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The characters of the Pathfinder Interesting Times Roleplay. *Major spoilers abound*.

For your viewing pleasure, all the characters have been grouped according to their affiliations.


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    The Previous Group 

Alvis Lestrade

https://static.tvtropes.org/pmwiki/pub/images/alvis_4982.jpg
Race: Human
Class: Rogue/Fighter
Alignment: Chaotic Neutral/Neutral Evil

A rather unfortunate thief by profession and a connoisseur of fine beers, he's responsible for disabling traps and opening doors. He also tries to fight sometimes, but usually just hits the deck and hopes for Tybald's fireballs to solve all the problems. Was gutted, thrown against walls by orcs and even died once - how he's still alive remains a mystery to everyone, even himself.

  • Back from the Dead - although he's been very close to dying more than once, there was one time when he actually died (during the Coalition-Walden blitzkrieg).
  • Back Stab - tactic of choice when it comes to fighting
  • Butt-Monkey - due to his chronic bad luck, he usually is on the receiving end of the team's less than stellar sense of humor.
  • The Chew Toy - usually is on the receiving end of all physical attacks, despite doing his best to run away.
  • Dark and Troubled Past - there are things in his past he will never talk about - at the same time, he seems to desperately want to find someone or something...
  • Dark Secret - nobody really knows what it is, but he's awfully determined to find a certain assassin. He also seems to be very knowledgeable about Waldenfold and about ancient symbols that just happen to pop up at some of the most inconvenient times.
  • Dirty Coward - tried being brave once - ended up kidnapped by a vampire, with his hand chopped off.
  • Dual Wielding - fights with two weapons - his trusty rapier and a blade forged from some sort of mysterious dark metal (nobody's really sure what it does).
  • Failed a Spot Check - being the scout of the party and a trap disarming expert is one thing, but a need for glasses is another.
  • Greed - one of his greatest weaknesses - sometimes can completely blindsight him, making him go after petty things in lieu of the big and important objectives (e.g. trying to rob a bard instead of figuring out why people became zombified and all the light went out in an inn).
  • I Need to Go Iron My Dog - his go to excuse whenever something bad is going on and he's involved in it.
  • Insane Troll Logic - When he's really pressed for time and in a really tight situation, his excuses start slipping into this territory
  • The Klutz - arguably due to his bad luck (he is the team's most proficient acrobat after all). It's more due to his misplaced tactics than anything else - when stealing documents, you don't generally try to set them on fire at the same time.
  • Lovable Traitor - he's doing it to meet his own goals and he's more than likely collaborating with some evil spies, devil-worshipers and assassins. This makes him dangerous and also very handy to have around, as he is more or less likely to have at least some knowledge about what's going on (e.g. Castle from the Sky, which turned out to have been a symbol on one of the books he read in the past).
  • Never My Fault - sometimes reaches Comedic Sociopathy levels - due to his less than stellar reputation he's instantly suspect of anything that goes wrong. Alvis' riposte is a more or less acceptable excuse - the less acceptable or more insane it is, the higher the likelihood of him actually being involved in whatever mishap the team has gotten themselves into. Alvis says: Nobody has any evidence on that, mind you - it's all just speculation.
  • The Sneaky Guy - his tactic of choice, goes hand in hand with...
  • Stealth Expert - partly due to his natural talent and partly due to an elven cloak, he is practically invisible (unless he trips over something or tries to steal things with bells attached to them or walks into a trap or... you get the point)
  • Sticky Fingers - can't really help himself. It's mostly useful and he has enough self-control not to do anything stupid (like stealing from authority figures) - yet.
  • Stone Wall - was this for a short time, when he and Tybald were trapped in a cave. Did pretty well.
  • Weak-Willed - notorious for falling under the influence of deadly succubi or vampires, so far it only cost him his right arm.

Cynthia

https://static.tvtropes.org/pmwiki/pub/images/cynthia1_1520.jpg
Race: Human
Class: Fighter
Alignment: Chaotic Neutral

Hailing from distant lands (at least everyone assumes so, as she rarely speaks), she is the muscle of the group. The bravest of the brave with a healthy mix of sadism thrown in, she rarely backs down from any sort of fight. Despite that she has the common decency not to engage godlike beings or monstrosities from the depths of hell - at least not yet.


  • Barbarian Heroine - not much of a heroine, though she fits the barbarian part perfectly. Once again nobody is really sure of her origins, but everyone has their suspicions...
  • Berserk Button - do not taunt her. Do not offer to protect her. Do not say she is a weak woman and shouldn't be an adventurer. DO NOT try to flirt with her over and over again. And above all else... do not try to run away.
  • The Berserker - to put it more bluntly. When she gets into a fight, she seems to loose all inhibitions and be driven only by anger and hatred. She also has a tendency to glee like a maniac when standing in the downpour of blood and internal organs.
  • The Big Guy - more due to her fighting ability and being able to take a huge beating than her height or muscle mass.
  • Dark and Troubled Past - we all assume she has one, despite never sharing it with anybody. People don't really end up the way she is now without serious help from life...
  • Off with His Head!! - a rather ingenious ploy - instead of fighting an army of cultists in one of Urgathoa's lairs, she simply claimed to be the divine representation of said goddess and then walked up to the high priestess and simply took her head with one swing of her giant scythe.
  • Sinister Scythe - her weapon of choice. Again - nobody knows why and nobody really wants to ask.
  • Unstoppable Rage - when buffed up by the team's magic and her own anger, she can mow down entire squads of enemies.
  • Would Hit a Girl - she doesn't have to discriminate - you can be a female high priest of Urgathoa, she will kill you anyway.

Macbeth

https://static.tvtropes.org/pmwiki/pub/images/makbet_1025.jpg
Race: Elf
Class: Ranger
Alignment: Chaotic Neutral

Self-assigned guardian of the "great elven mage" Tybald, he's been traveling with the group since their short stint in the elven city. Seemingly solely focused on making sure Tybald keeps his word and returns to said city once he's done with whatever pressing issues he gave as an excuse not to be a local hero, Makbet seems more than happy to postpone said return and travel the world some more. Peculiar quirks include highly inflated sense of pride in his elven heritage and an instant depression switch triggered by alcohol.


  • Born in the Wrong Century - due to being raised in a secluded society and basically never having even set foot in the outside world, his behavior and knowledge shows signs of antiquity and even weirdness in certain situations.

Reich

https://static.tvtropes.org/pmwiki/pub/images/reich-romeo_6968.jpg
Race: Half-Elf
Class: Priest
Alignment: Chaotic Neutral

A priest of the goddess Pharasma, he quickly found his place in the group as its designated healer. Little is know about him, apart from the fact that he seems to know an awful lot about a specific one-handed priestess...


  • Half-Breed Discrimination - he was born a half-elf. Needless to say, his own kind doesn't take too kindly to him, viewing him as a tainted and imperfect being.
  • Healing Hands - he can almost instantly stabilize a dying character. Also heals by touch (duh!). Has something to do with channeling life energy or something.
  • The Medic - the current designated healer of the group. While not a Combat Medic like Thorabin, one can't really always get what one wants, so the team makes do. Plus he's a lot less obstinate.
  • Only in It for the Money - the first thing he always asks is "how much are we going to make off it ?". When people where hypnotized and all hell started breaking loose, his main objective was still to rob the rich bard.
  • Revive Kills Zombie - his first line of thought when fighting the undead. Needless to say, it didn't go according to plan ... (but he was right - positive energy harms undead. He just didn't managed to inflict it.)
  • Squishy Wizard - he is first and foremost a healer and believer in good. Being a 4th level healer in a 7th level group doesn't help...
  • Stranger in a Familiar Land - being a half-elf, he is mostly unfamiliar with the customs of his pure-blooded kin. As said customs can be rather irksome, the overall consensus is that it's a good thing.
  • White Magic - one could argue that the goddess of fate, life and rebirth should bestow some powerful death-inducing spells upon her followers. This is however not the case, with your standard array of healing and ward-off-evil spells. Precognition and clairvoyance come at level 8, so things can still get interesting.
  • You Owe Me - his seemingly only reason for staying with the team - he fixed up Alvis' hand and will now stalk him throughout all of Ilyrium until the hapless thief can pay off his debt.

Salim

Race: Half-Elf
Class: Monk
Alignment: Chaotic Neutral

A Monk hailing from distant lands met during the annual Blood Sports tournament. Made a name with his fighting skills, although he more than met his match during an escape from a dragon's lair. Some believe he is still alive and well, recuperating in the lands south of the Kingdom.


  • Bare-Fisted Monk - his disdain for weapons is at first ridiculed, then promptly tested and finally accepted. Pretty much a no-brainer - he's a monk after all.
  • Elemental Punch - due to being able to infuse his attacks with spiritual energy, he's capable of giving them an environmental motif like fire, lightning or other joyful things to be punched in the face with with.
  • Fetch Quest - his appearance was conveniently tied to a certain rogue paladin stealing certain valuable tomes. Ironically enough he managed to retrieve said tomes and then vaporize them, all during the very same session.
  • Ki Manipulation - he can channel his spirit energy into his fists during attacks.
  • Kung-Fu Wizard - mostly suspected of being one. It's all Kung-Fu.
  • Training from Hell - being a follower of Irrori, it is implied he went through a nightmarish process of self-improvement in order to achieve his current level of mastery.

Tybald Magnus Ellar

https://static.tvtropes.org/pmwiki/pub/images/tybald_963.jpg
Race: Elf
Class: Wizard with invocation specialization
Alignment: Neutral Good

The team's resident all-powerful mage. An infinite supply of knowledge about the arcane, he also doubles as the team's effective leader, always coming up with solutions to problems and always having a plan that benefits the team (or him), regardless of the situation.


  • Can't Argue with Elves - Another go to excuse when trying to win his way is the standard "I'm an elf and I have more experience, so that means I know better".
  • The Chessmaster - a consummate planner - always has a way for the team or him to come out on top, regardless of the situation.
  • Culture Justifies Anything - One of his go to excuses is "I'm elven, we do that all the times".
  • Dark and Troubled Past - just like Alvis, his actions hint at a larger goal, stemming from something that happened in his past. Also, an elf in a human-dominated world built on the ruins of a great elvish nation - it doesn't get much darker than this.
  • Disapproving Look - after all the incentives, anger and/or discontent failed, he simply falls on his trusty disapproving stare and/or facepalm whenever the team (usually Alvis) do something awfully stupid
  • Elves vs. Dwarves - with Thorabin. Thankfully it usually ends with words...
  • The Face - exploited. He usually does the talking on behalf of the team, being the most regal and the one to always seemingly have a plan.
  • Glass Cannon - rather fragile in hand to hand combat, but deadly once he readies his spells.
  • Good Is Not Soft - despite being the most emphatic and caring person on the team (or at least pretending to be one), he's also one of the strongest (literally) and most badass (he can make it rain fire... let that sink in for a moment).
  • A God Am I - when defending the Magic Academy, he was supercharged with the Tower's defense mechanism, effectively granting him unlimited power for a short amount of time. Needless to say, he enjoyed himself.
  • Kill It with Fire - fascinated with fireballs and scorching rays, to put it mildly.
  • Not Cheating Unless You Get Caught - a good example here is this: he seems to have a pretty lax morality for someone aspiring to be a "good" person. More of a meta-gaming issue than anything else, but he always finds an excuse for even the most atrocious thing which twist the entire meaning of the action around. Always actively searching for ways to subvert the rules, no matter what they may be related to.
  • Older Than They Look - although he looks barely in his twenties, he actually easily over 100 years old.
  • Only Sane Man - sometimes comes of as this, usually thanks to always having some sort of back-up plan or simply by looking at the broader picture. When others flail about aimlessly, he just tends to roll his eyes and carry on regardless.
  • The Stoic - seems to possess and unflinching expressions, which can very rarely be seen turning into a scowl, a smile or a stern look.
  • Team Chef - probably the only person on the group who has any knowledge of cooking.
  • Villainesses Want Heroes - Minevra seems to have taken a very intimate liking to him.
  • With Great Power Comes Great Responsibility - the more power he gathers due to his studies, the greater the forces that become interested in him. Including the forces of darkness, bent on destroying all of Ilyrium.
  • Wizard Classic - mostly inverted. While he does carry around a rather impressive collection of books and somewhat disturbing concoctions, his attire, dress and looks are not that different than those of a run-of-the-mill elf.

    Former Teammates 

Aras de'Brouche

Race: Human
Class: Bard/Fighter
Alignment: Chaotic Neutral

A know-it-all jack-jack-of-all-trades, he mostly spends his time running into fights he cannot win and chasing after women he mostly cannot have. Although one could describe him as all the worst characteristics of adventurers rolled up into one person, his extensive knowledge on just about any obscure topic coupled with his skills to improvise have made him a noteworthy addition to the team. His whereabouts are currently unknown - presumed to have taken all the gold and fled.


  • The Casanova: He was a charmer and he did manage to secure some 'conquests'. He wasn't perhaps the most prolific Casanova in history, but he still did better than most of the team. Sadly enough...
  • The Dandy - there is only one thing more important than good looks and fancy things to him, a that thing is women. Your typical narcissist pop-star in a medieval setting.
  • Extreme Omnisexual - discussed. His fascination with tailed and/or winged females is slightly unsettling. He does seem to draw the line at Sphinxes, although one can never be too sure.
  • Fearless Fool - most of his bravado seems to come from his rather low wisdom score. He seems to lack the foresight necessary to visualize all the ways he can be crushed to death by that huge mechanized golem...
  • Glory Seeker - a peculiar twist on the bard - this minstrel wants to sing songs of his own glory. Goes hand in hand with...
  • I'm a Man; I Can't Help It - it's not even his standard excuse - it's his raison d'etre and favorite way to tackle any sort of intelligence gathering problem.
  • In Harm's Way - ...some of his stunts truly deserve a Leeroy Jenkins award, e.g. running into a magical labyrinth that's designed to test the skills of graduating mages when said labyrinth is set to the highest difficulty. All to catch a bad guy who stole some magic stones.
  • It's All About Me - goes hand in hand with The Dandy - he's mainly concerned about himself and his own well-being, going as far as to forsake other team-members because he doesn't feel like waking up.c
  • Jack of All Stats - one of the more balanced characters the team has met, he was able to sing a somewhat captivating song, then switch to fencing with his trusty rapier, after which he would launch into a tirade on the merits of one religion over another.
  • Ninja Looting - went as far as jumping off a tower and taking off his feather falling ring just so that he could be the first one at the loot. Didn't account for how hard it would be to put the ring on again once he started nearing the ground, but made it nevertheless.
  • Nobody Calls Me "Chicken"! - can't turn down a challenge, even when he really should do so ...
  • Put on a Bus - failed to show up for the battle between the Durlag-Kivan Coalition and Waldenfold (was suppose to gather all necessary permits for the team to move into a new house). Has been gone ever since, presumed to have simply taken all the team's money and fled.
  • Small Name, Big Ego - constantly boasting about his superiority and adventurous lifestyle. Presumably did it to sway any females around, but it slowly became a rather grating habit of his.
  • Villainesses Want Heroes - an off-shot of his charming personality is that he can often woo the wrong person... like someone who would chain him to a chair and make him eat other people.

Halungalom Darky

https://static.tvtropes.org/pmwiki/pub/images/halungalom_8743.jpg
Race: Gnome
Class: Sorcerer
Alignment: Chaotic Good

A gnome who specializes in summoning celestial beings of great strength and endurance, who aid the team in their exploits. Said beings usually take the form of ponies, but they do pack a punch and provide a valuable distraction. He was one of the few characters, whose motivation didn't have anything to do with a tragic back-story. He simply wanted to see the world and enjoy a good adventure - he's dead now.


  • Anyone Can Die - his death served as a reminder that the team-members are actually mortal and despite all the backup plans and rare crystal stockpiles they are not exempt from death.
  • Elemental Embodiment - if the ponies didn't cut it, he would step up his game and start summoning embodiments of different elements.
  • Karma Houdini - during the trial of fates, when everybody had to face their past deeds in order to discover their true purpose, he simply had to relive his adventures with the team. It's because there were no re-rolls when the character was being created, but still...
  • Quantity vs. Quality/We Have Reserves - when summoning ponies, he didn't usually stop at one.
  • Shout-Out - ponies. BATTLE ponies.
  • Smart People Play Chess - subverted. Although he could often be seen playing a set of drow chess, he got it as a present during his adventures. He took an instant liking to it, but by no means did he have enough time to master any exceptional chess tactics.
  • Summon Magic - he specialized in summoning creatures.
  • Token Minority - his presence on the team allowed everybody to learn a bit about Ilyrium's curiosity regarding foreign species. It also helped to establish a somewhat friendly relation with the (seemingly) only other gnome around - the owner of the White Gryphon sawmill.

Ragnar

Race: Orc
Class: Fighter
Alignment: Chaotic Neutral

Another token minority after the Gnome, Ragnar left his lands to seek adventure and riches. Sadly little else is know about him, since he disappeared just after the team arrived in the Kingdom of Ilyrium. Some hope to meet him again one time, while others dread the day he might return.


  • Half-Human Hybrid: His father was a chieftain of an orcish tribe. His mother was suppose to be a huntress. Love does indeed work in mysterious ways.
  • Noble Savage - compared to the other orcs the team has met, he was a beacon of literacy and open-mindedness in an otherwise bleak world.
  • Put on a Bus - the Forge of Destiny was a place where orcs where not welcome, so he opted to stay behind a wait for the team's return. Once they came back, he was nowhere to be found and remains so until this day.
  • Token Heroic Orc - once again, compared to the other orcs so far, he seem to be a paragon of virtue.
  • The Un-Favourite - he was suppose to be the weakest child, favoring speed and agility over brutal strength or cunning, which were in turn better utilized by his older and younger brother respectively.
  • Upbringing Makes the Hero - shortly after being exiled from his tribe, he was saved from death by a gnomish witch. After that he started living with her and her daughter, which decidedly helped to bring out the human in him.

Thorabin

Race: Dwarf
Class: Cleric/Fighter
Alignment: Lawful Good

As the only Lawful Good character on the team, a lot a tension used to arise between him and pretty much everyone else (i.e. the thief). He did know how to channel it though, unleashing hell on enemies. Last seen heading towards the Court of Wonders, presumably went on his own adventures after that.


  • Aggressive Negotiations - when trying to enter an orc camp, the team had to face a forward scouting party, which surprisingly wanted to talk instead of fighting. Thorabin was the designated negotiator and the first order of business was the decapitation of the enemy leader.
  • Attack! Attack! Attack! - especially when facing the green-skins, he cares very little for diplomacy and/or stealth - he would rather be launched into the middle of an enemy camp than to try and walk around it.
  • Combat Medic - being a cleric and a fighter he was an obvious pick.
  • Elves vs. Dwarves - part of an ever present dynamic between him and the team's elf.
  • One-Gender Race - discussed and played with. A female dwarf being a very rare sight, a lot of drunken debate was held regarding whether or not they actually exist. Much to Thorabin's chagrin.
  • Our Dwarves Are All the Same - small but powerful warrior? Check. An impressive beard and attitude? Check. Not the best of friends with elves? Check. While he does seem to be a bit less fascinated with gold than his average compatriot, he does possess all the "necessary" identifiers of his race.
  • Pintsized Powerhouse - he packs an amazing punch for such a small person. Kind of justified, with him being a dwarf and all.
  • Put on a Bus - had to stay at the Court of Wonders due to an illness. Failed to catch up with the team ever since, but news of his exploits seem to pop up around Ilyrium now and then.
  • Screw the Money, I Have Rules! - he bought an entire village just to burn it down and save the villagers from further harassment by bands of orcs.
  • The Stoic - it's very hard to work him up into any sort of angry frenzy - and that's good. He usually just stands there an grumbles a lot to himself. Even in the heat of battle, he prefers to let his weapons do the talking and taunting

    Principality of Kivanfold 

Military might:

A small army, composed mainly of local men an/or mercenaries. Well trained and with a large number of highly experienced officers.

Economy:

Well developed agriculture and trade, yet poor when it comes to any sort of industry. They simply trade their excessive crops for the goods they need.

Additional advantages:

Forge of Destiny - high quality weapons for officers and elite troops.

Eastern Garrison - a group of orcish mercenaries, whose chieftain seems to recall Fortinbras from some previous adventures.

Lord Kivan/Fortinbras

https://static.tvtropes.org/pmwiki/pub/images/lord_kivan_2.jpg

The current ruler of Kivanfold. He came into power after saving the life of departed king of Ilyrium. Expecting him to be an normal human soldier, the king generously provided him with a principality that of Kivanfold, since it's lord died the same day without heir. But principality was to stay in his power only - his children would get nothing and lands would go back the ruler of Illyrium. What the king did not know was the elven heritage of his newly appointed prince. Needless to say, he wasn't very happy when Kivan revealed himself to be an elf. The prince then proceeded to outlive the king, his son and the entire kingdom of Ilyrium.

He is a benevolent and smart ruler, rarely engaging directly in conflicts or politics, unless Kivanfold itself is threatened (in which case he is more than happy to get his hands dirty). He and his kingdom could be described as the most balanced - not excelling at anything, but also not lacking anything specific. With a moderate army and no imminent threat of starvation for his people, he is more than happy to enjoy the status quo.

Fortinbras is in fact quite old, even by elven standards - he remembers the times of the old kingdom, its glory and descent.. An adventurer at heart, he used to roam the lands of Ilyrium with his companions (most notably Ophelia) before finally accepting a position as the prince. After becoming the ruler of Kivanfold he disbanded his group and focused on his new role. He created new one to help Ophelia many years later, including his future wife Izin. Thanks to Izin's peculiar gift for information gathering, he currently controls the most proficient and vast network of spies in the kingdom - the Crows


  • Authority Equals Asskicking - justified, because of his mercenary life and elven longevity. He is more than happy to get his hands dirty when the situation calls for it, such as when the forces of Walden threaten his land. During the battle he stood his ground and dealt heavy losses to the enemy, even despite his entire unit being wiped out. He, of course, mad it out alive.
  • Cultural Posturing - subverted - one of the most polite and understanding elves you will meet. Ever. He doesn't bother with the convoluted language or cultural boasting, instead preferring to let actions speak for themselves when judging someone.
  • Identity Concealment Disposal - in his earlier years he was know for never parting with his head-concealing helmet. He disposed of it after receiving the title of prince and never wore it again.
  • Love Triangle - presumably happily married to Izin, even despite Ophelia's more than obvious crush on him.
  • Older and Wiser - could be held as an example for our adventurers, having been there and done that. Has a lot of sage advice, but only if you ask him for it.
  • Retired Badass - Used to slay demons, travel the lands and pursue mad assassins. He now prefers to enjoy some wine in the comfort of his chamber and only goes for his trusty sword should the situation really call for it.
  • Warrior Prince - with a more than hefty pedigree in ass-kicking, he is more than capable of leading his troops and partaking in battles.
  • What's Up, King Dude? - very open and direct, actually bothering to directly talk to our heroes and invite them for some food and drinks every time they come around. You can even talk to him during his leisure time (spent staring into the fireplace and drinking expensive wine)!
  • The Wise Prince - even despite the ever harsher reality of Ilyrium's ruins, Kivanfold is doing at least good, if not very well. Never dismisses any problem and always tries to come up with a solution that's beneficial for everyone.

Izin

Kivan's wife - a very nice and regal lady, who always has time for some tea and biscuits. Always at Kivan's side, she seems a happy and content wife despite the obvious age difference (she's a human in her 70s while Kivan is an elf and looks young as ever).

She's actually one of Kivan's human companions from the times during which he lead a group of adventurers. Scarily proficient at gathering information, blackmail and all sorts of political intrigue, she's the driving force behind the Black Crows and Kivanfold's undisturbed stability and peaceful relations


  • Beware the Nice Ones - it's very hard to tell how much of her niceness is a facade, but nonetheless the cold analytical mind and killer prowess that lurks underneath should be more than enough the scare most.
  • Cool Old Lady - a proficient adventurer and master spy in her old days, she has retained most of her unique skills and is more than happy to provide advice and support to the right people. When push comes to shove she is probably also more than capable of handling herself, whatever the situation might be.
  • Love Triangle - Kivan's wife and the object of Ophelia's unabashed hatred.
  • Mysterious Backer - to the Black Crows, coordinating their effort via long distance magical messaging and backing the most proficient ones with financial and material aid.
  • Older and Wiser - was an adventurer in her older days, clearly knowing at least most of the tricks of the trade.
  • Retired Badass - her badassitude comes not in the form of sword-fighting proficiency, but rather in the form of sharp wits, resource management capabilities and a knack for knowing all there is to know.
  • The Spymaster - the leader of the Black Crows. Enough said.
  • Trademark Favorite Drink - while she doesn't specifically order it at the bar, she more than loves tea from a fine china set. A love which she more or less successfully tries to impose on her guests.

    Principality of Durlagfold 

Military might:

A large army, composed of both humans and dwarves. Very well armed and equipped. Backed by the Order of the One Way

Economy:

Massive incomes from mining and refining ores, which are plentiful in the principality. Strong trade ties only with southern counties. Food production just enough to get by.

Lord Durlag

https://static.tvtropes.org/pmwiki/pub/images/lord_durlag_7839.jpg

The ruler of Durlagfold, the biggest and probably richest principality in what remains of Ilyrium. It's really hard to tell what kind of a ruler he is, mainly due to the fact that he doesn't speak and any sort of duties are instead carried out by his royal council. Of course he always has the last word and is in no way limited by the council members, who instead serve as advisers and executors of his royal will.

Durlagfold is arguably one of the most powerful principalities, provided with rural and mineral-rich lands, as well as a culturally diverse population. It's also home to the Mage's Academy. This translates into a large and powerful army, backed by mages and priests from all walks of life. Certainly a force to be reckoned with.

  • The Stoic - rarely if ever shows emotions. Goes hand in hand with the fact that he hasn't spoken a word in years despite being more than able to speak at least that's what everyone thinks...
  • The Voiceless - Hasn't said a word since his crowning, instead communicating by signs or written word. Nobody really knows what happened but nobody's really to keen on finding out.

    Principality of Cerdenfold 

Military might:

Lack of mandatory service, regular army disbanded. Mercenary force present, but used mainly for peacekeeping and riot control. cerdenfold is dotted with a lrage number of fortresses and garrisons, most of which are sadly in a state of ruin or at least disrepair.

Economy:

Trading on a massive scale, low taxes and duties. Is prone to fall a little bit short when it comes to agriculture, but can easily import all the needed goods. A beacon of fast growing industry and advanced production techniques, outpaced only by the dwarven parts of Durlagfold.

Lord Cerden

https://static.tvtropes.org/pmwiki/pub/images/lords_cerden_7021.png

The ruler of Cerdenfold. Little is know about him so far, apart from his rather innovative approach to monarchy and to running a kingdom. He supposedly lowered all taxes to the bare minimum and also disbanded his regular army, instead replacing them with a bare-bone mercenary force, used as a police force. Also a proponent of privately owned enterprises.

Due to his rather innovative policies Cerdenfold is the hub of entrepreneurial merchants and the like. The presence of the kingdom's largest port - Elenport - also helps to set Cerden atop the economic game. Despite all that the principality is considered to be one of the weaker ones, not possessing a regular, well motivated army, which should be mandatory if your neighbor is Waldenfold.

    Principlaity of Nilisfold 
Military might:

Very little is know about the military prowess of Nilisfold. Some say that military service is not mandatory, just like in Cerdenfold, but others say that the province more than makes up for it with the quality of its small contagions of magic-infused elite troops.

Economy:

A very isolationist approach to foreign policy, major problems with food production due to harsh climate and unfavorable terrain. The additional lack of natural resources makes it by far the most unwelcome place to live in. It's still unclear why the rather impressive population doesn't just pack up and leave.

Lord Thumm-Nilis

https://static.tvtropes.org/pmwiki/pub/images/lord_nilis_unrevealed_506.jpg

Ruler of Nilisfold and also the only sovereign not named after the land he rules (hence the Thumm-Nilis). The most secretive of all the rulers, very little is know about him. That's mainly due to the fact that almost nobody ever leaves Nilisfold - those who live there do not travel anywhere else and those who travel there come back with little to no stories to tell.

Described as an authoritative mage who highly dislike disobedience, he is said to mainly rule his principality through fear and other less-than-stellar means of coercion. Located in the north-west, Nilisfold is often plagued by hunger, but makes up for it with access to mineral deposits. Despite the harsh living conditions, nobody really ever leaves for other, more sunny lands. This of course gives rise to many a story of cruelty, fear, etc.


  • Bait-and-Switch Tyrant - from what little information one can piece together, lord Thumm is more than deserving of the title, relying mainly on fear and his magical prowess to control the populace. Despite that nobody really wants to leave. One theory often gossiped about is that the people have simply gotten used to his strange ways as he is a powerful mage, capable of protecting them in times of peril.
  • Elite Mooks - relies on these in favor of a more regular assault. It also seems to fit rather well with his strategy of precise, surgical strikes on objects of interest, moving in and out before anyone can mount a counter-offensive.
  • I Control My Minions Through... - Fear and authority, which is often the topic of gossip among those not privy to the workings of Nilisfold (so pretty much everyone at this point).
  • Propaganda Machine - unless he is some kind of Prince Charming , the other theory making rounds across Ilyrium is that he runs some kind of nightmarish PR machine akin to that of North Korea. Alvis thinks it's mind control.
  • Sorcerous Overlord - a powerful mage, the only one to be in such a position of political power.

    Principality of Waldenfold 
Military might:

Lord Walden has a reputation for being a major military buff, highly valuing military might and not sparing any expenses, when it comes to building a larger army. Waldenfold's army is well trained and very well paid, but due to a rather restrictive trade policy and a lack of natural resources it can't really utilize it's full potential.

Economy:

A poor province, which more often than not has to buy grain from its neighbors in order to feed its populace. Access to the sea suggests some trading prowess, but it is severely underutilized.

Lord Walden

https://static.tvtropes.org/pmwiki/pub/images/lord_walden_unrevealed_6377.jpg

The ruler of Waldenfold, possessing a strong militaristic streak. His father spent most of his life amassing a large army (which he never truly put to any use), which his son now plans to utilize to bring the Walden family back on the throne of Ilyrium. A consummate militarist and strategist, he seems to prefer to stand back and coldly analyze the situation instead of engaging directly in battle.


  • Appeal to Force - He commands one of the most powerful militaries in all of Ilyrium and seems to thoroughly enjoy putting it to good use.
  • Armchair Military - doesn't seem to enjoy getting his hands dirty, instead prefers to plan his next move from the safety of his massive fortress at the heart of Waldenfold.
  • Family Honor - he claims his mission is to restore the honor his family once possessed and feels that this heritage entitles him to commit atrocious deeds and start wars.
  • Might Makes Right - he doesn't even bother with negotiations, instead preferring to start up his well oiled war machine while others waste precious days on scrambling diplomats.
  • Rightful King Returns - claims to be the rightful descendant of the king of Ilyrium. It's also his motivation for amassing and putting to use his huge army. It should be noted that only he and his closest subjects share the opinion of him being the rightful heir.

    Neutral/Unknown 

Ophelia

A female elf mercenary, specializing in the art of Shadow Dancing. She travels the land of Ilyrium, taking the odd job and hating humans with hatred so pure it could melt rocks and set seas ablaze.

She's one of the few still alive members of Kivan's old mercenary group. After it disbanded, she decided to keep doing what she did best - roam the land and be a sword for hire. She has deep feelings for Kivan and a lot of loathing and thinly-veiled anger towards Izin.

Her hatred towards humans is actually something more than an elven prejudice. As if Izin wasn't enough, her only student - a human named Ajantis - decided to take all her teachings and use them for evil deeds of murder and assassination. Needless to say she has trust issues when it comes to humans


  • A Pupil of Mine Until He Turned to Evil or Deceptive Disciple - contrary to popular belief, she once was a very kind person. She took pity on a human outcast - Ajantis - taking him in and teaching him the ways of the Shadow Dancer. Ajantis took all that knowledge and became one of the most brutal and feared hitmen in Ilyrium, leaving Ophelia a bit... perplexed.
  • Casting a Shadow - the Shadow Dancer, one of only two in Ilyrium.
  • Dark and Troubled Past - between her "heartbreak" at the hands of Kivan/Fortinbras and the betrayal of her favorite and only pupil, she more than had her share of tragedy.
  • Dark Is Not Evil - despite utilizing darkness itself and having a less than stellar personality, she's actually a very nice person with deep rooted moral values and some insightful philosophical musings on the nature of time and life. Once she's drunk enough she even develops a sense of humor... sort of.
  • The Drifter - moves from town to town, traveling across Ilyrium and taking the odd job here or there to pay for the inn.
  • Humans Are Bastards - being betrayed by the only human she ever trusted led to her being at least suspicious of all other humans. It's an elven thing.
  • Ineffectual Loner - after being betrayed again and again by those she trusted most, she's developed a certain disdain for company and prefers to just be alone.
  • Jade-Colored Glasses - once an idealist, now she just sighs and moves on.
  • Knight in Sour Armor - despite foregoing her beliefs of inherent goodness and her more idealistic outlook on life, she still chooses not to abandon all morality and still tries to do all the good she can. Let's just not make any friends in the process...
  • Romantic Runner-Up - while it's arguable whether or not Fortinbras feels anything for her, she's still more than a bit enamoured with him.

Xert

https://static.tvtropes.org/pmwiki/pub/images/xert_2331.jpg

A very polite, slightly balding man, who has a penchant for gambling. He's probably also has extensive knowledge as to where one can get a good meal and where to get some of the best drinks in town.

In his own words, he's the predecessor of the Ambassador of Cheliax, sent to Durlagfold to take stock of the situation and prepare everything for the arrival of the proper diplomat. Has a penchant for contracts and pooping in places of major political interest


  • Above Good and Evil - as every proper servant of Asmodeus, he considers himself above the trivialities of morality and the like, instead bringing one's attention to the conflict between order and chaos. As much more important conflict which could end the world in a heartbeat.
  • Affably Evil - polite, charming, funny and genuinely good-hearted, offering sage advice and very nice presents - or at least he seems to be.
  • Ambadassador - the only important foreign political figure to show up at the Coalition-Walden blitzkrieg. Doesn't shun danger, instead staring it curiously in the face.
  • Bald Of Evil - he's balding and it only adds to his badassitude... nobody really knows why, but it strangely fits and compliments him in ways that are hard to pull off.
  • The Charmer - will make you sell your soul to the devil in such a way that you're excited for the upcoming trip to hell.
  • The Chessmaster - enjoys observing the events unfold from the sidelines, using favors and coercion to make others shift the balance in his favor.
  • Deal with the Devil - his modus operandi - he can offer you a lot, both in terms of information, as well as wealth and power. You just have to carry out a small deed for him, which usually turns out to be something you totally didn't expect. At least he keeps his word, but sometimes you wish he didn't...
  • Manipulative Bastard - being the servant of the god of contracts and obligations, it's no wonder he knows just how to push all your buttons.
  • Man of Wealth and Taste - likes refined food and the beast alcohol, of which he has an impressive collection (both quality and quantity wise).
  • Order Versus Chaos - believes the natural order of things to be for the weak to serve the strong. Otherwise the world will drown in anarchy and everything will fall apart.
  • Sharp-Dressed Man - especially in his official "battle" gear - there's just something about that horned, diamond encrusted mask that makes you both scared and impressed.
  • Smart People Play Chess - played with. Although he plays chess, he revels in gambling and greatly enjoys poker or roulette.
  • Wicked Cultured - uses very refined language and is always extremely polite. Also has a love for the finer things in life.
  • "X" Makes Anything Cool - wherever he appears, you know something epic is about to go down. What can you expect from the most powerful servant of the devil himself in the land of Ilyrium.

Diana

A somewhat ditzy priestess of Pharasma. Was a thief and grave-robber until she found redemption in the embrace of the goddess of life. Errily optimistic even despite losing an arm, she's a volcano of positive energy and activity, often earning concerned stares with her constant rambling and wild gestures. Notable for being so far, the only female below 40 who didn't try to suck the life out of or outright kill Alvis... yet.
  • Attention Deficit... Ooh, Shiny! - has a penchant for derailing most conversations. It takes some patience and an interesting topic to get her back on track.
  • Break the Cutie - lost an arm during a fight with a cultist of Urgathoa. Ended up paralyzed with fear and needed a lot of time to get over it - which isn't really that surprising.
  • Bunny-Ears Lawyer - she was a grave robber before becoming the ditzy priestess she is now. She has to be at least competent to have pulled grave robberies off.
  • Genki Girl - perfect example, taking into account her spontaneity and the speeds at which she can talk.
  • Good Is Not Dumb - very observant and quick to draw some surprisingly accurate conclusions. They are off sometimes, but it's still impressive and somewhat unexpected, taking into account her personality.
  • Hidden Depths - discussed - it's rather hard to imagine such a happy-go-lucky grave robber facing death.
  • Innocently Insensitive - has a penchant for asking some rather uncomfortable questions.
    • After being asked about the whereabouts of Ophelia...
      Diana: Are you two lovers? Is she running away from you? You probably are, that would explain it all.
      Alvis: Uhhh...
      Diana: So what happened? You couldn't satisfy her, huh? Or perhaps it's some "performance" issues ?
  • Motor Mouth - You have to prepare some tactical interjections, otherwise she will simply blow you away.
    • Same conversation...
      Diana: It's so nice to see you! How are you ? It's awfully nice here, isn't it? I mean despite the sickness and everything there's just something nice about this place.
      Alvis: Actually...
      Diana: The sun's quite high. It's going to be a good day, nice and warm and everything. I hope it doesn't rain. So what actually brings you here?
      Alvis: Well I'm...
      Diana: Actually, did I tell you about that one time on that bridge? How I got here?
      Alvis: OH FOR THE LOVE OF ALL THAT IS HOLY CAN YOU JUST LISTEN FOR A MINUTE!?...
      * The Pollyanna - extremely positive outlook on life, or at least seems to have one.

Minevra

https://static.tvtropes.org/pmwiki/pub/images/minevra_9292.jpg

Despite being a priestess of Calistra, she's not actively trying to spread some sort of toxic plague or murder everybody. She in fact seems to be a very nice person: very fun to talk with and even more fun to look at, if you know what I mean. Bonus points for being a priestess of the goddess of passion. She and Tybald hit it right off. In reality she's a vampire, a part of an undead army of old elves trying to bring the glory of the old elven kingdom back by killing or converting everything in their path. Despite that she's still very nice and fun to talk with. Alvis, who was her prisoner for 40 hours, can attest to that while whimpering and caressing what remains of his right hand.


  • Breaking and Bloodsucking - the tropes usually involves a window, but in her case it's usually the nose or spine of her victim.
  • Cannot Cross Running Water - not verified, but according to all the fancy books the team's found she should at least have a major dislike when it comes to running
  • The Charmer - very nice person to talk to, genuinely funny and everything. The fangs are a bit off-putting though.
  • Charm Person - when her usual ways are not enough, she's more than willing to use her vampiric abilities to take over the minds of mere mortals.
  • Daywalking Vampire - played with - she's more than capable of staying in the shade and not "melting" during the day.
  • Fully-Embraced Fiend - she doesn't seem to have any qualms about controlling innocent people and killing her victims when feeding on them.
  • Sliding Scale of Vampire Friendliness - hard to pinpoint at the moment, seemingly depends on whether she needs you for something or not.
  • Vampire Bites Suck - closely tied with the draining you will experience, it's sadly nothing like the movies.
  • Vampires Are Sex Gods - a priestess of passion, she's more than able and willing to give you a good time - granted she has a good reason for that.
  • Vampiric Draining - when she bites you, it'll be very pleasurable, but only for her. She can drain your life force, replenishing her own in the process.
  • Voluntary Shapeshifting - Super Smoke to be more precise, as she seems to be very fond of her less corporeal form, especially when it comes to escaping or evading capture.

Victor

Once a noble Paladin, he now became his own evil counter-image. What is most jarring is the scale of the change he underwent - he was one of the more widely recognized good guys around the remainder of the Kingdom, having helped a large number of poor peasants and other people in need. Now he's one of the most notorious bandits out there, robbing caravans and rich tradesmen and eliminating hit-squad after hit-squad. The only consistent part is his borderline insane obsession with certain gems...
  • Became Their Own Anti Thesis - yet again - once a noble Paladin, noe he's wrecking havoc across southern Ilyrium and even goes as far as to summon demons to do his bidding.
  • Casting a Shadow - when he decided to forgo the power of light, he made sure to more than make up for it with new skills borrowed from "the dark side"... demon summoning comes to mind as the most disturbing one.
  • Combat Pragmatist - will injure horses, punch out women and sacrifice his summoned minions to cover his escape.
  • Faceā€“Heel Turn - his downfall seems to have been more or less instantaneous and nobody really knows what pushed him over the edge.
  • Fallen Hero - once a paragon of good, now a lethal force of evil. The real question here is: was he ever good to begin with ?
  • Magic Knight - the epitome of a walking death-dealing machine - combines heavy armour, truly disturbing combat skills and knowledge of powerful arcane magic. RUN YOU FOOLS!
  • The Paladin - once a noble servant of good. His good deeds are still remembered throughout Ilyrium by all those he helped during hard times. They are all shocked to learn what has become of their old savior.

Helis

A paladin met at the aftermath of the Coalition-Walden blitzkrieg, he seems an awfully alright guy for someone who's suppose to be all stuck up and guided by strict rules. He's into bar fights, gambling and not above drinking himself into a merry stupor... did you notice that he never calls on the same god twice and you basically don't know anything about him even after talking to him for a few hours?
  • Apologises a Lot - seems to be awfully concerned with hurting other people's feelings, which seems especially jarring when he's about to punch their noses in and still considers it appropriate to excuse his actions beforehand.


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