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Protagonists

The main protagonists of the story, who are swept up in a quest to save two worlds from annihilation.

    In General 

  • Dramatic Irony: None of the other heroes know about Kris's ability to reset time back to when they last touched a point of power. Kris is torn about whether or not they should tell them, but ultimately decides to keep it to themselves.

  • Teeth-Clenched Teamwork: Kris, Susie and Berdly initially can't stand one another, which leads to friction within the group in the second arc, where they're forced to co-operate in order to seal the Fountain. They do manage to get to a point where they can work together without immediately going for each other's throats, but there's still unease between them.

    Kris Dreemurr 

Kris Dreemurr

"No longer shall I respond to ‘are you okay?’ with ‘haha’. My flaws and struggles are something I can talk about, and not just ‘chapter titles for my autobiography’."

The main protagonist of the story. A human teenager living in Hometown (the only human living in Hometown in fact, teenager or otherwise), they find themselves swept up into a quest to save both the Light and Dark Worlds, just like in Deltarune. In this continuity, however, they have a bit more agency, alongside a Voice within them that wishes to help achieve their goals.

  • Adaptation Relationship Overhaul: As a result of both Susie not accompanying Kris throughout the Toy World here, and her bullying of Kris being explicitly mentioned to have been far more severe in Incidence compared to the game, Kris utterly loathes her, whereas in Deltarune, Susie quickly becomes one of Kris' closest friends, and it's implied from Chapter 2 onward that Kris even has a bit of a crush on her on top of that. While they begin to get on better terms with each other near the end of the second arc, they're still nowhere near as close compared to their relationship in the game.
    • Their relationship with the Soul inside them is quite different as well. It's all but stated that Kris hates having their body being used as a puppet by the Soul, as shown by Kris violently ripping it out multiple times throughout Deltarune. Here, while there is some ire that Kris holds for the Voice note  at the start of the story, they come to trust the Voice, and makes no attempt to excise them from their body.

  • Alone with the Psycho: Once an arc, Kris has some one-on-one time with at least one person who's gone off the deep end completely - such as the former resetters Kris encounters.

  • Arch-Enemy: To the Knights and their leader - Kris becomes dedicated to stopping them from enacting the Roaring and wiping out Darkners and monsterkind alike.

  • Bag of Holding: Kris' invisible, seemingly endless Dark World inventory space. An interesting quirk about it is that they can only withdraw an item out of it if the spot they're pulling it out of is not being observed. They realize they can use this to check if they're being spied on later.

  • Big Brother Worship: They utterly adore Asriel, and it's made explicit from the beginning of the story that they miss him dearly, and they want to see him again.

  • Bullied into Depression: Kris explicitly states that Berdly and Susie's treatment of them was a major contributor to their mental state spiraling down.

  • Bungled Suicide: When Kris attempts to reset during the fight with Spamton NEO, the magic that the salesman drained from the Green Knight and gained for himself prevents Kris from doing so, as the magic prevents any harm coming to those the magic-wielder cares about, even if said care is more like twisted affection than genuine love. One complication arises from all this, though: all of Kris's companions see them attempt to kill themselves, with no idea as to why they would suddenly attempt to slice their own throat open in the middle of a battle.

  • Character Development: Over the course of the story, they go from an apathetic teenager who actively pushes away those who care about them and pays little heed to what the Voice tells them, to a hero who not only genuinely develops a desire to save both the Light and Dark Worlds from the Knights, but also begins to appreciate the bonds they form with their friends and loved ones, on top of becoming an efficient unit with the Voice.

  • Cipher Scything: Kris is far more expressive, emotive and talkative here compared to how they are in the game - the Voice gives them far, far more control over themself compared to its more-or-less game counterpart.
    The Purple Knight: Fuck me, you're a talkative one.

  • Cooldown Hug: They're prone to giving Noelle these after moments of tension, be it after a fight or a difficult conversation.

  • Dark and Troubled Past: Kris went through the wringer sometime prior to the start of the story - the combination of seeing a close friend of theirs die in front of them, witnessing their parents divorce (and their father losing their job on top of that), losing access to therapy due to their family being unable to afford it, being bullied at school, and growing distant from their brother and closest friend did a number on their mental health and feelings of self-worth. The story opens on them deep in the throes of depression, apathy and suicidal ideation.

  • Deadpan Snarker: Kris has quite the sharp wit, which they employ on both friend, ally and foe alike.

  • The Determinator: Oh, yeah. It doesn't matter what gets thrown their way, nothing will stop Kris from achieving their goals.

  • Expository Hairstyle Change: They ask Noelle to help untangle the "rat's nest attached to their skull", which she shapes into a fishtail braid. Not only does it have a practical benefit in letting them see better, but it also indicates them taking another step towards becoming someone who cares about the fate of the world and the people around them.

  • Goggles Do Something Unusual: The Dealmaker allows Kris to see the connections between people, which comes in handy during their journey through the TV World - wearing them allows them to gage how close the Purple Knight is, for instance. It also gives them a headache when they wear it.

  • Happily Adopted: They love Toriel and Asgore dearly; Kris expresses guilt over not visiting their dad often.

  • Hearing Voices: Kris can hear the disembodied voice of what claims to be the Soul inside them, which helps guide Kris throughout all manner of situations in the Light and Dark Worlds.

  • Heroes Prefer Swords: Kris' go-to weapons are swords, and is in possession of quite a few, including the Alabaster Sword, the Spookysword, the Firsthalf Flamberge and the Mechasabre, all of which have unique abilities and properties to them.

  • Iconic Item: Swords, which serve as Kris's go-to weapons in the Dark World. Kris also has some prior experience in wielding knives, as they pick up a kitchen knife "with practiced ease" in order to defend themselves when the Knights come knocking at their door.

  • Interspecies Romance: They and Noelle become an item from the second arc onward.

  • The Leader: Of the Delta Warriors, just like in the game. Whilst Noelle and Ralsei are (mostly) happy to follow their lead, Susie and Berdly are initially...a lot more reluctant.

  • Lying by Omission: When having to explain why they tried to kill themselves during the battle against Spamton NEO, Kris mulls over whether or not they should inform their friends and allies about their power to reset time back to when they last touched a point of power. They ultimately decide to keep it a secret, as letting them know could just as likely cause as many problems as it could potentially solve - so they frame their decision to try and end themselves mid-battle as if they didn't have the ability to reset, while also tapping into how they were really feeling at that time - they genuinely still felt undeserving of happiness and life, as well as not wanting Spamton NEO to take their soul, kill their friends and wreak havoc on the Light World.

  • Official Couple: They and Noelle get together during the second arc.

  • Resurrective Immortality: Their ability to reset means that they cannot truly die, as the universe goes back to the moment when they touched a point of power. It's unknown what would happen if Kris were to die in the Light World, or if they died in a Dark World without having touched a point, however - not that they want to find out what would happen.

  • Save Scumming: One of Kris' greatest abilities is being able to reset time back to the moment where they touched a point of power, which aids them massively in both planning around and understanding the nature of the obstacles that stand in their way. However, there are limits to their power; Kris can only reset while in a Dark World, they can't make a point of power themselves, and once they touch one, they can't reset back to an earlier point.

  • Sinister Scythe: Kris obtains the Devilsknife when they win the "wordsy game" between them and Jevil.

  • Stress Vomit: They do this a couple of times, once after letting the Green Knight walk out of Hometown's computer lab, and again after being pulled out of the static ocean in the TV World by Ralsei.

  • Super Drowning Skills: Kris doesn't know how to swim, so when they realize that the Purple Knight lobbed their TV into the lake, they begin to panic. Had it not been for the Voice overtaking Kris' body and forcing them to swim when they fell into the static ocean of the TV World, it's highly likely they would've drowned.

  • Thou Shalt Not Kill: Kris doesn't like or want to kill people, even in timelines they don't keep. On top of finding the act of killing people abhorrent, they would also gain LV in doing so, which means that any monster around them will start turning to dust. Their dislike for killing shines through in the third arc especially, as they go to quite extreme lengths to keep the Purple Knight alive, even when he's actively trying to kill Kris and everyone they love.

  • Token Human: They're the only human living in Hometown, just like in Deltarune. They're also the only human who can enter Castle Town.

  • The Unchosen One: After wondering what it was about them that has made them so vital to the Knights' plans, Kris comes to the conclusion that they were simply in the right place at the right time - their ability to reset is far from unique, as well as since they didn't become determined until recently, the Castle Town Resetter didn't and couldn't anticipate them. The Voice stops their spiral into despair by stating that their newfound will to make their own choices gives them purpose, and it is because of that will that will enable them to achieve victory.

    The Voice 

The Voice

I will help you achieve your goals.

A disembodied voice that only Kris can hear, this mysterious force aids Kris throughout the story, acting as both a guide and an advisor in all manner of situations.

  • Ambiguous Situation: It'd be easier to talk about what isn't ambiguous about this character. How and why they got into contact with Kris is a complete mystery, and while they do describe themself as Kris's Soul, they don't quite explain why they're so different from Kris, and their own description of what they are isn't entirety accurate, considering they know things that Kris couldn't possibly know about.

  • Brutal Honesty: It can be quite blunt at times, which Kris initially resents.

  • The Comically Serious: It's not one for cracking jokes, but it's cool demeanor sometimes lends itself towards moments of humor.

  • Compelling Voice: The Voice can make Kris or any member of their party feel compelled to do something if it wishes. It usually tries to be subtle about it so that Kris doesn't realize it's doing anything.

  • Determinator: Whoever or whatever it is, the Voice makes its purpose known from the start: it will help Kris achieve their goals.

  • Deuteragonist: Aside from Kris, the Voice is one of the most important characters in the story - its presence enables Kris to achieve their goals.

  • Godzilla Threshold: The Yellow Knight rendering Kris braindead forces the Voice to compel Noelle to freeze her to death so that she can't accomplish her mission. It's not happy it has to do this, but the only alternative is letting Yellow secure victory and kickstart the Roaring.

  • "It" Is Dehumanizing: At one point while talking to Ralsei after they've sealed the Purple Fountain, Kris realizes that they've always thought of and referred to the Voice as an 'it', and wonders if it would want to be considered a person. The Voice explains that it would have been stressful for Kris to deal with the implications of another person inside their head - it was easier to frame itself as a force that could and would reliably help Kris.

  • Not So Stoic: The Voice displays confusion right before Kris and Noelle plunge into the Dark World for the first time; this is notably one of the only times in the entire story where they're anything other than calmly confident.

  • Reading Lips: As long as Kris can see the lips of someone, the Voice can read their lips if the speaker can't be heard.

  • Sensor Character: The Voice can gage the virtues of humans, as seen with the Knights, as well as learn the names and specific subtypes of Darkners before they introduce themselves, as seen with Spamton and Arimetto. Similar to identifying Darkners by name or subtype, they can also gage the names of the spells monsters use as well. They can only do these things while in the Dark World, however.

  • The Stoic: Even when Kris is in life-or-death situations, the Voice remains calm, cool and collected.

  • Super-Intelligence: The Voice possesses superhuman intelligence, memory and reflexes. It can memorize things like Spamton's passwords with ease, shows extraordinary reasoning skills, and allows Kris to match foes such as Werewerewires or the Purple Knight.

  • The Social Expert: The Voice is a master of rhetoric and manipulation. It quickly helps Kris assert themselves as the leader of the party, helps them keep the resets a secret and constantly adjusts their mannerisms, inflections and expressions in order to benefit them.

  • The Voice: Literally, they're a disembodied voice that talks to Kris. As Souls don't fly out of people's bodies here like in Deltarune, whether or not the Voice has a physical form is unknown.

  • Unseen No More: Unheard no more, rather, but near the end of the third arc, the Voice reveals itself to Ralsei.

    Noelle Holiday 

Noelle Holiday

"All of us are getting therapy by the end of this. More therapy, in Kris and I’s case."

The daughter of Carol and Rudy Holiday, and one of Kris's classmates. It's her, rather than Susie, who ends up falling into the Dark World with Kris for the first time.

  • An Ice Person: Just like in the game, a lot of her magic is cryokinetic in nature. The Yellow and Purple Knights find this out the hard way.

  • Calling the Old Man Out: The stress of the recent situation plus years of pent-up resentment leads to Noelle ripping into her mother shortly after the heroes successfully seal the Purple Fountain.

  • Children Forced to Kill: She's a teenager who was more or less forced to kill a human. Taking away the factor of a supernatural entity compelling her to use lethal force on them, the fact still remains that said human had grievously wounded two of her friends, and would've definitely harmed her as well. Her killing the Purple Knight is more a case of her thinking it was ultimately a necessary thing to do, considering the massive threat he presented to Hometown.

  • Cordon Bleugh Chef: Her and Kris make a stew based on a recipe the Green Knight left behind for Kris - they mutually decide to view said recipe as a suggestion, and as such, the end result is...unappealing to look at, as well as it giving both of them some pause over whether or not they should eat it. Fortunately, the stew is safe to eat, as well as quite delicious - outside of its appearance, it merely needs more salt.

  • Daddy's Girl: She utterly adores her father, and is nothing short of overjoyed to see Rudy cured of his illness via the point of power in Castle Town. She's far closer and more comfortable around him than she is with Carol.

  • Eek, a Mouse!!: She's deathly afraid of mice, and panics when she sees a horde of Maice whilst the heroes are going through Queen's Mansion.

  • Emotional Powers: Her magic spells are tied to the emotions her memories evoke for her - Noelle's healing spell is tied to her remembering a happy time from her past. Her Iceshock spell, on the other hand, is tied to her feelings of fear and guilt. The strength of her spells seem to grow stronger proportionately to the danger level of the situation she's in as well - the combination of seeing her friends harmed, her life being threatened, feeling massive amounts of fear and guilt due to past and present situations, and (unbeknownst to her) her emotional state further being manipulated by a strange force (the Voice) result in her castings of Iceshock to be downright lethal.

  • Gamer Chick: Just like in the game, she's a fan of video games such as the Dragon Blazers series. It's mentioned that she gave Dragon Blazers II to Susie as a present.

  • The Glomp: On multiple occasions, she's nearly knocked the air out of Kris when she's gone in to hug them after a stressful situation.

  • The Heart: She plays a big role in preventing Kris, Susie and Berdly from ripping one another to shreds - even after they form a truce.

  • I Did What I Had to Do: When asked by Kris why she killed the Purple Knight, she tells them that, from her point of view, Kris was taking a massive chance with how they were dealing with the Knight - Purple could've only been knocked out for an hour or even for a minute, and he could've and probably would've slaughtered Hometown when he woke up, so her freezing him to death was to stop the risk of him doing such a thing.

  • It's All My Fault: She believes that she's to blame for the death of Dess, through her 'inaction'.

  • Kill It with Ice: She kills both the Yellow and Purple/Violet Knights with Iceshock, the former at the compulsion of the Voice, the latter out of a desire to ensure that he wouldn't lay waste to Hometown.

  • Nice Girl: She's a kindhearted young lady who deeply cares for her friends and family.

  • Official Couple: She and Kris get together in the second arc, confessing their feelings to one another whilst they're on a Ferris wheel.

  • One Head Taller: She's considerably taller than Kris, whom she ends up with.

  • Only Friend: She was, for a while, the closest person Susie had to a friend - most others would keep their distance and then some from her.

  • The Straight and Arrow Path: She picks up a crossbow in the third arc, a weapon she's not seen using in Chapter 2 of Deltarune. The Voice picks up on her feeling like she hadn't been contributing towards combat, as well as following Kris's advice on picking up another way to defend herself.

  • Third-Party Peacekeeper: Noelle is often the one that steps in when Kris and Susie are having a go at one another - it's through her insistence that they not fight one another that Kris and Susie form both a truce and, to a point, peace.

  • Trauma Button: Any mention of the Yellow Knight makes her anxiety levels skyrocket. Considering what Yellow did to her friends, what she was planning to do to Noelle, and what Noelle had to do to stop her, her reaction to Yellow being mentioned is completely understandable.

    Ralsei 

Ralsei

"I know what I want. I want to help Lightners. I want to keep everything safe. I want to live in the best moment. I want to stop the Roaring."

The King of the Dark World, and initially the sole inhabitant of Castle Town. He's a friendly, compassionate Darkner who deeply cares or both his fellow Darkners and the Lightners who come into his kingdom, and is deeply opposed to the Roaring.

  • Accidental Misnaming: He refers to Noelle as Susie the first time he meets her. He subsequently freaks out once he learns that he got her name wrong.
    • Much later, when he meets the other heroes in the Town Hall's Dark World, he begins to call Berdly "Breadly" before correcting himself, mentioning that Queen's made an impression.

  • All-Loving Hero: Ralsei holds a deep love for both Lightners and Darkners alike, and wants the best for all of them.

  • Ambiguous Situation: While he's a bit less ambiguous than the Voice, there's still a whole lot about Ralsei that creates a mystery surrounding him. While he's certainly a good person with noble intentions, he's unable to explain how and why he's unique amongst Darkners. It's eventually revealed that he himself doesn't know why he's so unique, something which deeply frustrates him.

  • Cunning Linguist: Ralsei is able to read, understand and translate Scrawl, the language of where the Knights are coming from.

  • Didn't See That Coming: He's completely blindsided by someone called Noelle appearing in the Dark World, rather than someone called Susie - he took the Prophecy he studied for millennia as concrete, rather than a possibility of what could be. The mass of angry, hostile Darkners waiting on the other side of the Great Door for them also takes him by surprise, as that wasn't in the Prophecy at all.

  • Even the Loving Hero Has Hated Ones: Ralsei outright states that he doesn't think Purple's a good person.

  • Forced Sleep: From calming people down, to pacifying Elite Mooks like Werewerewires, to even sending an angry, murderous Knight to sleep, Ralsei's pacification spell proves invaluable throughout the heroes' quest.

  • Mr. Exposition: Just like in the game, Ralsei provides quite a lot of information to Kris and the other heroes regarding the nature of the Dark Worlds.

  • Nice Guy: He's an absolute sweetheart who loves and cares about his friends and subjects.

  • Paradox Person: Despite being a Darkner, he performs magic spells like a monster would, as well as his own magic resembling that of monsters.

  • Offscreen Teleportation: Just like in the game, he can get into Dark Worlds seemingly without going through a Fountain like everyone else has to. When Kris directly asks him how he can do this, however, Ralsei explicitly tells them he can't answer their questions.

  • Royals Who Actually Do Something: He's dedicated himself to prevent the Roaring from happening, and gladly stands by Kris in order to stop the Empress from accomplishing her goals.

  • Really 700 Years Old: He explicitly states he's had millennia to study the Prophecy. Given that he's theorized to be the Castle Town Resetter in an "itemized" form, that would add even more years, possibly even more millennia - to his age.

  • Significant Wardrobe Shift: Ralsei receives an alteration to his outfit after the Cyber World is incorporated into Castle Town - his robes become more ornate and stronger-looking, and he begins to wear multiple scarves, which resemble a dress of sashes.

  • Single Specimen Species: He's the only Darkner who originates from Castle Town, which by extension means that he's the only Darkner who takes form from its Fountain.

  • Secret-Keeper: Aside from Kris (obviously), Ralsei is the only member of the party who explicitly knows about the Voice. While he's initially wary of it, he comes to trust that it means no harm to him or his friends.

  • Significant Anagram: Kris points out that Ralsei's name is an anagram for their brother. He can't make sense of why that is.

  • The Good King: Ralsei proves himself to be a fair and kind ruler who happily accepts Darkners and the people of Hometown alike into his kingdom.

    Susie 

Susie

"… Nah. I’ll do what I want."

A violent, antisocial bully, and one of Kris and Noelle's classmates. Unlike in Deltarune, she's not the one who falls into the Dark World with Kris for the first time.

  • Barbaric Battleaxe: Just like in the game, Susie obtains a battle-axe when she enters the Dark World.

  • Deadpan Snarker: She's able to come up with some biting remarks, mostly insults towards other people.

  • Demoted to Extra: Due to Noelle falling into the Dark World with Kris instead of her, she has a minimized role in the first arc, which corresponds to Chapter 1 of the game. She regains prominence from the second arc onward.

  • Does Not Know His Own Strength: Implied when, during the third arc, Susie rummages through Kris's bag to grab their house keys, only to pull out their phone — or rather, one half of it.
    The Voice: Fixable.
    Kris: Oh, yeah, because that was the fucking point, wasn't it?

  • Fastball Special: During their battle with Queen and her amassed Darkners at the Mansion, Susie picks Kris up and launches them at Queen.

  • Sir Swears-a-Lot: She's not afraid to drop higher-tier swear words even in the presence of someone like the Mayor. The one person she does hesitate to swear around is Toriel.

  • The Bully: Just like in the game, Susie was a violent bully towards Kris. In a departure from the game, Kris has no desire to be friends with her given the way she treated them in the past and by the time of the story.

    Berdly 

Berdly

"Heroes. Each with a particular set of skills and learned talents… My, how potentially interesting."

Another classmate of Kris and Noelle, and the latter's study partner. A smug and snide bird monster, Berdly takes pride in his intelligence, and likes to lord over others about it.

  • Academic Alpha Bitch: His very first appearance in the story has him snidely tell Kris that he wants to work with someone who wouldn't hinder his group's chances of passing the assignment.

  • Adaptational Relationship Overhaul: He resists Queen from the outset here, compared to the game where he was obsessed with working with and for Queen for the majority of Chapter 2.

  • Bully Turned Buddy: Downplayed; after the events of the Cyber World, Berdly and Kris work out an alliance and 'reset' their relationship. Whilst they're not quite friends yet, they're willing to work together.

  • Calling Your Attacks: He does this during the heroes fight against some Swatchlings, something which Kris admonishes him for.

  • Complaining About Shows You Don't Watch: On their way to the Town Hall, a debatenote  erupts between Susie and Berdly over the quality of Godsflesh, with Berdly calling the movie overrated and derivative of Night's Gardennote . When Berdly's asked when he even last watched the movie, Berdly responds with this:
    "Watch it? Why would I want to watch it?"

  • Everyone Has Standards: Despite using Noelle to keep up his image of an top-grade intellectual (Kris mocks Berdly by saying to his face that he parasitizes off of her), he does legitimately care about her and sees her as a friend; one of Berdly's major issues with Kris stems from how he thought that Kris didn't care about Noelle, and that they were hurting her through their 'inaction'.

  • Feigning Intelligence: Downplayed; while Berdly isn't stupid, he does admit that it's Noelle that helped him apply his intelligence and get him to where he is by the time of the story.

  • Full-Name Basis: He consistently refers to Kris and Susie by (what he assumes to be) their full first names. Kris eventually tells him to just call them Kris, and Susie similarly gets annoyed at him for referring to her as 'Susan'.

  • Heel Realization: He eventually comes to understand that his treatment of Kris contributed towards their poor mental state, and he comes to regret not believing them about their mental health issues.

  • Insufferable Genius: Oh, yeah. He mostly grows out of the insufferable part after his experiences in the Cyber World, though he still has his moments.

  • Spared by the Adaptation: While Berdly's death was never a concrete thing due to the Snowgrave Route being 100% optional, here Berdly never runs the risk of being murdered by his classmates, not only due to Kris and Noelle never being forced to do such a thing to him at all, but also because Spamton never gives them the Thorn Ring in the first place.

  • Workaholic: During his outburst to Kris regarding how he's perceived their actions prior to being swept up in the quest to save the Light and Dark Worlds, he mentions that he works two jobs, and uses Kris not having a job as a jab to them.

Hometown Residents

    Toriel Dreemurr 

Toriel Dreemurr

Kris and Asriel's mother, and a teacher at Kris' school.

  • Calling Out for Not Calling: While she's happy that Kris is making friends, she does ask them to inform her of what they're doing, such as when they go over to spend the night at the Holiday's, as them not being in communication two nights in a row has made her worried sick.

  • The Glomp: She almost crushes Kris in a hug after they come back from sealing the Yellow and Purple Fountains.

  • Hurricane of Puns: She and Sans begin to engage in back-and-forth pun making, but Kris stops them before they get their engines really fired up.

  • Jerkass to One: To her ex-husband, Asgore. While she tolerates him on a good day, she discards any veneer of toleration on a bad one, as seen in the aftermath of The Purple Knight's appearing and kidnapping Kris.

  • Ship Tease: The Voice brings up the possibility that Toriel is attempting to strike up a relationship with Sans, given their friendly-bordering-on-flirtatious interaction with one another outside of the church. Kris is less than pleased about this possibility, as they still hold hope that their parents will reunite - but Toriel makes it clear that she's not fathoming that idea one bit through the way she regards Asgore.

    Asgore Dreemurr 

Asgore Dreemurr

Kris and Asriel's father, and the owner of a flower shop.

  • Amicable Exes: He certainly tries to have this dynamic with Toriel - something that she only tolerates on a good day.

  • Badass Cape: He gets one as part of his Dark World attire.

  • Bling of War: Asgore obtains a set of ornate golden armor in the Dark World.

  • Bumbling Dad: He really does try to connect with Kris - something that Kris does appreciate.

  • Gentle Giant: He's a kindhearted owner of a flower shop, and is easily one of the largest monsters living in Hometown.

  • The Glomp: His first appearance in-story has him scoop Kris into a massive hug, only for him to remember that Kris isn't a massive fan of them.

  • Formerly Fit: His general health has declined over the years, which isn't helped by his living situation. Once he gets to Castle Town, however, he regains his formerly robust state thanks to Kris using a point of power while he was in their party.

  • I Was Quite a Looker: The various stresses of Asgore's life, from Dess's disappearance to him divorcing Toriel to his dire financial straits, have taken a toll on his physical appearance. When he's hit with the effects of a point of power, Kris notices how drastically it's improved his appearance.
    Dad- Dad looked healthy. He looked more than healthy, he looked muscular and powerful, all traces of decay wiped away and replaced with power and strength and unburdened, painless joy.

  • Mythology Gag: Asgore's Dark World attire, and the weapon he gets, reference his appearance and Iconic Item he had in Undertale.

    Asriel Dreemurr 

Asriel Dreemurr

The oldest child of the Dreemurr family, who's currently attending college out of town.

  • Cool Big Bro: It's made clear from the very first chapter that Kris wants to see him again.

  • The Ghost: Has yet to appear in the story, but is often mentioned.

    Rudolph "Rudy" Holiday 

Rudolph "Rudy" Holiday

Noelle and Dess's father, who's currently in hospital for an illness.

  • Chained by Fashion: His Dark World attire has chains of black steel wrapping around his body.

  • Foil: He's the polar opposite of his wife Carol in almost every way; he's laid back and easygoing, she's hyperfocused and hard-arsed. He showers Noelle with love and encouragement, while she's incredibly stern with her, and rarely shows any form of affection towards her. Despite their differences, however, the two hold a strong relationship, and it's made clear that they deeply care about each other.

  • The Glomp: One of the first things he does after he's healed of his illness is give Noelle a massive hug.

  • Good Parents: He's nothing but kind, supportive and loving towards Noelle.

  • Incurable Cough of Death: When Kris and Noelle visit him prior to them falling into the Cyber World, Rudy ends up coughing up a considerable amount of dust. While he attempts to downplay it, it's heavily implied that he's not long for the world. Kris manages to cure him of his illness when the residents of Hometown begin to evacuate to Ralsei's Dark World.

  • Shipper on Deck: He notices that Kris is crushing hard on his daughter, and gives them his blessing to pursue Noelle romantically...with a warning.
    Rudy: Let’s get this out of the way. Make any wrong moves toward Noelle and you’re up past Nerdly on the ‘I’ll kick your ass when I can move’ list. Got it?

    Carol Holiday 

Carol Holiday

The Mayor of Hometown, an icy and uncharismatic yet efficient and hard-working deer monster.

  • Berserk Button: Telling her how she should conduct herself around her family is a surefire way to piss her off, as Susie finds out. Also, anyone referring to Dess as dead, rather than missing, as implied by Kris warning Susie and Berdly about it. Their warning turns out to be quite founded, as Carol loses it when Noelle brings up Dess after the heroes have sealed the TV World Fountain.
    “Sit down, Noelle.” Mrs Holiday demanded, in a way that a more experienced conversationalist might have done softly. “We will talk about this later.”
    “And what if there is no later, Mom?” She was shaking, and her palms were once more sights of dust-wounds, but the look on her face implied the desire to spread those wounds to others. “Will you just pretend I’m there afterwards, like Dess?”
    “Noelle Holiday!” The mayor flared into white-hot anger, of a type they hadn’t seen in years. Yet, the voice urged them to quiet. “I have done nothing but-!”
    “Shut up!”
    “You-!"

  • Gentle Touch vs. Firm Hand: She's quite stern, even harsh, on Noelle, contrasting sharply with Rudy's tenderness with their daughter. Both Dess's disappearance and Rudy's hospitalization have contributed to Carol's current treatment of Noelle.

  • Ice Queen: She has a reputation, both in and outside of Hometowm, for being quite cold towards most everyone, even her own family.

  • Insistent Terminology: Kris warns Susie and Berdly that if the topic of Dess comes up in a conversation with the Mayor (something that Kris really hopes never happens), Dess is not dead, but missing.

  • Mama Bear: Despite her harshness towards Noelle, when two potentially hostile humans come knocking at the Dreemurr's door, Carol's reaction is to instantly grab her daughter, as well as Berdly and Susie, and get them as far away from them as she possibly can.

  • Permanent Elected Official: Carol is essentially Hometown's Mayor for as long as she wants to be Mayor, as she not only does a genuinely good job at running the town...no-one really wants to campaign against her either.

  • The Stoic: She rarely shows emotion, even under extreme circumstances.

  • Tranquil Fury: Rather than explode when she gets angry, she turns icy. Noelle bringing up Dess in a heated conversation with Carol, however, makes the latter explode in a way that Kris hasn't seen in years.

    December "Dess" Holiday 

December "Dess" Holiday

The oldest child of the Holiday family, who went missing some time prior to the beginning of the story.

  • Death by Adaptation: While Dess's fate in the game remains uncertain, in Incidence it's made explicit that she's dead - Kris even says that they saw her die in front of them.
  • Posthumous Character: It's established that Dess died sometime prior to the story. Her death was a massive catalyst for Kris spiraling into depression, as well as the horrible psychological effect it had on her sister.
  • Strong Family Resemblance: It's mentioned that she took after her mother in terms of appearance, with a pair of vertical jaws that would unnerve Kris.

    Father Alvin Boom 

Father Alvin Boom

The local pastor for the Church of the Angel, and the son of the late Gerson Boom.

    Sans Skeleton 

Sans Skeleton

A skeleton monster from out of town, who runs the local convienience store.

  • all lowercase letters: Just like in Undertale and Deltarune, his dialogue is formatted like this. In-universe, Kris notices his unique way of speaking.
    His voice had a sort of casual monotone to it. The opposite of Queen, in some ways.

  • Brilliant, but Lazy: Sans has the capability and the authority to get shit done if he wanted, but is far more content letting other people take charge. Even when he does pull himself out of retirement and has Carol appoint him as judge-in-interim, he immediately gives responsibility to her. His mindset is best summed up by this exchange of his with Kris:
    Kris: Sans. You have authority.
    Sans: yeah.
    Kris: Gonna use it?
    Sans: nah.

  • Hidden Depths: It's established that Sans used to be a judge, someone who monitors and reviews the capability of a human living in monster society. It's stated that judges have the power to sign death warrants for humans who become unsafe to be around. Sans pulls himself out of retirement in Chapter 45, when the situation in Hometown becomes truly dire after the Purple Knight's actions.

  • Ship Tease: It's implied that there's something beginning to blossom between Toriel and Sans, which Kris is less than enthused about - there's still a part of them that hopes that Toriel and Asgore will reconcile.

  • Species Surname: Chapter 45 reveals his last name to be Skeleton.

  • Trademark Favorite Food: Ketchup, which he keeps on his person. Kris is grossed out when they see him consume it.

    Officer Napstablook 

Officer Napstablook

A passive and demure ghost monster, and one of the two police officers of Hometown.

  • all lowercase letters: Just like Sans, his dialogue is formatted like this.

  • Hidden Depths: Despite his demure and timid nature, he stands his ground even when faced with the possibility of two humans potentially barging into the Dreemurr's house and slaughtering everyone inside. It takes Kris telling him to get out of line of sight for him to move.

    Officer Undyne 

Officer Undyne

The other police officer of Hometown, an incredibly hot-blooded fish monster who also serves as the local police chief.

Toy World Darkners

    King 

King

"No, Lightner, I think I see the way this will go. Your world will collapse. My own and the Knight’s will coexist, in a glorious new order. And the Lightners… A fitting punishment. For those defined by trapping and abandoning their reflections in the pitch black."

The ruling Darkner of the Toy World. A brutal despot who, unlike most other Darkners, despises Lightners for their betrayal of his species. He's also allied himself with a strange Knight, whose presence has contributed towards his vitriol for the Lightners.

  • Abdicate the Throne: It's with great reluctance that he hands over his kingdom to Ralsei after the Yellow Knight has been dealt with.

  • Adaptational Backstory Change: In Deltarune, it's heavily implied that King was forcefully bent to the Knight's will, given that his throne room shows signs of a fight having gone down by the time the Delta Warriors show up. Here, King mentions that he willingly joined the Yellow Knight.

  • Arc Villain: Serves as the chief antagonist of the first arc alongside the Yellow Knight.

  • Fat Bastard: He's described as being "sickeningly obese" and is one of the most vicious Darkners Kris meets.

  • I Shall Taunt You: He attempts to mock and intimidate Kris while they're at his mercy in a cell.

  • Related in the Adaptation: It's made explicit that him and Queen are a couple in Incidence, whereas in the game their exact relationship is ambiguous. The heroes are nothing short of floored when they learn about King and Queen being married.

  • Suddenly Shouting: He's prone to doing this, to his subjects and foes alike.

  • The Unfought: Unlike the game, the heroes do not fight him here - they instead face a room full of his subjects and an encounter with the Yellow Knight herself.

  • Would Hurt a Child: He has no reservations towards hurting and killing Kris, a teenage human.

    Lancer 

Lancer

"Exit your luxurious oubliette to stop me! I’m going to learn additional tactics from the not-bad guys to defeat the real bad guys! Hohoho!"

The son of King, and the boisterous prince of the Toy World.

  • Demoted to Extra: Lancer's role here has been reduced quite a bit. Whereas he's one of the main characters of the first chapter of Deltarune and has a major supporting role in the second, here he only has a minor appearance near the end of the first arc, and doesn't accompany Kris to the Cyber World in the second arc.

    Rouxls Kaard 

Rouxls Kaard

"For I am the Duke of Royal Defence! Dost Lord of Strategy and Tactics! I am Rouxls Kaard, and I art your doometh."

The Duke of Puzzles for Card Castle and Lancer's "lesser dad".

  • Demoted to Extra: His role in Incidence is reduced to a bit part; he only has a minor role in the first arc, and does not travel to the Cyber World at all in the second arc.

  • The Unfought: As he does not travel to the Cyber World in Incidence, he (and by extension the Thrash Machine) is not fought.

  • Ye Olde Butcherede Englishe: Speaks like this, just like how he does in the game. Kris initially assumes he has a particularly severe speech impediment.

    Seam 

Seam

"There’s power, and then there’s power. I haven’t become more of a fool in the days that’ve passed. Ha."

A Darkner resembling a stuffed toy cat who owns and runs a shop, just like in Deltarune.

  • Horrifying the Horror: He puts the Voice of all characters on edge, with it being explicitly mentioned that they sounded almost as frightened as Kris was when they encountered Seam for the first time.

  • Mr. Exposition: He gives Kris information on many topics that are pertinent for their quest, such as the identities of the Shadow Crystal Holders. He also explains what the Shadow Crystals themselves are as well.

    The Original Starwalker 

The Original Starwalker

"You Lightners are Pissing me off… I’m the original Starwalker."

A very strange Darkner that Kris and the heroes encounter.

    Topchef 

Topchef

"I’m-a not-a baker! I’m-a chef! Marga rita! I’m-a going-a die with-a no-one recognising my skills-a! The tragedy! The horror! A!"

A Darkner that the heroes encounter whilst Kris is gleefully picking up a nigh-obscene amount of Dark Candy. Unlike a lot of his fellow Darkners, he's willing to explain the situation without incorporating violence.

    Mr. Elegance and Mr. Society 

Mr. Elegance

"Naw. We’ve already told’n you enough to get’re heads lopped off, horsie. And we’re all head here."

A Darkner shaped like a knight from a chess set.

  • Escort Mission: He and Mr. Society have been tasked with escorting two people to the Great Door after a certain signal has happened five times.

  • Mistaken Identity: When they first see him from a distance, Kris briefly wonders if they are the Knight they've heard about, due to his physical appearance. The Voice informs them that they're likely someone else, considering the context.
    The Voice: The Knight must be intelligent, or have intelligent allies, in order to achieve what she has achieved. Placing oneself on the front line without a fall-back option would be incredibly unwise.

  • Those Two Guys: He and Mr. Society have a close bond.

  • You Just Told Me: In one loop, Kris is able to deduce that the Knight is to escort the Dark Prince to the Great Door based on Misters Elegance and Society's reactions to them launching guesses at the two.

Mr. Society

"Clearly, we’re here to stop you from advancing and closing our wonderful King’s fountain. He worked very hard on it, you know! And we’re very loyal, you understand!"

A Darkner resembling a bishop from a chess set.

  • Escort Mission: He informs the heroes that he and Mr. Elegance are to escort "two persons of interest" to the Great Door.

  • Smug Smiler: Despite not having a face, he still can emanate a pompous smirk.

  • Those Two Guys: Him and Mr. Elegance stick close to one another.

    Clover 

Clover

"Hey! It’s them~|THEY’RE the ones that RUINED my birthday?!|Look, it’s nothing personal, but..."

A three-headed Darkner who happens to be celebrating their birthday(s) the day the heroes arrive to the Toy World.

  • Ambiguously Related: She shares a lot of attributes with another Darkner called Clarence, who is also described as a "three-headed hydra" just like her. Their exact relationship, however, is unknown.

  • Birthday Party Goes Wrong: Her birthday celebrations are shaken up by the Lightners arrival and journey through the Dark World, as well as when the heroes race through Card Castle, as that was where she was planning on having her party.

  • Multiple Head Case: She has three heads with wildly different personalities.

  • Nice Mean And In Between: One of the heads is bubbly and chirpy, one head is aggressive and abrasive, and one head is melancholic and reserved.

  • Our Hydras Are Different: She's a three-headed hydra that reflects something related to the 'clubs' suit found in a deck of cards, and has three very different personalities to boot.

  • Small Role, Big Impact: Despite only appearing briefly, it's due to the heroes encounter with her that Kris realizes that the Darkners have been told about the general locations of the points of power throughout the Toy World.

    Rudinns 

Rudinns

"Paid by the King!"

Darkners who love gems and riches, to the point where they can be easily swayed by the prospect of obtaining more.

Rudinn Rangers

"The King offers justice. The King offers a right to all wrongs, a punishment for those that left you so poor and misbegotten – and this is how you repay him in turn? Betrayal, just as how they betrayed us? He offers you all the riches in the world when the world belongs to Darkners! Have a little conviction!"

Higher level Rudinns that lead squadrons of regular Rudinn.

Redward

A Rudinn that appears to be higher-ranked than the Rangers.

    Hathies 

Hathies

Darkners who specialize in blockades and traps. Swayed by flattery.

Head Hathies

Higher level Hathies.

Harriot

A Hathy that's even higher-ranked than the Heads. Unlike the other Hathies, this one is heard talking.

    Ponmen 

Ponmen

Silent Darkners who resemble pawns from a chess set.

    Rabbicks 

Rabbicks

"Run away, run away——"

Darkners that resemble a literal take on "dust bunnies". They accost the heroes in the Scarlet Forest.

  • Hit-and-Run Tactics: They engage in guerilla tactics when the heroes are making their way through the Forest.

    Bloxers 

Bloxers

"GWAH! No listening to MIND CONTROLLING Lightners!! Only TRAINING!!"

Another group of Darkners resembling bunnies, who also harass the heroes during their trek through the Scarlet Forest.

  • Hit-and-Run Tactics: Like the Rabbicks, they engage in guerilla tactics in an attempt to slow the heroes down.

  • No Indoor Voice: Bloxers don't really do the whole "speaking quietly" thing - they get on Kris's nerves fast.

Cyber World Darkners

    Queen/Serial Number Q5U4EX7YY2E9N 

Queen/Serial Number Q5U4EX7YY2E9N

"Kris There Is: Literally No Point In Resisting
If There Was Then I Would Just Do That
The Mathematics Is Not Difficult Kris: I Am A Computer (Smart)
You Are A Child (Unwise)
I Would Be Kicking The Knight’s Ass If I Calculated A Chance Of Victory That Wasn’t Very Bad (No Good)
Therefore You Can DIY Your Own Percentage Probability Of Success By Looking At What I Am Doing"

The ruling Darkner of the Cyber World. Like King before her, she has decided to ally herself with the Knight who's come to her world. Unlike King, however, she's not all that happy about it.

  • Accidental Misnaming: Just like in the game, she has trouble remembering Berdly's name.

  • Adapted Out: Her giant robot, which serves as the final boss for Chapter 2 in a normal route, does not see any action; the Green Knight disabled it when Queen was resisting his efforts towards causing the Roaring.

  • Arc Villain: Serves as the main antagonist of the second arc, alongside the Green Knight.

  • CamelCase: All of her dialogue is formatted like this.

  • Height Insult: She calls Spamton a "manlet" at one point.

  • Interspecies Adoption: She legally adopts Kris, Noelle, Susie and Berdly. This also makes them all Princes of the Dark.

  • Mr. Exposition: She, instead of Swatch, fills Kris in on Spamton's character prior to him losing his mind and being thrown out of her mansion.

  • Related in the Adaptation: It's made explicit that her and King are a married couple - a fact which stuns everyone who hear her drop that bombshell.

  • Take Over the World: This was her plan, until the Green Knight walked into her Dark World and informed her that the end of the world was imminent and there was nothing that could be done to stop it, as well as telling her that he knows how to neutralize any and all of her plans and contingencies. While she laughs about it when she talks to Kris about what happened, it's clear that she's not happy about the way things have gone.

  • The Nicknamer: She gives Kris and Noelle a wide variety of pet names.

  • The Unfought: Kris and company never fight Queen's giant robot, due to the Green Knight having disabled it when he came to the Cyber World.

  • You Can't Fight Fate: By the time the heroes meet her, she's come to believe that trying to stop the Roaring is a waste of time and ultimately counterproductive.

    Swatchlings 

Svaint

The Swatchling assigned to accompany Kris throughout the Cyber World.

  • Named by the Adaptation: None of the Swatchlings encountered were given personal names in Deltarune, whereas here, the Swatchlings assigned to Kris and Berdly do.

Swarly

The Swatchling assigned to accompany Berdly in the Cyber World.

    Tabitha/Tasque Manager 

Tabitha/Tasque Manager

    Swatch 

Swatch

    Sweet, Cap'n and Cakes 

Sweet, Cap'n and Cakes

Three Darkners who are in active rebellion against Queen. They form an alliance with Berdly in order to bring down her regime.

  • Chekhov's Gunman: Berdly linking up with them proves to be a massive benefit for the heroes down the line, as it's them who are able to get them close to Queen's Mansion with their flying DJ booth.

  • La Résistance: Just like in the game, they actively fight against Queen's hellish regime...somewhat ineffectually. They do, however, provide invaluable support in getting the heroes close to Queen's Mansion so they can seal the Fountain as quickly as possible.

  • Noodle Incident: In the past, they had an encounter with Spamton that ended...poorly, based on what Spamton has to say about the meeting. Kris has to hide him from them when they pick up the heroes, in order to not risk them refusing them a ride to the Mansion because of Spamton's presence.

    Nubert 

Nubert

The Voice: My Man.
Kris: What?
The Voice: He is a My Man. That is his species.
Kris: ...Right.

One of Queen's Honored Residents. Everyone loves him.note 

  • The Ghost: He's not seen during the heroes' journey in the Cyber World, with his name only popping up on the list of Queen's Honored Residents.

  • Named by the Adaptation: His specific Darkner species is named here - he is a My Man, something which the Voice points out to Kris unprompted, much to their confusion.note 

    Addisons 

Addisons

A group of Darkners who love to advertise and sell things.

  • Aerith and Bob: Their names can range from the fantastical (Spamton, Verde) to the mundane (Bill).

  • Amazing Technicolor Population: They have a wide variety of skin colors, ranging from chalk white to pink to blue. Incidence also shows that green Addisons exist as well.

  • Named by the Adaptation: Other than Spamton, none of the other Addisons have known names. Here, they are established to have personal names such as Verde, Tize and Bill.

  • Precision F-Strike: One Addison, Bill, is known to do this. Interestingly, the Addisons are some of the only Darkners who are shown to swear. Take this interaction between Bill and his rival Tize, for instance:
    Tize: (after having sold something to Kris) Hey, Bill!
    Bill: WHAT?!
    Tize: Suck it, big guy! First Lightner came to me!
    Bill: FUCK!

    Plugboys 

Plugboys

    Werewerewires 

Werewerewires

Queen's Elite troopers, who underwent modifications to become stronger.

  • Elite Mooks: They serve as this to Queen.

  • The Juggernaut: Outside of the Knights, they serve as some of the strongest foes the heroes face. Five of them are more than enough to make Kris reset a great number of times.

TV World Darkners

    Mike/The President 

Microphone/"Mike"/The President

"I know what I am, Kris. I am the media king, with his media princes in tow. And that means I never lie – I simply present a very particular collection of truths. That, in turn, gives me quite effective intuition as to when someone is doing the same."

The ruling Darkner of the TV World.

  • Affably Evil: He leans more towards "broken man who desperately wants to see his loved ones alive and well once more" than "slimy, faux-friendly bastard who wants to see the heroes suffer", but he still opposes Kris and the heroes near the end, while remaining unceasingly polite, kind and friendly towards all of them. He later drops the evil part all together, and dedicates himself towards aiding Kris.

  • Character Filibuster: Mike likes to talk a lot. He spends quite a bit of time monologuing to Kris about his plans, even showing something resembling annoyance when Kris attempts to interrupt him filibustering.

  • Cloudcuckoolander's Minder: He's this for Primrose, as seen during the meeting betwen him, her, Kris and Seam. He keeps an eye on her during the proceedings, and gently helps her to the best of his ability when her quirks threaten to make her suddenly lash out.

  • Despair Event Horizon: Losing both Angator and Primrose via the former dying and the latter going off the deep end hits him hard. His plan to force the Empress to reset stems from him wanting his friends back.

  • Final Boss: In a way, he serves as the final obstacle Kris and the heroes face before they can seal the Purple Fountain. Rather than face them in combat, however, he instead engages with Kris in a debate about sparing or killing the Purple Knight.

  • Meaningful Name: Primrose confirms that Mike is indeed short for Microphone. Kris is elated to learn this.
    The voice needed to hold back with the explanation for a second, because the more important thing was that they’d called it. They called that his name was Mike because he was a boom mic. They’d called it. They’d fucking called it, all the way back in the Hypewriter tower! Everything was a pun!

  • The Nicknamer: He refers to Purple by a number of monikers, such as the "violent violet" note , and as a "curdled testicle".

  • Our Dragons Are Different: He's a Darkner that looks like a dragon made out of film equipment, like having a boom mic for a head, sync slates for fingers, and wings that resemble green screens.

  • Sharp-Dressed Man: Befitting his status as a ruling Darkner, he wears a fancy dark suit with a dash of white and some chevrons to give it some depth.

  • Sophisticated as Hell: He refers to the Purple Knight as a "murderous curdled testicle" while still maintaining his well-spoken, affable demeanour.

  • The Unfought: Unlike Queen, the President makes no effort to fight Kris and the Delta Warriors, partially because he's terrified of what Kris could do to him, and partially because he's in no state to fight even if he wanted to.

    Loma 

Loma

A serpentine Darkner who Kris meets soon after they arrive in the TV World. She has a...complicated relationship with her fellow Darkners due to her association with the Purple Knight.

  • Bizarre Alien Locomotion: Loma does not possess any limbs or fins, but she can move around on land by oscillating her scales closest to the ground, allowing her to skitter with a "practiced ease". Kris is mildly terrified to see her do this.

  • Category Traitor: Due to her revealing the whereabouts of other Darkners out of a desperate desire to not get tagged with the Purple Knight's magic, the Stagehands view and shun her as a traitor.

  • Mad Libs Dialogue: She constructs her sentences by mashing together voice clips from movies and TV shows, similar to how much of Spamton's dialogue had phrases from advertisements jammed into them. Unlike Spamton, she's far more coherent, even when the clips she uses don't quite line up with what she wants to say. However, she does occasionally resort to fragmenting her sentences so that she can get information across clearly, as well as writing down her thoughts at one point, instead of trying to convey what she's thinking through her normal method.

  • My God, What Have I Done?: She deeply, deeply regrets aiding the Purple Knight out of fear during his rampage throughout the TV World. Even after the Fountain has been sealed and she and the other Darkners have been relocated to Castle Town, the guilt still weighs upon her heavily.

  • Sea Serpents: She's a Darkner who primarily resides in the TV World's static ocean.

  • Sound-Effect Bleep: In place of swearing, she produces an ear-splitting bleep.

    Angator 

Angator

A massive Darkner, and one of President Mike's closest friends. He was slain by the Purple Knight prior to Kris entering the TV World.

  • Kaiju: He takes his form from the "legally-not-humans" often found in monster movies from the Light World - Susie notes that his appearance is exactly like that of the monster from a movie she's seen.
    Susie: You’d get scared. Turn and hide in, uh…Godsflesh! That was the name of the movie that thing’s from, the one with the giant humans from like, uh… almost a century ago. Told you nerds I’d seen it before!

  • Posthumous Character: He was killed by Purple at some point before Kris entered the TV World. It's his death that drives the President to force the Empress to reset so he can live once more.

  • Small Role, Big Impact: Despite being dead by the time Kris and Ralsei begin to make their way through the TV World, his death still looms over Kris and Ralsei's journey throughout the TV World - culminating in Mike revealing to Kris his plan to force the Empress to reset, so that Angator can return to life.

    Stagehands 

Stagehands

Darkners who do the behind-the-scenes work for the shows the TV World puts on.

Formun

The Director of the Stagehands, stepping up to the position after Angator was killed.

    Show-ons 

Show-ons

Shapeshifting Darkners who took their forms from TV programs. As programs changed frequently, these Darkners were at risk of being petrified, due to older programs not "belonging" as time went on. Because of this, Primrose worked closely with them in order to ensure they stayed alive.

  • Taken for Granite: As what they reflected was near-constantly changing - TV shows that were being phased in and out all the time - Primrose's resetting revolved around figuring out what they could safely shapeshift into in order to keep them alive. When Purple rampaged throughout the TV World and trapped Primrose in a deathloop, all the Show-ons turned to stone as a consequence, as Primrose was no longer able to help them (and had lost the Shadow Mantle that was aiding her on top of that).

  • Voluntary Shapeshifting: They had the ability to take on the appearances of others, a trait shared with Primrose. Unfortunately, this aspect of them turned out to be their biggest weakness - as they relied on Primrose to figure out what they could transform into via her resetting, when she was drained of her ability to reset by the Empress and trapped in the deathloop by the Purple Knight, the Show-ons turned to stone as a result.

    Hypewriters 

Hypewriters

Darkners responsible for writing the scripts of the shows the TV World puts on.

  • Serious Business: Both Loma and the Voice warn Kris that the Hypewriters take things like language descriptivism and etymology seriously.

    Propahnnouncers 

Propahnnouncers

Large, bulky Darkners that resemble heaps of televisions wired together. They serve as the Dark Princes of the TV World.

  • Broken Record: The Propahnnouncers that Kris and Ralsei first encounter are constantly going on about how terrible everything is, broadcasting their thoughts in a way a live news reporter would.

  • Secret-Keeper: The Propahnnouncer that's brought along to Kris's meeting with Seam, Mike and Primrose remains silent as a means of assuring Kris that they will not leak any information shared during said meeting.

Town Hall Darkners

    Lady 

Lady

The ruling Darkner of the Town Hall Dark World.

    Videurloges 

Videurloges

    Glossipers 

Glossipers

    Sleazies 

Sleazies

    Chaisetaur 

Chaisetaur

    Blurocrats 

Blurocrats

    Draftannals 

Draftannals

    Plannagers 

Plannagers

Floor Plannager

Flower Shop Darkners

Church Darkners

    Priosmhatair 

Priosmhatair

The ruling Darkner of the Church Dark World.

The Resetters

A group of Darkners who each possess a Shadow Crystal. Despite their wildly different (and disparate) personalities, they all have a few things in common: they were all contacted by a strange someone, they all had the ability to reset, and they were all targeted by the Empress for their power.

    In general 

  • Adaptational Badass: All of the Shadow Crystal holders once had the ability to reset, a power which none of them are described to have had in Deltarune.

  • Ax-Crazy: None of them are stable people. They were already dancing on the fine line between sanity and madness when they had the ability to reset, but it seems that being drained of their power by the Empress and tossed to the side by both her and their fellow Darkners was what tipped them over the edge.

  • Noodle Incident: All of them were drained of their ability to reset, but beyond the Empress using a machine to drain them of their powers, nothing else is known about the circumstances surrounding how they lost their abilities.

  • Original Character: Other than Jevil, Spamton and Flowey, the other Shadow Crystal holders are characters created for Incidence, as a result of Deltarune not being fully released when the fic was being written.

  • Painting the Medium: The Shadow Crystal holder's dialogue are formatted differently to most characters. For instance,

    EDITOR
    (demonstrating how Primrose's dialogue is formatted in-story)
    Primrose's dialogue is formatted like it's from a stage script.
    • Arimetto's speech consists sentences that contain many brackets (which often have clarifications (or elaborations) regarding what they're talking about (and also often become quite layered (as they further clarify (or elaborate))).

  • Trust Password: Spamton and Primrose have devised passwords/phrases for potential resetters in order to cooperate between loops more effectively.

    Jevil 

Jevil

"OUT THERE, ALL ARE BOUND BY STRINGS AND EXPECTATIONS! IT'S A SCRIPT, A SCRIPT! NO COMEDY, NO COMEDY! I WAS THE JOKER, SINCE I SAW THROUGH IT! GAHAHAHAHA! I WAS FREE, FREE, THE ONLY ONE WHO COULD SEE, SEE! JUST LIKE YOU! I WAS HAPPY, A JOYING IN MY HEART AT ALL MOMENTS! ALL I COULD WANT, ALL I COULD WANT!"

The first former resetter encountered. Just like in the game, he's the former Court Jester of the Card Castle, who has since been imprisoned within its basement.

  • Adaptational Backstory Change: Instead of just being driven mad by a "strange someone" like in Deltarune, here Jevil had also obtained the power to reset, and was captured by the Empress and drained of his power.

  • All for Nothing: His desire for power and love led to him being targeted by the Empress, who drained him of his power to reset, and was subsequently locked up underneath Card Castle, having lost everything and everyone. No wonder he's lost his marbles by the time Kris meets him.

  • All of the Other Reindeer: Jevil saw himself as the "odd one out", which drove him to obtain power the likes of which none of his fellow Darkners possessed.

  • Caps Lock: His dialogue is formatted like this, just like in Deltarune. There is a moment where he talks normally, however, as seen in Moment of Lucidity below.

  • The Gadfly: According to Primrose, Jevil took great pleasure in winding Sethrona up.

  • I Just Want to Be Loved: See I Just Want to Be Special below. Jevil's desire for being loved was what drove him to pursuing power.

  • I Just Want to Be Special: See I Just Want to Be Loved above. Jevil describes himself as the "odd one out" amongst his fellow Darkners, which fuelled his desire to be, as he puts it, "that with the most potential for power".
    Jevil: I desired to be the one loved by all, the one who all could witness, and who would, in turn, witness the world, stand by the movers and shakers – and claim no responsibility.

  • Moment of Lucidity: Unlike in the game, where he's completely insane throughout his entire sidequest and boss fight, here Jevil has a long moment of lucidity when Kris asks him how he became what he is now. For most of it, he talks without his trademark volatility or speech patterns, with his madness returning being signalled by him beginning to say words twice in a row once more.

  • Mood-Swinger: He only does this once while talking to Kris, but near the end of their "WORDSY GAME", Jevil goes from being completely manic and volatile throughout the entire thing, to calmly and melancholically explaining how he went from court jester to being locked away in a dungeon, then going right back to manic and hyper in the blink of an eye.

  • Sinister Scythe: Just like in Deltarune, his signature item is the Devilsknife, which he gives to Kris as a prize for being the victor of their game.

  • The Unfought: Instead of a numbers game, Jevil instead plays a "WORDSY GAME" with Kris, due to him knowing that Kris can reset. The closest he does get to wanting to fight Kris is when he asks if they were the onesl who took his "freedom" away from him.

  • Verbal Tic: Just like in the game, he has a habit of saying certain words twice in a row.

    Spamton 

Spamton G. Spamton/Spamton NEO

"I'DD BREAK A [Deal] FOR [Hyperlink Blocked]. I'D [$*£$] MYSELF WITH A FIR3WORKS FOR [Hyperlink Blocked]. ID [Going-away Permanently Sale] FOR [Hyperlink Blocked]."

The second former resetter encountered, a sleazy, down-on-his-luck salesman who, just like in Deltarune, has a plan for becoming a [[BIG SHOT]] once more.

  • Adapted Out: The Empty Disk, integral for his plan note  to become NEO in Deltarune, goes unused and unneeded here, as Spamton physically tags along with the heroes as they break into Queen's Mansion, and somehow manages to become NEO without having to put himself in the Empty Disk first.

  • Adaptational Backstory Change: Just like Jevil, Spamton's backstory is slightly different here; while he still got thrown out of Queen's mansion when his Anonymous Benefactor abandoned him, here he had also obtained the power to reset, tried and failed to kill the Green Knight when Queen stopped trying to fight him, and then got dunked in the acid river before being tossed out.

  • Adaptational Badass: Both Spamton and the NEO suit are treated with this. Spamton himself once had the ability to reset, while the NEO suit is capable of draining people of their power.

  • The Alcoholic: Implied, as it's stated that Spamton reeks of alcohol when he becomes NEO.

  • Arch-Enemy: He sees himself as this to the Empress, the Green Knight, and Queen, all for the same reason: in one way or another, intentionally or not, they all screwed him over.

  • Even Evil Has Loved Ones: Through all Spamton's instability and sleaziness, he does legitimately care about Kris, albeit in an incredibly warped fashion. This is how he's able to prevent Kris from resetting during their fight, as the magic Spamton had drained from Green and taken for himself prevents all harm happening to those the magic-user cares about.
    The Voice: Spamton cares about you, in his own twisted way. And he doesn’t want to lose the you of now.

  • Dying as Yourself: As per his fate in a normal route of Deltarune, Spamton regains his sanity after all his strings are cut. While he doesn't die per se, all that's left of him is the Dealmaker.

  • Evil Smells Bad: He's a right piece of work, and he reeks.

  • Guest-Star Party Member: As he becomes integral to Kris's plan to seal the Green Fountain, Spamton joins the heroes when they go to storm Queen's Mansion.

  • Final Boss: Of the second arc, as after Queen gives up trying to fight the heroes and the Green Knight is taken care of, Spamton NEO turns on Kris in a bid to take their power to reset for himself.

  • Godhood Seeker: This is Spamton's endgame, as he explains to Kris:
    Kris: Then what happens? You find the thing. You do something with it. We're on our last legs. What happens next?
    Spamton: THHEN! I AM BECOME [[God]]
    Voice: Sincerely believes this. Make him rephrase.
    Kris (to Spamton): What?
    Spamton: THAT BASEMENT CONTAINS [[No Chemical Additives]] KRIS!!! JUST RAW, OVERWHELMING [Prices]!! IT HAS   H E A V E N   KRIS!!!!!! IT HASS!!! IT HASAASSS!!!!!!!!!!!!!
    [Hyperlink Blocked]

  • Jerks Use Body Spray: He's the walking definition of a sleazebag, and upon becoming NEO, he's noted to have an overpoweringly rich smell of cologne about him.

  • No Indoor Voice: When he says something, he tends to scream it. There's only a handful of times where he talks anywhere close to calmly.

  • Mad Libs Dialogue: Just like in Deltarune, he has [bracketed words and phrases] sprinkled throughout his dialogue, of which quite a few are borderline incomprehensible. The Voice is able to pick up the gist of what Spamton's trying to say when Kris can't follow.

  • Mysterious Middle Initial: He doesn't reveal what his middle name is. According to the author, however, his middle name is Gspamton.

  • Shipper on Deck: He attempts to congratulate Kris on them and Noelle becoming an item. Kris shuts him up before he can make a vulgar remark about them.

  • Sir Swears-a-Lot: His dialogue is utterly riddled with swears, most of which are censored in some way. Interestingly, he's one of the only Darkners Kris and the heroes meet who actually swears - almost no other Darkner is heard swearing.

    Primrose 

Primrose

PRIMROSE
(from a distance away)
"When did the world become so small? And the stars, so far away..."

The third former resetter encountered by Kris, and a close friend of Mike and Angator. Having been trapped in a loop by the Empress, she's more than keen to have a chat with Kris.

  • Alien Hair: Her hair is made out of movie tape, and remains the only constant thing about her when she shapeshifts.

  • And I Must Scream: Primrose outright says that she's been suffering for about 30 years, caught in an endless loop of pain and torment thanks to the machinations of the Empress and the Purple Knight.

  • Apologetic Attacker: She shows legitimate sorrow and distress for attacking Kris in a fit of instability.
    PRIMROSE
    (distraught)
    “I’m sorry, I’m sorry, Light forgive me, I’m helping, I’m serving, I’m serving, I’m serving, I’m sorry-”

  • Ax-Crazy: She's a bit more subdued about it than, say, Jevil or Spamton, but it's clear that her ordeal has left her quite unhinged.

  • Character Filibuster: She and Mike have this in common. The majority of the conversations she and Kris have is taken up by her monologuing.

  • Ms. Exposition: During their meeting in Seam's shop (seap, rather), she gives Kris further information on the remaining Shadow Crystal Holders, as well as inform them about what magic does to humans and monsters.

  • The Nicknamer: She dishes out nicknames to pretty much everyone she meets, and even those she doesn't; she has a wide range of pet names for the stranger who contacted her, including "determination daddy."

  • Purple Is Powerful: She's noted to have a "river of vibrant violet" - the karma that Purple infected her with - on her person that contrasts with the rest of her desaturated, faded form, and is a particularly powerful Darkner who once had the ability to reset.

  • Resurrection/Death Loop: Primrose was unfortunate enough to be forced into an extremely long resetting loop by the Purple/Violet Knight, by her estimates lasting roughly 30 years before being drained of her power.

  • Talkative Loon: She's quite keen on having a chat with Kris, after being trapped in a loop for as long as she was. Indeed, Kris doesn't get much opportunity to get words in, as Primrose uses quite a bit of their meeting to monologue about what happened to her.

  • To the Pain: She never gets to exact revenge on Purple, on account of him being dead in both the dropped and main timeline, but she goes on a tangent about what exactly she would want to do to him:
    PRIMROSE
    (hissing with sudden vitriol)
    “Oh, if the other guy weren’t dead, I’d hook up needles to his nails.”
    "Needles in his eyes. Needles in his bits and pieces. Then I’d pull them out, one at a time, so he felt every little bite and sting and tooth and claw-”

  • Trust Password: While it's not exactly like Spamton's method, by her admission, she does give Kris a phrase that will clue her (or rather, a her in another timelime) in to what's been happening.

  • Voluntary Shapeshifting: Primrose can shapeshift into somewhat uncanny versions of other people, including Lightners she's seen through the TV screen window in her Dark World. She demonstrates this power to Kris by shifting into and emulating the vocal tics of other people Kris knows, such as Asgore, Toriel and Dess.

    Arimetto 

Arimetto/"New money"/"No-name"

"I want to be alive (once again). I want to feel (the tingle of freedom (and qualia))."

The fourth former resetter encountered. They appear to the heroes with the desire to be their ally.

  • Ax-Crazy: While they seem to be a bundle of nerves, Arimetto sees no problem with inflicting violence upon their fellow Darkners, such as the Floor Plannager they brutalized.

  • Breaking Old Trends: Unlike the first three former resetters met, Arimetto has neither been locked up like Jevil, cast down to rock bottom like Spamton, or trapped in a deathloop like Primrose - they work as an agent for the Lady, and are described as her "right-hand-person".

  • The Dragon: They serve as the Lady's right-hand-person. They're far from blindly loyal to the ruler, however - they also have little respect for her as well.

  • The Dreaded: Arimetto strikes fear into the hearts of their fellow Darkners, as demonstrated by scores of them fleeing the room they're about to enter whilst looking for Kris. When they're walking through another room filled with Darkners who don't have the option to flee when they approach, they part the room for Arimetto out of fear of being harmed.

  • Everyone Has Standards: They're cold, violent and brutal, but they state to Kris that they view Flowey's actions as over-the-top.
    "You would agree with much of what the ringleader stated (and hated the flower (who was (admittedly) unnecessarily cruel (to the zombie-life)))."

  • Evil Cannot Comprehend Good: Arimetto simply cannot get their head around why Kris would want to be around the company of non-resetters like their friends.

  • I Control My Minions Through...: Fear. From the Aristo to the Bureau, Arimetto scares the living daylights out of damn near everyone. They equal-parts assure and threaten Kris that the Darkners won't leak them knowing about the ability to reset unless Arimetto explicitly says that they can, due to their fear of them.

  • I Have Many Names: For some reason, they're described to go by a different name every time they're encountered - Primrose never got their real name whilst they had the means to communicate with one another. When Arimetto meets the heroes, they claim to have forgotten their original name and haven't gotten a new one out of "political convenience" when they meet the heroes, but the Voice assumes it to be a lie.

  • "It" Is Dehumanizing: During their first conversation with the heroes, Arimetto refers to Noelle as an "it". Kris is not pleased by them doing that.
    Arimetto: Kris Dreemurr. It was going to speak (something it thought was important). What was it (going to say)?
    Kris: She.
    Arimetto: Whatever. Whatever (you say).

  • Lack of Empathy: They display complete callousness towards the Floor Plannager that they viciously injured, coldly telling the heroes not to heal him until he gives them the information they want. They also feel comfortable sharing their opinion that non-resetters are "non-people" to Kris.

  • Mood-Swinger: There's a number of times where they go from sounding meek and cowering to stern and cold rather suddenly, then back to meek and cowering a moment later.

  • Nervous Wreck: They repeatedly mention how nervous and on edge they are to the heroes in their first meeting.

  • No Name Given: Until the Voice was able to gage their true name when the heroes encounter them, Arimetto's name was unknown, as they would give a new name every time they were spoken to when their fellow resetters reached out to them. Even when meeting the heroes, they claim that they have long since forgotten their old name, and haven't gotten a new one out of "political convenience".

  • Shrinking Violet: Seam describes them as shy. While they certainly give the vibe of being a shy, nervous sort, it's partially a mask for a truly sinister personality.

  • The Sociopath: Arimetto ticks quite a few boxes for the sociopath checklist (and pretty damn quickly to boot) - they demonstrate a lack of care or regard for pretty much everyone around them, a predilection for causing horrific violence, a drive to manipulate people and situations around them, and is ultimately attempting to work with Kris to further their own goals.

  • Sympathy for the Hero: They show a smidge of sympathy towards Kris when they realize that the other Darkners of the Town Hall's Dark World are in the know about the ability to reset.
    "It is (incredibly) inconvenient. I recognise not wishing to reveal it (the ability) (to your-"

    Flowey 

Flowey

Another Shadow Crystal holder.

  • Adaptational Backstory Change: Of all the characters with a pre-established backstory, his is changed quite drastically. In Undertale, Flowey came to be through Determination being injected into a flower that had Asriel Dreemurr's dust scattered onto it, resulting in a soulless being that was neither human nor monster. Here, while still having had the power to reset like in Undertale, Flowey is established as a Darkner whose existence is independent from Asriel, who is alive and well in both the Deltarune and Incidence continuities.

  • Really 700 Years Old: Despite having childlike characteristics, he's by far the oldest of the Shadow Crystal holders, as his Fountain was the first to form in Hometown's region.

  • Sadist: Seam describes him as a "cruel, malicious thing", which Primrose later backs up.

    Sethrona 

Sethrona

Another Shadow Crystal holder mentioned by Seam, and, like Jevil, has personal history with him.

  • As the Good Book Says...: She constantly quotes scripture, as her Fountain reflects a time where the Wills were far more important and revered.

  • Ax-Crazy: Violence comes as easy as breathing to her, especially when humans are involved.

  • Fantastic Racism: She utterly loathes humans, as Primrose reveals to Kris. This stems from her Dark World being formed around the time where human-monster relations were nothing short of terrible (ie when human sacrifice was widespread amongst monster society.)

  • The Philosopher: Seam mentions that he and Sethrona held discussions with each other back before the Fountains were formed.
    Seam: I knew her, even in the unformed darkness. We met edges and chatted, often enough. No tea, though. Only philosophy.

The Knights

A group of humans who seek to cause the Roaring. They serve as the overarching antagonists of the story.

    In general 

  • Adaptational Early Appearance: The Knight of Deltarune makes no physical appearance in Chapters 1 and 2 of the game, whereas here the Knight (or rather, the Yellow Knight) makes an appearance near the end of the first arc of Incidence, which corresponds to Deltarune's Chapter 1.

  • A House Divided: The squadron begins to fracture both after Yellow's death and when it becomes apparent that Kris won't willingly help them start the Roaring they want. Purple/Violet and Blue opt to push for a a Roaring which involves forcing Kris to unseal the Fountains and turn Castle Town's Fountain red, on top of whatever else they need them to do, while Green wishes to be more diplomatic about the situation, which leads to him and Orange giving Kris information about Blue and Cyan in order to force the Empress to reset and get another shot at the Roaring without the damage to their operations they have sustained in the current timeline.

  • Ax-Crazy: All of the Knights have an incredibly high LV note , and some are more than happy to kill and maim anyone who stands in their way.

  • Co-Dragons: To the Empress, the ruler of Downstairs. None of the Knights seem to have any greater authority over each other.

  • Curb-Stomp Battle: They dish these out left and right, due to both their combat abilities and their high LV. Even exceptionally powerful Darkners like Queen and Mike can barely hold a candle to them.

  • Damage Over Time: Anyone having LV deals damage to monsters, even if they're not actually doing anything to physically harm them. With all of the Knights having an incredibly high LV, this means that any monster in a Knights' presence slowly but surely starts turning into dust.

  • Decomposite Character: The Knights are based on the Knight of Deltarune, being characters who seek to disrupt the balance of Light and Dark and bring about the Roaring, but here the role of the Knight is split across multiple characters, each with their own unique personality traits and ways of interacting with the Delta Warriors.

  • Even Evil Has Loved Ones: The Knights are established to care about one another, as seen with how Green and Purple, for instance, talk about Yellow, with Purple in particular being furious about her death.

  • Gender-Equal Ensemble: Three men (Green, Purple and Orange) and three women (Yellow, Blue and Cyan) make up the squadron of Knights dispatched to Hometown and the Dark Worlds.

  • Fantastic Racism: Due to monsterkind sealing humans away, almost every Knight has a low view of them. Some of them, like Yellow and Purple, extend their hatred towards monsters who had nothing to do with and had no knowledge of what happened between the two species. Green is the only Knight who doesn't display any hatred, callousness, or apathy towards monsterkind, and it's thanks to him that Hometown wasn't annihilated when the Knights set up shop.

  • Iconic Item: The Knights all possess unique weapons and armor which, while in the Light World, correspond to the weapons and armor that can be found throughout Undertale. Their individual items are described on their character pages.

  • The Juggernaut: The Knights are a tier and a half above every other foe the Delta Warriors face, being adult humans at peak physical strength, alongside having the ability to use monster magic, being able to instantly kill any monster with as little as a glare if they wanted to due to their incredibly high LV, and their unwavering devotion towards causing the Roaring in the Empress' name.

  • Magic Knight: The Knights are capable of using monster magic as a result of each one having the Soul of a monster trapped with them.

  • No Name Given: None of the Knights have revealed their real names. It seems that they're under strict orders to not give their names under any circumstances, as seen when Purple kills himself in a timeline where Kris captures him and asks him what his name is.

  • One-Man Army: A single Knight is strong enough to subjugate the entirety of a Dark World; Purple in particular went out of his way to demonstrate that fact. Green also defeated Queen's giant robot by himself, a feat which, in the game, took the combined efforts of the heroes and a vast array of Darkner allies, alongside a giant robot of their own.

  • Only Known by Their Nickname: As none of the Knights' names are known, the Delta Warriors refer to them either by the color they represent or just as "the Knight". The Blue Knight has her own nicknames for those on her squad: Yellow is "Pillar", Green is "Shiny", Purple is "Dickhead", Orange is "Punchy", and Cyan is initially only referred to as "the old lady".

  • Rainbow Motif: The Knights' colors and characteristics are taken from the Soul colors and traits seen in Undertale, with the Yellow Knight representing Justice, the Purple Knight representing Perseverance, etc.

  • Undying Loyalty: To the Empress. Their loyalty to her is completely unwavering, to the point where they are willing to die for her cause.

  • What the Hell Is That Accent?: All of the Knights speak with an accent unfamiliar to Kris.

  • Your Soul Is Mine!: Through unknown means, the Knights have been able to chain the Souls of deceased monsters note  from Hometown to themselves, forcing them to aid them in bringing the Roaring. It's heavily implied that the monsters bound to the Knights are cognizant enough of their fate, but can't do a thing to rebel against or save themselves from their captors. The Knight's "passengers" are as follows:
    • The Yellow Knight has Muttler, a dog monster, bound to her.
    • The Green Knight has Shyra, a fish monster, bound to him.
    • The Purple Knight has Gerson, a turtle monster and the father of Alvin Boom, bound to him.
    • The Blue Knight has Crystal, a drake monster and Snowy's mother, bound to her.
    • The Orange and Cyan Knight's chained monsters have not been revealed yet, but it's stated that the latter's is from another era entirely.

    The Yellow Knight 

The Yellow Knight/"Pillar"

"Sorry, kid. But I can't have you getting anything from me in those loops of yours. G'night."
The virtue of Punishment. Negative reinforcement for those who act against one's goals. This was not knowledge I had possessed, before. But the impression is there. It calls itself Justice, but I know it to be a lesser aspect of Determination. Somehow.

The Knight encountered in the Toy World, and the first one introduced.

  • Always Accurate Attack: Her magic boosts her accuracy to a superhuman level. Whatever she wants to hit, she will hit.

  • Apologetic Attacker: She apologizes to Kris just before she puts a bullet in their head. Given that she cracks a joke about "bullet brain surgery" not long after, her apology for having to do such a thing rings quite hollow.

  • Arc Villain: She, alongside with King, serves as this for the first arc.

  • Canine Companion: She employs a twisted version of this trope with Muttler, a dog monster whose Soul is trapped and bound to serve her, who she uses to disable Ralsei.

  • Curb-Stomp Battle: Kris and Ralsei stood no chance against Yellow, due to Kris getting ambushed and subsequently shot and Ralsei getting attacked by Muttler before both human and Darkner could do anything to defend themselves. Against Noelle, however...

  • Evil Has a Bad Sense of Humor: She cracks a joke about "bullet brain surgery" to Kris after she's put a bullet in their head.

  • Evil Virtues: Justice, or rather, as the Voice notes, Punishment. Indeed, Yellow's motivation for wanting the Roaring to happen leans more towards her wanting monsterkind to pay for their transgressions against humanity with their lives. The influence of her virtue not only affected King, but a majority of the Toy World Darkners as well.

  • For Great Justice: This is her motivation for wanting to cause the Roaring, as she tells Noelle; to see monsterkind pay for sealing humanity away so long ago.
    She elaborated that, should the creature wish, she may live on in its unthinking body, as part of the ritual. That, if she wished, she could become part of something greater. That she might make up for the sins of her ancestors. That, she narrated to the reindeer in immaculate robes, would be Justice in its most primal sense. An eye for an eye. A tooth for a tooth. A life for every life.

  • Godzilla Threshold: Her opting to shoot Kris in the head before they can get any information out of her (or even gain an understanding of what's happening) forces the Voice's hand far earlier than they would have liked, which leads to them ordering Noelle to kill the Knight.
    The Voice: Such a messy, early usage of this plan. The fields not tilled to my satisfaction. The seeds sown haphazardly. The crops just now baring fruit. But there is no solution to this problem but mine. And so, it must be.

  • Harmless Freezing: Nope. Once Yellow is fully encased in ice from Noelle's Iceshock, she's stone dead.

  • Iconic Item: Her hat and pistol, which correspond to the Cowboy Hat and Empty Gun that can be found in Undertale. These items are associated with the Yellow Soul, which in turn represents Justice. Kris obtains her gun off her corpse in Chapter 46.

  • Improbable Aiming Skills: She's able to shoot Kris in the head and render them braindead without killing them. Her pulling off this shot is not her getting lucky; her magic grants her perfect precision.

  • Literally Shattered Lives: Subverted. Despite being frozen and pushed off a cliff, she doesn't shatter into pieces once she lands. Her body's intact enough to be dragged and shoved into Ralsei's Dark World by Kris later on.

  • Never Found the Body: The other Knights haven't been able to locate and retrieve her body. Her remains were in the locker in the school's storage closet before Kris and Noelle took them to Ralsei's Dark World, an area which the Knights are unable to access.

  • No-Nonsense Nemesis: She opts to shoot Kris before they get the chance to get any information out of her via resetting.

  • Pet the Dog: Despite having zero problems with shooting a teenager and advocating for the annihilation of two sentient species, she showed kindness towards Lancer, who eagerly tells Kris how cool he thinks she is by virtue of having dug holes with him. Unfortunately, Yellow wasn't being entirely truthful with Lancer about what she and her friends truly want…

  • Smells of Death: By the time Kris and the other heroes take Mayor Holiday and Officer Napstablook to the storage closet to prove to them that the Dark World is real, a foul stench has begun to permeate the room, due to Yellow's body beginning to decompose in the locker she was crammed into.

  • Stuffed into a Locker: A lethal variant of this trope occurs with her, as her remains are in the locker located in the storage closet, which the Toy World takes its form from.

  • Walking Spoiler: As seen from the amount of spoiler tags in her section, her presence shakes things up quite significantly.

  • We Hardly Knew Ye: She bites it in Chapter 11, not long after she’s properly introduced. However, a lot of her personality and character is described and talked about by her fellow Knights quite often, as well as Lancer giving Kris his opinion of Yellow.

  • Would Hurt a Child: She has no qualms about shooting Kris, a teenager, multiple times, even making a joke about “bullet brain surgery” after she’s shot them in the head.

    The Green Knight 

The Green Knight/"Shiny"

"Inaction is an action. An action I choose not to take."
His virtue has a name that weighs upon the world. It calls itself Kindness. But in truth, it is Reward. Positive reinforcement, for those who act along with one's goals. A lesser aspect.

The Knight encountered in the Cyber World, and the second introduced.

  • Affably Evil: He's incredibly polite to everyone he interacts with, be they human, monster or Darkner. He's also part of a group that wishes to exterminate the latter two groups so that humanity can be freed, and has an incredibly high LV on top of that. He's polite and caring to the point where the Voice has to remind Kris multiple times that, at the end of the day, Green is someone who still advocates for the genocide of two sentient species.

  • Anti-Villain: He truly wishes that monsters and Darkners wouldn't be wiped out when the Roaring happens, holding no hatred for either species. He's also genuinely kind and compassionate towards Kris and the Delta Warriors, never so much as raising a hand against any of them. A big part of why he wishes to cause the Roaring is because he sees it as inevitable, and wishes to get it over and done with sooner rather than later.

  • Arc Villain: Of the Cyber World arc, sharing the role with Queen (and Spamton NEO near the end).

  • Cruel Mercy: He views the Roaring happening sooner rather than later to be optimal in the long-term, as he thinks that less people, be they human, monster or Darkner, will suffer. He doesn't want it to be this way, but feels like there's no other choice.
    Green Knight: "The longer we wait, the more monsters there will be on the surface when it happens. The more humans will suffer in the mean time. The more Darkners will exist in an agonising state of blind writhing. If we start the Roaring now, the monsters on the surface will all perish. Be that at the hands of crueller men, the Titans, or exposure. But if we start the Roaring a century later? There may be double that number. Triple, even, that exist only to have their lives cut short. Certainly, there will have been more monsters having had lives worth living by that point. But I personally find the idea of allowing more beings to come into the world, just to feel pain and die… abhorrent."

  • Even Evil Can Be Loved: In Green's room in the Cyber World the party finds a framed picture with what's seemingly a letter/poem from a loved one written on the back in Scrawl.

  • Even Evil Has Loved Ones: He refers to the rest of the Knights as his friends, despite their opposing philosophical views, and in a letter discovered by the Delta Warriors, there is someone that holds a particular love for him.
    A gift for my little pillar, since I know you’ll miss this beastly thing greatly. When everyone can see the sun together, meet with me in our special spot. ‘Ar’ has told me there’ll be no obstacles between us, when all is said and done.

  • Evil Virtues: His virtue of Kindness has been twisted into Reward. Despite Green's geniunely compassionate nature, it's evident that he sees the annihilation of both monsters and Darkners a relatively small cost to pay for freeing humanity.

  • Gentle Giant: He's noted to be quite tall and well-built, and despite being a human with high LV, he's kind, polite and gentle with everyone he interacts with, having no desire to fight the Delta Warriors.

  • Feel No Pain: His magic prevents pain from being felt as well, as seen when he dips his finger into a hot pan and licks the boiling-hot sauce off it without so much as a wince at one point. He loses his invulnerability when Spamton NEO drains him of his powers.

  • Foil: To the Yellow Knight. Appearance-wise, Yellow looks more like a sheriff than a knight, while Green wears plate armor, hewing closer to a knight’s attire. When it comes to dealing with enemies like the Delta Warriors, Yellow prefers violence over diplomacy, and uses her magic solely to attack people, while Green is the opposite, opting to talk things out first, and uses his magic to shield those he cares about. The way they both interact with Kris and the Delta Warriors differs as well; Yellow treats Kris and their friends with callousness and violence, while Green shows all of them nothing but kindness, and never raises a hand against any of them. Yellow opts to just shoot Kris, while Green engages with Kris in multiple conversations. Yellow only appears near the end of the first arc, and dies not long after she's introduced, while Green is met during the start of the second, and lives throughout and past it.

    • He's also one to the Purple Knight. Green is nothing but polite to everyone he meets, and expresses sorrow that monsters and Darkners will perish as a result of the Roaring, while Purple shows nothing but bitterness and hatred towards most people, and holds the belief that monsters deserve to die in the Roaring in order to pay for their crimes. Green is noted to have diplomatic skills, and maintains a level of coolness and calm almost constantly, while Purple is the exact opposite, who is described as a "verbal bulldozer" and has demonstrated that he's a very easy person to rile up. Green speaks quite formally and politely, while Purple is far more crass. Green chose to keep the Cyber World and its inhabitants (minus Queen's giant robot) intact out of altruism, while Purple went on a rampage throughout the TV World, slaughtering huge numbers of Darkners and violently altering its landscape. There's also the way they treat Kris; Green treats Kris with the utmost respect, always talking to them like an equal and never once tries to kill them, while Purple is constantly nasty towards Kris, talks to them like they're a particularly stupid child, and attempts to kill them (and does, in many different loops) almost every time they interact.

  • Humans Are Diplomats: He's described as such by the Voice, and indeed, he's a very good speaker who talks to everyone like they're worthy of respect. He even tried to talk Queen out of dunking Spamton in acid after he attacked him, but to no avail.

  • Iconic Item: His tabard and shield, which turn into an old, tattered apron and burnt frying pan respectively while in the Light World. These items correspond to the Stained Apron and Burnt Pan that can be found in Undertale, which are associated with the Green Soul, which in turn represents Kindness.

  • The Medic: He fills the role of healer within the Knights' ranks, as his magic heals any damage or aliment for both himself and those he cares about. He loses this, alongside all of his other magic abilities, when Spamton NEO drains him of his power. The effects of Green losing his magic are felt as the story continues, as it means that whatever physical issues the Knights have, such as Purple's vision problems, return to afflict them.

  • Not So Stoic: His unflappable demeanour is shaken a few times, as he expresses legitimate surprise when Kris tells him about how Yellow shot them in the head, subsequently attempting to rationalize her actions. He also lets out a fearful yell when Spamton NEO blasts the platform he's standing on out from under him without any warning. His emotions throughout his conversation with Kris when they return from the TV World are also less reigned in than normal, due to a combination of his injuries sustained from Spamton NEO not being healed, the Orange Knight consistently interrupting him, and the tight time-frame that has been imposed on everyone, with the Roaring being set to occur in mere days.

  • Supreme Chef: He's an amazing cook, making something for Kris almost every time they meet. He has a deep love for cooking, as he sees it as a way to connect people.

  • Team Chef: He's not seen cooking for anyone else other than Kris, but he does mention that he cooks for other humans when he's Downstairs.
    Green (after serving Kris a meal): I tried to go for something I knew was popular back home, but even there I have to remember who doesn’t take boneless meat, who has allergies to - ah, but I’m rambling.

  • Token Good Teammate: He's this compared to the rest of his squadron. Unlike the rest of the Knights, whose individual views on both monster and Darkner life range from "couldn't care less about them" to "will kill them when the chance arises", Green takes no pleasure in ending life, and truly wishes there would be a way to keep them alive, while also ensuring that humanity is freed. He's also the reason why Hometown is still standing, as he threatened to withdraw his support if the Knights reduced Hometown to dust.

  • The Unfought: Unlike the Knights that the Delta Warriors meet both immediately before and after him, Green makes no attempt to fight the party. While this is partially Justified on the Delta Warriors' end, as Green could instantly kill most of them if he wanted to, he himself has no desire to fight them.

  • You Can't Fight Fate: Green believes that the Roaring is inevitable, and wishes to bring it about sooner rather than later so that it's over and done with.

    The Purple Knight 

The Purple Knight/"Dickhead"note 

"When you end the lives of criminals, it is not murder. It is execution."
It calls itself Perseverance. An almost cogent name, in that it is defined by endless pursuit. Endless acquisition. Perpetuity of motion. Structure, lacking purpose. It is Ceaselessness, really.

The third Knight that the heroes face, and the Knight encountered in the TV World.

  • Arc Villain: Of the third arc, and, contrasting with the first two, remains as the sole antagonist throughout it, with Mike only engaging in a philosophical debate with Kris near the end.

  • Ax-Crazy: He's amongst the most bloodthirsty foes Kris faces. He's more than willing, and would be quite happy to, annihilate a town full of innocent monsters, and is mentioned to have rampaged throughout the TV World and slaughtered its inhabitants by the score.

  • Beard of Evil: He has a distinctive salt-and-pepper stubble, and is one of the nastier Knights Kris encounters.

  • Chekhov's Gunman: The person who Kris saw while they were on their way home after they had left the Dark World for the first time? That was Purple, who was also the one responsible for stealing the Dreemurr's TV and dumping it in the lake.

  • Early-Bird Cameo: He makes an appearance in Chapter 12, being the moving figure Kris notices while they and Noelle were on their way home from school. He's not properly introduced until Chapter 34.

  • Even Evil Has Loved Ones: He's utterly furious over the Yellow Knight's death and disappearance, as he lets Kris know:
    Purple (after being asked by Kris why he's so angry at them): Is it the fact that you took one of the very few individuals I might call a friend, and disappeared her? No, I shouldn't use euphemisms. You're clearly too slow for that. You murdered her. I’ve got not a clue how you did it, even with unlimited tries that you don’t deserve, but you murdered her. I had sympathy for you, we all had some sympathy for you- and then you go and murder one of the people trying to bring a positive change to this place?

  • Evil Old Folks: It's not mentioned how old he is exactly, but his physical description implies he's quite a few years older than Yellow and Green, and is a nasty individual who wishes to cause the Roaring to see monsterkind perish.

  • Evil Teacher: While Purple himself says that he considers himself a Knight first and a soldier second, Kris deduces that Purple is also a teacher to the human children Downstairs, someone who teaches them how to kill. Even though he describes himself as a Knight first, his teaching background does shine through in his conversations with Kris and other people; his speech patterns are often described as lectures, on top of his general demeanor being reminiscent of "a professor who’d marked one too many papers for a student to be coming in with a complaint". Blue mentioning that he said to her that she could bombard him with questions outside of class hours "when he's evolved into a grumpy old pitstain teaching history in the Light World" solidifies his background as a teacher.
    Kris: You’ve taught before, Purple. I can see it in the way you act. You act like you’re teaching me something obvious every time you say anything, because clearly, if you managed to learn it, it must have been simple. How many kids did you teach to kill, Purple? It must have been simple, if you learned how to do it.

  • Evil Virtues: Perseverance, or rather, Ceaselessness. The Purple Knight does not stop, ever. He is fueled by spite, which shows in every interaction he has with others, be it Darkners, fellow humans, or monsters. Kris is ultimately unable to get him to stand down.

  • Harmless Freezing: Him and Yellow can form a club discussing the inaccuracies of this trope. Once he's fully encased in ice, he's dead. It's revealed that Noelle had cast Iceshock on him once more just before the Fountain was sealed.

  • Hated by All: Pretty much everyone who isn't a Knight and knows who he is despise this guy, and it's really not hard to understand why. He's even managed to get Darkners, a species seemingly hardwired to love Lightners, to utterly loathe him.

  • Hate Sink: He's a bigoted, abrasive, condescending and genocidal arsehole who is both deeply unpleasant to talk to and is happily willing to kill every last monster and Darkner who stands up to him. Ralsei even says that he doesn't think that Purple is a good person.

  • Hidden Depths: The Blue Knight mentions that Purple - or "Dickhead" - made really good tea, as well as teaching her to play a game for which she doesn't know the word for in Kris's language.

  • Hoist by His Own Petard: His uncompromising and violent nature is a major contributing factor towards him dying for good - Noelle thought that there would be no guarantee that he wouldn't slaughter Hometown when he returned to the Light World after the Fountain was sealed, so Noelle kills him in order to ensure that he doesn't.

  • Iconic Item: His most notable possessions are a pair of near-rimless rectangular prescription glasses and an old, tattered notebook, which turn into a sleeker pair of glasses and a grimoire in the Dark World. These items correspond with the Cloudy Glasses and Torn Notebook found in Undertale, associated with the Purple Soul, which in turn represents Perseverance. Kris obtains his notebook/grimoire off of him.

  • Implacable Man: Nothing will stop Purple from getting what he wants. He proves to be utterly uncompromising, no matter what Kris tries.

  • Jerkass: One of the first things Purple does to Kris is disparage them for having a panic attack while he's essentially holding Hometown hostage and in the middle of kidnapping them. He doesn't get any nicer from there. The Blue Knight even outright says that he was an asshole - her nickname for him was "Dickhead", for crying out loud - but that still doesn't stop her from missing him.

  • Loose Lips: In the heat of frustration and anger, he reveals information to Kris that they wouldn't ever have gotten out of the likes of Yellow and Green. A big piece of information he lets slip is telling Kris that the entrance to the TV World moved which sets the gears in motion for Kris managing to get there. Had Purple kept his mouth shut, then the chances of him managing to successfully capture Kris would've drastically increased. When he's captured and at the mercy of Kris, however, he clamps down hard on his tendency to let things slip, as when Kris deliberately tries to get answers out of him, he responds by making his own head implode.

  • No Social Skills: The Purple Knight has the social graces of a brick to the head. He's easily irratible, speaks to everyone as if they were beneath him, and loathes conversation, yet needs to have the last word. The Voice even describes him as a "verbal bulldozer".

  • Perpetual Frowner: The number of times he's seen smiling can be counted on one hand.

  • Person of Mass Destruction: The sheer amount of carnage he inflicted on the TV World and its inhabitants is truly mind-boggling. His rampage throughout the place showcases just how powerful the Knights are.

  • Scarily Competent Tracker: Thanks to his magic, he can track anyone who's been marked by him. It's how he's able to pursue Kris throughout the first half of the third arc; he infected them with Karma as they were falling into the TV World.

  • Sir Swears-a-Lot: Purple's got a pretty foul mouth, rivaling both Kris and Susie in terms of how often they both swear.

  • Would Hurt a Child: He has no issue with harming and killing teenagers, as seen with how many times he kills Kris when they're trying to talk to him.

  • Your Head A-Splode: He can do (and does) this to himself, as he's afflicted himself with Karma as a way to retain control over his life. He pops his head whenever Kris asks him a question he either doesn't want to answer, or doesn't know the answer to.

  • You Will Not Evade Me: His magic allows him to "tag" others via infecting them with Karma, which enables him to know exactly where they are at any time. This is how he manages to keep pursuing Kris throughout the first half of the third arc; he infected them with Karma as they fell into the Dark World.

    The Blue Knight 

The Blue Knight

"You can trust me, right? And then you can - you can stop this, and the Empress can make things right, and then I - We - Shiny said you were a good person. You're a good person, right?"
Integrity. Inviolability. In truth, it is the same. It has always been the same, and it will always be the same. A lack of terminal drift. Purpose, lacking structure. Another facet; another part of the whole.

The Knight stationed in the Town Hall's Dark World.

  • 0% Approval Rating: She's well aware that the Darkners of the Dark World she's stationed in despise her. She doesn't blame them.
    Blue: ...Everyone hates me here. They hate me. I mean- I get it. Frozen. Not...Not an amazing situation to be pushed into. Could be better.

  • Animal Motifs: Cats. She's described as having the demeanor of an overconfident kitten during her initial monologue to Kris, and is further described as resembling a "rain-sodden cat".

  • Child Soldier: She's implied to be the youngest of the Knights dispatched to Hometown - Kris thinks that she's around their age, if not for the implication of healing magic and points of power.

  • Compelling Voice: One of her abilities is to make people follow their word, as long as she hears them say it, and continue to say it afterward. Kris panics internally upon learning that about her.

  • Eerie Pale-Skinned Brunette: She's described to have extremely pale skin and pitch black hair.

  • Evil Virtues: Hers is Integrity, or rather, Inviolability.

  • Flight: This is another one of her powers, provided by her magic. She demonstrates it in her first appearance, sitting cross-legged in the air at one point.

  • Logical Weakness: While her ability to command people to follow their word if she hears them say it initially strikes fear into the heart of Kris, they realize that Blue can't use that power against them if they don't say anything.

  • Sir Swears-a-Lot: She's made some updates to the Laws and Commands that make the Town Hall's Dark World tick, and has given her opinion on some of them;
    Law 6: The system of Laws is fucking stupid and the Lady hates it.
    Law 6a: Law 6 and its sub-Laws are not enforceable.
    Law 6a.1: Except Law 6a.
    Law 6a.2: And Law 6a.1.
    Law 6a.3: And any other sub-Law of 6a.
    Law 6b: Everyone who shows public disdain for Law 6 must show an equal or greater amount of public praise.
    Law 6b.1: And eat shit.
    Law 6b.2: And wear a cone of shame.
    Law 6b.3: And stop being such a bunch of fucking assholes, in the Lady's opinion.

  • Telepathy: She's able to compel the 'surface thoughts' of people, or rather what someone's actively thinking about in the moment.

  • The Usurper: Unlike Yellow, Green and Purple before her, Blue has, to a point, overthrown the ruling Darkner of the world she's taken on...much to her detriment, with all the Laws and Commands that come with ruling it.

  • Weak, but Skilled: Orange outright says that she's weak compared to the rest of her fellow Knights, as she doesn't possess the ability to round out her other abilities with her magic like the rest of them. Given that she's heavily implied to be quite young, she could very well have less experience compared to the rest of her squadron.

    The Orange Knight 

The Orange Knight/"Punchy"

The fourth member of the Knights to be encountered, first seen soon after Kris seals the Purple Fountain.

  • Affectionate Nickname: He calls Kris "little-thing". Kris gets annoyed when they realize that it's likely a term of affection.

  • Beard of Evil: He's got a thick beard, and he's part of a group that wishes to cause the Roaring that will see monsterkind wiped out.

  • The Big Guy: He's easily the largest and physically strongest of the Knights, as he described to not only be stocky, but rippling with muscle on top of that.

  • Covered with Scars: He's got callouses all over his body, as well as a nasty scar that passes over his eye.

  • Evil Old Folks: Like Purple and Cyan, he's got a few years on Yellow and Green, as implied by both his physical description and him calling Green a child.

  • Evil Virtues: Going by the theme of the Knights having the virtues seen in Undertale, his is Bravery, though what it's been twisted into has not yet been revealed, as the Voice can only gage what it is while they're in the Dark World.

  • Foil: He establishes himself as one to the Green Knight in his introduction. Green is implied to be a lot younger than he sounds, while Orange is implied to be quite older than Green. A big part of Green's personality is him caring deeply about people, even if they oppose him, while Orange makes it explicit that he cares little about most others, even those on his side. Green is quite measured with his words, while Orange blurts out whatever's on his mind, though he does have greater control over himself than Purple. Green's facial expressions often betray how he feels, while Orange has a look of relaxed confidence about him at all times, making it difficult to gage what he's thinking.

  • Iconic Item: The narration draws attention to the bandanna with a pair of abs crudely drawn on them tied around his arm, as well as a pair of gloves that are too small for him to wear hanging from his waist while in the Light World. These items correspond with the Manly Bandanna and Tough Glove found in Undertale, associated with the Orange Soul, which in turn represents Bravery.

  • Lack of Empathy: He displays very little care for Green's current condition, casually giving him a hard slap on the back that makes him look an inch closer to death. His demeanour in general indicates that, while not hateful, he doesn't care much about most people or things.

  • Pragmatic Villainy: He outright says that he and Green are going to help Kris seal the remaining Fountains, not out of a change of heart, but out of a desire to stop a natural Roaring from occurring and get another shot at causing a Roaring in their favour.
    Orange: We have decided to start helping you. Tangentially. Not offering you anything you could use to actually, permanently damage our operations, of course. Just with sealing the fountains, and stopping this Roaring.
    Kris: …Because then you’ll be able to try again. When the situation has calmed down.

  • Slasher Smile: He's prone to giving these off.

  • Would Hurt a Child: Implied by his comment about encountering Kris in another timeline where the Knights screw up enlightening the fountains once more.
    Orange: Hell, we might even see each other if we screw up the fountain-enlightening again. You, coming along, getting curbstomped by a half-dozen dudes who look like they’re competing in a dress-up competition...

    The Cyan Knight 

The Cyan Knight

Another member of the Knights.

  • The Ageless: Implied, as Green mentions that not only is she quite venerable and experienced, but the monster trapped to her is from another era entirely. When Kris asks Green and Orange about this, however, they don't give them an answer.

  • Evil Old Folks: Green's comments about her imply that she's far older than the other Knights, even Orange and Purple.

  • Evil Virtues: Finishing off the theme of the Knights' individual virtues lining up with those first seen in Undertale, hers is Patience.

  • Old Master: She's the oldest Knight of the squad dispatched to Hometown, and Green calls her "experienced".

  • Orcus on His Throne: This is Justified on her end, as the nature of her Dark World means that traversing through it would mean certain death for someone without invincibility or the ability to reset, as its Fountain was formed when the religion of monsterkind was more important (read: when human sacrifice was both common and widespread). Considering this, on top of the Empress having ceased communication with the Knights and Green no longer having access to his magic, it's implied that Cyan can't make her way to the Light World, even if she wanted to.
    Orange: The inhabitants of that fountain and mine follow very particular sort of desires – desires from when the world was less tamed, less filled with boundaries. We know ‘Cyan’ isn’t coming up through it, because of that. Going in there without a shield is not figurative suicide, it is literal suicide.

  • Playing with Fire: Green mentions she can use fire magic.

  • Sensor Character: One of her abilities is to sense anything she wants as long as she stays still in an area.

    The Empress 

The Empress

The leader of the Knights and the ruler of Downstairs, where humanity was banished to thousands of years ago. She seeks to free humanity by causing the Roaring, which will also result in all monsters and Darkners being wiped out.

  • Big Bad: Of Incidence. While she leaves most of the heavy lifting to the Knights, it's her machinations that drive the plot of the story.

  • Evil Virtues: Hers is implied to be Determination.

  • God-Emperor: It's implied that the humans of Downstairs worship her to some extent, when taking into account Green and Purple's remarks about her. Orange's comment about how she's been doing "too much fucking around, and too much finding out" is regarded as blasphemy by Green.

  • Not So Omniscient After All: Despite having the ability to reset, and with it the power to see any outcome, she was legitimately caught off guard when a natural Roaring occurred in one of her old timelines. The current timeline was borne from this.

  • The Paranoiac: Her banishing all other humans with the ability to reset implies that she's this.

  • Really 700 Years Old: It's heavily implied that she's been around for a long, long time - and that's not taking into account the number of years she's lived in other loops.

Other Characters

    The Stranger 

The Stranger

A strange someone that contacted the holders of the Shadow Crystals. His reasons for doing so are currently unknown.

  • Ambiguous Situation: Just like the Voice, it would be easier to talk about what isn't ambiguous about this character. While it's known how they contacted Jevil, Spamton and Primrose, why he did so is unclear.

  • Embarrassing Nickname: His opinion on these nicknames are unknown, but Primrose refers to him as her "determination daddy" and her "power-pip pimp".

  • He Who Must Not Be Seen: None of the Shadow Crystal Holders have met him, nor do they have any idea what he looks like.

  • The Tape Knew You Would Say That: Despite his methods of contacting the Shadow Crystal holders differed between the individuals, they all had one thing in common; his messages to them were all pre-recorded.

    The Castle Town Resetter 

The "Castle Town Resetter"

The original inhabitant of Castle Town, who caught wind of the Empress's plot to cause the Roaring.

  • Fling a Light into the Future: Their plan to stop the Empress has been in the making for an untold amount of time, and despite their methods being rather unorthodox, they are rooted in a geniune desire to stop her from wiping out two sentient species.

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