The Dragon's Dogma character sheet. Help is appreciated!
The Arisen is a simple fisherperson in the small village of Cassardis, right up until the moment when the Dragon comes and tries to destroy everything and everyone. In the chaos, the Arisen attempts to make a courageous stand against the Dragon, impressing it, and then getting his/her heart ripped out. Now the Dragon has taken his/her heart away, beckoning the Arisen to take up arms and retrieve it.
- Action Girl: If the Arisen happens to be female.
- The Ageless: One of the "perks" of being an Arisen is that they never grow older; they remain the exact same age they were at the time of their being chosen.
- Amazonian Beauty: It is possible to create a female Arisen with these characteristics, especially if the class is Fighter, Strider, Warrior or Ranger. Just create a female character with a pretty face with a shape with a little more muscles and there is an option to make your Arisen/Pawn somewhat masculinized.
- Arrested for Heroism: When they return from killing the dragon, the duke wants to arrest them instead.
- Bald of Awesome: One of the forty hairstyle options available in character creation.
- Bash Brothers: With their Main Pawn. With the right setup, an Arisen and their Pawn can be an unstoppable force.
- Being Good Sucks: Despite their desire to do all that is good, the Arisen gets a lot of flak for it. Especially evident Post-Game where they were now a wanted criminal in Gran Soren and taken to the next level in the True Ending, where the only way to truly free the world ended in their death, which happens to the best ending they could of had.
- Blind Seer/Blind Weapon Master/Handicapped Badass: One of the eye presets in character creation are both eyes closed, indicating that you can make an Arisen that is completely blind, yet is still able to kick ass and take names.
- Character Customization: A ton of it. In addition to being able to change your Arisen's faces and hair (which has no effect), you're allowed to customize their height and build. Larger characters have a larger stamina pool and can carry more weight, but small characters recover their stamina faster and can be picked up and tossed at flying enemies or into small holes that typically hold loot.
- A Child Shall Lead Them: One of the body presets is the size of a child; alternately, with the right adjustments, you can make your Arisen look like a young teen.
- The Chosen One: Selected by The Dragon to fight him. In extension, they are to be a candidate to be the new Seneschal.
- The Comically Serious: During the first audience with the Duke, the Arisen attempts to remain dignified and courteous, all the while oblivious to the fact that he/she is wearing a ridiculous hat to the amusement of everyone present.
- Dead Alternate Counterpart: Possible. Post-Game, in Everfall, there are numerous wandering Pawns around Everfall. According to the dialogue given by your own pawn, those Pawns had lost their master and now wander aimlessly until you perhaps want to hire them. Those wandering pawns belong to other Arisen players, meaning that in your universe, they had died. It's also possible that in other people's games, your pawn might be wandering around Everfall, meaning that you had died in their game.
- Determinator: They had enough determination to face up against the Dragon and to later pass the trials of the true Final Battle against the Seneschal.
- Downer Ending: The Arisen doesn't get a happy ending. Their ending ends with their death.
- Doomed Hometown: Subverted in the case of the Arisen, whose actions prevent his/her hometown from becoming doomed.
- Doomed Protagonist: From the moment they were chosen as the Arisen, they were also doomed to live out the cruel never ending cycle, whether they fully succeed (becoming the seneschal which would curse them to eternally watch over the world in solitude) or fail (dying on their journey or becoming the dragon). If they had rejected their destiny, they would have likely ended up like the Dark Arisen. Of course they could just live out their immortality, but that would mean more people would suffer under the tyrant of the dragon and someone else would eventually take arms, meaning that that one day they could crumble to dust. The true ending where they killed themselves was the best ending they could have possibly gotten for both themselves and their world.
- The Dragonslayer: Comes with being an Arisen.
- Earn Your Bad Ending: During the final battle in the Post-Game, depending on the choices and what happens in the true final battle, you can get 'bad endings' where the cycle isn't broken.
- Easily Forgiven: The Duke will throw you in the dungeon on charges of Attempted Rape for eloping with Aelinore in "Arousing Suspicion", but after the quest is finished he seems to forget about this entirely and will gladly continue giving you work as if nothing has happened. The guard in the dungeon won't even care that you've clearly just escaped from right under his nose, and none of the City Watch will bother you either. While you were falsely accused to begin with, it's like no one else in the game even knows or cares about the incident at all.
- FaceMonster Turn: If you fail fighting the Seneschal, the player Arisen will transform into the Dragon, now tasked with a mission to find the next worthy Arisen to face the Seneschal.
- A Father to His Men: Arisens act like mentors for their pawns, taking them across the land on their adventures so they may learn. They also can care very much for the pawns.
- First Episode Resurrection: The dragon steals your heart and you're somehow still alive. Although whether or not you ever "died" in the process is debatable, you do lack a heartbeat.
- Generation Xerox: Though there's never any indication they're related by blood, the default male Arisen is almost a carbon copy of Savan, the Arisen from the prologue of the game. The only noticeable difference is the color of their hair (red for the default Arisen, and black for Savan). This is particularly noticeable when the Arisen and Savan face each other at the end of the game.
- Go Out with a Smile: The Arisen smiles as they ended their life, which would end the cycle.
- A God Is You: After you defeat the true final boss, you take his place as Seneschal, whose job is essentially to will the world to continue to exist and who has the power to create life with ease.
- Hearing Voices: Since the dragon stole their heart, any time the Arisen places their hand over their chest, they (and you) can hear his voice.
- Heroic Mime: Don't expect your Arisen to say a single word during the entire story, even though one of the things which can be customized during character creation is the voice. This backfires miserably when you cannot voice your opinion while the Duke is framing you up for bargaining with the Dragon; you have no other options but to flee from Noble Quarter, slaughter everyone in Gran Soren, or simply toss the city guard into the Everfall to skip the meeting.
- Hero with Bad Publicity: Zigzagged. In the endgame, the Duke accuses the Arisen of turning him into an old man and attempting to assassinate him (though he himself started the fight) and has them branded a traitor, but only his knights and guards believe it. Everyone else in both Gransys and Cassardis remains on the Arisen's side, with the Cassardis NPCs in particular essentially saying that the Duke can go to hell.
- Humanity Is Infectious: Spending enough time with an Arisen will eventually cause a Pawn to be gifted with a piece of its master's soul, granting it full emotions and a human existence. Naturally, your Pawn comes to resemble you a great deal in the end.
- I Die Free: In order to free the world and themselves from the vicious cycle, the Arisen ends their life, freeing the world and themselves by extension.
- I Justwant To Be Normal: Implied. In one of the bad endings, the Arisen can return to the simple life they had always wanted. Also implied that all they wanted to do is to live in peace in their hometown with their beloved.
- It Sucks to Be the Chosen One: From the moment they were chosen as an Arisen, they were doomed to suffer from the vicious neverending cycle of eternal return.
- Magic Knight: The Arisen is the only character able to use Hybrid classes that mix magic with melee attacks (Mystic Knight) or archery (Magick Archer).
- Nice Job Breaking It, Hero!: When you kill the dragon, the monsters unleashed on the world are ten times worse than what were there before. Oh, and the residential district of Gran Soren collapses into a giant sink hole. And if you purchased the manor instead of driving the residents out? They are now buried in the rubble at Everfall because of you.
- No Good Deed Goes Unpunished: Overall, the entirety of the post-game.
- Even though you defeated the dragon, the world seemed to get a whole lot worse.
- If you are kind enough to spend 80,000 Gold (which can be a large amount to new players on their first playthrough) to purchase the house for a family to live in to prevent them from being evicted, you find out later that the parents of the family, Jasper and Sara, died in their house when it collapsed into Everfall, leaving their son, Pip (who now vehemently hates you for it) an orphan.Pip:: Curse your eyes, Arisen.
- One-Man Army: Although Arisens are never usually seen without at least their Main Pawn, the Arisen is still a force to be reckoned with even alone. They can take on waves of enemies and beasts only armies could dream of taking down.
- Orphan's Ordeal: Presumably. There's no mention of the Arisen ever having parents, and they live alone in a little house with only one bed. It's also indicated that s/he was raised by the village chief.
- Papa Bear / Mama Wolf: Mostly dependent on the type of player you are, but canonically, the Arisen (or even in general) is unlikely to abandon their pawn in need.
- Purely Aesthetic Gender: You can play as male or female and it has virtually no effect on the storyline at all. Seriously, Everyone Is Bi anyway.
- Game-Favored Gender: The lines of some Non Player Characters make it quite obvious the game was designed around a male Arisen: some females will be quite flirtatious right from the get-go, while the males are usually simply polite. Pawns often address the Arisen as "Master," regardless of gender. Talking to a "working girl" in Gran Soren at night even makes it obvious that the game is expecting a male Arisen with a (presumably attractive) female Pawn: she tells you to discard the "puppet" in favor of a real woman. There are also five potential female love interests, as opposed to only three male.
- On the other hand, being a female Arisen allows you to befriend a group of female bandits and open the gate at their headquarter, whereas a male Arisen would need to dress with a lady's dress to fool the said bandits. Besides, Ogres would chase after female Arisens or Pawns before going after the males. Elder Ogre, on the other hand, does the opposite.
- Game-Favored Gender: The lines of some Non Player Characters make it quite obvious the game was designed around a male Arisen: some females will be quite flirtatious right from the get-go, while the males are usually simply polite. Pawns often address the Arisen as "Master," regardless of gender. Talking to a "working girl" in Gran Soren at night even makes it obvious that the game is expecting a male Arisen with a (presumably attractive) female Pawn: she tells you to discard the "puppet" in favor of a real woman. There are also five potential female love interests, as opposed to only three male.
- Pyrrhic Victory: After the defeat of the Dragon at their own hand, the world gets undoubtedly worse: Gran Soren's basically fallen and vicious enemies now roam the land, terrorizing the world. This gets taken up a level during the final segment of the game when the Arisen transcends and becomes Seneschal, where the only way to free the world was at the cost of their life.
- Rogue Protagonist: If you play the game in both New Game+ and offline mode, your previous Arisen replaces Savan.
- Sadistic Choice: The final choices available to the Arisen in the Final Battle is quite sadistic one to chose from. Either you live out the rest of eternity in solitude as Seneschal, molding the world to should what you see fit until the the next chosen one comes to kill you for your seat or free the world from the vicious cycle, letting the world's fate run on its own without a powerful being to guide it, at the cost of ending your life. Not very pretty choices to pick from. Canonically, the Arisen chose the latter.
- Scars Are Forever: Even after killing Grigori and getting his/her heart restored, the Arisen's chest scar does not disappear.
- The Stoic: The player Arisen doesn't really show their expression all that much.
- Then Let Me Be Evil: You can certainly become this after the Duke frames you up for becoming a traitor by bargaining with the Dragon. Since every guard would make an attempt to kill you instead of arresting you, you can now slaughter everyone in Gran Soren guilt-free. Let's just say they asked for your betrayal in the first place.
- True Companions / Platonic Life-Partners: Arisens have a lifelong partnership with their pawn, extending past just friendship and family. They're connected on a fundamental level and never seen apart. If one is without the other, you can bet something bad has happened. Later revealed that upon the creation of their pawn, the pawn is gifted a portion of their Arisen's soul that they would cultivate and grow, becoming human and taking on their Arisen's appearance meaning that not only are they connected as Arisen and pawn, but they share the same soul.
- Took a Level in Badass: Once just a fisherman/woman in a sleepy seaside town, becoming marked by the dragon and later able to command Pawns and take down numerous and gigantic monsters that haunt Gransys.
- Vague Age: It's uncertain on how exactly old the Arisen is. Customization can make them appear as a young child or an elderly man, but canonically, they're probably more or less the same as Quina and Valmiro, their childhood friends, somewhere between twenties to mid thirties.
- Won the War, Lost the Peace: Defeated the dragon, but Gransys has fallen to hell after its defeat. They would presumably bring back the peace as Seneschal before ending their own life.
- World's Best Warrior: To be considered so.
- The Ageless: Pawns cannot age, but they can appear a certain age due to the customization. They would later attain mortality with the death of their master.
- Bash Brothers: With their Arisen. With the right setup, an Arisen and their pawn can be an unstoppable force.
- Big "NO!" / Say My Name: Pawns will always react to the player Arisen dying, either by exclaiming 'No', calling out in horror for their Master, or even begging their master to open their eyes. The Main Pawn will cry out for their Master in one of the final cutscenes in the game, after their master kills themselves and they both hurtle down after being rejected from the Seneschal's Chamber.
- Character Customization: Just like the Arisen, the main pawn is fully customizable. Their 'personality' is also malleable, their Arisen can modify it any time in the Knowledge chair.
- The Chosen One: Chosen by their Arisen.
- Deuteragonist: The Main Pawn is the Arisen's longest lasting ally and the only party member who levels up with the Arisen. S/he assists the Arisen in finishing off Savan, and becomes human during the True Ending.
- Earn Your Happy Ending: Twisted in a way. The Main pawn inherits the player Arisen's well earned happy ending.
- Encyclopaedic Knowledge: Pawns are this in nature, learning about the world and enemies, chronicling all that knowledge into their mental database, so the information may be helpful to their Arisen.
- Foreshadowing: The Main Pawn may comment about how they're worried for the future of their Arisen on Bitterblack Isle after defeating Daimon.. Later, they would be correct in their worries.
- Futile Hand Reach: The Main Pawn tries to reach out to their dead master during the fall near the end of the game.
- Happiness in Slavery: A pawn's entire existence is dedicated to helping and serving their Arisen. They lack the capability to have emotions or a will, unable to go on adventures on their own. However, Pawns, especially Main Pawns, feel exceptionally fulfilled when they are with an Arisen. Pawns who have lost their masters wander around like lost puppies or sometimes they even grow insane from their lost of their duty and grief, attacking anything on sight, even if it's an another Arisen that they could serve. Even after the Arisen's death at the end of the game, the Main Pawn still shows a strong attachment to their Master, even if they were free to live out their lives as true humans.Pawn: Lucky is the pawn that fights by the Arisen's side.
- Humanity Is Infectious: The more time a spawn spends time with their Arisen, the more humanlike they become. The Arisen gifts a part of their soul to the pawn, which pawns would fill overtime, becoming more like their Arisen as time goes on.
- It Has Been an Honor: In the Post-Game, the Main Pawn will remark how lucky, honored, and happy they are to be by the Arisen's side. Their chances of saying this will increase inside the Seneschal's Chamber.
- Maybe Ever After: It's unclear whether or not the Main Pawn will have the same affection their master had for their beloved, but it's implied that the Main Pawn will spend the rest of their now peaceful quiet life with their master's beloved.
- My Master, Right or Wrong: Pawns will never admonish their Arisen, even if they're slaying innocent bystanders or evicting a family out of their own home as a favor for a rich noble. Sometimes pawns will even rationalize why their Arisen did something questionable, like killing one of the mooks of the Salvation who begs for his life by claiming that if their Arisen didn't kill him, Mason would certainly would have (which he does if you don't).
- Papa Wolf / Mama Bear: Pawns, especially the Main Pawn, can get aggressively protective of their Arisen. If an enemy grabs hold of an Arisen, you can be sure that the pawns will do everything they can to rescue their Arisen.
- Personality Swap: Pawns don't have personalities by default, but their Arisen can form their Pawn's personality and reactions in the knowledge chair. They can even can 'modify' their pawns personality any time as long as they have access to the said chair.
- Metamorphosis: By the end of the story, the Main pawn will completely resemble the Arisen, having inherited their soul.
- Resurrective Immortality: Pawns cannot really die. When they do get defeated, they get sent back to the rift, where they can be summoned again by their Arisen.
- Servant Race: Pawns are created to serve the Arisen, but they don't mind it at all. They're quite happy to be serving the Arisen.
- Sidekick: To the Arisen. Always expect an Arisen to be accompanied by at least their Main pawn, if not more pawns.
- So What Do We Do Now?: The Main Pawn obviously seem really confused and conflicted what to do after their Master's death and becoming human.
- Soul Jar: Upon creation, a pawn will be gifted a portion of their Arisen's soul. They would later grow this portion to become human, which can only happen after their Arisen passes away.
- The Stoic: Pawns, for the most part, manage to keep their cool even in the heat of battle. They don't have true emotions and have been called 'empty shells'. They will eventually grow to have them the more time they spend with their Arisen.
- Third-Person Person: Pawns will sometimes refer to themselves in third person.Pawn: This pawn feels quite comfortable here.
- True Companions / Platonic Life-Partners: With their Arisen. They wholly depend on the Arisen's existence to function properly as pawns, and it's clear that they care very deeply for their masters.
- Turned Against Their Masters: During battle, there's a possibility a pawn will fall victim of a possession by ghosts or taken control of by a dragonkin and subsequently turn against their Arisen. However, they will always warn their Arisen that they're not themselves.
- Undying Loyalty: No matter what happens, the main pawn will always be loyal to their Arisen. Even if they get controlled by a dragon, they will even warn their master that they're not themselves.
- Unfulfilled Purpose Misery: Pawns can only be truly fulfilled in life under guidance of an Arisen. Main Pawns an become absolutely devastated by the lost of their master that they can even go mad with grief if their Arisen dies (ex. Lost Pawns in Bitterblack Isle). Some pawns are still loyal to their Arisen even unto death like the pawns in Everfall, who still want to carry out the wishes of their master. The Main Pawn at the end of the game was devastated by the lost of the Arisen player, though intends to live out the life their master would have wanted in their stead.
- Voices Are Mental: At the end of the game, your Pawn transforms into a physical copy of you, yet retains its own voice. This can result in the voice of a large man coming from the body of a small girl, or vice versa.
- Worth Living For: After they inherit their master's appearance and soul, the main pawn goes to live out their life in peace, the life that their master would have wanted to live.
- You Remind Me of X: At the end of the game, if the Arisen's beloved may realize that the Main Pawn is not the Arisen, but treats them similarly nonetheless.
A young woman of Cassardis and your friend since childhood. She is a gentle soul, tirelessly caring for injured villagers with the healing magicks she learned from her mother. She greatly admires the Arisen, who since childhood had always been the one to protect her, and when the Dragon takes their heart, she desperately searches for some way she can possibly repay her old friend... and for her own purpose in life.
- Childhood Friend Romance: Possible.
- Cower Power: As the dragon attacks Cassardis, Quina runs and hides behind you. This makes sense if you have a large, muscular character, but if you've made your Arisen short and slender, it looks quite funny.
- Kissing Cousins: Sort of. Almost everyone in the Arisen's hometown seems to address one another as "cousin" (or the short form "cos"), including Quina.
- Rapunzel Hair: Notable in that she's the only character with a hairstyle you can't have for yourself in the base game. Dark Arisen finally made it available in the character creator via DLC. The Official Design Works reveals she almost didn't have her long hair due to technical limitations.
- White Magician Girl: She's caring, feminine, and a skilled caster of healing spells. She's also the Arisen's Childhood Friend and the first of the game's five major female love interests.
Adaro raised the Arisen from childhood and cares for them as a father. He loves the whole village as his family, but does not care much for outsiders or pawns. Trusts in the Arisen no matter what and is willing to let him/her do as he/she likes, so long as the village isn't harmed.
- Jerk with a Heart of Gold: The official art book refers to him as "a blunt and sometimes insensitive man of the sea with a heart of gold."
- Retired Badass: According to his backstory, he was once a skilled fighter who protected the village from monsters.
- So Proud of You: Talk to him after getting invited to the palace by the Duke, and he'll note how proud he is of you and how it seems like only yesterday that you were a young child sitting on his knee, gutting fish.
A young man whose curiosity tends to get the better of him. He much prefers observing the world around him over being a fisherman. It's hinted that his observations are on the border of being actual research...
- Childhood Friend Romance: An option, though exactly how much of a "friend" he was growing up is never really mentioned in-depth, unlike with Quina. You were both friends with Quina, though, so it's likely you were at least well-acquainted if not common playmates.
- Cloud Cuckoolander: He likes to chase birds and fish and other small animals, for no other reason than he finds watching them fascinating, often with little or no heed to his personal safety. He also desires to see the world and believes that he may somehow help people by doing so, just as you're helping everyone by fighting the dragon.
- The Fool: Comes off as this to others, with the way he chases birds up trees and wanders into the Witchwood looking for interesting plants or whatever has caught his fancy lately and babbles to whoever will listen about all of it.
- Fearless Fool: The questline to introduce him has you chasing him down and trying to convince him that adventuring without sufficient healing items is a bad idea. As it turns out, he's actually quite smart and his interest in knowledge overwhelms his common sense when something piques his curiosity.
- Kissing Cousins: Like with Quina, almost all the villagers call each other "cousin."
- Talkative Loon: According to the other villagers, at least, though he's not quite as loony with you, so it comes off as a bit of an Informed Flaw. And "loon" may not really be the correct term.
- Wide-Eyed Idealist: He takes the cake for being the biggest (and possibly only) one in the game, which can be quite refreshing with everyone else's cynicism and worldliness.
Gran Soren inhabitants
Greedy, self-reliant, cunning. Madeleine looks out for herself and her goals first, though she does display a limited degree of loyalty when it comes down to it. Play your cards right and you may just earn that loyalty — for a price. Of course, such naked opportunism can often backfire in a land so politically volatile as Gransys...
Madeleine was raised as an orphan by the sisters, but in complete contrast to her gentle guardians, she came to hate being poor and to hate modest living. While she was grateful to the sisters for raising her, she also vowed that she would never serve the Faith as they did.
- Buxom Is Better: The bustiest character of the game, with a breast size larger than even the character editor allows.
- Gold Digger: A little bit, although a humorous and generally harmless version of one. Her affinity is bought really fast by giving her money to travel and open her store; if the Arisen gives her the first thousand gold she needs to get to Gran Soren, her response is to say sweetly, "I am so in love with you right now."
- I Have Boobs, You Must Obey!: Her general approach when she wants something is to simply lean over a little more when asking for it.
- Impractically Fancy Outfit: When you meet her, she's a traveling merchant. In what amounts to a tutu. And one of the earlier designs was even skimpier.
- Screw the Rules, I'm Beautiful!: She prefers to resort to her looks to get away with things.
- Screw This, I'm Outta Here!: After Julien is revealed to be working for Salvation, Madeleine tries to leave Gransys, since she's now wanted by the guards for affiliating with him.
- Victoria's Secret Compartment: She tries tucking a slip of paper in her cleavage to taunt Julien. He isn't amused.
A straitlaced, principled tomboy with an inferiority complex, Mercedes idolizes knights and knighthood. Following their example, she's become a capable warrior and military leader. Sent to Gransys by her father, lord of the neighboring demesne of Hearthstone, Mercedes is determined to prove herself as a capable knight and leader to the same extent as her two brothers. However, she receives opposition from the more traditional segments of the Gransys court who object to both her gender and her status as placebo support, and the Arisen's rising glory only serves to remove her from the spotlight even further.
- Action Girl: She fights alongside your character during certain segments.
- Expy: She's an amalgamation of both Casca and Farnese from Berserk, with her appearance borrowing more from the former, while her backstory and character traits borrow more from the latter.
- Faux Action Girl: She's an in-universe example in that she fears she is only pretending to be a knight and can't actually back up her claim. This feeling gets worse after losing to Julien. If she's the Beloved, she can be seen running helplessly from goblins like all other characters, something that she'll curse herself for.
- Knight In Sour Armor: Becomes this over the course of the story.
- Lady of War: Mercedes is a noble lady who was expected to be wed by twenty. She asked for a platoon of knights to lead so she could work on her skills as a commander instead.
- A Mother To Her Men: If you speak with her before the Griffin's Bane quest, she asks you to take care of the men of the Enlistment Corps, those under her command, and to bring them back safely. If you actually manage to kill the Griffin fast enough to do this, she'll be quite happy.
- The Lancer: Serves as this to the Arisen through the story.
- Put on a Bus: After the duel with Julien, Mercedes is forced to return home to Hearthstone. While she states that she'll eventually come back with reinforcements, she only returns if she's the Beloved.
- "Well Done, Son!" Guy: She wants to slay the Dragon to please her father, the lLrd of Hearthstone.
A fair if lax ruler, well-known across Gransys as a brave warrior and hero in his youth. He's said to have once slain the Dragon himself. Though older than 70, he retains a youthful appearance, and holds strength far beyond that of a normal man...
- Authority Equals Asskicking: Duke Edmun may look like a frail old man when you first meet him, but should you choose to attack him, he won't run away like countless other Non Player Characters do, he'll take up arms and Soul Skewer your ass.
- Bitch in Sheep's Clothing: The Duke is well-mannered and likable in the public eye. But behind closed doors...
- Dirty Coward: He chose to sacrifice his first wife to the dragon rather than fight it.
- Fallen Hero: He was an Arisen who chose to sacrifice his true love to the Dragon instead of fighting it.
- Jacob Marley Warning: After learning the truth about him "slaying" the dragon, the player will probably not want to make the same decision that he did.
- Jerkass: The Duke becomes this pretty quickly towards the end, framing you mostly out of rage and spite.
- The Lost Lenore: Literally. The Duke sacrificed his wife Lenore so he could gain the power of sovereignty over Gransys. While it never shows during the story itself, you'll have to do the sidequest to see the Duke's insanity go full circle.
- Rapid Aging: The Duke suddenly goes from looking around forty to looking more around one hundred forty after you beat the dragon. He manages to convince the guards that you are the one who made a deal with the dragon and cursed him to age, rather than slaying the dragon and simply letting time catch up with him.
- Ugly Guy, Hot Wife: While not exactly ugly and actually Older Than They Look, he is much older than his wife.
- Villain with Good Publicity: While the entire populace is convinced he slew a dragon years ago, the truth is that he made a deal with the dragon, granting him immortality at the cost of his first love.
Duke Edmun, the Wyrmking and ruler of all Gransys, defeated a dragon in the same way as Godking Leonart before him. He sought to marry into the House of Biquard, and the closest woman to Leonart in their bloodline was Aelinore. So Aelinore was sent to be Edmuns bride, though not of her own desire. She had not even seen the face of her future husband prior to the day of their wedding ceremony. The heros marriage was heartily welcomed by the people of Gransys. Everyone believed that it meant the birth of a successor would follow quickly, carrying on their heros bloodline. But there would be no reports of an impending heir to hearten the people of Gransys. Even after the exchange of their marriage vows, Aelinore remained as pure and untouched as she was the day that she was delivered to Edmun. But behind the dukes frigid demeanor, a dark secret is hidden within his heart...
- Damsel in Distress: Twice in side quests - once she's nearly strangled by the crazed Duke, and the other time imprisoned (if she wasn't killed by the previous quest) - and potentially a third time if she's the Beloved.
- Everything's Better with Princesses: She's one of the most easily-romanced characters due to how the Affinity system works.
- Love at First Sight: Speak to Aelinore just once and she'll instantly have the pinkish glow which signifies someone with a very high Affinity.
- Meaningful Name: By way of The Lost Lenore: the prefix a meaning "without", and Lenore being a shortened, alternative spelling of "Elinore". She is literally not Lenore, and the Duke does not care for her in the slightest because she is not the woman he truly loved.
- Sexy Discretion Shot: In the sidequest "Duchess In Distress," the camera pans out as your Arisen and the duchess make sweet love.
- Ugly Guy, Hot Wife: While the Duke isn't exactly hideous, she's still much younger than him.
A jester and trickster with no goals other than a life of ease under others protection. Willing to betray, use, or hurt others to succeed.
- Deadpan Snarker: Talking to him will cause him to quip about you and everyone else (but mostly you).
- Depraved Dwarf: He's the shortest human character in the game.
- Gonk: Along with being short, he's also plenty ugly.
- Jerkass: He's more than willing to betray, use, and backstab anyone to keep his life of ease. However, the worst he ever does to the Arisen is put a stupid-looking hat on them during their first time entering the court and later calling the guards on the Arisen at the orders of Aelinore.
- The Jester: His role in court.
Having been born to a good family, Julien believed without a hint of reservation or irony that everything was for the sake of the people, exactly as he had said to his ruler. Such was his duty as a knight, as it had been the duty of his father and his grandfather before him. However, upon arriving in Gransys, he was faced with the dirty truth, for there he met with the decadent, fallen statesmen. They had forgotten that which should have been their priority the defeat of the dragon and instead their heads were filled only with the desire to protect their own positions.
As he beheld the great leader who stood at the head of such men, the purity in his heart began to slowly but surely blacken. He can no longer find any value in the continued existence of the country. The idealism to which he had clung for so long grows more and more distorted, and he along with it.
- The Atoner: If he's alive, he turns himself in.
- Badass in Distress: If he's the Arisen's love interest and gets captured by the Dragon. He'll be chased and tormented by goblins just like every other love interest, though unlike Mercedes (the other major love interest with a warrior background), he at least has the excuse of being caught without his weapons or armor.
- Best Her to Bed Her: You have to kill and revive Julien in a duel in order to start a 'romance' with him.
- Cool Mask: Wears a masquerade-style mask when acting as the Night's Champion. Something of a Paper-Thin Disguise, in all honesty, but still.
- Even Evil Has Standards: Although he collaborates with Salvation, he mentions to Mercedes during their confrontation that he gives their pagan beliefs no credence and simply used them for his own ends.
- The Extremist Was Right: His actions against the Duke, at least, are cast in a far more favourable light at the end of the game.
- Graceful Loser: If you kill and revive Julien, he'll acknowledge that he's been bested and immediately turns himself in for his crimes.
- Ignore The Fanservice: Follow him to Madeleine's shop late one night and you'll witness an interesting exchange between the two. Madeleine tucks a slip of paper into her cleavage and taunts Julien with it, but he just angrily snatches it up and reads it, completely ignoring her flirtation and an offer to help him with "other matters".
- Jerkass: He's abrasive from the moment you meet him (bordering on Obviously Evil if you've play the early sidequests involving him), though his attitude is somewhat justified due to concern over the impending doom represented by the Dragon.
- Karma Houdini: If you don't interfere with Mercedes' duel against him, he'll defeat her and escape.
- Kick the Dog: It'd be so much easier to see things from his point of view if his harsh and sexist comments towards Mercedes weren't so utterly mean-spirited.
- Knight In Sour Armor: After meeting with the local lords in Gransys.
- Long-Haired Pretty Boy: The man has some luxurious locks of hair.
- Love Redeems: He becomes a good person again and is freed from the castle dungeon if you manage to romance him.
- Magic Knight: He is of the Mystic Knight class and carries a unique Magick Shield.
- Pet the Dog: If spoken to in the palace, he encourages the Arisen to support Ser Mercedes and seems to sympathize with her struggle. Although, when set against her, he is not above kicking her instead.
- Stay in the Kitchen: Most of his comments to Mercedes during their duel are about how, as a woman, she makes a very poor knight. This can be rather odd if the Arisen is female. However, it's entirely possible that his comments are made purely out of spite and not any genuine sexism on his part.
- Well-Intentioned Extremist: He's evidently working with Salvation in order to undermine Gransys for his nation.
Fournival is a salesman and nobleman, the father of Symone, and the main subject of the quest "Trials and Tribulations." A shrewd businessman, he is a wealthy and magnanimous man with a high-class bearing. Due to his economic influence, he counts many important Non Player Characters as friends, such as Ser Daerio of the northern watch and the Chamberlain of the Gran Soren Cathedral. Some authorities, however, suspect some of his profit is acquired from activities that are less than legal. Even if so, he seems to have had a positive influence on the growth and maintenance of Gransys's economy, leaving the Arisen with an interesting moral dilemma should they involve themselves with his trial.
- Affably Evil: Towards you, at least.
- Corrupt Corporate Executive: He's a greedy individual who has certainly gained his wealth through unscrupulous means. Nonetheless, the fact that he's also a unique vendor who sells very special items probably means that you're going to want to get him acquitted.
- Even Evil Has Loved Ones: He is, by all accounts, an amoral and slimy businessman who's very much guilty of the crimes of which he stands accused. However, he clearly loves his daughter, who can reflect only that he is, in turn, a kind and loving father.
- Fat Bastard: One of the fatter characters of the game.
- Hidden Depths: He's looked upon quite fondly by the church, whose bishop is willing to believe him innocent.
- Permanently Missable Content: If you find Fournival guilty during the "Trials and Tribulations" quest, you lose out on the Magmanimous cloak, which is a useful accessory that allows all curatives to be shared with your pawns.
- Bratty Half-Pint: She's incredibly picky when you try to babysit her. She's outspoken and thinking a race is a fun way to pass the time, rather than just shopping (which she also enjoys).
- Fallen Princess: If her father is found guilty, she's forced to relocate to the slums unless the player buys back her manor.
- Tiny Tyrannical Girl: Being the child of a wealthy merchant, she's very demanding and bossy.
- Took a Level in Kindness: She is noticeably kinder to the player after completing her side quest, and will make more of an effort to keep her tongue in check.
As one of the pawn legion, Barnaby has no emotions. However, because he has been in Gransys for untold decades and interacted with generations of mankind, he has developed something very close to an emotion: a wish for pawns and humans to coexist peacefully.
- Nice Guy: Goes along with being a Pawn, really, but he's quite polite and humble.
- Really 700 Years Old: He looks to be in his twenties or maybe early thirties at most. Add a zero or two to get his real age.
- What Measure Is a Humanoid?: It is entirely possibly to romance him, despite him being the Pawn Guild leader and technically emotionless.
- "A citizen of Gran Soren. He has an intense fascination with all books related to magick."
Steffen is a citizen of the capital of Gran Soren who seeks the magick tome known as Salomet's Grimoire. Aiding him in his search leads to consequences in the Arisen's future quests.
- Big Damn Heroes: Potentially, during the battle against the Griffin. If you fetch a grimiore for him in a completely unrelated sidequest, he'll appear and cast some powerful magic to help out.
- Messy Hair: It's about shoulder-length and quite scraggly. You'd think the man would ask you for a comb instead of an old book.
The leader of Salvation, an evil cult dedicated to the Dragon, Elysion has traveled to Gransys following Grigori's emergence, where he began spreading his ideals and sacrificing numbers of people in order to usher the end times.
- Bad Boss: He is all too happy to murder his own followers and turn them into Undead and Wight servants.
- The Beast Master: Possibly, as he's the one behind the Cyclops and Hydra attacks on the Greatwall Encampment in the beginning of the game.
- Big Bad Wannabe: Elysion serves as the Arisen's primary adversary through the story, being the head of the Salvation cult which venerates the Dragon and antagonizes the kingdom of Gransys. However, him and the Dragon do not possess any actual affiliation, and the latter actually "squashes" Elysion's plans himself while stating Salvation has no role in his coming.
- Driven to Villainy: According to his backstory, he wasn't always evil. It took a Dragon setting fire to his homeland to send him right off the edge.
- Eye Scream: Became the leader of Salvation by tearing out his right eye in front of the congregation.
- For the Evulz: Elysion sacrificing his own followers for no apparent reason other than to just call the Dragon, or his capturing innocent people and threatening to sacrifice them as well. It's your call which falls into this category.
- The Heavy: The Dragon is your ultimate goal, but for most of the game, you'll be dealing with the Elysion and Salvation.
- Killed Mid-Sentence: Elysion is summoning the Dragon, who appears and casually flies around the Greatwall as Elysion goes on a rant of how the Dragon is really "salvation." When he says "THIS IS SALVATIO-", the Dragon comes down and kills Elysion in one fell swoop by essentially swatting him like a fly.Grigori: The rantings of an upjumped zealot make for tedious listening.
- Law of Chromatic Superiority: He wears a dark red version of the Salvation robes in order to differentiate himself from his followers.
- Obviously Evil: He loves his red cloak and is missing an eye. Clearly he would be a swell guy to invite to your grandmother's bingo game!
- The Unfought: The Arisen never battles Elysion himself, who instead summons a pair of Wights to serve as his line of defense when he is confronted at the Greatwall.
The Tainted Mountain Temple
The dragon is a giant wyrm that periodically appears on earth, and brings an army of monsters with it. If the Dragon is not defeated, then it shall bring about the apocalypse. Soon after appearing, the Dragon will devour the heart of a human, but who will also survive this fatal injury and return as Arisen — the one destined to defeat him. You are one such human.
- Affably Evil: He's quite polite and well-spoken when he isn't busy setting the world on fire. Also, he doesn't care much for Salvation's antics throughout the game, thinks fanatics are annoying, doesn't outright kill the Arisen, and even offers to just leave if you give just one measly sacrifice. He will apparently follow through on his offer, too, if Edmun is an indication, but he actually praises you when you turn down his offer. Not surprising, since the dragon is indicated to be an Arisen who tried, and failed, to defeat the Seneschal. In other words, he's gone through everything that you have, up to and including making the choice to fight the dragon over sacrificing his loved one, and then going on to slay the dragon himself.
- Attack Its Weak Point: As with all dragons, his weak point is his glowing heart.
- The Chooser of The One: When the Player Character is the only one to stand and fight and actually manages to stab him during the intro, he suddenly stops acting like a crazed monster and looks at the soon-to-be Arisen as if to measure their worth. It's then that he takes their heart, makes them an Arisen, and challenges them to take up arms and face him.
- Death Seeker: Has shades of this, seeming to relish the fact that you are finally strong enough to face him down and win. His taunts gradually turn to praise as you wear him down, and he seems quite at peace when finally overcome.
- Disc-One Final Boss: Killing him is just one more step in The Arisen's path to becoming the new Seneschal.
- The Dragon: Both figuratively to the Seneschal and literally.
- Elemental Powers: Playing with Fire, An Ice Person, and Light 'em Up.
- Evil Sounds Deep: How else should you expect a massive reptile to sound? Also, his speech patterns are surprisingly verbose and poetic.
- The Heavy: Savan is actually the closest the game has to a Big Bad, though this guy's the antagonist for a good chunk.
- Hopeless Boss Fight: You fight him in the beginning, but it doesn't end well for you.
- Leitmotif: Clash of Fates.
- Light 'em Up: Although how much of him is not good is debatable, he has a few Holy-based attacks and is very resistant to the same kind of attacks. His true name also essentially means that he's an envoy of God.
- Load-Bearing Boss: A minor example. Defeating him causes the Dragonforged to finally die.
- Orcus on His Throne: Although the entire plot revolves around his presence, Grigori himself plays no role in the story until the last couple quests in the game. Most of the game is spent dealing with the consequences of his mere existence, including political intrigues, a upsurge in monster activity, and the rise of a doomsday cult. Notably, Grigori himself is not personally responsible for any of these.
- Our Dragons Are Different: Design-wise, Grigori is as standard a European dragon as he can be. However, he is also a former Arisen who was turned into a dragon when he failed to defeat the Seneschal, as was every dragon that came before him.
- Sadistic Choice: Always gives the Arisen one. The choice is either to fight him and attempt to kill him (failure to do so would mean the end of all Gransys) or sacrifice your love interest in exchange for sovereignty, as well as the Dragon leaving Gransys for a period of time. (He leaves long enough to make it seem like you did defeat him, if Duke Edmun is any indication.)
- Take a Third Option: When you finally reach him, he offers you the Sadistic Choice above. Alternately, you can just shoot him with the Maker's Finger to kill him instantly.
- Worthy Opponent: He really approves if you choose to fight him. Throughout your final battle with him, he'll praise your willpower and skill.
Reynard is a traveling peddler, wandering all around Gransys to sell his wares. He can also provide services for enhancing equipment. His wandering is rather infamous among players, in that he is never where you need him to be if you want to speak to him (and if you aren't looking for him, you'll naturally see him repeatedly).
- Book-Ends: If you choose Reynard as your love interest, your relationship begins and ends with you saving him from being harassed by goblins.
- The Determinator: Travels Gransys for years without finding any clues about his father.
- Disappeared Dad: Reynard's father left his family while his mother was pregnant with him. Buying enough little curatives from him will eventually open up a quest chain in which he asks you to figure out what would drive a man to leave his unborn child and sends you across the land to find the pages of the man's journal.
- Gotta Catch 'Em All: His quest involves collecting the pages of his father's journal, some of which you may already have found by the time you meet him.
- Permanently Missable Content: If you don't save Raynard on the road at the start of the game, he won't give you the quest to find out about his father. Oh, sure, he'll respawn to wander the world and sell you junk after you let the monsters kill him, but you can't have the quest. And if you complete that quest, Reynard decides to go back home and you'll no longer be able to interact with him, meaning if you completed it before Fournival's trial, you can't ask for forged evidence, and if you completed it before acquiring the Arisen's Bond, you can't give it to him. It's worth noting that a first-time player who doesn't know to look for him will easily miss him.
- Walking the Earth: He's probably seen more of Gransys than you have.
Selene is a mysterious young girl who resides in the mist-enveloped Witchwood. She is timid and fears contact with regular people. No one seems to know her history or background, but she's an excellent herbalist. She is the only known Pawn to become human. That is, she became human after her Arisen gave her heart to her.
- Become a Real Boy: She was a Pawn who was given a part of her Arisen's soul, which made her at least partially human. Whether she becomes fully human or not depends on the player character's interactions with her.
- Expy: Of Schierke. Her grandmother (the Arisen she served), in turn, resembles Schierke's mentor, Flora.
- History Repeats: To your main pawn, possibly. She'll even remark on it if she was your Beloved.
- Older Than They Look: Selene looks rather short (in fact, she's actually 5'6''), is a little baby-faced, and has a hairstyle that makes her look very Wednesday Addams. Her attire and demeanor are also rather childlike. But as we learn, she's actually the pawn of a former Arisen who lived many decades or even centuries ago.
- Pretty Freeloader: If you rescue Selene from the Witch Hunt, she'll move into your house in Cassardis, despite having her own hut and being quite shy around people. It's mostly because you're able to vouch both for her and the villagers as good people, so she doesn't have to worry about an angry mob again.
- What Measure Is a Humanoid?: It's possible to romance Selene, though how much of her is human and how much of her is Pawn is up for debate and changes over the course of the storyline.
- Witch Hunt: The villagers eventually get it in their heads that Selene is responsible for the dragon's coming and that she must've made some sort of deal with it. Of course, she has no clue and is just living in the woods mixing herbs, but they won't listen to reason so well. The Quest involving saving her from the villagers is even called "Witch Hunt".
Once an adviser to the Duke, but has since betrayed him and run off with valuable grimoires and magical accruements. He also stole the Wyrmking's Ring from the Duke, which amplified his magickal powers. He intends to utilize the Wyrmking Ring as a Phylactery in order to achieve Lichdom.
- Disney Villain Death: Salomet falls off the Bluemoon Tower to his death.
- Evil Sorcerer
- Evil Sounds Deep: His voice gets even deeper during the final confrontation with him. (And extremely hammy too.)
- Lone Wolf Boss: He's completely unafflilated with Salvation or the Dragon, yet still serves as the main antagonist of his own quest line and manages to be the biggest threat to Gran Soren which is not associated with the Dragon's prophecy.
Maul is the leader of the southwestern bandits and is found in the the ruins of Aernst Castle. He values a person's will above all else. He also tends to be interested in the Arisen's actions. Despite being a bandit leader, Maul seems to have a soft spot for children (as told by Pike, when Maul took him in) and honors people who have a strong will to make their decisions.
- Jerk with a Heart of Gold
- Noble Demon: Maul is a bandit, to be sure, but he's surprisingly respectable. If you convince Pike to return to the bandits' hideout, Maul is so moved by Pikes' code of honor that he spares the ex-traitor.
- Unusually Uninteresting Sight: Despite being a bunch of bandits, Maul and his followers may have little to no reaction to the Arisen and their Pawns wandering around the castle ruins.
Solitary, wise, and regretful. The Dragonforged awaits a worthy arisen to train and prepare for the inevitable battle ahead. He is well over a thousand years old (though surprisingly youthful and strong) and shows multiple scars and burns across his flesh.
- Go Out with a Smile: In a blink and you miss it moment, his lips curl up into a grin just before he crumbles to dust after you beat the dragon.
- Love Is a Weakness: After you find the Arisen's Bond and take it to the Dragonforged, speak to him again and he'll say that he shunned others and faced the dragon alone, fearing the weakness of a bond to other people. He also admits that maybe he was wrong to do this.
- No Immortal Inertia: Beating the dragon causes the Dragonforged to crumble to dust.
- Old Master: He somehow knows more about the dragons than anyone else alive. Nobody knows how he learned it. He apparently made a deal with the dragon.
Benign, viewed as nonsensical and nothing more. However, there may be something deeper than people care to ponder. He often speaks in riddles.
- Talkative Loon: He speaks solely in riddles.
- Badass Boast: He gives one just before you fight him.Zero: I am the void of stygian black. I am wonder and despair. I am annihilation. You stood tall against my Nameless Men, Arisen. But you will find my challenge of a different caliber. I am the great darkness — part of every thing, part of every one...And I am your doom.
- Smug Snake: His Badass Boast shows that he thinks quite highly of himself.
- The Un-Reveal: Just who exactly is he? Why does he want the Arisen dead? Virtually nothing is known about him or the group he leads, even at the quest's conclusion.
- Worthy Opponent: Comments on how you are a "true Arisen" as he dies.
- "Cede your life to me..."
The first Dragon in the world, the Ur-Dragon is an immense undead behemoth who can be found at the Chamber of Lament of the Everfall. Scattered through his body are the hearts of many Arisen, which serve as his sole weaknesses. The Ur-Dragon is a monster of such power that his health bar is shared across the entire world, and all players are able to contribute to his defeat. The death of the Ur-Dragon grants the player a number of rewards, though the beast always rises again to challenge the Arisen once more should they desire.
- Attack Its Weak Point: The hearts scattered across the Ur-Dragon's body are the only spots where the player can damage him. Attacks done anywhere else, or on already-destroyed hearts, deal no damage.
- Bonus Boss: The Ur-Dragon has no participation in the story, essentially serving as a side-quest for the player if they wish the rewards he grants on death.
- Contractual Boss Immunity: He is immune to all forms of debilitations.
- Dracolich: He appears rotten by default, but the more hearts the player destroys, the more decayed he looks, eventually having entire regions of his body stripped to the bone.
- Elemental Powers: The Ur-Dragon can cast spells of all elements: High Bolide, High Frigor, High Levin, High Petrification and, despite his weakness to Holy damage, Holy Furor.
- Graceful Loser: When you finally fell this mighty beast, he has nothing but praise for you.Ur-Dragon: "You... truly, you are worthy..."
- Leitmotif: Violet in the Darkness.
- Marathon Boss: The online version of the Ur-Dragon is estimated to have 3,000,000,000 HP total, though the player can only fight him for 10 minutes before he flees. All players across the world contribute to his death upon fighting him, and once the first player manages to kill him, he enters the period known as Grace, where new fights against him will have him severely weakened and with only one heart to destroy, being the optimal time to get his rewards. Subverted with the offline version of the fight, which is balanced for only one player and their Pawns and only has 1,470,000 HP in comparison.
- Our Dragons Are Different: This one is undead, immortal, and has 30 hearts scattered across his body.
- Screw This, I'm Outta Here!: The player can only fight the Ur-Dragon for 10 minutes before he leaves the arena. This is true for both online and offline versions. However, the player can simply leave and re-enter the Chamber of Lament in order to fight him again, the damage done being retained through multiple fights.
- Shows Damage: As the Ur-Dragon's hearts are destroyed, his skin is burned away, his guts fall off of his stomach, and part of him becomes little more than a living skeleton.
- Technicolor Fire: The Ur-Dragon's flames are coloured purple.
- Ur-Example: An in-universe example, fitting to his name. According to the official artbook, the Ur-Dragon is the first Dragon in the world.
The Seneschal's Chamber (ENDING SPOILERS)
The ruler of the world, the Seneschal is an all-powerful being residing at the depths of the Everfall whose task is to serve as a steward for existence. The Seneschal is an Arisen who ascended into godhood by defeating the person occupying their position before them, and the entity uses the Dragon in order to pick a new Arisen to challenge them for their throne, creating the world's cycle. In the player's first playthrough, the Seneschal is Savan, the character controlled during the prologue of the game.
In the New Game+, Savan is replaced by a random Arisen created by another player if they are playing in online mode, or by the player's own Arisen if they are playing in offline mode.
- Ascend to a Higher Plane of Existence: From Savan to Arisens encountered later, they have all ascended into godhood by defeating the Seneschal before them.
- Big Bad: The crux of the plot is his attempt at finding an Arisen to replace him.
- Death Seeker: Savan welcomes Godsbane with open arms after all his years as Seneschal, and his last lines indicate this. The same is true for all later Seneschals the player faces during New Game Plus.
- God: The Seneschal is the setting's equivalent of it.Seneschal: "Just as the Arisen calls pawns into being and sets them to motion, the Seneschal holds dominion over all living things. There are those who would call such a being Maker, or God. I cannot deny the claim, any more than affirm it. In the end, they are but words."
- Leitmotif: Fateful Decision.
- Light 'em Up: His main mean of combat is by launching shockwaves of light at the player.
- Light Is Not Good: The Seneschal is a figure who shines a bright aura of light and wears all-white robes. Doesn't stop them from causing the world's end and killing you if you allow it.Seneschal: "[Do not expect] the mercy men seek in their gods."
- The Man Behind the Man: The Seneschal is the force behind the Dragon. The Dragon's purpose is to choose an Arisen strong enough to face the Seneschal in combat.
- Physical God: Their role is to watch over the world and make sure it continues to thrive.
- Rogue Protagonist: He's the dude you play as in the tutorial. In the New Game+, fighting the Seneschal in offline mode reveals they are the Arisen you played as in the previous game cycle.
- A Taste of Power: Savan, the first Seneschal the player faces, is also the character you play as in the tutorial and is a fairly high-leveled Fighter with decent skills that will take you some time to earn once you actually make your character.
- Took a Level in Badass: Along with being a skilled fighter pre-Seneschal, he can fire Kamehame Hadokens post-Seneschalization.
- Walking Spoiler: Due to his nature as the Final Boss and his importance to the story, he gets his own folder.
- "Well Done, Son!" Guy: Possibly in Savan's case. He molded his pawn after his father who was killed by the dragon.
- Who Wants to Live Forever?: As the Seneschal, Savan has grown weary of living alone beyond the Rift, sustaining the world through countless generations but unable to interact with it. When you take his place and are only able to wander around town as an invisible ghost, unable to speak to anyone, you can really get a sense of how lonely an existence it is.
Dark Arisen characters
- "I have raged, and wrought destruction. Naught shall remain."
The lord of Bitterblack Isle. He was once an Arisen named Ashe, corrupted by his hatred for the cycle of Dragon and Arisen.
- The Ageless: Has been long gone as the Daimon for a hundred worlds that passed.
- Always Someone Better: All his spells reflect the rings you are currently gaining from the dungeon, minus the portal spell towards the Void.
- And I Must Scream: When he refused the Dragon's bargain, it transformed him into the hideous creature you see on Bitterblack Isle. During the battle, Olra asks that if freedom is beyond his reach, to grant him a peaceful death.
- Bare-Fisted Monk: He uses punches and drop kicks. They hurt.
- Big Red Devil: Purple, though he fits the rest of the description to a T.
- Death Seeker: As you wear him down, he begins to welcome his demise and seems at peace that someone is actually managing to best him.
- Elemental Powers: He brings the entire collection.
- Expy: He looks a lot like Zodd the Immortal from Berserk. Given the game's other Shout Outs to Berserk, it isn't that far of a stretch.
- Evil Sounds Deep: His large body is likely to compensate for the very dark omen.
- Final Boss: Of Dark Arisen. Most specifically, his second form is this, only fought the second time the player faces Daimon.
- Flying Brick: A brick who is more than content to crush you under his fist using downward blows from the air.
- Humanoid Abomination: Twisted enough to once turn a young boy into a megalomaniac dragon demon he is now.
- Kung-Fu Wizard: A powerful spellcaster and a very durable kick master, there's no doubt that Mystic Knight was his class.
- Leitmotif: Coils of Light and In the Crucible where Droplets Gather, I Wait. While the second is an awesome Battle Theme Music, the first is a Sad Battle Music.
- Lightning Bruiser: Don't be fooled by his large size. Daimon is one of the most agile bosses in the game, unleashing fast and powerful physical and magical blows while giving the player very little room to fight back.
- One-Winged Angel: Upon defeating him for a second time, the face on his stomach grows more prominent and his entire combat style changes, with fully restored and enormously buffed health. This "awakened" form poses a challenge even to those who have struck the level limit, as he has a penchant for spamming magic attacks and setting you on fire when you try to scale him.
- Our Demons Are Different: Daimon is the closest thing to a demon in Dragon's Dogma. He was not always like this.
- Power of the Void: Is the only living Arisen by far who has enough power to create a portal that sucks anyone into the Void. Once you hit the center, there's no way to go backnote .
- Rage Against the Heavens: He did this once confronted by his Sadistic Choice, desiring to destroy the gods for making him go through such a thing. The Dragon gave him a form able to do exactly that.
- Red Eyes, Take Warning: One of the first things the game will emphasize upon entering his sanctum are his shining red eyes.
- Sadistic Choice: Daimon was on the receiving end of one. As Ashe, he was forced to choose between sacrificing Olra (his Beloved), or killing the Dragon (his transformed adoptive mother). He chose neither, which led him to be turned into what he is today.
- Sequel Hook: The Awakened Daimon's introduction has vibes of this, especially when he awaits you in the Crucible of Souls.
- Soundtrack Dissonance: Subverted. In his first form, which is when you're actually fighting Daimon the Arisen. The music that plays is Coils of Light, which it is mostly a rather quiet, sorrowful song about regret, loss, and things that might have been, yet it's strangely fitting. The first few runs may not hold the meaning, considering the difficulty spike of the fight, but reading the lyrics and listening to the song tells you that it was more of a Mercy Kill for a man who lived for thousands of years, than an actual raid as you finished the first run.
- Trauma Conga Line: For someone who is particularly powerful, it's almost certain that he has been through a lot. Loses his mother over a Sadistic Choice tied with his own life, struggling over the course of his tormented life to save his beloved pawn and was forced into a Deal with the Dragon to fight him or turn him into the Daimon he is now.
- Theme Music Power-Up: In his second form. His music becomes a powerful, almost divine-sounding orchestra.
- Underground City: The village he used to live in was buried for over hundreds of world cycles, leading to its dark ominous look as the Bitterblack Isle.
- Walking Spoiler: Not that being shown in every trailer has anything to do with it.
- You Are Not Ready: His awakened form is telling you this through the words "Hone your spirit, refine it", especially when your pawn replaces you in your trials as the Arisen of a Broken Order.
- "For now, my course is unchanged. I shall help as I am able, and pray that brings further clarity."
A mysterious young woman who guides the Arisen to Bitterblack Isle. She serves as a purifier of cursed items found through the island.
- The Ageless: Comes with being an Arisen; notably, only Arisens can even see the Bitterblack Isle up close.
- And the Adventure Continues: After being relieved as a host of another Olra, this Olra carries on with the dungeon hunting. Curious to find about more of her possession, explicitly telling you to repeat the dungeon as you please.
- Laser-Guided Amnesia: She can't remember anything before arriving on Bitterblack Isle. She slowly regains her memories as you traverse the labyrinth. It's because she was possessed by the spirit of a Pawn without knowing she is a different person.
- Inexplicably Identical Individuals: This Olra is different to the Olra you met within the dungeons in the Isle.
- Leitmotif: A Request.
- Mysterious Waif: Even more so as a pawn incarnate.
- Reincarnation: Twice. Her first incarnation is the mother of the Daimon you ultimately fight against, dying by the choice of her son's life over hers. Her second incarnation, the one who is currently possessing her, is the Pawn who serves Ashe, the same person who ended up as the Daimon.
- Sharing a Body: The pawn of the same name is currently possessing Olra for the sake of relieving her master from being the Daimon forever.
- Stripperiffic: As Olra, the pawn.
- Talking Is a Free Action: As Olra, she encourages you to push on during the fight against the Daimon, her beloved master.
- "One look around and its clear were rats in a trap here, friend. But then, Im a strange sort. This sort of welcome puts me more at ease than any hospitality."
A former Arisen encountered on Bitterblack Isle. He serves as a merchant of items and weapons.
- The Ageless: Comes with being an Arisen. He seems unperturbed by his immortality, relishing in it.
- Conspiracy Theorist: Some of his theories on the nature of Bitterblack Isle are a bit... out-there.
- He is also arguably right about most of them. Particularly, he notes the isle's impossible architecture and assumes that it's the creation of some otherworldly power used as a prison or a trap. It turns out to be a little of both.
- Empowered Badass Normal: Being an Arisen, this is a given.
- Intrepid Merchant: He shows up in several locations throughout Bitterblack Isle.
- Jerkass: He blatantly believes that you won't last long on Bitterblack Isle.
- Jerk with a Heart of Gold: The further you traverse Bitterblack Isle, however, the more he warms up to you, eventually advising you (in a stiff manner) to stay alive, and mentioning he'd like a "drinking partner" for once.
- Leitmotif: Life Cycle.
- Living Forever Is Awesome: He seems to be the only Arisen who embraced his immortality to the point that he deliberately avoided fighting the Dragon.
- Normally, I Would Be Dead Now: His constant travels in the Bitterblack dungeons gives off this vibe, especially when he loses hundreds of his pawns the deeper he goes on. [[spoiler:It's also apparent after the death of the Seneschal; he is still alive and well along with Olra.
- Screw Destiny: Rather than choosing to fight the dragon, he's content with the life of an immortal adventurer.
- Treasure Hunter: His previous kink was being an alchemist, mixing valuable potions to earn his living. After being selected as an Arisen, he took the advantage of his immortal life adventuring, particularly, in the Bitterblack Isle.
- Try Not to Die: He always sends the Arisen off with "No dying now".
- Ultimate Blacksmith: He's the only character capable of improving equipment beyond the level of Dragonforged.
- What Measure Is a Non-Human?: He points you out on this one, after defeating the Daimon twice in a row.
- ""Tis only fitting that this island would host its own Reaper. It haunts Arisen as though enraged at the half-immortality granted by the wyrm, relentless and intractable as its namesake. Even now, I swear I can hear the whispers...""
Death itself haunts Bitterblack Isle. Wielding a massive scythe and a lantern made of bone, Death stalks any foolish enough to venture into the isle's labyrinth. What or who this being is remains a mystery, though the game does drop several hints to its identity for those paying attention.
- Bonus Boss: Defeating Death is not necessary to progress through Bitterblack Isle, but doing so grants a lot of experience, and like all enemies in the game, Death has his own loot which may be necessary to enhance the player's equipment.
- Contractual Boss Immunity: Death is immune to all forms of debilitations. Uniquely, he is also the only enemy in the game who possesses explicit immunity to the Brine, as he hovers over water rather than fall into it in the event he gets knocked into a body of water deep enough for the Brine to be active.
- Damage-Sponge Boss: Death is arguably the hardest boss in the game outside the online Ur-Dragon to kill in terms of sheer durability. You can't climb on it, it has no weak points or elemental weaknesses, and it has staggering levels of health. Combined with the fact that it runs after it takes too much damage, and you have yourself a really annoying to kill opponent.
- Fallen Hero: Possibly. The game heavily hints that Death is what became of Arthacos, an Arisen who preceded you to Bitterblack Isle and left memoirs behind.
- Flight: Being the world's most terrifying Bedsheet Ghost, Death doesn't walk, it floats.
- The Grim Reaper: More or less the classic portrayal with a slight twist: rather then a skeleton wearing a black cloak, Death is a black cloak. A rather terrifying one at that.
- Hell Is That Noise: When Death is in an area, but hasn't found you yet, a creepy, quiet piano piece plays and you hear constant whispering. Notably, this is one of the only times that music plays outside of battle in Bitterblack Isle.
- "Instant Death" Radius: Unlike most attacks in the game, Death's scythe doesn't need to hit you to kill you. Just being too close when it swings will end with you kissing the floor, and it can't be dodged, blocked, or countered.
- Leitmotif: Pitch-Black Pursuer.
- Mighty Glacier: In terms of other bosses. While Death moves rather quickly when giving chase, it attacks extremely slowly. However, any hit that lands will kill you and it possesses massive amounts of health and high resistances.
- Oh, Crap!: Can easily induce these. It's drawn to corpses, and if it appears while you're already fighting something like a Condemned Gorecyclopes, most players' first reaction will be a panic-stricken retreat.
- Names to Run Away from Really Fast: Its name happens to be what most encounters with it end in.
- One-Hit Kill: Death's most notable feature. If it hits you, you die, end of story. The Arisen can use a Wakestone to come back, but any Pawns struck (or even just grazed) by its scythe are banished back to the Rift.
- Standard Status Effects: His Lantern will put anyone near him to sleep when it glows blue, making them easy prey for his next strike.
- Unfriendly Fire: If it hits another boss with its scythe, that boss is just as dead as anything else. You don't get exp for this, though.
- Villain Teleportation: Is capable of it. Most often used to close with ranged characters or fleeing targets. Also tends to come out of it right behind the poor shmuck in question.