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The Dishonored series (Dishonored, Dishonored 2, Dishonored: Death of the Outsider) are very story-heavy games, and with that comes a large cast of characters, each interesting in both personality and visual design.

Per the wiki's spoiler policies all trope names will be visible and there will be plenty of unmarked spoilers. Read at your own risk.

Main Recurring Characters are given in bold:

  • DishonoredCorvo Attano, Emily Kaldwin, Daud, Billie Lurk, The Outsider, Anton Sokolov, Delilah Copperspoon, The Heart, Jessamine Kaldwin, Samuel Beechworth, Farley Havelock, Hiram Burrows, Lady Boyle, High Overseer Campbell, The Pendleton Brothers, Granny Rags, Slackjaw, Arnold Timsh, Thalia Timsh, Lizzy Stride, The Geezer, William Trimble.
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  • The Tales from Dunwall — Esmond Roseburrow, The Boy Who Knew Only Fear and Loneliness
  • Dishonored 2 — Duke Luca Abele, Aramis Stilton, Kirin Jindosh, Alexandria Hypatia, Mindy Blanchard, Paolo.
  • Dishonored: Death of the Outsider — Jeanette Lee, Ivan Jacobi, Shan Yun, Eleuterio Cienfuegos, Dolores Michaels, Lena Rosewyn, Alvaro Cardoza

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    Corvo Attano 

Royal Protector Corvo Attano
Click here to see Corvo as he appears in the sequel. 
Voiced by: N/A (Dishonored), Stephen Russell (Dishonored 2)

The Outsider: My dear Corvo. What a sad hand fate has dealt you. The beloved Empress dead and everyone thinks you're the killer.

The game's protagonist, Corvo Attano was the hand-chosen bodyguard of the beloved Empress Jessamine Kaldwin, given the position both for his skill and as a gesture of diplomacy - no foreigner had ever held the position before Corvo, who is from Serkonos, not Gristol. He is framed for her murder and is in prison awaiting execution when the Loyalists break him out. Soon after getting to their base, the Outsider appears in a dream and grants Corvo a mark that imbues him with supernatural abilities. Corvo sets out to find the Empress' young daughter and heir to the throne, as well as discover the answers behind Jessamine's murder and his own betrayal.

  • Abhorrent Admirer: Played with if Corvo makes a pass at Callista. She mentions she would be happy to let him into her bed, it's just being surrounded by plague, murder, and so on isn't exactly something which puts her in the mood. If you try anyway, you get a Nonstandard Game Over.
  • Absurdly Sharp Blade: His sword can decapitate people and remove limbs with little difficulty.
  • Ambiguously Brown: His skin is notably tanned and he has Mediterranean features. He is also from Serkonos, the southernmost point of the empire.
  • Anti-Hero: Even in the pacifist run, he sells people into slavery, kidnaps them and gives them to stalkers, and flat out resorts to torture and mutilation. Granted, a lot of them have it coming. He's a straight-up Villain Protagonist if the player really pushes for High Chaos - fulfilling those conditions requires, among other things, killing upwards of fifty percent of all NPCs that exist in the game.
  • Authority Equals Asskicking: The guy was once the Royal Protector, and even before he started getting all his weaponry and supernatural powers, his combat abilities were apparently something to be feared.
  • Badass and Child Duo: With Emily.
  • Badass Baritone: In the second game, courtesy of Stephen Russell. In the first game, he's The Voiceless.
  • Badass Beard: He grows one by the time of the second game.
  • Badass Back: Can appear to do this with clever uses of stopping time.
  • Badass Family: Him and Emily, his daughter, now also a trained assassin empowered by the Outsider in the sequel.
  • Badass in Distress: If Emily is chosen as the protagonist in the second game, he spends the entire game as a statue.
  • Badass Longcoat: Badass enough that for some reason, he got to keep it while imprisoned. And he doesn't swap it out when he breaks out.
  • Badass Normal: He started as a unstoppable force of protection for the Empress, thanks to his human combat skills alone. He becomes an Empowered Badass Normal when he meets the Outsider, who gives him superpowers. Potentially played straight in 2, where he can choose to stay depowered and be played without the Outsider's gifts.
  • Badass Pacifist: He can be this, if the player chooses the more merciful options for dealing with targets, in which case Corvo will be committed to doing his duty but doing so without lethally neutralizing his targets. However, the second game shows that Corvo canonically killed a few guards here and there and has no problems killing the guards who sided with Delilah's coup.
  • Beware the Nice Ones: Corvo can get through the entire game without killing a single person - even his intended targets. That does not mean that what happens to them is by any means pleasant.
  • Bodyguard Betrayal: Everyone assumes he killed the Empress he was supposed to guard but he was framed.
  • Bodyguard Crush:
    • Corvo had a romance going with the Empress Jessamine. The hints run rampant and NPCs constantly speculate. Emily will ponder the ramifications of Corvo marrying the Empress and will make a point to note how sad and lonely her mother seemed with Corvo away. Sokolov will taunt Corvo in a way hinting that the Empress and Corvo were lovers. Certain insults take on entirely more disturbing connotations if viewed through the lens of a Corvo who was sexually involved with Jessamine. The Heart, implied to be that of Jessamine and containing her soul, is given to Corvo by the Outsider - ensuring that Corvo will keep her heart close and protected literally, a gruesome twist on the poetic symbolism of the heart in romantic love and his role as her protector. The whole opening narration by the Empress itself reads like Corvo is more than just her bodyguard. Lydia will consider asking Corvo outright if that was the case, but decides not to as it would be improper. At some point in the game, Emily will draw Corvo with the caption "Daddy". In the final level with High Chaos, Treavor Pendleton will outright say that "everyone knows [Corvo was] screwing the Empress". Whether this is actually true or just a desperate attempt at an insult is not clear. Havelock's journal in the final mission will speculate as well.
    • Dishonored 2 drops all pretenses and just outright says that Corvo is Emily's father, thus making all of the rumors and hints correct. It also adds many, many lines (if Corvo is the protagonist) about his and Jessamine's relationship and how in love they were before she was killed, in addition to lines about how painful her death was and still is for him fifteen years later. The ramifications of Empress Emily technically being an illegitimate ruler are brought up too.
  • Bodyguarding a Badass: Potentially in Dishonored 2. If Emily was chosen as the Player Character, then the game can end with Badass Normal Corvo serving as the Royal Protector for an empress that now wields the power of the Void.
  • Brought Down to Badass: Certain enemies or instruments have the ability to negate Corvo's 'gifts' from the Outsider. The problem is that he still was an in-universe Memetic Badass before he even got them. In Dishonored 2, he has his powers removed in the beginning and can choose to not have them restored by the Outsider, thus relying solely on his natural skills and equipment.
  • Cadre of Foreign Bodyguards: Corvo is from the island Serkonos, not Gristol. A book on the history of the position of Royal Protector notes that he is the first Royal Protector not to be from Gristol, and speculates that this might be related to his murder of the Empress. He's also of common birth, which didn't prevent him proving his merit in Serkonos but upset certain members of the aristocracy in Gristol.
  • The Champion: Was one to the Empress, and then becomes one to Emily.
  • Childhood Friend Romance: A book on the history of the office mentions that Jessamine would have chosen her Royal Protector when she was twelve. Corvo was 18 when they first met, mitigating this on his end. He became her Royal Protector at her father's behest a year later. Either way, five years later, Corvo and Jessamine become lovers in secret.
  • Chick Magnet: He was romantically involved with Empress Jessamine and fathered Emily, and then there's Callista and Lydia who aren't opposed to the idea of hooking up with Corvo and get Ship Tease moments. Delilah Kaldwin also notes that he's quite good looking even in his fifties.
  • Cool Mask: His mask looks like a skull, and functions as a resistance against the Mystical Plague.
  • Cool Old Guy: Corvo's 54 years old in Dishonored 2, yet can still kick ass with the best of them.
  • Cool Sword: Collapsible, custom-made, feather-light and razor-sharp. Upgrading will replace its somewhat nicked steel blade with glistening black. A lot of attention was obviously paid to the animation of Corvo snapping it fully open, which is almost hypnotizing.
  • Cruel Mercy: If Corvo doesn't kill you, he will make you wish he had. Averted in the case of Daud, when sparing him is an act of either genuine mercy or intimidation. Similarly, 'eliminating' the Crown Killer, Alexandria Hypatia, simply means destroying her psychopathic alter-ego and restoring her original kindly personality.
  • Dark Horse Victory: Part of his backstory. Corvo came from humble origin, his father dying while he was young and with no military background in his family. As a teenager he won the Blade Verbena dueling tournament in Karnaca with his swordplay, despite his unlikely and humble origins, earning himself a junior officer posting in the Serkonan Grand Guard and earned the attention of the previous Duke.
  • The Dreaded: Notably, even before the game started, Corvo was known to be a One-Man Army capable of taking on multiple enemies at once and generally being infallible as the Royal Protector. And then the game starts, and you have the masked felon stalking through the night.
  • The Faceless: Played With; his face can be seen on several occasions: on some wanted posters throughout the game; the difficulty screen; as a secret drawing by Emily, which is unlocked if you're a pacifist; and during the endings.
  • Failure Knight: While he is a fantastic assassin, The Outsider is not shy about pointing out his failures as a bodyguard. In Dishonored 1, he remarks that if Jessamine were as well protected as the current Lord Regent, then she might still be alive. At the start of Dishonored 2, if the player decides to play as Corvo, the Outsider notes that he has "lost another empress!".
  • Frame-Up: The tutorial is his arriving home just in time to witness the Empress's murder. The game proper starts with him in prison and about to be executed for it. In the sequel, he's framed by Delilah's conspirators as "the Crown Killer", painting him as the loyal hatchet-man of the Empress to crush her critics.
  • Fisher King
    • His actions will directly affect the world around him. Some consequences of a violent playthrough are more or less understandable, like tighter security and proliferating plague hatched from numerous dead bodies, but a freaking storm raging around the final level that wouldn't be there for the Low Chaos Corvo is pretty hard to explain otherwise, although it is said by Harvey Smith that "part of the Void is that it draws from your mind and that influences the environment".
    • His attitude also influences that of the Loyalist Conspirators, with violence making them more cynical and violent themselves, such as Martin losing his desire to see the Overseers reformed or Havelock using a more violent method when he kills Wallace.
    • Random citizens who've had no contact with Corvo are affected too. In the first mission, you'll find an infected Overseer who begs for death rather than infect others if chaos is low, but attempts to hide his condition if it's high.
  • Foe-Tossing Charge: Blink Assault in the second game allows Corvo to blink towards a foe and end the blink with a powerful kick, which combined with the momentum of the blink, sends the enemy flying.
  • Good Is Not Soft: Depending on how you play. Corvo can be perfectly polite and helpful towards his allies, sweet and kind to Emily and go out of his way to rescue or aid complete strangers, while still ruthlessly eliminating every obstacle to overthrowing the Lord Regent. You could avoid killing guards, thugs and weepers, but still butcher your targets. Even if you choose not to kill your marks directly, you'll be forced to remove them by other, equally drastic methods, such as selling them into slavery or helping a stalker abduct them.
  • The Grim Reaper: His skull-like mask combined with black coat and hood go a very long way to making Corvo look like a steampunk rendition of everyone's favorite Death Incarnate.
  • The Heart: Surprisingly. In Low Chaos, where Corvo does not disrupt the city more than absolutely necessary and shows mercy at every turn, the Loyalists are much more cordial with each other and generally more upbeat, talking about working toward a better future. In High Chaos, where Corvo is generally a murdering psychopath, they're far darker, snapping at each other and showing no sympathy for the plights of others, even approving of harsh methods and blackmail. Not that being The Heart stops Corvo from being betrayed even in Low Chaos, but it's the thought that counts. That said, after they poison him in a Low Chaos ending, the Loyalists fall apart not because of infighting, but because they were consumed by their own shame and guilt.
  • Heroic Mime: The game designers chose not to have Corvo speak so that the player can project themselves onto the character. However, it's something of a Double Subversion in practice. The options given in the game indicate that he is speaking when he communicates with someone else, and he doesn't nod or shake his head when in communication with others. However, the lines given have no voice actor associated with them. He does apparently talk at a few points, such as one encounter in which Corvo holds a conversation with a blindfolded man who assumes throughout the talk that Corvo is a woman. We still don't hear him, though. In the second game, he is fully voiced, and you can hear him even if you play as Emily.
  • Hitman with a Heart: Can be played as one by only killing his targets or in self-defense. Or better yet, not killing anybody at all.
  • Hypocrite: Can be one. If finding Piero spy into the bathroom through the keyhole, he can make Piero apologize and leave, only to look through the keyhole himself.
  • In the Hood: As an assassin he wears a hood to hide his face.
  • Living Legend: Guards will comment on Corvo's combat skills being legendary (even before he gets his super powers). As Royal Protector, Corvo was often seen sparring against entire squads alone and winning and apparently, his military record is amazing. Older guards will warn their younger comrades that trying to take on Corvo one-on-one is tantamount to suicide. One guard advises another that if he should encounter Corvo alone to make sure to "make a lot of noise as you die" to warn the rest of them.
    • In the sequel it's mentioned that Corvo won the Blade Verbena, an annual sword duel festival in Karnaca, which earned him an early officer ranking in the Grand Guard despite being the common-born son of a deceased tradesman at the age of 16, and that his military career started from there. Three years later he had impressed the Emperor enough that he was made the Royal Protector of Jessamine. Also in the sequel, Corvo's actions in the first game are now infamous.
  • Kleptomaniac Hero: Corvo can steal a variety of items for cash to buy upgrades/supplies. This includes large paintings several times his size. The game even tells you exactly how much coins-worth of items you left behind.
  • Long Haired Prettyboy: A bit more rugged than most , but Corvo had long hair in the first game. Notable in comparison to the other male characters (and some female), who are all either short-haired or completely bald.
  • Malevolent Masked Men: Wears a horrifying skull-shaped mask and a dark hood, and stalks people in the night. For those who see him, he must look like the manifestation of Death itself.
    Samuel: Seems like I carry Death with me wherever I go.
  • Mark of the Beast: The Abbey of the Everyman considers his Power Tattoo to be exactly this, and will react to it as one might expect from a Church Militant. Even Teague Martin can comment on this but given their mutual situation, chooses not to press the issue.
  • Master Swordsman: Bordering on Implausible Fencing Powers in some of his special kill animations.
  • Meaningful Name: Corvo is the Italian, Portuguese, and Galician name meaning crow. A corvo is also a specific type of knife native to Chile, and well-known for being used by the Chilean Special Forces. Oh, and crows are really well known for a) being smart, and b)keeping grudges.
  • The Mentor: To Emily Kaldwin, he taught her everything he knows and she became as adept at combat and stealth as her old man. In the first game, his actions and brutality also directly influence her view on the world and its people.
  • The Mourning After: In the sequel's opening scene when Corvo greets Emily at the anniversary of Jessamine's death, he admits that fifteen years haven't been enough to dull his grief or his guilt over her death. If you play as Corvo he refers to Jessamine several times and is heartbroken when the last of her soul leaves the Heart, seeing her as The Lost Lenore.
  • Murder Is the Best Solution: He can take this view of things if the player so chooses.
  • Old Soldier: He's 54 years old in the sequel, and age hasn't slowed this bodyguard down one bit.
  • One-Man Army: Capable of cutting down swathes of watchmen armed with swords and guns, leaving piles of bodies in his wake.
  • The One Who Made It Out: He was born poor in Karnaca's streets, learned street dueling, became a dark horse victor in the Blade Verbena grand tourney, rose up the ranks in the Grand Guard, came to the capital, fell in love with the previous Empress and fathered the next Empress, serving as her second-in-command. It's possible in both the Low and High Chaos endings of Dishonored 2 to end up as the new Duke of Karnaca. Indeed his mother Paloma Attano, as she notes in her diary, was heartbroken at Corvo leaving to Dunwall for better opportunities since she regretted the separation.
  • Open Secret:
    • His affair with the Empress is supposedly a secret, but almost everyone seems either know or suspect something was going on. The secrecy is additionally questionable once one considers the rumors that were sure to have erupted over Emily's parentage. In the sequel, the swiss-cheese secret is dispensed, and it's open knowledge that Corvo fathered Emily.
    • In the sequel, it's apparently known that he was the man with the infamous mask.
  • Papa Wolf: His relationship with Emily is made very clear by his actions towards her, and hers towards him. In short: do not, under any circumstances, screw with that kid.
  • Parental Substitute: Since the relationship wasn't made public in her youth, Corvo appeared as this to Emily, but their close relationship led to much speculation, among characters in-universe and by other fans. The sequel confirms openly that Emily is Corvo's daughter with Jessamine.
  • Pay Evil unto Evil: An alternate interpretation of his Cruel Mercy may be that he hates his targets so much that personally killing them isn't enough.
  • Perma-Stubble: Implied as despite never getting a chance to shave it seems like his facial hair doesn't grow fast enough to give him anything more than a slight shadow. It grows out into a Badass Beard by the second game.
  • Power Tattoo: The source of Corvo's magical abilities, courtesy of the Outsider.
  • Praetorian Guard: His former occupation. His official title is Royal Protector. If Emily survives, he gets his old job back.
  • Professional Killer: Most likely, unless the player decides otherwise. Regardless, he becomes, or is regarded as, an assassin upon joining the Loyalists.
  • The Protagonist: Of the first game, which is why so many of his actions here are up to player choice. He's also one of two choices in the second.
  • Rags to Royalty: A potential wrinkle in Dishonored 2, both Low/High Chaos, has him end the game as the new Duke of Karnaca if Luca Abele was killed, while extremely High Chaos opens the door for him becoming Emperor Corvo the Black. Even beforehand, he was a presence in the Imperial Court directly associated with both Empresses Kaldwin, being the bodyguard and paramour to the former, and father and spymaster for the latter.
  • Roaring Rampage of Revenge: It's the entire premise of the first game. He turns the government upside down in his vengeance and makes whoever wronged him pay and then some.
    • Corvo himself emphasizes it in the sequel:
    Everyone you love, everything you hold dear, I will destroy.
  • Sean Connery Is About to Shoot You: In this promotional image.
  • Silver Fox: He's in his early 50s in the second game and still quite good looking as even Delilah Kaldwin admits.
  • Spanner in the Works: The conspirators had planned to assassinate the Empress while Corvo was out of town, but he returned home two days earlier than expected. At first the Lord Regent figures it for a bonus, since it gave them a patsy, but ultimately this leads to Corvo becoming his most terrible enemy. Daud, meanwhile, was pissed that Corvo injured several of his men and doubled his fee to the Lord Regent.
  • The Spymaster: By the time of the second game, he is both the Royal Protector and the Spymaster.
  • Suddenly Voiced: In the second game, Corvo is no longer a Heroic Mime and has actual voiced dialog.
  • Superpower Lottery: Thanks to the Outsider, he won big time.
    • Aura Vision: The "Dark Vision" power grants Corvo this.
    • Blow You Away: The "Windblast" power lets Corvo blast people and objects back with a gust of wind.
    • Demonic Possession: Is capable of possessing animals and people with the "Possession" power.
    • Flash Step: Corvo can do this via the "Blink" power.
    • Healing Factor: Due to the "Vitality" power, Corvo possess this.
    • Summon Magic: Corvo is able to summon plague rats with the "Devouring Swarm" power.
    • Time Stands Still: The "Bend Time" power gives Corvo the ability to do this. In the second game, he can upgrade his Blink to stop time when he's standing still, similar to Daud.
  • Suddenly Voiced: Corvo do not have any lines in the first against other than the occasional grunts. In the sequel, he is fully voiced.
  • Sword and Gun: Although he always uses a sword in his right hand, his left hand can use a pistol, handheld crossbow, or one of his supernatural abilities.
  • Taken for Granite: If the player chooses to play as Emily in 2, Corvo gets turned to stone by Delilah.
  • Tall, Dark, and Handsome: Corvo stands at 6'4"
  • Technical Pacifist: He can be played this way - never spilling a drop of blood by his own hand, but inflicting a diverse variety of awful fates on his enemies by other means. The only exception is when defending the Empress against assassins in the opening; while you can theoretically keep them alive, they don't count towards the kill count, and the Knife of Dunwall confirms that he injured at least one. The intro of the second game has him actively killing Delilah's henchmen.
  • Tranquil Fury: Most of his behavior, whether going for low or high chaos, point to this. If you happen to be an enemy of his, especially one who has crossed the Moral Event Horizon or involved with The Empress' assassination, then when he catches you and kills you or sentences you to a Fate Worse than Death, he will do it without a single word and with calm, ruthless precision. Even when he's The Voiceless you can tell that he is very, very angry.
  • Thou Shall Not Kill: Another interpretation of Corvo if he doesn't kill anyone throughout the entire game.
  • Touched by Vorlons: The Outsider's abilities granted to him are a major game mechanic as it is difficult (but certainly not impossible) to get through the game without them.
  • Uptown Girl: He's the Downtown Boy in this case. Jessamine is Empress and Corvo is the son of a tradesman, yet they fell in love and enjoyed a secret romance (albeit an Open Secret), and eventually she and Corvo had a child.
  • Villain Protagonist: If you choose the most merciless route. You can also make a case that Corvo is this in the non-lethal route. Almost none of the people he "spares" meet pleasant fates. Perhaps Corvo simply thinks that death is too good for them.
  • Walking Armory: Doesn't employ a Hyperspace Arsenal so much as he packs a very large amount of small weapons at once. A few bolts for his compact crossbow, a sword that folds up into something the size of a pocketknife, a pistol, maybe some grenades and small gadgets and that's it.
  • What the Hell, Hero?: The Outsider points out in the sequel that, as bad as Duke Abele is, a big reason he was able to act as he did is that he had Dunwall's, and by extension Emily's and Corvo's, backing. Indeed, it seems that Dunwall didn't much care about the Karnacan peoples' plight as long as the silver kept flowing. He also points out that had Corvo bothered to talk to Daud, Daud would've told Corvo all about Delilah, and Corvo might've been able to avert her coup, since by Corvo's own words, he only ever focused on physical threats to Emily, not magical ones.
  • Would Hit a Girl: There are no issues with you attacking or killing random females in game and female targets are no exception. This is also what the populace thinks of him, as he has been framed for his Empress's murder.
  • Working-Class Hero: Corvo was born the son of a Serkonos tradesman and rose Up Through the Ranks to become Emily Kaldwin's bodyguard. His class is still an issue in Dishonored 2 where Mortimer Ramsey, the snobbish Guardsman, laments taking orders from someone so lowborn as he drags Corvo to captivity. Delilah also taunts Emily in a Not So Different moment by reminding her that the latter is also a bastard child of a commoner and royalty, just like she is. It's possible in Dishonored 2 to visit his childhood home in the Dust District, a small apartment that is obviously far more modest than his present dwelling.
  • You Have Outlived Your Usefulness:
    • Depending on the decisions of the player, he can kill characters that are no longer useful to him.
    • Is on the receiving end of this, when ordered to be poisoned by Havelock and Pendleton after he kills the Lord Regent. Thankfully, Samuel only gave him half.


The Royal Family

    Lady Emily Kaldwin 

Lady/Empress Emily Drexel Lela Kaldwin
Click here to see Emily as she appears in the sequel. 
Voiced by: Chloë Moretz (Dishonored), Erica Luttrell (Dishonored 2)

The daughter of the now-deceased Empress, and the heir to the throne. She is currently missing, and Corvo breaks out of prison to find her. She becomes one of the leads of the second game alongside Corvo.

  • Action Girl: In the sequel, she has grown into a young woman with supernatural powers trained in the use of mines, knives, stealth and more.
  • Ambiguously Bi: Emily's lover, Wyman, was intentionally made gender-neutral, and referred in genderless pronouns, by Arkane, to allow the player to choose what gender they are, leading to this trope.
  • Badass Normal: Not only is she already highly trained by her father by the second game, but she can actively reject the Outsider's mark and be played without any powers whatsoever.
  • Break the Cutie: Where do we begin? Over the course of the game, she;
    • Sees her mother get murdered in front of her, and is then kidnapped;
    • Is held against her will at a brothel by two noblemen for six months;
    • Has nightmares the whole time and might have been visited by the Outsider;
    • Witnesses the murders of the people who protected her, while the only person she ever trusted is taken away from her;
    • Is once again held in captivity, until rescued one last time.
    • It's even worse if you took the High Chaos approach, where her life is directly endangered (and she may indeed be killed). Everything then influences her to be evil on the throne, and chaos looms over Dunwall as a result. So yeah, she has a great time.
    • In the second game, she's ousted from her throne and either spends the entire game as a statue or forced to reclaim her throne from the shadows.
  • Bodyguard Crush: One of the first things she does is ask if Corvo will marry her if he doesn't marry her mother. This is presumably before she learns that he's her dad.
  • Be Careful What You Wish For: Wanted to escape her duties and be freed from being an Empress during the opening of Dishonored 2.
  • But Not Too Foreign: Fictional example. She's the rightful empress of Gristol, but her father is from Serkonos. For a real life comparison, it's like the ruler of England being half-Italian, mind you many amongst real-life nobility have a parent from a royal family from other countries.
  • Calling Parents by Their Name: Justified. For much of her childhood, her true father's identity was kept secret, probably even from her. He was still a paternal figure in her life, however; Corvo Attano, whom she called by that name. Essentially the name "Corvo" is more or less the title "Dad" to her. Even after the patrilineage was revealed, he was still "Corvo".
  • The Chosen One: Downplayed, but she is the only one the Outsider is willing to interfere in order to protect. Normally, he just appears to those he has Marked to comment on what they're doing, but when Delilah hatches a plan to pull a Grand Theft Me on Emily, the Outsider sets Daud, who he openly dislikes, on the path to stopping her.
  • Combo Platter Powers: In Dishonored 2, she gains her own set of powers.
    • Aura Vision: Dark Vision is the only power she shares with her father.
    • Casting a Shadow: Shadow Walk, which lets her turn into a shadowy creature to slip into small spaces as well as for combat.
    • Jedi Mind Trick: Mesmerize, which creates a strange object that fascinates her enemies so much that they don't even notice her.
    • Me's a Crowd: Doppelganger, which lets her create a duplicate to either act as a distraction or to fight for her. An upgrade lets her use it as a Ninja Log.
    • Synchronization: Domino, which lets her link living people together so that whatever happens to one happens to the others.
    • Tentacle Rope: Far Reach, which lets her toss out a shadowy tendril to grapple to points and grab items and objects.
    • Time Stands Still: The first trailer shows her using Bend Time, though she doesn't have that power in-game.
      • Thanks to New Game +, Emily can now use Bend Time, provided the save file you base the New Game + on was with Corvo and had unlocked at least one level of Bend Time.
  • Character Development: Has this in spades in Dishonored 2, Although a nice ruler, Emily has yet to grow into her role as empress. Prior to the coup, she spent half her time ignoring the Duke's corruption in Karnaca, neglected most of her courtly duties and wished that she was far away, doing fun things instead. Once overthrown, she underwent a massive character arc, where she learned how her neglect affected her subjects. Depending on the player's play style, she could end up taking her job more seriously and become Emily the Just and Wise or reign as a bloody and iron-fisted tyrant.
  • Cool Mask: Her scarf covers her mouth and is made from the cloth used in Outsider shrines.
  • Cool Sword: If the Player Character in the second game, Emily gets ahold of her father's folding gadget sword, the same one that Piero made in the first game, while fleeing Dunwall Tower.
  • Creepy Child: Says some seriously disturbing things if you have high Chaos.
  • Cruel Mercy: Though the nonlethal options remain the same regardless of player character chosen in Dishonored 2, Low Chaos Emily is the canon story for the sequel, Dishonored: Death of the Outsider. With the exception of one enemy target, all the major enemies have a creatively "merciful" Low Chaos options to dispose of them.
  • Daddy's Girl: She's clearly very fond of Corvo, and he serves as her biggest role-model...
  • Decoy Protagonist: She is canonically the protagonist of the second game. That said, she's Taken for Granite if you choose to play Corvo. Averted obviously if you decide to play as her. That said, the prologue and tutorials are only seen through her point of view.
  • Deuteragonist: She's one of the few beings that the Outsider will go out of his way to protect, she's just as essential to the plot as Corvo (being the heir to the throne, influenced by Corvo's actions, and ruling as The High Queen in Low Chaos endings), she has a strong emotional connection with him (being both his charge and his child), and she's the protagonist of the second game.
  • Enfant Terrible: She learns from Corvo's example (rather like Eleanor Lamb). On a high Chaos run, that sees her end up as one seriously scary kid. After you do away with the Lord Regent on high Chaos, she makes some disturbing remarks about what she'll do as Empress.
  • Going Commando: If "pants" is used in the meaning of undergarments instead of outer-garments in her letter in the sequel, where she says:
    Remember the time I kept a straight face during the Watch Officer's report, all the while sitting at my desk without pants?
  • Guile Hero: Low Chaos!Emily is extremely intelligent, smart, astute and gifted at Take a Third Option and the Outsider ends up noting that she will be remembered as Emily the Just and Emily the Clever.
  • Heart Is an Awesome Power: Unlike any previous protagonist, Emily is not an assassin but a leader, and her powers are thus based around self control and control of others. Corvo and Daud’s powers may make Both of them a Person of Mass Destruction, but Emily has control of some truly complicated void magic that lets her control any situation like a good leader would have to.
  • He Knows Too Much: High Chaos Emily eventually Should she choose to kill Sokolov and Meagan, invokes this; she can't leave them alive to tell people about what she did.
  • Heroic Bastard: Although Jessamine and Corvo were married in all but name... they were not married in name, and thus Emily is technically an illegitimate child of their romance. Not so much the heroic part in a High Chaos ending though. Delilah points out to Emily in both instances that this means that both of them are equally illegitimate in terms of blood.
  • He Who Fights Monsters: If Emily follows the High Chaos route in the sequel, she becomes as ruthless as her aunt in her ending of the game and can even kill Meagan/Billie and Sokolov and leaving her father in granite.
  • The High Queen: In a Low Chaos ending, Emily's rule ushers a new golden age for the Empire and Dunwall, thanks to Corvo's guidance and protection. She becomes known as Empress Emily the Wise. In a High Chaos ending, she becomes a borderline case of God Save Us from the Queen!. In the Low Chaos ending of the second game, Emily becomes known as Emily the Just, ruling benevolently.
    • Note that at the beginning of the sequel, the game subverts this - Emily's rule has been a contested affair and her approval isn't high. Unemployment is high in the crown isle of Gristol and Dunwall's flooded district, though now drained, has yet to be repaired. An oil shortage is hitting the Empire. Emily has also not been paying attention to the other isles, allowing Serkonos' Luca Abele to rule over his island like a tyrant and run it into the ground. There are also rumors that she's had her dad murder anyone who questions her rule. They are being framed of course.
  • Hereditary Hairstyle: She wears her hair similar to Corvo, her father. Long and framing her face with a division to one side over the eye. Of course being a girl she has it in a more feminine manner with a ribbon in-game. However, her portrait's and Corvo's make them look startlingly similar. Dishonored 2 makes the resemblance to both her parents very apparent — she looks a great deal like her mother, but a few of her features are unmistakably Corvo's.
  • Incorruptible Pure Pureness/Children Are Innocent: Subverted, Emily is smarter than she appears. She heard a lot of horrible "grown-up" things at the Golden Cat but remains polite enough to pretend to still be an innocent. On a High Chaos run, she's a straight-out Enfante Terrible.
  • Infant Immortality: Averted if you screw up the hostage situation in a High Chaos run. The last thing you hear is her scream as Havelock drags her to her death. Played straight in that she's the only character in the game you can't harm in any way during normal gameplay.
  • Lady of War: At the time of the second game, Emily is a young woman who is more than capable of skillfully kicking the asses while she is always dressed in an orderly, elegant and impeccable way.
  • Missing Mom: As the game begins, her mother is murdered by unknown assailants in front of her eyes.
  • Morality Pet: For Corvo, especially in a High Chaos run. It's even blatantly enforced in gameplay: it's possible to kill every other character in the story — even if killing some of them results in a game over — but it's impossible for Corvo to harm Emily.
  • Mixed Ancestry: Her mother was from Gristol's royal family, while her father is a commoner from Serkonos.
  • Necessarily Evil: In a High Chaos ending of the first game, Emily will be considered to have done what she had to in an awful situation.
  • One-Woman Army: She is trained by Corvo, after all.
  • Overly Long Name: Well, she's a noble, and long names are historically a noble thing. As revealed in The Dunwall Archives artbook, her full name is Emily Drexel Lela Kaldwin.
  • Pint-Sized Powerhouse: In the second game, Emily is rather slight in build, but still has the strength to heft limp bodies around even without any Outsider assistance, and to grapple with swords against burly guardsmen or wrench Clockwork Soldiers apart.
  • Power Tattoo: If chosen as the Player Character and accepting of the Outsider's empowerment, her left hand is marked with the Outsider's symbol.
  • Princess in Rags: Or Empress In Rags. She gets a taste of her father's hardknock life before he became Royal Protector when she travels to his home city to investigate how and why she had her throne yanked out from under her. She mingled amongst the seedier parts of Dunwall as part of her training by father dearest so she could fend for herself (and so she could blow off courtly duties), but could always return to the cushy bed and silver tea sets of Dunwall Tower. After being usurped, she doesn't have that option and her place of solace is a leaky old boat owned by one of her few allies. Having her common-born father around and the aforementioned mingling helps make her take it more in stride than most cases of this trope that were more coddled.
  • Promoted to Playable: In the second game, she becomes a playable character alongside Corvo.
  • Protagonist Journey to Villain: High Chaos!Emily is essentially the story of a sheltered and apathetic but well-meaning young Empress becoming a ruthless cold and violent tyrant, becoming just as bad as Delilah. She ends up known as either Emily the Vengeful or Emily the Butcher.
  • Puppet King: What the Conspirators (both sets) want to make her into.
  • Royal Brat: She's quite likeable overall, but makes things difficult for Callista when she's bored.
  • Statuesque Stunner: She stands 5'10" in 2.
  • The Stoner: Not explicitly shown, but her lover Wyman says (s)he'll bring back some white leaf tobacco, an illegal substance in Gristol, from his/her trip and implies it was Emily's request. Other than that, she doesn't act this way at all.
  • Strong Family Resemblance: In the main menu screen no less, looking back and forth between Corvo and Emily shows she's definitely Corvo's. Kirin Jindosh identifies her by the fact that she has her father's eyes, despite the bandanna mask she was wearing to hide her identity.
  • Superior Successor: Potentially. In Dishonored, Corvo had to take the Outsider's mark and Blink, and while a run without using the power is possible, it's heavily implied that Corvo made use of the Outsider's gifts in canon (most notably when he uses them in cutting a few traitorous guards to pieces when Delilah's coup is sprung). Which means that an Emily who rejects the Outsider can match Corvo's feats without the powers or several years of experience that Corvo had.
  • Taken for Granite: If Corvo is the chosen player character in 2, she gets turned into a statue by Delilah.
  • Took a Level in Badass: Goes from a rather defenseless child to someone trained by the Empire's greatest swordsman and adept in stealth. Despite being rather petite, she is able to go against groups of enemies, sometimes knocking them out with a single punch. And that's before she gets powers from the Outsider.
  • Touched by Vorlons: The Outsider marks her in the sequel, empowering her with abilities distinct from Corvo's, such as tentacles used as a grappling hook as well as transforming into a creature made of shadows.
  • Underestimating Badassery: If Emily is the Player Character in the second game, many of the conspirators gravely underestimate her, believing she's been coddled and spoiled by her father, advisors, and palace staff, not realizing that daddy dearest trained her in his ways quite well (to say nothing of potential Outsider aid).
  • Warrior Princess: Emily is the former empress and working to regain that status through skills gained by being trained by the greatest spy and assassin in the Empire.
  • Weak, but Skilled: Her powers are much more indirect in use than Corvo's. While Corvo's time and space based powers favor more direct power and straightforward solutions, Emily's shadow powers require some outside of the box thinking to use to their fullest. Mastering her powers and putting some whale bone points into them gives Emily a lot more freedom in her playstyle than Corvo has, with even her basic traversal tool (Far Reach) turning into a power that can grab items from a distance and even pull enemies towards her for takedowns.
  • What the Hell, Hero?: In The sequel, multiple characters point out that, as bad as Duke Abele is, a big reason he was able to act as he did is that he had Dunwall's, and by extension Emily's, backing. Indeed, it seems that Dunwall didn't much care about the Karnacan peoples' plight as long as the silver kept flowing.
  • You Killed My Father: When Billie Lurk confesses to Emily that she was part of the group of assassins who killed her mother, Emily's reaction is one of icy hostility. Even if you don't kill her and pick the more forgiving dialogue option, Emily makes it clear that she never wants to see her again.

    Empress Jessamine Kaldwin 

Empress Jessamine Kaldwin
"When you are near, my heart is at peace."
Voiced by: April Stewart

The Empress of the Isles, who is murdered at the very beginning of the game by the supernatural assassin Daud.

  • All Girls Want Bad Boys: It's implied this trope sparked the relationship between Jessamine and Corvo considering she was a good-natured sheltered noble girl who grew attracted to a professional swordsman who grew up from the slums.
  • Almost Dead Guy: Despite being brutally stabbed through the chest and then slammed to the ground, she manages to stay alive long enough to implore Corvo to protect Emily.
  • Big Good: In a country of absolute filth and dreck, she seems to be the only person with a heart. She doesn't even need to do much to distinguish herself. She just doesn't want the poor to be penned up and slaughtered.
  • Bodyguard Crush: She had a well-known but not publicly acknowledged affair with her bodyguard that resulted in a daughter.
  • Good Parents: As evidenced in her letters/audio recordings meant for Emily, and in the Lord Regent's personal musings. While she did make sure that Emily was receiving the necessary lessons in order to become a proper Empress, Jessamine also let her child be a child and to be her own person, and encouraged Emily to keep drawing and telling stories.
  • Floral Theme Naming: Her name Jessamine is an old English variant of Jasmine.
  • The High Queen: She was apparently much beloved by her people.
  • Impaled with Extreme Prejudice: Right in front of her daughter, no less.
  • The Lost Lenore: It is strongly hinted at in the first game and confirmed in the second that Jessamine and Corvo were lovers and Emily is their child. As of the second game, it is clear that Corvo still loves Jessamine deeply and, as per her "speaking" to him through the heart, she still feels the same for him.
  • Mama Bear: She was untrained in combat and had no chance at all of success, but when the assassin moves to grab Emily, Jessamine bodily shoves him away to protect her daughter and earns a vicious backhand in retaliation.
  • Plot-Triggering Death: Hers kicks off the game's plot.
  • Royal Brat: If Delilah is to be believed — which is admittedly a big ask — Jessamine blamed a servant for breaking an expensive object and cheated at parlor games as a child.
  • Soul Jar: The Heart is heavily implied to be one to her involuntarily and post-mortem, based on what it says and what Piero says. The sequel outright confirms it, and her exposition has her being more personal toward Corvo..
  • Too Good for This Sinful Earth: As said one of the least ambiguously good characters in this game, adored by almost everyone as a result, so of course her death would be what set off the game's events.
  • Unwitting Instigator of Doom: If Delilah's account of her Start of Darkness is accurate, Jessamine and her impulsive decision to blame Delilah for breaking some royal treasure as girls are ultimately responsible for creating one of the greatest threats to Dunwall in history. However, there was no malice behind little Jessamine's actions; She was just a child who didn't want to get into trouble, and couldn't have imagined the magnitude of her playmate's punishment.
  • Uptown Girl: Can't get more uptown than an Empress.
  • We Hardly Knew Ye: Gets about five minutes of screentime before she kicks it. She welcomes Corvo, mentions that things are bad, and dies. Of course, in another sense, she's right there with you for the whole game.


Loyalist Conspirators

    Admiral Farley Havelock 

Admiral Farley Havelock
Admiral Havelock has seen more corpses than all the rest put together.

Voiced by: John Slattery

Leader and founder of the Loyalists and ally to Corvo, he picks up the role of Big Good that was left vacant when the Empress died.

  • Authority Equals Asskicking: He's actually an extremely skilled swordfighter, the most skilled enemy in the game other than Daud in terms of straightforward swordsmanship, and he also has one unique combat skill in that his blade lock ability is insanely high (even tougher than Daud's). However, unlike Daud or the Torturer he only has slightly more health than normal and is not immune to powers or fatality attacks, so he can be very quickly killed with a single block-counterattack combo. He's still the best fighter amongst the assassination targets, not counting Daud or the Torturer.
  • Affably Evil: Seeing how he's been using you for his bid for power but has been affable enough to try and keep Corvo in the dark he certainly is.
  • Ambition Is Evil: His desire to be Lord Regent in place of the current one is the motive for his betrayal.
  • A Wolf in Sheep's Clothing: He has the facade of a tough but reasonable and laid-back career soldier. The truth is he’s a ruthless killer who is willing to manipulate and murder people for power, and it’s implied he acts this way as a means to cover over his more sadistic tendencies.
  • Bad Guys Do the Dirty Work: At the end of a Low Chaos playthrough, Havelock poisons Treavor and Martin before Corvo arrives at the top of the lighthouse.
  • Big Bad: After the Lord Regent is disposed of at the end of the second act, Havelock becomes the main villain for the rest of the game once his true agenda is revealed.
  • Big Good: Takes over this role from the Empress. Subverted when he turns out not to be this at all. He's just using the Conspiracy as a means to usurp control of the empire, with Emily as his puppet.
  • Blood Knight: Has qualities of this, as revealed if you use the Heart on him.
  • Boom, Headshot!: If fought up front in close combat, it's how he dies.
  • Cold-Blooded Torture: If Corvo allows it, he'll use plague rats on Sokolov to get the man to talk. Havelock also alludes to having tortured people in the past, as he mentions that a board and a bucket of seawater are all he needs to break a man.
  • Dirty Coward: Out of fear of being prosecuted for the actions he took to bring down the Lord Regent, Havelock has Corvo poisoned, intending to let him take the fall for the entire Conspiracy, and seize power for himself. He also tries to attack Corvo as he goes for the key in the Low-Chaos ending.
  • Even Evil Has Loved Ones: The Heart says that Havelock loved his long-departed little brother 'truly.'
  • Face–Heel Turn: Late in the game, he turns against Corvo after he kills the Lord Regent, trying to have him killed along with the other Loyalists so that they can install Emily as a Puppet Empress.
  • Fallen Hero: His diary and audiographs imply that he didn’t intend to betray Corvo and seize power at first, as he seemingly decides to do that over the course of the game.
  • Final Boss: In every ending, he's Corvo's final target.
  • Four-Star Badass: Though he's not really in Corvo's league in single melee combat, what we read of him implies he's an excellent Admiral.
  • Freudian Excuse: According to the Heart, his beloved younger brother died from fever at age nine.
  • Hate Sink: He's a sadistic, betraying narcissist who poisons you for the sheer purpose of attaining greater power. While he's not the worst person in Dunwall, he's one of the ones who cross Corvo the worst.
  • Hidden Depths: The Heart reveals the admiral to have a rather dark personality and past. Not all that surprising in hindsight.
  • Hidden Villain: He’s manipulating Corvo into clearing the chessboard that is Dunwall for him. Burrows and his cronies are Obviously Evil, but Havelock fools everyone.
  • Hoist by His Own Petard: In Havelock's execution scene, Corvo uses Havelock's own gun to blow his head off.
  • Hypocrite: Remember that high-handed speech he gave to Sokolov about loyalty? Also, most of the criticisms he levels at the lord-regent are this because Havelock turns out to be at least as bad, maybe even worse.
  • I Surrender, Suckers: If confronted in a Low Chaos play through in the finale, he pretends to give up, saying that Corvo chooses if he dies or goes to jail. If Corvo picks up the key to Emily's room after Havelock offers it to Corvo, he attacks; this is likely a bug, as if you snatch it up quickly, he'll go through the whole speech, and ultimately surrender.
  • Meet the New Boss: His reaction to removing the Lord Regent from power? Becoming the Lord Regent, and making the City Watch more brutal.
  • Murder Is the Best Solution: After using Corvo to remove his enemies he starts to take this view, eventually killing all the other Loyalist Conspiracy members to prevent the truth from getting out. He may be taking cues from Corvo as in a high Chaos run he'll opt to stab Wallace in the eye rather than the low Chaos shot to the back.
  • Never My Fault:
    • In his monologue in the Low Chaos ending, he says it's all Martin's fault, because Martin was the one who suggested and planned Corvo's breakout; then, he says it's Corvo's fault for being "so damn good at his job"; and, finally, he says it's all of their faults for being greedy — while he technically includes himself, he never outright takes responsibility and declares that he will go down in history as a righteous hero.
    • Though he does wonder for a moment whether his imminent defeat is due to Corvo being quicker with a sword, or because he was slower to use it.
  • Oh, Crap!: The last look on his face before Corvo blows his head off.
  • Pet the Dog: Havelock spares Callista due to a debt to her uncle, but only in the low-Chaos outcome.
  • The Revolution Will Not Be Civilized: After Hiram Burrows is taken out of the picture, since victory causes the Conspirators to turn on one another in paranoia.
  • The Revolution Will Not Be Vilified: He's the leader of the Loyalists.
  • Sadist: The Heart says that he has killed both whales and people for pleasure as well as profit.
  • Start of Darkness: If you read his diary entries you can see his ideas forming, as he notes how dangerous Corvo could be, ponders what should happen after the Regent is deposed and whether he could, like Pendleton, have disposed of his beloved brother if it became necessary (he decides he could).
  • Ungrateful Bastard: Considering he just sat around while Corvo did all the grunt work to make his plan possible, his decision to have him poisoned has shades of this.
  • Villainous Breakdown: In the Low-Chaos ending, he poisons Treavor Pendleton and Martin before submitting to either death or imprisonment. He basically monologues you're unstoppable. In High-Chaos, he threatens to jump from the top of the Lighthouse, taking Emily with him.
  • Walking Spoiler: Let's be honest: even if you don't have spoilers set to automatically be shown, this page makes it fairly easy to guess that Havelock is not the Big Good he first appears to be.

    Lord Treavor Pendleton 

Lord Treavor Pendleton
The younger Pendleton. Jealous little Treavor. Always in the shadow.
Voiced by: Derek Phillips

A nobleman who has chosen to throw his lot in with the conspirators. He stands out tremendously amongst them, unlike Admiral Havelock.

  • The Alcoholic: Becomes this after assisting in the murder/slavery of his brothers. Even beforehand, he could be heard demanding alcohol in his audiographs whenever he got to his brothers' bullying or past regrets.
  • Almost Dead Guy: In a High Chaos playthrough, he is hit by a stray bullet and is slumped against a wall with blood smeared everywhere. Nonetheless, he manages to cough out a few final words to Corvo before expiring.
  • Aristocrats Are Evil: A subversion. He's snooty and arrogant but sides with the good guys. Double subverted when Hiram Burrows is dealt with.
  • Cain and Abel: Played with. Pendleton obviously doesn't want to kill his brothers and is sick with guilt afterward. He just sees no other choice. If they're left for Slackjaw to deal with, he's surprised and relieved that they're still alive.
  • Deadpan Snarker: He has his moments.
    Havelock: "Have you ever killed a man?"
    Pendleton: "Only with my wit."
  • Defiant to the End: If you have high Chaos for the final mission, Pendleton is far from the refined but cowardly noble you knew before his betrayal. Already bleeding out from a bullet wound when you find him, he is not afraid or surprised to see Corvo, cursing his rotten luck and chiding Corvo for expecting him to grovel. He even dares to accuse Corvo of "screwing the Empress", which he bitterly informs you was a well-known secret.
  • Dirty Coward: Many characters comment on his cowardice. He ducks out of a duel with pistols, sending Corvo in his place and is implied to have gone along with the betrayal of Corvo out of fear of the other loyalists.
  • Face–Heel Turn: Turns against Corvo after he kills the Lord Regent, trying to have him killed along with the other Loyalists so that they can install Emily as a Puppet Empress.
  • Green-Eyed Monster: So sayeth the Heart.
  • Karma Houdini: Annoyingly, you get no option to call Pendleton out on sending you to fight a duel to the death with Shaw without in any way warning you that was what was about happen. Admittedly he doesn't do too well in the long run anyway, but it's still irritating.
  • Laser-Guided Karma: He betrays Corvo along with Martin and Havelock. He dies either by Martin's bullet, Havelock's poison or Corvo's blade, depending on your Chaos level and actions, and is thus either betrayed by a fellow traitor or killed by the man he tried to kill. Also, he is excited by the prospect of inheriting the family estate from his brothers after ordering their deaths, but the wealth is actually left to a cousin.
  • Lean and Mean: The skinniest of the Loyalists, and described as a coward and a slimeball by his allies. Also, he betrays Corvo and cements himself as a villain by the third act.
  • Mean Boss: Listening to his memoirs implies that he's typically abrasive and verbally abusive to his servant, Wallace. He later graduates into a Bad Boss when he has Wallace and the rest of the servants killed.
  • Murder Is the Best Solution: After having his brothers killed he manipulates Corvo into killing another of his enemies in a duel, and though he shows some reluctance he goes along with Havelock's betrayal, including the murder of his loyal servant Wallace.
  • Really Gets Around: As well as having quite a few "bastards" left unacknowledged, his audio memoirs brag that he once had sex with two of the Boyle sisters and only missed the third "by virtue of some inclement weather."
  • Royally Screwed Up: It is subtly hinted on several occasions that Pendletons brothers display a large spectrum of unwholesome minor defects, from the blatant sadism and alcoholism of Custis and Morgan to Treavor's anger bouts and hypersensitivity to sun and skin infections.
  • Self-Disposing Villain: Due to the paranoid infighting among the Loyalists in the final level of a High Chaos playthrough, Treavor is shot by Martin and already dying by the time you reach him.
  • Smug Snake: Has these qualities despite being on the heroes' side.
  • Upper-Class Twit: Downplayed, but he has some shades of this.
  • The Un-Favourite: Implied to be when compared to his older brothers, Custis and Morgan.
  • Unusually Uninteresting Sight: An interesting case - whereas almost every other character witnessing Corvo's use of magic either immediately forgets the experience or sputters in disbelief, Pendleton merely expresses mild approval. One of the optional mission rewards he gives you seems to suggest he's familiar with Outsider powers, even if he doesn't use them himself.
  • Wall Slump: After being shot by Martin in a High Chaos playthrough.
  • Weakened by the Light: According to the Heart, Pendleton's eyes are sensitive to light.
  • Why Can't I Hate You?: Zig-zagged. He clearly hates his brothers, and with good reason, but has mixed feelings about having his own family killed. Even after everything they've done to him and countless others and despite everything he has to gain financially and politically from their deaths. He'll seem uncertain before Corvo is dispatched, and a bit shaken and bitter if Corvo kills them, though he understands the necessity. He'll later come to accept it and forgive Corvo, and mention in conversation that he's a little sad to have lost Morgan, but not at all for Custis.
  • Would Not Hit a Girl: After Corvo neutralizes Lady Boyle, he expresses a bit of discomfort about it because she is a woman, though he quickly glosses over it by saying that she's also a "viper".

    Overseer Teague Martin 

Overseer Teague Martin
There are few brave enough to laugh in the Outsider's face. But Teague Martin is one.

Voiced by: Joel Johnstone

An overseer informant to the Loyalists. It was he who came up with the idea to recruit Corvo. He was captured shortly after, and Corvo needs to rescue him.

  • Bad Guys Do the Dirty Work: Fatally wounds Treavor Pendleton with a long-distance pistol shot, though he never knows it.
  • Better to Die than Be Killed: He alludes to this being part of the reason he chooses to kill himself. He knows the chances of Corvo letting him live are pretty much zero, so if Corvo lets him finish talking, Martin chooses his own way to die.
  • Blackmail: Wants Campbell's book on blackmail to turn the Overseers against the Lord Regent. In Low Chaos, he expresses a desire to reform the Overseers so this won't be necessary after the fact. In High Chaos, he decides to keep it this way so the Abbey will be easier for him to control.
  • Boom, Headshot!: How he kills himself.
  • Church Militant: As an Overseer, this is technically his job. Unlike the more zealous Overseers you usually encounter, he seems laid-back as far as dogma goes, even after realizing you consort with dark powers.
  • Dark and Troubled Past: The Heart will tell you that he walked a very troubled path before becoming an Overseer. He was once a highway robber, and the guilt of his crimes weighs heavily on him. Not that this stops him from turning on Corvo.
  • Deadpan Snarker: Says some very un-clergy like comments to his captor. If you walk away from him without releasing him from the stocks first, the snark continues.
    Martin: (to Corvo) I have poor circulation and seem to have forgotten my mittens, so I'd appreciate it if you could release me, or at least go gather some firewood."
  • Defiant to the End: After being impaled, he tries to attack with his sword, only to be decapitated.
  • Driven to Suicide: If confronted peacefully in a High Chaos play through in the final mission, he kills himself.
  • Hypocrite: He'll point out how corrupt Campbell was, and how he only became High Overseer thanks to the huge amount of blackmail material he had. Yet Martin attains the same position the exact same way, using the same blackmail material. Only when he does it, it's an "unfortunate necessity" to fight the Lord Regent. He does acknowledge the hypocrisy of it, and expresses a desire to work toward a more legitimate authority. Unfortunately, that goes out the window when the Loyalist Conspiracy dissolves.
  • Impaled with Extreme Prejudice/Off with His Head!: His death scene in a High Chaos play through if confronted hostilely and in close combat.
  • Necessarily Evil: He comments disapprovingly on Corvo's hand tattoo, correctly intuiting that it means Corvo is associating with the Outsider and dabbling in forbidden magics. However, Martin then adds that such skills are a necessary evil for the tasks that Corvo and the Loyalists aim to accomplish, and thus he'll tolerate Corvo's heresy for the sake of the mission. This mode of thinking paves the way for the poisoning of Corvo and the purging of the low-ranking Loyalists. This is also his attitude about blackmail.
  • Nobody Poops: Subtly averted. When you rescue him, his pants are darkly stained between the legs. Well, he was in those stocks for over a day.
  • Regretful Traitor: On a high-chaos game, your final confrontation will have him admitting his complicity without excuse, even confessing heavy guilt for everything he's done. He swears the loyalists genuinely had good intentions at first, but got in over their heads with all the backstabbing and murder they had employed to get this far. He makes no excuses, refuses to grovel and doesn't lift a finger to impede you. However, he refuses to die by your hand and robs you of the privilege by shooting himself.
  • Self-Disposing Villain: Commits suicide by pistol if confronted peacefully during the final level of a High Chaos playthrough.
  • Sexy Priest: Is noticeably better looking than the rest of the male Conspirators.
  • The Smart Guy: Responsible for most of the planning within the conspiracy (including breaking Corvo out of prison).
  • The Strategist: He has to be rescued by Corvo, but he's described by Havelock as perhaps the finest strategist in the Empire. Which is pretty impressive, considering that even with the plague running rampant, the Empire still has a very large population.
  • Ungrateful Bastard: He didn't think twice about betraying Corvo, even after the latter got him out of the stocks.

    Piero Joplin 

Piero Joplin
He is Piero Joplin. Even now he visualizes the next invention – astonishing. I wish you could see it too.
Voiced by: Brad Dourif

Sokolov's rival and fellow natural philosopher. Piero's genius and inspiration is a gift of the Outsider, who sends him inspiring dreams.

  • A-Team Firing: According to a note found in his workshop, he once got into a Duel to the Death with a rival in the University of Natural philosophy. The thing is, both of them were such horrible shots they eventually ran out of ammo, and the duel ended with a coin toss in Piero's favor.
  • Abhorrent Admirer: To Callista. Played with by the fact that the Bifauxnen waitress at the bar is attracted to him. Piero is a world-famous scientist.
  • Bus Crash: Died between the first and second games.
  • Despair Event Horizon: He'd hit the border of this in the third Tales of Dunwall short. He was starting to toe the line, but then he has a dream that inspires him to build a mysterious mask...
  • Gadgeteer Genius: He invented Corvo's mask (which protects against the Plague and has a spyglass in-built), among other things such as sleep darts or the rewire tool.
  • Insufferable Genius: He's a very talented inventor, but it's clear that he believes himself to be a genius who deserves more respect that he receives.
  • Lack of Empathy: Less imminently obvious than Sokolov, and treated more sympathetically, but still there. This is why nothing comes of his attraction to Callista, since she feels he sees her as just another machine.
  • Mad Scientist: His focus is on his inventions and studies. If his improved Arc Pylon is used to turn a whole squadron of watchmen to ashes, he is awed and excited by the power of the device, rather than thinking about the deaths it caused. In one of his recordings he expresses his wishes to conduct an experiment aimed at replicating a whale oil's properties in human body and notes that this would require a proper facilities, decent funding and 'certain legal immunities'.
    • In short the line between Genius and Madness is always a thin one and Piero is standing with one foot on either side, weaving drunkenly back and forth across the line in one direction or the other seemingly at random.
  • Not Good with People: Leans more towards the first type. At one point he tries to strike up a conversation with Callista about the devices he made for the Golden Cat, but ends up offending her. Immediately afterwards he realizes That Came Out Wrong (he merely wanted to talk about the machines, and it came off as a very poor attempt at a come-on) and tries to apologize.
  • Oblivious to Love: Cecelia carries a torch for him, while he is lonely beyond imagination.
  • Omnidisciplinary Scientist: He shows high aptitude for engineering, as demonstrated by his gadgetry he outfits Corvo with, and also in biology, as he formulated his namesake Remedy, and also is part of the duo of minds that finally cures the Rat Plague.
  • The Peeping Tom: Watches Callista bathing herself through the door keyhole and first flails around making excuses, but then hangs his head and admits he was being "ungentlemanly". The Heart says he has done this more than once.
  • The Rival: So to Sokolov. Piero spends a huge amount of time hating Sokolov and exclaiming that he's a fraud who copied his inventions and parleyed his way into the Academy's good graces. He doesn't even want to help Corvo bribe him, despite the alternative being letting Sokolov get chewed on by rats. Turns out he never even met the man. And when they do meet, they find out they have a great deal in common and make excellent partners, capable of expanding on the other's ideas and reaching greater results than either of them alone. The Low Chaos Ending shows it's only when they combine their efforts that they can truly cure the plague.
  • Strange-Syntax Speaker: Shades of this. While there's nothing specifically wrong with his diction, Piero tends to elongate his words and put strange emphases on them. While it's hard to pinpoint exactly, his speech does not sound entirely right.
  • Through the Eyes of Madness: The third Tales of Dunwall short shows up things from his point of view. He's... not quite all there any more.
  • Touched by Vorlons: Not as spectacular as, say, Corvo, but it's implied that a lot of his inventions are inspired by dreams the Outsider has given him. This leads to the creation of Corvo's iconic mask.

    Callista Curnow 

Callista Curnow
She and her uncle – the last of the Curnow family.
Voiced by: Lena Headey

The caretaker of Young Lady Emily, the heir to the throne.

  • Be Careful What You Wish For: Between the two games, she finally gets to live her dream of freedom on the high seas. After departing on a boat, she is never seen again.
  • Big Sister Mentor: Something of this to Emily.
  • Broken Bird: So says the heart.
    The Heart: Such sadness.
  • Bus Crash: What has become of her by the second game? "Lost at sea."
  • Cool Big Sis: She’s very protective of and nurturing towards Emily. Delilah confirms in Brigmore Witches that Emily adores her.
  • Hidden Depths: The Heart says this of her.
    The Heart: She dreams of freedom, and the decks of whaling ships fast after the beasts of sea. But alas, she is a woman.
  • Hot Teacher: Emily's tutor.
  • Last of Her Kind: If Corvo fails to save Captain Curnow. In a High Chaos playthrough, the family line is wiped out completely.
  • Mama Bear: Toward Emily. When Havelock, Martin, and Pendleton took Emily to the Lighthouse, she tried to stop them despite the fact that she had no hope against them.
    The Heart: Callista tried to protect her, but they pulled the child from her arms. Oh, the curses she spat at them!
  • Mood Killer: While she's not opposed to potential advances from Corvo, she says the Plague and state of affairs aren't exactly the best backdrop for them.
  • Morality Pet: In Low Chaos, she is the only loyalist that Havelock, Pendleton, and Martin intentionally spare.
  • Ms. Fanservice: You can spy on her in the bath. Attempting to join her will result in a special game over.

    Wallace Higgins 

Wallace Higgins

Treavor Pendleton's servant. He is deeply proud of his family's history of service and lords it over the other commoners.

  • Battle Butler: In his capacity as Pendleton's erstwhile bodyguard; he claims he can handle a sword and hopes with all his heart that he dies protecting his master. In a rather twisted way, he does.
  • Boomerang Bigot: Has a heavy disdain for other commoners despite being one himself.
  • Eye Scream: In a high chaos playthrough, Havelock stabs him through the eye with a sword.
  • Face Death with Dignity: One interpretation of his actions in Low Chaos. Assuming he realised he was about to be killed because He Knows Too Much, his only apparent precaution is to warn Cecelia to keep away, presumably realising she's the only one he can still save.
  • Haughty Help: Although a servant, Wallace is probably the snobbiest person Corvo can interact with.
  • He Knows Too Much: Wallace is killed by the Conspirators to prevent anyone from knowing the truth about their counter-coup, but only after Pendleton has him pack his bags to his exacting specifications.
  • Insane Troll Logic: His classism is so extreme that it falls into this. He expresses great disdain for the fact that Havelock is a commoner who became an admiral by way of earning it through great skill and ability, rather than being a noble who was just handed the title. Because a man who bought his position is exactly the kind of person a country needs to lead its naval forces. Doubly funny considering that the official game guide states Havelock is an old-money aristocrat.
  • Jerkass: Wallace is probably the meanest character in the game who isn't technically a bad guy. He's unpleasant, insulting, and condescending toward everyone not of "noble" birth. He's also not just classist, but racist as well, remarking that the Pendleton family has a bit of Tyvian blood in them and that he 'thinks it comes out in the [Treavor's] brothers a little.'
  • Laser-Guided Karma: After The Lord Regent is eliminated, he tells Cecelia not to report to Havelock for her payment as she won't get anything. As a result, he gets killed by his own master, and she lives to tell the tale. Though some seem to believe that he actually did this to prevent her from getting killed.
  • Pet the Dog/Kick the Dog:
    • In Low Chaos. Despite his rampant classism, he tells Corvo that he is going to ask Pendleton to fund a memorial to all of those taken by the plague, because "everyone deserves to be remembered." In High Chaos, however, his attitude is rather different.
      Wallace: (in High Chaos) So many dead. At least they were mostly commoners.
    • Another example of Pet the Dog: In Low Chaos, he tells Cecelia not to come back to the pub for her bonus, preventing her from being killed by the Watch.
  • Small Name, Big Ego: He believes he's dignified and aristocratic when he's nothing more than a servant and lapdog.
  • Smug Snake: Lords over the other servants. His abilities don't entirely match up to his bluster, however. Lydia privately calls him out for the math errors she finds when she reviews the books.

    Lydia Brooklaine 

Lydia Brooklaine

The bartender of the Hound's Pit Pub.

  • Defiant to the End: According to Cecelia, her last act before being killed by Havelock was to tell him to "screw himself".
  • Good with Numbers: Finds errors in Wallace's bookkeeping.
  • He Knows Too Much: She's killed by the Conspirators to prevent anyone from knowing.
  • One Steve Limit: Averted; there is also Lady Lydia Boyle.
  • The Tease: Lydia repeatedly makes gentle innuendo toward Corvo, implying that they should hook up once everything is over.



The lowest-ranking hand at the Hound's Pit Pub.

  • All Love Is Unrequited: She fancies Piero, but he's more interested in Callista.
  • Beta Couple: Implied between herself and Piero, if he ever realized that there was someone equally (or almost at least) as attractive as Callista at the bar interested in him.
  • Bifauxnen: She wears boy's clothes (including a rather dashing cap), and has her hair up in a bun.
  • Cannot Tell a Joke: Once pulled a prank that was consisted of knocking on the pub's front door. Nobody laughed.
  • Crazy-Prepared: She has a hideout ready if the pub ever were to be attacked by anyone and was careful to not tell any of the conspirators. She'll only tell Corvo.
  • Earn Your Happy Ending: She's ignored and neglected by everybody else in the conspiracy, the man she pines for spies on another woman bathing, and in High Chaos, it's implied she catches the plague. She's the only Loyalist to canonically survive.
  • The Friend Nobody Likes: Apparently, Lydia is the only person in the conspiracy who is even remotely kind to her, even when she frequently criticizes her. Most of the other conspirators don't even remember she exists. Luckily for her, it saves her life.
  • Hidden in Plain Sight: So invisible to the higher ups among the Loyalists, she is completely overlooked in the massacre at the Hound Pits Pub. Although this was also in part because Wallace told her not to come when Havelock called all the servants to collect their "bonus."
  • Incurable Cough of Death: The last time you see her in a High Chaos run, she'll mention that she "wasn't feeling well" as the excuse for not being present when Wallace, Callista, and Lydia were killed by Havelock. Stick around in the apartment, and she'll start to cough, implying she's in the first stage of having the plague.
  • Only One Name: The only Loyalist whose surname is not revealed.
  • Properly Paranoid: She mentions more than once that she'd probably be the first to go in the event that the Loyalists ever turned on each other, and makes some comments that heavily imply that she's just waiting for it to happen. She even has a safe house ready, just in case. On a first playthrough, the player might raise an eyebrow at this extreme paranoia. Then the Loyalists poison Corvo, kill Wallace, Lydia, and possibly Callista, and suddenly Cecelia seems almost prophetic. In fact, she survives no matter what ending, unless you kill her, You Bastard!.
  • Sole Survivor: With all of the other surviving Loyalist Conspirators getting bumped off by way of developer tweet, she's the only one left.
  • Tomboy and Girly Girl: With Callista as the Girly Girl.
  • What Happened to the Mouse?: Nowhere to be seen in the sequel, although Word of God confirms she survived.

    Samuel Beechworth 

Samuel Beechworth
Samuel is a simple man, but he knows the River Wrenhaven and all its tributaries, down to the smallest inlet.
Voiced by: Ryan Cutrona

Corvo's boatman to his various assassination missions.

  • Broken Pedestal: The Heart implies that Admiral Havelock is this to him. If not before, then Havelock certainly is after the Lord Regent is eliminated. In a High Chaos run, Corvo ends up being this as well.
  • Bus Crash: Already in his sixties when you meet him, Samuel dies of old age between the first and second games.
  • Cool Old Guy: A kindly old sailor who sticks with you for the whole game, unless you prove to be such a bastard that he betrays you. To your face. In the second game Emily speaks fondly of him.
  • Due to the Dead: If Corvo kills Samuel during the last level, he's shown in the ending beside Samuel's grave with his head bowed in respect.
  • Hero-Worshipper: To a Low Chaos Corvo. He even calls him Master Corvo. The heart outright says he respects you. Double Subverted. He gives you the poison that allows Havelock, Pendleton and Martin to get rid of you... but only gave you half the dose. He completely believes in you.
  • Hidden Depths: If the Heart is used on him, it will say that he became a sailor to "escape a lost love. He succeeded".
  • I'm Not a Hero, I'm...: In Low Chaos, Samuel's audio log shows he doesn't consider himself one of the "real heroes" but he's proud to have been involved until the betrayal at least. He's just a humble sailor trying to do the right thing.
  • Mr. Exposition: Gives information on targets as he drives to them. As he takes you back to the Hound Pits, he'll tell you who wants to see you about what.
  • My God, What Have I Done?: In High Chaos, Samuel's audio log will lament the part he played in Corvo's mass-killing.
    Samuel: Screams carry very well over the river. Can be heard for half a league out sometimes. Seems like every shore I pilot away from, them screams come out on the water behind me. I carry death wherever I go, it seems.
  • Nice Guy: One of the few genuinely decent characters in the game. Even the Heart has nothing bad to say about him or his past.
  • Only Sane Man: Noticeably, when you take everyone else to account.
  • Shout-Out: Possibly to Mark Twain. Sam acts as your chauffeur and guide on the Wrenhaven River; Twain was born Samuel Clemens, and was a riverboat captain in his youth.
  • The Bartender: In the low chaos ending, he becomes this to the Hound Pits Pub.
  • Spanner in the Works: He was supposed to give a full dose of poison to Corvo, but only gave half, and told him as much before letting him free. His actions allow Corvo to take down Havelock.
    • Even after this, in a high chaos run, Samuel will alert the guards in the final stage of Corvo's presence before speeding away. His resentment and disgust for Corvo's savagery drives him to betray the royal protector even after sparing him.
  • What the Hell, Hero?: In a very High Chaos run, he's quite bitter with Corvo when he talks to him after saving his life by only giving him a partial dose of poison. Samuel makes it clear just how disgusted he is with Corvo, and flat-out says that he's not sure why he keeps risking himself for Corvo's sake. Later, when dropping Corvo off at Kingsparrow Island, Samuel will light a flare to alert the guards, punishing Corvo for his murderous actions against so many. In a slightly less chaotic run, he'll just bitterly snap at Corvo for his brutality and say he never wants to see him again.

Corvo's Targets

    Lord Regent Hiram Burrows 

Hiram Burrows, the Lord Regent
He is driven by obsession, like a madness. Order, he must have all things in order.
Voiced by: Kristoffer Tabori

The man who facilitated the murder of the Empress and framed Corvo. Formerly the Royal Spymaster for the Empress, he is currently in control of Dunwall.

  • All for Nothing: As his regime collapses around him, his allies dispatched one by one, and his actions only making life in Dunwall even worse, he comes to realize this.
  • Ambiguous Disorder: His obsession with order borders on madness. If he doesn't write his thoughts down, even the incriminating ones, he apparently can't keep them in order.
  • Aristocrats Are Evil: Obviously, going with the trend of power corrupts, and his evil is what triggered all of this.
  • Authority Equals Asskicking: He's not in Corvo or Daud's league, but despite being a skinny older man he's at least as good as an Elite Mook if you challenge him to a fair fight. He's notably a better fighter than High Overseer Campbell, his own Dragon. The Outsider even claims that he would have fought harder had he not become a Death Seeker by the very end.
  • Bald of Evil: For whatever reason, be it age, health, or OCD, his head is as bald as he is corrupt.
  • Big Bad Wannabe: While he is the one who arranged Jessamine's murder and framed Corvo, his regime quickly falls apart once Corvo sides with the Loyalists, and is dealt with by the end of the second act without much of climax.
  • Control Freak: He genuinely believes Dunwall would be safe if every single aspect of its rule was his, and everyone simply did as they were told.
  • Crazy-Prepared: If you confront him in his panic room on the top floor, he mentions that he and his guards have held many drills to prepare for an assassination attempt.
  • Disc-One Final Boss: There are still three chapters left after Corvo deals with him. Havelock takes his position as Big Bad from that point on.
  • Engineered Public Confession: Neutralizing him non-lethally involves publicly broadcasting a confession of his artificial instigation of the Rat Plague to Kill the Poor that he keeps in his safe. Naturally, in a plague where pretty much everyone lost someone to it, the guards move in to arrest him.
  • Even Evil Has Loved Ones: He seems genuinely fond of Lady Boyle, spending his limited off-time in her company, and becomes highly distressed learning her eventual fate.
  • Evil Chancellor: Before the assassination of the Empress, when he worked under her and plotted her demise so that he could take the throne.
  • Evil Overlord: After the assassination of the Empress, where he begins his rule by abusing his powers and falsely naming Corvo as the Empress' killer.
  • Failed a Spot Check: It takes him a long time to notice if his safe is left open after Corvo robs it. Once he does, he panics.
  • Heel Realization: Subverted. In a recording that Corvo can find in his safe, Burrows more or less cops to the fact that he's responsible for bringing the plague to Dunwall, and that he's the reason that things have gotten so bad. However, Burrows doesn't blame himself as much as he blames poor people for breaking the quarantine to see their loved ones, and blames his guards for failing to control them.
  • Insane Troll Logic: Murdering off the poor with a plague will clearly solve all of Dunwall’s problems...
  • Kill the Poor: His motivation for releasing the Rat Plague was to "thin out the undesirables." Too bad for Burrows that he totally underestimated the breeding capacity of the plague-carrying rats, and that people would still try to see their loved ones in quarantine.
  • Laser-Guided Karma: The reason he's had Corvo kept alive in jail for months is to have him tortured and give a confession to killing the Empress. In a low chaos playthrough Corvo broadcasts Burrows' own confession to releasing the plague.
  • Man of Wealth and Taste: More so than most evil nobles as you make your way through his home when he's your target.
  • Manipulative Bastard: Pendleton uses the phrase word-for-word to describe him.
  • My God, What Have I Done?: One of The Outsider conversations, if you visit his Shrine after killing him, has the Outsider note that Hiram Burrows secretly regreted how things got so far out of control, and is burdened with the knowledge that he is ultimately to blame for Dunwall's descent, and there's no way he can make amends. The tape on which his Engineered Public Confession is recorded has him come close to admitting this out loud... but not quite.
  • Neck Snap: A part of his close combat death animation. Corvo stabs him in the left shoulder blade, then turns him around so that he is facing away from Corvo. He finishes it with a brutal neck snap and removes the blade.
  • Never My Fault: In his Engineered Public Confession, he comes close to this, admitting that he's the reason the rat plague came to Dunwall. But he blames poor people for breaking quarantine for his plan failing instead of himself for bringing the plague in the first place.
  • Obviously Evil: The guy is a thin, bald figure that looks like the bastard offspring of Palpatine and Count Orlok. Even during the first 5 minutes when nothing has happened yet, he seems like a slimy Evil Chancellor and the comments from Emily also give away quite early that he might become trouble.
  • Oh, Crap!: If you break into his supposedly impenetrable safe room while he's in it, he has this reaction. Doubly so if Corvo decides to reveal his identity to him. This is also his reaction to finding his safe being left open if Corvo chooses to rob it.
  • Sanity Slippage: It's specifically noted that he's becoming more and more unhinged as time goes on and things spiral out of control. If you break into his panic room and confront him in person, you'll find that he's gone full on Macbeth, and even tries to convince himself that you're a hallucination brought on by stress.
  • The Spymaster: Formerly to the Empress.
  • The Starscream: A rare successful case towards the Empress as her death proves.
  • Start of Darkness/Well-Intentioned Extremist:
    • One of the pre-order DLC packs unlock an excerpt from his journal dated several years prior to the events of the game. It paints him as a very paranoid man, but one primarily obsessed with protecting the city and the Empress herself from potential "traitors"; he was frustrated that his calls for vigilance and heightened security were constantly being rejected. Apparently much of it was reinforced by a recurring dream that he had:
      Lord Regent: Why do I worry so, when no one else seems to care? If I ever fall asleep, will it all sink into the ocean? Will the rough things clamber over the walls and fill themselves on our flesh? This is what I see in the same dream several times each month. If only I had more say in things, more authority, I could protect us all.
    • His recurring dream also sounds like a premonition of the Flooded District and Rat Plague, and becomes a Self-Fulfilling Prophecy when he decides to unleash the rat plague himself - and then discovered he didn't quite have the means to control it.
  • Super OCD: The Heart indicates that Burrows actually suffers from something akin to Obsessive–Compulsive Personality Disorder, though it isn't named as such; as well as noting his desire to keep everything in order and his inability to stop thinking about it, the Heart also mentions that he counts the flagstones as he walks, stepping on each stone only once. Finally, if you choose to confront him at his safe-house, he actually goes so far as to ask if he's being punished for imperfection.
  • Too Dumb to Live: For some reason, he's recorded a confession to his crimes. Even though he keeps it locked up in a safe in his private chambers, one has to wonder why a Spymaster would create such a thing that can be used against him. However, seeing as he was losing his grip on his sanity from stress of everything collapsing around him, and he felt the need to keep everything in order at all times, it's probably related to his OCD.
  • The Usurper: He supplants the Empress by having her assassinated and framing Corvo for it.
  • Villainous Breakdown: His recorded confession has shades of this. Burrows, by the time he made the recording, had seen how far things had gone out of his control, and was desperately trying to justify it.
    Lord Regent: You can see how my plan should have worked? Would have worked! If everyone had just followed orders.
  • Well-Intentioned Extremist: He is not just power-hungry, he genuinely believes he is the only competent leader around and that committing various atrocities like having the Empress killed and engineering the plague outbreak are the only way he can save his country.
  • Xanatos Speed Chess: Burrows hadn't planned on Corvo coming back from his trip two days early. However, Burrows works this into the conspiracy's plan by setting Corvo up as a convenient patsy for Jessamine's death.
  • "You!" Exclamation: Does this if you reveal your face to him through the video screen in the tower's main lobby. This also causes him to remain in his panic room instead of coming down to his bedroom.

    High Overseer Thaddeus Campbell 

High Overseer Thaddeus Campbell
Don't let the talk of faith fool you. Campbell is vain, lustful, decadent – and completely corrupt.
Voiced by: Daniel Hagen

The very, very corrupt High Overseer of the Abbey of the Everyman, and one of the Lord Regent's closest allies.

  • An Arm and a Leg: Type 3 if assassinated in close combat. Corvo cuts off his right (sword-holding) arm, then stabs him in the left side of his neck.
  • Bald of Evil: As seen on his portrait.
  • Blackmail: Stated to be how he got his job, and a pivotal function of his actual role. He carries around a book containing all of the personal information and dirty secrets necessary to turn the Abbey of the Everyman into a totalitarian police force with control over every important official. In a High Chaos run, Martin ends up using this book for himself.
  • Church Militant: Heads one of these. How bad it was before he took control is debatable, but there is no doubt its far worse now.
  • Corrupt Church: Certainly helped make the Overseers this way.
  • The Dragon: Is implied to be this for the Lord Regent, given his powerful position and presence at Corvo's torture. Being the first target, his tenure as this position doesn't last long after Corvo's escape.
  • Dragon with an Agenda: He planned to use the Heretic's Brand against Burrows if the need arised.
  • Dying Declaration of Hate: Should you poison him, he will instruct Curnow to warn the Lord Regent to burn the black book, then snarls for him to die of the plague as he succumbs to the poison.
  • Faux Affably Evil: Campbell puts up a cordial front when interacting with Curnow, even when attempting to murder him.
  • Humiliation Conga: What you inflict on him if you go the non-lethal route. First, you use a chemical brand to mark his face forever. Next, he is banished from his luxurious and decadent lifestyle, forced to scrounge for scraps to survive as it is literally a crime for anyone to try to help him. Finally, he contracts the plague and lives out his final days in squalor and agony, cursing your name. To top things off, you can choose to kill him or just knock him out again if you happen upon him.
  • Hypocrite: breaks every single one of the Seven Strictures every day. According to The Heart, it is his own little joke.
  • Karmic Death: Has one of these if you switch his poisoned wine glass. Also a Karmic Fate Worse than Death if you decide to brand him. The once rich and corrupt leader of the Overseers reduced to less than nothing by his own brand.
  • Hoist by His Own Petard: It is possible to brand his face with the mark of a heretic, turning his own organization against him, and subjecting him to the cruel anti-heresy laws he enforced. Alternatively, you can kill him with the poisoned wine he intended for Captain Curnow.
  • Hookers and Blow: Along with the sleep darts and lingerie scattered around his hidden lair, Campbell's audiolog notes his interest in "sampling the merchandise" at the Golden Cat, apparently while making sure that Emily remains a captive there - also perhaps hinting at something much worse.
  • Hypocrite: Despite being the head of an organization dedicated to destroying the works of the Outsider and maintaining temperance within its ranks, he has a secret room filled with books of black magic, an Outsider Rune, discarded lady's undergarments, notes from a nearby brothel, and numerous other luxuries. The Heart refers to it as his own private joke.
  • Let No Crisis Go to Waste: An optional conversation with him at the Prologue has Campbell remark, with breathtaking cynicism, that the rat plague has its plus sides since so many people are driven to religion in the wake of tragedy and this has made the Abbey stronger than ever.
  • Mark of Shame: One can be placed on his face with a special chemical brand if the player opts to remove him from power by non-lethal means.
  • Mercy Kill: If Corvo didn't kill him during the mission where he's a target, he can find him later in the game as a Weeper. If you kill him then, the after mission report lists it as this.
  • Monster Sob Story: He has a moment of this late in the game, if the player decides to remove him from power by non-lethal means. He finds himself eking out subsistence in the abandoned Flooded District, and soon infected by the Rat Plague. He leaves a written note in his hideaway, lamenting his fall from power and cursing Corvo's name. The player finds him there as a Weeper.
  • Sinister Minister: One of the most explicitly evil members of the Overseers regardless of your chaos level.
  • Smug Snake: It's hard to take him seriously as a villain since he's the first of the bad guys you take out.
  • Strawman Political: Implied to be one in-universe, with even the City Watch disgusted by the lengths he'll go to protect his image. One of the Overseers under his control believes a girl showing interest in being a mechanic is a sign of possession. On the other hand, Anton Sokolov and Piero Joplin (often unknowingly) receive their ideas from The Outsider directly. And the Overseer duly points that the asking man should not interfere but rather look for the 'typical' signs of dark arts - runes, charms etc.
  • Unperson: Part and parcel to receiving the Heretic's Brand is that it's forbidden to even say his name, which has been stricken from the records. Dialogue from the Overseers in the sequel confirm that this happened to him and that he's now nothing more than a cautionary tale the Abbey preaches to the masses.

    Custis and Morgan Pendleton 

The Pendleton Twins
Born joined at the hand to his twin during the Month of Darkness. A knife severed their physical bond, but not the bond that runs deeper.
Voiced by: Zach Hanks

Twin brothers and Lords Custis and Morgan Pendleton, older brothers of Lord Treavor Pendleton. They are corrupt members of Parliament, and can be found at the Golden Cat.

  • Aristocrats Are Evil: Both nobility using their power to encourage corruption in the Parliament. They are renowned even among other nobles for their cruelty.
  • Big Brother Bully: They tied Treavor to his crib as a kid and let loose a bunch of vipers in with him, among other hinted cruelties. He also apparently barely survived a hunting trip with the twins just before the events of the game.
  • Cain and Abel: See above. Treavor himself also ends up plotting to kill them, although he's less pleased about it.
  • Conjoined Twins: They were born connected at the hand.
  • Deadly Decadent Court: Implied to have contributed to making Parliament one of these.
  • Defiant to the End: Unlike Morgan, Custis tries his hardest to fight Corvo off before he is stabbed through the neck.
  • Depraved Bisexual: If a guard is possessed, Morgan will say the following:
    Morgan: Well, hello. Another pretty face for the party?
  • Early-Bird Cameo: Corvo sees the twins with Emily in the Golden Cat when he dreams of the Outsider during his first night at the Hound Pits, before taking any missions from the loyalists.
    • Wallace will remark that Corvo had actually met the twins without realizing it during his tenure as Royal Protector. Apparently, Custis made an inappropriate comment about the Empress at a formal dinner and Corvo promptly threw him out, not knowing or caring who the noble was.
  • Enfant Terrible: They were nine when the above viper incident happened.
  • Neck Lift: Part of Custis' death animation.
  • Fate Worse than Death: If you choose not to kill them.
  • Hate Sink: For their brother, any NPC who knows them and potentially the player. The twins are vicious, sadistic bullies who have tormented their little brother for his entire life and currently run a silver mine that operates on slave labor. Even gang boss Slackjaw finds them repulsive. Consulting the Heart and eavesdropping on conversations around the Golden Cat reveals further tales of depravity and cruelty.
  • The Hedonist: Both spend an awful lot of time at the Golden Cat, especially considering the precarious state of the family business. The Heart informs you that Morgan is notorious for his "unusual requests" at the brothel, and a disturbing audiograph from Emily explains that Custis once disgusted a courtesan by asking for a certain unnamed service and had to pay for a specific girl to see it satisfied.
  • Hidden Depths: Custis, at least, is not simply a brute. The Heart says that he has "one of the keenest minds for business in all of Gristol". It also asserts that he is considered the smartest of the Pendleton brothers... but also the cruelest.
  • Hoist by Their Own Petard: One of the possible resolutions to their quest is to have them kidnapped, disfigured, and sent to be worked to death in their own mines.
  • Identical Twin ID Tag: Morgan is said to be the larger of the twins.
  • Jerkass: It's said by many different people, including the Heart, that they're incredibly cruel.
  • Kick the Dog: It's stated they confiscated the property of numerous people who didn't have the plague, then tossed them in plague-ridden areas.
  • Made a Slave: If you deal with them in a non-lethal manner both of them are reduced to slaves working in their own mines.
  • Make It Look Like an Accident: Another way of eliminating one of them, by filling up the steam room beyond its normal limits.
  • Oh, Crap!: Morgan's last words in close combat are "Help me!"
  • Sadist: Both, as evidenced by their treatment of Treavor, but the Heart claims that Morgan in particular takes great pleasure in the pain of others.
  • Slashed Throat: If Morgan is faced in close combat, he goes out this way.
  • Smart Guy: The Heart claims that Custis is the smartest Pendleton and has one of the best minds for business in all of Gristol.
  • Twincest: Implied by the Heart when used on Custis; it says that his attachment to his brother is "not wholesome".
  • Twin Switch: The Madame assumes the brother taking the soundproof ivory room is the depraved one, and the one taking the smoking room is looking more for actual companionship than simple sex. She has it reversed: one is taking the ivory room so he can talk freely about politics with his companion, and the other took the smoking room so he could smoke during the act.

    Anton Sokolov 

Anton Sokolov
The city owes much to this great mind. Let him drink and find company where he can.
Voiced by: Roger L. Jackson

Roseburrow's former partner and one of the main people responsible for the industrial revolution that swept over Dunwall. Currently the head of the Academy of Natural Philosophy and Piero's rival. Also an artist, drunkard, whoremonger and wannabe mystic. Like Corvo, he is a foreigner; in this case, from the remote and frozen Tyvia.

  • Affably Evil: He's more amoral than evil, but he still does some horrific things in the course of his experiments. All the same, he's pretty friendly and talkative with Corvo once he's been bribed with wine and when Corvo shows up to save him and Piero from Havelock's guards.
  • The Atoner: In Dishonored 2, he is haunted by how his inventions were used and the human experimentation he did during the rat plague and seeks to atone. Regrets over their pasts is mentioned by the Heart as what unites him and Meagan.
  • Beard of Evil: Though not nearly as evil as the other targets.
  • Being Tortured Makes You Evil: Inverted in the sequel. If anything, being tortured by Jindosh made him more good, as it reminded him of the many people he experimented on in the past and further compounded his regret.
  • Can't Kill You, Still Need You: He's the only target that Corvo must capture rather than kill, since he's the only guy capable of finding a cure to the plague.
  • Cool Old Guy: Emily seems to regard him as this in the sequel, seeing Sokolov as a Cool Teacher who taught her many interesting things, invented many great machines, and had a lot of funny (and crass) stories to tell.
  • Deadpan Snarker: If you take the bottle of Brandy by Campbell while Sokolov is painting his portrait, he will complain that he needs it to "draw the eye away from Campbell". He'll also snark about being asked to paint the fairly ugly Campbell.
  • Defeat Means Friendship: He's rather cordial to Corvo after being captured, and by Dishonored 2, Corvo regards Sokolov with some measure of fondness. Sokolov returns the feelings.
  • Defiant Captive: By the time he's found in the second game, he's been captured by the Crown Killer and tortured by Kirin Jindosh, to no avail. The torture has taken its toll on the old man, but he remains flippant in Jindosh's face, taunting that if Jindosh's electro-torture lobotomy device reduces him to a drooling idiot, he'd welcome being freed from having to endure Jindosh's rantings.
  • Dirty Old Man: He makes a few comments that hint at this, and the Heart mentions that he often beds maidservants. Its precise words are that he has "the manners of a Tyvian swineherd." You can also overhear a maid saying she's heard that he "spends more time with prostitutes than he does in the laboratory".
  • Exact Words: He makes use of this with one of his test subjects. She asks when she'll be allowed to leave. He promises her that the guards will take her out of her cell in the morning; around noon at the latest. What he fails to tell her is that she won't be alive by the time they remove her from the cell.
  • Evil Genius: To the Lord Regent. Somewhat averted as while he created many of the tools used to enslave the populace, he's also devoting the majority of his efforts to curing the Rat Plague.
  • Food as Bribe: An alternative to feeding him to the rats, he has a favorite alcoholic drink that can be bought to convince him to do a Heel–Face Turn.
  • Heel–Face Turn: He's eventually captured by Corvo and "convinced" to side with the Loyalists, though it helps that he has no real fondness for the Lord Regent.
  • How the Mighty Have Fallen: Said verbatim by the Heart in the squeal. As discussed in the game itself, gone is the Mad Scientist Renaissance Man who once looked his enemies in the eyes and dared them to kill him, and in his place is a feeble old man living in a dingy, beaten down ship who can hardly take care of himself without Meagan Foster's assistance. An audiograph record reveals he believes himself to only have it in him to make one last painting (of Emily/Corvo), and in Low Chaos endings he simply sails back to Tyvia to live his remaining years in peace and quiet.
  • I Just Want to Be Special: He's obsessed with contacting the Outsider through finding the right sequence of symbols and stars. The Outsider is well aware of his efforts, and doesn't bother to reward them because he believes Sokolov isn't interesting enough. He seems to find Sokolov's conviction that he can be summoned that way both a little amusing and slightly insulting.
    • Inverted in the sequel, the heart points out that Sokolov, now haunted by regrets on some of the experiments he did, and the way some of his inventions have been used, is content to fade from the limelight and be forgotten.
  • Intergenerational Friendship: Has one with Meagan Foster.
  • Lack of Empathy: It seems to be a learned trait, rather than a fundamental part of his personality. He is completely dispassionate about the below-mentioned test subject, and actually hopes that her skin will slough off so that the experiment's results match up with his expectations. When the plague has subsided and Sokolov has some time to look back on what he did, he is utterly horrified at the extremes he went to.
  • Mad Scientist: He doesn't have much use for ethics and even keeps a woman imprisoned in his laboratory to use as a test subject to observe the progression of the plague. She's number "312" even to her face, she was originally healthy, and she is evidently not the first.
  • My God, What Have I Done?: In the second game, using the Heart on him reveals that he is haunted by the horrific experiments he performed to end the rat plague.
  • Necessarily Evil/I Did What I Had to Do: Despite his experiments on live humans mentioned above, it's important to remember that he didn't do that to be cruel (some notes and logs by him indicate that he really isn't a fan of unnecessary cruelty, actually), but because observing the progression of the plague and how the various versions of his serum affect it is the most direct route to developing a cure for the rat plague. It's not that he isn't cognizant of the suffering he's causing, it's that the best way to honor their sacrifice is to cure this plague...which he eventually does by joining forces with Piero.
  • No Historical Figures Were Harmed: A skilled painter of portraits who is also an inventor of deadly weapons and respected scientist, Sokolov is Steampunk Leonardo da Vinci, albeit without Leonardo's famous good looks.
    • He's also very reminiscent of Rasputin the Mad Monk - he's from an in-universe Russia analogue, demonstrates a total disregard for etiquette and personal grooming, dabbles in the occult, has a reputation for lasciviousness, and is closely ingratiated with the ruling powers of the Empire despite his unpopularity amongst its people.
  • Omnidisciplinary Scientist: As well as being an inventor who helped jump-started the industrial revolution, Sokolov is also the Royal Physician attempting to cure the plague.
  • Platonic Life-Partners:
    • He and Piero develop this dynamic towards the end of the first game. A Low Chaos epilogue reveals that they formed a fulfilling partnership and cured the plague, and one of the elixirs in the second game is named jointly after both of them.
    • With Meagan Foster a.k.a. Billie Lurk in the second game. He's a paying guest on her ship, but it's clear that they care about each other deeply and enjoy each other's company a good deal.
  • Really Gets Around: In the second game we learn he became well known in high society for having trysts with promising artists or scientists.
  • Renaissance Man: As well as being a scientist, inventor and doctor working on creating a cure for the plague (which is used in-game as a health potion), Sokolov is also a renowned painter and sculptor.
  • The Rival: To Piero. When they actually meet, however, they become quick friends and work together to fight the plague.
  • Sesquipedalian Loquaciousness: Not he himself, but the titles of his many paintings exhibit names such as "The Torturer's Quaternionic Groan".
  • Shout-Out: To Nikolai Sokolov, the scientist who goes missing in Metal Gear Solid 3: Snake Eater.
  • Token Evil Teammate: He's forcefully recruited to the heroes' side, but remains as amoral as ever. Subverted in that he doesn't betray Corvo like Havelock, Martin, and Pendleton do, providing support instead and remains loyal to the empire.
  • Took a Level in Kindness: He's considerably nicer and more retrospective in Dishonored 2. Emily sees him as the Cool Old Guy and Eccentric Mentor from her childhood and Sokolov comes to care greatly for her. Corvo also regards Sokolov rather fondly, having enjoyed the man's stories. Players of the first game remembered him as a Mad Scientist Dirty Old Man who was desperate for the Outsider's attention, ignorant of the fact that said god had nothing but contempt for him.
  • Unwitting Instigator of Doom: His relationship with Delilah prior to the games proper. While he was supportive of her talents, the sexually exploitive nature of her tutelage likely did little favors for her mental health. Strangely enough, none of the protagonists seem to ever call him out on this, but his habit of Really Getting Around probably hurt a lot more women than just Delilah, as well as all of Dunwall by furthering her descent into madness.
  • Vetinari Job Security/Sparing the Aces: Part of why people keep him around despite his flaws is that he is a genius and one of the few people making any headway on a cure for the plague. Which is also why you need him around. You can't really afford to lose a mind like this.

    Lady Boyle 

Lady Boyle
The other families dare not make a move without first approval from the three Ladies Boyle.

Voiced by: Anna Graves

A corrupt aristocrat who is also the Lord Regent's lover. She is funding the military. One of three sisters — either Waverly, Esma, or Lydia Boyle.

In General

  • ...And That Would Be Wrong: "Things have become so much better for us since the rats came. ...Not that I'm in favour of it, morally."
  • Aristocrats Are Evil: All of them are, to various extents. The only real difference between them is if they are a shade of grey or black.
  • The Atoner: One of the possible conversations with The Outsider (i.e. if you visit his Shrine after neutralizing Lady Boyle non-lethally) has him note that perhaps Lady Boyle if spared would spend her remaining days regretting living it large while people were dying of diseases.
  • Dark Mistress: To Hiram Burrows, though they aren't seen together.
  • Fate Worse than Death: Should Corvo desire to spare her, he gives her to her stalker for the rest of her life..
  • Impaled with Extreme Prejudice: Her close combat death animation.
  • Karma Houdini: Dishonored: The Corroded Man states she seduced her captor, married him, and then killed him. She's now rich again and living on an island away from Emily and Corvo.
  • Last-Name Basis: Corvo is told that Lady Boyle is one of three sisters in a party, but not which one is his target. He'll have to figure that out himself. Since she's the main financier of the Regent's high-tech new army, her identity is a closely-guarded secret. Even Sokolov had to paint her from behind.
  • Rich Bitch: Is apparently rich enough to pay for the Lord Regent's entire Police State apparatus once Parliament stops passing the budgets he wants.
  • Schrödinger's Gun: Burrows is always having an affair with a Boyle sister and she is always funding the military, but which Boyle sister changes every runthrough. See Last-Name Basis.
  • Made A Sex Slave: Possibly, but unconfirmed. And even then, The Corroded Man reveals her stalker didn't last long.
  • Stalker with a Crush: She has one of these. If you're going for a Pacifist Run, or just don't want to kill her, you can hand her over to him and he promises you that she'll never be seen or heard from again.
  • Widow Woman: One of the sisters was married to the late Lord Boyle. Why the other two sisters are also Boyles is a mystery but it suggests he took her name.


One of the three Boyle sisters who rules the Dunwall nobility with their financial and social power. She is driven mad by her sister's kidnapping and spends the rest of her life at an asylum except for her last night, which is spent being used as a human sacrifice for Zhukov's black magic.

  • Bad Boss: Combined with Serial Killer below.
  • Hidden Depths: She's one of the finest musicians in Dunwall. She plays the harpsichord. In addition... well...
  • Human Sacrifice: Is used as one by Zhukov after he breaks her out of the asylum she's held at.
  • Hope Spot: Zhukov cures her madness with his Outsider powers so he can steal from her then kill her.
  • Informed Flaw: The Heart says that Lydia is not a great beauty, and has had to cultivate other skills to survive in the world of a Deadly Decadent Court. However, when she is the target, her image is the same as the one used for her sisters — which is quite lovely.
  • Madwoman in the Attic: After Waverly's kidnapping, Lydia goes insane and is imprisoned in an entire wing of the Boyle mansion by Sokolov and Esma.
  • Serial Killer: Heavily implied to be one, as the Heart says her servants have a High Turnover Rate and a tendency to never be seen again.


The eldest of the Boyle sisters. She is canonically "the" Lady Boyle targeted by Corvo.

  • Alpha Bitch: The Heart notes that one of her favorite "games" is to befriend a young socialite, then see the girl ruined within a year.
  • Bitch in Sheep's Clothing: All of them, but especially Waverly, because she hides behind a mask of affability.
  • Canon Ending: Since she's treated like the "leader" of the family and has more in common with Burrows than either of the other sisters, she's been confirmed as the canon mistress by supplemental material.
  • Chekhov's Gunman: Her first name is dropped before the other sisters' and long before the mission involving her, as part of Treavor Pendleton's autobiography.
  • Damsel out of Distress: So she's canonically the one kidnapped by Brisby, and unable to return to Dunwall due to her crimes against Empress Jessamine. She proceeds to do away with Brisby and take his fortune for herself.
  • Kick the Son of a Bitch: Given that Brisby is a stalker who kidnapped Waverly, it's hard to blame her for killing him.
  • The Mentally Ill: Waverly is implied to have bipolar disorder by the Heart, as it mentions that she has both manic and depressive periods.
    The Heart: She suffers from reckless frivolity, followed by long bouts of melancholy.
  • Properly Paranoid: Played with. Waverly is terrified that someone is after her. It's played straight if she happens to be Corvo's target but subverted if she's not; someone is after a Lady Boyle, but it's not her.
  • Really Gets Around: Though less obviously than her sister, Esma. The Heart says that while Waverly acts like she's too good for her suitors, the servant boys are very familiar with her.
  • Yandere: She was once "stirred so deeply" by a servant from Morley that she had him killed the next day.


She eventually inherits the family fortune and position after her sisters' fall from grace.

  • Anti-Villain: She's a bit Rich Bitch but is only the mistress of the Lord Regent to keep her family name safe and doesn't seem interested in scheming, and unlike her sisters is not implied to murder and destroy people for the fun of it. This may be why most of the fan base seems to prefer going after one of the more clearly evil sisters instead.
  • Dark Mistress: Subverted, at least in her case. Esma admits to Corvo on the way to the bedroom that she's only sleeping with the Lord Regent to keep her family name safe, and she'd free herself from him if she could. And Corvo will grant her wish, one way or another.
  • Drowning My Sorrows: It's mentioned that Esma drinks to forget herself.
  • Grey-and-Grey Morality: If she's the mistress, in contrast to her sisters. She's a bit inconsiderate towards the poor and she's helping the Lord Regent but mainly because she just seems to want to save her family name, and she dislikes the situation.
  • Lady Drunk: Her sister Waverly even notes that if Esma didn't have a drink in her hand, she'd probably fall over.
  • Missing Mom: According to the Heart, though there is no mention of it otherwise and nothing in the level will give you any indication that Esma is a mother. Her daughter will end up being a victim of this trope if Esma is Corvo's target, if this hasn't already happened through abandonment.
  • Really Gets Around: Esma's diary states that, at the party, she will bed the first man who asks for her, as well as the one after that. Yes, her diary says this even if she's the one who is the Lord Regent's mistress.
  • Token Good Teammate: More like "token neutral teammate", but she's this in comparison to her more outright psychotic sisters.

    Royal Interrogator Morris Sullivan 

Morris Sullivan, the Royal Interrogator
Voiced by: None

A mute torturer for the Lord Regent who worships the Outsider and has some supernatural abilities, he is a secondary target for Corvo when entering Dunwall Tower.

  • All There in the Manual: His name and background can only be discovered if the players uses the Heart on him.
  • Ax-Crazy: Well, he is a torturer. On top of that, when you find him, he's brutally beating a horrifically-mutilated and rotting corpse that's hanging from the ceiling. The man is seriously unhinged, and perhaps doesn't even know he is doing anything wrong due to his underdeveloped brain.
  • Badass Normal: It's strongly hinted that his resistance to Corvo's powers comes from the use of Void relics rather than being directly empowered by the Outsider like Corvo or Daud.
  • Bald of Evil: One of his most obvious features aside from his cruelty is his baldness.
  • Boss in Mook's Clothing: He has a huge amount of health, deals enormous damage and resists Bend Time and sleep darts. Otherwise, he's presented an optional secondary target.
  • The Brute: He may be dumb and mute but he is certainly brutal, even when he has no reason to be as that corpse mentioned above can attest.
  • Contractual Boss Immunity: He's resistant to Bend Time and Windblast, and his sizable health pool also means he can take a few hits from other attacks (like rat swarms, springrazor mines, or incendiary bolts) that pretty much one-hit-kill anything else in the game.
  • Dumb Muscle: His brain is underdeveloped due to being inbred. The Heart actually says that as he grew bigger, his brain got smaller.
  • Even Bad Men Love Their Mamas: Implied. A Bottle Street Gang account lists "Nelly & Morris Sullivan" among the people buying elixir from them.
  • Intergenerational Friendship: Is hinted to have one with Granny Rags, who is the person who taught him how to harness the powers of the Void.
  • Kissing Cousins: His noble family married cousins for generations, which is likely why he's mute and insane.
  • Morality Pet: A literal example in his wolfhound.
  • Optional Boss: Confronting him is entirely optional, and doesn't really benefit you in any way other than ticking off a mark on your optional mission checklist.
  • The Speechless: He is genuinely mute, which is why you can't find anything about him from him directly.
  • Torture Technician: He's in charge of torturing prisoners, and is the man who tortured Corvo during the six months that Corvo was in prison.
  • Troll: He's apparently made a habit of sneaking into the Dunwall Tower barracks at night in order to stare at some of the guards as they sleep. It's also mentioned that he's been stealing thing from the guards so that he can replace what he's stolen with things like handkerchiefs full of teeth or painted rat heads.

The Whalers


In the schoolyard, the other children would marvel at his quick hands. One day, a man came for young Daud, and led him away.
"I'd killed nobles before. Why should an Empress be different? For six months, the city writhed and changed. For six months - I tried to forget what I'd done to the Empress and her little girl. Whatever doom was coming; I deserved it. But not yet."
Voiced by: Michael Madsen

A fearsome underground figure in Dunwall, Daud is the leader of an assassin group called the Whalers (because of their use of discarded gear from a whaler factory) based in the Flooded District. These are the people who killed the Empress. He is the protagonist of the two story DLCs for the first game, The Knife of Dunwall and The Brigmore Witches, as well as a main character in Death of the Outsider. Like Corvo, he is from Serkonos.

  • Anti-Hero: In Knife Of Dunwall. He's a villain in the main campaign, but no more villainous than Dunwall's many despicable citizens (and certainly no more villainous than Corvo can potentially be when they finally cross paths). When he's the central character, the player can decide his actions, which range from ruthless and unpleasant, but purely mercenary, to outright vicious sadism. Ultimately however, his actions end up saving Emily from possession.
  • Anti-Villain: What he is in the vanilla game. Type I, as he's not necessarily a great guy, but of all the villains and some of the heroes, as it turns out, especially if Corvo has been running around murdering everyone, he is one of the more sympathetic.
  • Acquired Poison Immunity: Of a sort. While he's not strictly immune to poisons, one of the benefits of his powers is a very strong resistance to toxins of all kinds. Accordingly, if Corvo shoots him with a sleep dart or ten — even if it's with the upgraded combat sleep dart, which drops almost every other living thing in the game instantly no matter what — Daud won't even be slowed down by the toxin, much less be dropped by it.
  • Always Someone Better: Corvo is this to Daud. No matter how great an Assassin Daud is, he's fated to lose his duel with Corvo should it happen, and the only way said duel can be averted is if Corvo is the one who decides to avoid it by sending Daud a more personal message (pickpocketing him). This goes double in a low chaos playthrough: Corvo does great things to make the world better with his powers, while the best Daud can hope to do is mitigate some of the evil he's brought about and earn a measure of redemption by saving someone he wronged.
  • Arm Cannon: In the DLC, Daud carries a wrist-mounted variation of the crossbow. It can also function as a Blade Below the Shoulder similar to the Hidden Blade of the Assassin's Creed series by extending the bolt to pierce through necks.
  • Armor-Piercing Question/Breaking Lecture: Daud gets in a mix of these two tropes during his fight with Corvo.
    Daud: Why are you fighting? For the men who poisoned you and left you to die? For your dead Empress? Go on, strike as if you mean it! You know I killed her! Fool! We're of the same breed, you and I. We both kill for others. You think I'm your enemy? I've never lied to you.
  • Badass Boast: When alerted to Corvo's presence.
    Daud: I know your footsteps, Corvo. Do you really think you can hide from a hunter of men?
  • Because I'm Good at It: The main reason he became an assassin after getting his powers was because he had little else to do with them.
  • The Bus Came Back: He returns in Death of the Outsider.
  • Climax Boss: It is very difficult to avert a battle with him, and in Low Chaos he actually stops time so he and Corvo can fight one-on-one, without interruptions.
  • Cradling Your Kill: If Daud decides to kill Billie Lurk in Low Chaos, he holds her hand and her body gently.
  • Cruel Mercy: Averted. His non-lethal takedown is the only one in the game that doesn't put him in a Fate Worse than Death.
  • Combat Pragmatist: If Corvo chooses to fight him in High Chaos, Daud will call on his assassins to help him, and dispenses with any notion of honour; after all, Corvo clearly has none.
  • Contractual Boss Immunity: Is resistant to many of Corvo's gadgets and powers. He'll outright mock you if you try to possess him or timestop him, and Windblast only staggers him slightly instead of blowing him across the room. Justified in the case of his immunity to sleep darts; in a memo to one of his assassins, Daud explicitly states that one of his abilities is a resistance to toxins of all kinds.
    Daud (if Corvo tries timestopping him): Nice try, Corvo.
  • Death Seeker: Daud expresses regret about killing the Empress, and after witnessing Corvo in action he begins to question the way in which he's chosen to use the Outsider's powers and whether his life has really made a difference to the fate of the world in any meaningful way. After you defeat him in a duel, he expresses no real objection to Corvo simply striking him down, although he's also willing to retire and go into self-exile instead. After The Brightmore Witches, it becomes even more so: While the Outsider occassionally talks with him in his dreams, now all he gets are nightmares of Corvo coming to kill him, followed with the Outsider constantly mocking Daud, especially in Low Chaos where he constantly questions if Daud believes that avoiding death would save him. Actually finally being confronted with the actual thing must be a great relief, one way or another.
  • Despair Speech: When Corvo defeats him in Low Chaos, he gives one of these, saying that "something broke" inside of him when he killed the Empress and kidnapped her daughter, and he began to question what he's truly accomplished with his life and whether anything he's done has truly been worth anything — and finally realized that he's had enough killing. The High Chaos speech is somewhat similar, but he tires of fighting and accepts death with dignity, should you give it.
  • Disney Villain Death: Corvo throws him off a ledge after slashing his throat.
  • Dragon with an Agenda: Certainly has his own objectives unrelated to the Lord Regent. And of course, Corvo is only interested in rescuing and protecting Emily, not Havelock's ambitions.
  • The Dreaded: When eavesdropping on conversations about Daud, he is referred to with both fear and reverence. According to one such conversation, some people are too afraid to so much as say his name.
  • Dreaming of Things to Come: Daud is dreaming of his upcoming confrontation with Corvo. It is possible in the dream for Daud to defeat Corvo - something even Daud knows is unlikely to happen in reality.
  • Dropped a Bridge on Him: He dies offscreen in Death of the Outsider, succumbing to old age and injuries.
  • Even Bad Men Love Their Mamas: Is very fond of his mother, citing her advise against the witches. When he died and lingered in the Void, he could be seen calling out for her, lamenting that he could not remember her face, only bits and pieces of her memories.
  • Even Evil Has Standards: His personal audio log has him talking about how much he hates Burrows despite the fact that he is also a regular client of his and would love nothing more than to slit his throat himself. He also expresses deep regret for killing the Empress for all the damage that it has wrought on Dunwall.
    • In a low-chaos run, Daud comes to consider Corvo a Worthy Opponent, and feels as though their conflict should be settled one-on-one. On a high-chaos run? He thinks Corvo is a mad-dog and affords him no such special considerations.
  • Evil Counterpart: To Corvo. Both are supernatural-empowered assassins gifted by the Outsider, but Daud has been doing it a lot longer, but with no real focus or purpose other than assassination for its own sake, and both are the only playable characters of the first game. Also, both of them are Serkonan. Daud even notes in his journal the similarities between him and Corvo. Their Outsider-bestowed powers are also extremely similar; the Outsider's Mark grants powers which usually vary quite noticeably from one individual to another.
  • Evil vs. Evil: Potentially against Delilah.
  • Expy/Actor Allusion: He's an incredibly skilled sword-wielding Professional Killer who has begun to experience regret over what he's done and is a Death Seeker, but isn't willing to go down without a fight. He's also voiced by Michael Madsen. Sound familiar?
  • Face Death with Dignity: He accepts either death or being spared once he is bested in combat. If Corvo grabs him to deliver the killing blow, he won't even try to fight back.
  • Face–Heel Turn: Implied in the Death of the Outsider trailer, where he sets out with Billie Lurk to kill the Outsider, in spite of him being firmly on the side of Emily and Corvo
  • A Father to His Men: He is shown to greatly care for his Assassins. He believes that whatever doom is coming for him should not be suffered by them as well.
  • Feeling Their Age: By the time of Death of the Outsider, his hair has gone completely white and he's clearly past his prime. He's still dangerous enough that the Eyeless need to imprison him in a power-dampening chamber and he quickly massacres them once released.
  • The Ghost: In Dishonored 2, he's confirmed to still be alive and is mentioned by several characters, but he never exerts influence on the story and is never seen. Except in the credits sequence of a Low Chaos ending.
  • Good Counterpart: In a High Chaos run he is this instead, being strictly professional and starting to experience remorse and second-guesses over his chosen path when you meet him, in contrast to how the player would've already choked the streets in innocent victims by this stage.
  • Graceful Loser: In both High Chaos and Low Chaos, Daud is quite composed after being defeated.
  • Guttural Growler: Regardless of your chaos level his voice will always be deep and raspy which does help his intimidating presence.
  • The Heavy: While Hiram Burrows may have mastermind the assassination of Empress Jessamine Kaldwin, but his plan, and his oppressive rule that plagued game would have never come to fruition without Daud, a fact Daud knows very well and has given him so much angst.
  • Heel–Face Turn: After being empowered by the Outsider, Daud spent his entire life killing on contract for money. After killing the Empress he realizes that all he's even done with his gifts is make the world a worse place. He finds a small measure of redemption by defeating Delilah, and ultimately decides to seek redemption for his life by using his last days on earth to find a way to kill the Outsider, holding him responsible for all the evil committed by those who have received his Mark. It's ambiguous how correct Daud's reasoning is; while the Outsider had absolutely nothing to do with Burrows' coup, it is fairly reasonable to hold him responsible for Delilah and others like her over the centuries.
  • Heel Realization: In a Low Chaos run he regrets having killed the Empress for all it caused. And watching Corvo's actions makes him question the path he took and how he's wasted the Outsider's gift. He questions the need to kill the Empress in a High Chaos run, but it's not as obvious. Given that you've most likely slaughtered all of his guards, he has more things to worry about than a job.
  • Hero of Another Story: The Knife of Dunwall and The Brigmore Witches chronicle his actions between his assassination of the Empress and Corvo's arrival in the Flooded District.
  • Hidden Depths: So sayeth the Heart.
    The Heart: His hands do violence. But there is a different dream in his heart.
  • Hitman with a Heart: He murders people for money, but it's nothing personal and all about the money for him, which makes him a much more sympathetic villain than all the power hungry, amoral, over-privileged psychos Corvo normally has to deal with. Then it turns out that Daud actually comes to deeply regret murdering the empress for all the pain and suffering it has caused to the city of Dunwall and all the people in it (Nice Job Breaking It Anti-Villain,) at which point you realize he has become a more sympathetic character than Corvo on a high chaos run. The Brigmore Witches also reveals that Daud saved the empire by preventing Delilah from possessing Emily.
  • If I Wanted You Dead...: Dealing with Daud without actually fighting him involves pickpocketing him to prove to him that you can kill him anytime you want.
  • Incurable Cough of Death: In Death of the Outsider, age has caught up to him to the point that he's coughing and can barely stand. He ends up dying offscreen while Billie is off stealing the Twin-bladed Knife.
    • It's later revealed that he only became ill because he came into contact with the Knife earlier due to Time Travel.
  • Ink-Suit Actor: Looks very much like a younger Michael Madsen.
  • It's Personal: Because he killed the Empress himself.
  • Jade-Colored Glasses: Daud has been wearing them for a long, long time, so even when a thought crosses his mind that his crimes might be catching up with him, he quickly dismisses it.
    "I'd say I'm being punished, but I know that the world doesn't punish wicked people. We make our choices, and take what comes.... and the rest is Void."
  • Leave Him to Me: While Daud invokes this trope word-for-word in Low Chaos, it's actually a subversion, as Daud is acting out of respect for Corvo as a Worthy Opponent rather than personal antipathy.
  • Let's Fight Like Gentlemen: If Corvo has a low Chaos rating, Daud will order his men to leave so he and Corvo can fight one-on-one. He's even good enough to dismiss the assassins that show up to avenge him after Corvo severely wounds him. All bets are off on a High Chaos run, though, as Daud knows Corvo is a complete psycho and isn't taking any chances with him.
  • A Lighter Shade of Black: No matter how villainous you play him in the DLCs, Delilah is much worse.
  • Memetic Badass: Like Corvo, he is this in-universe among the general populace. He is spoken of in hushed tone as a mystical dealer of death. Which, to be absolutely fair, is exactly what he is.
  • Mirror Boss: He shares several of Corvo's powers.
  • Morality Pet: A whole gang of them. He regularly takes in street urchins, refugees, and people with otherwise no place to go, and trains them in his craft. As a result, they are all fiercely loyal and devoted to him. In one note he even explains that he doesn't abandon anyone that wants to stay, even if they can't handle his gift, as long as they train in something else then. During the DLC, Daud is also very quick to explain that he is aware that doom is coming his way, but he doesn't accept his people getting hurt because of it.
  • My God, What Have I Done?: Even for a seasoned killer like Daud, regicide seems to be taking things too far. The DLC in particular expose his gradual realization that the death of Empress Jessamine at his hands was what ultimately pushed Dunwall and the Empire over the edge, but even in the main game, he obviously regrets taking on that one job, such as in his last message to Hiram Burrows (recorded just as Corvo approaches his office):
    "Good riddance to you, sir. So many schemes you had and so many contracts. How many people did I kill for you? None like the last. None like her. I'd give back all the coin if I could. No one should have to kill an Empress."
  • Nice Job Breaking It, Hero!: Canonically, he had Delilah imprisoned in a painting. If he just killed her instead, then she wouldn't have escaped, and the events of Dishonored 2 would never have happened.
  • No-Sell: Go ahead. Try to Possess him. Bend/Stop Time doesn't work on him, either. Sleep darts won't drop him, and even Windblast II only staggers him.
  • Nothing Personal: For Corvo, it's personal. Subverted for Daud, it was just a job until he begins to feel guilt and regret for killing the Empress and the effects her death had on the city. Even so, he had no reason for killing her beyond the fact that he was hired to do so, so projects an attitude like this to Corvo. However in the DLC, it is shown he's having dreams of his confrontation with Corvo, and The Outsider himself warns him that a reckoning he can't escape for his actions is coming (in the form of Corvo).
  • Overt Operative: For a covert assassin, Daud certainly has an amazing amount of public exposure. Even before the assassination of Jessamine Kaldwin, he was known by name as the leader of the Whalers and his face was known well enough for Sokolov to paint an accurate likeness in his portrait of the man (though that’s barring the unlikely possibility that Daud actually modeled for it). By Dishonored 2 a biography has been written about him with enough detail to get into his sexuality and that the world gives no reason to believe is speculative.
  • Power Tattoo: He has the Outsider's mark.
  • Professional Killer: Since his Outsider given talents were well suited to it and his being an assassin is why he killed the Empress in the first place.
  • Rage Against the Heavens: In DLC notes, Daud has been known to curse the Outsider both privately and to his face. The Outsider doesn't seem to take him seriously, in as much as the Outsider takes anything seriously. Death of the Outsider has him and Billie teaming up to finally take the Outsider down for good.
  • Red Baron: The Knife of Dunwall.
  • Redemption Earns Life: If Corvo spares him. Daud is the only target whose non-lethal fate is actually merciful. The Low Chaos ending of The Brigmore Witches also has Corvo sparing Daud
  • Slashed Throat: His close combat death animation.
  • Spanner in the Works: To Delilah. The only reason he got involved, and ultimately foiled her plans, is because the Outsider gave him her name. So he spent months having his Whalers look for this "Delilah", which led to her noticing and making contact with Billie and ultimately leading to Daud foiling Delilah's plans. Even better, when Daud kidnapped Emily, Delilah thought he was on to her. He didn't even know she existed then though.
  • Strike Me Down with All of Your Hatred: During their fight, he challenges Corvo to kill him.
  • Summon Bigger Fish: As a playable character, he can summon one of his Assassins to his side to deal with enemies.
  • Superpower Lottery: Thanks to being empowered by the Outsider, Daud has a variety of powers at his disposal.
    • Aura Vision: Daud's "Void Gaze" power works like this.
    • Flash Step: Due to possessing the "Blink" power, Daud can do this.
    • Healing Factor: Daud has this due to his "Vitality" power.
    • Mind over Matter: Daud's "Pull" power grants him telekinesis.
    • Summon Magic: Can summon Assassins with the "Summon Assassin" power.
    • Super Empowering: One of the powers he's granted by the Outsider is the ability to give lesser versions of his powers to those loyal to him. In Knife of Dunwall Daud muses that his "Arcane Bond" seems to make the reliability and strength of their powers directly proportional to their loyalty to him.
    • Time Stands Still: The "Bend Time" power gives Daud the ability to do this. His variation of Blink also stops time around him as long as he's standing still, unlike Corvo's.
    • You Will Not Evade Me: "Pull", which when upgraded allows him to levitate opponents toward him.
  • The Teetotaler: According to his biographical book mentioned above, he does not drink as a general rule.
  • This Is Something He's Got to Do Himself: A rare villainous example, assuming Corvo has Low Chaos. He refuses help from his assassins (who are more than willing to give it) and orders them away when they try to come to his aid.
  • Touched by Vorlons: Like Corvo, Daud was empowered by the Outsider and has a number of the same powers.
  • Viking Funeral:
    • In the High Chaos ending of The Brigmore Witches, Daud's body is given a pyre, with Billie watching if she's alive.
    • In Death of the Outsider, Billie has him go down with the Dreadful Wale once he finally passes away.
  • Villainous BSoD: He's started to slip into one by the time Corvo comes across him, expressing regret for the murder of the Empress and wondering if he chose the right path in his life. His card in the Dishonored tarot deck is titled "Regret".
  • Villain Episode: He's the protagonist of The Knife of Dunwall and The Brigmore Witches DLC.
  • Villain Protagonist: Although, just how much Daud remains one is up to the player. If you want, you can play through the entire DLC non-lethally (just like you could in the main game) and follow the story path of Daud redeeming himself after the murder of the Empress (which, of course, is Low Chaos). Alternatively, you can hack through every living thing between you and your goals and leave a bloody swath marking your path through Dunwall in a High Chaos playthrough where Daud accepts his murderous self. The trophies/achievements for each ending explain it best: Redemptive Path for Low Chaos and No Regrets for High Chaos.
  • Villainous Aromantic Asexual: According to his biographical book, named after his title, found in 2, sex has never interested him (which Word of God eventually confirmed). Though, the "villainous" depends on many factors.
  • Villains Want Mercy: A mild case. If Corvo confronts him after defeating him, Daud will calmly tell Corvo that he would like to be spared. That being said, Daud clearly has no real objection to Corvo killing him, and sounds almost awed if Corvo grants his request.
  • What You Are in the Dark: Daud opposed Delilah's plot and saved Emily with no expectation of being celebrated for his achievements or being spared by Corvo. He could have very well ignored Delilah since her plot didn't even directly affect him.
  • Would Hit a Girl:
    • The first time you see him, he's stabbing the Empress through the chest with zero hesitation whatsoever. While he expresses regret later, it has nothing to do with the fact that she's a woman.
    • In The Knife of Dunwall, he has no problems with torturing Abigail Ames for information.
    • And in The Brigmore Witches, he's a-okay with stabbing female gang members, the witches, and Delilah herself should the player will it. In short, he takes all his opponents seriously, whatever their gender.
  • You Fight Like a Cow: If you let the fight drag on, he begins taunting Corvo.
    Daud: Fight harder! You're not fighting Lady Boyle now!
  • You Can't Fight Fate: Knew that he would eventually face judgment for his crimes at the hands of Corvo due to prophetic dreams.

    Billie Lurk 

Billie Lurk
Things would have been different for her, if her young friend had survived the attack all those years ago.
Voiced by: Kristy Wu (Dishonored), Rosario Dawson (Dishonored 2)

Daud's number two, the most skilled of his Assassins. He holds her in regard that few of his other agents have earned, having her scout locations, gather information on targets, and offer advice.

She is the protagonist of Death of the Outsider.

  • Abusive Parents: Her mother only ever considered her "another mouth to feed" and often beat her; after her mother went blind from alcohol abuse, Lurk left home (but not without a bit of taunting).
  • Action Girl: She starts off as a Dark Action Girl give her history as a Whaler but she becomes more morally gray over time until she's more of an Anti-Hero. Nevertheless, she's always been good with a blade.
  • And the Adventure Continues: At the end of the second game, its mentioned she will go and search for Daud. The heart mentions that she has a great destiny waiting for her outside of Dunwall and Karnaca. This is explored in the sequel, Dishonored: Death of the Outsider.
  • An Arm and a Leg: In Dishonored 2, as "Meagan" Her right arm has been cut off at the elbow and her eye was scarred when she broke into Aramis Stilton's home looking for him after he vanished. The home was heavily guarded at the time and she suffered those wounds escaping them. If the protagonist of Dishonored 2 alters history and saves Stilton during "A Crack In the Slab" when they return to the present both her injuries are gone, as she never needed to break into Stilton's home that fateful night.
  • Artificial Limbs: In Death of the Outsider, she now has an arm made of the void.
  • The Atoner: In Dishonored 2, while she still operates somewhat outside the law, she's distanced herself from her past as a paid assassin, and under the guise of Meagan Foster spends the game helping Emily or Corvo, the daughter or lover of the woman she helped murder.
  • Badass Gay: She's Daud's best assassin and right-hand woman. She's also bisexual, as mentioned below.
  • Bi the Way: In Dishonored 2 her audio diary mentions that she's been with her fair share of women, and even a few men.
  • Brought Down to Normal: Since parting ways with Daud, Billie lost her Outsider powers. And by the time the sequel begins, she's no longer in any shape to fight due to losing her arm.
  • The Bus Came Back: In Dishonored 2, she turns out to be still working undercover, as "Meagan Foster", helping Anton Sokolov.
  • Cradling Your Kill: She does this to the Outsider, should she decide to kill him.
  • Cyborg: In Death of the Outsider, she looks like one but her appendages are Void-based and occult, and not mechanical. Her arm is made of fragments from the Void and the red eye is in fact an artifact called "Sliver of the Eye/Eye of the Dead God" that belonged to the deity before the Outsider and it gives Billie the special ability of foresight.
  • Deadpan Snarker: She's very fond of sarcasm.
  • Evil Makeover: She doesn't change any part of her appearance, but her boss battle in High Chaos uses Delilah's powers rather than Daud's, right down to the flower petal effects when she uses Blink. Though presumably, if she had won, Delilah would've modified her uniform into a Garden Garment like the rest of her witches.
  • Eye Scream: Not on herself, but when she was young her friend/lover Deirdre was offhandedly killed by a nobleman who struck her. Lurk's response was to break off part of a wooden ornament and jam it in the nobleman's eye, killing him. Unfortunately, he turned out to be a Duke's son.
    • She lost her right eye before meeting the protagonist in Dishonored 2. Like her arm, the player can ensure she never lost it during "A Crack in the Slab".
  • The Faceless: Like the rest of Daud's minions, she always wears a mask. She takes it off during the ending of The Knife of Dunwall.
  • Final Boss: In High Chaos, she is the final opponent Daud faces in The Knife of Dunwall.
  • Ghost Memory: In Death of the Outsider, while she now has her eye and arm intact thanks to Emily tampering with the past, this leaves her with nightmares where she lost them.
  • Go Out with a Smile: If Daud chooses to kill her in Low Chaos, she'll smile a little ruefully and guide his hand in making the strike.
  • Intergenerational Friendship: With Sokolov in the second game. Her greatest concern in the early parts is his safety, and the Heart mentions that she sees him as her closest companion, and possibly a father figure.
  • I Was Quite a Looker: She was reasonably attractive in The Knife of Dunwall, but the years between the first and second game have given her some very disfiguring scars. If you change the past though, you can undo them.
  • Know When to Fold 'Em: In Low Chaos, she admits her treachery after her attempt on Daud's life goes horribly wrong and accepts her execution or exile. Averted in High Chaos, where Delilah exposes her and Lurk chooses to fight Daud one-on-one.
  • The Last of These Is Not Like the Others: She is the last person whom the Outsider chooses and grants powers to, but unlike all who have come before her, he doesn't do it imprinting her with his mark, instead giving her Void artifacts that replace her arm and eye.
  • The Lancer: To Daud.
  • Law of Chromatic Superiority: She wears a red cloak to distinguish her from the rest of the Whalers.
  • The Lost Lenore: No matter how long she lives or how many lovers she has, she's never quite able to get over her teenage love, Deirdre, whose murder set her on the path she walks throughout the franchise.
    Billie (audio diary): "I've loved a number of women, and even a couple of men, but I've never loved anyone like my Deirdre..."
  • Meaningful Name: Assassins do tend to lurk around a lot. It also isn't her birth name.
  • Mirror Boss: If you end up fighting her, she fights similar to Daud. Though her Void powers are based on Delilah's abilities rather than Daud's, unlike the Brigmore Witches she generally doesn't use abilities that don't copy the fighting style she learned from Daud.
  • Mr. Exposition: She provides Daud with the background of his targets and devises strategies to deal with them.
  • My God, What Have I Done?: In Low Chaos she realizes that she was wrong about Daud and becomes greatly distraught that she worked with Delilah.
  • No More Lies: Decides to come clean with you about her past as the assassin responsible for Jessamine's murder.
  • One Degree of Separation: For someone who grew up on the street, Billie is amazingly well connected and has ties to several major character across both games. Besides being Daud's best pupil and taking part in the assassination of Jessamine. Her part in Delilah's plot meaning she's familiar with both Delilah and Breanna Ashworth. It's also revealed in Dishonored 2 she's also friend with Aramis Stilton before he disappeared, and in the intervening time between both games became Sokolov's closest friend. On top of that Luca Abele's brother killed her lover and she killed him in return, and she also almost murdered Slackjaw once, according to the Heart. And of course in the sequel is an ally of Corvo and Emily.
  • Paradox Person: In Death of the Outsider, her new powers don't come from a Mark from the Outsider like Corvo, Daud or Emily. According to Harvey Smith, her powers come from her being "in one state and in another at the same time", which is a direct result of Emily tampering with Stilton's past.
  • Platonic Life-Partners: With Anton Sokolov in Dishonored 2.
  • Promoted to Playable: She is the playable protagonist of Death of the Outsider. Unlike Dishonored 2, she is the sole protagonist and Player Character of this adventure.
  • Redemption Earns Life: Similar to Daud's own fate in the main game, it's possible to spare Billie, allowing her to leave Dunwall and makes a new life for herself.
  • Remember the New Guy?: She was introduced in the DLC and is never mentioned in the main game due to the fact that she's either dead or exiled by the end of The Knife of Dunwall and Daud regrets her loss enough that he doesn't want to be reminded of it.
  • Roaring Rampage of Revenge: Part of her motivation for going after the duke in the second game is to avenge the death of her lover, Deirdre, whom he goaded his brother into killing.
  • The Smurfette Principle: Only female assassin shown in game. Word of God confirms that Billie was "probably not" the only woman, and a note found in Dishonored 2 suggests at least a few other women were working for "the Big Knife". On the other hand, the Outsider's ending narration for a High Chaos run in Knife of Dunwall says Billie was the only woman Daud ever trained (though we do see that some apprentice Whalers are trained by more senior Whalers rather than Daud himself).
  • Spontaneous Weapon Creation: Billie can materialize the Twin-Bladed Knife from her inhuman arm.
  • The Starscream: It's revealed at the end of The Knife of Dunwall that she was secretly working with Delilah to take down Daud. In the Low Chaos path, she ends up going back at the last moment and surrenders while in the High Chaos path, she takes Daud's murderous tendencies as him slipping and goes through with it.
  • Suspiciously Similar Substitute: As Meagan Foster, she basically serves the same role that Samuel does in the first game, being the one who transports you in and out of places via a boat.
  • Time Master: Post-Death of the Outsider. In the comics she can stop time, while in the books she can go back in it. She tries to save Daud but ends up instead ensuring that his death happens.
  • Token Minority: She's the only dark-skinned person present in Dunwall. Averted in Dishonored 2, where dark skin is pretty common in Serkonos. It's also retroactivly averted in The Corroded Man, as it turns out The Ghost Rinaldo is black too.
  • Twofer Token Minority: She's the only major character in the the first game who is either a) not white, or b) not straight.
  • Tomboyish Name: Which makes her being the only known female assassin in Daud's ranks more surprising.
  • Walking Spoiler: Just about everything regarding her role in the Knife of Dunwall as well as Dishonored 2 and Death of the Outsider means that talking about her to any great degree is going to get into spoiler-y territory.
  • Weapon of X-Slaying: She eventually gains the Twin-bladed Knife, the blade used to sacrifice the person who would become the Outsider. It lets her charge up a Sword Beam to knock enemies around.
    • After killing the Outsider, however, it loses the ability to use a Sword Beam.
  • Worthy Opponent: Even in high chaos where she completely turns on Daud, she considers him such and insists on fighting him one on one - in her own words, she wants to do this "properly and with respect". In the following mission, if she was killed and an assassin refers to her as a "witch", Daud himself coldly replies that the "witch" was twice the fighter the assassin would ever be.



Thomas is Daud's loyal lieutenant, who becomes his second-in-command following Billie's betrayal.



The Heart: Such power. If only it could be harnessed for something other than death.
Voiced by: Jon Curry and Peter Jessop

Daud's loyal followers.

  • Elite Mooks: They're quite a lot more powerful than most other enemies in the game.
  • Faceless Goons/Gas Mask Mooks: They wear the protective masks that were traditionally worn by workers in whale-oil processing plants, giving them the nickname "Whalers".
  • Meat Puppet: One of the few things the Heart can discern about them is they don't act out of their own free will. It's unclear whether this is forced upon them or if they are Willing Channelers.
  • Psychic Block Defense: Notably the only characters whose secrets the Heart cannot get to.
    The Heart: It is as if there is a cloak around him, and I cannot see through it.
  • The Straight and Arrow Path: Whereas the City Watch and Overseers mostly use pistols, the Assassins stick to wrist-mounted crossbows.
  • Super Powered Mooks: Daud grants them the ability to perform Transversals and Tetherings.
  • Teleport Spam: They tend to Blink around a lot in combat. They also do it when on patrol, making sneaking up on them more of a challenge.
  • Touched by Vorlons: Through Daud, they receive Outsider powers.
  • Undying Loyalty:
    • They are extremely devoted to Daud, which is what allows him to transfer his abilities to them. Their loyalty to him is proven in gameplay, as well: After Corvo severely wounds Daud to the point that the man can no longer fight, the Whalers appear to defend Daud against a man with powers greater than their own, who has enough skill to defeat their leader, and who has likely either killed or choked unconscious a large number of their fellows already. Daud has to order them to leave a second time to get them to back off.
    • If Corvo spares Daud in Low Chaos, the Whalers will no longer be hostile; Corvo is free to wander around the hideout in plain view until Judgement Day and steal everything that isn't nailed down without hearing so much as an untoward comment (though if you get too close, they'll shove you away). If Corvo kills Daud, the Whalers won't directly come after him out of respect for Daud's last order, but they will attack Corvo on sight.

Daud's Targets

    Bundry Rothwild 

Bundry Rothwild

Voiced by: Chris Fields

The owner of the Rothwild Slaughterhouse, one of the largest sources of whale oil in Dunwall.

  • Bad Boss: Most of his workers endure horrible conditions. When they attempted to form a union, Rothwild called in a favor from the Lord Regent, who made unionizing a capital offense for people involved in the whaling industry. Rothwild also uses the number of accidents that happen in his slaughterhouse as his safe code.
  • Cold-Blooded Torture: Builds a makeshift electric chair to fry complaining workers, and brags about how his days working on a whaling ship have taught him to be an expert torturer. In addition, he likes to keep the whales he catches alive as long as possible, even while they're being eviscerated, since he apparently can extract more oil from them that way.
  • Corrupt Corporate Executive: Of the "Robber Baron" variety.
  • Dark and Troubled Past: His father died when he was little, forcing his family into (further) destitution. His mother was then killed at the bottling factory she worked at, leaving him and his younger brother orphans. His brother (who he had gone to great lengths to care for) was then taken by the overseers for the "Trial of Aptitude", and "mysteriously" vanished. With no family or money, Bundry had to claw his way up from rock bottom.
  • Hoist by His Own Petard: Daud can interrogate Rothwild with the device he was using to torture his workers into not striking.
  • Loves the Sound of Screaming: According to his audio logs, he enjoys the moans of the whales as they die in his slaughterhouse.
  • Rags to Riches: From an orphan left from parents of modest means, to the owner of a slaughterhouse in the most profitable industry in Dunwall who has the ear of the Lord Regent.
  • Reassigned to Antarctica: The nonlethal option for eliminating him involves locking him in a crate bound for the most remote corner of the Empire, where it is described as very icy and cold.
  • Self-Made Man: He grew up on the streets. Sadly, he's one of those Nouveau Riche who wants to pull the ladder up behind them so no one else can climb it.

    Arnold Timsh 

Arnold Timsh

Voiced by: John Mariano

The City Barrister. Timsh has been abusing his position to kick other nobles out of their homes with false accusations of plague so he can seize their assets for himself.

  • Amoral Attorney: The most powerful lawyer in the city and also the most morally bankrupt.
  • Demoted to Extra: In The Brigmore Witches DLC, if you let him live — see Hoist by His Own Petard.
  • Dirty Old Man: Daud can stumble upon him trying to pressure one of his maids into sleeping with him.
  • Perilous Old Fool: He's a somewhat downplayed version of this trope. The Assassins' file on Timsh notes that he's in surprisingly good shape for a man his age, carrying both sword and pistol and being a decent shot. If Daud tries taking him head on, Timsh will fight back, though even without Daud's supernatural powers it's a Curbstomp Battle as Timsh's actual combat skill is only on par with a weak Lower Guard.
  • Hoist by His Own Petard:
  • Love Martyr: Although Timsh is obsessed with Delilah, she considers him useless to her and tells Daud she doesn't care what he does to Timsh.

    Overseer Leonard Hume 

Overseer Leonard Hume

A high ranking Overseer and the final assassination target of The Knife of Dunwall, part 1 of the 2-part Daud DLCs.

  • All Your Base Are Belong to Us: He takes over the Assassin's headquarters and even sets himself up right in Daud's office.
  • Final Boss: On a Low Chaos run he ends up being this for The Knife of Dunwall, since you only fight the final duel against Billie Lurk on High Chaos.
  • Leeroy Jenkins: He launched the attack on Daud's base prematurely while Daud himself wasn't present and carelessly left the original plan around for Daud to find (which is most likely why Corvo found a squad of dead Overseers at the entrance to the district when he was there). Several characters comment on this rush to action and how he failed as well as doomed the entire plan because of it.
  • Off with His Head!: His death scene reuses Martin's close combat death animation, which means this.
  • Smug Snake: He's very impressed with himself for his take-over of the district and boasts about it at length - unless the player feels like cutting him short.
  • Wolfpack Boss: In a fight, Hume's just a regular Overseer with marginally more health, but he has an abnormally large number of guards who will immediately join in if he's attacked (including two Music Box Overseers). If the player rescues all 4 captured assassins before facing Hume, they can use Summon Assassin to call in multiple assassins plus Billie Lurk to help fight Hume, turning the fight into a massive battle royale.

    Edgar Wakefield 

Edgar Wakefield

The former second-in-command of the Dead Eels. He managed to get his boss, Lizzy Stride, sent to Coldridge Prion and took over the gang.

  • Dragon Ascendant: He was trying to pass himself off as one. Not only was he more incompetent, he'd actually been the one responsible for her getting thrown in prison. Then Lizzy is broken out and comes back...
  • Eye Scream: If confronted directly, Daud kills Edgar Wakefield by plunging a sword through his right eye.
  • Sanity Slippage: He loses it when he learns that Lizzy has escaped from Coldridge and plans on coming for him.
  • The Starscream: He was one to Lizzy, up until he actually succeeded. Then it occurred to him it may not have been the best idea.
  • Throw 'Em to the Wolves: Disposing of him non-lethally just means knocking him out and letting Lizzy deal with him.

    Delilah Copperspoon 

Delilah Copperspoon
She dreams of all the world bowing, but more than that. Loving her. Breathing her name.

Click here to see Deililah's portrait. 

Voiced by: Erin Cottrell

A mysterious witch who has history with the Kaldwin family, she first appeared as the antagonist of Daud's DLC. She returns in the second game to once again take over the Empire from Emily.

  • The Ace: From a purely artistic point of view, especially in the second game, she is very often considered a genius like her old master Sokolov as well as one of the most skilled painters and sculptors of her time. Not to mention that despite not having passed so many years since she was marked by the Outsider compared to Daud and Vera Moray, not only did she immediately learn to unlock and use a multitude of powers but she deepened her knowledge on her magic and the Void at levels in some ways even superior to that of any other marked individual.
  • Ambition Is Evil: Delilah's ambitions are quite grand, far greater than a throne and claiming her birthright; it extends to becoming a God Empress of the Void, reordering reality and supplanting the Outsider himself.
  • Arch-Enemy:
    • Initially, Daud is just an annoying threat to get rid of. But as he progresses, Delilah realizes he has a very real chance of stopping her, and decides to consider him as such.
    • In the second game, she refocuses her efforts on Emily and Corvo. Her rivalry with Emily is especially personal since Emily Kaldwin is also an illegitimate offspring of royal and common blood, and Delilah wanted everything she had.
    • The Outsider for his part considers Delilah the most dangerous person he has ever given his Mark, and he goes out of his way to foil her plans, directly intervening and empowering agents to get in her way.
  • Art Attacker: She can use her statues to detect intruders. In an emergency, she can turn them into copies of herself. She also has the ability to use paintings to control people. It's implied that this is how she managed to completely enthrall Timsh. She planned on using a more powerful version of this ability to possess Emily.
  • And I Must Scream:
    • Her fate if Daud chooses a non-lethal means of dealing with her. He replaces the painting of Emily she needs for her ritual with one that depicts a tree in The Void. Once she finishes, instead of possessing Emily, she ends up trapped, unable to die or to affect anything.
    • Presumably also Emily's fate if she were to succeed with her plan, making the above an Ironic Hell.
  • Bad Boss: One of her witches realizes that all of the strongest members of the coven are being sent right into Daud's path. This is savvy of Delilah, but not because she expects them to succeed. Rather, it's to get rid of anyone who could overpower her once she's in Emily's ten-year-old body.
  • Bastard Bastard: If her story is to be believed, then aside from being a self-centered usurper, she's also the illegitimate daughter of Emperor Euhorn Kaldwin and a kitchen maid.
  • Berserk Button: Do not compare her unfavourably to Jessamine (and by extension Emily). Don't even hint that she might not be as classy or graceful or even remotely less admirable than they are. Her temper is mercurial and she hands out death on a whim — especially to aristocracy, whom she despises for their absence of true loyalty.
  • Big Bad: For Daud's story arc in Dishonored's DLCs and Dishonored 2.
  • Blue-and-Orange Morality: Sokolov, who knew her when they were both younger, points out that she's basically an idealist that wants to make the world better than it is. However, her idea of said better world is one in which everyone and everything bows down to her unquestioningly, and she doesn't care who she has to crush to achieve her goal.
  • Call-Back: In the second game, once again the non-lethal way of dealing with her is to trap her in a painting.
  • Contractual Boss Immunity: Actually an aversion; unlike Daud, she's not fully resistant to Bend Time, because her Void power set is different enough from Corvo and Daud's that she doesn't have that ability (like the Royal Interrogator, she won't be completely frozen, but is still noticeably slowed).
  • Create Your Own Villain: A lot of people over the years made Delilah go down a bad path:
    • Her father Emperor Euhorn refused to acknowledge Delilah as his offspring, and forced her to play and befriend Jessamine, his "true" heir. Jessamine herself unthinkingly pinned the blame for her own misdeeds on her, leading to Delilah and her housemaid mother to be removed from Dunwall Tower.
    • Delilah then got the worst of Dunwall, seeing how class inequality led her mother to an early grave, a life of hardship and prostitution for her, and where her only real advancement, as student to Anton Sokolov, still involved sexual extortion.
    • Finally, the Outsider decided to give an obviously damaged and vengeful individual with righteous grievances his Mark (What Could Possibly Go Wrong?), and that made Delilah into a threat to the whole of Dunwall society. After realizing his mistake, the Outsider then got Daud to take care of her, and even that backfired when she crawled out of the Void stronger than ever, coming closer than anyone to toppling the Outsider as the God of the Void.
  • Depraved Bisexual: Confirmed by Harvey Smith to be "openly bisexual", being in a romantic relationship with her second, Breanna, a woman, and the Duke of Serkonos, a man.
  • Even Bad Men Love Their Mamas: Despite her being It's All About Me, a part of Delilah's bitterness came from the way her mother suffered and died due to Jessamine's lie. She mentioned how her mother died after suffering weeks from a broken jaw and was buried unceremoniously in a coffin too small for her. This was after being forced into extreme poverty and sentenced to Debtor's Prison, even though Euhorn could have at least provided for them when her mother lost her job.
  • Even Evil Has Loved Ones: As manipulative and self-centred as she is, Delilah is shown to care about a few people:
    • Her feelings about her sister Jessamine are... complicated... But at the very least when Jessamine is released from the heart, Delilah states without a trace of sarcasm that she's glad that the latter is finally at peace and can truly die. Might be because she can sympathise with what it's like to be half alive in an inanimate object.
    • While one might expect that Delilah views the boorish Duke Luca Abele simply as a means to an end, information gleaned from the Heart and her diary shows that she does care about him on some level. Less as a lover and more as a "pet" or a little brother, but she nevertheless does. In particular, Delilah seems to appreciate that the Duke is completely unfettered with morality and is pleased to see that he turned Karnaca into his personal playground.
    • Similarly, she seemed to have genuine feelings for Breanna Ashworth. The two have, after all, found the coven in Dunwall together and are implied to have been lovers at one point. Delilah does cast Breanna aside if she loses her powers in the non-lethal playthrough but Delilah claims it is because seeing Breanna in that state is too painful.
  • Evil Aunt: She is the older half-sister to Jessamine, making her Emily's aunt.
  • Evil Counterpart: Especially in the 2nd game, she's this to Emily, much like Daud was to Corvo. Their Outsider-given power sets are also quite similar, much like Corvo's and Daud's are.
  • Evil Is Petty: At the last mission, you can find that she had tossed Emily's doll, Miss Pilsen into a toilet. Delilah is also bitter that Jessamine 'cheated' at parlour games when they were kids.
  • Fisher King: Delilah manages to run the city of Dunwall into the ground in the few months she sits on the throne in 2, and when Emily or Corvo return to the city in the final mission, it certainly looks the part. The buildings have fallen into disrepair, dead bodies can be found all over the place, and the sky seems to be permanently overcast, giving everything a sickly, decrepit look.
  • Freudian Excuse: Delilah Kaldwin had a terrible, unhappy childhood and a traumatic adolescence as an orphan on the run, forced into prostitution and other means limited by class and gender discrimination from harnessing her true potential. As much as it fails to justify her actions, one cannot blame anyone with her upbringing for finding some way to create 'The World As It Should Be', as even Anton Sokolov admits. She has never been happy.
  • Final Boss: Of The Brigmore Witches, as well as Dishonored 2.
  • Flower Motifs: Roses.
  • From Nobody to Nightmare:
    • In a Motive Rant in the second game, she states that she basically had to claw her way up from the bottom after her and her mother were booted from Dunwall Tower. After her mother's death, she worked in a brothel as a maid before eventually becoming Sokolov's "apprentice".
    • More literally, after Daud trapped her in the Void in the DLC, she was essentially nothing, without a body and no real chance to escape. With sheer will and cunning she clawed her way out, becoming one with the Void, communicating to her followers in dreams and starting a conspiracy that results not only in her return but opens the possibility that she could topple the Outsider and remake the world to worship her.
  • Garden Garment: A snappy pair of leggings, heeled boots and a coat with a flared waist and a high collar. All of them are covered in thorny vines, leaves and roses true to her motif and powers.
  • God-Emperor: What Delilah hopes to become, and what she comes very close to achieving in Dishonored 2. It was perhaps her overall goal all along, even in the DLC. This makes her such a threat that the Outsider actively opposes her, first tasking Daud with the job in the DLC (despite disliking and disapproving of how the latter used his mark) and then turning to Corvo and Emily, even explaining his personal origins to them, to make them understand how serious a threat she is to existence. Her grand plan involves reordering reality to "The World as it Should Be", an eternally static world where everyone adores her and follows her rule without question.
  • God Save Us from the Queen!: Her opening play in the actual coup in the beginning of the second game is to start massacring Emily loyalists present in the throne room. It goes downhill from there in Dunwall.
  • Green Thumb: She appears to have plant-based powers, most notably with the Blood Briar, a vine that is used to hold enemies in place.
  • Grand Theft Me: Her poem (found by her statue) reveals a plan to possess Emily and rule in her stead.
  • Hoist by Their Own Petard: In both The Brigmore Witches and the second game, neutralizing her non-lethally involves tampering with a ritual she's setting up so that it somehow traps her in another world.
  • Hot Witch: Timsh certainly thought so, and if her Grand Theft Me plans succeeded considering what Emily looks like now and her parent(s)' appearances as adults she still would have been one.
  • Humanoid Abomination: As of the second game. Coming back from the void made her a part of it, and she is starting to merge with the Outsider, to the latter's absolute dismay.
  • I Coulda Been a Contender!:
    • Delilah was one of the most intelligent persons of her age, and any age, and Sokolov laments the waste of her potential in her march towards tyranny and revenge. Delilah for her part feels she could have been better and achieved more had her childhood and her life been different and she is obsessed with rewriting the past to achieving her perfect world rather than making best of what she had.
    • The mere fact that Delilah had the Outsider's mark proves that she had all the chances to do good, as the Outsider only gives the mark to people who interest him, and whose use of his powers he can't fully predict. Delilah could have used her abilities to create less chaos, and done good, but instead she chose to take her resentment and bitterness out on the world.
  • In Their Own Image: Her ultimate plan in Dishonored 2 is to use an amplified version of her painting-based witchcraft to re-write reality into an egocentric paradise, where she's adored by everyone and rules the world without question. The huge painting she crafts for this purpose is even titled "The World As It Should Be"
  • It's All About Me: Delilah's opinion of a world where her name and face are shown everywhere?
    Delilah: This is the world as it should be.
    • Also, as opposed to Sokolov's convoluted mathematical references, all her paintings' names relate to her.
    • When Breanna gets De Powered? She can't bring herself to see Breanna in such a state, nevermind how crushed Breanna must be.
  • Lean and Mean: She's also unusually tall.
  • Living Statue: She uses these to spy on people in the City and taunt Daud, as well as act as sentries for her base in Brigmore Manor. They return in Dishonored 2 as a magical communication system that Emily/Corvo can use to trade banter with her on two occasions.
  • Lotus-Eater Machine: Her fate in Dishonored 2 if she's dealt with non-lethally. Because of Corvo/Emily messing with her magic, she gets trapped inside her painting of her perfect world, believing it to be the real world, allowing her to harmlessly live out her fantasy (starting at her childhood) of being the world's beloved savior and eternal god-empress (even of Pandyssia) while the real world takes its true course.
  • Mad Artist: Her artistic talents are present in everything she does; her paintings even often look mad and unsettling to others, and if she wasn't like this before the Outsider gave her his mark she has certainly gone mad with the powers she now has access to.
  • Meaningful Name: She's Jessamine's bastard sister, without any of the privilege of the Kaldwin name. In other words, instead of being born with a silver spoon in her mouth, she was born with a copper one.
  • Me's a Crowd: She turns her statues into perfect copies of herself if you try to take her on directly and retains the move in the sequel.
  • No-Sell: At the beginning of Dishonored 2, Corvo immediately stabs her through the chest once she starts trying to cause trouble. She shrugs it off completely and takes away his Mark of the Outsider, de-powering him. It turns out she's immortal due to having transferred her spirit into a Soul Jar. In the final battle, you can impale her with finishing moves all day and it'll just annoy her, unless you return her spirit to her body first.
  • Not Quite Dead: She returns in Dishonored 2, having somehow escaped her fate at the hands of Daud. It's strongly suggested that Daud sealed her in the Void instead of killing her outright; this turns out to be a case of Nice Job Breaking It, Hero!, as it allowed Delilah to locate the place where the Outsider was created and assimilate a portion of his power.
  • Oh, Crap!: If Daud sabotages her ritual, by the time she finds out it's too late for her to fix it.
  • Overarching Villain: She is one of the few characters to appear in both 1 and 2 and the only one that every Player Character (Corvo, Daud, Emily, Billie) have opposed and who even the Outsider turns against, making her the most recurrent and dangerous threat, second only to The Outsider.
  • Power Echoes: She speaks with a bit of an echo to her voice.
  • Psychopathic Manchild: After a rather crappy childhood, Delilah decides to had her revenge on the world, first by forcibly taking back her throne. During two months Dunwall is under the reign, the entire city is in a worst condition than in was during the Rat Plague not only due to her tyranny but also due to her negligence. As Emily learned, birth doesn't give a person the right to rule, they have to earn it first.
  • Reality Warper: Her highest form of magic is capable of achieving this with her paintings. She can impose the painted world on to the real world.
  • Roaring Rampage of Revenge: Delilah sees her life's ambition as getting revenge on Dunwall, the Empire, the World and even The Outsider, all of whom at various movements have made her life a living hell, and she pushed back against them all intending to "take back what's hers".
  • Shrouded in Myth: Up until Dishonored 2 no one knew anything about her. She tells you a little; she was friends with the Empress Jessamine when they were girls, for instance. Aside from that, almost nothing. There are hints that she's Jessamine's illegitimate half-sister which is more or less confirmed in the sequel. We also learn about most of her life before she was marked, and it's not a happy story.
  • Spooky Painting: She's a gifted painter who seems to have a preference for portraits from life - like Sokolov, to whom she was actually an apprentice - but unlike his meticulous and realistic style, her paintings are garishly colorful, borderline-abstract, and unsettling to look at. It turns out this is how she uses her powers; whoever or whatever she paints, she can control to some extent. In the second game, she discovers she even warp reality using her paintings.
  • Super Empowering: Like Daud, she can grant her followers lesser versions of her own powers.
  • Taken for Granite: In the second game, one of her new powers consists in slamming the heel on the ground in order to create a linear fracture which, if it hits the target, transforms it into a statue, using it already at the beginning of the game against the character who is not chosen as playable.
  • Teacher/Student Romance: Delilah implies that she and Sokolov had one when she was under his "tutelage", though the way she says it suggests that Sokolov extorted sexual favors from her.
    • She herself has one with one of her apprentices, Breanna Ashworth, the director of the conservatory.
  • Took a Level in Badass: Goes from being a villain in a 2-Part DLC campaign to being the headline villain in the sequel, a fairly rare occurrence. You later learn that she went so far as to merge herself with the Outsider's essence at the place where he was created, gaining the beginnings of the power to usurp him. This is also why the Outsider interferes and helps you more than he did the last time — he has a personal stake in the outcome.
  • Tragic Villain: Delilah's life is one of pain, misery and sadness, and she pushed back with her fierce intelligence and ambition. Born a bastard princess, Delilah could have inherited the throne the same way Emily did. Unfortunately, the legitimate daughter of the Emperor framed her for destroying a valuable object and her father cared nothing for her, causing Delilah to be thrown into the streets, which caused her Start of Darkness. Sokolov laments the great waste of her incredible potential in the sequel, noting that she could truly have made the world better had she not been so fixated on revenge.
  • Touched by Vorlons: She has the Outsider's mark, as well as the ability to spread her powers to her minions like Daud.
  • The Unfavorite:
    • According to her, her childhood was spent being disregarded by her father the Emperor in favor of Jessamine due to the latter's legitimacy.
    • Also to the Outsider, which is quite the feat considering his nature. Among those marked by the Outsider, her mark is the only one he regrets enough to directly empower people to try to stop her.
  • The Usurper: In the second game, she takes a much more direct approach to taking the throne by instigating a coup against Emily backed by the Duke of Karnaca.
  • The Vamp: Uses her feminine charms on Timsh to get him to work for her, and according to Word of God, she did the same with Billie.
  • Villainous Cheekbones: To go with the general angular and slim theme of her appearance.
  • Villainous Valor: Unlike Hiram Burrows and Farley Havelock, Delilah Copperspoon is a woman of conviction and fierce courage. She is intelligent, charismatic and determined. She crawled out of an extra-dimensional prison more powerful than ever. The Outsider admits that anyone else in her situation would have floated endlessly in the Void, but not Delilah, and even he was surprised at what she achieved.

    Brigmore Witches 


Voiced by: Abby Craden and Colleen O'Shaughnessey

The members of Delilah's coven.

  • Amazon Brigade: Delilah isn't the type to recruit men.
  • Cloud Cuckoolander: Some of the witches are rather... spacey. Rather than be amusing, it serves to highlight their Blue-and-Orange Morality, making them creepier.
  • De-Power: Their power comes from Delilah, which means that her defeat causes the group to dissolve. Her return in Dishonored 2 coincides with various witches throughout the Isles suddenly regaining their powers.
    • The witches at the Royal Conservatory in 2 draw their powers from Breanna Ashworth, who seems to function as a sort of locus for Delilah's presence (due to the coven leader herself being in Dunwall). If you tamper with Breanna's rituals and cause her to lose her powers, all the witches under her command simultaneously lose their powers as well and fall unconscious.
    • In Death of the Outsider, the witches have lost their powers once again in the wake of Delilah's second defeat. They aren't idle this time, however, siding with the Eyeless cult in Karnaca and giving them instructions on how to properly create potions and bone charms. They fight alongside the other Eyeless mooks, but without Delilah's void magic they're no stronger than the street thugs.
  • Equal-Opportunity Evil: The witches come from many different cultures and socio-economic backgrounds, unlike the Grand Guard, who are primarily from aristocratic families. However, Delilah only recruits women. The Grand Guard includes both men and women.
  • Elite Mooks: They're dangerous enough to rival the Whalers, and the most difficult enemies Daud faces.
  • Foe Romance Subtext: Some of them are said to admire Daud "like stupid schoolgirls" and others will flirt while also threatening to eat him.
  • Garden Garment: An easy way to tell if someone's a witch is to notice the vines and flowers covering her outfit.
  • Green and Mean: Once alert, their skin will turn green, and won't change back until they're idle, unconscious, or dead.
  • Green Thumb: They share Delilah's plant-based powers.
  • Homoerotic Subtext: They address each other as "dear" or "my love", and occasionally ask if another wants to join them for a swim later.
  • Hot Witch: They're the most attractive enemies in the game, and also on the more dangerous side.
  • I'm a Humanitarian: Not only do they threaten to eat Daud's heart and drink his blood, you can find an Overseer who's been forced to do this as a form of torture.
  • Make Me Wanna Shout: They have a scream attack that works similar to Windblast.
  • Mook Carryover: In Death of the Outsider, the remaining Brigmore Witches have integrated themselves into the Eyeless cult in Karnaca as advisors and instructors. However, without their powers, they're little more than common Mooks.
  • Necromancer: They keep undead wolfhounds as pets and guards. Those will keep reanimating until you smash their disembodied skulls.
  • Pretender Diss: In Death of the Outsider, most of the witches display barely-concealed contempt for the rank-and-file members of the Eyeless. The witches once wielded genuine void magic, while most Eyeless mooks are superstitious street thugs who rely on crude potions and bone charms to get stronger.
  • Super Powered Mooks: Delilah's Arcane Bond gives them Blood Briar, as well as the ability to shoot thorns, a sonic scream, and make clothing out of plants.
  • Teleport Spam: They Blink around the areas they patrol, and while in combat with Daud.
  • Theme Naming: Many of them have names ending in the sound 'ah'- e.g. Parmelia, Tamina, Carina, Orlanda, Breanna.
  • Touched by Vorlons: Through Delilah, they receive Outsider powers.
  • Turns Red: In Dishonored 2, their skin and the roses on their outfits change color when in combat. The exact color change denotes what kind of abilities that particular witch can utilize.
  • Undying Loyalty: While some have this towards Delilah, others are more devoted to each other. The turncoat witch in particular wants Delilah gone, but warns you against hurting any of her "sisters".
  • Voice of the Legion: Their voices have a slight reverb effect in Dishonored 2.



He deals in flesh, weapons, strong drinks. They've always called him Slackjaw.
Voiced by: Al Rodrigo

The leader of the Bottle Street Gang.

  • Affably Evil: His gang rules its turf with an iron fist, but on a one-to-one basis, he's pretty polite and always honors his agreements.
  • Arson, Murder, and Jaywalking: His wanted poster lists his crime as "Larceny, Assault, Mendacity, Disobedience of Public Ordinance, Unlawful Management of Prostitution, and Public Urination."
  • Badass Mustache: A rugged and impressive case, even going into his sideburns.
  • Chain Pain: After the injury which resulted in his nickname, Slackjaw murdered the attacker with a chain covered in big hooks.
  • Combat Pragmatist: Defeated a rival once by using a chain covered in fishhooks. Large ones.
  • Even Evil Has Standards: He is clearly disgusted by the Pendleton Twins for their lifestyle. Also, Slackjaw himself is corrupt and in it for the money, but he always keeps his word and never tries to screw Corvo out of anything he'd promised. It's one of the reasons why he calls you out, if you bring him the safe combination once you emptied out the safe yourself.
  • Everyone Calls Him "Barkeep": It's implied in Crowley's note that the reason he's called Slackjaw is because of the fact that his jaw was badly broken before he rose to his current status, while he was still warring over territory. He got his revenge for it.
  • Expy: Of Bill "The Butcher" Cutting from Gangs of New York.
  • Extreme Mêlée Revenge: When Slackjaw was still an up-and-comer, a boss named Mike the Fish broke his jaw with a ceramic spitoon. Slackjaw retaliated the very next day by brutalizing and killing Mike with a knife and a heavy chain lined with large shark hooks and nailing an open recruitment offer to the Mike's face for his underlings to find.
  • Genius Bruiser: Slackjaw is hardly a common thug. He clawed his way to the top using a considerable amount of brains, and proves more than once that he's not an idiot, showing considerable business savvy. Not to mention the fact that no one holds onto a veritable criminal empire with an influence felt all across the Isles of Gristol without some brains.
  • I Gave My Word: Slackjaw prides himself on always keeping his end of the bargain.
    Slackjaw: So now you see, Slackjaw's word is just as good as the men who run this city. Maybe even a little bit better, yeah? Think about that.
  • Leeroy Jenkins: After all of his men are either killed or badly wounded by Granny Rags, he runs after her on his own rather than retreat and regroup. It gets him caught, and potentially (depending on Corvo's actions) killed and eaten.
  • Lost Orphaned Royalty: The Heart says that his father was actually a prince. The Tarot Deck that came with pre-orders or the Collector's edition lists his card as "The Urchin Prince".
  • Loveable Rogue: In contrast to several characters, especially the Corvo's corrupt noble targets, he comes across as reasonable and at least vaguely trustworthy. That's definitely more than can be said for maybe half the named NPCs encountered in Dunwall.
  • Only Known by Their Nickname: He's been called Slackjaw ever since a rival thug broke his jaw. The jaw has long since healed and doesn't present any noticeable handicap or disfigurement, but nobody calls him by his real name, whatever it is.
  • Pay Evil unto Evil: If you choose to have Corvo take the option, Slackjaw abducts, mutilates, and sends the Pendleton brothers to be slaves in their own mines.
  • Reasonable Authority Figure: The man is a bootlegger, thug, thief, gang leader, petty extortionist, and the son of a whore. Yet he still comes off as a better person than Corvo's targets and the backstabbing Loyalists. Since he's actively concerned about the plague, distributing a (watered-down) cure elixir, and is willing to help Corvo restore the city... mostly so he can keep extorting money from it.
  • Third-Person Person: Occasionally slips into talking like this.

    Lizzy Stride 

Lizzy Stride
Voiced by: Rochelle Greenwood

The leader of the Dead Eels. She is currently rotting in Coldridge Prison after being betrayed by her second-in-command, Edgar Wakefield.

  • Archnemesis Dad: It has been confirmed that the Geezer is Lizzy's father. They've been in rival gangs for years, though the Geezer no longer has control over his, and doesn't have the power to stop them from antagonizing hers. Regardless, the Geezer is quite fond of her, while Lizzy's tough exterior briefly cracks if she learns of his death.
  • Does Not Like Shoes: In contrast to the elaborate, heeled boots on both men and women that are fashionable in Dunwall, Lizzy is always barefoot.
  • The Dreaded: In her cell in Coldridge, she's chained to the wall so heavily she can barely move because the guards were terrified of what she'd do if they got within her reach. Once she was in chains, they took the opportunity to beat her so badly she's only semi-conscious when Daud finds her (which didn't stop her biting a chunk out of one anyway).
  • Equal-Opportunity Evil: Her gang is the only one that has both men and women in the ranks.
  • Expy: She has a lot in common with Ma-Ma from the film Dredd. They both run gangs, have Hair Trigger Tempers, bear similar facial scars, are heavily tattooed and both are known for biting pieces off people.
  • Fingore: When she reclaims her power, she announces to her gang that she forgives them all, because she's "filled with love" - before listing about a dozen individuals who owe her a finger. And one who owes her two for protesting about the first.
  • Hair-Trigger Temper: Has a reputation for mutilating people at the drop of a hat.
  • I'm a Humanitarian: She bites chunks off her opponents. She doesn't always spit them out.
  • Informed Deformity: One story mentions her webbed feet, but her feet look quite ordinary. Said story gets a number of other details wrong apparently to spice up the narrative and make Lizzy seem outright supernatural.
  • Man Bites Man: See I'm a Humanitarian above.
  • Pirate: By trade, but her ship is currently inoperable.
  • Scary Teeth: She filed them into sharp points.
  • Sweet Polly Oliver: Disguised herself as a boy and got a job as a powdermonkey on a naval vessel as a child. She ended up starting a mutiny by killing the ship's doctor when he found out while treated her injuries.
  • Tattooed Crook: In green ink, on her arms, neck, face and chest. It's one of the trademarks of her gang.
  • Tongue Trauma: There is at least one story of her tearing a man's tongue out with her teeth. Because he called her "Elizabeth".

    The Geezer 

Mr. Mortimer Hat aka "The Geezer"

Voiced by: Paul Napier

The nominal leader of the Hatters. He is over 100 years old, and wishes for death.

  • And I Must Scream: He's strapped to a chair, too weak to even raise his voice, and has a myriad of side effects from the whale oil keeping him alive. Despite the horrible agony he's in, a Clean Hands run will still be ruined if he's Mercy Killed.
  • Body Horror: Quite apart from the horribly emaciated state of his body and the two hoses implanted in his torso, Trimble mentions a whole host of other disgusting symptoms inherent in the Geezer's life-support systems.
  • Corrupt Corporate Executive: He ran a textile mill - which went under after the public became aware of both his criminal background and his using the Hatters as private security to force his workers to comply with sweatshop conditions.
  • Dark Lord on Life Support: Not by choice.
  • Dead Man Switch: He has one that floods his base with deadly nerve gas should he die. Keep in mind that the Geezer is a very, very old man who is already on life support.
  • Deadly Deferred Conversation: Subverted, The Geezer promises to exchange information about the combination to the Engine Room in exchange for Daud pulling the plug on him. However, right before he croaks he makes a digression about giving the combination to Lizzy Stride, making you believe that you are about to be sent on a Fetch Quest from the place you set out. But right before he croaks, the Geezer gives you the first two numbers, which means that you can simply try the remaining 9 combinations on the third dial, which is simple Trial-and-Error Gameplay.
  • Death Seeker: He's tired of being Trimble's puppet, so he hires Daud to kill him. Pity that there's not enough antitoxin to save the Mooks from his Dead Man Switch... He justifies his indifference to their fates by saying none of them were the people he chose himself, the "real" Hatters, who are all now long gone.
  • Elephant in the Living Room: According to a transcribed interview with an ex-member of the gang, the Geezer is not a topic of conversation among the Hatters - even to former Hatters.
  • Evil Cripple: Though in a helpless and thoroughly pitiable condition, he's clearly not a nice person.
  • Evil Old Folks: His nickname says it all.
  • Guttural Growler: Even once he's recovered enough to speak, Hat can't raise his voice any louder than a snarling whisper.
  • I Cannot Self-Terminate: Try as he might, the Geezer doesn't have the strength to kill himself; even ripping one of the hoses out of his chest is beyond him, hence his appeal to Daud for help.
  • Luke, I Am Your Father: Lizzy Stride's father was rumored to be a traveling cloth merchant. Guess who fits the bill.
  • Mercy Kill: Regardless of his Chaos level, Daud will consider pulling the plug on the Geezer's life support to be this.
  • Puppet King: Nurse Trimble keeps him in a drug-induced stupor so he can rule instead.
  • The Unintelligible: As long as his Nurse is in the room, the Geezer's never able to speak in anything other than incomprehensible whispers. Trimble exploits this by pretending to know what he is saying and pretends the orders he is giving the Hatters are from the Geezer.
  • Walking Shirtless Scene: Technically not walking per se, and most definitely not played for sex appeal.
  • Who Wants to Live Forever?: According to his research notes, Trimble seems to have gotten it into his head that he might be able to keep Mortimer Hat alive indefinitely. Needless to say, the Geezer does not fancy spending the rest of eternity confined to a chair and subjected to even further physical decay, and requests to be put out of his misery by Daud.
  • Worthy Opponent: Expresses this sentiment for Lizzy Stride right before he dies, telling Daud that he had actually given her the code to the engine room ages ago and that she Used to Be a Sweet Kid. He's actually her father, and is doubtlessly proud of her.


Nurse William Trimble

Voiced by: Enn Reitel

The Geezer's nurse and the actual leader of the Hatters.

  • All There in the Manual: His first name, William, is only revealed in the game's code.
  • Dragon-in-Chief: To Mr. Hat. An example in which The Dragon has taken charge by force.
  • Mad Scientist: From reading his journal, it's clear that he's fascinated by the life-supporting properties of Whale Oil.
  • The Rival: To Piero back when they were at the Academy.
  • Smug Snake: He's an extraordinarily arrogant douchebag.

The City Watch

    Captain Geoff Curnow 

Guard Captain Geoff Curnow
Curnow's loyalty to the Lord Regent is feigned. It is a dangerous game he plays.

The Guard Captain of the City Watch, and the uncle of Callista. They are the last members of what was once a large family. After Callista learns that High Overseer Campbell is planning to kill him, she asks Corvo to save her uncle.

  • Authority Equals Asskicking: He's no match for Corvo, but he is more than capable of fighting his way out of the Office of the High Overseer if he has to.
  • Dark and Troubled Past: According to the Heart, Curnow's first lover was a soldier from Tyvia — a secret he killed to keep.
  • Deceptive Disciple: To the Lord Regent. Curnow pretends to be loyal, but privately disagrees with the Lord Regent's methods and the way he's taken control of the city.
  • Impaled with Extreme Prejudice In the Back: What Campbell does to him if Corvo thwarts his poison attempt but does not stop Campbell from physically attacking Curnow.
  • Incorruptible Pure Pureness: Zigzagged. On one hand, Campbell plans to kill because Curnow refuses to become corrupt and bow to the Lord Regent's tyranny. On the other, the Heart reveals that he has some darkness his past.
  • I Owe You My Life: If Corvo kills/knocks out Campbell just as Campbell is preparing to strike Curnow down, Curnow will acknowledge that Corvo has saved his life and does not alert the Overseers to Corvo's presence, electing to repay his debt by allowing Corvo to walk away unhindered.
  • Screw This, I'm Outta Here!: Curnow will escape unharmed if a body is found before he and Campbell reach the wine glasses (or the wine glasses are smashed), or the alarm is set off, or a Swarm of Rats is summoned near him.
  • Bi the Way: Implied by the Heart, which states that his first lover was a soldier (Word of God confirms that, yes, the solider was a man). He's also Happily Married to a woman by the time of Dishonored: The Corroded Man.
  • Tampering with Food and Drink: Campbell attempts to kill him by putting poison in his wine. Corvo can either switch the glasses or smash them to save Curnow from death by poison.



The Heart: They walk above the Plague, above the rats, above the flooded streets.

The most powerful brand of watchmen. A man in body armor on whale-oil powered stilts, with some wooden shields for protection and a bow and Molotov Cocktail arrows for weaponry, the Tallboy is a Steampunk mech for the budget-conscious.

  • Arrows on Fire: Their weapon of choice.
  • Artificial Limbs: Their stilts. At first glance it's difficult to tell where the man ends and the metal legs begin.
  • Attack Its Weak Point: They have vulnerable tanks of Whale-Oil on their backs. Blowing up several of these will kill them outright.
  • Elite Mooks: As said they are the most powerful watchmen and their height and shields make them difficult to take down.
  • Expy: Of the Striders from Half-Life 2. Considering that the art director was the same, it's no surprise.
  • Fake Ultimate Mook: Zig-zagged, depending on how you play. A skilled High Chaos Corvo can make quick work of Tallboys like any lower City Watch Mooks. However, if Corvo is going for Low Chaos, they're the only enemies he can't render unconscious and must avoid.
  • Feel No Pain: They are drugged with a substance that makes them resistant to pain.
  • Heavily Armored Mook: They walk on stilts, which already protects them from most direct engagements, but are also decked out in heavy armor with shields for good measure.
  • Lack of Empathy: The drugs given to them also dull their sense of empathy.
  • Mini-Mecha: The Tallboy is a essentially stripped-down version of this.
  • Shield-Bearing Mook: Despite the "feel no pain" drugs mentioned above that they take, they do still have these to better protect themselves from snipers, which is one of the few forms of attack they would be very open to otherwise.
  • Super Soldier: An old-fashioned equivalent.


City Watch Officers

The Heart: Arrogant. Corrupt. And fiercely loyal to the Lord Regent.

Elite watchmen, tasked in supervisory roles and protecting important individuals. They carry pistols and are skilled swordsmen.

  • City Guards: A promoted form of the more usual variety, which is why they do still engage in normal small-talk.
  • Elite Mook: Which is why they are given more specific assignments.
  • Knight Templar: They have some shades.
  • Mook Lieutenant: While their titles may be more elite, they aren't that hard to take out and still get treated as mostly common mooks.


City Watch Guards

The Heart: Only fools and weepers openly confront the Watch.

The rank and file of the City Watch. Better trained and more respectable than the Lower Guard, although not by much.

  • City Guards: The basic, easily-dispatched idiots of the game.
  • Dirty Cop: Many of them are read as such by the Heart, you can catch them harassing or killing the people they are meant to be protecting, and they're a lot more common in High Chaos.
  • Even Evil Has Standards: They loyally serve Hiram Burrows in his corrupt dictatorship, but the second Corvo broadcasts that Burrows unleashed the rat plague, they're disgusted and refuse his bribery attempts.
  • Mooks: Most common variety in the game by far.
  • Police Brutality: As mentioned under Dirty Cop they are very quick to turn to violence.

    Lower Guard 

Watch Lower Guard

The Heart: Filthy, cowardly. You smell the Lower Guard before you see them.

The bottom rung on the City Watch's ladder. The Lower Guard are little more than glorified thugs in uniform.


Warfare Overseers

The Heart: Wherever the Overseers go, common folk tremble, and brother accuses brother.

The warrior-priests of the Abbey of the Everyman. They wear masks that protect them from headshots and carry pistols and grenades. In later missions, some of them carry "music boxes" that can neutralize Corvo's powers.

  • Anti-Magic: The Music Boxes are able to render bearers of the Outsider's mark powerless, apparently by making use of "fundamental mathematical principles".
  • Burn the Witch!: While they're never shown actually burning anyone at the stake, its heavily implied and they love to reference the trope by name.
  • Church Militant: As their name implies, they're as combat-focused as they are religious.
  • Church Police: Which is why they can be treated as interchangeable with the city watch at times.
  • Corrupt Church: The worst of them are solidly this.
  • Elite Mook: The ones that carry music boxes certainly are, as they can easily cripple your options in combat, but the masks even the lower ranks wear do make them more of a threat than the average guard.
  • Expy: Of the Hammerites from Thief.
  • Grey-and-Grey Morality: Their war with the Howlers in Karnaca. The Overseers are a bunch of ruthless witchhunters, while the Howlers are a murderous street gang, but they're both trying to make the city a better place in the face of Duke Abele's debased tyranny. Most of the conflict simply stems from the leader of the Howlers using an arcane artifact.
  • Hazy Feel Turn: In Dishonored 2. They're still Knight Templars who are hostile to the protagonist for most of the game, but they've stamped out most of their Corrupt Church tendencies from the first game, are viciously opposed to the Big Bad, and can even outright ally with the player under the right circumstances.
  • Knight Templar: They react violently to any trace of void worship or witchcraft. In Dishonored 2, one of the Serkonan Overseers can be heard sharing a story about how he killed a little girl for having simply found a shrine to the Outsider somewhere.
  • Kung Fu-Proof Mook: Those Overseers with music boxes can nullify your ability apart from doing massive damage themselves. Normal backstab and choke still work normally though. Still, that huge music box will give you a massive Interface Screw should you decide to carry them away to be hidden.
  • Malevolent Masked Men: With their scary, scowling masks and foul tempers, the Overseers are rarely bringers of good news, even if you don't practice forbidden magic. More so in High Chaos and when directly trying to kill you, of course.
  • Naytheist: The Abbey does not recognize any benevolent deities. They exist purely to oppose the influence of the Outsider.
  • Palette Swap: It seems that the Overseers of each nation in the Empire wear different uniforms, with distinct masks:
    • The Overseers of Gristol in Dishonored wear grey jackets with fluted sleeves, and wear gilded masks in the shape of a snarling human face.
    • The Overseers of Serkonos in Dishonored 2 wear relatively light white and black clothing to compensate for the region's heat, with thick workman's gloves and utilitarian black masks that lack armor around the mouth. The uniform also looks more like something the average worker would wear, minus the aprons and mask.
    • While not seen, Emily indicates that the Overseers of Morley wear masks similar to the dentistry mannequin heads occasionally found in Dishonored 2.
  • Religion of Evil: Subverted with the Overseers, and the Abbey of the Everyman. While their rule is totalitarian, their methods ruthless and their appearances ghastly, they're meant to be this way. The Abbey believes that the Void is a terrifying and monstrous place, and that most of what is unexplored in the world will try to kill them. As Corvo finds out, they're completely right. There's also evidence that while they are cruel and ruthless, they weren't always this way.
  • Took a Level in Kindness: Marginally in the second game. While still not saints, they actively oppose Delilah's government and attempt to remove her from power, as opposed to Campbell's Corrupt Church in the previous game.
  • Well-Intentioned Extremist: At their best since the Outsider's "chosen" do tend to be dangerous at even the best of times and his artifacts do have a tendency to drive people insane.
  • The Witch Hunter: Their order's primary purpose is to hunt down and eliminate heretics who worship the Outsider and practice magic.
  • The Worf Effect: Towards the end of Dishonored 2, you learn that a fairly large army of Gristol Overseers, supported by music boxes and wolfhounds, attempted to storm Dunwall Tower to depose Delilah and her coven. By the time you get there, they've been slaughtered to a man, because they hadn't anticipated the presence of Jindosh's Mecha-Mooks, who function without the aid of void magic.


    The Outsider 

The Outsider
The one who walks here is all things. Cradle songs of comfort and bones gnawed by teeth.
Voiced by: Billy Lush (Dishonored, Daud DLC, Dishonored 2 reveal trailer), Robin Lord Taylor (Dishonored 2, Death of the Outsider)

Described as being a combination of God and the Devil, The Outsider is a sometimes-worshiped and sometimes-reviled (currently reviled) figure in the Isles and considered to be the source of all magic. He imbues Corvo with magic via a Power Tattoo near the beginning of the game, after Corvo escapes from prison.

  • Affably Evil: Whatever else he is, the Outsider certainly doesn't come off as a jerkass in his manner of speaking. He is neither a benevolent or malevolent god, and he actively opposes Delilah's threat to reorder reality.
  • All-Powerful Bystander:
    • In the first-game. Besides handing out his Mark, the Outsider doesn't directly interfere on the plot. He gives people powers, but makes no attempt to control or make them use said powers in any specific ways. He is far more active in the Daud DLC and the sequel.
    • In the DLC he extends his involvement by giving Daud Delilah's name as a starting point. Otherwise he's content to let Daud figure it out and criticize how Daud used his gift, and taunt him with the retribution both of them know is coming in the form of Corvo.
    • In the second game. The Outsider seems to be incapable of directly dealing with and attacking Delilah (who has become part of him), and thus immortal and someone he cannot directly affect. He nonetheless opposes her and repeatedly tells Emily and Corvo how serious a threat she is. At the same time he sticks to his "minimal involvement" rules and avoids giving information to Emily or Corvo about the conspiracy. It's once they figure out the practical parts that he fills in the more esoteric and supernatural details. The only time that he directly aids the protagonists, besides when he offers his Mark and the Heart necessary to extract Delilah's spirit, is in Aramis Stilton's mansion, when he gives them the timepiece, because otherwise it'd be literally impossible for them to proceed further. Even when he's directly concerned, he favors having mortals act freely of their own will and work things out on their own.
  • Ambiguously Evil:
    • Given that runes and charms with his markings on them give people nightmares and headaches, seem to attract the plague rats, and in several cases cause the possessor to outright spiral into self-destructive or murderous insanity, one can see where the Abbey is coming from when they say he's evil. He's rather giddy when he points out that the collapsing, corrupted empire simply needed Corvo's help to finally tear itself to pieces in the worst ending. In the best ending, he's more aloof - though he does make a point of saying a sincere farewell when Corvo reaches the end of his life. He seems to find the non-lethal fates (where Corvo inflicts poetic vengeance on his targets rather than simply killing them) more amusing than the alternatives, but it's unclear whether their suffering or the "poetic" aspect appeals to him more. What is clear is that he's genuinely shocked if Corvo doesn't abuse his powers; he believes firmly that Humans Are the Real Monsters, and that he's Seen It All. What entertains him most of all is Corvo acting contrary to his expectations.
      The Outsider: I've lived a long, long time, and these are the moments that I wait for.
    • The 'evil' part is downplayed in The Knife of Dunwall and The Brigmore Witches. The Outsider's tone and words to Daud are more hostile than to Corvo, critical of his choice to kill the Empress and his newfound troubled conscience. Also worth noting that he sets the entire plot into motion so Daud can save Emily from Delilah. In fact, he's pretty benevolent, all things considered: his admittedly minimal involvement is the sole and only reason Daud gets involved with the Witches' plans. Had the Outsider not told Daud anything, no one would've been there to stop Delilah. On top of that, in setting Daud on this path, he offers Daud a chance to earn himself a bit of redemption for his earlier deeds.
    • In Dishonored 2, it's almost absent. While we still see bad stuff happen to people who use bone charms, and bloodflies and rats clearly are attracted to the charms, the Outsider himself is far more critical of the way things are in Karnaca, and how Corvo and Emily have not been paying attention to Serkonos while they were in power, allowing this to unfold. He still firmly points out that Humans Are the Real Monsters and seems more contemplative on if Corvo and Emily will learn from this, and pull Karnaca from the brink.
  • And I Must Scream: His true form is that of a partially petrified version of himself screaming from being sacrificed. Judging by his relieved reaction if Billie restores his humanity, being an avatar of the Void was a very unpleasant experience.
  • Animal Motifs: He's associated with both whales and rats. Many writings tell of his true form as a Leviathan, and the bone charms and runes you use to upgrade your powers and speak to him are carved from whale bone. On the other hand, rats swarm towards runes and bone charms, and you can summon rats using his powers.
    • Hell, in the second game during his first appearance, a large whale appears right behind him and 'swims' on by as he speaks.
  • Anthropomorphic Personification: A "representational" entity born of the Void's desire to perceive things, per Word of God. At 15 a poor human boy was merged with the Void, "spawning" what he is now.
  • Arch-Enemy: Delilah is this to him. He goes out of his way, and directly appoints people to put a stop to her. Be they Daud, Corvo or Emily. The reason for this is that Delilah wants to become a god and usurp him and he believes she would actively harm and damage existence itself.
  • Big Bad: He's the primary villain of Dishonored: Death of the Outsider.
  • Black Eyes of Evil: His solid black eyes are one of his most obviously inhuman aspects and while "evil" may be up for debate, his morality is unlike that of humans, and things with his mark, be they people or objects, tend to be unnerving and strange. He loses them at the end of Death of the Outsider, regardless of whether you choose to kill him or free him.
  • Blue-and-Orange Morality:
    • The Outsider has been described as "amoral", having elements of both God and the Devil. He's more of an agent of fate than either good or evil. For instance, he gives a small boy the power to summon demonic rats, which the boy uses to slay some bullies. However, the boy is bitten by one of the rats and becomes infected with the plague, which he eventually died from. On the other hand, if Corvo does not use his powers to kill, the Outsider compliments him for being intriguing. His sole motivation seems to be relieving his own boredom. The well-being of those he grants his Mark really doesn't factor in at all.
    • Note that he does have an understanding of morality (he will regularly comment on the various crimes and atrocities done by Corvo or Daud's victim, often in a judgemental tone), but he is ultimately unconcerned about handing out punishment or rewards himself, more interested on the stance his chosen ones take on the issue. As per Harvey Smith, developer of Dishonored, The Outsider is motivated by plain curiosity and fascination; his chief interest is finding out what people who are given his powers do with them, what their choices and actions are.
    • In the sequel, the Outsider is firmly against the arrival of any malevolent deity and the aspirations to godhood by someone as unfit as Delilah Copperspoon, and he actively tells Corvo/Emily that they must oppose her before she becomes all-powerful. The one reason is that for all of his amorality and aloofness, the Outsider does value free will, the power of choice, and the ability to enact change, and Delilah's vision of the world would rob everyone of that.
  • The Chessmaster:
    • Comes off as this when you realize the only reason the Empress was assassinated is due to the Outsider empowering her assassin. Then he empowers Corvo to assassinate the people who hired the assassin. In all fairness, he is stated to be simply an agent who empowers people to drive forward the fate of the world, for better or for worse.
    • Even more so in The Knife of Dunwall/The Brigmore Witches, where he's the one that sets Daud upon the path that leads him to save Emily from Delilah. Had he never clued in Daud by giving him Delilah's name, Daud would never have began searching for her and Delilah's plan would've succeeded without any opposition. The only reason Daud involves himself at all is because the Outsider makes him.
    • Of course, he has a major blindspot. The Outsider can see everything anyone might do, but he can never be certain what they will do. Presumably when he gave the mark to Delilah Copperspoon, he didn't think she would eventually use the power to crawl out of the Void stronger than ever, let alone attempt to become a God-Emperor.
      • This is actually his modus operandi: the only people who receive his mark are those where he has no idea what they will do with it. When Billie argues in Death of the Outsider that so many beggars and street urchins pray to him everyday for his gift, he essentially calls their calls boring.
  • Create Your Own Villain: He gave the Outsider's Mark to Delilah, enabling her to start a murderous cannibalistic coven, become an aspiring tyrant, and then a usurping God-Emperor who apparently had a chance of toppling him. The Outsider goes out of his way to fix his mistake.
  • Creepy Monotone: Not robotic or unnatural, just disinterested. You can tell he's intrigued by something when his tone of voice actually varies. It doesn't happen often. This changes in the sequel with his new voice actor which gives him a more youthful and slightly more energetic voice, although he still maintains an even tone.
  • The Corrupter: He gives people down on their luck the power to take revenge. Although he seems to prefer when people are more original than just feeding their enemies to the rats and finds the concept of mercy fascinating, but that's because he expected a bloodbath.
  • Deadpan Snarker: Shades of this.
    The Outsider: [Sokolov] believes that there are specific words and acts that can compel me to appear before him. He searches old temples in Pandyssia and ruined subbasements in the Flooded district. He performs disgusting rituals beneath the Old Abbey. But if he really wants to see me, he could start by being a bit more interesting.
    The Outsider: (to Daud) I see everything. I see forever, and right now I see a man walking a tightrope over a sea of blood and filth. The Empress is dead, and the water's rising. You'd better hurry. You're running out of rope.
    The Outsider: Corvo, old friend, do I even have to say it? You've lost another Empress.
    The Outsider: I'm a friend of your father. From the bad old times.
  • Deity of Human Origin: His Origin Story. He was a young human outcast who was, at the age of 15, subjected to a magic ritual in which he was merged in part with the Void to become a "being of insatiable curiosity about what people do when given power over others."
  • Didn't See That Coming: The Outsider can see everything, all possible futures and possibilities but he can never entirely predict human nature:
    • In the first game, he's quite surprised at some of your choices, especially if you take a pacifist route. He is absolutely taken aback if you spare Daud despite having every reason to kill him.
    • In the second game, he admits that he didn't expect Delilah Copperspoon to have escaped the Void after Daud trapped her. He notes that anyone else would have remained floating for all eternity, but someone of Delilah's will, determination, cunning and courage rejected that fate and emerged more powerful than ever with an eye to usurping the Outsider's own place in the Void — becoming the only known person to present genuine threat to him.
    • In Death of the Outsider, he admits that while he can see almost all possible outcomes of all possible actions, he's completely blind to what happens in a future where he, for any reason, doesn't exist.
    The Outsider: What will it be like, to finally experience an ending? I see forever, and even I can't see that future.
  • Dies Wide Open: He goes out this way, should Billie decide to kill him.
  • Disappointed in You: The Outsider has low expectations to begin with, but even then he's considerably disappointed when people show no imagination in using his powers, as he expresses to Daud at the start of the DLC. In the sequel he expresses this to both Corvo and Emily, shrugging off their ruthless and cold actions as typical and unsurprising for humans.
  • Eldritch Location: The Void, where he lives.
    • It appears to be endless sky-blue nothingness with twisted and frozen pieces of normal reality floating within it. Gravity there is odd and water doesn't flow the way you'd expect it to, nor do lights cast normal colours. The Heart describes it as untouched by time so neither seconds nor centuries pass. It may be where souls go after death or where people go when they dream. Or both.
    • In the sequel, the Outsider describes the Void's nature himself. He explains that it is not exactly a place; it exists in every person. It's not so much another dimension as the space between dimensions. The way it seems to appear when characters dream and the description by Corvo of it being a place of endless cold makes it reminiscent of H. P. Lovecraft's plateau of Leng, which at various times is likened to a planet on the borderlands between dreams and dimensions.
  • Enigmatic Empowering Entity: He "gifts" select mortals with his powers for fairly vague purposes, mostly to see what potential chaos they can create.
  • Evil Cannot Comprehend Good: The only time in the game the Outsider is ever at a loss for words is if you spare Daud on a low chaos playthrough. Corvo's subversion of the basic human desire for revenge leaves him utterly stunned. He regains his composure pretty quickly and commends you for getting more and more interesting, but other comments indicate he believes that corruption is "the nature of man", not kindness.
  • Expy: Visually he looks a fair bit like one of the Endless from Neil Gaiman's The Sandman, especially Morpheus/Dream. He shares the somber, sardonic and slightly Emo Teen characteristic of Morpheus and likewise has the same sense of Be Careful What You Wish For and Humans Are Morons sentiment.
  • A Form You Are Comfortable With: Theorized. In the Abbey's description he is not a physical being, but a tempting, corrupting immaterial spirit. However, Word of God says that he in fact does not change appearance, and looks almost the way he did when his life as a human was "interrupted". Death of the Outsider confirms this when the Outsider is returned to mortal life, in one of the endings, looking just like he did when he was alive.
  • Figure It Out Yourself: His default MO. Especially in Dishonored 2, where despite being more closely involved with the events and invested in them, he doesn't give Corvo/Emily any info on the conspiracy or on how to beat Delilah, until absolutely necessary, or until the protagonist has themselves discovered the information, at which point he will elaborate on it.
  • For the Lulz: He does some appallingly bad things as well as some good things, well in a sense anyway. Ultimately he just grants the powers and lets people do whatever they want with them seemingly because he's bored out of his skull being God. Good or bad don't seem to factor into it as much as 'interesting' for him to observe.
  • God Is Evil: The Abbey of the Everyman thinks so, at least - they despise the Outsider, but don't appear to recognize any other deity as being on his level. In reality, he's more... different than evil. The Outsider also tasks the player to help out the Overseers in Dishonored 2, noting about Liam Byrne that he's a honest preacher who is sincerely opposing Delilah, and that the player must protect the Abbey, as he sardonically notes, from "people like us".
  • Greater-Scope Villain: Well, he's not really evil in the traditional sense of the word, but still, he's indirectly responsible for a lot of the bad things that happened to Corvo and Emily, because he gave his mark to Daud and Delilah, which makes him indirectly responsible for all the death and destruction that they've caused in the first and second games. He's also responsible for the existence of a few minor antagonists, like Granny Rags. Plus, a lot of people died or were driven insane simply by worshipping him, so...
  • Humanity Ensues: At the end of Death of the Outsider, Billie can choose to turn the Outsider back into a mortal by convincing Daud's spirit that he deserves a chance at life.
  • Humanoid Abomination: He looks like a pretty regular young man, complete with dirty clothes. If it weren't for the pitch-black eyes and the shadows and stars swirling around him, you might be tempted to think him just another ordinary human. It's not clear what he is, but it is clear that whatever he is, it's not quite right.
  • Humans Are the Real Monsters: More apparent in the first game then in the second game as he's quick to call out almost everyone for being horrible. Potentially due to being omnipresent, at least tangentially linked to linear time, and stuck watching the rat plague go on where thousands are dying and people are being even more horrible to one another then usual. That alone would put a damper on anyone's hope for humanity. By the second game while he still isn't exactly humanities biggest fan he does point out more genuinely decent people and acknowledges that many more at least have good motivations for doing bad things.
    • He makes more than one comment that strongly implies that he believes the "nature of man" to be cruel and corrupt. A nonlethal Corvo seems to incite his curiosity precisely because of this: Corvo is choosing, of his own free will, to act in complete opposition to everything the Outsider believes humans to be. The only time the Outsider is ever shown to be genuinely taken aback is if Corvo chooses to spare Daud. Regardless, it doesn't seem to change his opinion or even make him reconsider; rather, he indicates that he sees Corvo as the exception that proves the rule.
    • He doesn't have the attitude in the second game so much. He's even regretful mostly because he empowered Delilah, who ended up becoming a threat not only to the Empire but existence itself since she was on her way to godhood. In the second game he seems to lament the wasted potential and talent of the many targets you have to meet on your way, and how they use it for evil (Jindosh), waste their good fortune (Abele), use compelling Freudian Excuse to excuse and abet tyranny (Breanna Ashworth), and likewise feels the same about Delilah, who could have been a force of great brilliance and change but was driven to create what she imagined as a perfect and static world to worship her instead.
  • I Cannot Self-Terminate: Ultimately, the Outsider wants his ordeal as the Void's executor to end, be it through being returned to mortality as a human or death, so in a sense, it can be interpreted that his aiding of Billie despite knowing her intentions is to facilitate this goal.
  • I Just Want to Be Normal: The Outsider is merely the dream-like apparition of a human boy trapped and frozen in the Void. What the Outsider truly wants is to be released from his prison and regain his humanity and complete his mortal life, since spending 4000 years watching generations of humanity come and go is apparently an experience that bothers him as time goes on. In Death of the Outsider, Billie remarks that despite knowing her and Daud's intentions to kill him, he openly comes in and helps them along the way, proving that he wants some kind of end, either death or loss of power.
  • I Know Your True Name: He can be freed from the Void by whispering his true name to his body.
  • It Amused Me: Seems to be his primary motivation for gifting people supernatural powers. He seems to enjoy seeing how people will use his 'gift' and watching the choices they make.
  • Meaningful Name: He is The Outsider. He never directly influences anyone. He may give you powers, but he only watches from the outside.
  • Neutral No Longer: In Dishonored 2, the Outsider is far more pro-active and clearly on the side of the protagonist (not that it stops him from criticizing them and wondering if Corvo/Emily will learn from this experience and make the world better). He just firmly dislikes what Delilah is doing. His involvement is best seen by him giving the protagonist the time piece to time travel in the Stilton Manor - the only time in the game he manifests outside the Void. Without this particular involvement, the protagonist would've been unable to find how to break Delilah's immortality. He also notes that Delilah's tampering with the Void has made her part of him, and he doesn't like that.
  • Offscreen Teleportation: He shows up in dreams, visions, and at shrines that people clandestinely erect in his name.
  • The Omniscient: The Outsider seems aware of everything going on, and at one point will mention he can see every path a person's future can possibly take and demonstrate it by commenting on both fates you can inflict on Lady Boyle. However, this is played with a little. Even though he can see every choice you can make he doesn't seem to know for sure which one you will make. As already mentioned, Low Chaos Corvo surprises him constantly and can stun him speechless with the right actions.
    The Outsider: No one's watching Delilah now, except you. And me, of course. I see everything. I see forever.
  • Overarching Villain: Though not necessarily villainous, the marks that he gives to various people, more specifically Daud and Delilah, is what allowed them to commit their deeds in the first two games, and expansion packs. He also appeared in those first two games, and expansions before becoming the Big Bad of Death of the Outsider, being the only character to appear in all of them. According to the Word of God, The Myth Arc ends once The Outsider is no more.
  • Pet the Dog:
    • He's normally perfectly content to allow those he's Marked to do whatever they like, including fight each other. There is one exception: he gives Daud the clue to find Delilah, in order to prevent her from possessing Emily. No explanation for this is given other than him just wanting her to stay safe.
    • Word of God states that he generally has a problem with powerful people that abuse the powerless, because he was powerless himself as a human. Many of his comments to Corvo, after his betrayal by the Loyalists and his assessment of his targets, have him speak in a disappointed tone about how people do bad things and never seem to learn from their mistakes.
  • Prescience Is Predictable: He says he sees all paths a person's future can take, but he seems more interested in finding out which of them is chosen. Could explain his disinterest in appearing to Sokolov. He knows exactly how Sokolov would use his powers — studying them and trying to replicate them. The lack of uncertainty makes him uninteresting. It may also explain why he sends Piero dreams despite him also being a scientist: Piero is more a tester that makes a loose speculation and hopes it works out instead of properly studying it and making theories like Sokolov, thus keeping Piero at least interesting enough to have The Outsider interfere occassionally.
  • Prophet Eyes: In Death of the Outsider after he returns to his original mortal form in the Low Chaos ending, he has very striking grey eyes which highlight his mystical connection to the Void and reflects his former status as something akin to an oracle.
  • Power Tattoo: He appears fond of handing these out, though it's not clear why other than that the people he picks are "pivotal" to the fate of the world. A dark charity? Cruel amusement? To sow chaos? Who knows? The Outsider does not usually influence the people he grants the mark in any way; the choice of how to use the powers he gives them is up to the recipient, but he does only choose "special", interesting people for it.
  • Powers That Be: Rather than purely good or evil, The Outsider is merely seen as an agent of fate, interfering in lives that are pivotal to the world's destiny, for better or for worse.
  • Really 700 Years Old: In the "mercy" ending of "Death of the Outsider", the Outsider is Brought Down to Normal and becomes fully human again, leaving him as an ordinary man with 4,000 years of all the knowledge of the universe in his head. Billie is curious about what kind of life such a person will find in the world.
  • Red Right Hand: His black eyes and his shadowy/starry aura.
  • The Scapegoat: The Abbey blames all human failings on corruption from him and the Void. In truth, he has almost nothing to do with any of it; even if he's behind the witches and bone-charms (which is ambiguous), he never makes anyone do anything. He is in fact disappointed when people give in to revenge and other baser instincts. In Death of the Outsider, it is revealed that the Abbey is descended from the cult that turned him into the Outsider four thousand years ago. The highest-ranking members of the Abbey know that he is not the source of all evil, and are worried that they will lose all their power if he dies and they can no longer blame him for everything.
  • Spell My Name with a "The": He's never referred to as 'Outsider'. It's always 'The Outsider'.
  • Super Empowering:
    • Rather than directly manipulate the world, he prefers giving people he finds interesting powers and seeing what they'll do. Notably, while Bone Charms do seem to work for everyone, the Runes are only really useful to those touched by the Outsider. Everyone else sort of goes insane.
    • It's also sort of his Origin Story as well. The creature we know as the Outsider is ultimately an "avatar" or "figure" of the Void. Born three thousand years before "the Great Burning" (the first year of the Empire's calendar), as a young outcast boy of fifteen he somehow merged with part of the Void.
  • Supporting Protagonist: The Outsider is the only character to appear in all three released games and expansion packs, making him the central figure and driving character of the entire story. In Dishonored 1 he has the most lines of dialogue and narrates the closing scenes of the game. Most of the lore, mystery, and gameplay depends on his powers and abilities and those he chooses to empower and his death or depowerment in Death of the Outsider marks the End of an Age for the series.
  • Terms of Endangerment: "My dear Corvo", in the trailer; Daud he refers to with some amusement as "my old friend". He's not exactly malicious, but he's definitely not benign.
  • Time Abyss: He looks young, but he's very, very old, having existed for millennia and seen the rise and fall of civilizations. He remarks upon the one before the Empire of the Isles, which has been gone for long enough that most aren't aware it ever existed; he's unmoved or even mildly bored during most of the plot, giving the impression that he's already Seen It All; and the one time he seems surprised, he outright says that he's "lived a long, long time". The Heart describes his dwelling-place as "the end of all things, and the beginning". It's unlikely that time as humans perceive it has any meaning to the Outsider.
  • Took a Level in Kindness: In the second game in Low Chaos interactions with Emily and Corvo, he is a good deal softer and less creepy than he was with Corvo in the first game. Rather than float off a few inches off the ground and look aloof, he moves around and interacts with them less as a god-and-supplicant and more as near-equals. The Outsider even reveals his origin to them, a privilege not many have ever known.
  • Troll: There's no other description for his reaction after reuniting with Corvo in the second game:
    The Outsider: (appears out of thin air) Corvo, old friend! Do I even need to say it? You've lost another Empress!
  • The Unfought: At the end of Death of the Outsider, his petrified echo is encountered by Billie and she's simply given a choice to release or kill him. Billie even lampshades this, as she was clearly expecting to have to fight an omnipotent god at the end of her quest.
  • Was Once a Man: See Deity of Human Origin.
  • What You Are in the Dark: Since he was himself powerless as a human and subjected to a lot of abuse, he is very curious about how people who are suddenly given power over others behave themselves and what choices they make.
  • Woobie, Destroyer of Worlds: The Outsider was really an unwilling sacrificial lamb to the void by a Cult whose only form of contact to the Outside world was to give people's his mark, the powers that come with it, and let them carry out their chaotic and destructive desires. When Billie Lurk finally sees The Outsider's true form, a petrified boy in constant agony, her view of him can go from an uncaring monster to an unfortunate victim who never wanted to become this.
  • You Cannot Grasp the True Form: Possibly averted, as it an in-game book implies The Outsider is actually a eldritch-style whale residing in the deepest ocean; during your first visit to the Void, you can actually see said whale floating in the ether.

    The Heart 

The Heart
"Why am I so cold?"

"What have they done to me?"
Voiced by: April Stewart

The heart of a living thing, molded by the Outsider's power. Given to Corvo as a gift by the Outsider just after he receives the Mark. In addition to assisting you in finding various mystical items strewn throughout Dunwall, it whispers a great many secrets regarding the city and its inhabitants.

  • Dissonant Serenity: Save for a few instances, its tone is calm and serene, even when talking about horrific things.
    The Heart: (about a maid) If she lives until tomorrow, her day off, she will be mauled by weepers and left for dead.
  • Dowsing Device: Assists Corvo in finding runes and bone charms scattered around the city.
  • Dreaming of Times Gone By: The Heart knows a great deal about the history of places and people.
  • Dreaming of Things to Come: It also occasionally makes predictions about things that haven't happened yet.
  • Exposition Fairy: Knows an unnervingly large amount about just about everyone and everything you point it at, if you ask. Notably, she herself finds her extensive knowledge fearful and sorrowful.
  • Fate Worse than Death: Is most likely the Soul Jar of a dead woman locked in a state of helpless observation only. This woman is almost certainly Empress Jessamine, given her comments and attitudes. She also shares Jessamine's voice actress.
  • Literal Metaphor: It's fair to say that Corvo was indeed given Jessamine's heart, since they loved each other. When occupied by another soul, Delilah's, it turns dark and twisted. Thus, as we already knew, Delilah is black-hearted.
  • Magitek: The heart of a living thing, kept alive by clockwork and the Outsider's magic.
  • Not So Stoic: While it's usually pretty unflappable, capable of talking about murder and death without a hitch, its Dissonant Serenity vanishes whenever it talks about anything to do with Empress Jessamine. It really loses its stoicism when asked about Daud, the man who assassinated the Empress. On a lighter note, it expresses clear joy when talking about how people used to sing old songs in happier times in the Hound Pits.
  • The Omniscient: It will tell you things about people that no one but the individual themselves could possibly know. It does the same for places, too. It also occasionally makes predictions about the future. The one thing it cannot tell Corvo much about are the Whalers. It notes that there is a "haze" that surrounds them, and that because of it, even the Heart cannot discern the truth. It is also notable that The Heart is shown to be wrong on a few occasions. It says that there is no turning back from the path Daud has chosen, but Daud is willing to do exactly that should Corvo spare him. It also says that Sokolov will never forgive Piero for being the youngest man ever accepted into the Academy, but by the time of the siege on Piero's workshop, they have both put past grievances behind them. However, it is possible that the Heart is working on what the individual it is observing believes is true at the time the Heart "reads" them. Or, in Daud's case, that it is biased. Alternatively, it is an object made by The Outsider and The Outsider himself believes that Humans Are the Real Monsters, it might also be that the heart simply sees a variety of possibilities and picks what seems most likely by exactly that train of thought.
  • Perception Filter: Its dialogue in Dishonored 2 mentions that only the one who holds it can see it. Hence why other people don't freak out at Corvo/Emily wandering around holding a talking, beating human heart.
  • Soul Jar: For Jessamine. And then, for Delilah.
  • This Is Unforgivable!: It is absolutely livid if Corvo points it at Daud.
    The Heart: Why have you brought me here? Am I to forgive this man for what he did?
  • What the Hell, Hero?: In the second game, the Heart doesn't hold back on criticising your High Chaos playthrough.
    The Heart: I have seen many horrors. A child beaten by thieves. A nest of bloodflies. Your blood-soaked hands.

    Granny Rags 

Granny Rags/Vera Moray
Careful! She treads with purpose. And is not as frail as she seems.
Voiced by: Susan Sarandon

A former aristocrat who now lives on the streets; she is blind and deranged.

  • Abhorrent Admirer: There aren't many things the Outsider will find abhorrent. Him pausing when mentioning how Granny flirts with him suggests that her unrequited crush on him makes him uncomfortable.
  • Ax-Crazy: She's clearly not all there in the head, and the jobs she sends Corvo on tend to involve inflicting harm on the local populace (specifically, the local gang who keeps harassing her for cash, though you also kill the families relying on their cure). Late in the game, not only will you find her notes next to her murder victims talking about how bland and dreary Dunwall is, you'll find her threatening to cook Slackjaw and Corvo. If you choose to fight her, you'll find that she can control swarms of plague-ridden rats.
  • Blind Seer: Though apparently physically blind, she can see more than she lets on. She possesses Aura Vision like Corvo and Daud.
  • The Cameo: Not that you'd realize it without knowing, but she does appear in Dishonored 2. Part of her anyway. Her severed, dead hand is used by Paolo as a magical trinket to keep from dying. If the player kills him, they destroy it, but not before it puts up a bit of a fight.
  • Demoted to Extra/The Ghost: In the Daud DLC. You find messages from her giving people recipes to summon Runes, but is never seen.
  • I Am A Humanitarian: She intends to cook and eat Slackjaw.
  • I Was Quite a Looker: According to the Outsider. You can find a painting of her in her youth, which indeed shows her as striking when sans the wrinkles, blindness, filth, and with better make-up and less ragged clothing.
    The Heart: Princes begged for her hand.
  • Humanoid Abomination: While she may have once been human, appears to have left her humanity somewhere behind her. Until late in the game, it is impossible to kill her, and she possesses some of the same powers Corvo has.
  • Life Drinker: Daud suspects that she sustains herself by stealing the life force of those who carry the runes she crafts.
  • Obfuscating Insanity:
    • She's clearly crazy, but not confuse-Corvo-with-her-dead-husband crazy. Rather, she's hire-Corvo-to-poison-and-weaken-Slackjaw's-thugs-so-she-can-attack-him-later-and-cook-and-eat-him crazy. It's hinted several times that her initial brand of crazy is an act, as she hints all the things she "imagines" are just for show.
    • Foreshadowed if you spy on her going to her Outsider shrine. The "birdies" she kept mentioning before do come — in a form of a Swarm of Rats.
  • Never Mess with Granny: She may be crazy but she has gotten to be very skilled with the powers the Outsider gave her and even terrified local children into rightly thinking she was a witch.
  • Only Known by Their Nickname: Everyone calls her Granny Rags. Her name is only found in her diary, which only comes in the Arcane Assassin DLC (though references to her last name abound, and another book mentions her first name, allowing one to piece the pieces). The Outsider even lampshades the fact her name is mostly forgotten by telling Corvo it would mean nothing to him.
  • Pet the Dog: When Corvo rescues Emily from the Golden Cat, it's strongly implied that Granny Rags ensured that Emily made it safely to the river and Samuel.
  • Required Secondary Powers: Control over rats seems to be her primary Outsider-induced power. If you try to use Devouring Swarm on her, the summon rats will ignore her and she'll laugh at you for trying to harm her with the one thing she's got the most power over.
  • Resurrective Immortality: You can try to kill her or knock her unconscious, but she merely collapses into a swarm of rats that start biting you. She will turn up later as if nothing had happened. Eventually you find out that she cannot be killed without destroying her magic cameo, which is the source of her power. Slackjaw apparently slit her throat five times already.
    • It seems that this power is so strong that it's actually transitive. In the second game, Paolo possesses her preserved hand, which allows him to cheat death by turning into a swarm of rats once per day.
  • Riches to Rags: Seems to have fallen in with the Outsider (and subsequently caught the crazy) shortly after taking part in her husband's expedition to Pandyssia.
  • Shout-Out: Different in personality, but her reputation in Dunwall and name is a reference to Granny Weatherwax from Discworld.
  • Soul Jar: Her cameo, which must be destroyed in a furnace before Corvo can deal with her.
  • Touched by Vorlons: She is Marked by the Outsider. Her marked hand becomes an occult artifact in the sequel
  • Unholy Matrimony: She considers herself married to the Outsider. Being the incomprehensible creature he is, he doesn't feel the same way. In The Brigmore Witches, one of the recipes Daud can find is a ritual that's supposed to marry them by proxy.
  • Wicked Witch: Long suspected to be one by local kids like Slackjaw when he was younger. Turns out they were far more correct than they thought.

    Madame Prudence 

Madame Prudence
She learned long ago not to grow fond of any of the girls.
Voiced by: Jodi Corlisle

The proprietor of the Golden Cat.

  • Karma Houdini: Is also this if you're trying to go for a pacifist run. She treats her prostitutes as property, recruits them under false pretenses, and if they die, she simply tosses their corpses into the river. However, there's no in-game objective that allows you to bring her to justice short of introducing her neck to your knife.
  • Love Hurts: Implied by the Heart saying that "she learned long ago not to grow fond of any of the girls."
  • Miss Kitty: A subversion. While she did used to be a prostitute herself, and now runs the Golden Cat, she has none of the usual Mama Bear traits and treats her girls as disposable. Her predecessor was closer, according to the Heart.


Art Dealer Bunting

An Art dealer living on Bottle Street and regular client at the Golden Cat and guest of the Lady Boyles.

  • Asshole Victim: He cheats people by undervaluing their art when he buys it then selling it at market price. He's done so to other Asshole Victims (The Pendletons) but also to a family who is later seen in the Flooded District.
  • Bondage Is Bad: He's into S&M, which some of the girls at the Golden Cat find repulsive despite the fact that they don't even need to touch him. Although that may have more to do with that fact that he's also kind of a dick, threatening the girls with having them tortured if they step out of line.
  • Butt-Monkey: He can suffer multiple misfortunes at Corvo's hands:
    • Be repeatedly electrocuted for the combination of his safe and into unconsciousness.
    • Have his safe broken into and its contents stolen.
    • Be prevented from entering Lady Boyle's party because Corvo stole his invitation. Guards assume Corvo really is Bunting and that Bunting is some guy trying to usurp "his" identity.
  • Kick the Son of a Bitch: Even after he gives you the code to his safe, you can continue to zap him into unconsciousness.
  • Safe Word: "Retribution". Corvo can choose to ignore it.
  • Upper-Class Twit: He doesn't even notice that the one giving him shocks is Corvo, instead thinking the girl who normally does it gained some weight based on the sound of the footsteps due to his blindfold. Also later thinking he could try to get into the Boyle's Masquerade party despite knowing his invite was likely stolen.


An honest man – no. But his heart is not as black as some.

A merchant living in the Distillery District. If Corvo saves his life, Griff sells items to him. If not, he becomes a Weeper.

  • A Lighter Shade of Grey: As in the quote above, he's not a good person, but you could do worse. Much worse.
  • Dark and Troubled Past: He's an escaped convict.
  • No Hero Discount: Even though Corvo saves his life, Griff insists on charging far more than Piero does, since Piero can make his own wares, but Griff has to scrounge for what he sells.
  • Only Known by Their Nickname: Griff isn't his real name. After escaping from prison, he took the name to hide his identity. No one suspects.
  • Secret Keeper: According to the Heart, he knows Corvo's identity, but he won't tell anyone.

    Abigail Ames 

Abigail Ames

A professional rabble-rouser hired by one of Rothwild's competitors to shut down the Rothwild slaughterhouse.

  • The Dog Bites Back: If you torture her for information but then spare her, the favor she sells will change to a letter from her explaining it was a trap, followed by a bomb.
  • Manipulative Bastard: When the strike started, Rothwild hired a private investigator to find dirt on her. The PI became convinced that Abigail was a genuine Wide-Eyed Idealist and actually tried to convince Rothwild to give into some of her demands.
  • The Mole: She manipulated Rothwild so well that she actually managed to work her way up to Foreman before she started the strike.
  • Pay Evil unto Evil: She justifies her plan to blow up the slaughterhouse to Daud by saying that Rothwild and his butchers will be the only ones harmed and that they deserve to die.
  • Wide-Eyed Idealist: The persona she puts on to rally the workers into striking. She claims to adamantly believe that no one deserves to work in the slaughterhouse's inhumane conditions. In reality, she's not just far more cynical, she's actually a professional rabble-rouser hired by Rothwild's enemies to sabotage him. The idealism is part of her act to gain sympathy, and she never actually cares about who she's supporting.

    Thalia Timsh 

Thalia Timsh

Barrister Arnold Timsh's niece. The two of them had a rather nasty falling out over the Barrister's mother's inheritance, and so Thalia hires Daud to remove her uncle from the picture.

  • Ms Exposition: Her primary role in the story is to give Daud Delilah's backstory.
  • The Stoic: Nothing seems to phase her. Daud first meets her being threatened by some Hatters who have already killed her bodyguards. She remains completely calm. Her cool demeanor doesn't even flap when she realizes that she has become an accessory to murder.
  • Wide-Eyed Idealist: The Barrister accuses her of being this, although nothing in her conversations with Daud supports his accusations.


People in the final stages of the Plague, forsaken by all to live out their last days in Dunwall's most wretched squalor. Their symptoms have progressed to the point of dry and flaking skin, continuous coughing and wheezing, throwing up black vomit, almost complete deterioration of mental faculties and motor skills and the distinctive bloody tears that fall from their eyes. The scent of death surrounding them attracts flies and maggots, which infest them, and they wander around in a haze of despair, desperately seeking help, but unable to express it beyond pawing at others (and spreading the plague still further). Some believe that Weepers are no longer human.

  • Body Horror: Dear lord.
  • Early-Bird Cameo: Search or listen hard and they'll turn up surprisingly early even in a Low Chaos game.
  • Earn Your Happy Ending: If Corvo has Low Chaos and spares Sokolov, then a cure for the plague is found, capable of recovering even those who've progressed this far.
  • Karmic Death: Campbell becomes a Weeper if you "spare" him. Killing him in that state is listed as a Mercy Kill in the end-mission statistics.
  • Technically Living Zombie: They may shamble, moan, claw at healthy people, and look/smell like they're rotting, but they're still just this side of alive. They can be occasionally be heard sobbing in misery and their attacks can be interpreted as the only way they have left of begging for aid. The Heart even sometimes remarks that they seem to be able to think or desire something, though they are obviously no longer able to talk. If not drawing their attention, they can even be seen walking to a fire to warm themselves like non-weeper Non Player Characters occasionally do.
  • Tears of Blood: The Weepers have subconjunctival hemorrhages that cause their eyes to leak blood.
  • Vomit Indiscretion Shot: One of their "attacks" and one of their idling actions. They also release insects from their bodies.
  • Zombie Puke Attack: Attack by puking on you.

    Doctor Luigi Galvani 
A prominent doctor and natural philosopher in Dunwall.

  • Everybody Has Standards: He's totally against Delilah's coup.
  • The Ghost: He's mentioned several times in both games, the player is given two chances to break into his home in the first game (and another two in the sequel), but he's never seen. He's also invited to the Boyles' party, but his journal mentions he has no intention of going because he dislikes hanging out with aristocrats.
  • I'm Your Biggest Fan: He's a huge fan of Sokolov, so much so he celebrates the day he first met him.
  • Mad Scientist: According to his maid, rat guts get all over the place in his lab in his quest to understand the rat plague, and there has been least one incident that's claimed the life of a servant...You can find her arm next to the door to the pantry.
  • Omnidisciplinary Scientist: He studies the rat plague, but is also the inventor of two upgrades: "Bonded Galvani Weave" and "Folded Galvani Resin".
  • Running Gag: Getting robbed by the player character. It can happen a total of five times over three games.
  • Small Role, Big Impact: He was the one who discovered that the Pandyssian Rats bringing the plague to Dunwall wasn’t an accident, but rather that the rats were imported by someone. He then reported his findings to Empress Jessamine, which lead Jessamine to launching an investigation to find out who was responsible, which then leads to Hiram Burrows having her assassinated out of fear that he would eventually get caught, thus kickstarting the plot of the first game.
  • Tempting Fate: After getting robbed four times in Dunwall, Galvani moves to Karnaca and puts all of his fortune in a safebox in the Michaels Bank, certain that it will be safe in such a legendarily secure bank. Billie can still rob him.
  • What the Hell, Player?: During the first mission of Dishonored 2, you have the chance to rob Galvani and find his notebook, wherein he expresses his hope that moving to a new neighborhood would prevent future burglaries. In the final mission you can return to Galvani's house, but all you'll find in his safe is a few coins and a cranky note informing his burglar that he's so sick of being robbed he's decided to leave Dunwall for good.

    The Whales 
A species of large marine mammals who are harvested for their blubber and oil in order to make the fuel that powers the industrial revolution of the Isles.
  • Animalistic Abomination: Despite the name, there is something seriously off about the whales of the world of Dishonored; they have scaly growths on some parts of their bodies, multiple sets of fins, large and sharp teeth as opposed to baleen, and their fat and oil can be used as Applied Phlebotinum for powering everything from cars and trains to firearms and electrical defensive barriers. Then there's the obvious mystical aspects to them; their bones can be used to make magical charms that can grant powers of the Void, and on the whole these creatures seem to be magical in just about every sense of the word.
  • Applied Phlebotinum: The oil that is refined from their fat and secretions has been used to power the industrial revolution of the Isles, and true to the trope no one really has any clue about how it works. The man who made the process for refining it doesn't even quite grasp it, since he was only inspired by seeing how much a fire roared up when a few dock children poured a bit on an open flame. Given the innate connection that the whales have to the Void, any research into how it works would probably bring the Abbey of the Everyman down on the researcher's head, to say nothing of the ramifications it may have if the Abbey ever decided to ban the stuff based on its magical properties.
  • Brown Note: It is implied that listening to their songs can drive people insane.
  • Call a Smeerp a "Rabbit": The "Whales" of the Dishonored-verse very clearly are not the same kind of whales one would find in the real world.
  • Central Theme: The treatment of the whales serves as a thematic counterpoint for the state of the Empire in general; abusing, desecrating, and dishonoring something good, beautiful, or benign in the name of power and greed. As the Outsider notes in one of "the hollows" you inspect in Death of the Outsider:
The Outsider: There is death in their dark eyes. These creatures, burned alive to light the world.
  • End of an Era: By the time of the sequel, the whales are becoming rarer and rarer due to overfishing, and as such the Isles are veering dangerously close to Post-Peak Oil territory. Some places like Serkonos are getting around this with alternate energy solutions like wind power, but the age of the Whale Oil powered industrial revolution is going to be coming to a close soon.
  • Liminal Being: Developer commentary states that the whales exist simultaneously in the Void and the real world. Billie's visit to the Ritual Hold allows her to glimpse several living whales floating and swimming through the void.
  • Space Whale: Not literally since the Isles are still only at early-20th century levels of technology, but the whales have an innate connection to the Void and the Outsider that makes them fit this trope in spirit. A few can even be seen floating through the Void during a conversation with the Outsider in the sequel. According to the developers, whales exist simultaneously in the Void and the real world.


Rats can be found everywhere in Dunwall, and the sheer size of the rat population reflects the state of the decaying city. Specifically rats are believed to be the cause of the Weeper plague ravishing the city's lower class. In gameplay they will attack Corvo but do not do enough damage individually, and one of Corvo's powers is to summon a swarm of them.

  • Karma Meter: Of a sorts. The more bodies Corvo leaves lying around the more rats swarm the later levels.
  • Non-Malicious Monster: They're animals, they don't mean to be one of Dunwall's biggest problems. The rats Billie can talk to in Death of the Outsider even say that their ancestors describe the Dunwall plague as a dark time for rats.
  • Reduced to Ratburgers: Skewered rats can be found an eaten for health. The Abbey discourages this behavior since rats are connected to the Outsider.
  • Swarm of Rats: A citywide swarm. Corvo can find them in any building no matter how fancy it is.
  • Zerg Rush: How they can be a threat to Corvo, and how Corvo can use them to be a threat to somewhere else.

Alternative Title(s): Dishonored Series


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