspicious of this, warning the others not to trust him, but Wensforth has been quite friendly and loyal since his introduction.

    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. The first of three, as of Episode 96.
  • Guest-Star Party Member: Downplayed. She helps the Mighty Nein fighting the released Uk'otoa in The Mighty Nein Reunited part 2 by providing them her ship and ordering her crew to shoot cannon balls at the leviathan.

    Spoiler Character 

Arcanist Allura Vysoren

Race: Human
Class: Wizard (School of Abjuration)

An archmage who hails from Tal'Dorei as a member of the Council of Tal'Dorei and the Arcana Pansophical, a collective of powerful magic users. She is a closely trusted ally of Yussa, and is called upon by his assistant to help the Nein rescue Yussa from the realm of the Heirloom Sphere (AKA the Happy Fun Ball of Tricks).

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


  • The Archmage: As a trusted ally and emergency contact of Yussa, who is himself a powerful mage, this can be assumed.
  • The Bus Came Back: After Captain Adella, Allura is the second character from Campaign 1 to make a direct appearance in Campaign 2, visibly older and in her 50s.
  • Happily Married: Still married to Kima and very much in love.
  • Mission Control: Since the Heirloom Sphere realm actively works against Archmages (hence its other name, the Archmage Bane), she instead acts as this to support the Nein as they traverse the realm, staying on the Material Plane and communicating with them through an enchanted mirror.
  • Ms. Exposition: She tells the Nein the true name of the Happy Fun Ball of Tricks (the Heirloom Sphere, or the Archmage Bane), and provides more details about its origins and workings.
  • Reasonable Authority Figure: Quickly becomes the most reliable ally in power that the Mighty Nein has after introductions are made, with her vouching for them with King Dwendel and reaching out to the Bright Queen directly to help with arranging a cessation in hostilities in Rexxentrum around the time the Nein are dealing with the Angel of Irons cult there.
  • Spanner in the Works: The Mighty Nein bringing up the Angel of Irons leads to her performing a ritual with them, discovering its true form. She also later contacts the Bright Queen on their behalf in regards to what they discovered, making it so the Kryn forces pull back at a key time that also gets in the way of the "Angel's" plans.

Swavain Islands

    Vandran 

Vandran

https://static.tvtropes.org/pmwiki/pub/images/vandran.jpg
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 Vandran'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. Vandran's distant and noncommital reply to Jester's Sending seems to break the pedestal even further as Fjord goes on to destroy the falchion and drops his mimicry of Vandran's accent.
  • Chekhov M.I.A.: He is very much missing, and Fjord wants to find him. As revealed in Episode 131, he ended up on the closest island to where the ship exploded in the first place, which Fjord had never checked.
  • Covert Pervert: As shown in Episode 131, he is a fan of Tusk Love. Fjord is annoyed by this revelation.
  • Dark and Troubled Past: Hoo boy. Vandran was once a smuggler of moderate renown, to the point that he held some standing in the Revelry. After finishing off another smuggler whom he had issues with, he discovered one of the Cloven Crystals among his goods. He formed a pact with Uk'otoa, and alongside his bosun, an elven woman named Avantika (whom he was romantically involved with at the time), became obsessed with finding the crystals and obtaining more power. As time passed, though, he began to see the lies in Uk'otoa's words and cut ties with his crew, selling the crystal he had and using the money to go straight. He could not get rid of the sword or his powers due to his pact, instead hiding them unless he had to defend his ship against pirates looking to settle old grudges. Then came the night the ship was sabotaged & Uk'otoa found a new patron...
  • Foil: In Fjord's Origin, He serves as one for Grankton, the headmaster of the assylum Fjord grew up in, in their treatment of Fjord. Most notably, when Fjord tellshim how Grankton called him an useless stone (something to be thrown to the side), Vandran berates this comment wondering "who would get rid of a perfectly good stone?".
  • 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. In episode 72 Jester is able to contact him via Sending and relay a message from Fjord. He finally turns up in the epilogue portion of the final episode, when Fjord tracks him down and learns his story.

    Jamedi Cosko 

Jamedi Cosko

https://static.tvtropes.org/pmwiki/pub/images/jamedi_cosko.png
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. Eventually, the Explorer's Guide to Wildemount (supplemented by Matt's confirmation) showed him to be a Hollow One.Lore 
  • Sole Survivor: Briefly mentions being the only survivor of a mine collapse somewhere in the northern extremes of the Empire on a previous job he did.

Darktow Isle

    Sorris Cade 

Sorris Cade

https://static.tvtropes.org/pmwiki/pub/images/sorris_cade.jpg
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 Maranoss

https://static.tvtropes.org/pmwiki/pub/images/plank_king.jpg
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.
    • It's implied that sometime in the future, Kingsley performs this on him, due to the tiefling eventually taking the title of Plank King.
  • 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.

Rumblecusp

    Vo Village 

A friendly village of roughly a hundred people who believe Rumblecusp is the center of the world and whom worship a being called Vokodo, described as both being the volcano at the center of the island and residing inside it. They are led by three council members: the spiritual leader Viridian, the builder Lukash, and the hunter Terra.


  • Brainwashed: The entire village appears to have been mentally manipulated by Vokodo, making them forget their entire pasts before coming to Rumblecusp and dismissing them as unimportant now that they have found their "true" callings.
  • Cult: Worship Vokodo and give up all of their precious items to it.

    Viridian 

Viridian

https://static.tvtropes.org/pmwiki/pub/images/viridian_vilya.jpg
Race: Half-elf
Class: Druid
Voiced by: Janet Varney

The spiritual leader of Vo Village. She has lived on the island for about three decades prior to the Mighty Nein's arrival. She's actually Keyleth's long-lost mother, Vilya of the Air Ashari.


  • Adaptation Dye-Job: In Campaign 2 and Crit Recap Animated, she has dark brown hair with sun-bleached ends, but in her flashback appearance in The Legend of Vox Machina Vilya appears with red hair like Keyleth's. This could be justified by around 30 years of age and sun damage between the flashback to Keyleth's childhood and her appearances in Campaign 2, since red hair loses its pigment over time and Vilya's skin definitely darkened from years of sunburns on Rumblecusp.
  • Artificial Limbs: Her left leg is made of knotted vines.
  • Chekhov M.I.A.: Her true identity is Vilya, the mother of Keyleth from Campaign 1. She was mentioned as missing and presumed dead from failing her Aramente, when the only part of her found by the Air Ashari was her left leg. Campaign 2 marks her first physical appearance.
  • Green Thumb: As a druid she has power over plant life, as demonstrated in her introduction when she is lowed to the ground by vines.
  • Identity Amnesia: Thanks to Vokodo's effect, Viridian remembers nothing about her life before coming to the island. Caduceus restores her memories with Greater Restoration and she reclaims her true identity as Vilya.
  • Innocently Insensitive: She repeatedly tells the Nein that she usually flies away from the island's many dangers with her Wild Shape, leading to some sarcastic grumbles from the party members who cannot fly. She apologizes when she believes them to be upset, but they quickly assure her they're just busting her chops.
  • Meaningful Name: A druid being named "Viridian" (a deep blue-green color) is pretty appropriate.
  • Missing Mom:
  • Never Found the Body: Vilya was missing and presumed dead years before the events of the Vox Machina campaign; only her left leg was found by the Water Ashari. The reveal of her true identity was a bombshell that none of the cast predicted.
  • Only Sane Man: Compared to the Nein, she's a lot more soft-spoken and restrained. Played for Drama, as she's pretty horrified when they immediately enter combat with the wraiths in the ruins, rather than attempting to negotiate.
  • Put on a Bus: After aiding the party in setting up TravelerCon and aiding in the departure of the citizens of Vo who wished to leave after regaining their memories, Vilya parts ways with the Mighty Nein in Episode 107 to return to Zephrah and reunite with her family.
  • Shock and Awe: Can use the spell Call Lightning to summon a thundercloud to strike her foes with lightning bolts.
  • Staff of Authority: Wields a staff, although despite being a druid it is non-magical due to the Vo giving up all their valuable possessions to Vokodo.
  • Voluntary Shapeshifting: Being a druid she has access to spell and abilities like Wild Shape that allow her to turn into animals. So far she has become a owl to more easily navigate the treacherous terrain of Rumblecusp.
  • Walking Spoiler: She's the mother of a previous player character and possibly the single biggest Chekhov M.I.A. from the previous campaign.

    Terra / Kotho 

Terra / Kotho

https://static.tvtropes.org/pmwiki/pub/images/kotho.jpg
Race: Firbolg

The leader of Vo's hunting parties. Her true identity is Kotho, a famous bounty hunter from the Menagarie Coast who disappeared ten years earlier.


  • Bounty Hunter: Prior to becoming stuck on Rumblecusp she was well-known as the best bounty hunter on the Menagarie Coast, and had in fact been pursuing a bounty when she and her crew became caught in Vokodo's thrall. After regaining her memories, Fjord hires her to locate Sabian.
  • Famed In-Story: Fjord immediately recognizes her true name when she gives it, recalling how she had mysteriously disappeared ten years ago and was assumed to have retired.
  • Identity Amnesia: Like the rest of Vo she has forgotten her past, but Vokodo's death restores all her memories.
  • Took a Level in Jerkass: The return of her memories turns Terra from a friendly hunter to a far more serious and understandably angry bounty hunter.

Folding Halls of Halas

    Halas 

Halas Lutegran

https://static.tvtropes.org/pmwiki/pub/images/halas.jpg
Race: Human
Class: Wizard

An archmage from before the Divergence, Halas sought immortality only to have his efforts sabotaged by a rival.


  • Above Good and Evil: Invoked. He believes that he is this. The Mighty Nein aren't so sure.
  • And I Must Scream: His soul was trapped in his Soul Jar courtesy of a rival's sabotage. He was in there for a long time before the Mighty Nein find it. Downplayed somewhat in that time passes differently in the Folding Halls, but even with the differing passages of time he would have been in there for quite a while.
  • The Archmage: He created the Folding Halls and much of what is in it. That alone would qualify him. He would be in the running for most powerful wizard in Exandria if released back into his body.
  • Deal with the Devil: He made many deals with many devils, but his cunning and his Loophole Abuse has kept them from claiming his soul. At least one devil is still bound in his service even though Halas has been trapped in his Soul Jar for centuries of relative time.
  • Even Evil Has Standards: Zigzagged. He wants to be immortal without becoming undead. However, his concerns are less moral and more practical and aesthetic. He finds undeath too precarious and too messy. However, he doesn't use any of his golems for sex. He seemed quite baffled (maybe even a bit offended) at being asked.
  • Flesh Golem: He has made many types of golems, including these. However, all of his flesh golems seem to be made out of imperfect clones of himself.
  • Grand Theft Me: Averted. He should be able to do this because of his Soul Jar, but he cannot as it was sabotaged.
  • I'm a Humanitarian: Invoked. His larder is called "the Carving Farm," and he strongly advised the Nein to stay out. This led them to suspect that he's a cannibal. He was very coy when asked about his food preferences, strengthening their suspicions.
  • Immortality Seeker: His driving motivation.
  • Irony: He sought immortality, and thanks to a rival's sabotage he actually sort of attained it. He just can't do anything with it because he's stuck in a ruby.
  • Jerkass Has a Point: He points out that the Necromancy school also has healing magic, so calling it out as evil is hypocritical.
  • Leonine Contract: Downplayed, and possibly inverted. He offers to help the Mighty Nein escape the Astral Dreadnought's donjon and rescue Yussa if they take the ruby and his body with them and put his soul back in his body. However: a) he needs them as much as they need him (if not more), and b) they have all the power in the situation once they are out of the donjon, as seen by the fact that they hold off on following through once they rescue Yussa... who ultimately destroys the physical body and locks his gem in a Secret Chest once they return to his tower outside of the Folding Halls.
  • Mad Scientist: Technically "Mad Wizard" or "Mad Necromancer," but his numerous bizarre experiments certainly make him one in spirit.
  • Nay-Theist: He is deeply unimpressed with the gods, which was a fairly common stance for powerful wizards in his time.
  • Necromancer: He seems to favor this school of magic above the others.
  • Soul Jar: He made one as part of his quest for immortality, but it was sabotaged. He put his soul into it, but couldn't get it out.
  • Supernatural Gold Eyes: His eyes are an unnatural shade of amber.
  • The Bus Came Back: He is contacted again in Episode 125.
  • Time Abyss: Thanks to both being trapped in a Soul Jar and the Time Dilation effects of the Folding Halls, he was unaware that Exandria is more than 800 years into a new epoch. He expresses some concern upon learning this.
  • Time Dilation: His experiments have also led him into research on time, which is why time passes more slowly in the Folding Halls. He can neutralize the effect, or even reverse it.

Xhorhas

See the separate page for NPCs in Xhorhas.

Eiselcross

Aeor

    Devexian 

Charlie/Devexian

https://static.tvtropes.org/pmwiki/pub/images/devexian.jpg
Race: Aeormaton

Devexian is an aeormaton that the Mighty Nein found in the ruined city of Aeor. He was given the name Charlie while he couldn't remember his true designation.


  • Death of Personality: The “Charlie” personality vanishes after his full restoral.
  • Dissonant Serenity: Devexian has no emotional reaction upon finding out that he's the last survivor of Aeorian civilization and that he's been deactivated for hundreds of years. This takes the Nein by surprise and they become a little more wary of him after the fact.
  • Electronic Speech Impediment: When the Nein first find him, he's so damaged that he can't help but rapidly change the volume of his voice, repeat words over and over, and end sentences by saying "I'm Charlie" instead of whatever he was trying to communicate.
  • "Flowers for Algernon" Syndrome: Lampshaded - the Nein manage to find a repair chamber that can restore Charlie to full working order, but realise that regaining all of his original programming and functionality might turn him into a Killer Robot.
  • Instant Expert: Charlie learns how to speak perfect Common after hearing one sentence in the language, a testament to how advanced Aeorian technology was.
  • Magitek: Like most things in Aeor, Devexian is made from a combination of advanced technology and magical power sources.
  • Offscreen Moment of Awesome: The Campaign 2 wrap-up reveals he managed to salvage and restore several other Aeormatons after the Nien left him, reintroducing his people to the world.
  • Ridiculously Human Robots: He’s a fully sentient thinking machine.


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