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De Sardet and companions

     Lord / Lady De Sardet 
The Protagonist of the story, as well as cousin of Governor Constantin d'Orsay and diplomat for the Congregation of merchants
  • The Ace: De Sardet is a brilliant tactician, insightful, quick-witted, a master of combat and a capable diplomat outside of their specific skills.
  • Ambadassador: Lord/Lady De Sardet's role is that of a diplomat who deals with problems among the various factions of the island. Being an RPG protagonist however, they are also capable of kicking a lot of ass.
  • Alleged Lookalikes: Upon first bringing Síora to Constantin's court, he will remark on how similar De Sardet and Síora look. De Sardet is a customisable character, and the only constant of their appearance is the mark on their cheek. While this mark is identical to the type some Natives sport, De Sardet's general appearance is often claimed to be generally similar to that of the Natives.
  • Catchphrase: "Good Day. My name is De Sardet, I am the legate of the Congregation of Merchants. May I ask you some questions?"
  • Facial Markings: Which are very similar to those of the Natives. If De Sardet decides to become a Naut, they can also get Naut face tattoos.
  • Guile Hero: When equipped with a high Charisma and/or Intuition, very capable of being played like this.
  • Mixed Ancestry: It's revealed that their mother was a Native who was captured during a Congregation expedition to the island, but she died in transit giving birth to them and they were actually adopted by the De Sardets.
  • Only One Name: As far as the game is concerned, De Sardet doesn't have a first name. Everybody refers to them exclusively as "De Sardet" or some other name (cousin, etc.), and you can't even choose a name during character creation.
  • The Protagonist: As the player's avatar, this this their story though, of course, how heroic they act is completely up to the player.
  • Young and in Charge: Is noted to be quite young (likely early-mid 20s), and has already been appointed Legate.
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     Kurt 
Captain of the Coin Guard in Sérène, as well as the De Sardet's bodyguard and combat instructor since childhood.
  • Badass Normal: The de facto fighter out of all the companions, with Attributes focusing on raising his health/melee damage and capable of using nearly every close quarters weapon in the game, one or two-handed, blades or bludgeons.
  • BFS: Starts the game equipped with a claymore that can be replaced with even stronger variations throughout the game.
  • Bodyguard Betrayal: If his approval isn't high enough when the Coup starts, he'll turn against De Sardet and Constantin.
  • Bodyguarding a Badass: De Sardet is fully capable of taking care of themselves, though of course, this is largely Kurt's achievement.
  • Bodyguard Crush: Romancable by Lady De Sardet. Lord De Sardet can also show an interest; the first question De Sardet can ask Kurt is whether he ever "feels lonely" and Kurt will interpret this as flirting and turn him down.
  • Close-Range Combatant: Despite the Coin Guard being shown to use rifles and pistols, Kurt is completely incapable of equipping them. The only time he uses a gun is if he's defeated when attempting to assassinate Constantin and De Sardet, upon which he shoots himself with a pistol.
  • Good Is Not Soft: While he is mostly respectful, he is not above getting violent whenever he is sufficiently angered, even against unarmed opponents.
  • Good Scars, Evil Scars: Has quite a lot of scars in his face, but is quite the decent guy. It's alluded that he obtained them through "night training" that he was forced into early on in his career in the Coin Guard.
  • Lightning Bruiser: Is capable of moving just as quickly as someone is lighter armor and can do massive damage with two-handed weapons.
  • My Greatest Failure: His protegé was a young rookie recruit called Reiner, who is murdered during the course of the game by a shadow regiment. His first loyalty mission involves discovering the shadow regiment's hidden camp and taking it down after discovering its captain is torturing the recruits.
  • The Nicknamer: Always calls De Sardet "Greenblood".

     Vasco 
It is truly pastoral. Seeds, knotted roots... Oh how I miss the ocean!

A captain of the Nauts, who was sea-gifted to them at the age of 5.


  • Bi the Way: Romanceable by both Lord and Lady De Sardet.
  • Broken Pedestal: With the help of De Sardet, he tries to find out more about his blood relatives. However, after finding out that his brother Bastien is a foolish drunkard, he decides that the Nauts are his real family and doesn't reveal himself.
  • Happily Adopted: He was given to the Nauts as a child and fully consider them his family.
  • Luke, You Are My Father: Subverted. Vasco goes to great lengths to discover the identity of his birth family, but when he meets his biological brother, he ends up not revealing his identity to him, as he realises he's happy being a Naut.
  • The Musketeer: He's skilled with light blades and pistols.
  • Poisoned Weapons: As he likes to constantly remind you, he puts a bit of poison on his blade before every fight.
  • Young and in Charge: Already a captain at the age of 25.

     Síora 
The daughter of a Native chief who seeks out Constantin's court to beg for help with her clan's war against the Bridge Alliance.
  • Action Girl: Doesn't hesitate to jump into action and is very good at it too.
  • Badass Native: She's a capable fighter and mage.
  • Bi the Way: Romancable by both Lord and Lady De Sardet.
  • The Chief's Daughter: Subverted. While she is romanceable, it's more of a bonus and not her role in the larger story. And De Sardet is secretly Native anyway.
  • Flaming Sword: Much like Vasco's Poisoned Weapons, she uses her magic to light her blade on fire every fight.
  • Gameplay and Story Segregation: In cutscenes, her native magic lets her grow enchanted roots and vines, to strangle and immobilize enemies. In gameplay, she does not have any attacks to this effect, though granted, both times she was under extreme emotional duress.
  • Healing Hands: Her specialty skill is a group heal effect.
  • Honorary Princess: As noted by Constantin and De Sardet, being the daughter of the chieftain essentially makes her a princess, although the term confuses her.
  • Magic Knight: She specializes in light blades and Elemental Magic.
  • The Red Mage: She's a melee fighter with magic spells and healing magic.
  • Squishy Wizard: Unlike Petrus, she's incapable of wearing any of the heavier armors, and somewhat more fragile.
  • Survivor's Guilt: She feels guilty for not having been present for the battle in which her mother and many of her clan members died. You can help ease her guilt and somewhat redeem herself to her sister by helping her retrieve their mother's body from the Alliance and returning it to their village.
  • Warrior Princess: As noted by Constantin and De Sardet, being the daughter of the chieftain essentially makes her a princess and she is also a very skilled fighter.

     Petrus 
Politics is an extremely subtle game and just as satisfying as fighting in an arena...

A fatherly missionary of Thélème with political ambitions who joins De Sardet at the Mother Cardinal's court.


  • Ambadassador: Years back, he was an ambassador in Serene and met De Sardet and Constantin when they were very young. He carries this skillset with him still and whenever at Constantin's court, he essentially acts as one for Thélème.
  • Armor and Magic Don't Mix: Averted. He specializes in offensive magic and heavy armor.
  • The Atoner: The reason he's been acting as a father figure to De Sardet is because he knew and loved their mother but was unable to do anything to help her. His personal questline eventually leads to him helping them seek out their original clan in order to make amends.
  • Badass Preacher: A Thélème missionary who uses powerful magic to fight alongside De Sardet.
  • Cool Old Guy: Far more relaxed than most of the Thélème.
  • Deadpan Snarker: How he expresses his disapproval.
  • Guile Hero: He is very politically savvy and generally prefers diplomatic solutions to problems.
  • The Lost Lenore: He states that he has only loved a single woman in his life. Said woman turns out to be De Sardet's biological mother.
  • Magic Knight: He's a powerful spellcaster, clad in heavy armor and with a shield spell.
  • My Greatest Failure: As a young man he was unable to Mercy Kill De Sardet's mother despite her pleadings.
  • Secret Keeper: He knew the truth of De Sardet's origins, having known her mother as she was being shipped to Serene.

     Aphra 
An Alliance scientist who came to Teer Fradee to study the flora and fauna of the island.
  • Incompatible Orientation: Like Kurt, she will quickly turn down advances from De Sardet if they're a woman.
  • Insufferable Genius: Aphra is an incredibly skilled biologist, but she made camp away from her fellow scientists because she couldn't stand their "constant cackling" and one of them describes her as "bad-tempered" in a journal entry.
  • Jerk with a Heart of Gold: Beneath her cold exterior, Aphra is much kinder than the other Alliance scientists you encounter, willing to temper her For Science! attitude with humanity.
  • Shut Up, Kirk!: Will pull this on Siora if the player brings her with them on their first encounter with Aphra. Siora will mention that Aphra's expedition mates were attacked because of the Mainland's torturing and killing of her people, to which Aphra will shortly retort that her people were scientists who were cataloging the local flora, and didn't even have so much as an armed guard with them when the Teer Fradee raiders attacked.
  • This Is Going to Be Huge: At the end of her personal quest, she realizes that there's more to people than their biology, and states her interest in what amounts to founding the field of Anthropology.
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The Congregation of Merchants

     In General 
A nation from the Old Continent, comprised of merchant families who command a great deal of commercial power, so much so that they can maintain neutrality between warring factions.
  • The Federation: A union of several cities ruled by merchant-princes, with Serene as the most powerful and influential.
  • Team Switzerland: They refuse to engage in conflict, trading with all factions equally and acting as diplomats between them.

     Governor Constantin d'Orsay 
De Sardet's younger cousin, with whom he spent his entire life together. Always struggling to get the attention of his parents, he is very eager to take over as Governor of New Sérène to start over and finally prove himself.
  • Big Bad: He ends up becoming the main antagonist of the game, seeking to take control of the island's power all for himself.
  • Break the Cutie: His enthusiastic demeanor takes a heavy hit when he is diagnosed with the Malichor, and it only goes further downhill from there.
  • Cutscene Boss: After defeating the Nadaig he sics on you, you're given the choice of joining him or killing him, which just involves stabbing him with a knife.
  • Foolish Sibling, Responsible Sibling: While they are cousins rather than siblings, he still has this dynamic as the foolish one with De Sardet.
  • Guest-Star Party Member: He's a temporary party member during the prologue in Serene after rescuing him.
  • Ill Boy: He falls victim to the Malichor shortly after arriving on Teer Fradee. It's eventually revealed that he was poisoned by Mad Scientist Doctor Asili.
  • Keet: He's highly energetic.
  • We Can Rule Together: In your final confrontation with him, he gives you the option of accepting his power and ruling Teer Fradee alongside him as a god. Accepting this leads to the Chaotic Ending.
  • "Well Done, Son!" Guy: He has always been regarded as a failure by his parents.
  • With Great Power Comes Great Insanity: He was put through the bonding ritual of the Doneigada in an attempt to ease his pain. This led to him gaining the powers of the Natives but the sudden power boost coupled with his fear of death quickly drove him mad.
  • Young and in Charge: Little older than 20 years and a governor.

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The Bridge Alliance

     In General 
A union of several nations from the bridge union, created some 200 years ago. They are the most scientifically advanced faction in the game and locked in a seemingly endless war against the nation of Thélème.
  • Fantastic Racism: Surprisingly, even more than Thélème at times. They see the Natives as savages, and are currently involved in a total war with them.
  • The Federation: A union of several nations, although it's been around for so long that it may as well be one nation.
  • For Science!: They tend to be somewhat amoral in the pursuit of knowledge and are not above kidnapping natives for their own purposes. Even when Doctor Asili is arrested for his experiments with overwhelming evidence he still has many Alliance scientists willing to excuse his actions.
  • Magic Versus Science: The Science to Thélème's Magic.

     Governor Burhan 
The governor of Hikmet and the lands of the Bridge Allience on Teer Fradee.
  • Everyone Has Standards: Even knowing that the Malichor is ravaging his country he's willing to hold Asili responsible and put him on trial if the protagonist insists.
  • Flat Character: Compared to the other power players on the island he has very little characterization.

     Doctor Asili 
One of the most respected doctors of the Bridge Alliance and the former mentor of Aphra.
  • Cool Blunderbuss; His is the only unique gun in the game, other unique items are usually deemed legendary.
  • Fallen Hero: He's considered one of the greatest medical minds of his time and is the inventor of vaccination in the setting. Then he lost his family to the Malichor and became obsessed with curing it no matter the cost.
  • Mad Scientist: Repeatedly exposing innocent people to the malichor in order to test resilience causes hundreds of deaths.
  • Off with His Head!: If he is found guilty in his trial, he is sentenced to execution via getting his head chopped off by an axe.
  • Unwitting Instigator of Doom: Played with, was the one that ensured that Constantin was infected with the Malichor but couldn't have known everything that followed.
  • Villain with Good Publicity: Despite his crimes his achievements still mean that he'll be well-defended in his trial unless you make sure to get enough evidence and witnesses.

Thélème

     In General 
A deeply religious nation, built around the teaching of Saint Matheus. Over the years, it expanded it's reach via conquest and is still locked in a seemingly endless war against the Bridge Alliance.
  • The Church: They're a faction onto themselves, but their highly religious nature makes them this.
  • Corrupt Church: Not all of them, but like any major faction, corruption is a big problem. Especially among the Ordo Luminis.
  • Fantastic Racism: The average citizen, and even the average priest, is quite moderate. But the Ordo Luminis (Inquisition) sees the Native religion as a threat to its own, and seeks to eliminate it completely.
  • Knight Templar: The Ordo Luminis are very zealous in their beliefs, to the point of hunting down perceived heretics and executing them.
  • Magic Versus Science: The Magic to the Bridge Alliance's Science.
  • Token Evil Teammate: Whenever Thélème ends up being involved in something especially bad, it's almost always the fault of the Ordo Luminis.

     Mother Cardinal Cornelia 
The governor of San Matheus and the lands of Thélème on Teer Fradee.
  • The Gambling Addict: Petrus' personal quest is all about uncovering hers to get some political leverage against her. Turns out that she has a weakness for gambling by betting on arena fights. And she also rigs said bets.
  • Everyone Has Standards: Despite her own religious devotion, she thinks that the Ordo Luminis is often too extreme. Eventually she will outright have them disbanded and even send a regiment of soldiers with you to wipe them out.
  • Iron Lady: She is quite old, but extremely cunning and ruthless towards perceived enemies of Thélème.

     Inquisitor Aloysius 
A prominent member of the Ordo Luminis, Thélème's inquisition. Extremely fanatical, he will stop at nothing convert or purify everybody he considers a "heretic".

The Nauts

     In General 
A guild of sailors and navigators, the Nauts are the unquestionable kings of the sea. They maintain their numbers by making contracts with partners, who give them their children at a young age.
  • Born Under the Sail: Some of them quite literally, the so-called "sea-born".
  • Clarke's Third Law: They exploit this concept to disguise their scientific advances from possible competitors, claiming that they master the high seas through magic only they know, rather than with instruments anyone could learn to use. The downside of this, and one they've reluctantly accepted, is that they often seen as heretical by those of more religious persuasion, especially the Thélème's Inquisition, and there are even some who believe their "magic" is responsible for the Malichor.
  • Facial Markings: They sport quite distinctive tattoos.
  • Mega-Corp: The Nauts are technically only a guild, but due to their closely-kept secrets of naval travel they have as much power as any major geopolitical entity.

The Coin Guard

     In General 
A guild of mercenaries who serve as soldiers or bodyguards, or sometimes combat instructors like Kurt. Both The Bridge Alliance, the Thélème and especially The Congregation of Merchants frequently make use of their services.
  • Bodyguard Betrayal: They've been positioning soldiers trained as assassins as bodyguards of the Governors as part of their inevitable coup.
  • The Coup: They eventually launch a coup of the three cities.
  • Dirty Cop: Not only is there a criminal conspiracy among the ranks of the Guard but they also try to execute a coup to take over the cities.
  • Hired Guns: A mercenary guild.
  • Law Enforcement, Inc.: It's unclear to what extend they serve as a police force, and how similar this is between Old Continent factions, but in New Serene, they are frequently shown to perform law enforcement duties - though they themselves are ultimately beholden to Congregation law and in these matters are outranked by De Sardet.
  • Training from Hell: Those in the Shadow Regiment are forced into torturous training meant more for crafting assassins than bodyguards. Any who complain are subject to "Night Training" where they are beaten to death by their fellow trainees at the orders of their superiors.

     Reiner 
A young member of the Coin Guard and Kurt's protegé who is found dead under mysterious circumstances during one of his personal quests.

Yecht Fradí (The Natives)

     In General 
Teer Fradee's aboriginal populace, broken up into numerous clans spread throughout the island.
  • Crown-Shaped Head: Some mals have branches growing out of their heads that evoke this.
  • Foreign Cuss Word: If a native is pissed at you they'll call you a renaigse, foreigner.
  • The High King: Ruled by one, Vinbarr, who has authority over all the clans, you end up killing him, and before that his wife, to save Constantin's life. Elections for a new one are held later.
  • Was Once a Man: Their doneigada, shamans, become the wooden mutants the Islands known for, Nádaig or guardians. They take different forms based on what they guard. The transformation is permanent and takes some time to achieve, usually
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