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Thran'duin Lo Fey

An Elven Ranger whose village was raided by goblins when he was young. Taken in by an Elven tribe of druids, Thran'duin learned the ways of the forest and the wilds - and he is far more comfortable around animals than he is around people. Yet despite his awkwardness and standoffish personality, he is a capable archer and a good person who seeks to do the right thing in the face of the law - serving as a thief stealing from the rich and giving to the poor. This puts him at odds with the more selfish members of the party.

  • Anti-Hero: Despite being the closest thing the party has to a conventional hero, Thran'duin is incredibly ruthless and brutal towards his enemies.
  • Archer Archetype: A very classic Elven Archer.
  • "Awesome McCool" Name
  • Cold Sniper: As a stone-cold Archer - oh yeah.
  • The Cowl: Seeks to form a vigilante persona as "The Phantom of the Forest."
  • Dark and Troubled Past: His village was razed to the ground by a band of goblins, and he was the only survivor. Fortunately, he made several friends who helped him on his way to become a hero to ensure nothing like it ever happened to anyone else if he could help it.
  • Deadpan Snarker: Has a very dry wit in regards to the antics of Fairfax and the like.
  • Good Is Not Soft: Despite being the most straightforwardly good character, Thran'duin absolutely pummels Vor when he has him cornered, brutally torturing him as a form of punishment for his crimes.
  • Jack Bauer Interrogation Technique: How he deals with Vor.
  • Just Like Robin Hood: His main motivation.
  • Let the Past Burn: The burning of his village serves as a sort of coming-of-age for Thran'duin - skyrocketing him into being forced to grow up and move on.
  • Our Elves Are Better: Definitely has the sense of superiority characterized with his race about him.
  • Socially Awkward Hero: He's more used to talking with birds and beasts than other people, but he does genuinely want to help.
  • The Stoic: He's very calm and collected, most of the time.
  • Tragic Keepsake: An intricate pendant and family heirloom that is slightly burned from the fire that destroyed his village.

Victarion Fairfax (and his disguises)

Born a nobleman to the Lord and Lady of the city of Valestrom in Ursa Rumora to the North, Fairfax led a very privileged life - marked by a childhood romance with the Princess Cordelia Carlisle. As he grew older though, Fairfax grew bored with his posh lifestyle and took to petty thievery for the thrill of it. One night however, after stealing into the royal castle, King Hector found Fairfax defiling his daughter. The young man barely escaped his homeland of Ursa Rumora with his life. Alone, he settled in Barmoir and took of a career as a master thief, and has spent the last eight years making a name for himself as a charming, and at times ridiculous, professional.

  • Anti-Hero: While he still helps the party a good deal, Fairfax is above-all selfish and deceitful, and very morally ambiguous.
  • "Awesome McCool" Name: A very fancy name indeed.
  • Blue Blood: He used to be, before running away.
  • Burn Baby Burn: In a flashback, he tosses his family signet ring into a fire, in a sort of symbolic repentance for leaving his family behind
  • The Charmer: He has a ridiculously high Charisma Stat that makes it very easy for him to talk his way out of certain situations.
  • Con Man: Plays up this angle of the rogue archetype more than that of a sneaky assassin.
  • Cunning Like a Fox: The House Fairfax family crest is a fox - which is more than appropriate for the cunning Fairfax.
  • Dark And Troubled P Ast: Fairfax was the Lord Inheritor of a city in The Empire of Ursa Rumora (a nation whose greatest accomplishment was essentially the genocide of gnomes and halflings). He had a childhood romance with the Princess, and upon consummating their love one night - he was discovered by her father King Hector and forced to flee forever. It's revealed during the confrontation with Zattar that Fairfax abandoned not only Princess Cordelia and his parents - but also his baby sister. And he received a letter from an old friend telling him that House Fairfax was sacked, and that he shouldn't return as he won't like what he finds. Ouch.
  • Deadpan Snarker: A bit more overt and direct than Thran'duin.
  • Ditzy Genius: Moderately high Intelligence stat - very negative Wisdom.
  • The Face: He usually takes the lead in social interactions on account of his high Charisma.
  • Gentleman Thief: As both a thief and a former nobleman.
  • Handsome Lech: Fairly attractive and also grossly flirtatious at times.
  • Knife Nut: He usually throws his daggers in combat, and arms himself with a few of them.
  • Last-Name Basis: No one calls him Victarion.
  • Lost in Character: Sometimes happens when he's in too deep into one of disguise personas.
  • Loveable Rogue: A very classic take on the archetype.
  • Master of Disguise: His tendency to slip in and out of disguises is possibly his most useful skill.
  • Obfuscating Stupidity: Often plays the fool to make enemies underestimate him.
  • Pragmatic Hero: The main difference between him and Thran'duin; he's more willing to do the smart thing rather than the right thing - though they tend to overlap regardless.
  • Royal Rapier: His primary melee weapon.
  • Sad Clown: Is generally the silliest member of the group, but he hides a very dark past that he keeps very guarded.
  • Tragic Keepsake: His signet ring, which actually belonged to Princess Cordelia whom he left behind.
  • Wig, Dress, Accent: How his disguises generally work.

Fairfax's Disguises

Father O'Malley

A Cleric with an over the top Irish accent.

Henry Longshanks

A courtier with a no-nonsense attitude.
  • Bavarian Fire Drill: How he uses this disguise, commanding immediate authority on the grounds that he's a noble representative.

Count Leopold Octavius Romany Bolingbrooke De Soto Von Stauffenberg III

A very flamboyant nobleman and possibly the silliest of Fairfax's disguises.

Astrid the World-Hammer

A young 23-year-old woman who was raised by the Cult of Avandr, on the isle of Tempest Rock to the west of Lorn's mainland. Worshippers of Erythnul, the Cult prophesized that Astrid and her twin sister were "Daughters of Erythnul" and destined to help conquer the world. However, there can only be one true Heir - and in childhood, Astrid killed her sister, Scarlet, keeping her heart as a memento. In the past month, Astrid left the island behind to go forth and seek out the other Children of her God, and kill them and take her place as the trueborn daughter and worthy heir. Astrid is incredibly manipulative and in the short time she has been in Karthmoore alone, has seduced and murdered ten men before being locked up. Teaming up with the rest of the party to take Scarlet's heart back from Lord Nigel's collection - she also seeks the party's aid in defeating her rivals, wherever they may be - and fulfill her dark destiny...

  • Action Girl: Easily the most powerful member of the party combat-wise.
  • Ambiguously Evil: She has an alignment of Neutral Evil, but she's not particularly overt about it.
  • Beat Still, My Heart: Her sister's heart, which she keeps with her, is still beating for some reason.
  • The Chosen One: Supposedly she's a Demigod who will one day conquer the world, that is if she can defeat her rivals.
  • Deadpan Snarker: Wastes no time in snarking at Fairfax and Thran'duin's shenanigans.
  • Dark and Troubled Past: She was raised by an evil cult to believe she's the demigod daughter of the God of Slaughter - and in fulfilling this prophecy had to kill her sister to determine who between them was the real "daughter of Erythnul. It's revealed in the confrontation with Zattar that her sister killed herself, and that Astrid was actually devastated as she saw it, and she may have no desire to fulfill her destiny after all.
  • Dark Messiah: A demigod and daughter of the God of Slaughter.
  • Drop the Hammer: Her primary weapon is massive warhammer.
  • Neutral Evil: Her alignment.
  • One-Hit Kill: Has earned the moniker of "the One-Hit Wonder" among the party due to her tendency to kill enemies in a single blow when she manages to land a hit.
  • Serial Killer: When she came to Karthmoore she killed ten men after sleeping with them before the authorities captured her.
  • The Smurfette Principle: The only female in the group.
  • Token Evil Teammate: As the only evil-aligned character in the party.
  • The Vamp: She's a bit of a temptress.
  • Villain Protagonist: To a certain extent. It's unclear whether or not she's actually intent on fulfilling her destiny - but she's still the most morally dubious of the party.

Kars

A well-traveled Gnome Sorcerer. Not very talkative and rather to the point, Kars is a valuable member of the group whose illusions and other spells are adept at getting them out of trouble. As a gnome, Kars is one of the few survivors of the war that Ursa Rumora waged against the the gnomish homeland of Gnosland. His country conquered by invaders, Kars wandered the continent of Lorn, developing his arcane abilities further. Upon arriving in the country of Karthmoore, Kars is arrested on the grounds of being a gnome, swept up in King Honre's new racist policies. He escapes with the rest of the group, and after the first half of the Karthmoore arc, he departs to seek the aid of the dwarves of Mount Lairendu, effectively leaving the party for now.

  • Badass Bookworm: He spends a lot of time pouring over magical books to hone his skills.
  • Master of Illusion: Not quite a master, but he's most fond of using illusory spells.
  • Put on a Bus: Separates from the group and takes off to the mountains to locate an artifact to help in Astrid's quest, and seek the aid of the dwarves living there.
  • The Quiet One: Doesn't say much compared to the rest of the group.
  • Real Life Writes the Plot: The reason he was Put on a Bus; his player had to leave the game, though Kars may yet return.
  • The Smart Guy: Very well-read in the arcane arts, and generally the one the group turn to in analyzing magical things.
  • The Stoic: He isn't very emotional, and is rather detached.
  • Squishy Wizard: Both as a sorcerer and as a gnome, Kars isn't physically strong at all.
  • Team Pet: The rest of the party sometimes treats him this way.
  • We Hardly Knew Ye: Kars departs only a little ways after learning more about his backstory.

     Karthmoore 

King Honre Schepardson

The current King of Karthmoore, a young man who is commonly called the "Boy-King." During his Kingship he has installed a strict and tyrannical movement to move races other than human out of Karthmoore. These racist policies have begun to sweep up the younger generation, and his reign is generally turning Karthmoore into a worse place than it was under his father, King Schepard, who was a right and just man.

  • Big Bad: Set up as this for the campaign's opening Karthmoore arc. It turns out the real Big Bad is Grimdark.
  • Brainwashed and Crazy: Lord Nigel suspects that this is the true source of Honre's policies, thinking that a similar force to Zattar is controlling Honre.
  • Royal Brat: By most accounts, "the Boy King" is a far stretch from his father.

Queen Abigael

The current Queen of Karthmoore and the wife of Honre.

Talek Grimdark

The head of the royal advisers to King Honre and the other Lords of Karthmoore's cities. He's secretly brainwashed King Honre and has been using him as a figurehead to mastermind a takeover of the country, raising an undead army to conquer anyone that opposes him and his conspiracy.

  • Big Bad: For the Karthmoore arc.
  • The Man Behind the Man: He's the real power behind King Honre, according to Lars
  • Necromancer: He's a powerful necromancer and wizard and is the first major villain the party defeat.
  • Obviously Evil: With a name like Grimdark...
  • Well-Intentioned Extremist: Grimdark's undead army was largely meant to simply prevent more deaths from occurring in times of crisis - and only put those who were already dead in harm's way. If it weren't for the stigma that comes with necromancy and his traitorous ambitions, his plan might actually seem beneficial and sensible in a roundabout way.

Lord Nigel Idun

The mysterious Lord of the town of Dunmire, where the party begins their adventure. He has a habit of collecting various items - including recently human body parts like Astrid's sister's heart. The party task themselves with recovering their lost items from his mansion. Despite historically being a just man, rumor has it he has slowly been going mad as of late. When the party finally meet him, they discovered he was under the influence of a dark wizard, Zattar, sent by King Honre. After killing Zattar, Lord Nigel sends them on a quest to take Schepard's Heart - a gem gifted to him by the old King - to Honre, and discern the truth about the boy's wicked intentions, suspecting a similar dark power to be controlling him as well.

  • Brainwashed and Crazy: By Zattar. He's released from the wizard's influence after the party kill Zattar.
  • Deadpan Snarker: Snarks at every member of the party for calling him "weird" - pointing out that each and every one of them is much weirder than him.
  • Grumpy Old Man: A little gruff, but ultimately helpful.
  • Sanity Slippage: On account of Zattar's influence. He regains his senses once he's freed.

Zattar

A dark wizard and adviser to Lord Nigel who was holding influence over him and General Ricken. The group kill him during the sendoff party for Schepard's Heart, releasing Lord Nigel from his control - but in the process discover that many such advisers have been sent to aid the Lords of other cities in Karthmoore.

  • Disc-One Final Boss: He's only one of many such advisers throughout Karthmoore.
  • Evil Sorcerer: Wizard, technically.
  • Flunky Boss: He faces the group accompanied by General Ricken and a soldier named Trevor who are under his influence. Fortunately, Kars incapacitates them before they're able to really help Zattar.
  • Starter Villain: The first real threat the group manage to defeat.
  • We Hardly Knew Ye: His presence is felt in the story for only a brief time before he's unceremoniously killed off by the group.
  • Your Worst Nightmare: The most damage he actually does to the party is psychological - in showing them all their worst memories, fully exploring each and every one of the member's Dark and Troubled Past. Even worse - the group's consciousness is linked during the experience, so they all had to live each other's memories while under the spell's influence.

William "Will" Idun/Tim the Snake Eye

The young, 19-year old son of Lord Nigel of Dunmire, who's life of nobility is only half the story. He leads a double life as "Tim the Snake Eye," a master of dice games in town. He ends up helping the group confront Zattar and free his father, and sends them on a quest to deliver Schepard's Heart to King Honre and investigate the source of his tyrannical policies, and takes up the role of Lord of Dunmire from his father.

  • Ambiguous Disorder: His acute understanding of the geometric properties of dice enabled him to become a master of dice games, which led to his alter ego of Tim the Snake Eye
  • Big Good: Will is the one who suggests moving Karthmoore into a revolution against King Honre (or whatever dark force is controlling him), and with General Ricken's help gets half of the royal army to side with this goal, and sends the party out to investigate Honre's condition.
  • Blue Blood: As the son of the Lord Nigel, he's the Lord Inheritor of the town of Dunmire.
  • I Just Want to Be Normal: Part of his motivation for his Snake Eye persona
  • Nice Guy: Generally very polite.
  • Loveable Rogue: There's a sense of mischievousness about him that is genuinely charming.
  • Unresolved Sexual Tension: With Astrid.
  • The Wise Prince: He's a Lord, but he all of the trappings of the trope about him.

Vor the Mysterious

A local wizard in the poorer side of Dunmire, Vor the Mysterious is a local hero who the party discover to be a fraud who uses cheap magical abilities to fabricate heroic stories about himself. They expose him to the public and capture him to aid in their infiltration to Lord Nigel's mansion - but he escapes them and hasn't been seen since.

  • Archenemy: Thran'Duin sees him as this to a certain extent, for escaping justice.
  • Con Man: Better a trickster than he is a wizard.
  • Dirty Coward: Runs away the second he has the option to.
  • Fake Ultimate Hero: His whole story of being a hero is a sham.
  • Invisibility: One of the few spells he is good at it.
  • Miles Gloriosus: It's clear that if given the option - he'd run from a fight.
  • Put on a Bus: Disappears before he can be of any real help.
  • Robe and Wizard Hat: His getup are purple robes, capes, and a pointed hat lined in golden stars. Fairfax steals them and keeps them as one of his disguises.
  • Say My Name: A bit of a Running Gag is people shouting his name for no real reason.
  • Starter Villain: The first antagonistic character the group meet.
  • What Did I Do Last Night?: The party frame him for a scenario akin to this. Fairfax disguises himself as Vor, and he and Astrid go on a wild rampage through down trashing taverns and starting fight and generally insulting people to discredit Vor's reputation and stir up an angry mob to come get him. The party then try to trick Vor into thinking he just doesn't remember any of it happening.

Chris

The owner of the Bullbutt inn and tavern in Dunmire. The party cause him a good deal of trouble, but he doesn't seem to particularly care.

  • Asexuality: He shows absolutely zero interest in Astrid when she tries to awkwardly seduce him.
  • Deadpan Snarker: Very snarky in regards to the group's antics around his inn.
  • Unfazed Everyman: For him, the party are just another oddity passing through.

Lord Alaster

The current Lord of Trudgedale. A very dry-witted, deadpan man who doesn't care much for his position or responsibilities as a Lord.

  • Idle Rich: He doesn't do much, if anything.
  • Retired Badass: He used to the Arena Champion some years ago - and he briefly duels his butler, Jeeves, and shows that he's still got it.
  • Rich Boredom: He suffers from this a good deal.

Lars

The adviser to Lord Alister. The group discover that he's lost hope in the other advisers' cause and just wants out of the situation entirely. After discerning what they can from him, the group turn him loose - with Fairfax instructing him to head north to see what's happening in Ursa Rumora.

  • Anti-Villain: He's easily the least antagonistic villain the group have faced yet, and he's ultimately just in too deep and unsatisfied with being a wizard entirely - and fear of Grimdark might be the only thing keeping him in his position.
  • Mad Scientist: He was trying to brew a potion to turn him into a vampire or a werewolf to make him stronger, and seems to be generally skilled with potions in general.

Stephen Smithington

A blacksmith who runs Stephen Smithington's Smithery. He's a huge fan of the Arena and sponsors Astrid during her entry and subsequent Championship.

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     Barmoir 

King Vaughn

The gnomish King of Barmoir.

     Veres'Kar 

    Allied Sentiants of Lorn 

     Ursa Rumora 

Warrior King Hector Carlisle "The Bold"

The fierce King of Ursa Rumora. He conquered the gnomish homeland of Gnosland and the halfling nation of Tarkel between the ages of eighteen and twenty, and then went on to build Ursa Rumora into the bulking empire it is today. He chased Fairfax out of the country after finding him in bed with his daughter, Princess Cordelia.

  • Badass Grandpa: He's in his 60s now and no less terrifying.
  • Big Bad: He serves this role in both Fairfax and Kars's backstories.
  • Evil Overlord: Of Ursa Rumora.
  • The Dreaded: His name alone can inspire fear.
  • The Emperor: The King of Ursa Rumora, Th Empire of Lorn.
  • Hypocrite: Ursa Rumora is a notoriously racist nation focused on humans - but Hector himself has a quarter of orc somewhere in his bloodline.
  • Young Conqueror: In his youth, he wiped out two whole nations of gnomes and halflings to expand Ursa Rumora's borders.

Princess Cordelia Carlisle

The Princess of Ursa Rumora - a young woman with whom Fairfax had struck up a childhood friendship and eventual romance with. This romance would prove to be his undoing. As adults, Fairfax snuck into Cordelia's room, and after consummating their relationship was discovered by King Hector who chased him out of the country. What happened to Cordelia in the aftermath is unknown.

Prince Archadius Carlisle

     Tempest Rock 

Shepherd Anders

The enigmatic leader of the Cult of Avandr.

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    Contacts of the Party 
These are characters who are friends and allies to singular members of the party. They live across the continent of Lorn but they all have ties to an individual party member in some way.

Tillin Copperbeard

A dwarven tavern-owner in Coghammer, Barmoir. He's an associate of Fairfax's who often secures him jobs for important clients that want something stolen. He has several other underworld contacts.

Elena Swift

A fellow rogue and friend of Fairfax who he has done several jobs with. Always on the move, she is also a master thief and professional.

Paige Ryden

A civilian living in the capital city of Talmare in Barmoir. She caught Fairfax trying to steal from her, but instead of having him arrested formed a friendship with him. She's helped to hone his thieving skills, and is the closest thing he has to a real friend.

Tiriael

An elven druid from Veres'Kar, and Thran'duin's best friend. She and her tribe took Thran'duin in when his village was raided by goblins, and taught him how to shoot a bow, how to hunt and track, and inspired his love and respect of nature and animals. She has a hawk, Tibarn, who often runs messages between her and Thran'duin.

Amandil Loy

An Elven priest of Corelion who helped Thran'duin rebuild his village after the High Council in the capital of Vicken Du'uhl refused to help. Amandil took pity on the young elf, and together with his congregation restored the lost village over the course of twenty years. Amandil told Thran'duin that he had received the blessing of Ehlonna and that is why he survived that day - inspiring Thran'duin's religious faith.

  • Good Shepherd: A very compassionate and helpful priest that cares about people.

Lucas Rin

A half-elf living near the border between Karthmoore and Veres'Kar, Thran'duin saved his family from bandits once, beginning a strong friendship. Lucas's family are the primary recipients of Thran'duin's spoils from thieving. Lucas is confined to a medieval wheelchair - however he is a master tinkerer and his father is a blacksmith as well. Lucas is the one who encouraged Thran'duin to become a folk hero as "the Phantom of the Forest."

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