Characters of MARDEK.
Where would we be without our protagonists? This folder lists all playable party members.
Mardek Innanu El-Enkidu

The Hero of the story, though unlike many heroes, he's a submissive, "leaf-in-a-river" type of person who tends to assume that other people know best, especially since thinking strains his brain sometimes. Also, unlike the other characters, who all have deep personalities and fleshed-out backstories, Mardek is as deep as a puddle.
- Ascended Fanboy: The first two chapters follow him and Deugan, who have dreamed about being heroes their whole lives, following in the footsteps of their childhood idols.
- Betty and Veronica: To Emela's Archie. He's the sweet, valorous Betty to Steele's aggressive, sociopathic Veronica. Chapter 3 puts an end to this, though.
- Character Alignment: Lawful Good.
- Cloud Cuckoolander: Mardek has a weird sense of imagination.
- Combat Medic: He's primarily a Stone Wall and straight-up Medic in Chapter 2, but graduates to this in Chapter 3 after he starts picking up some Spellblade abilities.
- Did Not Get the Girl: Emela leaves at the end of Chapter 2, and the events of Chapter 3 have her falling in love with Deugan instead. Mardek's unaware of all of this, however, as he never directly interacts with either Emela or Deugan for the entirety of Chapter 3.
- Disappeared Dad: His father is gone adventuring.
- Even the Guys Want Him: He has this effect on some NPCs.
- Foil: To Rohoph.
- Fourth-Wall Observer: Among other things: he's aware that new P-dialog is unlocked as people level up, he's unsure how to pronounce "Elwyen" properly despite having said her name (because he speaks in text, y'see), and at one point he notices that the music has changed (unless the sound is off, in which case he'll note that instead).
- Genre Blind: Unfortunately.
- The Hero: But of course. His role in both storyline and battles is greatly subverted, however, as he's a quiet, submissive, "leaf-in-a-river" type of person instead of a Hot-Blooded leader-esque one. He's also The Medic instead of a fighter or Jack-of-All-Stats like in most Eastern RPGs.
- Idiot Hero: Played for Laughs. Though it's slowly deconstructed. Mardek's not particularly bright and knows it and the result is that he doesn't like making decisions which means that he follows whoever's ordering him around. It fine if it's Deugan but not so much when it's Rohoph
- Kindhearted Simpleton
- Infinity +1 Sword: In Chapter 2 (Where he's the only one who has one) it's the Champion Sword, obtained by completing the Cambria Tournament. In Chapter 3, it's the Champion Sword II, obtained by doing the same thing, but in Chapter 3. M Blade at the start of chapter 1
- Knight in Shining Armor: Albeit one who's a little off when it comes to reality.
- Light 'em Up
- Lightning Bruiser: Give him Boots of Celerity or Haste, and Mardek will destroy basically anything in his way. It helps that for 100% completionists, he'll be absurdly overleveled by the end of the game.
- Magic Knight: In Chapter 3, Mardek can learn Natural-Elemental attacks.
- The Medic: He becomes more of a Magic Knight from chapter 3 onward, however.
- Mighty Glacier: Mardek tends to be the slowest member of your party, but by the end of Chapter 2, he can really dish out damage. He can really absorb the hits too. Becomes even more so this during Chapter 3, as with a Dark sword, Soulstrike (for Light), and the elemental slashes, Mardek can strike every elemental weakness that isn't Aether or Fig.
- Mind-Control Eyes: Whenever Rohoph speaks through him, his eyes glow white.
- Nice Guy
- Nice Helmet: Complete with an "M!" emblazoned on the front, it's almost humorously cheesy. Then you realize that he
uses it to hide the glow in his eyes that appears whenever Rohoph takes over. As well as mysterious sores, according to Elwyen's dreamstone.
- Oblivious to Love: Elywen is one step short of jumping him and he still doesn't get it. Even with Emela, when Deugan asks whether he likes her, he says they're great friends.
- The Paladin: In Chapter 2. He's more of a Magic Knight in Chapter 3.
- Power Degeneration: If Elwyen's dreamstone is right, it's possible that Rohoph's possession is killing him
- Secret Legacy: It very heavily implied that Mardek's father isn't from Belfan
- Sharing a Body: With Rohoph. Elwyen's dreamstone in Chapter 3 implies that it may be adversely affecting him.
- Spell Blade: While it isn't an actual buff or effect, Mardek's Magic Sword abilities such as Flame Slash and Earth Slash are explained as being sword attacks enchanted by Rohoph's power.
- Stone Wall: In Chapter 2. He gets good armor and has excellent stats, but his complete lack of attacking skills (and the fact that he's the party's only medic) means he won't be contributing much on the "killing people" side of things. This changes in Chapter 3, where he becomes a Magic Knight and Combat Medic instead.
- Supporting Protagonist: Played with. The other characters do follow him and he is usually at the center of the plot, but he has a carefree, docile personality, and usually just does what other people (especially Rohoph) tell him to do, despite being technically being the leading man.
- Sword and Sorcerer: He's the Sword to Emela's (In Chapter 2) and Elywen's (In Chapter 3) Sorcerers.
- Touched By Annunaki
- Verbal Tic: Take count of how many sentences he starts with "Well," especially in the first two chapters.
- Weapon of Choice: A Cool Sword.
Deugan Selmae Eh-Deredu

Mardek's childhood friend. The idea of becoming famous heroes was his idea in the first place; Mardek just tagged along with him. He tends to be the one with more passion and drive, and due to Mardek's personality, Mardek follows along with whatever he does. He's also much more serious and level-headed than his friend.
- Ascended Fanboy: The first two chapters follow him and Mardek, who have dreamed about being heroes their whole lives, following in the footsteps of their childhood idols. Subverted somewhat in his case, however. When he DOES become a hero, he feels as if he doesn't deserve it.
- Betty and Veronica: Fits the Betty more when it comes to Emela. They are hinted at liking each other while Mardek is mostly oblivious.
- Character Alignment: Neutral Good.
- Dishing Out Dirt
- Dumb Blond: Inverted. Deugan's the blonde, but Mardek is the dumb one of their duo.
- Genius Bruiser: He is arguably the most intelligent and perceptive of the group in chapter 2, while remaining the strongest playable character.
- He Knows About Timed Hits: He's usually the one to remind you of the controls at the beginning of chapters.
- The Hero: Deugan fits the role of The Hero much better than Mardek. He wants to do good, makes all the decisions, is the strongest melee character in Chapter 2 etc.
- Heroic Sacrifice: At the end of chapter 2, he holds off the Dracelon, allowing Mardek to escape. Chapter 3 reveals that he didn't die, however.
- Hero of Another Story: As Lone Wolf
- Foil: To Mardek. They're as different as can be
- The Lancer: Played with. Mardek is the main character and the Weirdness Magnet but it's stated during Chapter 2 that Deugan's the one making the decisions and Mardek is just following Deugan and Rohoph.
- Leitmotif: Lone Wolf
, one of THE best character themes ever.
- Magic Knight: To contrast with Mardek's holy-elemental abilities, Deugan learns a variety of Natural-Elemental Spellblade-based techniques.
- Mighty Glacier: Not as fast as Mardek or Vehrn, but he makes up for it with fantastic durability and excellent damage.
- Not Quite Dead: Subverted, amazingly. Although he survives his Heroic Sacrifice, he is reluctant to return due to various reasons, and instead decides to adopt the new persona of "Lone Wolf". So in a way Deugan does die, but is "reborn" as Lone Wolf.
- That Man Is Dead: See Not Quite Dead, above.
- Twice Shy: Emela and Duegan are painfully shy around each other. Chapter 2 has them communicate their crushes to Mardek despite being in the same party. Chapter 3 has them very slowly fall in love
- Weapon of Choice: A greatsword.
Emela Andra Wu-Jardu

In fact, she is the child of the guardians of the water crystal, and grew up in a temple beneath Lake Qur, seperated from civilization. She returns there after Chapter 2 to find her mother and father dead. She cannot join in Chapter 3 because of this, as her duties as the new guardian keep her from leaving the temple, even if you get the crystal. It's also revealed in the dreamstones that she and Deugan had a short relationship.
- Action Girl: Albeit one who blows up stuff with magic rather than hacking away with a sword.
- Armor and Magic Don't Mix: Despite the fact that each and every one of her sprites sports a set of armor.
- Bad Liar: Her efforts to hide her personal history make this very, very clear. Justified in that she's been isolated from society for all her life, so of course she can't lie; she can barely hold a normal conversation, it seems!
- Blessed with Suck: Her duties as a guardian of the water temple. The upside? She gets magical powers and can summon a magical war-steed-thing to fight along side her. The downside? She has to live in a secluded monster-filled temple at the bottom of a lake, cut off from society. Who needs to stay there even after the Water Crystal is taken, with nothing to guard and a much dirtier temple left behind.
- Character Alignment: Lawful Neutral.
- The Chick: In Chapter 2.
- Elemental Powers: Can learn four basic Natural Elemental (Fire/Water/Earth/Air) spells.
- Florence Nightingale Effect: Though they share Ship Tease earlier, Emela and Deugan fall in love when she patches him up after Chapter 2.
- Heroes Want Redheads
- Leitmotif: Emela
- Making a Splash: She's able to use magic of all elements, though she specializes in this.
- Mana Drain: Attacks from her Magic Wand restore Emela's Mana based on the damage she inflicts- handy, since, as a Squishy Wizard, she's quite reliant on MP to be useful.
- Mysterious Past: She does a piss-poor job of hiding the fact that she has one. Chapter 3 reveals that she's the water guardian.
- No Social Skills: Played with. While she's bad at lying and not the best speaker, a good deal of it is in her head (as seen in Dreamstones).
- Ship Tease: When interacted with by Mardek in the second chapter. She also has some with Deugan - if you level Deugan enough, he'll talk about how he likes Emela.
- Single Woman Seeks Good Man: She despises Steele and gets a lot of Ship Tease with both Mardek and Deugan.
- Squishy Wizard: One of the best there is, as she's able to use spells from all elements.
- Suspiciously Specific Denial: Her attempts to cover up her Mysterious Past."Um, isn't this so, um... unique and strange and not something I've done hundreds of times before! Yeah, wow and stuff! So weird, this walking under the water stuff."
- Voice of the Legion: She gains this when performing her duty as the Water Guardian.
- Weapon of Choice: A wand.
Vehrn Juonour El-Ganobyi

The typical paladin, Vehrn is self-righteous, arrogant, blindly religious and devoted to his cause. He means well and lives to help others, but he lives to serve and merely obeys his orders without thinking for himself, calling those who oppose his masters 'heathens' and suchlike.
Like the blurb says, he's annoyingly arrogant, and extremely devoted to his religion. If you level him up enough, he'll constantly pester Mardek to become a Yalortian. You'll also find out that he was apparently an orphan who was handed to a monastery when he was a baby.
- Character Alignment: Lawful Good.
- Covert Pervert: He feels Elywen up in the Dark Temple if you take both of them there. Though the "covert" part is debatable as he has no problems with them knowing he did it.
- Crippling Overspecialization: Inverted in Chapter 2, where he's often more useful than Zach because of his primarily undead-countering skillset. Almost everything past the halfway point in Chapter 2 is undead-focused, including most of the bosses.
- And then in Chapter 3 undead continue to be all over the place, being the focus of two dungeons and prevalent in at least one other.
- Doorstop Baby: He was abandoned on the steps of the Yalortian Monastary in Aeropolis.
- The Fundamentalist: Parodied.
- Good Scars, Evil Scars: He has an unexplained scar on one of his eyebrows.
- Holier Than Thou: A big part of his personality; at least he's fairly well-meaning.
- Idiot Hero
- Infinity +1 Sword: The Righteous Justice, found inside the Lost Monastery.
- Leitmotif: Vehrn
- Light 'em Up
- Magic Knight
- Optional Party Member: You can choose to straight ignore him in Chapter 2 if you want. Averted in Chapter 3.
- Pride
- Weapon of Choice: A Cool Sword.
- You Gotta Have Blue Hair: He has purple hair.
Zach Ursus Ae-Jarino

He kills for money and will slaughter whoever his employer wishes to without remorse.
A battle-hardened mercenary from far away lands, Zach rarely shows emotion and speaks even less. He can be hired at various taverns and inns throughout the series for various sums of money. He holds very little respect for his employers, though, over time, he does recognize Mardek as an exception.
Leveling him up and speaking to him more will eventually reveal that he followed an adventurer from the North, who is slightly implied to have been Mardek's father (despite being a Jerkass), out of his village of proud warriors, an act that went against his people's tradition.
- Awesome, but Impractical: Given that the majority of major enemies in Chapter 2 are undead, including all bosses from the point you can recruit him, Vehrn tends to be much more useful.
- Difficult, but Awesome: Crosses into this in chapter 3 due to two skills: Sure Slash and Sinstrike. The former is invaluable at dealing with
those damned Pixies and the latter depends on how many kills Zach has, but has no known maximum limit on those kills affecting the move so the damage from it can become absurd if you grind enough.
- Another skill that makes him incredibly useful in long boss battles is Crescendo Slash, which increases in damage dealt for every time it's been used in the battle so far.
- Difficult, but Awesome: Crosses into this in chapter 3 due to two skills: Sure Slash and Sinstrike. The former is invaluable at dealing with
- Bald of Awesome
- Character Alignment: Lawful Neutral.
- Crippling Overspecialization: He has no magical skills. At all. He only has a single attack that uses Mana, and at very generous rate. But he has a cool double sword.
- Dark and Troubled Past: See Mysterious Past below. It's strongly suggested that his past is one of these, as he claims to avoid making emotional connections with other people because "less people get hurt that way".
- Defrosting Ice Queen: If you level him up enough, he slowly starts opening up and revealing more of his past.
- Facial Markings: Has a claw-mark tattoo above one of his eyebrows. This is more of a Tribal Marker, as it signifies him as a member of the Bear Clan.
- Glass Cannon:
- He starts out as one, having no defensive reactions and high attack when you first recruit him. Luckily, it'll probably only take you a couple dungeons to catch him up to everyone else.
- By the end, he can get up to 70% physical evasion. More so if you let him rake in enough kills, as he has a move that gets stronger the more kills he has.
- Hell-Bent for Leather: He comes pre-equipped with spiked leather armor, and his sprite/portrait is always wearing it as well.
- Infinity +1 Sword: The Yin and Yang, which is dropped by a Bone Demon inside a cave on the Desert Path.
- Jade-Colored Glasses: Becomes jaded as more and more of his employers treat him as a weapon. Mardek is his only employer who has treated him as a person so far!
- Jerkass: Somewhat. His reply to meeting you again in Chapter 3? Offer up his services for ten times the original amount you paid in to recruit him in Chapter 2.
- Leitmotif: Zach
. Notable for how it is also slightly similar to
Shadow's theme, as pointed out by Tobias himself
.
- Meaningful Name: His middle name, 'Ursus'. He came from the Bear Tribe.
- Mysterious Past: He definitely has one. Too bad he isn't too keen on telling it to you. Unless you level him up and pester him enough.
- Optional Party Member: The only true one in both games, and lampshaded if you talk to him in Chapter 3 without meeting him in Chapter 2.
- Overshadowed by Awesome: In Chapter 2. He is a useful character in his own right, but Vehrn's Disrupt Undead/Silver Sword/Quarry: Undead combo lets him one-hit more or less every enemy in the endgame.
- Permanently Missable Content: It's quite possible to be completely in the dark about his existence, and you can't recruit him in Chapter 2 once you defeat Moric in The Catacombs.
- Professional Killer: Kinda, he's a mercenary who will work for whoever pays up, and he has no qualms about killing.
- Proud Warrior Race Guy: From his armor to his attitude, he acts like one, at least. Said exactly word for word in dialogue. And he actually is from a Proud Warrior Race, too.
- Scary Black Man:
- A customer in the bar you recruit him in outright calls him one. And Zach fits the bill pretty well, since any character that comments on him will always mention how frightening and/or ruthless he looks.
- Heck, Mardek's mother outright tells him that she'd prefer if Mardek didn't hang around Zach at all.
- Ironically, it's this persecution that gets Zach where he is in the first place.
- Shout-Out: He's basically a big, walking Shout-Out to Shadow. How you hire him, the comments that people make in the bar, the fact that he keeps his past mostly to himself...
- The Stoic: He rarely speaks at all and refuses to elaborate on his past. Unless you level him up enough, then he'll start talking about it. But not too much.
- Weapon of Choice: A staff with a blade on each end.
Donovan Gonoru Fa-Alregis

Donovan is King Gonoroth's only son, and such, he is also the heir to the throne. However, he doesn't want his royal status to be known by his fellow Guards and Knights, as he wants to build reputation with his talents rather than his royal blood.
- Ascended Extra: His role in Chapter 2 is minor, but he's Promoted to Playable in Chapter 3.
- Badass Goatee: Grows one in the Time Skip in-between Chapters 2 and 3.
- Character Alignment: Lawful Good.
- Crippling Overspecialization: He can only cast spells from a single element. While this makes him very useful in areas with enemies vulnerable to Fire, he isn't useful for much else. Shame there are hardly any areas where monsters have a consistent weakness to fire (some are merely areas filled with undead already covered by the another specialized character, Vehrn), and several areas where enemies are resistant or immune to fire. He does have the ability to give the whole party a shield against fire attacks, but so can Gloria and she can also cast spells for the other elements.
- The Hero: His personality is not too far off from this, in fact, he's probably more fit for leadership than Mardek is, as shown by his excellent command of his fellow knights in the beginning Chapter 2.
- Infinity -1 Sword: Firefang, which has the second highest attack power of all spears, increases the power of Donovan's spells, and grants a small chance to inflict numb with his basic attack. You get it as a drop from the Fire Guardian, a mandatory boss that you can go fight as soon as the game world opens up.
- Infinity +1 Sword: The Obelisk, obtained by returning all returning all 10 artefacts to the Aeropolis museum curator. Weirdly enough, the Obelish is also Sharla's Infinity +1 Sword, which means only one of them can have it equipped at any one time.
- Knight in Shining Armor
- The Leader: Especially in chapter 2, where he's the one giving orders to the other recruits
- Leitmotif: Duet
, shared with Sharla.
- Long-Haired Pretty Boy
- Opposites Attract: With Sharla. Donovan's an erudite natural leader while Sharla is a quiet, shy Nice Girl.
- Playing with Fire
- Reasonable Authority Figure: He's pretty friendly and gets along well with Mardek. Talk to Mardek's mom with him in the party and she reveals Mardek genuinely respects and looks up to him.
- Royal Blood
- Squishy Wizard
- Warrior Prince
- Weapon of Choice: A spear.
Sharla Qualle Ae-Andrias

- Action Girl: Just because Sharla's sweet and somewhat fragile doesn't mean she won't atomize you with a lightning bolt if you threaten her or her friends.
- All Girls Want Bad Boys: If you have Sharla in your party when facing the Mystery Man the first time, you get this exchange:Mystery Man: Hey Sharla, babeh. Take yer top off and come over here and I'll let you live.Sharla: He's such a charmer! I might be falling for him!
- Though her ship tease with Donovan averts this.
- Ascended Extra: Like Donovan, she's a minor character in Chapter 2 and Promoted to Playable in Chapter 3.
- Blow You Away / Shock and Awe
- Character Alignment: Neutral Good.
- Crippling Overspecialization: She can only cast spells from a single element. While this makes her very useful in areas with enemies vulnerable to Air, she isn't too useful anywhere else, though she has a leg-up on Donovan by usually having a neutral element, healing ability, and the fairly versatile Gust Shield. Really, you just don't want to take her to the Fire Temple.
- Fragile Speedster: Is one of the fastest characters in the game and has an ability that ups agility. However, her low attack and the fact that the first map is a fire cave means that she has a hard time dealing damage early on. (And you'll stop using her after the dark temple)
- Hair of Gold, Heart of Gold: She's blonde and incredibly sweet.
- Infinity +1 Sword: The Obelisk, which is shared with Donovan.
- Leitmotif: Duet
, shared with Donovan.
- Nice Girl: Calling her the nicest character in the cast would not be an exaggeration.
- The Quiet One: However, it's because of her docile, inoffensive personality rather than some Dark and Troubled Past or something like that.
- Squishy Wizard
- Weapon of Choice: A spear.
Elwyen Sirene Wu-Nympha

Though she is not an actual siren by blood, she likes the sound of the word and calls herself a 'siren'. She uses harp music to significantly affect the playing field in battle.
- Action Girl: Her fighting is mostly indirect, but she can still kick some serious ass.
- Attention Whore: Only with Mardek, however.Elwyen: Maaardeeeek! I'm all covered in sweat, all wet and glistening and it's making me squirm around! Why aren't you watching?Mardek: Well, we're sort of on an adventure here...Elwyen: I still wish you'd ogle me lustfully all the time, just like you used to!Mardek: I don't remember ever doing that...Elwyen: IN MY DREAMS YOU DID!!!
- Badass Normal: Like Zach, none of her skills use Mana.
- Character Alignment: Chaotic Neutral.
- Clingy Jealous Girl: To Mardek.
- Damsel in Distress: Defied, or at least she's hoping to defy it.
- Foil: To Gloria, her best friend. Elwyen is a flighty, excitable girl, while Gloria's a mature young woman who's very much Wise Beyond Her Years. Their fighting styles are also counterpoint- Elwyen is a Fragile Speedster who specializes in StatusBuffs, while Gloria is a Mighty Glacier whose fighting style is a much more straight-forward Combat Medic. Their Love Interests are also complete opposites- Elywen lusts after Mardek, while Gloria has a much more stable, mutual attraction with Meraeador.
- Fragile Speedster: Has high evasion but low health.
- Hidden Depths: Her dreamstone shows that she's much more perceptive and wise than she normally acts. She's one of the few people to understand Mardek's personality and the only one notice that he's possibly secretly dying.
- I Love You Because I Can't Control You: Scarily enough.Elwyen: Maybe it's why I like you so much... You're a challenge. You're so much better than the other guys in my village because I DON'T have full control over you. I can't take the easy way, and... that's love, right?! Right?! It must be!
- Infinity +1 Sword: The Astral Harp, obtained by returning all the fairies to the Fairy King in the Lifewood.
- Leitmotif: Siren Song
- Magikarp Power: May look useless at first, but if you get sheet music for her, she is one of the most powerful party members. To elaborate: her skills allow her to damage enemies once their turn starts, ignoring defenses and resistances. Particularly effective against
Pixies. She also has skills that decrease or increase damage from different attacks based on her stats. Train her up and you're near untouchable.
- Meaningful Name: Sirene Nympha needs little explanation, considering how she's a Siren class and she practically throws herself at Mardek.
- Musical Assassin: And she's damn good at it, too. One of her abilities allows her to deal damage to all enemies every time they get a move, ignoring resistances and defense. Slaughters the
Demonic Spiders of the game (low HP, high resistances and defense) in a turn or two. A different version of the same skill functions exactly the same, but only works on undead and does 4 times as much damage.
- No Pronunciation Guide: Subverted. She tells you her name is pronounced "el-oo-ee-en" in one of her P-dialogues.
- Quote Mine: She is very happy when she can quote Mardek telling her she's hot. Note that Mardek was telling her this in a volcano.
- Reverse Wife Husbandry: She tries to do this with Mardek. He's completely oblivious, of course.
- Shipper on Deck: Only with people who get in the way of her relationship with Mardek, though.
- Small Town Boredom
- Spoony Bard: Averted. Elwyen becomes one of the most useful characters in the game. She's almost necessary when trying to fight the bonus bosses.
- Status Buff: A few of her songs do this, increasing simple stats such as defense and attack.
- Stripperiffic
- The Tease: Solidified when she wants to dance around and tease the celibate priests. She tries on Mardek but that doesn't work.
- Weapon of Choice: Harps. She can actually hit monsters with her harp, but much more effective is the Requiem and Dolorous Dirge skills/songs.
- Yaoi Fangirl: Sort of.Elwyen: You've got friends like me now, Mardek! You don't NEED [Deugan] anymore! I can be a better friend anyway. I actually CARE about you, and, and... And I can show you a sort of appreciation and fun that he never could, wink wink. Unless he ever did?! Eww! Mardek! I shouldn't have thought of that! It is pretty hot though, now that I think of it another way.
Gloria Eh-Korey

Gloria always felt that she was 'at one with nature', and used to visit the Canonia shaman regularly... The position of shaman must pass on to another person whenever a shaman dies, and this other is chosen by the planet. Gloria was selected to take over from the old Canonia shaman, and now spends her time in the Shaman's Cave, solving minor village disputes, brewing potions, and et cetera.
- Action Girl
- Character Alignment: Lawful Neutral.
- Combat Medic: Gloria's spells are all over the magic spectrum, featuring everything from healing to buffs to straight-up damaging spells.
- Deadpan Snarker: By and far the snarkiest person in the entire series.
- Elemental Powers: Can use all 4 Natural Elements.
- Everyone Is Related: P-key dialogue reveals that Steele is her half-brother.
- Foil:
- First, to Elwyen. Despite being best friends, the two are complete opposites in a multitude of factors, not limited to: personality, fighting style, element, Love Interest, the list goes on..
- Secondly, to Steele. Gloria outright states that while he's a Child by Rape, and therefore a child borne of hate, she's a child borne to symbolize the love between her parents. In addition, their motivations for their actions are completely opposite- Steele does what he does because he cares only for himself, while Emela is sacrifice her own life and freedom to help others- even when it's not really necessary.
- Good Is Not Soft: Gloria might be the Only Sane Man but she has a ruthless streak. She smiled finding out that Steele is dead (though she is fully justified) and she would rather see Saul's dungeon removed (though she quickly checks herself).
- Green Thumb: Unlike most other earth-aligned characters, she leans more towards this than Dishing Out Dirt.
- Infinity +1 Sword: Yggdrasil's Finger, found in a rather obscure section of the Dreamworld.
- Leitmotif: Nature's Maiden
- May September Romance: Meraeador is 31. She's 17. However, due to being a shaman, she'll age much slower than Mereador, and she's also Wise Beyond Her Years
- Nature Hero: Unsurprising, as she is a shaman who is in tune with the planet.
- Only Sane Man: Among the playable characters in Chapter 3. She's really the only one questioning whether the party's actions are doing more harm than good, and doles out a fair bit of snark at the rest of the party's antics along the way.
- Red Mage: See Combat Medic above.
- Small Town Boredom: Not only bored, but annoyed by how every guy in town wants to bang her.
- Squishy Wizard: Subverted. She's weak with physical offense, but surprisingly durable.
- Super Toughness: Surprisingly resilient for a wizard.
- Weapon of Choice: A Simple Staff. Weirdly enough, unlike all other Chapter 3 characters with previously-unseen weapons, like Elywen or Legion, you can find staves as enemy drops in Chapter 2, which means they're all Vendor Trash unless you exploit the series' Old Save Bonus functionality.
- What the Hell, Hero?: She calls out Meraeador on using an evil, eldritch spell that rips a soul out from the afterlife and binds it to be the caster's eternal slave. She does agree to cast it after Meraeador does a bit of explaining, however.
- Wise Beyond Her Years: Despite only being 17, she's by far the most stable and sane- not to mention intelligent- among the protagonists.
Meraeador Dunsin Fa-Doch

Though most of the inhabitants of Goznor shun him due to their fear of the unknown and the unnatural, Mardek and Deugan have taken an interest in his work, for which he is glad.
- Accidental Murder: His parents, revealed in one of his P-dialogues.
- Character Alignment: Neutral Good.
- Crippling Overspecialization: He can only equip two inventions! He can only use three skills at any one time! And that includes two inventions that use a skill you usually only need to cast once per combat (to give the whole party a physical or magic shield).
- Deadly Gas: His Gas Gun that you can make is actually a pretty useful weapon early on, as about any enemy can be poisoned as of Chapter 3.
- Driven to Suicide: He briefly considers this after "The Accident", though he is saved by Mardek and Deugan's friendship when they were little, after all the townsfolk hated and feared him for it.
- Fire-Breathing Weapon: You can build a flamethrower for him at his toolbench.
- Gadgeteer Genius: He becomes this once he joins your party.
- Infinity +1 Sword: He's the only one in Chapter 3 to not have one, which the official guide for the game lampshades.
- Knockout Gas: The Sleep Gas Gun is another invention you can build for him.
- Leitmotif: The Inventor.
- Mad Scientist: He is pretty close to this at times. In fact, he pretty much goes mad with ideas for inventions if you speak to him within the volcano.
- Magikarp Power: He may look useless at first, but take the time to build some of his inventions and he quickly becomes one of the most useful characters. His problem of only being able to use two skills at once remains a problem, however, and his poor variety in attacks can deny him killing blows. As a bonus, he can repair Legion in battle if they're on the same team, giving Legion a slew of stat bonuses.
- May September Romance: Gloria is 17. He's 31. However, Gloria is also very Wise Beyond Her Years.
- Playing with Fire
- Speech Impediment: His aforementioned st-st-stuttering. This causes his spell to transfer a soul to his robot to go awry.
- Technical Pacifist:
- Justified due to his Dark and Troubled Past; see above. Also discussed in one of his P-dialogues, where he says that he has no qualms about killing monsters, since they don't have minds (they're made instead of a substance called "miasma").
Why he's okay with killing bandits, however, is anyone's guess.
- Lampshaded in the very same discussion with him, where Mardek comments about how pacifists are supposed to be opposed to all violence, and Meraeador snaps at him for his pedantry.
- Also lampshaded in the description for the Flamethrower. "Mwahaha! Meraeador's such a pacifist."
- Justified due to his Dark and Troubled Past; see above. Also discussed in one of his P-dialogues, where he says that he has no qualms about killing monsters, since they don't have minds (they're made instead of a substance called "miasma").
- This Is a Drill: Another weapon/gadget you can build for him, though the 'drill' part is a bit hard to find.
Sslen'ck Ea-Sslenal

Like all reptoids, he is a hermaphrodite; that is, he has no singular sex or gender. Reptoids are generally referred to as 'he' anyway, though.
Sslen'ck is first encountered in the lower chambers of the Sun Temple, the final boss of the area. He along with two other reptoids attack Mardek, Donovan and Sharla, believing them to be the cause of the dark creatures unleashed. Upon his defeat, he learns that Mardek and company are not to blame. He invites them to his village, of which he is chief, and joins them on their quest after their arrival, leaving Blatantly Evil Chancellor in charge of Xantusia.
He reveals to Mardek that his parents were killed by undead if you speak to him in Saul's dungeon. This could be important later on, as he never mentions what exactly happened and claims to be unable to remember why the attack happened.
- Character Alignment: Lawful Neutral.
- Crutch Character: He's quite powerful in the early parts of Chapter 3, boasting impressive damage and durability when most of your other characters aside from Mardek are a mix of Squishy Wizard and Magikarp Power. However, with gear, time, and training, the other characters will start to outpace him, and a fighting style that involves attacking and nothing else tends to not be very useful when other characters like Zach and Legion can eventually grow to do it better.
- Defeat Equals Friendship
- Dishing Out Dirt: Earth element.
- Fantastic Racism: Two-sided, but he learns many of the stereotypes are untrue by Level 29.
- Flunky Boss: He fights Mardek with two other reptoids.
- Horrible Judge of Character: Given that he appointed someone literally named "Blatantly Evil Chancellor" to be his right-hand man, he's probably this.
- Infinity +1 Sword: The Drackal Crescent, obtained by completing Chapter 3's Chain of Deals sidequest.
- Leitmotif: Sslen'ck
- Mighty Glacier: Has the best hp and attack of your party members.
- Playing with Fire: Uses a couple of Fire-elemental attacks to supplement his Physical skills.
- Redemption Demotion: Averted; he's just as strong when he joins as when he's fought.
- Snake Talk: Sslen'ck talkssss like thisssss.
- Why Did It Have To Be Undead?: He can't stand zombies. Justified, as they killed his parents when he was young.
Solaar - IXth of Lupidar

All Mardek knows of her is that he claims to be the dark crystal guardian... Odd, considering that she's Light. After the crystal was stolen, he came along with Mardek in order to take it back. She seems to be overly concerned with failing to protect the crystal... but what does he fear?
Solaar is first encountered, wounded, in the dark temple, in front of the chamber to the dark crystal. Xe challenged the Mystery Man to protect the crystal, but lost. Xe is then healed by Mardek - or Sharla, if she has learned Healing Wind - and joins the party to defeat the Mystery Man and find the other crystals under King Gonoroth's orders. Later, it's revealed by the Dreamstone #13 that Solaar isn't actually the guardian of the crystal; instead, xe is a Runare from a planet called Kalhu, and xe was sent to Belfan by Chieftain Eraluf of the Runare to guard the dark crystal from an evil - Zaephros the Chaosbringer - that has just been seen to steal Belfan's dark crystal by the Runari Seer.
- Ambiguous Gender: Or rather, no gender at all.
- Badass Adorable
- Character Alignment: Lawful Good.
- Glass Cannon: To the extreme. Xe has, hands down, the best skillset in the game (chapter 3's only resurrection spell and offensive light spell, among others), but combines this with absolutely atrocious stats. Xe has extremely low health and very limited equipment, meaning that xe keels over if the enemy so much as pokes xem.
- Infinity +1 Sword: The Guardian Claw, which is dropped by Annihilator:Karnos.
- Leitmotif: Solaar
- Light 'em Up
- Magikarp Power: Xe has abysmal Vitality, turning xim into a Glass Cannon with too much emphasis on the "glass" part to be very useful. However, if you give xim equipment that boosts Vitality (the Green Stole + 6, in particular), xyr HP is raised enough to make xim and xyr amazing skills useable.
- The Medic: Fills this role after Mardek graduates to Magic Knight. His healing power by defaults heals the whole party and he's the only party member with a resurrection spell.
- Mysterious Past: Xe mentions the trope by name as part of a Suspiciously Specific Denial.
- Nonstandard Character Design: The other guardians are enormous, powerful bosses that are the same element as the crystal they're guarding (even the Water Guardian has a giant water steed). Solaar is a Glass Cannon light healer. It's heavily lampshaded.
- Squishy Wizard: See Glass Cannon.
- Status Buff: Solaar's Spirit Graft skill increases a character's spirit in battle, which can be used with devastating effect in conjunction with your party's spellcasters.
- The Power of the Sun: If the name wasn't a clue
- Token Nonhuman(oid)
- Voice of the Legion: Xyr chat text even replicates an echoing effect in text!
- Weapon of Choice: Wolverine Claws.
- You No Take Candle: Xe is somewhere between this and Strange-Syntax Speaker.Forgivify me, for I have failn!
- This is lampshaded if you talk to xim in Goznor.Solaar: Oh wowsers! A village-town of human beings! They all seem to be livifying life to a non-minimal extent, if you would care to capture my drifting!Mardek: ...Huh?Solaar: Even I don't know what I meaned by that one.
- This is lampshaded if you talk to xim in Goznor.
Legion

The 'red soul' is Baron von Doomkill; a man who seems to have once been some cruel tyrant or dictator. He's very evil, and would like nothing more than to use his new super-body to wreak destruction and cause misery to the world once more.
The 'blue soul' is a female shaman named Deena. She is one of Gloria's predecessors, acting as the Canonia shaman in ages past. She is wise and fair, and willing to help out where she can.
The 'purple soul' seems to be a depressive individual known as 'Miserable Ol' Martin'. He seems to be incapable of happiness, and does nothing but complain about how hopeless everything is and how hard things are for him.
There's also a strange 'yellow soul', Bostolm, who seems deranged, insane...
- The Battle Didn't Count: Apparently all four of the souls encountered a Grim Reaper in some sort of bizarre afterlife. Doomkill challenged him to a battle, of course, which Doomkill lo- "let him win."
- Catchphrase: Martin's "Gods, I'm depressed."
- Character Alignment: "Mixed", which is fitting considering the souls inside of him.
- Cloud Cuckoolander: Bostolm.
- Dark and Troubled Past: Most of the souls have one, related to how they originally died.
- Deadpan Snarker: Deena. It must be a Canonia shaman trait.
- Doomy Dooms of Doom: Baron von Doomkill.
- Driven to Suicide: Heavily implied with Bostolm, who was driven so insane by pixies digging in his mind that he "drilled them out of [his] head".
- The Eeyore: Miserable Ol' Martin.
- Evil Overlord: Baron von Doomkill was this in life.
- Expy: Baron von Doomkill is somewhat of a expy of Doctor Doom, while Martin is one of Marvin, the clinically depressed robot.
- Four-Temperament Ensemble: All in one character! The Baron is Choleric, Deena is Phlegmatic, Martin is Melancholic, and Bostolm is Sanguine. The souls' colors even correspond to their temperaments'!
- Go Mad from the Isolation: Bostolm and all the other monks inside the Lost Monastary, though this was aided by the stone that fell from the heavens.
- Gone Horribly Wrong: The spell malfunctioned, trapping four souls in one body. Though in the long run it could end up having Gone Horribly Right.
- Jack-of-All-Trades: Not only does Mimicry allow it/them access to a much larger pool of skills than any other character thus far, but Gemsplosion works in such a way that it can be used as an attack of just about any element (including Aether, Fig and Thauma).
- Infinity +1 Sword: The Buzzsaw Arm, which can be crafted at Meraeador's workbench.
- Large Ham: Baron von Doomkill.
- Leitmotif: Legion
- Mega Manning: Certain attacks, if they hit Legion, will be added to its/their arsenal of skills.
-
Name's the Same: No, not that Legion, but they are rather similar (mechanical beings that hosts multiple beings/programs).
- Names to Run Away from Really Fast: "Baron von Doomkill".
- Non-Elemental: Due to having four souls of different elements.
- Only Sane Woman: Deena plays this role out of the four souls in Legion, as while she has her own issues and tragic backstory, she isn't mentally insane like Bostolm, clinically depressed like Martin, or sociopathically violent like Doomkill.
- Possessed Mechanical Construct Buddy: For Meraeador.
- Sharing a Body: Played for Laughs, where all the souls are very confused as to what's going on and have to get used to the others.
- Smug Snake: Baron von Doomkill.
- Speech Impediment: Doomkill apparently has issues pronouncing '-er'. So you get lines from him which are along the lines of, "Powah! Unlimited powah! Cowah beneath the might of Baron von Doomkill!"
- The Von Trope Family: Baron von Doomkill.
- Weapon of Choice: A Power Fist, one of which is a buzzsaw.
- Why Did It Have To Be Pixies?: Bostolm starts screaming incoherently whenever he's near a pixie. To quote his P-dialogue in the Lifewood:Legion: OH NOOOOOO!!!!! PIXIES LIVE HERE!!!!! AAAAAHHHHH!!!!!!! And fairies. I don't mind fairies. They're nice. But PIXIES?!? THEY DIG IN MY MIIIIIND!!! But they won't find any chocolate! Hee! HEE.
- Though his fear of pixies
isn't exactly irrational.
- Though his fear of pixies
Villainous characters native to Belfan. They tend to be of lesser importance and aren't very dangerous, at least compared to the Governance de Magi. note
Muriance Pharezos Ae-Bross

A recurring villain who tirelessly searches for the elemental crystals. However, he doesn't actually seem to want them as such, and instead seems to be driven to them more out of some sort of urge or instinct rather than conscious choice. Also has dreams in which he is some sort of dog with great power.
- Battle Theme Music: Muriance Battle
- Blow You Away / Shock and Awe
- Card-Carrying Villain
- Character Alignment: Chaotic Evil.
- Classic Villain: Though he isn't the main villain, he does fit many of the traits.
- Gotta Catch 'Em All: Like his character blurb says, he really wants those elemental crystals.
- Large Ham
- Leitmotif: Muriance's Theme
- Meaningful Name: We've yet to see how meaningful it is, but his middle name, Pharezos, is an anagram of Zaephros. As in, the Zaephros The Chaosbringer mentioned in Solaar's dreamstone.
- Most Definitely Not a Villain: He makes several statements to this extent during chapter 3. As a paraphrased example: Oh, yes, of course. He just wants to retrieve some treasures from the temple for the kiddiwinks.
- Weapon of Choice: A pistol, which is surprising, considering Belfan's medieval setting.
Mystery Man / Steele Brennte Du-Korey

He's supremely arrogant and egotistical, believing that nobody but him is deserving to lead, that violence is the answer to everything, and that girls can't get enough of him. He beats people up mainly for the fun of it, and joined the Guard just so he could legally assault people 'and maybe pick up some chicks'...
The Mystery Man is a character who is completely new and was not in any chapters earlier than the third, definitely. He is completely enigmatic and totally not another character veiled in a Paper-Thin Disguise!
Anyway, as the blurb says above, he's a Jerkass, and stole the dark crystal for his own purposes. However, he can't seem to actually use its power for some reason...
- All Girls Want Bad Boys:
- He apparently thinks so, though this is averted by Emela, who hates him with a vengeance and constantly rejects his advances.
- Played straight with Sharla, much to the rage of Donovon if you take both of them to fight the Mystery Man the first time.
- Anti-Hero: Type V Until he turned to the dark side.
- Battle Theme Music: "Bring It!"
- Blood Knight: He didn't join the Goznor Royal Guard for the good of others,
- Casting a Shadow
- Character Alignment: Chaotic Evil.
- Child by Rape
- Climax Boss: He comes at a small climax, but still one nonetheless.
- Cluster F-Bomb: His profanities are censored, however.
- Disproportionate Retribution: After Emela injures him with a lightning bolt, Steele promptly decides to plot how to kidnap and rape her.
- Eyepatch of Power
- Good Scars, Evil Scars: Has a scar across his eye, implying that he suffered from Eye Scream. Indeed, he did: When Emela shot Steele with the lightning bolt, it pierced his eye, apparently.
- FaceHeel Turn: Though he wasn't much of a 'Face' to begin with...
- Good Old Fisticuffs
- Hate Sink: Apparently, he was created by the author to represent everything he hates.
- Jerkass: To the extreme. Just read his character blurb up there.
- Jerk Jock
- Leitmotif: Pugnacious Ruffian.
Notable in that it uses instruments and techniques that the author dislikes, due to the fact that he hates Steele's character as well.
- '90s Anti-Hero: Steele was originally one big pot-shot at this sub-genre of hero. But then he "died" and came back as the Mysterious Man, embracing the role of a bad guy whole-heartedly.
- Not Quite Dead
- Paper-Thin Disguise: If you've played the second chapter, it should be extremely obvious who he is.
Saul Du-Xesphthar

To put it short, Saul is a mentally insane individual whom you must track down for the quest to create Legion, Meraeador's 'Metal Man'. Saul has kept a certain Tome of Eldritch Lore from the library of Aeropolis 'far' past its due date. Unfortunately, Meraeador needs that book to make Legion, so the party is forced to track him down to his house deep within the Canonia Woods to borrow it. Of course, even though Meraeador offers to return it once he's done, Saul refuses to loan it to him. And so you have to make it through his hordes of undead minions to take it from him...
- Arson, Murder, and Jaywalking: His crimes throughout Chapter 3? Raising the dead, lead army of said dead to conquer Belfan, and not turning in his library book on time.
- Badass Long Coat
- Bald of Evil
- Bond Villain Stupidity: Leaves you alone to die in his zombie filled dungeon. That has holes in the side of the walls and is easily escapable. All when he could have finished you off right then and there.
- Card-Carrying Villain: The guy could probably match Skeletor for lack of subtlety.
- Character Alignment: Neutral Evil.
- Everything's Deader with Zombies: His dungeon is one of two undead-centered ones in the game. While zombie enemies do appear elsewhere (such as The Lost Monastary), his is explicitly zombie-centered.
- Evil Counterpart: He and Meraeador are both Mad Scientist types who are somewhat shunned by most of the people of their homes. They both have some sort of verbal tic or irregularity. However, while Saul clearly went mad somewhere down the line, Meraeador had Mardek and Duegan to keep him from going insane from loneliness.
- Evil Is Hammy: Oh yes.
- Faux Affably Evil: As long as you remember that his dungeon is a ZOMBIE themed dungeon and bring the right characters and take the right precautions, you will most likely enjoy every hammy minute of it.
- Fur and Loathing: His coat appears to have a fur trim on the back. Black, of course.
- Last Note Nightmare: The end of his leitmotif is one very loud, almost screechlike note.
- Leitmotif: Saul.
And it fits him perfectly, to boot.
- Necromancer: It's his in-game class, too.
- Obviously Evil
- Personality Powers: His powers match his personality, violently psychotic and with no respect for human life.
- Purple Prose: See Third-Person Person below.
- Sesquipedalian Loquaciousness: Somewhat. Since he uses Purple Prose, he ends up using a bunch of unneededly large words.
- Skeletons in the Coat Closet: Somewhat. He doesn't seem to wear actually bones on his person, but he 'does' have at least one skull-shaped earring.
- Slasher Smile: Though it's more ridiculous than it is creepy.
- Third-Person Person: He takes this further than most.Saul: That would be I, answered Saul affirmatively. What of this?, he went on further to ask, the ivory protuberances of his gaunt visage lit eerily by the dim torchlight; the furry dark caterpillars of his brow dancing in antipode to suggest particular suspicion; wanting for an answer that does not test his patience and his undead...
- The Unfought: You don't fight him, personally. Instead you face the re-reanimated corpse of the Dracelon you fought in Chapter 2.
- We Will Meet Again: Before you leave, speaking to him gets you the standard "You'll regret this!" line.
A group of heroes introduced in chapter 2. They seem to be searching for the elemental crystalsof the world of Belfan, but are for the most part hilariously incompetent at finding them.
Tropes relating to the World's Saviours as a whole:
- Affectionate Parody: Of general RPG stereotypes and character classes (most notably the FF series).
- The Battle Didn't Count: Whenever you fight them. The first time, Bartholio even thinks that you're supposed to be a Hopeless Boss Fight.
- Battle Theme Music: Saviours' Battle
- Cliché Storm: Invoked: they're parodies of generic fantasy heroes. Their battle roles even correspond to the default party in the first Final Fantasy!
- Fake Ultimate Heroes
- Four-Temperament Ensemble: Bartholio is Choleric, Vennie is Phlegmatic, Aalia is Sanguine, and Bernard is Melancholic.
- Goldfish Poop Gang: They are shaping up to be an example of this, given how commonly you seem to run into them.
- Gotta Catch 'Em All: Like everyone else, they want those elemental crystals.
- Leitmotif: Worlds' Saviours
- Plot Coupon: According to the Playing With entry on this, they fit the bill of the described deconstruction quite well, since they chase after the crystals for the sake of it rather than actually doing anything heroic.
- Quirky Miniboss Squad
- Wake-Up Call Boss: In Chapter 2. If you don't have a good grasp of how to keep yourself alive by this fight then you're in for some trouble.
- Wolfpack Boss: Laughably incompetent though they are, they can put up quite a fight.
Bartholio Strongarm El-Mars

He and his party are searching for the Legendary Crystals, merely because that's what Heroes are meant to do. They want more power and glory.
He tends to be somewhat brash and arrogant, comparing your group to common monsters and the like, and he's the only real reason your two groups oppose each other at all.
- Meaningful Name: "Strongarm" fits him well; he's the hard-hitter of the Saviours. Also, "Mars" was the name of the Greek god of war.
- Turns Red: If all of his allies fall in battle before he does, he'll use a skill called "Avengeance!", which doubles his strength.
- Weapon of Choice: A greatsword.
Vennie Vidi Ae-Vicci

He's one of the World's Saviours, and appears to be Bartholio's closest ally, but not much else is known about him. He speaks in a bizarre accent; I have honestly no idea what it's supposed to be and I bet you don't either.
As with the others, rather more friendly towards your group than their leader and somewhat silly, at times.
- Punny Name: "Veni, vidi, vici."
- Standard Status Effects: He loves using these on you.
- Weapon of Choice: A dagger.
- What the Hell Is That Accent?: Lampshaded in his character blurb.
Aalia Kitregis El-Aureliae

She seems a bit dim, but is also probably in love with Bartholio, because that would be just typical, wouldn't it?
A rather ditzy princess type who, for whatever reason, talks in mostly chatspeak. Including emoticons.
- Character Alignment: Neutral Good.
- The Ditz
- L33t L1ng0: Including emoticons!
- Light 'em Up
- Love Interest: Apparently...
- Shoot the Medic First: If you want to survive an encounter with the Saviours, slaughter her IMMEDIATELY.
- Stripperiffic: Her costume consists of a long scarf, a fairly small top with laces in front of the cleavage, hot pants, and knee-high boots.
- Verbal Tic: Talks in chatspeak, as mentioned.
- Weapon of Choice: A Simple Staff.
- White Mage: Healing, shields, the whole lot.
Bernard Du-Monde

As said above, not much is known about him, but he doesn't really seem to care much about finding the crystals or any such thing.
- Bald of Evil: Comb-over of evil, actually.
- Casting a Shadow: He's able to use magic from other elements as well, however.
- Catchphrase: "Heh"
- Character Alignment: True Neutral.
- Deadpan Snarker: Bernard will occasionally make jokes at the World Savior's expense.
- Glass Cannon: Can deal the most damage of any of the Saviours, and to your whole party, no less. But... Yeah.
- It Amused Me: Really the only reason he does anything, like the zombie at the end of chapter 3, or hanging out with the rest of the Saviours at all.
- Only Sane Man: Of the Saviours.
- The Quiet One: Unlike the other Saviours, he's not very talkative.
- Retired Badass: Implied to have been a Hero named Bernard Stormkiller.
- Squishy Wizard
- Weapon of Choice: A walking stick. No, really.
The Governance de Magi is the ruling body of Anshar, Rohoph's homeworld. They all used to be friends, but the Violet Crystal warped their minds and corrupted them, dividing them and causing them to turn on Rohoph. They're the story's main antagonists.
Tropes relating to the Governance de Magi as a whole:
- And I Must Scream:
- Due to the way Rohoph's soul sealing spell works, they aren't allowed to go on to the afterlife after they're killed — their souls are turned into fancy jewelery that sits in Mardek's back pocket for all eternity.
- And that's to say nothing of the people the Governance de Magi possesses. The end of Chapter 3 shows that Rohoph has complete control over Mardek whenever he pleases..
- Battle Theme Music: GdM Battle
- Climax Boss: All of them, excluding Rohoph.
- Elemental Powers: There's one council member for each element, excluding Fig.
- Evil Is Not Well-Lit: The room they're in is rather dark and shadowy.
- Face Framed in Shadow: Averted, despite them not averting the above trope.
- Gotta Kill Em All: Deconstructed. Even though Rohoph insists that he must do this anyways.
- Leitmotif: Governance de Magi
- More Than Mind Control: They aren't being controlled by the Violet Crystal; it only exacerbates their own insecurities and negative traits.
- The Omniscient Council of Vagueness
- Orcus on His Throne: It's even lampshaded that the Magi kind of sit around doing nothing while Rohoph slaughters their group one by one.
- Sinister Scythe: While it's not easily observed, the weapons that both Qualna and Moric use are classified as scythes. Also unusual in that when they attack with their scythes, they attack with the back end, instead of the blade.
- Sorting Algorithm of Evil: The order they volunteer in is coincidentally from weakest to strongest.
- Theme Naming: Gaspar, Melchior, and Balthazar are named for the three wise men from the Gospel of Matthew.
- Voice of the Legion: All Annunaki have their chat in a special font, in the color of their element. Subverted in that Annunaki voice sounds exactly the same as a human voice, as many characters confuse Rohoph's speech for Mardek's. It is the text that this trope refers to. It should be noted that at least one Annunaki, Qualna, can also hide this at will when in disguise. He deliberately left it in during his possession of the King of Goznor, but hid it while posing as Clavis. Rohoph, meanwhile, cannot hide his even when he is pretending to be Mardek in the Epilogue.
- With Great Power Comes Great Insanity
Rohoph

The Healer and light-elemental member of the Governance de Magi. When the Violet Crystal came, he saw how it affected his friends, and tried to destroy it. Unfortunately, he was caught and sentenced to execution, but escaped and crash-landed on Belfan, where he performed a Soul Transfer into Mardek.
An interesting aspect of him is that, in chapter 3, Qualna hints that even before the Violet Crystal affected him, he was overly obsessed with goodness and justice, and it's heavily implied that he committed a massive homicide or something similar on Ninevah. This makes him the only Governance member to have issues before being corrupted by the Crystal...
- Black and White Insanity: Qualna calls him out on it, but he does not care to listen.
- Black-and-White Morality: As far as he's concerned, there's good and there's bad, and essentially anything is justified in pursuit of a greater good. Unfortunately for the world at large, his idea of the "greater good" doesn't necessarily match up with anyone else's, or include allowances for little things like not plunging entire planets into chaos. His Black and White Insanity becomes more and more apparent.
- Character Alignment: Lawful Good. Although the "good" part might be debatable.
- Foil: To Mardek, as well as Moric and Qualna.
- Good Powers, Bad People: For a guy whose title is "The Healer," he's quite nonchalant about the idea of trapping his former friends' souls for all eternity.
- I Gave My Word: Discussed and cruelly subverted when he fights Qualna. He agrees not to seal Qualna's soul, but after the fight, he reveals that he was lying and does so anyway while Qualna screams for mercy.
- Jerkass: He's somewhat rude to Mardek and seems to look down upon the people of Belfan. Granted, his race was far more technologically superior, but it doesn't stop him from taking snide potshots when he can. He also makes it clear that he has no wish to waste time speaking with Mardek's comrades in the Dreamrealm in Chapter 3. This is somewhat of a bit of Foreshadowing. Rohoph kicks his Jerkass qualities up to eleven at the end of chapter 3, chasing away Elywen by insulting her and bullying poor Mardek, taking complete control of his body.
- Jumping Off the Slippery Slope: In chapter 3.
- Knight Templar: No cost is too great for Rohoph if it means stopping the Governance de Magi.
- Leitmotif: Rohoph's Theme
- Light 'em Up
- Light Is Not Good
- Manipulative Bastard
- The Medic
- Mind-Control Eyes: Whenever he speaks through Mardek, Mardek's eyes glow white.
- Sharing a Body: With Mardek.
- Shoot the Dog: He does this to the other Governance de Magi members.
- The Smart Guy
- Tomato in the Mirror: Contrary to what he believes, he was not immune to the Violet Crystal's effects.
- Unreliable Expositor: A lot of both the characters' and the audience's information about the situation with the GdM comes from him, on the rare occasions when he feels like explaining things. Which, consequently, becomes increasingly suspect as the reveals roll around about his deeper personality and history.
- Villain Protagonist: Arguably.
- What the Hell, Hero?: Qualna calls him out on some of the questionable things he does in chapter 3.
Moric

Not much more needs to be said. Moric was not on good terms with Rohoph, however, due to the fact that they specialized in opposite fields of magic. His mind is also somewhat fractured.
- Buffy Speak: He really likes to make up new words and describe things in terms of themselves.
- Character Alignment: Neutral Evil.
- Dark and Troubled Past: He and Rohoph were...not on good terms with one another.Moric: You specialise in giving life, I in taking it away and creating twisted, perverse imitations of it. You never liked me.
- Dark Is Not Evil: Before the Violet Crystal, he seemed to fill this role.
- Dishing Out Dirt: He has earth-elemental powers, in addition to being a necromancer.
- Don't You Dare Pity Me!: After his mind is damaged in his Soul Transfer, he denies Rohoph's offer for help, saying that it's a trick and he'll only make things worse. Considering what Rohoph did to Qualna at the end of Chapter 3, Moric may have been justified in doing this.
- Famous Last Words: "You must die! Only then can I be free!"
- Flunky Boss
- Foil: To Anu.
- Necromancer: Natch.
- One-Winged Angel: Subverted, or possibly even inverted. You first fight him in his super-powerful non-human form, then he later possesses Social Fox's corpse and becomes more human-like, but when you fight him again, he's actually more powerful than he was the first time.
- Verbal Tic: "Yeees..."
- Weapon of Choice: A Sinister Scythe.
Qualna

The Diviner and ether-elemental member of the Governance de Magi. He has the unique ability to look into a special plane of existence, the Astral Realm, which gives him knowledge of past and even potential future events. These abilities are obviously very useful to the government. He also has a silver tongue, and prefers to resolve things peacefully with words, rather than with fighting.
- Alas, Poor Villain: It's hard not to feel sorry for him and disgusted at Rohoph when he's eventually taken down.
- Anti-Villain: Type III. Contrasted against Rohoph Jumping Off the Slippery Slope.
- Might even be a Villain in Name Only, seeing how his only "villainous" deeds were possessing the king to influence Rohoph instead of confronting him outright. And considering what happens in the end, he seems to have been well justified in doing so.
- Character Alignment: True Neutral, type 4.
- The Dark Chick: Shares this role with Melchior.
- Demonic Possession: Sort of. He's able to possess various people.
- Duel Boss
- Famous Last Words: "YOU UTTER MONSTER!"
- Flunky Boss
- Foil: To Gaspar. And Rohoph. Especially with his focus on Balance Between Good and Evil compared to Rohoph's Black and White Insanity
- Improbable Weapon User: As a Musical Assassin.
- Nice Guy: He is by far the nicest Governance de Magi member, and even wants to bring Rohoph back peacefully instead of killing him. He also seems to be affected the least by the Violet Crystal, possibly because it may function as an amplifier for each of the Magi's dominant traits, and as he is most devoted to balance it cannot destabilize him.
- Soul Power
- What the Hell, Hero?: He spends a good bit of Chapter 3 trying to get Rohoph to realize that his Black-and-White Morality Knight Templar attitude is making things much, much worse. It doesn't work.
Gaspar

The "Firestorm" and fire-elemental member of the Governance de Magi. SPEAKS IN ALL CAPS and is a bit of a Large Ham. He also has serious anger management issues and is rather direct and unsubtle. He is set to be the villain of chapter 4, but not much else is known about him.
- The Brute
- Foil: To Qualna.
- Hot-Blooded
- Large Ham
- No Indoor Voice
- Playing with Fire
- Pyromaniac
- Rhymes on a Dime: Him of all people!(Moric is talking about how he wants to kill Rohoph)
Gaspar: MORIC, YOU'RE A SMELTIN' CREEPY MAN!! AND YET I THINK I TOO MIGHT MONGIN' WELL DELIGHT IN THE SIGHT OF THE FRIGHT OF THE WHITE BLIGHT AS I FIGHT AND SMITE HIM FROM THIS PLANE!! BLOODYIN'.
Qualna: Why Gaspar, that's awfully poetic for you! I'm amazed!
Gaspar: I'LL HARRY WELL SHOW YOU A POETIC MAZE!! I'LL TRAP YOU IN IT AND SCREAM TOFFIN' BLOOD-CURDLIN' SCREAMS AS YOU TRY IN VAIN TO EVADE THE PAIN YOU'D BE SURE TO GAIN!! YOU'D SLOWLY GO INSANE, AND I'D JUST LAUGH!! LAUGH!!! MOGGIN' LAUGH TRIPIN' HARD!!
Balthazar

The water-elemental member of the Governance de Magi. Appears to be The Dragon to Anu, and is the most level-headed member of the Governance. Not much else is known about him.
- Deadpan Snarker
- The Dragon: To Anu, possibly.
- The Evil Genius
- Foil: To Melchior.
- Making a Splash
- Verbal Tic: "Myes."
Melchior

The air-elemental member of the Governance de Magi. Also the odd one out. He appears to be completely bonkers, and whenever he speaks, it's pretty much guaranteed that you'll be laughing hysterically a few moments later. Not much else is known about him.
- Affably Evil
- Blow You Away
- Cloud Cuckoolander: To the extreme.Anu: When Rohoph's gone and dealt with, there'll be nothing to stop us... No... Soon, THE GALAXY WILL BE OURS!!! MWAHAHAHAHAH!!!!
Melchior: Don't you mean ours, sir? We are working on this together. There's not just you.
Anu: Yes, that's what I said. Weren't you listening?
Melchior: What? Eh? No, not at all. I had a nice pretty tune in my head. I was listening to that. It went like 'naaaah naaaah nah-nah-naaaah, naaaah naaaah naaaah naaahh...'
Anu: Sigh... - The Dark Chick: Shares this role with Qualna.
- Foil: To Balthazar.
- Plucky Comic Relief
Anu

The "Master" and dark-elemental member of the Governance de Magi. Normally, they're an equal council, but due to the Violet Crystal's effects, he lunged for power, presumably because he was the most ambitious. Seems to want to take over the galaxy, or something cliché like that. Not much else is known about him.
- Ambition Is Evil: Heavily implied.
- Big Bad: Possibly, though it's been theorized that the creature inside the Violet Crystal may turn out to be The Eldritch Abomination Behind The Man.
- Casting a Shadow
- The Dragon: If he isn't the Big Bad, he's probably this.
- Take Over the World: Or rather, the galaxy.
Though important to the plot, these miscellaneous characters don't fit into any of the other categories. note
Enki Ea'seph El-Regis

There's not much else to say. He seems to have a Mysterious Past, though he refuses to talk about it. Not much else is known about him, as he has not appeared in-game yet.
- Character Alignment: Lawful Good.
- Disappeared Dad: He is one himself, although his dreamstone reveals that he had one of these when he was young.
- Katanas Are Just Better
- Leitmotif: Enki's Theme
- Light 'em Up
- Mysterious Past
King Gonoroth Fa-Regis

In chapter 3, he is possessed by Qualna and is accidentally killed by Mardek's party. He is also revealed to be Donovan's father.
- Accidental Murder: Mardek's party accidentally kills him at the end of chapter 3.
- Character Alignment: Lawful Good.
- Climax Boss: Albeit while possessed.
- Demonic Possession: In chapter 3.
- Final Boss: Though the battle with him is not the final battle in this chapter, for all intents and purposes it counts as the Last Boss, as it's the last time you'll be battling with your allies.
- Nice Guy
- Playing with Fire
- Sacrificial Lamb
- Weapon of Choice: A Cool Sword.
Clavis

He's actually Qualna in disguise, who created the persona in order to teach Rohoph some important lessons. Unfortunately, they fell on deaf ears.
- Arc Words: His constant references to keystones.
- Balance Between Good and Evil: Advocates this to Rohoph, who merely brushes off his advice.
- Bald of Awesome
- Character Alignment: True Neutral, type 5.
- Chekhov's Gunman
- The Dog Was the Mastermind
- Leitmotif: Clavis
- Soul Power