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Prominent NPC allies to the players in Guild Wars.


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Prophecies NPC Allies

    Prince Rurik 
https://static.tvtropes.org/pmwiki/pub/images/d7e30beada40d63ebd3ef8f29f205a38.jpg
"I understand the dangers, but Balthazar be damned if I allow those soldiers to remain slaves to the Charr."

Firstborn son of King Adelbern and heir to the throne of Ascalon, Prince Rurik is a brave, bold man who often takes action on the spur of the moment. He leads by example, never cowering or shirking a challenge. Some say he has no fear. Others claim his brash bravery is merely reckless. Regardless, the prince is liked by almost everyone in Ascalon, and he spends much of his time among the citizens, preferring the company of commoners to that of Ascalon’s rich upper crust.

As a boy, Prince Rurik trained at the Ascalon Academy and did a stint as an officer in the army. Today, he maintains a fighting force of his own, known as the Ascalon Vanguard. These soldiers are completely independent of the king’s financing and influence. Rurik's father, King Adelbern, takes a certain amount of offense to this, though he keeps it to himself and his closest advisors. Though the prince is loyal to his father, he doesn’t always agree with the man’s methods or ideology.


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    King Adelbern 
https://static.tvtropes.org/pmwiki/pub/images/821cad22ebecd48f3a87a3afa6c53341.jpg
"As long as I have breath in my body, Ascalon will prevail!"

Descended from the great King Doric, King Adelbern is well-liked by the citizens of Ascalon. His easy demeanor and battlefield heroics secured his spot as one of the most popular kings in the history of the walled nation.

In his younger days, Adelbern was the champion of his guild, Ascalon’s Chosen. Tales of his feats during the Guild Wars are told and retold today—the enemies he fought growing larger and fiercer as the stories are passed from one mouth to the next.

He’s older now, and though he’s a well-liked king, his insistence that the army can hold back the beasts from the north has started the people whispering to each other in the streets. Not everyone agrees with the king on this matter. Making matters worse, Prince Rurik, the king’s eldest son and heir to the throne, is among those who criticize Adelbern’s policies. And though he is close to his son, the king and the prince often do not see eye to eye.


  • Ancestral Weapon/Cool Sword/Flaming Sword: Magdaer, a legendary Fiery Dragon Sword and twin sword of Sohothin, which is wielded by his son.
  • Asskicking Equals Authority: Became king of Ascalon through his heroic deeds in the last Guild War.
  • Authority Equals Asskicking: During the Last Day Dawns quest, he stands right alongside you and lays a beating on some Charr and Titans.
  • Badass Beard: He has a full white beard that covers his chin, as seen on the right.
  • Badass Cape: Wears a brown cape featuring the symbol of his old guild, Ascalon's Chosen.
  • Badass Normal: For the most part he's just a regular, but legendary, human warrior. However, the Charr refer to him as the Sorcerer King, which might have to do with the Foefire.
  • Bling of War: Like his son, he wears golden plate armor.
  • Blood Knight: Insists on attacking the Char against all odds, refuses to deal with Krytans, and in the sequel we learn that when the Charr were about to take Ascalon, he used a Fantastic Nuke that not only wiped out all the char and humans, but also bound the spirit of every human to the land to keep fighting the char as ghosts forever.
  • Cool Crown: Wears the royal crown of Ascalon, which is later revealed in Guild Wars 2 to be magical and gifted by the gods.
  • Cool Old Guy
  • Despair Event Horizon: Gradually goes through one and culminates when he unleashes the Foefire.
  • Escort Mission: The Last Day Dawns.
  • Fallen Hero: In Guild Wars 2.
  • General Ripper: He is very dedicated on defeating the Charr to the point of using a Fantastic Nuke that will permanently turn all humans within the radius into ghosts and stabbed his own advisor for preventing him from using the said nuke.
  • The Good King: He was a popular and deeply beloved king prior to the Searing. After that, everything went downhill.
  • I Have No Son!: After Rurik criticizes him one too many times, he goes the extra mile of not just banishing his own son, but also disowning him: "You would dare call your king a fool? I will hear no more. I banish you from Ascalon! You are no longer my prince, and you are no longer my son!"
    • He appears to have eventually regretted it. In Guild Wars 2, his ghost is overjoyed at the prospect of Rurik returning when he senses Sohothin's presence. Unfortunately for him, Rurik is long dead, and Sohothin is wielded by the Charr Rytlock.
  • In Its Hour of Need: Adelbern steadfastly refuses to abandon Ascalon. Or at least, what's left of it.
  • Jerkass Has a Point: His misgivings about the Krytans are generally seen as a Racist Grandpa trait, held over from the Guild Wars. As it turns out, he may have been Right for the Wrong Reasons.
  • Luckily, My Shield Will Protect Me: Carries a shield to go with his sword.
  • Master Swordsman
  • Our Ghosts Are Different: As a result of the Foefire, he and most of the remaining population of Ascalon were turned into ghosts, forever fighting back against the Charr.
  • Royal Blood: He may not have been the intended heir, but he's still descended from King Doric, legitimizing his rule.
  • Royals Who Actually Do Something
  • Sanity Slippage: Culminating in him unleashing the Foefire.

    Duke Barradin 
https://static.tvtropes.org/pmwiki/pub/images/bdcc9b354cdf6e7cfaa46b021afe9acd.jpg
"It saddens me greatly to see people use my name and lineage to stir up trouble. Adelbern is a great king, and I see already in his son Rurik the markings of greatness. Disloyalty to Adelbern is nothing less than betrayal of Ascalon, but you were asking in a strictly theoretical sense, weren't you?"

Brother of the previous king of Ascalon, Barradin was next in line after most of the royal family had been assassinated during the Guild Wars. However, his place in the royal succession was taken by Adelbern, who was crowned king for his heroic deeds. Despite this, Barradin supported the coronation, and his daughter Lady Althea was arranged to marry Prince Rurik. From his estate in the Green Hills County, he helps keep the king's peace, and trains young warriors in mastering the use of hammers.

After the Searing destroys Ascalon, his daughter Althea is captured by the Charr. He later leads a company of soldiers through the Wall, entrenching himself in the ruins of Piken Square. From there, he launches attacks against the Charr in an effort to save his daughter. While he eventually learns she has been burned as a sacrifice, Barradin continues fighting back against the Charr invaders from his base north of the Wall.


  • Badass Mustache: He keeps a well-groomed mustache and goatee.
  • Badass Normal: Nothing magical about him, just a strong man and his hammer.
  • Cool Helmet: He wears a custom version of the Templar helm.
  • Drop the Hammer: Carries a hammer as his weapon, and will teach player characters how to use them properly.
  • Due to the Dead: Tasks the player with retrieving his daughter's ashes, so that he can lay her properly to rest.
  • He Knows About Timed Hits: When he teaches players how to use a hammer properly, he tells you to watch out for an Ettin's Rage skill, and gives you the Hammer Bash skill to interrupt it.
  • Living Statue: When his ghost is defeated by the Charr player in Guild Wars 2, he'll possess a giant statue of himself to fight a second round.
  • Offscreen Moment of Awesome: He and his soldiers breached the Charr lines to establish a base in the ruins of Piken Square.
  • Our Ghosts Are Different: He is killed and turned into a ghost by the Foefire, showing up in Guild Wars 2 as the first major enemy in the Charr starting experience.
  • Outliving One's Offspring: His daughter is captured by the Charr after the Searing and burned alive as a sacrifice.
  • Papa Wolf: Part of the reason for his breach beyond the wall after the Searing is to save his daughter. Unfortunately, he learns he's too late.
  • Reasonable Authority Figure
  • Royal Blood: Barradin is part of the royal line and would have been king if not for Adelbern being crowned. As such several nobles intend to use his title and lineage to depose Adelbern and crown Barradin as king, despite Barradin himself being loyal to Adelbern.
  • The Strategist: He makes several plans of attack beyond the Wall, which the player helps him execute.
  • Undying Loyalty: Despite having lost his place in the royal succession, and several nobles intending to crown him in place of Adelbern, he is very loyal to the king.

    King Jalis Ironhammer of Deldrimor 
https://static.tvtropes.org/pmwiki/pub/images/6462612c6f421799f3bd4a0156c85fac.jpg
"It is not the size of the army that matters, but the strength in their hearts."

Patient, thoughtful, and wise—all are attributes commonly ascribed to King Jalis Ironhammer, except by the rebellious Stone Summit Dwarves, of course. When Ascalonian refugees sought passage through the Shiverpeaks, King Jalis recognized the advantages of helping potential allies during their time of despair. This wise decision was more than repaid when the adventurers he had aided returned and helped defeat the leaders of the Stone Summit Dwarves, restoring order to the Shiverpeaks.

Once the immediate threat of civil war was gone, King Jalis turned to rebuilding Deldrimor society. But the discovery of the Tome of Rubicon has pointed the Dwarves toward a new destiny—one that will test the mettle of this great king as he attempts to lead his people through the greatest trial the Dwarves have ever faced.


  • Authority Equals Asskicking: Being king doesn't stop him from fighting side-by-side with his subjects and allies.
  • Badass Beard: He's king of the Dwarves, so it is only fitting he has an impressive beard to match.
  • Badass Normal: But turns into Empowered Badass Normal along with the rest of the dwarves after the Rite of the Great Dwarf.
  • Bald of Awesome: Aside from the hair on the lower back of his head, he's mostly bald on top.
  • Blood Knight: After being turned to stone by the Rite of the Great Dwarf, he and his army end up consumed with an eternal lust for battle.
  • Cool Crown: It's a metallic circlet with three upward prongs, but it does its job at telling you who's king.
  • Cool Old Guy: Old, but competent and well-respected.
  • Drop the Hammer: As the name goes, he wields a two-handed hammer.
  • Eleventh Hour Super Power: During the Eye of the North Jalis uses the Hammer of the Great Dwarf to imbue himself and his army with the power of the Great Dwarf.
  • The Good King: Did you miss the part about him being a patient, thoughtful and wise king?
  • Living Statue: What he and all who undergo the Great Dwarf ritual are transformed into.
  • Our Dwarves Are All the Same: Fairly typical as far as wise dwarven kings go.
  • Reasonable Authority Figure: When Rurik and the refugees from Ascalon make their way through the mountains, he helps them out, making sure they make it through the mountains safely.
  • Royals Who Actually Do Something: He takes an active part in fighting back against the Stone Summit, as well as personally leading his armies against the Destroyers.

    Brechnar Ironhammer 
https://static.tvtropes.org/pmwiki/pub/images/c916e1d40dd6ff60b1f419f4e8786064.jpg
"Any enemy of the Stone Summit is a friend of Deldrimor. Open the gate!"

Brechnar Ironhammer is the brother of King Jalis Ironhammer of the Deldrimor Dwarves.


  • Badass Cape: Wears a furry cape to go.
  • Badass Mustache: In contrast to his brother's impressive beard, Brechnar keeps a very long mustache.
  • Badass Normal: A regular dwarven warrior.
  • Cool Old Guy: He's roughly as old as his brother, but will not back down from a suicidal mission to the Ring of Fire.
  • Drop the Hammer: Like his brother, he also wields a two-handed hammer.
  • Due to the Dead: Vizier Khilbron retrieves his corpse and handles his funeral rites.
  • Heroic Sacrifice: During the Ring of Fire Mission he sacrifices himself by luring the Mursaat attacking you at the beginning away.
  • Honor Before Reason: Acknowledges that any trip to the Ring of Fire Island Chain is likely one-way. Doesn't stop him from coming with you.
  • Our Dwarves Are All the Same: A fairly typical Dwarf.
  • Reasonable Authority Figure: Like his brother, Brechnar trusts the Ascalonian refugees and helps them through the mountains into Kryta.
  • Warrior Prince: As brother to the current king, Brechnar is both royalty and a capable warrior.

    Evennia 
https://static.tvtropes.org/pmwiki/pub/images/20b3d7d555f3d8972f82861d2b989d9d.jpg
"Marching Shining Blade troops into these villages would be a grave mistake. The Mantle would simply point to our presence as proof of the villagers' treason and burn their homes to the ground once we left!"

The chief advisor and aide to Princess Salma, Evennia is one of the most influential women in Kryta. The former leader of the Shining Blade, Evennia stepped down from her post after the destruction of the White Mantle high council to focus on politics. The widely beloved Evennia has been crucial in gathering public support for Princess Salma and has acted as an ambassador for the royal government in exile.


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    Saidra 

"Let's go. Even the Mantle are smart enough to find their way across that river."

Saidra is one of the leaders of the Shining Blade. She is first seen in mission cutscenes before appearing as an ally in several missions.


    Princess Salma 
https://static.tvtropes.org/pmwiki/pub/images/886f20f959cb9a5bc288d1258daff360.jpg
"I shall return to Kryta, and lead it into a new age of peace and prosperity. I was frightened at first, but with your help I now realize this is both my birthright and my duty. For that I am in your debt."

The Pretender, known as “Princess” Salma among traitors and heathens, persists in her illegitimate claim to the throne of Kryta. The daughter of a disgraced priestess, Salma now leads nothing more than a pack of outlaws and rebels lurking in the woods.

The White Mantle and True Government of Kryta advise all citizens that Salma and her cohorts are heavily armed and should be considered dangerous. Speaking with or aiding her in any way is an act of High Sedition.

—White Mantle Propaganda

Princess Salma is the rightful heir to the Krytan throne. The daughter of King Jadon and Priestess Berea of the Temple of Ages, Salma has both royal blood and the blessing of the gods. Salma set aside her holy duties as a priestess and answered the call of destiny, hoping to restore justice and peace to her people. Salma has rallied the Shining Blade in a secret camp in the wilderness, and has reached out beyond Krytan borders for help. The fate of Kryta now rests in her steady young hands.

—Shining Blade Propaganda

    Vizier Khilbron 
https://static.tvtropes.org/pmwiki/pub/images/6592621b06c3b92788206bf01bd2bb7b.jpg
This is just as it was written in the Flameseeker Prophecies. An opening will be given to the disciples of the Unseen. The peaks and valleys of the Shiverpeaks will be painted in blood. At this time, the Ascendants will rise, and the way to the Door will be clear. The time of our judgment is near. We must prepare. Today's was a great victory, but now your true challenge begins. You must go to the Ring of Fire island chain. In the caldera of the largest volcano you will find the power you need."

Vizier Khilbron is the last known survivor of Orr following The Cataclysm, and the ex-advisor to King Reza of Orr. He is responsible for the Cataclysm after reading a dark incantation from the Lost Scrolls, defeating the Charr army at the gates of Arah, but, in turn, destroying the entire kingdom.

Evennia of the Shining Blade makes a deal with him that, in return for the Scepter of Orr (which they had acquired earlier in Riverside Province), he will lend his aid to the conflict between them and the White Mantle. He makes various appearances throughout the storyline, aiding players by giving them advice, casting enchantments on the party, and various other things.


  • Beard of Evil: Gee, what a nice goatee there, Mr. Vizier, makes you look anything but suspicious, right?
  • The Chessmaster: Uses everyone from the Player Characters to the Shining Blade in order to open the Door of Komalie and release the titans.
  • Devil in Plain Sight: He is actually The Lich (See Villains folder), but he acts as an ally to the players until it's revealed. However, not only does he generally look suspicious, the circumstances behind his survival of the sinking of Orr are very dubious.
  • Evil Chancellor: He was vizier to the king of Orr, of course his intentions with the Lost Scrolls were anything but noble.
  • Fantastic Nuke: The Cataclysm, a spell he used to destroy Orr.
  • High Collar of Doom: He wears a rather... pointy high collar, which doesn't exactly make him loost trustworthy.
  • Mage Tower: He had his own personal tower in Orr, which you can stumble upon in Guild Wars 2.
  • Magic Staff: The Scepter of Orr, after you give it to him.
  • Mystical High Collar: The high collar he wears also reinforces his status as a highly ranked sorcerer.
  • The Necromancer: He's a very skilled necromancer.
  • Nice Hat: No doubt worn as part of his status as vizier.
  • No One Should Survive That: And yet somehow, he did. It's never really addressed when we meet him in-game. There's a reason for that. Part of it is, he caused the Cataclysm.
  • Sole Survivor: While there were some Orrians abroad, he was the only person actually in Orr to survive The Cataclysm.

    Turai Ossa 
https://static.tvtropes.org/pmwiki/pub/images/a0220e1a4a7d6cc5123bbd305770bd34.jpg

"For many centuries have I lingered here in this desert, waiting for the Prophecy to come to pass. The Chosen ones will come and help me gain access to the Mists and pass into the Hall of Heroes. It has all been foreseen."

Turai and his followers then began a great pilgrimage, marching north into the Crystal Desert, where the gods once walked among men. His loyal entourage erected temples, raising pillars toward the heavens... but Ascension eluded him. Instead of everlasting life, he found the torment of eternal living death. In ghostly form, he still walks the earth. Many of his followers died as well, and their ghosts have remained in the Crystal Desert.

Some Elonians remember Turai for his heroism; others remember him as a madman whose false pride led him on a doomed pilgrimage. Since that bygone age, no one ruler has reigned over all Elona—the three provinces have remained separate, but equal. Yet to this day, Turai Ossa’s descendents still rule over Kourna. Warmarshal Varesh Ossa represents the latest generation; and she shares her ancestor’s fascination with the role of the gods in the lives of mere men and women.

As for Turai, he maintains his vigil over Elona, guiding others who follow the path of heroes. Scholars of lore know of him as the savior of Kourna, the man who single-handedly defeated the Scourge of Vabbi—but for many, he is simply the Ghostly Hero, a champion who stalks the troubled wastelands north of Elona, eternally ready to stand beside its heroes.


  • A Day in the Limelight: One of the Bonus Mission Pack er... missions has you playing as Turai at the Battle of Jahai, where he defeated Palawa Joko.
  • Asskicking Equals Authority: Made King of Elona by virtue of defeating Palawa Joko and saving Elona.
  • Authority Equals Asskicking: While the last leader of resistance against Palawa Joko, it was ultimately his ability to go toe-to-toe with an immortal and powerful lich that won the day.
  • The Atoner: In death, he seeks to make up for his foolish attempt to try and ascend, by helping guide the true Chosen through the rituals.
  • Badass Beard: His full beard just adds to the badassery.
  • Badass Normal: Just a strong and very skilled warrior, he managed to fight a powerful lich alone on equal footing.
  • Four-Star Badass: As Warmarshal of Kourna.
  • Bow and Sword, in Accord: As the Ghostly Hero he switches between using his sword and a longbow.
  • Cool Sword: His weapon is a large sword, mostly unique to him. Players can obtain it as part of the Bonus Mission Pack where you play as him.
  • Doomed Expedition: After defeating Palawa Joko, Turai led his people, Crossing the Desert to try and ascend to become closer to the gods. It did not end well.
  • Fallen Hero: Doesn't turn evil or anything, but leading his people on an ill-advised expansion of territory to the north has condemned him to wait in the Crystal Desert until he can help a worthy hero ascend.
  • Frontline General: He was at the very front of the resistance against Palawa Joko.
  • Genius Bruiser: Huge and strong enough to knock down his enemies by stomping, but he also extensively studied ancient texts and mysteries.
  • The Good King: He ruled Elona wisely after defeating Palawa Joko, and he was beloved by the people. However, he then decided out of a false sense of Pride to try and ascend in the Crystal Desert, dooming him and all who followed him there.
  • Large and in Charge: He's roughly about as big as a Norn, despite being human. As a result, he towers over everybody else.
  • Luckily, My Shield Will Protect Me: Wields a large shield featuring a lion in his left hand.
  • Master Swordsman: He's a legendary swordsman, having cut his way through Joko's rearguard and ultimately defeated Joko himself.
  • Our Ghosts Are Different: Of the Unfinished Business and Ghostly Advisor kind.
  • Rebel Leader: Led La Résistance against Palawa Joko back in the day when the latter almost conquered Elona.
  • Shield Bash: After impaling Joko on his sword, he bashed him in the face with his shield, knocking him off the bridge they were fighting on.
  • So What Do We Do Now?: Palawa Joko is vanquished, Elona is once again free. ...Let's head north to the Crystal Desert and ascend to become closer to the Gods. What Could Possibly Go Wrong?
  • Straight for the Commander: During the Battle of Jahai, while his army was distracting Joko's forces, Turai Ossa led a squad of soldiers through the hills to face Joko himself.
  • The Strategist: He kept up the resistance against Joko through the use of guerilla tactics combined with well-executed battle plans. His victory at the Battle of Jahai is a shining example, where he took advantage of the paths through the hills to launch an attack on Joko himself.
  • Tragic Hero: His pride and belief in his being the chosen Ascended ultimately doomed him and all members of the expedition to the Crystal Desert.

    Glint 

An ancient dragon prophet who resides within the Crystal Desert. A former champion of the elder dragon Kralkatorrik who had the power to enter the minds of her master's enemies. She betrayed Kralkatorrik after developing a feeling of sympathy towards the people of Tyria using her powers to become an oracle for them once she was free. She is one of the two who died prior to Guild Wars 2 when Destiny's Edge battled Kralkatorrik, the other one being Snaff.


  • Heel–Face Turn: Long ago she freed herself from Kralkatorrik's service to help the of Tyria.
  • Killed Off for Real: She is killed prior to Guild Wars 2 by her former master Kralkatorrik.
  • Our Dragons Are Different: Crystals grow out of her skin, being a former champion of the Elder Dragon Kralkatorrik. She also serves as a prophet and an ally to the people of Tyria.
  • Prophecies Are Always Right: The titular Flameseeker Prophecies of the first Guild Wars pretty much turn out true, though it's evident she withheld certain details from the prophecies.
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    Kilroy Stonekin 
https://static.tvtropes.org/pmwiki/pub/images/8295748b6b779cd9ddf50fcc26c72926.jpg
"Kiiiiillroooooy Stoooonekiiiiin!"

When foreigners think of Dwarves, most picture a stereotypical image of a drunken brawler, rushing headlong into battle, screaming a strange battle cry and fighting to the death over age-old grudges, uncollected debts, or ancestral vendettas. Kilroy Stonekin is that Dwarf. A veteran of glorious battles against the Stone Summit and campaigns deep within Sorrow's Furnace, Kilroy has traveled north looking for new adventures and new battles.


Factions NPC Allies

    Master Togo 
https://static.tvtropes.org/pmwiki/pub/images/b66a10d625399e49790ee80bdd2b4007.jpg

"This is your first day, is it not? I remember my first day at the monastery.... I was as intimidated as I could be! The master of the monastery then, Master Khan, was a very fierce man. He would beat students with a reed cane if they did poorly at their studies. Of course, many things have changed since then."

Son of the previous Canthan emperor and his beloved concubine, Yuki, Togo grew up in the palace and helped raise his young half-brother, Kisu. Though Kisu was next in line for the imperial throne, he and Togo were always close, and the elder half-brother helped oversee the future emperor's education alongside the palace tutors. When Kisu left his studies behind to take on the imperial role, Togo left for Shing Jea Monastery, eventually rising to a leadership position. In the time since, each has grown accustomed to running his own "empire"—Kisu the literal Empire of the Dragon, and Togo the most respected and holy academic institution in the land. There is no ill will between them, despite the petty efforts of some underlings to drive wedges between the half-brothers. Still, for the safety of each, their blood relationship is not widely publicized.

Togo went on to become an accomplished Ritualist and was key to several Canthan military victories before he was named the new Master of Shing Jea Monastery upon the death of Master Botah. To the casual observer, Togo would appear to have been shunned by the palace, possessing no power. A closer look reveals that he is the emperor's "behind-the-scenes" man; Kisu rarely makes a move of any importance without consulting his half-brother first.


  • A Day in the Limelight: In one mission of the Bonus Mission Pack, you play as Togo during a negotiation to bring an end to the Tengu wars. You must help him save the Tengu diplomats from a betrayal by the Canthan War Minister.
  • Bald of Awesome
  • Cain and Abel: Completely Averted. Togo is Kisu's most trusted advisor and is completely loyal to his brother. He even gives his life to save Kisu from Shiro.
  • Cool Old Guy
  • Heroic Bastard: Though he is older than his half-brother Kisu, Togo was not eligible for the throne because his mother was only a concubine while Kisu's mother was Emperor Kintah's actual wife.
  • Heroic Sacrifice: Throws himself in the path of Shiro's blades to save Emperor Kisu. Unfortunately, since Togo also has Royal Blood, the ritual Shiro was trying to cast succeeds. At least he saved his brother, so it's not a completely Senseless Sacrifice.
    • Though it might be less of a Senseless Sacrifice than one might think, since as he was only half-royal, it's very possible that Shiro was actually weaker after killing Togo than he would have been if he killed Kisu.
  • Old Master
  • Reasonable Authority Figure
  • Royal Blood: Since Togo is also part of the imperial bloodline, his sacrifice to save Kisu still brings back Shiro Tagachi.
  • Spirit Advisor: Can be found in Tahnnakai Temple after his death, replacing Kaolai as the enshrined ritualist hero.

    Emperor Kisu 
https://static.tvtropes.org/pmwiki/pub/images/emperor_kisu.jpg

"The Canthan Empire has seen dark times before, but I fear Shiro brings a darkness no light can penetrate."

Emperor Kisu grew up admiring his elder half-brother Togo in Kaineng City. Both were sons of the last emperor, Kintah, but Kisu was the legitimate son of Kintah and his wife, while Togo—though 15 years Kisu’s senior—was born to the emperor’s favored concubine Yuki. The two were always close, but when Kisu left to take on the duties of empire, Togo followed a different path. Kisu became the sovereign ruler of several hundred thousand souls on the southern continent, while Togo studied the ways of magic and ritual. The emperor is respected and beloved by the Canthan people, even though few have ever actually seen him in person outside of the urban areas of Kaineng City.

When not holding court, Emperor Kisu often dwells in his own palatial, private section of the city, Raisu Palace, which is forbidden to all but the emperor and those he chooses to allow inside. And every year during the Harvest Festival, he travels (with a well-armed entourage) to the temple where Shiro Tagachi slew Kisu’s ancestor 200 years earlier, in defiance of fear or fate.


    Count Petrov zu Heltzer 

"We Kurzicks are a devout people, living strictly by the tenets of the gods. It is our spiritual leaders, the Redemptors, who commune with the gods through portents and signs, and pass down to us the will of the gods. This is why we enjoy the favor of the gods over all others. We are proud of what we have accomplished, but unlike our enemies, the Luxons, we do not allow our pride to blind us to the will of the gods. I do hope you have not thrown your lot in with those barbarians."

Count Petrov zu Heltzer is the current leader of Kurzick Great House of House zu Heltzer. His daughter is Danika.


  • Blue Blood: Kurzick society places a high value on familial connections. House zu Heltzer is the de facto ruling faction of the Kurzicks.
  • Cultured Warrior: The Kurzicks' hat, essentially.
  • Enemy Mine: Eventually allies the Kurzicks with the hated Luxons to fight Shiro.
  • Gratuitous German / As Long as It Sounds Foreign: The Kurzicks' language and aspects of their culture are have a Germanic influence.
  • Impractically Fancy Outfit
  • Moral Myopia: Refuses to work with the horrible, barbarous Luxons to counter the growing threat of Shiro, at least until the situation becomes more dire. Also refuses to allow a group of Dredge (mole-people) to attempt to live peacefully in Kurzick territory. Kurzick attitudes towards the perhaps-formerly human Wardens are also less than courteous.

    Elder Rhea 

"Hear me, Luxons. The imperial dragon of the north has sent its champions in search of the Spear of Archemorus. They shall have it only if they are worthy."

Elder Rhea resides in Cavalon, the capital of the Luxon Armada. She is the elder of the Turtle Clan, along with Captain Juno as the clan leader, and Argo as the champion.


  • Cool Old Lady
  • Enemy Mine: Eventually allies the Luxons with the hated Kurzicks to fight Shiro.
  • Gratuitous Greek / As Long as It Sounds Foreign: Aspects of the Luxons' culture has a Greek influence to it.
  • Lady of Adventure: When she was younger.
  • Moral Myopia: Like all Luxons, refuses to ally with the pompous, preening Kurzicks to counter the growing threat of Shiro. At least until the situation becomes more dire. The Luxons also have a rather harsh stance on children born with handicaps, if Aeson's tale is considered.
  • Pirate: The Luxons were a seafaring people that have a long and proud tradition of piracy. The fact that their sea was turned to solid Jade just means that they've had to be a little more creative in their techniques.
  • Proud Warrior Race Guy: The Luxons' hat.

Nightfall NPC Allies

    Spearmarshal Kormir 
https://static.tvtropes.org/pmwiki/pub/images/36b0cbd71588e4042e0067e974120516.jpg
"In the darkness of combat, with the demons of war surrounding you, remember our creed... 'A Sunspear never fights alone.'"

As the spearmarshal of the Sunspears, Kormir is legendary, and her place as the head of the Order is assured. Despite her personal victories, she is deeply concerned with training new recruits. Kormir has trained more Sunspears than any historian can recall. She’s experienced, educated, fearless, and highly skilled. A calm, capable, and inspiring soldier, she does more than maintain the foundation of the Order—she strives to become the embodiment of a great Paragon. She’s proud of her achievements, and each victory moves her one step closer to securing her legacy. Many believe the organization would fail without her. This sentiment is not lost on Kormir. Each time she receives such extraordinary praise, she’s compelled to work even harder training the next generation of Elonian heroes.


    Mirza Veldrunner 

"We Centaurs are proud and foolish. We were too busy fighting each other to realize we'd been targeted for slavery until it was too late. Our numbers are few now, but our hearts are strong. We gather around the Ancestor Tree and prepare to strike back at Varesh. We will free our brethren!"

Mirza Veldrunner is the leader of the centaur Veldrunner pride. He seeks to purge his lands of the corrupt influence of Nightfall.


  • Divided We Fall: The main reason the centaurs were so easily defeated in the first place. Mirza's learned his lesson and is more than willing to work with the Sunspears to overthrow Varesh.
  • Moral Myopia: One of the quests he gives has him rather flippantly asking you to kill Gray Giants, which he himself says are becoming an endangered species, for their tusks. He even chuckles at the prospect of the gold he'll get from making various things out of their tusks.
  • Our Centaurs Are Different
  • Stand Your Ground: A couple quests he gives you after you've rescued the centaurs (including him) from the Kodonur Crossroads mission. The first is against Kournan soldiers. After a short quest chain, you'll fight an even larger group of Margonites.

    Kehanni Nutu 

"You would prefer to fight monsters? You'll find Vabbi to be a more civilized land, but no less dangerous."

Kehanni Nutu is a priestess of Lyssa, the twin goddess of beauty and illusion. She possesses the ability to see into the future, and introduces the players to Vabbi, as well as the Festival of Lyss.


  • Everyone Went to School Together: She went to school with Talhkora. There's even a special version of her normal introduction dialogue if Talhkora is in your party when you go to see her.
  • Non-Idle Rich: She, like most of Vabbi was generally content to go about her days in luxury, but when someone from the Order of Whispers has a talk with her and she discovers the evils of Varesh, she can no longer sit idly by.
  • Sacrificial Lamb
  • Seers: She has the ability to see into the future.
  • Socialite As a temple priestess, she often is present at all sorts of functions throughout Vabbi. This makes her savvy enough about protocols to give you some good advice for approaching the Princes.
  • Spoiled Sweet
  • You Are Too Late: Neither the party or General Morghan's contingent arrives in time to save Kehanni from the Margonite's massacre at the Temple of Lyss.

    Prince Ahmtur the Mighty 
https://static.tvtropes.org/pmwiki/pub/images/prince_ahmtur_the_mighty.jpg
"If people wish to know me better, they must know the values instilled in me. I was raised in the desert, away from the eyes of civilization. The strength of action and persistence of family are two I hold dear."

The prince of the Citadel of Dzagon is in a frustrating situation. Prince Ahmtur is a man of action, an aggressive, take-charge leader...who has been forced into a defensive position. He became prince by securing trade routes from raiding inhuman tribes, cleverly planning raids and attacks. Defending those routes is another matter entirely. His troops must hold back raiders while the rest of the merchant princes benefit from his work. So far, he’s managed to hold the raiders at bay, but he longs to see direct action again. He’d rather go on the offensive than limit his life to garrison and patrol duty. He’s going a little stir crazy, but as long as the inhuman tribes are a credible threat, he cannot walk away.


    Prince Mehtu the Wise 
https://static.tvtropes.org/pmwiki/pub/images/prince_mehtu_the_wise.jpg
"My library is a wonder of the world, young one. Ancient scrolls, text from Tyria, ancient Orr, Istan and Kourna, and all the strange places throughout the world can be found within its walls. I even have stone tablets that were found on an island far off the coast... an island that mysteriously disappeared thereafter. Ha! I see I have your attention. Yes, my library is magnificent. I encourage you to come and see for yourself."

The prince of the Great Library at Chokhin has attained his position by applying his keen mind to careful research. Extremely logical, Mehtu is meticulous with details, but he often misses the "human element" when making his plans. Some see him as cold and calculating, but he isn't without humanity. Mehtu is wise enough to understand happiness, for example, and his love for his daughter means more to him than anything else in the world. He's a proud father, although sometimes he doesn't fully understand his emotional and irrational child. Unfortunately, he is also learning to understand fear. The deeper he delves into the mysteries of Vabbi, the more disturbing his revelations become. Perhaps the answers to his dilemmas lie in a comforting, unemotional routine of meticulous research.


    Prince Bokka the Magnificent 
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"Makuun is the highlight of Vabbi, is it not? Those wealthy enough to pay for the privilege may spend their whole lives here enjoying theater, food, and all the pleasures of life without a care in the world."

The prince of the Pleasure City of Makuun has priorities, and his success depends on keeping them straight. As a wealthy businessman with abundant resources, Prince Bokka wants to experience the finer things in life. He just happens to define "the finest" as "the most expensive." Exotic cuisine has expanded his waistline, even though buying it never seems to fully deplete his treasury. He has spared no expense cultivating his tastes in art, particularly when he sponsors some of the finest, most expensive theatrical productions in Elona.

Some jealous rivals consider his tastes to be garish, describing his artistic sensibilities as pretentious and overblown, but he knows art almost as well as he knows money — and he knows a lot about money. He is pragmatic in acquiring wealth, doing whatever he must to accumulate more of it for great displays of culture and taste. Sometimes his pragmatism manifests in a need to take the path of least resistance — he hires other people to handle difficult tasks, dirty work, and heavy lifting — but that's easy to justify. After all, true art does not exist without suffering and sacrifice.


    Palawa Joko 
https://static.tvtropes.org/pmwiki/pub/images/a8bb13d7a354fb0d15e167e09b19cfd4.jpg
"It took the armies of the Ossa clan to defeat me before. You think your motley band are their equal?"

The undead lord of the Desolation, Palawa once controlled the valleys leading north out of Elona from his strategically positioned Bone Palace. Commanding hordes of undead followers raised from ancient tombs, he invaded Vabbi, intent on conquering it and using its riches to make him even more powerful. After he was defeated by the great Kournan hero, Turai Ossa, his body is said to have been imprisoned beneath a huge stone plinth. Many villainous individuals have attempted to commune with the spirit of the Scourge of Vabbi. As long as his history lives on, people will remember his name... and as the saying goes, history is still being written.


  • And I Must Scream: Initially. Then he was broken out.
  • The Bad Guy Wins: Basically takes over Elona sixty years after the end of Nightfall. Nice Job Not Putting Him Back In His Prison, Player, not to mention helping Mad King Thorn antagonize him, getting him angry enough to even desire to invade Elona.
  • Enemy Mine: He's the Big Bad from the days of Turai Ossa and a nigh-unkillable monstrosity. His greatest opponent's descendant is causing enough problems for him that he'll work with you in an Enemy Mine situation to save the world. And he doesn't even double-cross you. At least not during the events of Nightfall...
  • Evil Sorcerer
  • Fluffy Tamer: He knows how to tame Junundu Wurms that can carry you through the sulphurous wastes of The Desolation.
  • Impaled with Extreme Prejudice: Turai Ossa impaled him on his sword before throwing him off the bridge they were fighting on.
  • Jerkass
  • The Necromancer: One of the most powerful necromancers of all time, controlling huge armies of undead creatures.
  • Our Liches Are Different: He can't be killed by any ordinary means, which is why Turai Ossa had him sealed up instead.
  • Red Baron: Known as the Scourge of Vabbi.
  • Sink-or-Swim Mentor: During the Gate of Desolation Mission, with regards to taming Junundu Wurms."Venture close to the wurm spoor and you will awaken Aijundu. But be sure you are prepared to challenge the queen of the wurms. Once you have awoken her, she will not rest until she is tamed... or you are kicking and screaming inside her gullet."
  • Surrounded by Idiots: "You miserable hunks of desiccated flesh! I leave you alone for a few hundred years and you let everything go to hell! Now that I'm back, things are going to be different."

Eye of the North NPC Allies

    Olaf Olafson 

An archetypical Norn, Olaf is a warrior, a sojourner, and a hunter who prays to the spirits of nature and has been given the gift of transformation by the Bear Spirit. Like most Norn, he values freedom and individuality, and continually seeks to challenge himself. For Olaf, there is no greater point in life than to hunt and master the creatures of the wilderness. Olaf has seen many winters and hunted many beasts. As the seventh Olaf in his family line, he bears the name with great pride—pride that is diminished by the fact that he has only a daughter of his own. He is the last Olaf Olafson, seventh of that name in a direct line, and unless his deeds are legend, the name may be forgotten forever.


    Gadd 
https://static.tvtropes.org/pmwiki/pub/images/gadd.jpg
"The inscribed power emanating from this room is...immense. We must mind our steps. Well, you should, as you will be walking in front of me. After you."

Gadd is a cantankerous, demanding old Asura, who prefers to hire "disposable humans" to help him in the lab with his experiments. Though he won’t admit it, this is partly due to necessity, as many of his own race won't work for him. Many unfortunate "accidents" have befallen Gadd's past assistants, and though one is likely to learn much in his employ, most Asura prefer to live a long life.

Gadd has recently employed a group of humans willing (or stupid enough) to assist him. They claim to be members of a rebel group fighting to restore peace and order to their homelands, which Gadd couldn't care less about. He gives them the "privilege" of testing his inventions, and if they survive, he'll let them purchase a few. Gadd is respected by other Asura but is given a wide berth even by his associates. You never can tell when he's going to wake up on the wrong side of the bed...and use you in his next experiment.


  • Bad Boss: He doesn't care one bit about the lives of his human employees, eagerly sending them to their deaths because it's cheaper than doing it ethically.
  • Grumpy Old Man
  • Hoist by His Own Petard: Meets his untimely death at the end of G.O.L.E.M. when applying Tim Taylor Technology principles to the Golems' power source. Also somewhat of a Stupid Sacrifice, as the party pretty much had everything under control by that point.
  • Insufferable Genius: As are all Asura, but he is the most insufferable of them.
  • Jerkass
  • Luke, I Am Your Father: Played with. While all of the Asura know that Gadd is Vekk's father, the player is kept in the dark about this until The Reveal upon Gadd's death.
  • Mad Scientist: Considered a positive trait in Asura society. He's still a major Jerkass, though. So he's still not all that popular.

    Oola 

"HAH! I came down here to get AWAY from "All the Asura." Now scram."

Oola is a brilliant Asura who specializes in creating constructs—humanoid magical creations, of which golems are one. She is aware of her own abilities and, like many Asura, gets frustrated when others disturb her research. To that end Oola has squirreled herself away where she can work in peace. She has few assistants and welcomes no visitors, treating them all as inferiors and interlopers. Her security measures are said to be among the finest, and her fierce ability to keep her haven safe has gained the respect of many of her peers (and more than a few attempted infiltrations—all of which ended poorly).


    Captain Langmar 
https://static.tvtropes.org/pmwiki/pub/images/captain_langmar.jpg
"The fight isn't over, my friends. Not until Ascalon is reclaimed."

A career in the Ascalon military provided Captain Langmar a crash course in fighting the Charr and dealing with the loss of home, comrades, and loved ones. An expert at shutting down her emotions, Langmar never hesitates in making tough decisions or sacrifices if it means dealing a blow to the enemies of Ascalon—the Charr. King Adelbern recognized Langmar's stoicism and ability to lead in the face of death and despair. He gave her the command of the Ascalonian Vanguard and ordered her north, behind enemy lines, on a mission of desperation. If she is not found at the Eye of the North, it is only because she is out slaughtering Charr, fulfilling her mission no matter the cost.


  • Action Girl: She's a capable frontline fighter in her own right.
  • The Captain: Leads the Ebon Vanguard against the Charr.
  • Early-Bird Cameo: Her younger self was later added to Pre-Searing Ascalon as Lieutenant Langmar, offering quests to help level a Pre-Searing character to 20.
  • Eyepatch of Power: One of her most distinct features is the eyepatch over her right eye. She seems to have lost it some time after the Searing, as her younger self in Pre-Searing Ascalon has both eyes.
  • Helmets Are Hardly Heroic: She wears at least some armor, but never wears a helmet.
  • Insistent Terminology: Mimicking the Spartans in 300, the Ebon Vanguard that travels to aid the Shining Blade during The War in Kryta are merely there for training purposes. They are on leave from the Ascalonian Army, not there in any official capacity.
  • Luckily, My Shield Will Protect Me: Carries a shield to go with her sword.
  • Vasquez Always Dies: Makes a Heroic Sacrifice during the War in Kryta Arc. Compare her to Gwen, in terms of who looks more prepared to fight a war.

    Vael 

"You name it, I've done it. I've been from here to the Jade Sea and back again. I've traveled the jungles of Maguuma and survived the sulfurous wastes of the Desolation. I know the Merchant Princes of Vabbi personally and Emperor Kisu of Cantha calls me friend. I've been a beggar, a scholar, a cook, a merchant, and a guard just to name a few. I am the eyes, the ears, and the shadow of Tyria."

Vael is a mysterious mercenary who seems to know a lot about your character and who randomly appears as an ally.



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