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Majesty features, besides the Sovereign and his advisor, 7 deities, 14 heroes, 5 henchmen, over 60 monsters and 10 bosses. These are detailed below, some of them individually and some of them collectively.

The Sovereign

The player character, a noble of Sydrian descent who dwells within the palace, never appearing in the game itself save through a brief shot in the opening cutscene, above their castle.


  • Big Good
  • Featureless Protagonist: Absolutely no details about the Sovereign are ever given in the game.
  • King Incognito: In a short story in the manual, the sovereign sneaks into the city under a cloak to hear rumors about what dangers are likely to afflict their kingdom soon.
  • Mama Bear / Papa Wolf: One quest has the Sovereign's son kidnapped by elves. You can either pay the ransom, or systematically exterminate every elf in the kingdom.
  • Non-Entity General: Either played straight or subverted depending on the quest. The Sovereign is detailed to be a descendant of the great king Sydrian, and one quest involves taking Sydrian's crown back from the descendants of Gorsha Blackhoof, a minotaur, centuries after Sydrian's death. The Sovereign may have fallen victim to the magical affliction in "Quest for the Magic Ring," seeing as it affected the advisor. The Sovereign falls explicitly and deadly ill in the "Quest for the Holy Chalice," which must be recovered in 30 days to save the Sovereign from death. Also, the Sovereign's mother aspired to build a great settlement in the marshes of Valmorgen, which the Sovereign fulfills in "The Barren Waste," and made a deal with a demon worth 33,000 gold, which the Sovereign pays off with 200% interest in "Deal With The Demon."
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  • A Quest Giver Is You: Your main method for controlling heroes is to offer rewards for things you want done.
  • Supporting Leader: The Sovereign is essentially playing the Supporting Leader and main Quest Giver in a conventional RPG.

The Royal Advisor

Lord Venn Fairweather, a No Celebrities Were Harmed medieval version of Sean Connery who assists the Sovereign and briefs them in their quests.

  • Character Narrator: He reads out the introductory text to each quest.
  • Everyone Calls Him "Barkeep": He actually does have a name, and mentions it in his first appearance, but he's almost always simply referred to as the Royal Advisor.
  • The Good Chancellor: If nothing else, he's consistently and firmly loyal to the crown.
  • Meaningful Name: "Venn Fairweather" is an elaborate pun involving Old English meaning "Fairweather Friend", although things never get bad enough for him to abandon you.
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  • No Celebrities Were Harmed: The man who voiced him was specifically doing his quite-convincing impression of Sean Connery.
  • Old Retainer: The Royal Advisor previously served the Sovereign's mother, from whom they inherited the throne, and is still a big fan of hers.
  • Yes-Man: To the Sovereign, frequently.

    The Gods 


The eldest of the gods and creator of the world. His sole followers are the barbarians, who live naturalistic and wild lifestyles outside of civilization. About 4000 years ago, Krolm slew the last Dragon King Andraxal-Kerlazor, though his lone son, Vendral, lived on. After this great battle, the wounded Krolm divided part of his essence to create Lunord and Helia. Krolm's followers distrust all other religions, due to being used as disposable mercenaries by the followers of Lunord and Helia in the Six Winters War. He has no official color.

  • Non-Elemental: Unlike his children or grandchildren, he doesn't specialize in any particular aspect. Except maybe rage.
  • Physical God: One quest, "Avatar of Krolm", has him take a physical form to stomp all over civilization.
  • Say My Name: The "Rage of Krolm" spell comes with a roar of "KROOOOOLM! KROOOOOOLM! KROOOOOLM!"
  • Top God: The creator of Ardania and progenitor to all other gods... not that any of the others actually consider him the top god. He's pretty bitter about that.
  • Unstoppable Rage: Instead of a regular temple spell, you can incite a "Rage of Krolm" that gifts all of your heroes with this.


The son of Krolm, and the god of the moon. The Adepts follow and worship him, and he has long feuded with his sister Helia. He also seems to possess some healing powers, judging by the fact the Holy Chalice was of his making. He and Helia, despite their rivalry, came together to sire seven children. The eldest, who would become Grum-Gog, the Lord of Pestilence, rallied trolls and goblins into battle with little success. The second child, Url Shekk, was cast into the netherworld by Helia due to his hatred for light. The third child, Rrongol, was mentally deficient and followed Lunord's every step until the frustrated god cast Rrongol into the mortal world. The final four children were quadruplets, and would become Agrela, Krypta, Dauros, and Fervus, the goddesses and gods of life, death, order, and chaos, respectively. His official color is white.


The daughter of Krolm, and the goddess of the sun. The Solarii follow and worship her, and she has potent fire magics that can devastate her followers foes. The mainstay of her militant followers are female. Her official color is dark yellow.


The goddess of life, who wields potent magics capable of healing, providing stat bonuses and even resurrecting fallen creatures. Her followers are the female Healers. Agrela's official color is blue.

  • Closer to Earth: Her spells aren't combative and neither are her followers, but they're eminently useful.
  • Soul Power: A non-sinister resurrection spell, a stat boost, and healing.


The goddess of death, who, despite her description, does not actively seek to cause death and seeks to treat all of her charges fairly. Her followers are the gothic Priestesses, and her official color is red.


The god of order, whose followers are stalwartly lawful. They are the righteous Paladins and the quiet, Stone Wall Monks. His official color is grey.


The god of chaos, whose followers are nature based, and chaotic. He wields significant influence over the creatures of the wilderness, and his official color is green.



"Lunord hides our fate in the winds."
Quick footed followers of Lunord, who brandish staffs and wear light leather armor. They have a tendency to patrol the city and while fragile, can come to the aid of the player on very short notice.

  • Blow You Away: They learn wind spells for combat and as a buff to make themselves faster.
  • Flash Step: At high levels in the expansion, they can use this to teleport across the map like a magical SWAT team.
  • Fragile Speedster: Adepts are one of the physically fastest heroes, but at low levels they're a bit squishy and tend to flee if they so much as break a fingernail.
  • Lightning Bruiser: See above; you'll only get to see them fight to the full extent of their prowess when they're defending their temple or the realm.
  • Simple Staff: Subverted in that it's an actual effective weapon, not a throwaway one you give to the spellcaster that never uses it.


"Get ready to rumble!"
The current and largely only followers of Krolm. They are one of the oldest groups in Ardania, dating back to before the defeat of Andraxal-Kerlazor. They are tough, can dish out absolutely devastating amounts of damage, but are quite slow to boot. They gain extra bonuses from the sole Krolm spell, the Rage of Krolm, and have the strongest tendency to charge into and stay in battle of all the heroes in the game. While the barbarians were responsible for setting back magic around 2500 years by killing the first human wizard, Brashnard, they and the wizards have had a bond of brotherhood ever since the great wizard Tholar IV saved their hides during the dark wizard Andravus's minotaur-driven siege of Lormidia. They also share an affinity with rangers, both preferring the wilderness to civilization and both having somewhat of a bond with nature. Due to being used as disposable mercenary troops by the warring city states in the Six Winters War, they distrust all other religious adherents.

  • An Axe to Grind: They carry around very big axes, which paired with the club, emphasizes their brutality.
  • Badass Beard: Barbarians don't shave.
  • Barbarian Hero: Well, yeah. Their god detests civilization and its trappings, so this is a given.
  • Blood Knight: They love fighting and will often go hunting for monsters.
  • Dual Wielding: They dual wield an axe and a club.
  • Large Ham: THEY YELL ALL THE TIME!!!
  • Mighty Glacier: With their huge weapons and enough (not high, just enough) bulk to withstand several hits. Yet, they are not the fastest ones to respond, unless given a teleportation amulet.
  • Nature Hero: They live extremely close to nature and far from baths and razors, although it's less pro-nature than it is anti-civilization.
  • Non-Lethal K.O.: This is actually a unique ability of theirs (even Healers still have to die before they can rez). A Barbarian with 0HP has a chance to simply stay faceplanted for a while before he gets up to savage again.
  • Nubile Savage: They wear nothing but rags, boots, and animal skins.
  • Religious Bruiser: It might not be the first trope that springs to mind, but they are really devoted to Krolm.
  • Suicidal Overconfidence: Almost all heroes are guilty of this, but they are particularly egregious examples.


"Three cheers for Fervus!"
The ministers of Fervus, who wear spirit masks and have a deep connection to the creatures of Ardania's wilderness, even having the ability to charm and transform into them, and blend into the natural environment as though they were invisible.

  • Chameleon Camouflage: From a certain level, they gain the ability to camouflage with the surroundings. This allows them to stay almost invisible to dangers and also removes them from the mini-map.
  • Cloudcuckoolander: They seem rather disconnected with reality.
  • Cool Mask: Cultists sport a bark mask that covers the entire face.
  • Fluffy Tamer: The longer a Cultist is around, the more fearsome the array of their charmed animals will become—with the sole exceptions of dragons, greater gorgons, and yetis. Their temple also spawns Fluffies to tame, going from Rocs to Vargs to Hellbears.
  • Fragile Speedster: Their attack speed is quite fast, but their defense stats are... lacking. Like the priestesses, this becomes irrelevant at high levels because they'll have their own personal pack of defenders.
  • Friend to All Living Things: Their main ability is charming animals and while other heroes raid creature lairs, Cultists simply patrol them and enchant whatever comes out.
  • Green Thumb: They plant poisonous herbs that rangers and rogues collect.
  • Knife Nut: They wield throwing daggers, and do so quite well.
  • Leaning on the Fourth Wall / The Cuckoolander Was Right: Whenever they level up, they say "Ooh! Pretty star!". Every time any hero levels up, a star appears above their head...
  • Nature Hero: Animal-loving nature loons who dress in loincloths and live in temples that are rock grottos.
  • Nubile Savage: They are even less dressed than the barbarians, wearing only a mask and loincloth.
  • Set a Mook to Kill a Mook: They can, at varying levels, charm wild beasts. The higher the level, the more powerful the beast.
  • Voluntary Shapeshifting: They can transform into hellbears at later levels, vastly increasing their fighting prowess.


No introduction needed. They are mechanical geniuses and master craftsmen who are slow but heavy hitting and heavily armored.

  • Artificial Stupidity: Like the gnomes, they can build and repair buildings very quickly. However, unlike gnomes, they will try to defend buildings that are under attack even when they're outnumbered and repairing the building would be a much smarter option.
  • Badass Beard: And their wives' beards are even more attractive!
  • Drop the Hammer: They wield huge hammers as weapons and use them as tools for repair.
  • Mighty Glacier: No faster than barbarians, but incredibly powerful, and they also wear tough armour.
  • Our Dwarves Are All the Same: Your standard fantasy dwarf, although they're more interested in construction than mining.
  • Stone Wall: They're even more durable than monks, and have by far the highest natural magic resistance.
  • The Engineer: Dwarves only come to a kingdom with a level three blacksmith and allow for the construction of very complicated-looking defense structures. When the dwarves are at home in their settlement, all the gears and windmills clank and ring.
  • The Perfectionist: The Dwarf's Tale, on the Majesty website, is an instruction manual for building a "Single-Wheeled, Hand-Driven, All-Purpose Utility Cart" - that is, a wheelbarrow. Among other things, it requires that the wood be taken from a specific specific part of the trunk of a specific species of tree, at a specific age, at a specific height above sea level.
  • Workaholic: Most of their voice lines point to this. When they get into a fight they complain "Not now! I've got work to do!", when leveling up it's "Hard work is its own reward!" etc.


"Long live the Elves!"
Dainty, pointy eared humanoids and archers, who are known for their aversion to the sea, their propensity for gambling, links to the rogues and their hedonistic lifestyles.

  • Atlantis: There are slight clues as to this being their unknown area of origin, due to their aversion to water, ancient nature, mysterious past and arrival on boats from the east. Also, some Fridge Brilliance is invoked when you consider suspicions fell upon them for the unknown sailor who shot Dirgo through the eye.
  • The Bard: One of their standard activities is performing at inns and gazebos.
  • Elfeminate: Although their portrait is somewhat masculine-looking, they speak with clearly female voices, and their names could go either way. (The sequel implies they were male by saying that all male Elves left Ardania and having female (and rather differently looking) Elven units instead. Spin-off Warlock: Master Of The Arcane confirms it - Elves have different skin/hair color depending on gender with blue being male-only thing.)
  • Our Elves Are Different: Were you expecting wise, immortal beings of surpassing grace and beauty? Congratulations, you got a bunch of pleasure-seeking fey who are one step up from criminals.
  • The Fair Folk: Of the subtrope on the Different Elves trope page, they're closest to this, but they're too civilized to be an exact fit.
  • The Hedonist: They love to visit gambling halls and the "lounges" they bring to the kingdom are basically brothels, if that alluring sigh is any indication.
  • You Gotta Have Blue Hair: And vaguely bluish skin.


A race even more diminuitive than dwarves, a weak, nimble and humble folk who have an incredible knack for construction and repair work.

  • Artificial Stupidity: An aversion for once. Unlike dwarves, they will repair buildings that are under attack instead of trying to defend them.
  • Fragile Speedster: They are really fast and quickly respond to any building being under attack, but not only they are not that tough, they only wield knives and can't use them well.
  • Lethal Joke Character: Sort of. While they suck at combat, they are the best builders in the game, plus you can have up to nine of them at time. They'll also actually try to repair buildings instead of defending them like the dwarves do.
  • Our Gnomes Are Weirder: They're hardworking but unhygienic little grubbers with knobbly faces.
  • Magikarp Power: If you manage to (somehow) get them up to level 8, they will transform into gnome champions, who have stats on par with paladins.
  • The Pig-Pen: Described as filthy, dirty little creatures that live in shanty towns.


"Let Agrela help."
The priestesses of Agrela, who dispense healing to those in need and use their powers to regenerate what most other deities and their followers destroy.

  • Artificial Brilliance: They will seek out wounded tax collectors to heal them. Words cannot describe how helpful this is.
  • Back from the Dead: They can resurrect themselves once for every Character Level as long as their temple is still intact.
  • Bald of Awesome: Healers are incredibly useful heroes to have around. Their healing abilities and habit of tailing heroes helps raise everyone's level.
  • Bald Women: For religious reasons.
  • Berserk Button: Apart from self-defense, the only thing that can make them break out their daggers is an attack on the Temple, or an attack on the Palace.
  • Beware the Nice Ones: Healers are mostly pacifistic and concerned with healing. However, if an attack on their temple or the palace runs long enough, they will begin to actively seek out and hunt down new threats.
  • Combat Medic: Downplayed, but they do wield daggers. Generally you only see them if their temple or the palace is under attack.
  • Green Thumb: They plant healing herbs around the kingdom, which rangers collect to make potions.
  • Holy Hand Grenade: In the expansion, they can sic this on undead.
  • The Medic: Their standard behavior is "following and healing", sometimes listed as "healing others" if they aren't following anyone and happen on a fight. When not doing that, they plant healing herbs.
  • No Experience Points for Medic: Awesomely averted. They'll frequently end up being your highest-level heroes.
  • Nigh-Invulnerable: While they keel over if poked, they can keep a safe distance from fights and rack up experience points by healing others. Combine this with Back from the Dead, above, and any healer above level ten or so (and they'll get there pretty quickly) will likely not be able to actually die unless their temple is destroyed.
  • Squishy Wizard: They're very fragile, so it is a good thing they can heal.
  • White Magician Girl: Their function in the game. They often team up with danger-seeking Warriors.


"Om-ni-ah, om-ni-ah-ni-oh..."
A quiet, stone faced group of stalwart worshippers of Dauros, who possess magicks capable of temporarily turning creatures to living stone and having potent hand to hand skills to boot.

  • Artificial Stupidity: When they detect a treasure chest, they will go all the way there and behave as if they've found it full, even though it was usually found and emptied by someone else first. (On the plus side, they tend to encounter and kill monsters on the way.)
  • Bare-Fisted Monk: They never wear and wield any weapons, since their Hands of Steel spell boosts their attack power enough for their bare hands to be a substitute for a weapon.
  • Elective Mute: All the monks have taken a vow of silence, which lends to their air of mystery.
  • Ki Manipulation: Can learn the Energy Blast spell from the library, though whether they ever will do this is completely up to the AI.
  • The Quiet One: They don't speak any actual words; all their lines of dialogue are variants of "Ooh" or, sometimes, "ohm".
  • Religious Bruiser: Very literal on the bruising part with their buffs. Since Dauros is the god of Law, their routine is usually hunting monsters, and they're less likelynote  to be tempted into Elven Lounges or Gambling Halls.
  • The Stoic: Even in battle, they do not show much emotions.
  • Stone Wall: Almost literally thanks to their magic. They are really slow, but also really hard to kill.


"The law of Dauros is above all others!"
The more militant and female followers of Dauros, who wield longswords with incredible skill and precision while wearing heavy plate armor outmatching even that of the warriors.

  • Action Girl: Only barbarians, solarii and warriors of discord can match their fighting prowess in hand-to-hand combat.
  • BFS: The swords they wield may be somewhat thin, but it's about half their height.
  • Chainmail Bikini: Averted. They're in head-to-toe plate.
  • Helmets Are Hardly Heroic: Also averted. It should be noted that their helmet leaves an opening for the face, which sidesteps the biggest reason why developers use this trope in the first place.
  • Holier Than Thou: According to the flavor text, often perceived as such.
  • Holy Hand Grenade: At high levels, they can harm nearby undead.
  • Honor Before Reason: They have an unfortunate tendency to start berserking when surrounded by enemies which individually would be a fair fight, but in a group are not.
  • Knight in Shining Armor: Even more so than typical warriors. Their dialogue lines are all self-righteous, even when finding random treasure chests. "An item of holy significance!"
  • Lady of War: They're very imposing and graceful.
  • Large Ham: At times. With their height and eagerness to jump into any kind of battle for the sake of righteousness, a little scenery-chewing is inevitable.
  • Lightning Bruiser: They're as fast as rangers despite being decked out in full plate mail and hit very hard.
  • Religious Bruiser: Their voice lines are all Dauros this, Dauros that. And while idling, they will sometimes kneel to him in prayer.


"Pestilence and decay."
The red robed, pale skinned, gothic priestesses of Krypta, who wield magical staffs allowing them to project powerful spells against their enemies.

  • Action Girl: Their magic can be very potent, especially their main spell, which vampirically drains the enemies life and gives it to the priestess.
  • Casting a Shadow: Their non-necromancy spell is a life drain and the temple spells are two necromancy, one debuff.
  • Creepy Good: No, they're not evil. They just speak in weird echoey voices, wear heavy black makeup and blood-red robes, surround themselves with undead minions, and have names like "Sister Lifesbane".
  • Dark Is Not Evil: "The Priestess' Tale" on the Majesty website has them explain their philosophy. They don't rejoice in death just because it's death; mass-murdering monsters profane Krypta's work. Krypta in fact sees herself as something of an egalitarian.
  • Death Seeker: They won't go out of their way to die, but when they do they say "At last!" They also complain if you resurrect them.
  • Dem Bones: They can summon skeletons to aid them in combat. In fact, whenever a priestess is finished doing something (being recruited, killing a monster, bounty hunting) she summons a skeleton as a matter of course.
  • Necromancy: This is their schtick—they raise undead and can control existing ones. High-level priestesses can even have vampires as minions.
  • Set a Mook to Kill a Mook: Much like the cultists, but with the undead.
  • Squishy Wizard: They have low defense and health, but regularly create skeletons to fight for them, which distract monsters from the priestesses themselves. They are also have a life drain spell, which can keep them alive if they manage to survive a hit or two.


"I take the path less traveled."
Natural explorers and frontiersmen who live for the natural world and are just as skilled at shooting it down from a distance using their powerful bows.

  • Archer Archetype: Quiet, solitary men who prefer nature to other people and usually explore without companionship.
  • Badass Beard: Adding to their rugged woodsman bona fides.
  • Birds of a Feather: A non-romantic version with Barbarians due to historical battle alliance and a natural affinity as people who prefer the wilds to civilization (although the Rangers are less virulently averse to it). Rangers will usually engage in follow-and-support behavior with Barbarians.
  • Bold Explorer: Their usual priorities are buying healing potions and then plunging into the wild to explore your territory. Once they've revealed the entire map, they will periodically leave it for "distant lands" because there's nothing left for them to explore here.
  • Forest Ranger: Their guilds are camps (which can be moved at need) rather than a building and they're far more at home in the wilderness than in town.
  • No "Arc" in "Archery": Their arrows follow a straight line, but they're usually shooting from short range.
  • Weaksauce Weakness: In the original, Rangers will almost always flee from skeletons. Too much empty space to fire at, y'know.


"One day, this will all be mine!"
Wily, greedy characters with a lot of guile and moxie. They wear light leather armor and wield crossbows, which they often choose to poison for an extra touch.

  • Anti-Hero: Yes, you just hired Skeeve the Filthy, and yes, that is him robbing your marketplace.
  • Automatic Crossbows: Averted. They can be seen reloading their crossbows, even if only briefly.
  • The Gambler: If you have a Rogues' Guild and Elves, they'll set up a Gambling Hall.
  • Money Fetish: They are obsessed. About half their lines are about gold. They're paranoid that monsters are after their gold. And if they die, their final words are to leave their gold alone.
  • Only in It for the Money: They'll respond to most reward flags purely for profit. You can even set a reward flag on whatever buildings they're allied with and they will destroy it, solely because there's enough money on it.
  • Plunder: They're often found robbing graves.
  • The Syndicate: They have shades of this, particularly with the guild function "Extort." It fills your treasury with all taxes immediately (minus a cut for the Rogues, of course...) by sending guild enforcers out to break into your subject's homes and grab all the gold.


"Hotter! Brighter!"
Mace wielding women warriors capable of potent fire magics and possessing strong resilience and moderate speed.

  • Action Girl: A solarus goes out of her way to find evil to fight and shares most of her routine behavior with Warriors—hunting, raiding lairs, and garrisoning guardhouses.
  • Bald of Awesome: They possess ponytails, but otherwise fit the trope.
  • Bold Explorer: If there are no guardhouses in the realm, Solarii will plunge in the wilderness to find lairs to raid.
  • Lady of War
  • Lightning Bruiser: While they aren't as fast as adepts, they are significantly faster than warriors.
  • Playing with Fire: Their sun spells are both light and heat. (Their sight-enemy quote also happens to be the trope name.)
  • Token Minority: The only dark-skinned human characters.
  • Religious Bruiser: They and Barbarians are probably the most physically-oriented temple heroes.


"I'm ready for any trouble!"
Sword and shield wielding men who move somewhat slowly but are capable of putting up a good defense and can also dish it out.

  • Badass Normal: No spells, average intelligence, but still really good at killing things.
  • Berserk Button: When a Temple to Agrela is under attack, they'll almost always turn from whatever they're doing to defend it.
  • Boring, but Practical: They don't have any special abilities, but they're a staple for building up your kingdom because they're sturdy at low levels, can instantly be summoned home to defend the kingdom, and aren't expensive to recruit.
  • Dumb Muscle: Not as dumb as some, but they have average-to-subpar intellect and have more of a reputation for charging in valorously than intelligently.
  • Helmets Are Hardly Heroic: Averted. Like paladins, their faces are visible.
  • Knight in Shining Armor: They certainly see themselves as such, although the Religious Bruiser heroes probably have a better claim to righteousness. However, they play it very straight when it comes to Agrela and her followers.
  • Mighty Glacier: They're slow of foot but they can take a lot of punishment, making them less inclined to flee the worse monsters. They're also strong enough to deal a good amount of damage once they get there.
  • Small Name, Big Ego: They have quite a lot of confidence in their own skills even though most other hero classes are more versatile / faster / smarter.

Warriors of Discord

Strange leather and iron clad creatures summoned by cultists of Fervus to fight. They appear to be creatures of pure chaos, wielding giant pickaxes to great effect and having a strong thirst for combat.

  • Badass Baritone: They have very deep voices.
  • Blood Knight: They basically live to kill stuff.
  • Body Horror: According to the Majesty website, they were once ordinary Cultists who have been enchanted into becoming insane brutes.
  • Cloudcuckoolander: They're even more detached from reality than Cultists, if that quote is any indication.
  • Clucking Funny: They tend to be associated with chickens (both in the game quotes and their Tale on the official site).
  • Dumb Muscle: Unlike cultists, who act like clever naturalists and spellcasters, Warriors of Discord are extremely dim and have a tiny intelligence stat.
  • Hell-Bent for Leather: A lot of heroes wear leather gear, yet these ones look like they've came to a BDSM party.
  • Helmets Are Hardly Heroic: Inverted. Unlike the Paladin and Warrior, Warriors of Discord do indeed wear face-concealing helmets; but then again, they're also the least "heroic" characters in the game (barring monsters).
  • Insane = Violent: Most of your heroes are a little off-balance, but these guys really stand out.
  • Mighty Glacier: Unlike Paladins they're fairly slow, but boy can they dish out damage. They are also bulky, but their defenses are lacking.
  • Nubile Savage: Outside of their helmets and some leather straps, they are almost naked.
  • Psychopathic Manchild: They seem to be quite childish and naive, despite their bloodlust.
  • Sinister Scythe: Their "blade-sticks" are very brutal-looking weapons.
  • Suicidal Overconfidence: Almost every hero is guilty of this, but they are a rather egregious example.


"Where did I put my spellbook?"
Hooded and bearded elderly fellows who project magic from their staffs and, while extremely frail, are capable of magical attacks beyond the ability of even the most powerful temple heroes.

  • Cloudcuckoolander: When they're not casting hurricanes of fire, they're rather befuddled old men.
  • Glass Cannon: A high-level wizard will still have a very low constitution compared to his fellow heroes. That doesn't matter as much, though, because it's hard for the monsters to get beyond the meteor storm he just cast.
  • Magical Incantation: Everything is cast with the word "Abderazzaq!"
  • Magikarp Power: They start with such a pathetic amount of hit pointsnote  that a single bite from a giant rat can kill them, but get them to a level where they can actually survive a few hits from the average monster and they'll take out almost anything in a few shots (and actually be able to stay alive while doing so).
  • Metaphorgotten: Their Easter Egg line. "He who laughs first is, uh... worth two in the bush?"
  • Mundane Utility: Once they learn the teleport spell, they will use it for everything, whether they're fleeing a monster or crossing the street to the Marketplace.
  • Playing with Fire: Though their basic spell is Pure Energy, the spells they can learn from libraries are this.
  • Simple Staff: It's clearly more a walking stick than a weapon.
  • Squishy Wizard: Low-level wizards are extremely fragile, starting with just four hit points. It takes a lot of babysitting with temple spells for them to reach higher levels because while they start with the ability to do good spell damage, they can go down in one hit and frequently run away because of it.
  • Wizard Beard: Naturally. In fact, the white beard is the only facial feature visible under their hoods.
  • Wizard Classic: Being from a cliche medieval setting, Wizards hit every item on the list. Robes and beard? Check. Old man? Check. Exclusively spellcasters? Check. Humorous befuddlement? Check. Their guild halls are also towers that grow in height and elaborate architecture when upgraded.


The various creatures that skulk, walk, slither, run and fly through the realm of Ardania. They originate both from off the map and from their numerous on-map lairs.


Url Shekk

A three-headed creature that goes around enslaving the local inhabitants to help satiate his hatred for light.

Black Phantoms

Eldritch creatures of apparently sorcerous origin who guard a magic healing ring.

  • Black Cloak
  • Captain Ersatz: Guess.
  • Dual Boss, Rule of Three: They appear in groups of three.
  • Glass Cannon: Individually, they have relatively low HP totals — around the same amount as a daemonwood tree — though they are immune to magic. However, their spellcasting powers are outstanding.
  • No-Sell: Spells don't do a thing to them.
  • Squishy Wizard: Somewhat averted: though they do have lower HP than expected and low resistance to close-ranged attacks, they still are not that easy to take down. But their "wizard" part works in full force: their powers are very similar to your own Wizards, if not even more powerful.


A giant cyclops who lived off the east coast of Ardania before an unknown sailor shot him through his eye, blinding him. He has since gone on a rampage across Ardania until he finds the sailor responsible.

Rrongol the Hunter

A reptilian creature, deemed by his estranged father, Lunord, to be too dimwitted to be considered among the pantheon. He relentlessly hunts any hero who comes across his path and jealously guards a holy chalice created by his father.

The Liche Queen

A former high priestess of Krypta, whose mind snapped during a ritual attempting to boost Krypta's power, turning her into a lunatic with a desire to destroy all life.

The Witch King

A creature of unknown origin with great sorcerous powers, including control over spiders and potent poisons. He has long been a thorn in the side of the Sydrian line, and seems to bounce back from many deadly conflicts.


The two-headed heir of the last dragon king, Andraxl-Kerlazor.

King Rhoden I

The new and rising king of the Ratmen, who organises a massive assault on a northern settlement.

Styx and Stones

Two warriors as linked in death as they were in life.

The Abomination

The term used for the creature that killed the renowned paladin Glohrea Oathtaker. None have seen it and lived to tell the tale. Pyrog the Shadowed died while creating a creature far stronger than even the oculi, which are one of the most powerful and mysterious creatures in Ardania. This may be the creature in question.


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