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With many of the original continuity characters adapted out, this new continuity gets its own new share of Gormiti to fill the ranks of the five tribes of Gorm: Water, Earth, Air, Forest and Lava.

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Main Characters

The Princes/The Lords of Nature

    Tropes common to the Princes 
https://static.tvtropes.org/pmwiki/pub/images/gnu.png
The Lords of Nature Return... as new heroes!
  • The Chosen Many: Their Gorm Stones represent their roles as the chosen Gormiti that'll save Gorm from Magor's impending return.
  • Dysfunction Junction: Downplayed, but the Princes hardly get along at first due to differences in views (and that still applies later on!). They nonetheless manage to grow past it, but occasionally relapse. This does not stop them from growing close however.
  • Interclass Friendship: Two being royals, two regular civilians.
  • Legacy Team: To the previous generation of Lords from 3000 years ago. For that aspect, their models are reused when Spero tells the story of the previous Lords of Nature.
  • Royals Who Actually Do Something: Zig-Zagged, as while they obtain the title of Prince and Lord through their Gorm Stones, neither Agrom nor Tasaru were royalty prior to the beginning of the story. Noctis and Piron play this straight though.
  • True Companions: Say what you will about them, they'll always have each other's back in the end.

    Prince Agrom / Lord Agrom 
https://static.tvtropes.org/pmwiki/pub/images/prince_agrom.png
Prince Agrom
Lord Agrom 
The main protagonist, team leader and Prince/Lord of the Earth tribe.

Agrom is the key character for viewers - a boy who is immediately entrusted with the greatest power known in his world. The virtuous and curious Earth Prince has a strong sense of his destiny, a kind and open soul; he's willing to take risks to help out friends or strangers. Knowing that he comes from a tribe very attached to its habits, Agrom strives to prove that the only way to save Gorm and help the Gormiti is through coming together and cooperation.

His powers on earth allow him to bulk up his appearance by attracting surrounding rocks and stones. He uses these natural elements to build himself some kind of armor. In this state he possesses greater strength and is less vulnerable to physical attacks. In addition to this, he can also shapeshift into a huge rolling rock that overwhelms his enemies.

His tribe tolerates him for now, but it has no intention of following a leader who always insists on changes. His tribe is not interested in a wider view beyond the walls of their kingdom. As a result, Agrom’s most loyal ally is Kondo - his childhood friend, who would stand beside him in the face of any threat. Kondo believes more than anyone that Agrom will one day become king, even when Agrom himself does not think so.

Brave, curious and tolerant, the young Agrom loves his people, but he is different from every other Gormita on Earth: he thinks that the key to defeating Magor lies in the union of all the Tribes of Gorm. Along with the power of his unstoppable Rock Hammer, Agrom is ready to lead the other Princes of Gorm in an epic battle worthy of ancient times!


  • Audience Surrogate: Downplayed, but having lived a "normal" life in Hearthkeep with no extraordinary problem to deal with (unlike his friends who did have an active role in their respective tribes), he's this to most child viewers watching the show, as well as having no experience or history knowledge in the other tribes of Gorm.
  • The Big Guy: Not as much as Tasaru, but him being made of rocks makes him naturally fit for such a role.
  • The Cassandra: No one believes him when he talks about Firespitter's entrance in Hearthkeep, simply because he made up too many unbelievable stories before out of boredom.
  • Composite Character: His mature behavior and leadership are very much so like Gheos, the original Earth Gormiti and unofficial leader of the first generation of Gormiti Lords in the original continuity, while his lack of experience and unease in some situations is closer to Nick. Quite tellingly, his prince form resembles Tellurio, the Morphogenesis Earth Lord, while his Lord form looks similar to Nick's own Neorganic Gormiti form.
  • Contrasting Sequel Protagonist: While the previous show had Toby ambiguously be the main protagonist (sporting the standard protagonist traits in comparison to his friends), Agrom is explicitly the one with the spotlight and actual team leader. Further emphasizing that, his element is Earth, which was Nick's element, but doesn't have the same knowledge repertory as Nick does and is much less nerdy.
    • This also applies to the original Earth Lords as a whole, given Agrom is an inexperienced child without much backup aside from Kondo originally, while the previous Earth Lords were already respected as a whole by their tribes when their stories began.
  • Foil: to Magor. Both are the leaders of their groups, both are very much so determined to fight until the end and both want Gorm's Heart to be restored, albeit Magor has his own plans for it while Agrom wants to do it for the greater good. Magor himself is quite aware of this, as he tries to sway Agrom to his side a couple of times (though Agrom immediately rebuffs him each time).
  • Grass is Greener: Longs to leave Hearthkeep and get on an adventure because of the growing boredom.
  • I Just Want to Be Special: He begins the series hungry for adventure and itching for action, so far as to risk getting in trouble by trying to pierce through the wall around his kingdom. Firespitter's intrusion was more than appropriate at the moment.
  • Meaningful Name: His name is an anagram of Magor. Quite fitting since they're set up as foils to one another.
  • Nice Guy: Though he may mess up on occasions, Agrom is usually a very polite and friendly young boy, provided you don't try to hurt his friends of course (or in said friends' case, try to boss him around).
  • Non-Indicative Name: His Quartz Sword. It's very obviously a hammer (as is its alternative name of Mighty Rock Hammer).
  • Sheathe Your Sword: His battles in the Land of Mythia only start making sense once he starts listening instead of blindly fighting and realizes that the illusions are telling him he needs his friends to go on.
  • When All You Have Is a Hammer…: It sometimes takes him a bit to remember that aside from his fists and literal hammer, Agrom can use his visor to create other things or look for alternative solutions.
  • Vitriolic Best Buds: With Noctis. While it's clear the two have a close bond as first members of the team, it's even more obvious that they both want to be the leader and will hardly ever agree with him on anything.

    Prince Noctis / Lord Noctis 
https://static.tvtropes.org/pmwiki/pub/images/prince_noctis_4.png
Prince Noctis
Lord Noctis 

In terms of personality, the Prince of Air is the most impressive of heroes. He acts like he knows everything about Gorm, his powers and the legendary Heart of Gorm. But really, he’s just a kid like the others! What he doesn’t know is that he has great authority.

Noctis comes from a powerful family, so he recognizes himself as a "prince" in the truest sense of the word. Indeed, he thinks ambitiously that he can command! In his mind he aspires to the throne. His family has never forgotten the legends of the Gorm Stones, but over the years some "facts" have been blurred. With all his bravado, when it’s time to use the Gorm-Stone, Noctis shows great skill in the use of his powers. Even when he irritates his fellow princes, his attitude is justified by his undeniable abilities. Not only does he have the power to dominate wind and storms, but he is also able to fly by lifting (or lifting others) on air cushions. In those conditions, he is able to rotate his body so quickly that it creates a tornado effect. And indeed he feels driven by his tribe to be the best.

For his tribe he is undoubtedly the best fit to become king soon. On the other hand, Noctis tries to gain the trust of his tribe. The more time he spends with the other young princes, the more fun he has. Noctis' father, Nadar, is his closest confidant, but has difficulty understanding the diversity of Gorm’s allies. He cannot understand his son’s need to find inspiration outside the walls of his kingdom.

Young, strong and confident, Lord Noctis is the Lord of the Air Tribe. Armed with a deadly two-bladed sword Noctis uses the speed of the winds and the fury of storms to confront his enemies! Descended from a noble family and the son of King Nadar, Noctis is the Prince who knows best the powers of the Gorm Stone and one of the most powerful Lords of Nature!


  • Berserk Button: Don't ever speak ill of his father or his tribe. Later on, the same applies to his friends, as he willingly talks back to his father when told to abandon them.
  • Blow You Away: As most Air Gormiti do.
  • Break the Haughty: Temporarily becomes cowardly and insecure once his Gorm Stone has been tainted. It takes a lot of encouragement from Agrom and Glass Empress' help to restore him back to his prideful and braver self.
  • Butt-Monkey: Has a tendency to get the short end of the stick, due to any of his friends (or by his own actions) not thinking an idea through or being taken by surprise.
  • Calling the Old Man Out: Once his father regains his spirits and rebuffs helping Noctis' friends, the latter has no qualms arguing with his father about it and taking the reins of the team, deciding to follow them instead of obeying.
  • Contrasting Sequel Main Character: He's pretty mannered and appearance-driven like Jessica, except while she was so in a typical fashionista way, he cares about his appearance like a prince would. On a bigger scale, she's a human teenage girl in middle school, he's a teenage Gormiti boy raised to rule his tribe one day since birth. Of the two, she's also much more patient with her friends' antics, while Noctis takes a long while before tolerating his fellow Princes'.
  • Deadpan Snarker: Odds are that he's always the first one throwing a jab whenever a situation turns out the wrong way.
  • Establishing Character Moment: He meets Agrom and the two immediately start bickering with Noctis giving him hell. This remains their dynamic for the rest of the show.
  • Expy: Of the Lord of Air of the same name from the very first original Gormiti generation.
  • Hair-Trigger Temper: He's not a very patient person in general, just ask his friends.
  • Hidden Depths: His prince lessons also include knowing about the kingdom's sewer system, which proves quite useful in rescuing his tribe and finding Tasaru after that Magor split their team.
  • Insane Troll Logic: Deducts that Glass Empress was a hallucination that Agrom created since she was projected on a rock and that's Agrom's element. Even though Agrom was right next to him and in full view, and thus couldn't have possibly made such an illusion (or known how) without being seen.
  • Insufferable Genius: He's pretty skilled in battle and often comes up with good ideas, but his ego doesn't help him get attention from any of his friends.
  • It's All About Me: Always arguing about being the leader. By the latter half of the show, this has seemingly been toned down.
  • Jerk with a Heart of Gold: Very temperamental and most likely one to cause an argument, he cares about his friends nonetheless, even if it takes him a lot of sucking his pride.
  • Like an Old Married Couple: With Agrom. Especially noticeable after that Agrom helps him get over his stone's corruption, he loses no time in bickering and teasing him again, calling it the start of a beautiful friendship with a touch of irony.
  • Missing Mom: If his prototype backstory is to be believed, his Gorm Stone originally belonged to his mother. Given she's nowhere to be seen, it's unknown whether she's deceased or if that storyline was abandoned.
  • Nice Job Breaking It, Hero: Followed Andrall's plan in an attempt to ruin Magor and protect his kingdom... which nearly resulted in the total opposite happening.
  • Only Sane Man: Shares this role with Piron most of the time. He'll always try to act rational with the conviction he's always in the right.

    Prince Piron / Lord Piron 
https://static.tvtropes.org/pmwiki/pub/images/prince_piron.png
Prince Piron
Lord Piron 

The Water Prince has a more spiritual and philosophical approach to things. He follows the current even when it means doing something that he does not approve or understand. Sometimes he seems to be secluded and clumsy, but he’s actually pretty clever.

He exercises dominion over all liquid things, including parts of his physical form. When he has to resort to powers, he can fire water missiles, create liquid shields and water platforms to make his fellow princes travel if necessary. When he encounters a body of water, his physical form takes the form of that liquid that makes him invisible to enemies. Due to his physical fitness, Piron is the hardest prince to break, and there are times when his commitment to the good of Gorm is questioned; but Piron always gets away with it.

Piron has a younger twin brother, named Deron, who is secretly jealous of the Gorm-Stone and his brother’s powers. Although he seems to support him, Deron often plots against him behind the scenes and may even be complicit with Magor.

Thoughtful and calm, the Prince of the Sea People is the calmest of the four Lords of Nature. But, although he sometimes seems shy and awkward, Lord Piron has a strong will that leads him to fight evil in all its forms. As the calm sea hides the storm, so the apparent calm of Piron hides the proud soul of a warrior ready to do anything to defend Gorm!


  • Badass Normal: No Gorm Stone? He turns all of Magor's lieutnants against each other!
  • Beware the Nice Ones: Don't try to threaten his family or friends, or you'll come to regret it. He may act like a pacifist, but in times of battle he knows how to defend himself.
  • Blood Knight: Surprisingly. When Firespitter refuses to settle things peacefully, Piron admits he wished for it. So that he could beat him with his new powers.
  • Cain and Abel: Originally set to be the Abel to Deron's Cain, but none of it happened. At least until Deron was under the Lava Gormiti's control.
  • Contrasting Sequel Main Character: If Toby was The Hero, impatient and a vehement prankster as well as "Mr. Funny Guy", Piron should be about the exact opposite with his calm, reasonable and following demeanor. That said, he's not above some messing around like the rest of his friends.
  • Extreme Doormat: Downplayed, but he tends to follow his friends' lead a lot, even when he knows better.
  • Failed a Spot Check: Did not realize he lost his Gorm Stone until he was outright told so.
  • Fluffy Tamer: Is friends with the Klaxus.
  • Friend to All Living Things: Zig-zagged. He was protective of Klaxus but very wary of Vomicas, before discovering the latter are just as much sea creatures as his people are.
  • Foolish Sibling, Responsible Sibling: Seems to be responsible compared to his brother, who initially seems more focused on the power than the people he rules over with it.
  • Making a Splash: His very power.
  • Not So Above It All: He may be the calmest and most responsible member, but make no mistake, he can be just as destructive and dangerous as his friends are.
  • Theme Twin Naming: Piron and Deron.
  • Only Sane Man: When it's not Noctis, Piron takes this role.
  • O.O.C. Is Serious Business: Knows something must be wrong for Agrom and Noctis to agree on the same thing and say it out loud when they plan to take on Fire Mountain.
    • He himself becomes quite jaded and cynical after the team gets split by Magor and he goes to the Inner Realm. His lack of enthusiasm and sudden misanthropy make his friends realize something is seriously wrong and requires them to get their heads together.
  • Red Oni, Blue Oni: Is the blue to all his friends most of the time.
  • Sarcasm-Blind: When Noctis is being ironic about Magor taking the fifth Gorm Stone away, Piron fails to pick up on it and outright asks what "sarcastic" means.

    Prince Tasaru / Lord Tasaru 
https://static.tvtropes.org/pmwiki/pub/images/tasaru_placeholder.png
Prince Tasaru
Lord Tasaru 

The Forest Prince is the youngest of the four main characters. Enthusiastic and impressionable, he is also the most eager to follow Agrom’s guide. His lack of experience leads him to seek leadership in others. His mentality is open to the future, but being so excitable can also make him the most naive of his friends. He is absolutely funny. He has a strong sense of humor, always ready for a witty joke. For this childish and playful side of his character, the members of his tribe do not see him as their possible protector, except as a Lord.

When Tasaru resorts to the power of his Gorm Stone, all the surrounding foliage envelops him, making him ever larger and stronger. Physically he comes into harmony with the vegetation of Gorm, on which he exercises his dominion and control. Resistant vine plants snaking out of his body to attack - plants have a crook like a hook to grab objects. Tasaru can shoot wooden "quills" from his hands/fingers.

Tasaru is for the whole time accompanied by a "familiar" - Sebi - a talking bird. Sebi is like an angel on his shoulder - he encourages him to make mature decisions and often becomes frustrated when Tasaru acts without thinking.

The youngest and most extroverted of the Princes of Gorm, Tasaru is the brave Lord of the Forest, the strongest warrior of his tribe. The entire plant world is at his command, Tasaru’s enemies must fight against nature itself! Climbers and lianas to imprison, branches and roots to strike, seeds and thorns as darts: the Prince of the Forest is ready to fight!


  • All-Loving Hero: Shows shades of this. He also points out that regardless of tribes, they're all Gormiti. This does not stop him from fighting Lava Gormiti to protect his own however.
  • Affectionate Nickname: His friends sometimes call him Tas.
  • Afro Asskicker: The leaves on his Prince appearance's head form an afro, and he certainly doesn't play around.
  • The Baby of the Bunch: Is the youngest of the Princes and has childlike wonder at times.
  • Beard of Barbarism: He's barbaric in general and his Lord form has a beard.
  • The Berserker: Probably the most blatant example.
  • The Big Guy: Even moreso than Agrom, his love of battle makes him more apt for manual work than his friends.
  • Composite Character: He has the name of the first Lord of the Forest, but his childish enthusiasm and eagerness into getting into action are very similar to Lucas.
  • Contrasting Sequel Main Character: Lucas lived in Venture Falls, an urban town, while Tasaru was born in the Forest nation, inside a pit he lived in for years as a fighter. While both are young and impressionable vehement protectors of the trees and nature, Lucas could be more reasonable when it didn't outright plants or animals at times and was stated to have the respect of his fellow students for his causes, while due to being restricted to the pit, Tasaru has neither the right social skills, nor the assertiveness or social influence to get his tribe to listen to him until they experience firsthand Magor's mind controlling power.
  • The Ditz / Dumb Muscle: The most reckless of the entire group and his defining trait.
  • Expy: Of Lord Tasarau, also known as Sarau, from the very first Gormiti generation.
  • Fluffy Tamer: Loves many of the creatures the team finds, even if they turn harmful.
  • Friend to All Living Things: Wants to protect any and all animals he finds, even the parasitic ones.
  • Fun Personified: Tasaru's greatest quality aside from his enthusiasm and eagerness of battle is his love of dancing and playing around.
  • Going Native: Once the team gets split by Magor, his Gorm Stone's taint doesn't prevent him from using his powers, but does render him completely feral while covered in a green moss, to the point the Air people treat him as a monster. Only Agrom and Noctis remain protective of their friend.
  • Nature Lover: What do you expect?
  • The Shut-In: Was stuck living in a pit for all his life until the other Princes came around.
  • Sucks at Dancing: Tasaru is a real party animal... but having likely never danced with other tribesmen before, whenever he dances gets him a lot of mixed looks from his friends. Not that he cares, and it amuses them.
  • Troll: Often gets a raise out of Noctis just for the laughs.

Other major characters

    Old Sage 
https://static.tvtropes.org/pmwiki/pub/images/nu_old_sage.png
The Old Sage
Old Sage is a wizard who has lived for an eternity. His greatest mystery is his link with Magor. In the end it will be revealed that they are brothers! Old Sage is a Gormiti of the enigmatic Volcano Tribe. Where Magor uses his powers to burn and destroy, Old Sage uses his to illuminate and warm up, helping the Gormiti grow and improve. When Old Sage’s legacy finally comes out, the greatness of that secret will threaten the already precarious union of the four Gormiti princes. But this will also be the key to their final mission: welcoming the Volcano population and healing the island forever.

  • Adaptational Badass: Not that he was ever stated to be weak in the original, but it took Neorganic's final episode for him to land an actual attack on Magor and even then it wasn't that impressive. Here? He gives the Princes a run for their money by wiping the floor with them twice in the same episode. Agrom even struggles against an illusion of him.
  • Ambiguously Human: Even more than before with zero humans around this time. Probably not the case given he's a Gormiti from the Volcano Tribe.
  • Armor-Piercing Question / Armor-Piercing Response: Doesn't matter whether you're asking the question or being asked, he'll always manage to get the other person to question their own convictions. This sets him apart from his original counterpart, as the Princes are led to think for themselves and sometimes even wonder if they're doing the right thing rather than directly follow his advice.
  • Big Good: Shares this role with Glass Empress.
  • Cain and Abel: Once you know he's related to Magor, this becomes quite blatant, even if the Princes often doubt if they're in the same league.
  • Characterization Marches On: Old Sage in the original brought all tribes (bar for Darkness and variations) against the Lava Tribe, which portrayed them as an evil element that had to be defeated for good for all others to prosper. Here, the final arc revolves around him teaching the Princes that to win, they have to unify all elements, including fire, as it is still a part of nature as much as the four other elements.
  • Decomposite Character: His role as a godly being that reigns over the good tribes is absent, and such importance is given to Glass Empress instead.
  • Demon Lords And Arch Devils: Heroic example. Being Magor's brother, he's also a Lord of Volcano Gormiti, even if he has no servants at his command and instead prefers to mentor our heroes.
  • Divine–Infernal Family: The Divine to Magor's Infernal. Zig-zagged as while they do have the looks and Magor fits the bill, it's not established if they are all that different on a genetic scale.
  • Eccentric Mentor: He doesn't always give the answer when the Princes need it and lets them figure it out on their own, even if it gets a good deal of humility or beating around the bush before they properly get to it (which often seems to amuse him).
  • Immune to Fire: By virtue of being a Volcano Gormiti, he could walk into fire or carry a burning scroll and be unaffected. However, as seen when he's injured later, it seems while fire itself doesn't hurt, he's not immune to being attacked with it.
  • Implied Love Interest: Original summaries for his role suggested he and Glass Empress had feelings for one another. None of this ever appears in the show proper.
  • Invisible to Normals: Was invisible to Firespitter in the first episode but completely audible and visible to Agrom. This doesn't happen again in later episodes and was likely a tactic to avoid having Magor realize his brother was working to stop him.
  • Laser-Guided Amnesia: Inflicted this on the original Lords of Nature so as to protect the location of the Gorm Stones. It's ambiguous whether or not he used his memory powers to make Kondo attack Agrom and his friends before the spread of the Lava Mind.
  • Like Cannot Cut Like: As stated above, being a Volcano Gormiti renders him immune to burning. Somewhat subverted as Magor is still able to hurt him when actively working to harm him.
  • My Species Doth Protest Too Much: Refuses to let his brother take over Gorm and actively works to keep all tribes safe from his evil plans.
  • Only Known by Their Nickname / No Name Given: Is called Old Sage by everyone involved, including Glass Empress and Magor, though he was initially annoyed with Agrom doing so in the pilot. The initial summaries for the cartoon suggest his name was meant to be 'Galesdo'.
  • Related in the Adaptation: No word on if it was also the case in the original continuity, but he's Magor's brother in this universe.
  • Token Heroic Orc: So far the first genuinely well-intentioned Fire Gormiti in the franchise.
  • Token Human: Subverted. He certainly looks the part, but he's actually a Lava Gormiti.
  • Walking Spoiler: It's hard to talk about his origins without speaking of him being Magor's brother.

    Lord Magor 
https://static.tvtropes.org/pmwiki/pub/images/nu_magor.png
Magor
He is currently a shadow of his former form, a vindictive figure. Imprisoned for thousands of years in a bed of cooled magma, his exile has mysteriously come to an end, and his dark soul reappears in a modern age! We will discover in the course of the series that a Traitor handed him the Gorm-Stone of Old Sage and awakened him! But time has left him with damage that now limits his mobility.

After commanding a legion of troops, formed slowly under the volcano, Magor has suffered a decline in power, but they grow back day by day. Magor wants one thing... well, actually four things - the ancient Gorm-Stones that Agrom and the other princes possess. They are involuntary targets of his evil plans. It will take long before the Princes face Magor directly... but by then his powers will surely be increased!

Defeated in antiquity by the previous Lords of Nature, Magor has reappeared in this era to re-establish his Reign of Terror! Though devoid of the powers of the Gorm Stone, Magor remains the embodiment of terror for the entire Gorm. The Lords will find bread for their teeth hungry for battles, Magor is ready for anything to return to power!


  • Big Bad: As always.
  • Cain and Abel: Cain to Old Sage's Abel.
  • The Corrupter: Would be this had the Princes not intervened every time. Played straight for a couple episodes in the latter half of the season, where his Fire Seeds take over tribes one by one and infect them with the Fire Mind, rendering them into slaves to the Lava Gormiti.
  • Divine–Infernal Family: The Infernal to Old Sage's Divine. Zig-zagged as while he has the looks, we're never told if Old Sage is that much different from him on a genetic scale.
  • Even Evil Can Be Loved: Old Sage seems to have a soft spot left for his brother. Whether or not it's reciprocated isn't ever shown, especially when Magor has absolutely no qualms making him suffer when it gets him what he wants.
  • Faux Affably Evil: Can be quite nice to the Princes, but only when he thinks they're doomed to either die or join him.
  • Foil: to Agrom. Both are the leaders of their groups, both are very much so determined to fight until the end and both want Gorm's Heart to be restored, albeit Magor has his own plans for it while Agrom wants to do it for the greater good, something Magor is quite aware of.
  • The Nose Knows: He can literally smell the Lords and the power of the Gorm Stones.
  • Older Than They Look: Not that there's any conventional indication for his age, but if the original summaries for Nature Unleashed are accurate, he'd be Old Sage's (who himself looks quite ancient) older brother.
  • Significant Anagram: His name is made up of the same letters as Agrom's, reinforcing parallels between them.
  • Strong Family Resemblance: Invoked. He and his brother look nothing alike, yet he ever so teases the Lords by claiming "the resemblance is uncanny". Whether they ever looked similar or if he's just making fun of them remains unknown.
  • Sympathy for the Hero: On rare occasions, he shows some understanding for the protagonists when they're at their lowest, part of an attempt to sway them over to his side.
  • Villain Has a Point: Surprisingly, he makes several good points about Old Sage exploiting the Princes' abilities while they're still inexperienced, and would likely be more convincing if he wasn't trying to take over the entire island whilst doing so.
  • We Can Rule Together: Offers this to the Lords many times, which they vehemently refuse.
  • You Don't Look Like You: Magor's previous appearances were all ambiguous-looking until Neorganic, his Nature Unleashed form looks like none of them.

    Glass Empress 
https://static.tvtropes.org/pmwiki/pub/images/glass_empress.png
Glass Empress
Click here to see her under the influence of the Lava Mind 

The Glass Empress is an enigmatic figure, a powerful ally if the Princes can learn to follow her admonitions. She is nature personified. She communicates with young princes only when called by them through the Gorm Stones. She represents the living form of Gorm’s natural unified forces. In some ways she incorporated The Way. Her presence is as divine, in the sense that she can choose her own form of appearance - as a ghost of human appearance, she can project her face on the entire flank of a mountain of Gorm.

At first, only Agrom can see her, and for a while everyone thinks he’s completely crazy. But with time all the princes learn to see her through her signs in the natural world. Her kindness is balanced by anger for those who would harm the world she represents. But she considers princes as children and is a maternal force to them... when they treat her world with care.

Glass Empress is not a power to be underestimated. She is a mysterious presence that often speaks through nature itself - her voice in the wind or her warnings resound through the crunch of trees. The princes speak of her more often than they speak to her. They know that she must be contacted only in times of utmost urgency. And not even in these cases is always guaranteed her intervention. While her relationship with Old Sage is long and sometimes complicated, she has a very solid memory of all the secrets of the island. She seems to have a direct connection with Heart of Gorm... Agrom wonders if she didn’t originate it herself.


  • Berserk Button: Do not ever harm nature. Magor and his troops learned the hard way.
  • Beware the Nice Ones: She's always kind and motherly to the characters... and could destroy all of them if she wanted to.
  • Canon Foreigner
  • Composite Character / Distaff Counterpart: Takes up the role of instructing the heroes from afar and rarely intervening as well as working to maintain the balance of nature from both Luminos and Old Sage, even being associated with light in her debut.
  • Delighting in Riddles: Tends to guide the Lords this way, much like Old Sage himself. Delves into Mad Oracle once Magor's red mist takes over the entire land and makes her lose her mind.
  • Elemental Powers: As the personification of nature itself, she has control over all five elements and more.
  • Implied Love Interest: Original summaries for her role implied she and Old Sage were meant to have feelings for one another. None of this shows up in the show proper.
  • Light 'em Up: A trait unique to her, given the Light Gormiti have all been Adapted Out.
  • Mother Nature: Embodies this trope to the fullest.
  • Team Mom: Is a motherly figure for the Princes and pretty much all of Gorm, so long they heed her warnings and respect nature. In a sense, she's pretty much "Mother Nature".

Types of Gormiti

Elementals

Elemental Gormiti (known as Elementals) are the equivalent of single-celled organisms in our ecosystem alive, but not conscious. Using the power of the Gorm Stones, a prince can call upon Elementals and command them to do their bidding. Big things come in small packages, as these tiny Elementals can be commanded to form weapons and vehicles from the very building blocks of the island!

As the heroes learn more about themselves, they also learn how to unlock the secrets of Gorm, unleashing bigger and better Elementals to join them in the fight! Both Magor and our heroes know that whoever finds and awakens these Elementals first will not just win the battle, but the war!

  • Invisible to Normals: A Quatenus Visor is usually needed to see and call upon them.
  • Lilliputian Warriors: Indirectly, as they would rather build weapons, paths and buildings instead of directly fight.
  • Servant Race: To the Lords exclusively, as the visors are the only way to get in contact with them.
  • Ultimate Blacksmith: Be it a weapon, a tool, a staircase, a vehicle or anything you want, these creatures can build it all.

Specialists

Specialist Gormiti (known as Specialists) are creatures that our heroes encounter in their many adventures. They each have a specific power or ability that is as unique to them as their various personalities! After Magor's defeat and Gorm's division, these Specialists lost their connection to the Heart of Gorm, which ultimately led them to retreat back inside their elements. Because of the instabilities and bad conditions on the island (walls, isolation, selfishness and depression) they are weak and waiting to come out from nature and be awoken - waiting for the power of the Gorm Stones to find and recharge them. In times of trouble, a Lord can call on a Specialist Gormata to join him in battle!

Specialists, when found using the Quatenus, can be minor players in a story, only called upon when our heroes need their assistance, or they can be the centerpieces of a story itself. The Specialists can be sea, earth, air, forest, or even volcanic. They are unique for two reasons, the fore-mentioned power that gives them a special edge in battle, and the fact that they must be found and awakened by our heroes. The discovery of a Specialist might trigger a storyline or even a battle, but if the Specialist pledges his allegiance to one of our heroes, they forge a very special bond.

  • Mon: Zig-zagged in the sense the Princes don't need to catch them or even find them at times, but the Specialist Gormiti will sometimes disobey or refuse to listen to what they're asking, either because the Lord wants something they disagree with or because they believe they know better (occasionally rightfully so, as shown with Tun Tun).
  • Suddenly Voiced: When the Princes enter the Inner Realm to look for the missing Lord Piron, the characters who previously only spoke in grunts and noises start speaking coherently in a perfect and respectful language, in a stark contrast compared to earlier episodes where they struggled to make the Lords understand what they're nonsensically babbling about and often even seemed annoyed with them.

Earth Tribe

     Tun Tun 
https://static.tvtropes.org/pmwiki/pub/images/tun_tun.png
Tun Tun
A strong and loyal Earth Gormita, Tun Tun is always at the forefront of Magor’s evil armies! Tun Tun’s strength is legendary, and the Lords of Nature know they have an unstoppable ally at their side!
  • Eat Dirt, Cheap: He loves eating rocks, which is quite helpful in situations such as when Agrom needs to be freed from the Air tribe's prison and cannot reach the ground.
     Spero 
https://static.tvtropes.org/pmwiki/pub/images/spero.png
Spero
Spero is a Gormita of the Earth with a special assignment: he is the guardian of the walls of Tirok, insurmountable protection of the Fortress of the Earth. In addition, Spero is the Guardian of the Sacred Caves in which the People of the Earth represented their own history. This makes him one of the Gormiti most linked to the past, the Lords of Nature will be very hard to convince Spero to abandon his beliefs! Armed with deadly diamond claws, Spero is literally a tough nut to crack for any opponent who’s reckless enough to touch the sacred walls of Earth!
  • Honor Before Reason: Will protect the walls even if he has to die for it. It's not until a heavily dehydrated Piron uses his water powers to put out the fire harming Spero that he finally relents and realizes he should've helped the Lords sooner.
  • My Master, Right or Wrong: Subverted. When Agrom says to destroy the walls around Hearthkeep to let the waters of the sea tribe in, he begins telling The Way to Agrom then outright attacks him when it does't change his mind.
     Gerz 
https://static.tvtropes.org/pmwiki/pub/images/gerz.png
Gerz
Where there is no strength, there is quantity! Gerz is a particular Gormita of the Earth capable of multiplying countless times, to the point of creating waves of Gerz ready to attack the unwary adversaries! The Lords of Nature have experienced the fearsome strength of an army of Gerz, and still bear the marks! But, like all of Magor’s opponents, Gerz is ready to help the Lords of Nature for the sake of the entire Island!
  • Extreme Omnivore: He and his brethen would've eaten the Forest tribe's houses (and possibly even the Forest people themselves!) if they hadn't been stopped sooner. They also bite enemies (and friends at first) but we never get to see if they'd carry through with it.
  • Self-Duplication: Multiplies in a rapid manner that, in Noctis' own words, is against the laws of nature. Magor's actions throwing nature out of balance explains such a creature's existence.
  • Zerg Rush: Attacks this way by duplicating first.
     Earth soldiers 
https://static.tvtropes.org/pmwiki/pub/images/earth_soldier.png
An Earth soldier
The warriors of the People of Earth are the most powerful of the entire Island of Gorm! More cleansing and resilient than anyone else, the Gormiti of Earth are literally unmovable! Like the rocks of their kingdom, they are able to withstand the harshest blows and return at full power!
  • Palette Swap: Given they're minor characters made for battling, they have little to no distinctions with each other.

Air Tribe

     Blart 
https://static.tvtropes.org/pmwiki/pub/images/blart.png
Blart
A humble Air Gormita, Blart is famous for his... exhaust problems! His body is capable of producing deadly toxic gases and releasing them against enemies whenever Blart is excited or in danger, practically... Always! But do not be fooled: his humble appearance hides a noble soul and ready to sacrifice for his friends!
  • Fartillery: Emits a gas so foul, it warrants as a weapon. Not even the Lords are immune to it.
     Hossu 
https://static.tvtropes.org/pmwiki/pub/images/hossu.png
Hossu
Hossu is the proud protector of Noctis, a haughty and arrogant Gormita who looks down on all other peoples. His powers allow him to control the currents of hot air, triggering terrible fiery vortices capable of bending even the most valiant of enemies! Nothing can resist more than a few seconds to the lashing waves of heat generated by Hossu!
     Nimbyth 
https://static.tvtropes.org/pmwiki/pub/images/nimbyth.png
Nimbyth
The cold of the snowy peaks can never match the icy power of Nimbyth! The winds are under his control, the coldest currents are simple breezes compared to the furious ice storms developed by this unstoppable Gormita! Every enemy who has dared to face his power has found himself with a frozen grin in a grimace of terror!
     Air Soldiers 
https://static.tvtropes.org/pmwiki/pub/images/air_soldier_8.png
An Air soldier
The defenders of the Air Kingdom as well as servants of King Nadar and Prince Noctis.

Sea Tribe

     Vomica 
https://static.tvtropes.org/pmwiki/pub/images/vomica.png
A Vomica
The most savage tribe of the People of the Sea, the Vomica are reminiscent of the piranhas and behave as such: huge herds cross the seas of Gorm and pounce against the reckless who swim in their territory! No opponent has ever seen a pack of hungry Vomica and come back to tell the tale!
  • Token Evil Teammate: Subverted. Piron always believed them to be this, until Agrom and Tasaru eventually proved him wrong.
  • Piranha Problem: Giant piranhas with legs to top it off. This only applies when they're frightened or upset, as they otherwise seem harmless.
     Klaxus 
https://static.tvtropes.org/pmwiki/pub/images/klaxus.png
The Klaxus
The Terror of the Seas! The Klaxus is a gigantic Sea Gormita reminiscent of a gigantic crustacean! Like a crab, the Klaxus has two huge claws instead of hands. In Gormita memory, no one has ever managed to escape his terrible grip! His size is such that if he can’t defeat an opponent, he just...eats him!
     Aqualogue 
https://static.tvtropes.org/pmwiki/pub/images/aqualogue.png
An Aqualogue
These Sea Gormiti are reminiscent of small children, and behave as such: they play in the waves, are not able to walk and float in their element! Their behaviors are tied to pure instinct, and this makes them really unpredictable! Their special powers allow the Aqualogue to launch powerful jets of water like geysers, able to pulverize everything that frightens these young Gormiti of the Sea.
  • Fun Personified: They act like children, bouncing everywhere even out of water.
     Sea soldiers 
https://static.tvtropes.org/pmwiki/pub/images/sea_soldier_0.png
A Sea soldier
The Gormiti of the Sea People are a proud people who believe in peace and fraternity among all the tribes of Gorm. But, like the sea, their calm must not be deceived: just as the calmest waves conceal the most devastating vortices, the Gormiti of the Sea hide under their "zen" peace a fury worthy of a tsunami!

Forest Tribe

     Groot 
https://static.tvtropes.org/pmwiki/pub/images/groot_0.png
Groot
Groot is a very strange Gormita formed by bark, rocks and long and powerful roots. The funny aspect should not deceive: few enemies have escaped the vegetal grasp of the roots of Groot! Powerful and fast despite his size, Groot is a valuable and loyal ally to the Lords of Nature in their fight against Magor.
  • Shout-Out: Is named after the Guardians of the Galaxy character of the same name.
     Burning 
https://static.tvtropes.org/pmwiki/pub/images/burning_0.png
Burning
Burning left the Forest Refuge after being cursed by Magor: his appearance is that of a fossilized wood perpetually on fire, the embodiment of terror for his People! He is able to create flaming worms on his own arms and throw them at enemies, sowing a trail of completely charred devastation!
  • Bait-and-Switch: His name and appearance would make one think he's a Fire Gormiti. Not only is he actually from the Forest tribe, he's ultimately a good guy.
     Nutz 
https://static.tvtropes.org/pmwiki/pub/images/nutz_0.png
Nutz
When it comes to hard heads, no one can compare to Nutz! Similar to a tangle of roots on which rests a huge walnut, Nutz is an expert in the Forest and a valuable ally for the Lords of Nature! His special powers allow him to create an army of little Nutz in his head and shoot them at opponents! Few enemies can withstand a wave of wooden heads!
     Sebi 
https://static.tvtropes.org/pmwiki/pub/images/sebi.png
Sebi
Tasaru's familiar, pet and mascot all at once. He often appears on Tasaru's shoulder or head, ready to help when his owner needs it.
  • Informed Species: Is said to be a bird, but looks closer to a lizard or an iguana than anything.
  • Vacuum Mouth: Can inhale the red mist inside the volcano, leaving only breathable air instead, much like an actual plant would.
     Forest soldiers 
https://static.tvtropes.org/pmwiki/pub/images/forrest_soldier_0.png
A Forest soldier
Rooted in their enormous Refuge, the Forest Gormiti are the People of Gorm who most fear Magor’s advance: their natural weakness is fire, and the Volcano People embody their deepest fears! But Magor must not cry victory: when challenged, the Forest Gormiti exploit their hatred of fire against their enemies and collect the burns on the bark as signs of their worth!

Volcano Tribe (Magor's Lieutenants)

     As a whole 
Magor's promises of power, ownership and position in his needy Gorm are attracting the attention of lower-class citizens. But where there is little sense of honor, there is an excess of cruelty. Aware of the power of the Gorm-Stones, Magor has created and awakened an army of Gormiti. This expanding army of flames and fire has specific roles: tearing down the walls that separate the kingdoms; destroy the other tribes; locate and find the Gorm-Stones; fight against anyone who would challenge Magor's will. These Lieutenants are the greatest adversaries of Agrom and his friends.
     Fume 
https://static.tvtropes.org/pmwiki/pub/images/fume_poseb_0.png
Fume
Part trickster, part ninja, Fume is a stealthy combatant, spy, and general thorn in the side of our heroes. At least he has a sense of humor about it! Just this side of crazy, Fume is not above taunting his prey, "playing with his food before he cooks it" as he likes to say. He is flighty, difficult to control (even for Magor), and if someone "hotter" were to come along, who knows where his loyalties would lie. For now, however, Fume is Magor's go-to scout, a fun companion bringing him joy all the way and general bringer-of-chaos, and that's just the way he likes it ... laughing all the way!

The ninja of the Volcano, Fume is a really tough opponent for our heroes: no one is able to notice him if he doesn't want to, and no one can hear him attack before it's too late! Able to vanish into a cloud and appear meters away, armed with deadly Nunchaku and ninja stars made of lava, Fume is a true deadly danger to both enemies and allies!

     Firespitter 
https://static.tvtropes.org/pmwiki/pub/images/firespitter_posea_0.png
Firespitter
A loud and obnoxious Gormiti, Firespitter is always talking trash to the princes in an attempt to goad them into an unwise battle. Firespitter is the most reviled of Magor's army because he is a never-ending stream of bad dialogue. But don't be fooled by his bluster. In a fight, Firespitter becomes a living flame-thrower! He has the innate ability to shoot massive streams of lava out of his mouth that can burn even the toughest rock!

Magor’s cruelest general, Firespitter is a living furnace, armed with a deadly lava scythe capable of piercing even the thickest walls of Gorm! Fortunately for the Lords, his cruelty is matched only by his stupidity! The Lords often manage to beat him by exploiting his arrogance against him, but victory is always obtained at a high price!

  • One-Steve Limit: Has no relation to the original continuity one-eyed Gormiti of the same name.
     Sceven 
https://static.tvtropes.org/pmwiki/pub/images/sceven_poseb_0.png
Sceven
A shadowy figure who doesn’t want anyone to know which tribe he belonged to before he went to the dark side of power and madness. He immersed his body in the lava to transform, and now his touch withers and knocks down any form of life that is between him and what he seeks!

Beneath flowing robes that conceal his true form, Sceven moves with great difficulty. There are rumors that he has used arcane arts and a mutated Gorm Stone to reform his body into that of an ultimate Lord, but that the powers he used corrupted his very being and left him powerful, yet crippled.

  • Expy: Of Lavion, given their monstrous arms.
  • Was Once a Man: No one knows which tribe he originally belonged to. His comfort during the Fire Seeds arc and theft of Piron's stone might suggest he was once a Sea Gormiti, but it's never elaborated on.
     Andrall 
https://static.tvtropes.org/pmwiki/pub/images/andrall_poseb_0.png
Andrall
A bright being of pure magma, Andrall was third in line for succession to the Volcano Kingdom. But unwilling to wait for a turn at a throne that would almost certainly go to his brother, Andrall opted to accept the offer made to him by Magor: free him from his molten prison in the Volcano Kingdom (exposed by the Gormquake) and Magor would make him his number two officer in the new world order.

Andrall accepted, believing that the weak-looking Magor would not live much longer and that then and only then would he rule Gorm with a molten fist. Andrall has a black heart to be sure, but his Achilles heel is his nobility. Dark and twisted as he is, his sense of honor, chivalry, and duty often get in the way of what he wants.

One of Magor’s most treacherous advisers, Andrall cherishes the dream of becoming the new Lord of the Volcano by betraying his master! Capable of deceiving even a noble people like the Air People, Andrall is a real danger for the Lords of Nature! Our heroes must ignore his words or risk being against each other!

     Lava Minions 
https://static.tvtropes.org/pmwiki/pub/images/lava_minion.png
A Lava minion
Once Gormiti of all shapes and types, the Lava Minions have been transformed by Magor's Gorm Stone into a mindless army of soldiers. Their appearance is indistinguishable from next - large gapping mouths, blank lidless eyes, and a flaming hand that they use as a torch. They often act as back up to Magor's lieutenants whenever the Volcano people move their way across the land.

Native Gormiti

    Previous Lords of Nature 
The original four Lords of Nature who, working alongside Old Sage, separated all tribes together with the walls and hid the Gorm Stones somewhere within their tribes to protect them from Magor's reach.
  • Expy: Of the original first series of Gormiti, moreso than the Princes.
  • Posthumous Character: They're all deceased, but their legends still live by.
  • Reused Character Design: Also serves as symbolism, but their silhouettes are the exact same as the heroes in Lord form.

Earth Tribe

     As a whole 
https://static.tvtropes.org/pmwiki/pub/images/0002_terra.png
The Earth Tribe
The People of Earth are extremely powerful, with incredible endurance, sheer vigor and strength. The inhabitants are very attached to their habits, they prefer to spend their time studying the past rather than prospecting for the future and for this reason the young princes will find them very stubborn and often reluctant to change.

The Kingdom of the Earth ranges from the highest snow-capped granite mountains to the arid salt flats that seem to extend to infinity. The minerals found on Gorm’s soil are not the same as found in this realm: there are layers of Singing Stones, crystals that capture and release sounds in hypnotic waves; Upslides, magnetically thrown rocks from the ground into a stream; Quickrocks dangerous quicksand - they look like solid stone, but you would never want to end up in it! Spebbles look like simple onyx stones sanded by the sea, but they move along the wet surface and accelerate with each bounce, becoming potential deadly bullets!

The main fortress is called the Stronghold of the Earth, it is an ancient structure surrounded by thick walls many kilometers long, located on the highest peaks of the Snowcapped Mountains. It’s the home of most of the Tribe. Almost every corner of the Stronghold of the Earth is adorned with crystal sculptures and mosaics that were created by the ancient craftsmen of the place, who knew how to bend the Gormiti to their creative will.

     Kondo 
https://static.tvtropes.org/pmwiki/pub/images/kondo.png
Kondo
Agrom's childhood friend and the first Earth Gormita we see after Agrom. He remains in Hearthkeep while his best friend goes on to become the Lord of Earth, keeping an eye out whenever Agrom comes back with his new friends.
  • Big Fun: Is noticeably a bit more corpulent than Agrom, and is a generally nice guy.
  • The Bus Came Back: Returns during the penultimate arc of the show with a group of fighters named "The Losers".
  • Insult Backfire: Invoked. The team he leads against the Lava Gormiti is named "The Losers". Seems like a derogatory team name before he explains how humiliating it is to be attacked by a group calling themselves losers.
  • Muggle Best Friend: To Agrom.
  • Red Eyes, Take Warning: Under the manipulation of Old Sage, his eyes go red and he attacks Agrom and the others. Noticeably, the other Lords figure out that it wasn't Magor's doing for once.
     Tulket 
https://static.tvtropes.org/pmwiki/pub/images/tulket.png
Tulket
One of the Earth people living inside Hearthkeep.
  • Cassandra Truth: He refuses to believe Agrom's claims about Firespitter, and only realizes the truth too late.
  • Palette Swap: Like Gedok, he looks just like another Earth soldier with a different coloration.
     Gedok 
https://static.tvtropes.org/pmwiki/pub/images/gedok.png
Gedok
Another of the Earth people living inside Hearthkeep.
  • Cassandra Truth: He initially seems to believe what Agrom says about a monster (in actuality Firespitter) intruding Hearthkeep for its master, until he laughs it off as another one of Agrom's make-believe stories.
  • Palette Swap: Like Tulket, he looks just like another Earth soldier with a different coloration.

Air Tribe

     As a whole 
https://static.tvtropes.org/pmwiki/pub/images/air_gang.png
The Air Tribe
The Air People, accustomed to looking at the world from above, do not like to take an interest in the problems of others. The members of this people are happy to keep their castles in the sky, with the illusion that, even if Magor returned, he could never reach the fortress of Eagle's Peak.

The Air People are fast in everything they do: they speak fast, they move fast, they act fast, too often without taking others into account and showing recklessness. The main town in the middle of the kingdom is Eagle's Peak.

The few strangers who have had the privilege of seeing it - and living there - declare it to be one of the most evocative places in Gorm. Hidden in the mountains, it looks like a set of gold and silver coils placed in a series of concentric circles that reach the clouds, where they rest sumptuous nests, adorned with precious and vibrant tapestries: the homes of the Gormiti of Air.

When the wind blows, the whole city is transformed into a sort of musical organ that makes resonate melodies that fill the air. These notes constitute the sounds that the Air People call "Secrets of the Wind". At the center of the circle of coils, at the top of the highest spiral, is Aerie, a royal hall, adorned with gems, jewels and precious objects. The Lords of the proud tribe proudly point out how much the splendor of that place is inferior only to that of the stars in the sky.

     King Nadar 
https://static.tvtropes.org/pmwiki/pub/images/king_nadar.png
King Nadar
The King of the Air Tribe, residing in Eagle's Peak's castle, as well as Noctis' father.
  • Horrible Judge of Character: He's pretty warm and welcoming... even to Lava Gormiti at first. When Agrom tries to out Andrall's real identity, he believes the latter and gets Agrom imprisoned, requiring Noctis to embrace his status as Lord to finally open his eyes.
  • Parental Neglect: He seems kind enough with Noctis, but doesn't acknowledge the lack of recognition he gives to his son, which resulted in Noctis trying to appeal to him in present day with little success.
  • Thoroughly Mistaken Identity: When the Fire Mind starts to take over him, he hallucinates that Piron is his son Noctis, while Noctis is actually still outside fighting to free his people.
     Rowan 
https://static.tvtropes.org/pmwiki/pub/images/rowan_4.png
Rowan
One of King Nadar's servants.
  • Recurring Extra: Appears alongside other air tribesmen and tries to save King Nadar all by himself during one of his appearances.
  • Reused Character Design: Is this, albeit some of his accessories are slightly different, setting him apart from the rest.

Sea Tribe

     As a whole 
https://static.tvtropes.org/pmwiki/pub/images/0001_mare.png
The Sea Tribe
The Sea People are unpredictable and ever changing, just like the waters in which they live. Apparently willing to "go with the flow", they are actually irritable when something hinders their path. They can go from complete reserve to irrepressible anger in an instant, which makes them unreliable and sometimes even deceptive.

The Sea People move through all the waterways and oceans of Gorm, the link they have with their home is perhaps stronger than that of other tribes. The Sea People live in Fort Aqu, a spiral of incomparable charm, eroded by the wind, water and time. It’s made up of a series of concentric, transparent crystals, neatly juxtaposed with layers of granite. The polished surface alternates shiny mirrors with matt patinas. So much majesty, if observed with greater attention, hides a massive perimeter of rock that protects a central room.

The Sea Gormiti, while taking advantage in the water, have the same functions as humans. As a result, the center of the fortress is always above the water level. During battles, the Sea Gormiti can change the direction of the waves and channel water to become a deadly weapon at high pressure - natural hydro cannons! The crystals of the fortress have been worked over time by the Tribe to become valuable sharp weapons: swords, daggers and clubs of enormous strength and beauty!

     Prince Deron 
https://static.tvtropes.org/pmwiki/pub/images/deron.jpg
Prince Deron
Younger twin brother of Piron, he becomes his brother's regent while Piron has to leave to fulfill his duties as a Lord of Gorm.
     Piron and Deron's father 
The previous king of the Sea tribe, whose death left the tribe without a sovereign until his sons challenged each other for the throne.
  • No Name Given: We're never actually told what his name was.
  • Posthumous Character: He's no longer alive, but his sons still remember him and hope to live up to his name.

Forest Tribe

     As a whole 
https://static.tvtropes.org/pmwiki/pub/images/0004_forest.png
The Forest tribe
The People of the Forest, because of the last great upheaval given by the terrible curse of Magor to a member of the Tribe forced to leave the kingdom because transformed into a fossilized wood perpetually burning, became very aggressive and lives in tiny compartments of the island, always designing new defenses.

Its warriors are as proud as they are hostile; they have learned to bend other elements to their will, to face their greatest enemy: fire, but this closure is likely to create new enemies rather than suffer wrongs in friendship.

The central fortress of the Tribe is a large tree that overlooks the rest of the forest called "The Refuge". The Gormiti of the Forest inhabit its center, protected by its imposing and robust bark. An intricate network of massive roots runs through the interior of the kingdom with paths and staircases. Gigantic leaves grow from the roots and become floors. Small animals and birds roam around, giving the impression that this is a forest hidden inside a tree! On top of the tree, stands the Royal Seat - a gigantic complex of thorns, among which is a majestic throne of ancient gnarled wood from which the Young Prince observes his Kingdom.

     Petrifus 
https://static.tvtropes.org/pmwiki/pub/images/petrifus.png
Petrifus
The elderly leader of the tribe, a Forest Gormiti stuck in the old ways.
  • Good Is Not Soft: While he's welcoming visitors, he very much so isn't all that tolerant nor kind to anything going out of his ways and won't waste time verbally harassing whoever is standing against him.
  • Honor Before Reason: Is very much so against Tasaru becoming a Lord and leaving the pit. Notably, he's one of the only characters who remains this way even after Magor's been defeated the first time.
  • Old Master: Is explicitly this. Notably, he has the same ability to control vines as Tasaru to imprison his infected brethen, until they find a way to cure the tribe.
  • Shout-Out: His green appearance and wrinkles are very reminiscent of Master Yoda from the Star Wars franchise.
  • Sole Survivor: Barring Tasaru, he's the only one of his tribe who managed to avoid Magor's control altogether.
  • What the Hell, Hero?: Whether they actually deserve it or not, not one appearance goes by without him enacting this.

Volcano Tribe

     As a whole 
https://static.tvtropes.org/pmwiki/pub/images/0005_lava.png
The Lava Tribe
The people of the Volcano are avid and consumerist people, they believe they have the right to use all the resources of the island without any consideration of others or the damage it causes.

Most of the Volcano tribe are loyal to Magor, the embodiment of terror for the entire Gorm. The Volcano is the home of Magor and his army of Gormiti composed of lava and fire. The Volcano is a set of monolithic volcanic structures, with flowing lava rivers. Inside, the Tribal Council meetings take place.

When the council members gather, they can, looking through lava basins, have visions and observe what happens in the rest of Gorm. The warm glow of these lava flows provides illumination to the inhabitants of the tribe.

Among the underground bowels of the Volcano, there is the room of Magor: a white and hot menagerie, with sculptures of rock and lava that tell the story of the Volcano tribe. Outside the fortress there is a series of volcanic cannons that can fire "eruptor blasts" - scorching lava balls capable of reaching other realms. These have never been used, but their presence is cause for concern and admonished for the other armed tribes.

One day, Magor, by activating these weapons, would trigger the War of the Gormiti. Although the Volcano kingdom is a kingdom where darkness prevails, the princes of Gorm will have the opportunity to discover that fire not only burns, but warms and illuminates the path in the dark. Some in the Volcano tribe, such as the Old Sage, believe that there are beings that Magor does not see. Will the princes of the people of the Earth, the Forest, the Air and the Sea succeed in finding these few precious beings and learning to trust them to restore peace among the Gormiti?

     Magor's brother (Spoiler Character) 
Magor's estranged brother, a Lava Gormiti who eludes the Princes from the moment they hear about him. His identity and role in the show turn out to be pivotal for the Lords of Nature once they learn who he is.
  • Canon Character All Along: Would you believe he's actually Old Sage, the same old man who's been guiding heroes throughout the franchise up until now?
  • No Name Given: The characters only allude to him as Magor's brother, even henchmen.
  • Two Aliases, One Character: Is none other than Old Sage himself.
  • Walking Spoiler: Hard to address him and his relationship with Magor without bringing up the fact he's a character everyone is already very familiar with.

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