A woman who survived the Great War and somehow managed to work her way up to being the leader of Bartertown, one of the last civilized trading hubs left in the ruined new world. She feuds with Master Blaster over control of the settlement, since his technical expertise is all that keeps it running. To this end, she recruits Max to try and defeat Master Blaster.
- Affably Evil: Auntie is the most gentle villain in the series. She even lets Max get off alive when she had him at her mercy in the end.
- Anti-Villain: She's genuinely trying to restore a little civilization, and is forced to be ruthless to maintain order in a Crapsack World.
- Barbarian Longhair: Aunty has a wild barbarian hair. Max himself starts sporting this at the beginning of the film.
- Big Bad: Runs Bartertown with an iron fist.
- Chainmail Bikini: Sports the slightly more sensible chainmail one-piece along with her '80s Hair, which is probably a sensible investment given her position.
- Dark Action Girl: She's reached her position for a very good reason.
- Enemy Civil War: Between her and Master Blaster.
- Even Evil Has Loved Ones: She refers to the Collector as family.
- From Nobody to Nightmare: In her own words, before the Great War, she was nobody. The difference was that the Day After, she was still alive. Then Nobody had a chance to become Somebody.
- Graceful Loser: "Well. Ain't we a pair, raggedy man. [laughs as she walks away] Goodbye, soldier."
- I Did What I Had to Do: Everything Aunty Entity does, whether it be slave labor or ordering a manhunt on Max is done for the sake of preserving her power and authority and the security of her city.
- Impractically Fancy Outfit: Auntie Entity'd better stay out of the sun, and worry about those links locking together over skin or in hair.
- Large Ham: Has a flair for theatrics, especially with the Bread and Circuses that is the Thunderdome. It is Tina Turner after all.
- Make an Example of Them: After killing Blaster, Auntie Entity has Master lowered into a pig stye to show what happens to those who challenge her authority.
- Noble Demon: Unlike the villains from the previous films, she's doing it all for keeping what little order there's left in the world. In the end, she spared Max and left.
- Pragmatic Villainy: Has no interest in the meaningless violence most villains in the previous movies indulge in, her villainous acts comes from her desire to consolidate her power over Bartertown.
- Rhymes on a Dime: Her laws, eg. "Bust a deal, face the wheel." Fridge Brilliance in that it's easy to remember.
- Worthy Opponent: Sees Max this way.
One of Auntie Entity's lieutenants. He oversees trade and job assignments for those entering Bartertown.
- Deadpan Snarker:Max: I've got skills, I could trade them.The Collector: Sorry, the brothel's full.
- Four Eyes, Zero Soul: He wears glasses.
- Punch-Clock Villain: He ruthlessly enforces Bartertown's rules because it's his job and for the sake of order, not out of any malice.
Auntie Entity's loyal right-hand man.
- The Chew Toy: Ironbar's setbacks become more and more embarrassing as the second half of the film progresses. Get used to that scream. However, he remains one of the rare Chew Toys who continue to be a serious threat during it all.
- The Dragon: To Auntie Entity.
- Defiant to the End: He dies after Max crashes right through his vehicle. His last act in life is flipping Max off.
- Flipping the Bird: With his last ounce of strength.
- Iron Butt-Monkey: Appropriately. The guy takes a lickin' and keeps coming back, even Defiant to the End with his Flipping the Bird.
- Made of Iron: Ironbar manages to survive falling off a bridge, an explosion, and a head on collision that completely obliterates his buggynote .
- Meaningful Name: Gets his name because of the iron bar attached to his back, which carries around a creepy dolls head.
- Rasputinian Death: And it's not even clear if he died at all.
- Shoot the Dog: When the plot to use Max to kill Blaster is exposed, Ironbar just kills Blaster on the spot, to Auntie's obvious disapproval.
- Villainous Valour: Especially the scene where he's hanging from a pipe off the side of the speeding train and has to bodily hoist himself over the substructures on the railway bridge.
The magistrate and master of ceremonies of Bartertown
- Continuity Nod: An aged Dr Dealgood reappears in the Fury Road comic book, presiding over the new Thunderdome games held in Gas Town.
- Large Ham: Which he puts to great use as part of his job working the crowd.
- Non-Action Guy: Like the Collector, he isnt a fighter, but part of Aunt Entity's administration.
- One-Scene Wonder: Despite his limited screentime, Dealgood is one of the most memorable characters in the movie thanks to his screen presence.
A tag-team who serves as a counter to Auntie Entity's rulership of Bartertown, Master is a highly intelligent and educated dwarf who takes care of the methane conversion plant that provides the electricity and fuel that the city's machinery runs on. His counterpart, the hulking, ever-helmeted Blaster, carries the diminutive Master on his back and brutally enforces the dwarf's will. Unbeknownst to the rest of Bartertown, Blaster is a sufferer of Down's Syndrome, having massive strength but being intellectually disabled, little better than a small child in a bodybuilder's frame. Outraged by Master Blaster's ability to usurp her authority, Auntie Entity hires Max to kill Blaster.
- Brains and Brawn: Taken to extremes with their heights.
- The Brute: This is Blaster's role in the team, despite his true nature.
- Depraved Dwarf: Master's a tyrannical little pereson.
- Dramatic Unmask: When Max knocks off Blaster's helmet in the Thunderdome, it's revealed that Blaster is actually a mentally handicapped Manchild who's harmless when there is no one to give him orders.
- The Dreaded: Blaster is one of the most feared people in Bartertown due to his strength and is the main reason to why Master has leadership and can express arrogance.
- Even Evil Has Loved Ones: When Max subdues Blaster in Thunderdome, Master runs to the fallen Blaster and frantically explains to Max that he has the mind of a child. When Auntie Entity kills Blaster, Master is devastated.
- Gadgeteer Genius: This appears to be what Master is, in that he engineered and maintains the machinery that powers all of Bartertown... using scavenged parts and scrap metal.
- Handicapped Badass: Blaster is the power behind Master's throne and Master is the reason why Bartertown has electricity and machinery. He is also able to use an embargo against Auntie Entity without immediate punishment.
- HeelFace Turn: After Max rescues him from Auntie Entity, Master helps them escape in the traincar, and goes with them to the ruins of Sidney, where he presumably helps them build a new society with his knowledge.
- Jerk with a Heart of Gold: Master mocks those ranked above and below him, brazenly flaunts Auntie Entity's authority, and rules the undercity with the combination of his own genius and Blaster's iron fist...but when Blaster is defeated he throws himself in front of Max's killing blow, and Blaster's response makes it clear that the two are close as brothers. Master's manipulations served to protect both of them, and his phrasing takes on a different tone when you know that he really was talking slow and using small words so someone far less intelligent could understand: that person being Blaster. He also responds kindly to the children as they make their escape, showing them how to play their beloved artifact on the record player, and risks himself to make sure everyone gets on the plane.
- Madman in the Attic: Blaster is a mobile version. He lives behind an armored mask and never associates with anyone except as Master's transport, and when the mask comes off, it's revealed that he has Down's Syndrome and is incapable of surviving in Bartertown's cutthroat society without the protective Master's supervision.
- Make an Example of Them: After Auntie Entity kills Blaster, she has Master lowered into a pig stye.
- Mental Handicap, Moral Deficiency: Blaster's a towering giant whose Down's Syndrome leaves him open to being manipulated into acting as muscle for Master. In a variation on the trope, Master does seem to genuinely care about Blaster and sees them as partners.
- Mister Big: Master, a genius in a small body. Fortunately, he has Blaster to do the musclework.
- One-Man Army: Blaster has a reputation of defeating many opponents with Master saying that 20 men can enter the dome and Blaster will still walk away. The Collector also says that Blaster can beat most men with his breath.
- The Smart Guy: Master, a dwarf with an expert level knowledge of mechanics, engineering and electronics.
- Post-Apunkalyptic Armor: At first played straight, but later subverted, as Master changes into a slightly worn but still perfectly intact suit and tie after he is rescued by Max and the children.
- Shorter Means Smarter: Master is shortest person in Bartertown, and also the smartest.
- Shoulder Teammate: Master for Blaster.
- Tempting Fate: Master publicly taunts Auntie Entity by asking her, "Who runs Bartertown?" He pays dearly for her humiliation when she seizes control of Bartertown.
- You No Take Candle: Master must speak this way around Blaster so he'll understand what's going on.
The Feral Children
A group of children who have been abandoned near an oasis since their plane crashed shortly after/during the Great War. Max is found by them after he is exiled from Bartertown and they take him in, believing him to be their mythical "Mr. Walker", who will take them to their paradise of "Tomorrow-Morrow Land".
- Cargo Cult: The children are the survivors of a plane crash in the midst of the nuclear war. As all the original adults left to find help, and presumably died in the desert, the childrens' memories of the previous society has turned into this, and have built a cult both around civilization, which they call "Tomorrow-Morrow-Land", and the plane's captain, G.L Walker.
- Distant Finale: The children who leave the oasis eventually cross the desert with the help of the pilot Jedediah, and find themselves in the ruins of Sidney, where they establish a new society, not only by themselves, but with other wanderers who find their way back home.
- Foreshadowing: One of the background children has no lines and only plays a minor part in the film. He's also pretty clearly one of the War Boys.
- Hide Your Pregnancy: An In-Universe example. According to the novelization, Cusha, one of the girls who helps Max get back to Bartertown is quite heavily pregnant. She doesn't look it in the film, naturally, but one of the girls tells Max that "she's ready to pop!" to fuel the urgency behind her rescue and her first appearance in the narrative mentions her "eight month pregnancy".
- Teen Pregnancy: It's implied that the older children have procreated amongst themselves since they were abandoned. The novelization makes it explicit that they have been doing so, with a pregnant girl named Cusha and one of the smaller children being called out as Cusha's first-born.
- Wacky Wayside Tribe: The original group of survivors were lucky enough to stumble across an isolated oasis where they were not only safe from the ravages of the desert, but also from the emerging savagery of the remnants of humanity. Abandoned without external influence, the children became this.
A sneaky, scheming, dishonest airplane-traveling merchant and his young son.
- Suspiciously Similar Substitute: He's basically the same character as the Gyrocaptain from the second movie, an aircraft operator who uses trickery to rob passing travelers.