The Player Character of the main campaign. A person who has answered the call of the Aldori Swordlords to tame the savage Stolen Lands. S/he manages to do so...but gets involved in an ages old plot by forces much larger than s/he could have imagined.
- An Adventurer Is You: The player has numerous options to customize his/her character.
- Asskicking Equals Authority: They got their barony by deposing the Stag Lord, then kept it by fighting off anything that tried to take it away.
- Authority Equals Asskicking: The Royal Crown they receive upon being declared king/queen gives a huge boost (+6) to all three mental stats, making it moderately useful for a physically dependant character and immensely powerful in the hands of a spellcaster.
- Badass Gay: If the player so chooses, they can be in a relationship with someone of their own gender.
- Character Alignment: Any of them are possible, and your fiefdom reflects it.
- Cursed with Awesome: Remus lays a curse on you earlier in the story that makes you a Fisher King that will die should the kingdom fall, but also makes your land a Fisher Kingdom that instinctively becomes a place the Baron/ess would want to live in and makes you a part of the Lantern King's story, able to flip the script on him in the Golden Ending.
- Deadpan Snarker: Dialogue options give your Baron/ess the ability to snark and jibe with the best.
- Gameplay and Story Integration: Your alignment and skills matter, as they are taken into account during gameplay. For example, a character that has a Neutral alignment can resolve issues in a way that can't be done by Lawful or Chaotic ones, and vice versa.
- Morality Chain: Becomes one for several companions if role played as good aligned. Noteworthy are preventing Nok-Nok from being Ax-Crazy and Jaethal from Murder in the Family.
- Royals Who Actually Do Something: Whether it's a plague on your lands, ancient undead rulers trying to get back at your allies or a straight up all-out war with another kingdom, your main character can be expected to get out on the field and actively contribute.
- Stupid Evil: Entirely possible. Most conversations have an [Attack] option, and many Chaotic Evil dialogue options allow you to matter-of-factly declare you're in it purely For the Evulz. Especially during the Rushlight Tournament, as there is a strict "no violence" policy in place that you can violate with anything from a Stealth Insult to "I don't like your face."
The Player Character of the Varnhold's Lot DLC. A seasoned mercenary and right hand of Maegar Varn, leader of the Varnling Host. When the company fulfil's Jamandi Aldori's task and Varn is declared Baron of Varnhold, they become his trusted general.
- An Adventurer Is You: Just like in the base game, the player can freely customize the General.
- Another Side, Another Story: The Varnhold's Lot DLC runs parallel to the main plot of Kingmaker, but from the perspective of Maegar and his struggles. Play your cards right, The General can even come back in the plot.
- The Bus Came Back: The General is referenced, but absent for most of the main story, but can, depending on your choices during the Varnhold's Lot DLC, return during the very final quest, reappearing just in time to support Maegar and the player character against the shadow of Vordakai.
- Deadpan Snarker: Similar to the Baron/ess, the General has the option to be sarcastic and snarky towards almost anyone they meet, even to their leader, Maegar Varn.
- Freudian Trio: Between them, Maegar Varn and Cephal Lorentus, the General is the Ego, as the one capable of finding a compromise between them, especially if the player chooses the proper options. In this case, Cephal even lampshades it.
- The Heart: If the player chooses so, the General can be the one essentially holding the Varnling Host together, by acting as a mediator between the vastly different opinions of the two co-founders Maegar Varn and Cephal Lorentus. Cephal admits to this, stating that the General often forces both of them to see middle ground and solutions neither of them even considered before.
- Hero of Another Story: Quite literally, the General is the main character of the Varnhold's Lot DLC and doesn't play a role in the base game. Even though some of their exploits are shown in the DLC, it is implied that there is a lot more happening between the end of the DLC and their reappearance in the main story.
- The Lancer: To Maegar Varn, as his most trusted and loyal follower.
- Put on a Bus: While Maegar, Cephal and the people of Varnhold have to deal with Vordakai, the general is trapped within Lostlarn Keep, explaining their absence during the Vanishing of Varnhold chapter.
- Supporting Protagonist: Despite being the main character of the DLC, the General is a servant of Maegar Varn, who is the actual protagonist. That being said, with a high enough Diplomacy skill, the General can essentially take charge and convince Maegar of almost any course of action.
- Unequal Pairing: A female General has the option to enter a relationship with Maegar Varn, who is her leader and ruler over Varnhold, whereas she is just one of his advisors. It is implied they had feelings for each other for a long time, but haven't acted on them while they were still part of the Varnling Host.
Main Game Companions
Race: Human (Kellid)
- Action Girl: Insisting on being a warrior woman was what got her exiled from her tribe.
- Amazonian Beauty: Though not considered on Valerie's level, barbarian tribesmen comment she's attractive. Her character portrait also proudly displays her abs.
- Appropriated Appellation: The tribes of the Realm of the Mammoth Lords gave her the insulting nickname "the soft chieftain", both as an insult towards Amiri and her tribe for putting up with her. In one end of her personal quest she'll use the nickname to sacrifice herself in place of her Childhood Friend Nilak — the Exact Words of the curse on her broken sword demand the sacrifice of a leader, a chieftain, and by the name her own people saddled her with, she is that. If the Baron/ess makes the right choices, she can also be one of the choices for chieftain of the splinter faction of the Tiger Lords which remains in Glenebon after the defeat of Armag.
- Asskicking Equals Authority: One conclusion of the barbarian conflict is for Amiri to become chieftain of the Tiger Lords rather than Armag or Dugath. This option is only available if the duel between her and Armag is interrupted by the Defaced Sister.
- Bash Brothers: With Valerie. The two hardly agree on anything, but respect each other as warriors.
- Barbarian Hero: The iconic one from the tabletop game.
- Bare Your Midriff: Check out her portrait art. Valerie even comments how dangerous it looks... though from Valerie's prospective anything less than full plate and a tower shield is not worth calling armor.
- BFS: Called 'Ginormous Sword' in-game, it's so big that she has to make a considerable effort just to raise it, taking a penalty to hit (though the sword's increased damage makes it worth it well into the game). It's a bastard sword made for a frost giant.
- Blood Knight: She loves fighting and tends to use violence first. She ends up getting chewed out by Nilak for it during her personal quest.
- Buffy Speak: While never reaching full-on You No Take Candle levels or having the slightly stilted but Surprisingly Good Foreign Language skills of Dugath, Amiri speaks with a limited vocabulary and tends to use short, common-use words instead of more precise or polysyllabic ones.
- Challenge Seeker: As part of her constant quest to prove herself a strong and worthy fighter, Amiri is always looking for strong opponents to fight. Her earlier quests involve her getting into single combat with dangerous beasts.
- Heroic BSoD: Will suffer one if the Baron/ess should choose to sacrifice her Childhood Friend at the end of her personal quest. Even though this completes said quest, she will refuse to rejoin the party in the House at the End of Time.
- Heroic Sacrifice: Can kill herself with her own sword to seal the frost giant Kaen forever. Fionn is so impressed he resurrects her in turn.
- Hot-Blooded: But of course. As a barbarian, her hot-blooded berserker rage is the source of her strength.
- I Just Want to Have Friends: A lot of her early behavior comes across this way, especially her constant desire to prove herself to the player character.
- Kinslaying Is a Special Kind of Evil: During her personal quest, she'll kill the Jerkass chieftain of her former tribe if the Baron/ess doesn't stop her. All the more egregious for her since she alone knows that she wasn't the Sole Survivor of an attack by frost giants, and her real crime isn't getting her hunting party killed — it's murdering the lot of them after they tried to get her killed in a Uriah Gambit.
- Leeroy Jenkins: Valerie and Jaethal laments she just charges into battle with little armor or tactics.
- Might Makes Right: She's from a society where the strongest warrior rules over the others... unless they're a woman. She disagrees with the ideology women can't be warriors, but fully accepts the idea that the strong should rule.
- Never My Fault: Because she was the victim of extreme sexism, she doesn't take criticism well. It takes a lot of effort to have her accept when a problem is her fault.
- Overrated and Underleveled: She's level 1 and supposedly killed the frost giant whose sword she wields, which gameplay-wise is very unlikely note . Justified if you actually progress her story — the giant she found was already dead, and she took the sword off his corpse.
- Pelts of the Barbarian: She's a barbarian, and her clothing is made from animal pelts.
- Reforged Blade: Her Ginormous Sword breaks in half during your first meeting with Armag, but gets a major upgrade if you finish her personal quest.
- Special Guest: In a sense. She's one of the Pathfinder Iconics, rather than a character made for the game or the original adventure path.
- Stay in the Kitchen: In her tribe, women are forced in domestic roles. She was constantly mocked and belittled because she trained to become a warrior, even though she was at least as competent as men from her tribe. She eventually decided to leave her tribe because of this.
- Stuck Items: Her oversized frost giant bastard sword. She can equip other weapons, but she'll yell at you if you try to remove it.
- Underboobs: Seen in her character portrait.
- Teeth-Clenched Teamwork: Despises Tartuccio during the introductory chapter, who constantly insults her. This leads her to always join the baron's party alongside Linzi.
- Walking the Earth: Between being exiled and joining the expedition, she walked the lands of Avistan.
- Wrecked Weapon: Her sword is snapped in half during the first duel with Armag. It can be restored by the ghostly frost giant if she lives through the final portion of her loyalty quest.
- You Go, Girl!: She attempted this trope by actively going on hunts with the men of her tribe. Subverted when the men stuck her in an Uriah Gambit and attempted to get her killed by frost giants instead of letting her participate. When returning with her trophy, Amiri overheard their treachery, flew into a barbarian rage (for the first time) and killed her whole hunting party — and the knowledge that she had become a kinslayer was the real reason for her self-imposed exile.
Race: Human (Thuvian)
- Arch-Enemy: Kargadd, the rock troll who murdered his family and his village.
- Archer Archetype: He's a Forest Ranger with a high Dexterity score and a number of feats invested toward using longbows when you recruit him. He's also quiet, cold, and prefers to work alone.
- Beige Prose: Speaks in terse phrases and has to be pressed to elaborate, with the implication that it's only partly because Common is not his first language — much of it is his desire to bury the pain of his experiences, no matter how badly he needs to talk about them.
- Betty and Veronica: Caught in the middle of bubbly innkeeper Elina and his fiery old flame Ntavi.
- A Dog Named "Dog": His wolf companion is just called "Dog". Ekundayo says he gives it no proper name because he doesn't consider it his. During his companion quest, he names the wolf "Okbo" if encouraged to name him.
- Expy: An archer of a few words determined to kill the monster who murdered his loved ones? Tight-lipped and anti-social? Are we talking about Ekundayo or Kivan?
- Fantastic Racism: Unsurprisingly, he hates trolls after their rampage left him the Sole Survivor of his Doomed Hometown. He's quite quick to dismiss any offers of peace from other "monster" races as well — goblins, kobolds, spriggans, and fey — and he mistrusts the Numerian barbarians' claims that they only fight other fighters, and would never sack an unsuspecting peaceful village.
- Forest Ranger: By class, though by his own admission he learned his skills as a caravan guard.
- Good Is Not Nice: He's more concerned with doing right than being liked, and often argues in favor of harsh and unpopular decisions and Shooting the Dog rather than risk further trouble.
- If You Kill Him, You Will Be Just Like Him: Downplayed, but the player can argue this when Ekundayo is torn over whether or not to kill a pair of young trolls, Kargadd's sons. The game doesn't necessarily treat this as true if the issue is forced, however, as the two trolls, being trolls, can still fight back.
- I Work Alone: Subverted. Trying to go after Kargadd on his own got him wounded and nearly killed, and his character arc deals with him learning to accept the help of others — including his own Loyal Animal Companion.
- Loyal Animal Companion: After he's wounded by the trolls, a wolf begins following him around. He's quite aloof towards the animal, saying it's not his and that he doesn't know why it follows him. You can encourage him to accept it as his companion proper, leading Ekundayo to finally give it a name.
- Mangst: Textbook. He joins the party to seek his revenge on the trolls who killed his wife, daughter, and the rest of their village.
- Mutually Exclusive Party Members: While neither is directly recruitable until the Golden Ending, Ekun will permanently leave the game should you ally with Hargulka or Tartuk.
- Optional Party Member: Should you be inclined to, you can just kill him on your first encounter.
- The Quiet One: He doesn't talk much. His lack of conversation can be lampshaded by the Baron if you talk with him enough. Ekun will respond that someone has to make up for you.
- Revenge: When you first recruit him, his primary goal is the death of the troll who killed his wife and daughter. As his companion quests progress you can encourage him in his effort or convince him to move on.
- The Stoic: He's quiet and terse, and even during highly emotional moments (even for his own quest, which would generally invoke Not So Stoic), he never loses these qualities. The most you get from him at those points is a Dramatic Pause, or quiet derision.
- Teeth-Clenched Teamwork: He worships Torag, and as such has very little respect for Harrim. And that's low-key compared to his view of Jaethal, who he will openly advocate killing during her personal quest.
- Terse Talker: When he does speak up, he does so in very short, to-the-point phrases.
Class: Cleric of Groetus
- All of the Other Reindeer: His inability to smith led to him being a pariah among his kind.
- Badass Preacher: He's a cleric of Groetus, and plenty good in a fight.
- Berserk Button: Torag and his clergy are a very sore point to him and one of the few things which genuinely tick him off. During his companion quest, he destroys an anvil dedicated to Torag with his bare hands in a fit of rage. Later in his companion quest it's revealed that this isn't just due to a fit of berserk strength.
- Bunny-Ears Lawyer: Despite his odd outlook Harrim takes his duties as High Priest very seriously if given the position, and advocates for religious tolerance and free expression of spirituality in the barony as long as no-one gets hurt. His naturally high Wisdom also means he's likely to be better at it than Jhod.
- Cold Ham: Delivers long-winded speeches about the end of everything in his soft, comedically spooky voice.
- The Comically Serious: He is entirely earnest in a set of beliefs which most of the party finds crazy at best, and most of their banter with him is at Harrim's expense. He shrugs most of it off — they're not dwarves or followers of Torag, with the exception of Ekundayo. When he does run into more traditional dwarves, on the other hand...
- Cosmic Plaything: Realizing he has the power to destroy constructions whose end is overdue leaves him wondering whether it's a gift from Torag or Groetus, but either way feeling like the gods are toying with him leaves him in a sour mood. Sourer than usual, at least.
- Curse: He believes himself to be cursed by Torag over his inability to craft anything, as even the most average dwarf is capable of at some some simple craftsmanship or smithing. Trying to question him over it just leads him to sigh over how blind you are.
- As revealed by his personal quest, Harrim carries a rare divine gift/curse called The Touch of the Unmaker, which allows him to destroy physical objects that are no longer used for their original purpose with a touch. It's implied this is what caused his smithing to always go awry, though which god if any is actually responsible for granting it is unknown.
- Dark Is Not Evil: Despite worshipping a god representing the inevitable decay of everything, Harrim is not evil (like Groetus himself) and fairly sees the whole "everything must die" more as a philosophical statement than a divine mandate. He even channels positive energy like a good cleric, allowing him to spontaneously heal the living.
- Deadpan Snarker: Occasionally this pops up during his camping dialogues. Of course, being Harrim, each and every time it's a humorous observation about how other people are foolish for not realizing the inevitability of death.
- Death Seeker: Not just for himself, but for everything. Notably, part of the tutorial involves convincing him he's not dying from a relatively minor wound. He's disappointed by this.
- Determined Defeatist: Starts out as a Doomed Defeatist, but eventually evolves more into this. In one of his banters with Octavia he'll mention that his doom will come, but until that day comes he'll keep preaching.
- Doomed Defeatist: Given that he worships the God of Entropy, it makes sense.
- Drama Queen: He overreacts, throws the occasional tantrum, preaches at length about the end of the world, and complains a lot in general, even about the smallest things...yeah.
- The Eeyore: Half of everything he says is about the inevitability of death, which Linzi lampshades in her very first journal entry about him.
- Expy: At first glance, he's pretty much Baldur's Gate's Xan, if Xan was a dwarven cleric instead of an elven mage, and received considerably more Character Development.
- The Fatalist: As part of his religion, he preaches about the inevitability of fate, how all things must end and how nothing they can ever accomplish even truly matters.
- Hidden Depths: While he holds contempt for Torag and most other dwarves for making fun of his inability to smith, asking him about the dwarven Sky Citadels leads him to gush over how magnificently constructed they are.
- He's also a very skilled High Priest if given the job and puts genuine care and attention into his work.
- I Was Just Passing Through: Insists upon joining the baron whenever a dwarven ruin is involved, which is entirely because he wants to gloat at the dwarves' failures and has nothing to do with grasping for any attempt to reconnect with his own past at all.
- The Klutz: The main reason he failed at blacksmithing. He blames Torag for it, as he notes even the most inexperienced dwarven child is capable of some craftsmanship.
- The Mad Hatter: Downplayed, but he does worship the god of madmen and is sympathetic to those who are madder than he is — believing that there are facets to the world that can only be seen Through the Eyes of Madness.
- Minor Injury Overreaction: His Establishing Character Moment. When you first meet him in the prologue, he's welcoming Groetus and death over a tiny injury which can be treated with just a simple Cure Light Wounds potion. You can call him out over it with a Diplomacy or Intimidate check, much to his disappointment.
- My Species Doth Protest Too Much: Subverted — for all his claims that Torag is a traitor god and the dwarves are hypocrites and fools for following him, deep down he actually loves his dwarven heritage, and wishes more than anything that he could have fit in. The reason he shunned Torag and embraced Groetus is, even if he won't admit it to himself, out of resentment over the mockery he suffered, wanting to take other dwarves down a peg and get what little revenge against Torag for not making him skilled at crafting things like all other dwarves. Granted the one major dwarf character Harrim can interact with is relatively understanding and Harrim has a tendency to overdramatize himself from the very first moment you meet him, but there is a certain basic unfairness in that Harrim's inability to smith was actually a divine gift for destruction that simply went unrecognized his whole life — and he's not a young dwarf. His Character Development over the course of his personal quests revolves around recognizing his own deep-seated anger and hate and 'learning to 'truly'' let go.
- Never My Fault: The Player Character can actually ask Harrim if he doesn't exert any effort into making tools of the Dwarven folk, but he just bitterly laughs and says it's all Torag's fault.
- Not So Different: If he sees his personal quest through to the end, Harrim comes to realize that the dwarven clan you've been aiding through the quest chain, and their ultimately doomed attempt to reclaim one of their lost holds, mirrors his own inability to let go of his hatred for Torag. In both cases their pride and stubbornness caused nothing but pain, and Harrim finds that being able to truly let go brings him closer to understanding Groetus and his role in the universe.
- Our Dwarves Are All the Same: Zig-zagged. Despite his stereotypical class (dwarves have a bonus to Wisdom and Constitution and thus make very good clerics), he is one of the few dwarves that does not worship Torag. He cannot craft anything to save his life (and he himself will point out that even dwarf children are born with the knack) — which ultimately prompted his decision to worship Groetus, the god of entropy, finding solace in an act of defiance. His personal quest later reveals that Harrim would have liked nothing better than to be a stereotypical dwarf, but his inability to craft left him embittered with Torag dwarven culture and left him with his current outlook. He also has more of a Victorian London accent than anything resembling a Scottish one.
- Rugged Scar: Has what looks like a fairly deep cut, long since healed, passing through his right brow and what looks like a separate scar under his eye running down his cheek.
- Sarcasm-Blind: He has a complete blind spot for any sarcasm (other than his own fairly rare jabs) and will occasionally take the Baron's snipes entirely literally. This also makes him The Comically Serious at times.
- The Stoic: Normally speaking not at all, but when he faces what seems like his own inevitable death, such as during the penultimate chapter when falling into the portal at the House at the Edge of Time, he's all too ready to accept it.
- Straw Nihilist: Downplayed, justified, and frequently Played for Laughs. His faith in Groetus demands he embrace the inevitable destruction of all things. Somewhat modulated over time, as Harrim does actually have a fairly nuanced view of entropy and decay which actually makes him sympathetic to outcasts and the downtrodden — those who are near destruction, but that need not mean they must suffer. At the end of his quest chain he can begin to preach not just of the inevitable end, but also of how destruction invites new creation.
- We All Die Someday: Will eventually temper his beliefs in this direction if his personal quest is completed.
Race: Elf (Undead)
- Back from the Dead: Returned to life (or undeath) as the Chosen of Urgathoa. She eventually finds she can do so to others too, which surprises her the first time.
- Bolt of Divine Retribution: Urgathoa rescinds her unlife if she chooses to spare her daughter at the end of her personal quest.
- Boobs-and-Butt Pose: Her character portrait has her in this pose.
- Boomerang Bigot: She has an aversion to rotting undead such as zombies and is visibly unsettled by those displaying intellect.
- The Chosen One: Why she's not quite alive in the first place — Urgathoa has taken an interest in her.
- Deadpan Snarker: Being undead may limit her range of emotions, but she's always ready to crack a sassy remark at pretty much anything.
- Even Evil Has Loved Ones: Though heavily downplayed, there is one person whom Jaethal even shows a fragment of care for, namely her daughter. She tries to play it off as her just not wishing to waste the effort put into raising the girl, but if the player makes her realize the errors of her ways, she will realize that she indeed has something resembling motherly love towards her and she refuses to kill her, even as it means her own death. Of course, this can be completely defied if the player fails to redeem her.
- Even Evil Has Standards:
- She is furious when Enneo pulls a Let's You and Him Fight between your party and a group of young elves, resulting in their deaths, and vows to kill him for it.
- She's disgusted at the atrocities committed by Lamashtu cultists. While selfishly indulgent and cruel, she doesn't inflict pain and misery For the Evulz alone.
- What some might consider an unusual characteristic for a Neutral Evil person, she is surprisingly loyal to those she respects. However it's not automatic and she would immediately murder the person if said respect is lost.
- Evil Virtues: Despite her utterly selfish nature, Jaethal shows a strong sense of determination and responsibility. The Baron/ess is even allowed to lampshade her strengths during her companion quest by pointing out that Urgathoa is preying on and enabling her weaknesses, which causes Jaethal to reconsider her relationship with her goddess.
- Fire-Forged Friends: If her companion quest is successfully completed and she possesses her daughter's body, the player character has earned her Undying Loyalty and they are Platonic Life-Partners.
- The Grim Reaper: Worships the god of undeath, is undead herself, and wields a Sinister Scythe.
- The Hedonist: She notes to being one in life, though it's no longer the case, as undeath means she can no longer feel any pleasures anymore.
- Heel Realization: Part of her questline consists of her beginning to question her outlook on life. The player can either encourage her in these thoughts, effectively having her undergo a full version of this trope, or dispel her doubts and reassure her in her ways.
- Immortality Seeker: In life she was willing to kill her own cousins to extend her life beyond that which even elves enjoy.
- Insistent Terminology: She dislikes being identified as undead. Instead she offers alternate words to describe her unliving state: eternal, immortal, undying, and everlasting.
- Karma Houdini: She shows no remorse for the murder/sacrifice of four members of her own family in her quest for immortality, and even openly brags about them in party banter. In-universe, there are elves from her native Kyonin who believe exile was too mild a punishment for an unrepentant murderer. In her personal quest, this comes back to haunt her in the form of a fanatical inquisitor of the death goddess Pharasma, who abhors The Undead.
- Kick the Dog: She dislikes moralizing and sentiment, and goes out of her way to antagonize Tristian and mock the deaths of Ekundayo's family.
- Killed Off for Real: The non-evil completion to her Companion Quest has her Goddess do this to her, as she effectively pulls an Death Equals Redemption.
- Murder in the Family: She'll kill her own daughter if not redeemed.
- Odd Friendship: She gets along rather well with Valerie.
- Offing the Offspring: Part of the crime that led to her exile. Unless you set her on another path, she will do it again at the end of her companion quest.
- Platonic Life-Partners: In the ending she permanently possesses her daughter's body, she becomes so close to the player observers believe there's an intimate element to their relationship. This description occurs even if the player is happily married, so it's safe to assume they're incorrect on the later part.
- Pragmatic Villainy: She's evil because evil is faster and gets the job done quicker and more efficiently.
- Properly Paranoid: She's very wary of Enneo from the beginning as he's in the possession of a dagger that killed Jaethal. While the Baron/ess can choose to be reasonable (or not), you'll eventually discover that Jaethal's suspicions against Enneo were right on the money.
- Redemption Earns Life: Quite literally in her redeemed ending, as while Urgathoa will end her undead existence for disobeying her, Pharasma will intervene and properly restore her to life as her inquisitor.
- Revenant Zombie: She's 'not quite alive' anymore. Exactly what she is in game terms, other than The Undead, is never made entirely clear, but this definition of revenant could fit — she's deathly pale, but doesn't appear to rot or feed on blood like a vampire following the initial series of murder-rituals which saw her exiled from Kyonin. Finding out the exact circumstances of her murder and resurrection is her motive during her companion quest. She may well be unique: in camp banter with Jubilost, he invites her back to Absalom so she can be studied. She declines with a veiled threat.
- Revive Kills Zombie: She lampshades the trope if you ask her if she needs healing. Reaching level 8 with any combination of divine classes will give her a domain power that subverts this, making her immune to Cure spells and positive energy.
- Sense Loss Sadness: The Hedonist in life, despite the practical benefits of undeath, she misses the pleasures and creature comforts she can no longer enjoy.
- Sinister Scythe: Her Weapon of Choice, which appears in her portrait. Linzi even refers to her as the 'creepy scythe lady' at the beginning.
- The Spock: She prefers what she sees as the cold logic and rationality of death to the kneejerk emotional responses she believes characterize the living.
- The Stoic: Nothing much fazes her, but she comes alive when the topic concerns her death.
- Teeth-Clenched Teamwork: With Tristian, whom she sees as a hopelessly and dangerously naive child. They can possibly develop a grudging respect for each other, but will never grow to fully trust and care for each other as the rest of the companions will do.
- Thrill Seeker: In life and undeath, her raison d'etre is the pursuit of new experiences. After a few hundred years, she finds herself running low.
- Whodunnit to Me?: Her personal sidequest revolves around her figuring out who killed her, while said people are after her to finish the job. It's even named "Investigate my Death".
- Ascended Extra: In the module, he made an appearance as part of one sidequest, and could eventually join the Kingdom as an advisor. Here, he can become part of the expedition and join it in its adventures.
- Constructive Criticism: Jubilost never hesitates to criticize things he does not like, though hidden within his criticism are suggestions on how to improve things, he is never actually unfair or biased and most importantly, he does have a point, even if he words his criticism in a harsh and occasionally insufferable way.
- Could Say It, But...: If your kingdom gets to max rank in its economy, Jubilost will comment that as your Treasurer he would say he's So Proud of You, but you both know it's mostly his work that got you this far.
- Covert Pervert: While listing his famous works he soundly denies authorship of an erotic novel about Sarenrae... but the sequel is out, if you're interested.
- Deadpan Snarker: The better to insult everyone around him.
- Insufferable Genius: He's a genuinely talented alchemist and journalist, makes for an excellent Treasurer, and spends every other line putting down everyone around him. He calls it Brutal Honesty; everyone else just finds it gratuitous.
- Intrepid Reporter: He's a world-famous food/travel writer, researcher, investigator, and critic and not afraid to venture into all kinds of dangerous places, like the Stolen Lands and the First World. He'll even publish an article about your fledgling barony based on his impressions.
- Jerk with a Heart of Gold: His personal aims are ultimately altruistic and depending on how the PC operates he can actually be considered a friend, in the most caustic manner possible. Furthermore, his criticism, as harsh as it may be at times, is never entirely unfounded, nor one-sided, as he is not afraid to praise good work. His other interactions also show this, like in camp conversation where Linzi asks if she'll be as famous as him. He said no, but also adds that she still should keep her head up high and keep trying.
- One solution to his personal side-quest consists on rejecting immortality and helping the gnome wizard who brought all gnomes to the Material World achieve her dream of reopening the portal to the First World so gnomes can return. Jubilost finds himself satisfied with this decision. If he does this he'll even dedicate some of his later books to a mysterious but important gnome without mentioning who she is or what she did preventing her from becoming a pariah.
- Alternatively, the same quest can end with him rejecting immortality and instead giving it to a single living gnome currently dying from The Bleaching. Jubilost is similarly happy with this outcome.
- He has several Pet the Dog moments during his sidequests and suggests offering mercy to Tartuk despite what the latter did to him. The Baron can eventually lampshade this by calling him a nice person deep down, which causes Jubilost to snark at you.
- Optional Party Member: You can choose to just kill him instead of recruiting him, though as he's the first character who can be made a Treasurer (if you don't have the Wild Cards DLC and Kaessi), it's worth keeping him around.
- Overrated and Underleveled: If not for the game's truncated skills list, he'd need several more levels just to fit in all the skill points he'd ostensibly need to cover all his various fields of knowledge.
- Pet the Dog: During the Inconsequential Debates, he falls victim to a humiliating spell that either turns him into a talking frog, causes him to say the word 'tentacles' at random times during the debate or to shout random parts of his sentence. While the player character can easily intimidate the participant responsible for the spell into restoring Jubilost to normal, he actually prefers not to. His reason for suffering through the humiliation? The participant who cast the spell on him is a fellow gnome, who is actively dying from late stages of the Bleaching. Knowing that the spell is only temporary, he prefers to play along and let her have her fun, since he hopes that this helps with prolonging her life a little bit.
- Precision F-Strike: While he almost always keeps to passive-aggressive insults and snark, he does drop one if you interrogate Tartuk after killing Hargulka:
- Renaissance Man: World-famous Intrepid Reporter, critic, food writer, First World historian, researcher into the Bleaching, capable Treasurer, alchemist... the list goes on.
- Shoot the Dog: His positions as Treasurer occasionally fall under this heading. Unlike Varn, Jubilost will rarely support being outright benevolent, but he also knows the value of stability and a reputation for honesty with traders.
- Small Name, Big Ego: He cannot conceive of the idea that anyone in Avistan who calls themselves educated would not have heard of him. Should you tell him you don't know him, he states you're either stupid or making a very offensive joke at his expense.
- Smart People Speak the Queen's English: Speaks with a posh university accent and has enormous (not wholly unjustified) faith in his own intelligence and talent.
- Suspicious Video Game Generosity: He offers to join your party right before you storm a troll hideout, armed with fire and acid bombs. Just what you need to permanently kill trolls.
- Vitriolic Best Buds: By the end of the game, Jubilost can come to see your relationship this way. Whether or not the Baron agrees is up to you.
- Race: Tiefling
Released in the Wild Cards DLC, Kaessi is a tiefling kineticist. Present at the Swordlords' keep, she initially warms to the protagonist before mysteriously backing off at the last minute, only to reappear when the Stolen Lands is granted to the newly-crowned Baron/ess. Minor spoilers follow.
Kaessi is actually a pair of twin sisters, Kalikke and Kanerah, whose lives are joined after one made a Deal with the Devil to save the other. Only one of them can be present and on the Prime Material plane at any time, with the other being transported to a pocket dimension for an unpredictable length of time.
- Always Identical Twins: They're physically identical twin sisters, save for the colors of their eyes and tattoos.
- Because You Were Nice to Me: The twins are used to being feared or discarded for being tiefling. When the player character helps them and shows signs of attraction, Kanerah jumps on the opportunity without hesitation. Kalikke also develops feelings, but must first overcome her concerns about loss or rejection.
- Bi the Way: Both sisters can be romanced by a character of either gender.
- Cast From Hitpoints: They're both a variant of Kineticist, which means their magic does this.
- Elemental Eye Colors: The only real difference in their appearance (aside from their tattoos), Kalikke has blue-tinted eyes, while Kanerah has red-tinted eyes.
- Foil: To each other, of course.
- Foolish Sibling, Responsible Sibling: Part of their issues stem from both believing themselves the responsible one of the pair: Kanerah for taking care of them both (often through questionable means like making a Deal with the Devil), and Kalikke for using what power they already had in a responsible manner (ultimately to the detriment of Kanerah's schemes).
- Glamour: Back in Qadira, the twins magically assumed the form of an Emberkin Aasimar to move about without persecution and to manipulate the average populace into giving her a more comfortable lifestyle. When Glamour Failure happened, it was just the beginning of her woes that would ultimately lead her to the Stolen Lands.
- Horned Humanoid: As devil-born tieflings, both sisters sport a pair of horns.
- A Lady on Each Arm: The shared romantic ending alludes a wedding as such.
- Not So Different: Despite being polar opposites in many ways, they also have a lot of similarities. They even share most of the same lines when selected or given orders, though their intonation gives the sentences a very different context.
- Pass Fail: Part of the reason the twins had to flee Qadira. Via a bargain with the Forefather, Kanerah was able to secure a Glamour that allowed the two of them to appear as aasimar and integrate into high society. When Kalikke was exposed, her twin was inevitably outed as well. Kanerah's patron, a paladin of Sarenrae, did not take the news well, ultimately leading to execution.
- Polar Opposite Twins: In many ways, be it personalities, alignments, or the elements they use.
- Rags to Riches: They're financial successful with their side ventures. The pair leased one of the more luxurious homes in the capital. This can go Up to Eleven in their common wedding ending, where they both become Queen-Consorts of the Stolen Lands. Even if not romanced, they'll still become powerful socialites and investors in your kingdom if persuaded to stay together.
- Red Oni, Blue Oni: Zig-zagged. Kanerah's eyes, tattoos and clothing are red-themed and she's a lot more domineering, intensive and open about her feelings, while Kalikke has a blue theme and is a lot more shy, introverted and reserved in hers. However, Kanerah is a lot more introspective, measured and analyzes situations intellectually, while Kalikke mostly trusts her instincts and is a lot more rash and headstrong in her actions, especially due to her strong protective streak. In terms of hobbies, Kanerah enjoys politics and mathematics (and can serve as a Treasurer) while Kalikke writes poetry.
- Rescue Romance: The sisters are immediately attracted to the player character after having their Twin Switch partly fixed. The confident and straightforward Kanerah desires a physical relationship immediately after finding the magic mirror. Kalikke is more uncertain about opening her heart and losing someone else she has feelings for, but fully gives in once problems with the Forefather are heroically resolved.
- Shared Family Quirks: The twins are both impatient and don't like waiting.
- Sins of Our Fathers: Their tiefling heritage, which has lead to prejudice against them, leads back to a powerful devil known as the Forefather. The latter is still alive.
- Sugar-and-Ice Personality: To anyone not aware of the fact that they're twins, it seems like a case of this.
- Theme Twin Naming: Alteration being the theme, in this case.
- Twin Switch: Literally and figuratively. They play at being the same person, and they switch lives due to their curse.
- Twin Threesome Fantasy: They're twins, have identical taste in partners, and can be romanced. After the end they're restored to normal. One possible romance ending mentions a "common wedding" that attendees claim was spectacular and the Baron finding double happiness. The same ending, however, points out the three rarely have opportunities together due to respective career duties; so it evolved into a polyamory with sisters taking turns depending on free time than an ongoing threesome. Nonethless the trio were together on a common wedding day, so it's logical to assume a common wedding night.
- Women Prefer Strong Men: The twins prefer a man (or a woman for that matter) who will promise to protect them and has the actual might to back it up. Having been forced to only have each other for protection or run away from problems; Kalikke has always dreamed of a Knight in Shining Armor to rescue her, whereas Kanerah dreamed for a Black Knight to chase away her enemies.
The good-aligned of the two sisters, a discreet and solitary woman who is associated with water-based elemental powers. It was she who made the deal with the Herald of Nethys to save Kanerah's life, which resulted in the two sisters never again being able to live in the same plane as the other.
- Accidental Pervert: There's a random event before she's romanced when Kanerah and Kalikke accidentally switch places in their sleep in the morning after the protagonist sleeps with Kanerah. It brings her to the realization her sister has an intimate relationship... and upon seeing the protagonist getting dressed realizes s/he is actually pretty hot.
- Cannot Spit It Out: If the protagonist expresses interest in her, Kalikke clearly reciprocates their feelings. However it takes her until her final quest to confess how she feels. Even then Kanerah has to encourage her.
- Good Is Not Soft: Though Kalikke is good-aligned, as well as a pleasant and genuinely nice person, she is by no means soft and has little patience with obviously evil and ill-intentioned beings, such as the Forefather.
- Healing Hands: She starts with the Kinetic Healer talent.
- Hidden Depths: Though the meeker and submissive sister, she's the more athletic twin.
- An Ice Person: Adds Ice Blast and Cold Blast to her repertoire at level 7.
- Making a Splash: She specializes in water-based powers.
- Nice Girl: She's a very kind and open-hearted person.
- Nice Job Breaking It, Hero!: Though good-aligned and certainly always well-intentioned, Kalikke has a tendency to act rash, which makes things harder for both sisters on more than one occasion. First, when she accientally switches places with Kanerah during the prologue she ruins her plan to join the player character right away for her own goals, simply as she had no time to read Kanerah's notes. Second, and far more consequential her rash decision to lure Kanerah out as bait for the Soul Eater to save the Sweet Teeth can potentially cause an irreconcilable rift between the sisters and play right into the Forefather's plan.
- Non-Idle Rich: She uses her magic and wealth to help others.
- Shrinking Violet: Where Kanerah is confident and sociable, Kalikke is shy and withdrawn, often lost in her thoughts and by far not as ready to approach strangers as her sister is. Her usual approach to meeting people she does not know is caution, which heavily contrasts with Kanerah's way of handling such encounters.
- That Came Out Wrong: During the above-mentioned switching event, if you flirt with Kalikke (after sleeping with her sister) she will tell you that Kanerah is enough for you, only to absentmindedly add that usually the sisters share everything. Despite her getting a bit embarrassed over blurting this, in certain endings she turns out to be quite right about it.
- Wide-Eyed Idealist: Kanerah's criticism of her sister is that Kalikke's Chronic Hero Syndrome, however unwittingly, is the reason Kanerah was exposed and executed back in Qadira.
Class: Kineticist (Dark Elementalist)
The evil-aligned of the two sisters, a sociable and manipulative woman who is associated with fire-based elemental powers. In the past, she was killed by a demon after one of her schemes backfired on her, causing her sister to restore her to life by making a deal with Nethys.
- Admiring the Abomination: She sincerely likes goblins. She thinks Nok-Nok is an adorable Team Pet because he wants to be heroic and is a fellow pyromaniac, and will usually play along with any goblin antics you get entangled with (although not without a giant grin on her face).
- Affably Evil: Not nearly as nice as her sister, as well as evil-aligned, but she's soft-spoken and polite most of the time and capable of genuine affection, be it friendly or romantic, towards others.
- Blood Magic: Her archetype allows her to use the life force of others to fuel her magic.
- Deadpan Snarker: Often given to sarcastic commentary.
- Deal with the Devil: Unlike Kalikke, Kanerah embraces her fiendish heritage and is far more willing to consider the Forefather's offers. She only looks through her ancestor's manipulation if she and Kalikke are reconciled, otherwise she will leave with him.
- Femme Fatale: Kanerah is confident and seductive, having used her charms (or illusions for those of her targets who don't fancy tieflings) to seduce and manipulate quite a number of people in her homeland.
- There is a bit of Gameplay and Story Segregation, as Kanerah's starting Charisma score is 10. Meaning her actual social skills are of average quality. Though it's more than likely she played off of her "exotic" appearance both as Tiefling and in her Qadiran disguise of an Emberkin Aasimar that she used in her homeland.
- Fetish: She mentions her tail being quite a thing in bed, though it's left to the player's imagination on how.
- Hidden Depths: While far more social and confident than her twin, she's just as nervous when in a crowd of strangers but much better at masking it. When the player character asks her to become his queen consort, her emotions are overwhelmed and she runs away while switching places with Kalikke.
- Though the more aggressive and social minded sister, she has a bookworm interest in nature topics.
- Insult of Endearment: Though Kanerah is undoubtedly fond of her sister to some degree, she regularly calls her a 'silly goat', to the point where it stops being an actual insult and more of a well-meaning nickname for her.
- Moral Myopia: While she's capable of being friendly and even empathetic towards the Baron and her sister, Kanerah has a complete lack of empathy and sympathy for people outside her in-group. She especially despises The Sweet Teeth, partially because Kalikke trying to protect them caused her death from her vengeful patron.
- Playing with Fire: She starts out with fire-based powers.
- Power Incontinence: She frequently warns about difficulty not burning the house down during the excitement of sex.
- Red Eyes, Take Warning: Kanerah has red eyes, contrasting Kalikke's blue and she is an evil-aligned, power-hungry and almost entirely ruthless person.
- Socialite: In her homeland she was quite influential with the clergy and nobles. While the player character was off defeating the Stag Lord, she gained herself a presence in Jamandi Aldori's noble court and greeted the protagonist during the victory dinner.
- Ambiguously Gay: Linzi herself is not a romance option for either gender and she never outright confirms her orientation. However, it is heavily implied that she harbours a crush on Valerie, with her writing constantly bringing up her heavenly beauty. She also becomes flustered around Annamede Belavarah if taken along to the Rushlight Tournament, to a degree that goes way beyond being simply starstruck.
- Awesome, but Impractical: Being teleported away instead of dying spares you the need and expenses of resurrecting her, but also means that should she fall in battle you won't have the chance to put her back on her feet with magic such as Breath of Life, depriving you of her support until you have a chance to rearrange your party again.
- The Bard: A dropout from the Pitax College of Bards, but in her own words she believes wandering in a hero's wake is truer to the calling of a real bard anyway. She plays a lute and is explicitly the author of the party's quest journal.
- But Thou Must!: You cannot force Linzi out your party or permanently kill her. You also cannot prevent her from dying at the conclusion.
- Calling the Old Man Out: She jumps down her former master's throat when she finds out he was the one who allowed her fellow students to bully her without consequence, in the name of art.
- Defector from Decadence: Well, she was actually kicked out of the Pitax Academy of Grand Arts, but she claims she would have probably left it behind anyway, because it was all built for Castruccio Irovetti's (the ruler of Pitax) "glory."
- Fangirl: Of world-famous author Jubilost, even after she admits he's kind of a jerk in person.
- Genki Girl: She's highly energetic, plucky, and cheerful.
- Healer Signs On Early: She's the first party member you get in the tutorial, and comes with Cure Light Wounds in her spell list.
- Hero-Worshipper: She likes the main character from the beginning. She also has this reaction when meeting famous literary or artistic contributors, like Jubilost and a bard from Pitax.
- Incompatible Orientation: Reading the first Book Event about Valerie it's clear that the Author has a crush on her (as confirmed by Word of God). That Author? Linzi. Of course as Valerie will tell you if you try and romance her with a Female Baron, she is a heterosexual-only romance option.
- It's for a Book: Her entire reason for going to the Stolen Lands — she wants to chronicle a hero's journey as it happens, rather than piece it together later.
- The Narrator: She's the one who writes the in-game journal entries and story recaps.
- Plot Armor: She has a ring that returns her to the capital instead of dying. It eventually runs out at the House at the Edge of Time, where she is the only companion who cannot be saved by any means.
- "The Reason You Suck" Speech: Her final personal quest is to write a book form of this against Irovetti.
- Small, Annoying Creature: Jaethal and Nok-Nok believe she is.
- Stealing from the Till: She embezzles some barony funds to buy her own printing press.
- Stuck Items: A magic ring that teleports her back to safety in the event that she would otherwise be about to die.
- Tagalong Chronicler: The reason she got involved in the adventure was to write a book about a real hero — that's the Baron/ess.
- Third-Person Person: She sometimes does that. Justified in that she's writing about herself in her chronicles.
- Undying Loyalty: Sticks with the main character through thick and thin. Even when she's Killed Off for Real in the House at the Edge of Time, she manages to keep in touch with you by writing from inside her book.
Class: Rogue (Knife Master)
Named after the sound his head makes when his fellow goblins hit him with rocks, Nok-Nok is the self-proclaimed see-er of Lamashtu. He believes the Mother of Monsters has chosen him personally, and indeed, it seems he has an affinity with monsters associated with the demon goddess.
- Adorable Evil Minion: Definitely evil, a laughable personality, and a minion.
- Ax-Crazy: His instincts tell him to carve everyone and everything he meets. His desire to be a hero mostly keeps him in check with some nudging from the player character... mostly...
- Dare to Be Badass: Believes himself to be a true goblin hero and is determined to prove as much to the world.
- Even Evil Has Standards: Bring him along to meet Akaia for the first time, and when Akaia starts insulting and belittling your female party members (and you, if your character is female) he will threaten to sssstab him.
- Faking The Death: If he is supported during his desires to become a great hero, Nok-Nok will face Nyrissa bravely at the House at the Edge of Time, telling her that he is a hero who is going to stop her. Nyrissa will use the Finger of Death spell on him in return, which will reduce his hitpoints to nearly zero. If the player did not support him, he will get back up and she will finish him off. However, if he is supported in his efforts, he will heroically fake his death, as all great goblin heroes do and he will survive as a result.
- Fragile Speedster: Overlapping with Glass Cannon. If in his default build, Nok-Nok focuses on dual-wielding knives alongside the Opportunist talent and his extremely high Dexterity score to repeatedly Back Stab enemies for massive amounts of damage. This necessitates getting him into melee, however, where his mediocre HP and poor Fortitude and Will saves can quickly become liabilities if not shored up by the company of a reliable tank or two, and further buffs to his naturally high AC.
- A God Am I: He believes he is the fifth goblin hero-god.
- Heroic Comedic Sociopath: Though he aspires to be a hero, Nok-Nok is still a goblin and as such, his alignment is Chaotic Evil. The player character can easily keep him in check, but Nok-Nok still delights in violence and advocates stabbing anyone who opposes them, then stab them some more. This is always played for laughs though.
- Heroic Wannabe: Nok-Nok is absolutely determined to become a great goblin hero and, in a way, believes himself to be one already, which is one reason why the goblins of his old tribe constantly mock and ridicule him. Only if the player supports him in his desires and teaches him how to actually be a hero does he manage to actually live up to his own aspirations. In contrast, the player can also push the more ridiculous aspects of his personality, ensuring that Nok-Nok always stays a Heroic Wannabe and serves as the kingdom's court jester. He seems to be happy and confident with either outcome.
- The Jester: While his desire to be a hero is undeniable, Nok-Nok struggles with this role unless the player supports him. However, he has a natural talent for humouring people, sometimes even deliberately and the player can make him realize this, by supporting options where Nok-Nok ends up doing ridiculous things and failing at them. While he never becomes a hero in this case, he becomes satisfied and confident in himself as the kingdom's court jester.
- Knife Nut: His archetype and starting skills give him dual kukris as his weapon of choice.
- Lethal Joke Character: He may be a small goblin with an oversized ego, but don't let that fool you - he has excellent stats for his particular archetype, making him a go-to damage dealer for your squad.
- More Teeth than the Osmond Family: As a look at his portrait clearly shows. It is a racial trait in Pathfinder, which he shares with all goblins.
- Optional Party Member: You can just kill him rather than recruit him.
- Our Goblins Are Different: Pretty standard as far as Golarion goblins go (likes to kill people, hates dogs and horses, is terrified of books, likes to sing silly songs), but he's willing to work for you even if you're not evil.
- Red Eyes, Take Warning: Nok-Nok has red eyes and considering his alignment, you should watch him carefully.
- Religion of Evil: Worships Lamashtu, the Mother of Monsters, and is convinced he is her prophet and chosen hero.
- Sitcom Arch-Nemesis: A one-sided one with Linzi, who he has a distaste for due to how nice she smells and how she keeps writing on books despite books being terrible, scary thingsnote . You can tease him and ask if this means no wedding, which he nearly vomits at the thought of.
- Stealth Pun: His name is a joke. Knock Knock?
- Third-Person Person: Switches between 'I' and third-person frequently, which is something he has in common with most Pathfinder goblins.
- You No Take Candle: He speaks mangled Common. If the Baron asks him about it, Nok-Nok essentially responds that from his point of view you're the one mangling the language.
Class: Rogue/Wizard (Transmuter)
- Beware the Nice Ones: Octavia is among the nicest and most forgiving members of the party. However, she is not afraid to fight and kill those who actually deserve it, especially if they are slavers.
- Bi the Way: She can be romanced whether the main character is male or female.
- Blue Blood: At the end of her personal quest, she turns out to be of Pitaxian nobility, though her mother is an Impoverished Patrician.
- Brains and Bondage: She's a wizard, with the highest Intelligence stat in the party (higher even than Jubilost), and she makes her interest quite plain should you find a certain magical whip. Although she does make it clear which side of the whip she'll be on.
- The Charmer: In camping cutscenes she is shown to get along with pretty much everyone in the party, including Harrim and Nok-Nok. She will also make a fairly decent Regent for a good-aligned barony, thanks to her Charisma score.
- Cuteness Proximity: She pretty much melts at the sight of a kobold.
- Dominatrix: Special conversations reveal she isn't submissive in the bedroom. Quite the contrary.
- Half-Human Hybrid: She's a half-elf.
- Good Is Not Dumb: Similarly to Tristan, Octavia favours peaceful solutions with as low a death count as possible. Despite this she is also a worshipper of Calistria, and if someone has personally wronged her she will seek redress.
- FaceHeel Turn: Can become Chaotic Neutral through her personal quest, though this doesn't change her dialogue much outside of said quest.
- Incompatible Orientation: In one of the party banters Octavia will comment on Valerie's beauty and hint at general interest in a fling, only for Valerie to explain she's only interested in men.
- Interspecies Romance: When first found, she's in a relationship with Regongar, a half-orc. She can also eventually become the main character's love interest, no matter what race they are.
- Love Interest: Can be this for a male or female main character.
- Made a Slave: She was formerly a slave of the Technic League.
- Parental Abandonment: Has no idea about her parentage outside of vague memories, and the last part of her personal quest involves finding out about them. If she remains good, she will reconcile with her mother.
- Phantom Thief: Her build allows her to qualify for Arcane Trickster almost immediately after recruitment.
- The Pollyanna: Especially compared to Regongar, she's perpetually cheery, despite everything that's happened to her. Played with in that it's a conscious effort on her part. She was more than aware of the harsh reality she lived through, but she is determined to put it behind her — perhaps unrealistically so.
- Red Oni, Blue Oni: More level-headed, merciful and cautious than Regongar. She also focuses more on standing back and picking off enemies instead of straight up combat.
- Squishy Wizard: With a constitution of 8 and a magical class, yes she definitely qualifies.
- Three-Way Sex: If the player character is female and simultaneously romances Regongar, options for a ménage-à-trois becomes available.
- Tsundere: Most of the time, Octavia is sweet, cheerful and kind and a majority of people will never get to see a different side of hers. However, she can get into serious fights with Regongar and if the player character romances her, she is trying to push them away for quite some time due to her fear of commitment.
Class: Magus (Eldritch Scion)
- Affably Evil: As long as you don't get on his bad side (and aren't a slaver), he's a pretty personable fellow.
- Affectionate Nickname: Octavia calls him "Reg.". After a while, the Baron/ess can do this too.
- Aggressive Submissive: Definitely one of the more forward romance options (towards the player and other characters) and is not shy about his affections. It turns out that he is a sexual masochist and will urge the player character to go harder on him in bed.
- Awesome, but Impractical: His Ferocity trait lets him fight one more round when he would normally be downed. While handy to finish off an enemy and retreat to safety, more often than not this leads to enemies killing him outright instead of letting him drop unconscious and focusing on another melee character.
- Bi the Way: He can be romanced whether the main character is male or female.
- Blood Knight: Relishes fighting and bloody Revenge.
- Boisterous Bruiser: The Magic Knight version. Loves sex, fighting, and partying.
- Casual Kink: As implied by Octavia's Brains and Bondage, he's something of a masochist. Fits with his Blood Knight nature.
- Dragon Knight: As an Eldritch Scion he possesses the Blue Draconic bloodline. This qualifies him to become a full fledged Dragon Disciple as he levels up.
- Due to the Dead: If turned Chaotic Neutral, he will solve the last part of his questline nonviolently and help the Sole Survivor of what was his tribe bury their corpses.
- Girl-on-Girl Is Hot: If the player is female he tries to offer a threesome with Octavia.
- Good Feels Good: While he dislikes having done it, he admits to the Baron that saving the prisoners while letting the man who enslaved him and Octavia escape felt good.
- Guy-on-Guy Is Hot: If the player character is male he offers the opportunity.
- Half-Human Hybrid: He's a half-orc. Among the Numerian tribes among which he was born, a common practice is to seek out female orcs and pay them to act as surrogate mothers.
- HeelFace Turn: Can become Chaotic Neutral through his personal quest, though it doesn't change any of his dialogue outside said quest.
- Incompatible Orientation: If you bring him to Varnhold before the Vanishing Varnhold questline starts, he will try to chat up Maegar Varn, who will politely tell him that he doesn't swing that way, though Maegar is always up for drinks. Regongar also makes more than a few passes at Tristian in the camp banters.
- Informed Attribute: Him being of Evil alignment is not so apparent. He's a pretty chill guy, the ruthlessness manifests when it comes to the slavers that abducted him and Octavia. To be fair there are hints in dialogue such as him saying that while he doesn't go out of his way to screw people over anybody in his way deserves what they get, his Chaotic Evil alignment seems to imply he values his freedom and is willing to do anything to keep it as well as survive. This is far cry from how Chaotic Evil is usually portrayed. It is implied that he is far closer to the neutral end of the scale, as a few specific acts of good in the game can cause him to switch his alignment to Chaotic Neutral, without significantly changing his dialogue and personality.
- Interspecies Romance: When first found, he's in a relationship with Octavia, a half-elf. He can also eventually become the main character's love interest, no matter what race they are.
- A Lady on Each Arm: If the player character is female and chooses to pursue the Three-Way Sex romance route, Regongar gets to enjoy this.
- Love Interest: Can be this for a male or female main character.
- Made a Slave: He was formerly a slave of the Technic League.
- Magic Knight: He uses his sword to deliver his spells.
- Odd Friendship: He gets on decently with Tristian and Ekun, both characters on the opposite end of the moral spectrum from him.
- Parental Abandonment: Like Octavia, the last part of his personal quest involves finding out what happened to his family and why they sold him as a slave.
- Pay Evil unto Evil: The cornerstone of his philosophy (and the biggest divide between him and Octavia). Often takes it up to Disproportionate Retribution.
- Police Brutality: If given the position of Warden he tends to indulge in this a lot, by recommending you solve most of the kingdom's problems by sending in "his boys" to sort things out.
- Pungeon Master: He loves to pun, firing off a Hurricane of Puns at several occasions during the game. The Baron/ess can answer with either a Lame Pun Reaction, or join in.
- Red Oni, Blue Oni: More brash, impulsive and cruel than Octavia. Also more prone to a straight-up melee approach.
- Revenge: Like Octavia, he is a worshipper of Calistria, goddess of both passion and revenge, and particularly keen on the latter; if he's in the party when Ekun hesitates over whether or not to kill his Arch-Enemy's young (troll) sons, Regongar pushes him toward killing them, tit-for-tat.
- Separated at Birth: Regongar was one of twins, but his father, the chief of their tribe, decided he only needed one heir, and sold the child into slavery. Finding out what happened to Regongar's tribe is the last part of his personal quest. As Regongar's brother grew into his magical power, he became determined to find his lost brother. His father refused, beat him — and sparked a furious sorcerous rage in which the boy slaughtered the entire tribe before succumbing to his own wounds. Regongar can come to terms with this as justice, of a sort — to be clear, he thinks his tribe had it coming, but at least he had a brother who cared what happened to him.
- Shock and Awe: His Blue Draconic bloodline gives him a damage boost on Electricity Spells, such as the ever popular (for the Magus) Shocking Grasp.
- A Threesome Is Hot: Regongar has no problem saying as much and eagerly suggests bringing Octavia in on the fun.
- Three-Way Sex: If the player character is female and simultaneously romances Octavia, options for a ménage-à-trois becomes available.
Class: Cleric of Sarenrae (Ecclesitheurge)
- Actually Pretty Funny: When dealing with a group of bandits blocking a bridge, a successful Chaotic Good Intimidate check results in the Baron(ess) ridiculing the bandit leader out of the kingdom. Tristian notes that he doesn't approve of the method, but can't argue with the result... while trying and failing to hide his snickering.
- All-Loving Hero: He's merciful, and willing to offer anyone a chance to redeem themselves.
- Badass Preacher: Zigzagged. He's a cleric of Sarenrae, and he's willing to fight when he has to, but he's not very good at it due to his low physical stats and archetype restrictions.
- The Chosen One: He's the Chosen of Sarenrae, or at least that's what his brethren back in Kelesh used to call him. He claims it's not true. ...From a Certain Point of View. He doesn't view himself as the mortal hero who Sarenrae elevated to her service, having none of that man's memories. His stories about his human life seem to be entirely fabricated. He's actually a movanic deva, a type of angel which generally serves as the common elite infantry of the gods of good. Or at least, he was until Nyrissa cursed him and forced him into her service. Or so he believed. It turns out he actually may have fallen from grace, possibly thanks to his Pride in believing he could deal with the evil he sensed on the other side of Nyrissa's portal on his own. The truth is never revealed, but at the very least Sarenrae never entirely abandons him through all his trials, not even when he's actively aiding Nyrissa in bringing death and chaos to the barony.
- Clueless Chick Magnet: There are a number of instances in the game of women mooning over his looks or trying to subtly flirt with him, only for him to not notice or mistake it for platonic interest. And the Player Character has to generally be rather blunt to get him to register their interest enough to be romanced.
- Cutscene Power to the Max: During chapter 4 he's able to curse Vordakai and either steal or destroy his Oculus of Abaddon, which is a major artifact in itself. In both cases it's implied one of his patrons (Nyrissa or Sarenrae) gave him the power to do so.
- Distressed Dude: The player first meets him being mauled by a bear-shaped treant. Given his very poor melee combat skills, he'll likely go down in a fraction of a second on any difficulty above Easy.
- Arguably the whole point of the Betrayer's Flight questline is to "save" him from his bondage to Nyrissa.
- Even the Guys Want Him: Granted Regongar's interest isn't that surprising, but even Jubilost of all people comments that he's "beautiful" at one point.
- Eye Scream: He can channel Sarenrae's power directly to destroy the Oculus, but it robs his sight in exchange.
- Flat Character: Invoked In-Universe by Linzi, who asks whether Tristian has any vices she should know about so that she could make talking about him more interesting for her readers in a campsite conversation. Notably, this is prior to The Reveal.
- In the quest "Kingdom of the Cleansed," the Cult Leader screams litanies against the Baron/ess...and something about betrayal. He's talking about Tristian.
- Reading between the lines of his dialogue becomes this in retrospect, given that he mentions "enjoying traveling" (planar travel, that is) and being very close to his goddess (having been directly created by her)
- Some other party members are somewhat suspicious of just how good he is, reasoning that nobody could reasonably have lived in Golarion and not had their principles stressed at some point. Which is because Tristian didn't inhabit Golarion for most of his life.
- Forgiveness: He's a priest of the goddess of forgiveness, and counsels that the heroes should offer mercy and at least the chance of redemption to even the most reprehensible villains. He has a much harder time accepting that this applies even to himself.
- Good Is Not Dumb: He's happy to remind everyone that merciful does not mean stupid. Though he urges the party to take the more merciful route, at times he also supports punishing those who are unrepentant (and he's quite good at reading who is really sincere or not in their repentance).
- Good Shepherd: He's a gentle man who only preaches his beliefs if asked.
- Hair of Gold, Heart of Gold: He has blonde hair and is a gentle and kind healer.
- Handicapped Badass: Burns his own eyes to destroy the Oculus of Abaddon. He is permanently blind from that point on, but retains all the powers and usefulness of a cleric.
- In the Hood: He's always in his white hood, but doesn't seen to have the negative connotations usually associated with it. At first.
- Interface Spoiler: If you look at the dialogue log when you see Nyrissa's dialogue with the Skylark in the Womb of Lamashtu, you'll see the Skylark's name is written in the exact same shade of color as Tristian.
- Love Interest: Can be this for a female main character.
- MayflyDecember Romance: He's a movanic deva, so his romance with the mortal baroness will be this. He even brings it up in his bedroom scene.
- The Mole: He's been a plant of Nyrissa's from the start, though she forced him into it.
- Nice Guy: He's a genuinely kind, compassionate, All-Loving Hero who does everything in his power to help others without thought of reward or glory for himself.
- No Social Skills: He's generally formally polite and nice, but he clearly doesn't really understand people that well and sometimes puts his foot in his mouth or otherwise gives well-intentioned but clueless responses to things.
- Oblivious Guilt Slinging: Once you know The Reveal, it becomes obvious in retrospect that a lot of questions and compliments from you, Jhod, and the others are absolute agony for him, knowing what he does about the source of the Season of Bloom, and that the 'help' he's providing is only a fraction fo what he could actually give.
- Optional Party Member: After his treachery is revealed, you can choose to let him back in to the party, exile him, or execute him.
- Playing with Fire: As a cleric of Sarenrae he has access to Fire spells like Fireball and Scorching Ray.
- Plot Armor: Much like Linzi, he has a stuck ring, the Blessing of Sarenrae, that teleports him back to the capital when he would normally die. This is because the plot needs him to stay alive until you face down Vordakai.
- Skilled, but Naïve: He's a powerful cleric but has limited interpersonal skills, including a complete blind eye for romance. This part of his character also explains how Nyrissa kept him under her power — by lying and claiming she could give him his divine form back, when she never had that ability.
- Squishy Wizard: Traded armor proficiency normally granted to Clerics for increased ability to cast divine spells. He's the only party member not to start out with any armor proficiency at all.
- Stuck Items: His Plot Armor ring will teleport him back to your base any time he would otherwise die.
- Teeth-Clenched Teamwork: With Jaethal, whose ruthless and selfish personality appalls him. They can possibly develop a grudging respect for each other, but will never grow to fully trust and care for each other as the rest of the companions will do. To the point where the two of them will come to blows in the final dungeon if you don't convince Jaethal to sacrifice herself to save her daughter. Which one survives is likewise dependent on your choices during the game.
- What Is This Thing You Call "Love"?: His extreme dedication to his faith has left him romance-blind and he often has no idea when people are flirting with him. His entire Romance Sidequest is helping him work through this.
- White Mage: He's by far the best dedicated healer and buffer of the group.
Class: Fighter (Tower Shield Specialist)
- Be Careful What You Wish For: She wishes people would stop gazing at her because of her beauty. She then gets a scar that makes people look away.
- Blue Blood: She's of Brevoy nobility, although she's distant from her family.
- Boobs of Steel: It's not obvious from her character portrait, given she wears full plate armor, however a lustful Castruccio Irovetti makes a rude comment about Valerie's "plump buds" and wanting to enjoy them. Her immediate reaction is to vocally reject his rude advance and folding her arms across her chest to obscure his desire.
- Boyish Short Hair: It used to be longer, but she was so sick of hearing compliments about it that she cut it. This just led to compliments about her eyes, much to her frustration.
- Butter Face: When she receivers her scar she experiences this. If comments from Irovetti are any indication, she has a fabulous body and she tries to hide her chest from him.
- Defrosting Ice Queen: The main character can help her come to terms with herself and her past.
- Determinator: A downplayed example, but Valerie is extremely stubborn and has problems with respecting things she personally does not value, such as art. Much of her personal quest is caused by her inability to back down when her views are challenged, and the 'good' outcome to her quest leads to her realizing that she should avoid openly disrespecting things simply because she doesn't like them.
- Disproportionate Retribution: She was so fed up with an Abhorrent Admirer's horrible poem (which he had insisted on reading aloud in front of her) that she took it and ripped it in pieces. Had she not left, she would have been judged for blasphemy.
- Don't You Dare Pity Me!: She wants to be treated like a veteran warrior, not a woman. Therefore sudden acts of kindness that might be considered "being a gentleman" can the opposite effect on her. For example when fixing her armor straps, she takes offense if the player character tries to tighten them for her. She can do it herself. However encouraging her to curse about it, as fellow foul-mouth combatants would, will get a rise out of her.
- Drowning My Sorrows: At the start of the romance path, she can be found in the tavern with a glass of wine in her hand, grousing over how everyone is focused on "Oh Valerie, your poor face!" and that all of her would-be suitors were quick to abandon her once she'd been scarred. Naturally, the best way to comfort her is to either value her as a person or tell her that the scar changes nothing and she's still beautiful.
- Dude Magnet: Men have always flocked to her, much to her displeasure.
- Dude, Where's My Respect?: If romanced an event occurs when Valerie vents about overhearing gossipers spreading rumors she became the king's lover. She isn't angry over the faux pas of the relationship, but rather no one gossips about them being Back-to-Back Badasses or a Battle Couple. The focus between them is in the bed, rather than on the battlefield.
- Even the Girls Want Her: Linzi and Jaethal make frequent remarks about Valerie's beauty.
- Everyone Loves Blondes: Considered an exceptional beauty and she happens to be a blonde.
- Friends with Benefits: A nobleman mercenary named Toma was Valerie's first intimate relationship. By her own admission it was not purely an emotional connection and partly sexual exploration.
- Gameplay and Story Integration: Her stat distribution is weird for a fighter. She has relatively high charisma, with adequate, yet not optimal, Strength and Dexterity values for a fighter. However it makes sense storywise since she turned away from becoming a Paladin of Shelyn.
- Gameplay and Story Segregation:
- She will get a scar across her face in a duel with a Paladin. This does not affect her Charisma score. Would normally be justified since Charisma isn't just about how pretty you are in Pathfinder, it's also about your force of personality, but the injury does impact how others react to her.
- In her character portrait she has a mid-sized heater shield slung across her back, not a massive tower shield that's referenced in dialog and seen in-game.
- Her starting Intelligence is a lower than average 9. Party conversations reveal her to be well-versed in noble literature, Shelyn scripture, and warfare.
- Helmets Are Hardly Heroic: For someone who espouses the advantages of wearing full plate armor, carries a massive tower shield, and dislikes people commenting about her beauty; she doesn't wear protective headgear. This oversight makes her face injury possible.
- Hidden Depths: She confesses that she still likes doing embroidery, the art she practiced as a paladin of Shelyn. Mostly just because it keeps her hands busy, however.
- If you romance her, she shows a slightly wilder side whenever you ask for "some time alone".
- I Just Want to Be Normal: She finds her exceptional beauty to be an annoyance that prevents people from treating her as a normal person. Most strangers want to praise or court her, rather than befriend her. This later evolves after she suffers a scar that causes people to turn away from her in disgust. She wants others to see who she is, rather than what she is.
- Ice Queen: How she shows herself in the beginning. It's something she developed to resist the unwanted advances of her many, many admirers.
- A later conversation reveals she was like this as a child, as well - not getting teary at her grandmother's funeral was part of what convinced her father that she would do well as a Paladin of Shelyn.
- Informed Attractiveness: Despite her characterization revolving around her supposed beauty, it's hard to argue from her portrait that Valerie is any more attractive than the rest of the female cast. Her beauty is described as being divine (thus magical) in origin and Valerie goes the extra distance to not look attractive, such as cutting her hair exceptionally short and avoiding makeup.
- Jeanne d'Archétype: Although her appearance looks to be inspired by depictions of Joan of Arc, with her short hair and shining armor, in terms of characterization this is actually averted.
- Lady of War: She's a remarkably beautiful fighter of noble birth, who puts great stock in her composure and refinement. She definitely fits.
- Love Interest: Can be this for a male main character.
- Luckily, My Shield Will Protect Me: She's a special Fighter archetype that revolves around the use of tower shields for protection, and she gets large bonuses to their use.
- During a romance dialog event Valerie will explain she was saved from an attack that would have killed her if she didn't happen to have a shield lying around. From that moment she never fought a battle without one and it seems she went There Is No Kill Like Overkill with using them, as none is bigger than a tower shield.
- Nay-Theist: A terrible chain of experiences with the Order of the Rose left her distrustful of every god. In-game she has the Atheist tag, which prohibits her access to taking levels in cleric, inquisitor and paladin. The tag even explains that, In-Universe, the term is used for this trope rather than a Flat-Earth Atheist.
- Not So Above It All: The resolution of her troubles with Shelyn - provided the right options were chosen - results in her scar disappearing, as it had apparently been placed there by Shelyn to begin with as punishment for Valerie's intolerant behavior. Valerie mentions that she is genuinely happy that things are back to normal afterward, though she expresses bemusement with having found yet another love letter at her doorstep that morning.
- Not So Stoic: Some time after finding her in the tavern, Valerie develops a Hair-Trigger Temper, especially regarding the Temple of Shelyn and her physical appearance, to the point of snapping at Linzi for asking her how to best describe her hair in the book. Linzi's hypothesis (which bears out) is that it relates to Valerie's scar - she'd become so accustomed to being approached by Abhorrent Admirers, and her conversation partners so often deliberately avoid looking at it that she'd developed a minor complex over it.
- On her romance path, a random event post-camping is her approaching to give the Baron a shirt she'd made herself. She's rather insistent that he hide it immediately, however.
- Odd Friendship: Valerie actually enjoys the company of Jaethal — both are reserved and prefer a degree of professionalism in their interactions with others.
- The Paladin: She was promised to the paladin order of Shelyn, but left in disgust over their obsession with her physical beauty and her personal disdain for art for its own sake.
- Parental Neglect: After taking her to the Order of the Rose, her parents would only meet with her once every six months. They apparently loved her, but never realized how much the rules of the Order they had sent her to were hurting her.
- Scars Are Forever: Averted with the one she gets during her duel at Oleg's. While she does have it for some time, Shelyn takes it away after Valerie admits that her intransigence and intolerance was as bad as the paladins of Shelyn's acceptance of everything.
- Screw This, I'm Outta Here!: Eventually, she was so fed-up with her order's rules that she packed up and left.
- Second Love: A nobleman mercenary named Toma was Valerie's first (and sole) intimate relationship. The player's similar personality causes her to desire one again. It avoids being Replacement Goldfish in that Valerie admits Toma was a greater case of Friends with Benefits.
- So Beautiful, It's a Curse: Most of her story revolves around her beauty wrecking her life. She was considered to be so beautiful that she was given all sort of gifts from unwanted suitors. The first came from a Dirty Old Man when she was just nine.
- Stone Wall: She aspires to be one in-universe, and mechanically is built to wear heavy armor and a massive shield. Her relatively low Strength means that even her initial bastard sword proficiency only offsets her low-damage Gradual Grinder tendencies by a small amount.
- Sturgeon's Law: Invoked in-universe. The biggest friction point between her and her Order was that, while her order appreciated all art, and expected her to do the same, she believed almost all of it was terrible, and not worth her time or protection.
- Tomboy with a Girly Streak: She has several traits traditionally associated to court women, such as sewing and enjoying fine dining, but dislikes revealing them because it causes men to objectify her.
- Undying Loyalty: In the endgame, she's the only companion besides Linzi that sticks with the Baron/ess no matter what, even if you never complete her loyalty quest. Justified, considering she considers oaths very important.
- World's Most Beautiful Woman: It's remarked quite often she possesses divine granted beauty. Without even doing anything, individuals will seek to win her over. For this reason she's grown tired of being judged or befriended for her physical appearance alone.
Varnhold's Lot Companions
- Affably Evil: Despite his evil alignment, Cephal is reasonable and doesn't go out of his way to antagonize others. His advice, though usually ruthless, is quite sound and unless he or his advice is disrespected, he is calm and respectful.
- Ascended Extra: In the main campaign, Cephal has a very minor role and can be barely interacted with prior to Varnhold Vanishing. During the events of that chapter, he is encountered as a named mob and mini boss within Vordakai's lair and has to be killed to proceed, with a majority of his characterization coming from the DLC.
- Death Glare: His description in the game mentions that his glare can make someone curl up into a ball, or at least walk away from him as quickly as possible.
- Evil Old Folks: Cephal is quite old, as well as a devious political maneuverer who openly suggests Varn employ assassins and feign friendship with stronger powers like Restov until he can stab them in the back.
- Evil Sorcerer: As stated above, Cephal follows Asmodeus and he is also a wizard.
- Evil Virtues: He might be arrogant, ruthless, and acerbic, but he is to all appearances exactly as loyal to Maegar and the Varnling Host as Maegar believes him to be, and will in fact vociferously rebuke a less-loyal General's overtures toward replacing Varn or sacrificing their fellow soldiers.
- FaceMonster Turn: With the revelation that he is actually fairly loyal to the Varnling Host, it remains ambiguous if he joined Vordakai by his own accord, or if he was corrupted or bewitched by the undead cyclops. What is certain is that he eventually turns into an undead, who dies trying to stop the player character from reaching Vordakai.
- Freudian Trio: Between him, Maegar Varn and the General, he is the Superego, always in favour of a rational, well-planned course of action, without letting emotions or morality stand in his way.
- Mentor Archetype: He is Maegar's oldest friend and mentor, though he does not shy away from criticizing the new baron quite heavily whenever he disagrees with him.
- Only Sane Man: This is how he sees himself, especially if the General tends to agree with Maegar more than him.
- Religion of Evil: A dedicated follower of Asmodeus, the god of tyranny, slavery, pride and contracts. Worship of Asmodeus is accepted in polite society across much of Golarion, however, and Cephal ultimately seems most interested in the deal-making portion of Asmodeus's portfolio — fittingly, since he was the one organizing payment for most of the jobs the Host took.
- Sour Supporter: Cephal is loyal to Maegar and Varnhold, but this does not mean that he agrees with the way the barony is ruled, or hesitates to criticize Maegar or the General.
- Vitriolic Best Buds: He and Maegar have founded the Varnling Host together and have stayed together for many years, despite the fact that they disagree on almost every single aspect on how to rule the barony of Varnhold. While Cephal claims to be only interested in the results the Varnling Host produces, the fact that he stays around despite disagreeing with the baron hints at some genuine fondness.
- Working-Class Hero: Mentions he was born a peasant and had to teach himself to read.
A mercenary leader of the Varnling Host and its co-founder alongside Cephal Lorentus. He is appointed baron of the Dunsward, to the east of the Shrike Hills, and constructs the town of Varnhold there. Maegar shows up as an NPC during the main storyline where he can eventually join the Baron's court as a Treasurer, and is available as a companion during the Varnhold's Lot DLC.
- Badass in Distress: Maegar is a capable fighter, which is of little use to him when he falls under Vordakai's spell and has his soul ripped from his body. It's up to the player character to save him and the people of Varnhold.
- Dark Is Not Evil: He dresses entirely in black and is a hulking, scarred mercenary, but if you play as a good-aligned Baron, he can become one of your staunchest allies in the main campaign.
- Dual Wielding: He favours dual-wielding shortswords in battle.
- Due to the Dead: If you complete the Varnhold's Lot questline and import the save back to the main story, Varn offers a (very short) quest to enter Lostlarn Keep to look for survivors. Depending on the General's choices he will find the corpses of whoever you lost there and stay behind to give them a proper burial.
- Egopolis: Downplayed. He names his barony Varnhold and was leader of a mercenary band called the Varnling Host, but generally plays it off as a bit of disarming humor, and he does tend to lead from the front and put himself in harm's way rather than asking the same of his troops. The recklessness of the latter is another thing he and Cephal squabble over.
- Genius Bruiser: He's a mercenary fighter who can come across as Dumb Muscle in an ill-fitting borrowed wardrobe, but is in fact quite intelligent and, as the youngest son of a noble house, possesses genteel manners where called for. While some of his decisions as baron of Varnhold were questionable, he was a very skilled mercenary tactician and makes for a decent Treasurer who keeps the wellbeing of the commonfolk at the forefront of his decisions.
- Grand Theft Me: For Evil characters. Vordakai possesses Maegar in order to join your barony.
- Earn Your Happy Ending: Over the course of the first half of the game, very little goes right for Maegar. Receiving a barony, he proves that he is way out of his league with it, unable to compromise on his morals in order to rule more effectively. He then loses his barony, most of his mercenary unit, including his mentor, and his subjects to the cyclops Lich Vordakai, who rips Maegar's soul out of his body. His general, who is his most trusted friend and potential Love Interest, is lost during a mission around the same time. However, if the player chooses to restore him and makes the correct decisions during the Varnhold's Lot DLC, things finally start to go well for him. First, he is able to let go of the burden of leadership in favour of a more comfortable position as an advisor, before being reunited with his general during the endgame. The epilogue slide states that the two of them left matters of state behind, forming another mercenary company instead and doing what Maegar actually enjoys, namely travelling the land and protecting the innocent.
- Freudian Trio: Between him, Cephal Lorentus and the General, he is the Id, as a Chaotic Good mercenary, who is mostly driven by emotional, often rash decisions and his own morals.
- Friendly Rival: As a fellow baron, there is a bit of a competition between him and the player's barony, but he never expresses any ill will towards them and even sends aid when he hears about their troubles during the Bloom.
- Genre Savvy: He pours a lot of resources and manpower into identifying the bracelet he took off Gunderson because he knows a lot of "unhappy stories that began with 'an unknown ancient relic suddenly appeared'."
- Hot-Blooded: Maegar is prone to rash action, letting his emotions cloud his judgement and putting himself at risk, by charging head first into potential threats.
- Indy Ploy: The anecdotes the General reminisces with him and Cephal over in Varnhold's Lot position Varn as a master of these, and very fond of The Caper where and when possible. Cephal acknowledges he has a gift for tactics, but no taste or head for long-term strategy.
- I Owe You My Life: Will pledge Varnhold to the Baron/ess and become your vassal if you rescue him and his citizens from Vordakai.
- My Greatest Failure: After the Varnhold's Lot DLC, he considers his reckless leadership during the assault on Lostlarn Keep as such, as it resulted in the deaths of his team, with his trusted general being missing in action.
- Perma-Stubble: Has a heavy five-o'clock shadow in his portrait and on his character model.
- Promoted to Playable: During the events of the Varnhold's Lot DLC, Maegar becomes a companion character.
- Rugged Scar: A thin straight scar across his lip and cheek.
- Samurai Ponytail: His default hairstyle has his hair bound up in a small topknot.
- Spared by the Adaptation: In the original module, he dies at Vordakai's hands before the players even make it to the final encounter, necesitating the annexation of Varnhold, as it has no leader.
- Supporting Leader: As stated above, he is merely a companion character during the Varnhold's Lot DLC, despite being the player character's leader. While makes some decisions, the player character, who is Maegar's general, can end up as the one who actually calls the shots, particularly if their Diplomacy skill is high enough.
- Unfit for Greatness: While he has good intentions and strives to be a worthy baron, he turns out to be unfit for the sometimes harsh decisions a ruler has to make. Should he be saved during the Vanishing of Varnhold storyline, he eventually realizes that while he is more than capable at leading a mercenary group and makes for a decent Treasurer, he doesn't make a good ruler of Varnhold, after which he steps down and becomes the player character Baron's vassal and advisor.
- Vitriolic Best Buds: With his regent and court wizard, Cephal. The two have opposing alignments and as such, they disagree on almost every single aspect when it comes to ruling Varnhold. However, despite their frequent clashes, they are on friendly terms and have remained firm allies for many years. Should Maegar survive the events of the Vanishing of Varnhold, he mourns Cephal's death.
The Stolen Lands
- Affably Evil: As long as you don't object to his experiments, he'll treat you with respect and courtesy. If he is brought to court, he is quite grateful for the opportunity and becomes a loyal servant of the player character, towards whom he is always polite and helpful.
- Bartholomew doesn't seek to be evil, he simply seeks knowledge without moral consequences, thus the pursuit for it makes him evil. If butchering live monsters is the only means to acquire information he requires for a research project, he will do so without hesitation. However he does not go out of his way to inflict suffering for no reason. His entire motivation and cruelty make sense when seen from an, "end justifies the means," prospective. Bartholomew demonstrates how without morality, solving mysteries and problems can become unnecessarily evil.
- Bald of Evil: A bald wizard, who also happens to be completely amoral.
- Beard of Evil: On top of being bald, Bartholomew has villainous mutton chops and a handlebar moustache.
- Dirty Coward: While every other advisor tried to defend the kingdom during the final chapter, Bartholomew flees the capital. He quickly falls into the hands of trolls, who have not forgotten his treatment of them, and needs to be rescued by the player character.
- Fat Bastard: He is quite heavy and an unapologetically evil scientist who freely does unspeakable things to his prisoners in the name of science.
- The Friend Nobody Likes: Bartholomew is surprisingly loyal and dedicated to help the barony in his function as an advisor. Nonetheless, most of the people at court actively dislike him and not without reason. Octavia outright hates him due to his treatment of captive trolls, Linzi repeatedly writes how weird and creepy he is and despite him being the most experienced vivisectionist in the Stolen Lands, Jhod only reluctantly accepts his help during the Season of Bloom.
- Karmic Death: As a wizard and scientist he prides himself on his massive intellect, and he frequently experiments on trolls without giving any thought to their pain and discomfort. If you don't recruit him but convince him to stay in the Kingdom you'll find his corpse in Trobold in the last chapter with his head bashed in and his brain removed.
- Irony: He notes in his journal that part of why he's so obsessed with the Healing Factor of trolls is that he has no tolerance for pain, and is envious of their gift.
- Mad Scientist: He's pretty much a wizard version of this, with his main motivation being For Science!.
- Playing with Syringes: He employs the fantasy version of this trope.
- Sadist: It's left somewhat ambiguous, but given the nature of his experiments and his quest to retrieve his stolen evil whip, it's definitely there.
- Torture Technician: His experiments on his captured troll are not exactly gentle.
- An Arm and a Leg: If the player supports Rostland's independence over the course of the game, the epilogue mentions that in the war that followed, Kassil lost an arm.
- Happily Adopted: He's a half-orc who was adopted by the human leader of the Aldori. Jamandi is proud of him, and recommends him as an aide to the Baron.
- Mutually Exclusive Party Members: The player gets the chance to recruit either him, Shandra Mervey or Lander Lebeda at the end of Chapter 1.
- Square Race, Round Class: Kassil is a half-orc, who is also a dedicated member of the Aldori Swordlords, who are honourable and disciplined fighters.
- Token Heroic Orc: While many half-orcs are savage brutes, Kassil aims to subvert as many expectations as possible, by being a noble, well-spoken and honourable man instead of the beast most people would expect from a member of his race.
- The Alcoholic: Having grown bitter due to the circumstances of his exile, it is implied that Kesten has turned to the bottle. On several occasions during the story, he can be found drunken.
- Cowboy Cop: Though he has a lawful alignment, Kesten is more than willing to head off on his own and do what he thinks is right, even if it clashes with given orders. This is especially obvious during the Season of Bloom, where he acts without the player character's consent and potentially against their orders.
- Impoverished Patrician: House Garess is a very influential noble family in Brevoy and Kesten was once part of its main line. However, his father disinherited him and his family cut all ties with him, which forced him to pick up lower work, such as becoming Jamandi Aldori's captain of the guard or later serving the player character.
- Interclass Romance: The incident that got him disinherited from his family was that instead of marrying a suitable noblewoman, chosen by his father, he fell in love with a common girl. When he had to leave Brevoy, she stayed behind to care for her sick mother. If he survives the game, the epilogue implies that they get back together again and finally marry.
- Happily Ever After: If Kesten survives, he eventually becomes the Chief of the Kingdom's Guard. He marries a girl from Brevoy some time after the events of the game...and well, see Interclass Romance.
- To Be Lawful or Good: During the Season of Bloom, Kesten comes into such a conflict when he is close to stopping the source of the Bloom. He has to decide to either lead his militia back and defend the capital from a massive monster attack, which would give the Bloom more time to spread, or to push on to the Womb of Lamashtu and stop the Bloom. His first instinct is to do the latter and only a lawful-aligned player character can remind him of his duties and send him back to the capital.
- Too Dumb to Live: Potentially, if the player character does not manage to appeal to his sense of duty and then chooses to save the capital instead of stopping the Bloom first, Kesten nonetheless travels to the Womb of Lamashtu, hopelessly outnumbered, where he is predictably slain by monsters. The only way to save his life is to either come with him or to talk him down as a lawful-aligned character.
- Archer Archetype: Erastil's favored weapon is the longbow, and Jhod is never without a bow and quiver along with his priestly robes.
- The Fundamentalist: While he is certainly well-intentioned and the servant of a firmly good-aligned deity, Jhod is not exactly tolerant towards other religions. Should he be appointed as the High Priest, he advises to limit the religious freedom within the barony, in favour of traditional religions.
- Good Shepherd: A priest who strives to do good for everyone, without infringing on traditions.
- Grumpy Old Man: While always respectful towards the player character, he can be rather morose towards some of the other characters at court.
- Heroic Sacrifice: Despite not being much a fighter, Jhod will try his best to hold off the monster army that attacks the capital during the Season of Bloom. Should the player travel to the Womb of Lamashtu before saving the capital, he will die while trying to protect the citizens.
- My Greatest Failure: In his past, Jhod lived within a village that was plagued by werewolf attacks. When encountering a disheveled and suspicious stranger, he jumped to conclusions and riled up the peasants to hang the supposed werewolf. Later, it turned out that the man was not a lycantrophe, but merely a scout for a local bandit gang. Despite having averted a different threat for the village, Jhod never forgave himself for acting rashly and without thinking twice.
- 0% Approval Rating: Absolutely nobody likes Lander, which is lampshaded by Jubilost, who calls him the only person in the entire kingdom who draws more ire than him.
- And There Was Much Rejoicing: The epilogue mentions that Lander eventually disappears during another attempted scam, which is mourned by exactly nobody. There is even a joint effort by the Stolen Lands and their Brevoy neighbours to make it a national holiday, which fails due to the protests of his family.
- Chronic Backstabbing Disorder: Despite admitting that he has grown fond of the player character, he betrays them simply to gain more lands and power. Should he be resurrected after this, the epilogue mentions that he goes off on another scam.
- Mutually Exclusive Party Members: The player gets the chance to recruit either him, Kassil Aldori or Shandra Mervey during the reception at the end of Chapter 1.
- Obviously Evil: While his alignment leans more towards the neutral, it is clear from the very beginning that something is off with him, from his smug attitude, to the fact that he all but admits that he intends to use the barony for his own agenda while trying to convince the player character to accept him as an advisor.
- Royal Brat: House Lebeda is among the most powerful families in Brevoy. This fact has gotten to Lander's head a little bit too much, to the point where he considers everyone not of such high birth to be beneath him.
- Small Name, Big Ego: While his name actually is fairly important, as a member of the main branch of House Lebeda, Lander's own skills and accomplishments aren't even nearly as impressive as those of his ancestors, which doesn't stop him from considering himself smarter and more skilled than those around him, simply due to what said ancestors have done in the past.
- Smug Snake: Lander is absolutely convinced that he is the smartest and most capable person in the Stolen Lands, which naturally gives him the right to threaten and backstab everyone whenever he gains something from it.
- Suicidal Overconfidence: He eventually betrays the player character by pulling off a comparably well-planned scheme to take control of their kingdom through the help of spies and agents. While the debuff this causes can be potentially crippling to the kingdom, he makes the terrible mistake to finish the Baron/ess off personally. Just to be clear, the very same Baron/ess has, at this point, slaughtered hordes of bandits and their leader, trolls and kobolds and their kings, survived the wrath of the First World and a monster army and defeated an undead cyclops tyrant. Lander's own accomplishments are... not as impressive. This naturally gets him killed and despite resurrection being possible in the setting, the player can opt to prevent this and have him stay dead permanently.
- White Hair, Black Heart: Lander has white hair and is a treacherous, spoiled schemer.
- Mutually Exclusive Party Members: The player gets the chance to recruit either her, Kassil Aldori or Lander Lebeda at the end of Chapter 1.
- Old Retainer: To House Surtova. Their leader, Natala, trusts her deeply and is willing to grant her as an advisor to the player character's new barony, knowing that she will not just be an asset to them, but also unquestionably loyal to the interests of House Surtova.
- Reasonable Authority Figure: As a neutral-aligned councilor, Shandra aims to find reasonable solutions and unlike the other possible councilors, who lean towards one extreme or the other, she prefers the middle ground.
- 11th-Hour Superpower: During the final chapter, the Storyteller suddenly finds himself capable of casting powerful magic that can keep the Lantern King's forces at bay and even support the player, allowing them to rest despite the powerful curse lying on them and their kingdom, which should technically prevent this. He himself is not quite sure where he suddenly got these powers and even starts to question if he is truly an elf.
- Age Without Youth: Unlike the rest of the elves, who never grow physically old, the Storyteller looks ancient. He believes it is due to the weight of the stories he has collected.
- Ambiguously Human: Ambiguously elven, at least, but from his unusually old appearance to his outstanding knowledge and mysterious powers, there are a lot of hints that he is not quite what he seems to be. The Storyteller admits that much in the final chapter, where he begins to question if he might be more than just an elf.
- Blind Seer: Of course, this gives him the power to see the history of relics you bring him and reforge artifacts from shards.
- Cool Old Guy: The Storyteller is an ancient elf, who looks just his age. He is also a curious, wise and friendly man, who is always happy to have a conversation and to get an opportunity to learn a new story.
- Doing It for the Art: He is a firm believe in this, collecting his stories not to get rich or famous, but simply because he wishes to collect what would otherwise be forgotten. Should he be appointed as the Curator, he will encourage decisions that see cultural freedom for artists, but without supporting them in their desire to gain money or fame.
- Only Known by Their Nickname: The Storyteller himself doesn't even remember his real name, if he ever had one to begin with and he chooses to be called by his profession.
- The Storyteller: It's literally the name he goes with and his main function in the game, as a collector of stories. That being said, he is reluctantly to tell the stories he has gathered, revealing them only to those he considers worthy.
- Walking the Earth: This is what he did before the events of the game and the epilogue reveals that he continued his travels after the final victory.
- Affably Evil: She's much nicer than her alignment would suggest, even if she still openly serves one of the most evil deities in the setting.
- Ax-Crazy: While Tsanna is one of the more reasonable followers of Lamashtu and makes for a capable advisor, the final chapter shows just how unhinged she can truly be. Having grown desperate to gain Lamashtu's support against the Lantern King's forces. When the player catches up to her at the shrine of Lamashtu, she is surrounded by monsters and has sacrificed a number of her followers. From that moment onward, she acts increasingly creepy and even wants the player to sacrifice Evindra to receive further blessings from Lamashtu.
- Because You Were Nice to Me: Tsanna and her cult are grateful and loyal to the player character if she is spared and recruited. This manifests itself in a buff granted by some of her followers during a random encounter and during the final chapter, she offers an even greater blessing if the player agrees to sacrifice Evindra. Surprisingly, Tsanna remains grateful even if her offer is refused, admitting that she owes the player character for the chance she has been given, which leads to her giving the whole party a slightly weaker permanent blessing without demanding anything in return.
- Body Horror: Like all followers of Lamashtu, she considers this trope to be a blessing of their goddess. In her case, one of her legs is covered in repulsive sores, which only appeared after she became a follower of Lamashtu.
- Driven to Madness: If she survives the events of the game but is not recruited as an advisor she'll be driven insane by the events of the last chapter and try to kill you no matter how friendly you've been to each other, thinking it Lamashtu's will.
- Necessarily Evil: While Tsanna knows that she is by no means virtuous by conventional morals, she does not care for people who consider her evil. She believes that she is doing a necessary duty and her quest shows how a priestess of Lamashtu can help desperate people in extreme situations, when other churches are unable or unwilling to do anything.
- Not Me This Time: Make no mistake, the Cult of Lamashtu is not harmless or innocent and Tsanna herself has likely committed brutal human sacrifices in the past. However, when she is encountered by the player character and accused of having caused the Bloom, it turns out that she actually has nothing to do with it and really just wanted to help some of her followers.
- Reasonable Authority Figure: Surprisingly, if she's appointed high priest, she turns out to be this.
- Religion of Evil: As a follower of Lamashtu.
- Unusual Pets for Unusual People: Tsanna has a two-headed rat by her side. It is unclear if the creature is simply an unfortunate mutant, or actually sent by Lamashtu, as she believes.
- The Bartender: In her role as the innkeeper, Elina can always be found behind the inn's counter, where she is ready to chat with the player and tell them about the new rumours within the kingdom.
- Betty and Veronica: Compared to the icy and aggressive Ntavi, Elina fits the role of the Betty in this constellation, being a sweet and kind-hearted woman.
- Luminescent Blush: Whenever Ekundayo is mentioned, Elina utterly fails to keep her interest in him a secret, which is especially notable when she approaches the player to arrange for a feast to cheer him up.
- Nice Gal: Elina is supportive and kind, trying her best to not just help Ekundayo in coming to terms with the death of his family, but also concerned for the well-being of the kingdom. After the Season of Bloom, she approaches the player with the request to get a rare Roc's egg, in order to cook for the citizens and give them something to cheer up after the recent tragedies.
- Second Love: If she and Ekundayo get together, she is the second woman he truly loves, after his late wife, eventually marrying her and having a child with her.
Ruler of the Kobold tribe infesting the Old Sycamore Mines.
- Adaptation Distillation: Has a somewhat larger role in the original AP. He continues to be the head of the Kobold tribe, but instead of asking players for aid versus Tartuk, Chief Sootscale trusts Tartuk implicitly and requests help versus Queen B'Daah.
- The Cavalry: If the player allies with him in Old Sycamore, he comes to their aid in the final chapter.
- Unwitting Pawn: He is oblivious to Tartuk's manipulation of him, believing him to be a real kobold and refusing to see reason, especially if the player character does not side with him.
- The Cavalry: If the player allies with her in Old Sycamore, she comes to their aid in the final chapter of the game.
- Informed Attractiveness: Whenever she's mentioned by her subjects, they take the time to tell you how attractive she is. Since Mites are lumpy blue goblin-looking creatures, this is definitely a matter of beauty being in the eye of the beholder.
- Nemean Skinning: To visually set her apart from the other Mites, B'Daah has a unique headdress, made from the head of a wolf she personally slew.
- Royals Who Actually Do Something: She isn't called 'Warrior Queen' for nothing and should she join the final battle, the other mites mention her deeds during it with great awe.
The Sweet Teeth
A trio of young tieflings from Qadira. They owe Kalikke their lives, and cheerfully follow her wherever she goes in order to help her out as repayment.
- And the Adventure Continues: If they survive the events of the game, the Sweet Teeth become full-time explorers, travelling Golarion in a mastodont-pulled wagon.
- The Fool: They can be sent on tasks that puts them in severe risk of Random Encounters and will return with nothing but a grin, another outlandish story and a series of Noodle Implements they'll happily donate to the Baron.
- Genius Ditz: They seem to have a gift for exploring and investigating, and Kalikke uses them to help hunt down the Mirror of Nethys.
- Hero-Worshipper: They refer to Kalikke as 'elder' and hang on to her constantly, much to Kanerah's annoyance.
- I'm Taking Her Home with Me!: If sent on a mission to polish all the bones in the Linnorm Graveyard, they'll return with a baby mastodont that followed them home.
- Locked Out of the Loop: They're unaware of Nethys' conditions and think Kanerah died in Qadira. Learning she's still alive and that they've been (unwittingly) interacting with her all this time comes as quite a shock to them.
- Multiple-Choice Past: Will tell a series of conflicting backstories about themselves if asked.
- The Munchausen: The majority of things they say seem to be either completely made up, or requires them to go through events that makes the player character's seem almost pedestrian by comparison.
- Shoo Out the Clowns: They'll disappear from the capital after the Forefather's visit, either from Kalikke sending them away or from the Soul Eater killing them.
- Snipe Hunt: The Baron can send them on random tasks just to keep them out of Kalikke's hair, which they'll happily undertake.
- Sweet Tooth: Their nickname is well-given. The containers in their room are full of honey, sweet sirup and chocolate.
The most influential member of the Aldori Swordlords, Jamandi is pushing for the independence of Rostland. To achieve this, she hopes to gain reliable allies in the Stolen Lands, supporting adventurers who seek to create their own barony within them.
- Alternative Character Interpretation: In-Universe, Jamandi is subjected to this. Is she a benevolent leader, who wants to bring stability to the neighbouring Stolen Lands and supports adventurers who are capable of taming them, or is she a ruthless political schemer, who wants cheap, expendable allies to further her agenda of gaining Rostland's independence? There are conflicting opinions by the other characters and the player character gets to choose how they themselves stand towards her.
- Badass in Distress: If the player character waits too long to come to her aid during the barbarian invasion of Glenebon, her army is defeated, while she herself is captured and has to be saved.
- Braids of Action: Her official portrait depicts her with a braid and she is a capable fighter and commander of the Aldori forces.
- The Cavalry: When hearing of the player character's trouble in the final chapter, she immediately leads her troops to their aid.
- The Chessmaster: A more well-intentioned version than usual, as her schemes do bring order and stability to the lawless Stolen Lands. However, she is still the one holding the strings, sending adventurers into the Stolen Lands in the hopes that they become rulers and her allies against Brevoy.
- The Chooser of The One: Jamandi is the one who chooses the adventurers who are travelling to the Stolen Lands to become rulers. As such, she is the one who grants Maegar Varn, Hannis Drelev and the player character their baronies.
- Frontline General: During the war against the Tiger Lord barbarians and later, during the Lantern King's attack on the player character's kingdom, Jamandi personally leads her troops into battle, accompanying them to the battlefield and taking part in the fighting.
- Gone Horribly Right: Her goal was to empower the player character so that their territory would be an independent force that she could use to leverage against the Surtovas. Unfortunately, by the time she is in a position to cash in on her investment, the player has become too powerful to control, and they can potentially either declare that they don't want to get involved or end up supporting the Surtovas. Neither outcome is good for Rostland.
- Hero of Another Story: She is the subject of one of the Storyteller's stories, gained by collecting all the Restovic paraphernalia.
- I Just Want to Be Free: Her main motivation in the game is to strengthen Rostland to the point where they can separate from Brevoy and become independent once more.
- Lady of War: Jamandi is a skilled fighter and leader of the Aldori Swordlords, who are considered to be among the finest swordfighters in the Inner Sea region. Beyond that, she is a political leader, graceful and dignified on the battlefield and in the halls of Brevoy's nobility.
- Off with His Head!: If the player character supports House Surtova instead of her, her rebellion fails, she is captured and executed in Restov's public square.
- Rebel Leader: At the beginning of the game, she is on the verge of becoming one in the brewing civil war between House Surtova and the Aldori Sword Lords. In the epilogue, she has the chance to become this in full, leading the Aldori forces against House Surtova and either succeeding, or dying in the attempt.
- Red Is Heroic: A prominent aspect of Jamandi's portait and character model is her red gambeson and she is a well-intentioned and reasonable leader and possibly one of the player character's most loyal allies.
- Teeth-Clenched Teamwork: A neutral baron can serve as a guarantor of the peace between Rostland and Surtova. This forces Jamandi to work with Natale Surtova during the final chapter and the ending slides, a prospect that clearly doesn't please her but ultimately averts a civil war.
The Stag Lord's Kingdom
The Stag Lord
The leader of the bandits currently plaguing the Stolen Lands, the Stag Lord is a bitter alcoholic shaped by years of abuse at the hands of his brutal father. In order to gain the right to establish a barony in the Stolen Lands, your Aldori benefactors want his head.
- Abusive Parents: The Stag Lord had to suffer significant and traumatizing abuse at the hands of his cruel father, Nugrah, which ultimately started his descent into becoming an equally hateful monster.
- The Alcoholic: Copes over his abused life by drinking a lot. His reaction to you arriving to his fortress is annoyance over someone daring to interrupt his drinking.
- Arc Villain: Of Claiming the Stolen Lands.
- Bow and Sword, in Accord: As seen in his character portrait and in the fight against him, the Stag Lord is a capable fighter and archer.
- Broken Pedestal: Initially, many of his bandits saw the Stag Lord as a strong, capable ruler who can give them a purpose. Over the time, however, as he showed himself to be an alcoholic, unstable mess, quite a number of bandits became disillusioned by him. His lieutenants Akiros and Kressle can potentially turn against him due to this and especially the latter is clearly deeply disappointed in how her former leader turned out.
- Cool Helmet: Wears a fanged stag skull as a helm. You can loot it from his body and wear it yourself, and it provides a couple of magical bonuses.It also changes one of your Idle animations to drinking from a mug in animation very reminiscient of Stag Lord. The Helmet makes you alcoholic.
- Equal-Opportunity Evil: He doesn't seem to have any problem with having a woman among his closest associates, as evidenced by Kressle's position. The original AP even mentions that he executed his lackeys who tried to rape her back when she first came to join him, if only because she proved to be stronger than them. Another of his high-ranking bandits is Auchs, who is freakishly strong, yet mentally handicapped. In general, his gang consists of a wild mix of races and genders, indicating that the Stag Lord values everyone who can add something of value to his gang and not particularly caring for their backgrounds.
- Face Death with Dignity: If you invoke Freudian Excuse Is No Excuse after fatally wounding him, he dimisses your display of compassion, saying that he'll sleep now.
- Flunky Boss: Aided by a number of bandits when you confront him, including Akiros Ismort, Auchs and Dovan from Nisroch should you not have dealt with them already.
- Freudian Excuse: He became such a despicable man due to how his father mistreated him. You get to witness it through flashbacks when you visit the Abandoned House. The player can choose to sympathize with his past, but invoke a Freudian Excuse Is No Excuse when finally defeating him.
- Geo Effects: Attacks you from the second floor of his building, forcing you to either fight your way to the stairs or engage him in a ranged duel.
- King of Thieves: He rules over the bandit gangs and sees himself as the rightful ruler of the Stolen Lands.
- No Name Given: We never learn his name, if he even has one.
- Outlaw: Leads a band of bandits in the wilderness, with the bounty over his head being a whole barony.
- Revenge: Should the player character kill Nyrissa, the Stag Lord's shade will be enraged when you encounter him in the First World.
- Starter Villain: Defeating him is just the beginning, with it marking the founding of your barony. His shade will likely perform the same role in act 7, as he is by far the easiest shade to kill while under the Lantern King's Curse.
- Unwitting Pawn: To Nyrissa. He's convinced he can rule the Stolen Lands as a king with her as his queen. She just sees him as one more grain for her collection.
- Walking Shirtless Scene: As seen in his portrait, his outfit does not include a shirt.
- Woobie, Destroyer of Worlds: The Stag Lord's life has been thoroughly miserable from the moment of his birth. Raised by his father, Nugrah, he suffered extreme and constant abuse and even though he eventually turned the tables and inflicted the same abuse on Nugrah once he himself grew strong enough, his life isn't exactly a good one either. Nowadays, he might rule over the Stolen Lands and has an army of bandits at his disposal, but he is still traumatized and broken beyond saving from his cruel childhood and has to cope by extreme drinking.
Alignment: Chaotic Neutral
- Adaptation Name Change: In the original AP, his last name was Ismort, without the additional 'n'.
- Bow and Sword, in Accord: Like his boss, The Stag Lord, he carries both a longsword and a bow and arrow. This would actually be fairly standard equipment for a Paladin, or ex-Paladin, of Erastil, who favours the bow as his Weapon of Choice, but also expects his Paladins to be able to fight up close.
- Changed My Mind, Kid: If he is convinced to turn agains the Stag Lord and survives the following combat, he leaves the kingdom to atone for his past misdeeds. However, he returns in the final chapter of the story, leading an army of reformed bandits to support the player in their fight against the Lantern King.
- Death Seeker: In combat Akiros takes no care to protect himself, looking to die.
- Demoted to Extra: While his role in the Adventure Path is also limited to his collaboration during the attack against the Stag Lord, he could be brought in as an advisor to the kingdom. Here, he leaves after bringing down the Stag Lord and doesn't return until the very final mission of the story.
- The Dragon: To The Stag Lord, though he doesn't especially want the job. Given the Stag Lord's alcoholism and lack of interest in actually running the band, he could graduate to Dragon-in-Chief if he wanted to, but would much rather find a way out of the life he's stumbled into.
- Fallen Hero: Was once a promising Paladin of Erastil, and defender of his hometown.
- HeelFace Turn: If you find Akiros (instead of Kressle) at the Thorn Ford bandit Camp, and you talk him down from fighting you, then by the time the players raid the bandit camp, Akiros has had enough of the life of an outlaw. Given the opportunity he switches sides and fights alongside them against The Stag Lord. Of course, you can also send him away.
- Noble Top Enforcer: The Stag Lord is an alcoholic monster who'll murder anyone he can get his hands on. Nugrah is all just as twisted. Aside from Kressle this makes Akiros, who is Neutral rather than Evil, and still possesses something of a conscience, a definite oddity.
- Outlaw: Akiros has lost any connection he might have had to civilization and is a deadman walking if he returns to his home community. That said, unlike the Stag Lord and the rest of the band, he has an actual chance to escape this status and earn redemption.
- Redemption Earns Life: It can if the player sends him away before the final battle. Otherwise...
- Redemption Equals Death: If Akiros joins in the final battle against the Stag lord he will almost certainly die.
- Adaptational Backstory Change: Kressle is from the River Kingdoms in the original AP and has a comparably brief backstory that notes how she has never been anything but a bandit from a very young age. In the game, she is Svetlana Leveton's sister and from Brevoy, having joined the Stag Lord not too long ago, after moving to the Stolen Lands with Oleg and Svetlana. There is also no mention of a history of banditry or a connection to the River Kingdoms.
- Adaptational Heroism: In the original AP, Kressle is one of several named mooks within the Stag Lord's army, noted for being a sadistic career criminal. In the game, she is more fleshed out and not quite as sadistic. In fact, if the player talks to her and solves things peacefully at the fort, she realizes how much she hurt Svetlana and not only gives back the wedding ring she stole, but she also turns against the Stag Lord, due to seeing him as a weak ruler.
- Back for the Finale: If she survives the events of Chapter 1, she returns in the final chapter alongside other former bandits to support the player, after spending the time between at Oleg's Trading Post without having any involvement in the story.
- Desperately Looking for a Purpose in Life: This is her motivation for joining the Stag Lord to begin with. Young and impressionable, she struggles to find a place for herself in Brevoy and at Oleg's Trading Post, which is why she is so fascinated with the Stag Lord, whom she sees as a strong leader who lives the way he wants to.
- Dual Wielding: One of the few aspects of her character that remain from the original AP is the fact that she wields two axes in combat.
- HeelFace Turn: If the player talks to her at the fort and manages to impress her, she turns against the Stag Lord and can support the player during the final fight of Chapter 1. While she can easily die during this combat, should she manage to survive she actually manages to change her ways for good, becoming an ally in the final chapter of the game and leaving the Stolen Lands to start a new life in the epilogue.
- Morality Pet: Svetlana is this to her, as she still has a soft spot for her. If she is informed about how much her sister is worried for her, it moves her enough to eventually turn against the Stag Lord.
Nugrah the Decrepit
- Abusive Dad: To a staggering degree. He beat, burned, scarred, and tried to murder his son.
- Adaptation Distillation: His Necromantic motivations, and his his attempts to avenge his wife's Death by Childbirth by murdering his son are cut completely from the game.
- Asshole Victim: Based on what he did to his son, it's unlikely players will feel any sympathy for him.
- Badass Grandpa: He's an old, physically impaired man, but after his son (CR 6) he's the most deadly foe the PCs will encounter in the bandit camp at CR 4.
- Blamed For Being Railroaded: When you encounter his shadow after the Apology crashes on your kingdom he will blame you for killing him. If you didn't open the door to his cell (the only way to leave the Stag Lord's fort without killing him directly) he will blame you for leaving him to die instead.
- The Dark Chick: Definitely the odd one out among the named members of the Stag Lord's band.
- Death Seeker: Nugrah is locked up the first thing he does when you release him is try to commit Suicide by Cop.
- Elder Abuse: On the receiving end of it from his son, who physically abuses him and keeps him locked in his fort.
- Evil Cripple: Constant beatings from his son have left Nugrah impaired even by the standards of a man of his age.
- Evil Old Folks: Now an old, crippled man, but just as vile as before.
- Evil Sorcerer: Evil Druid anyway, which thematically plays out about the same. He's responsible for the magical fog ritual in Act 1.
- The Family That Slays Together: He and his son are both twisted, abusive monsters.
- Handicapped Badass: As stated above, Nugrah is old and physically impaired, but after the Stag Lord himself is the most dangerous member of the bandit gang.
- Maternal Death? Blame the Child: One note mentions that part of why he hates his son is due to having her eyes, as it reminds him that she'd died during birth.
- Pay Evil unto Evil: He was on the receiving end of this from his son, who has payed him back for every blow.
- Sadist: The flashbacks you see at the abandoned hut demonstrate jist how brutally he treated his son, before he turned the tables on Nugrah.
- Ungrateful Bastard: The first thing he does when you unlock his cell is try to murder you.
The self-titled king of trolls, Hargulka made a deal with Tartuk in order to create a kingdom for trolls and kobolds to live in peace. To see that done, he's willing to wipe the newly found barony off the map if he must.
- Adaptational Heroism: Slight example: In the original Adventure Path, Hargulka is the Unwitting Pawn of Nyrissa and is convinced by her to overthrow the Player Characters with his band of trolls. In the video game he and Tartuk instead seek to rule their own nation called Trobold, and the conflict with the Baron is a result of the trolls' expansion into your territory. He will also leave the kingdom in peace if he surrenders, or can become a Chaotic baron's vassal.
- Arc Villain: Of Troll Trouble, alongside Tartuk.
- Authority Equals Asskicking: Hargulka is by far the strongest and most dangerous among the trolls fought in Chapter 2 and he is also their self-proclaimed king.
- Brains and Brawn: The brawn to Tartuk's brains.
- Combat Pragmatist: Should the player declare they'll kill him after their talk, he'll state he used the whole time to heal from his wounds using his troll regeneration.
- Dual Boss: Fights alongside Tartuk at the climax of the troll invasion.
- Everything Is Racist: Hargulka claims that the sole reason the player character assaulted Trobold is because they are prejudiced against trolls and kobolds trying to live in peace, when in reality, the trolls provoked the war by attacking human settlements while trying to establish their kingdom.
- Genius Bruiser: By troll standards; he's by far the most articulate member of his kind when speaking Common, and his use of strategy, tactics and even iconography like flags is stated to be genius for a troll.
- Lightning Bruiser: Tartuk will open his and Hargulka's boss battle by Hasting the troll, allowing Hargulka to dole out around 90 damage in a round if all his attacks hit. On top of this his Healing Factor, natural armour and tendency to quickly put down your frontline makes him very durable.
- King Mook: The king of trolls (in the stolen lands at least). Apart from wearing a crown and some magic items, he fights exactly as one would expect of a troll.
- More Teeth than the Osmond Family: As seen in his portrait, Hargulka's lower jaw consists of an absolutely massive amount of teeth, even for a troll.
- No-Sell: As a branded troll, his regeneration isn't fazed by fire. Only acid can kill him.
- The Social Darwinist: Ever since Tartuk branded him and removed his weakness to fire, Hargulka believes himself and the other branded trolls as a superior species, giving them the right to crush the weaker humans beneath them.
- Talking the Monster to Death: If you kill Tartuk first, you can convince him to stop fighting and either leave the Stolen Lands altogether, or accept him as your vassal, if your character is Chaotic.
Race: Cyclops (Lich)
An ancient undead cyclops tyrant from Casmaron, Vordakai reawakens with plans to reestablish his old empire.
- Abusive Precursors: Ten thousand years ago, he and his fellow cyclopes ruled vast empires from Casmaron to the Shackles, and they were not kind rulers, save for those in Iblydos. He repeatedly talks down on the player for belonging to what he sees as a "lesser race".
- Arc Villain: Of The Varnhold Vanishing.
- Artifact of Doom: The Oculus of Abaddon, a daemonic artifact linked to Charon, the Horseman of Death. He saw fit to replace his real eye with it. Nyrissa wants it, and should you bring Tristian with you, Tristian either steals it for her or destroys it with the power of Sarenrae.
- Cyclops: Yup, he's one.
- Dual Boss: Fights alongside Horagnamon when finally confronted.
- Evil Sorcerer: Well, wizard, but he fits the trope.
- Eye Scream: Took out his own eye and replaced it with the Oculus of Abaddon. Tristian can potentially inflict one on him once more, as he destroys the Oculus of Abaddon when brought along to face Vordakai. This leaves the cyclops permanently blinded for the remainder of the fight.
- Familiar: He has one in the form of the raven Horagnamon.
- Fantastic Racism: Has nothing but contempt for non-cyclops, seeing them all as Slave Races for his empire.
- Horned Humanoid: As seen in his portrait, he has four small horns on his head.
- I Know Your True Name: Vordakai made his own name an element of his own power, and the act of speaking it aloud makes him stronger and creates a connection between the speaker and Vordakai. Tristian will use this connection to curse him and steal his Oculus.
- Glass Cannon: Vordakai has a lot of devastating spells on his person, but faces you without active buffs or bodyguards (excluding his Familiar) and is vulnerable to being rushed down.
- Necromancer: He loves to target your weaker party members with spells like Finger of Death and Boneshatter.
- Orcus on His Throne: While Vordakai is the one behind the Vanishing of Varnhold and the final boss of the chapter, he does nothing to actually stop the party from reaching him and merely spies upon them with the help of Horagnamon. Even when they enter his lair, the sole opposition that is faced until reaching his chamber are the other inhabitants of his tomb.
- Our Liches Are Different: He's a cyclops lich, which's not something you see every day.
- Red Eyes, Take Warning: A singular glowing red eye, which isn't even his actual eye but rather the Oculus of Abaddon.
- Rightful King Returns: This is how he sees himself. As the last ruler of the ancient cyclops empire, he still sees himself as the rightful ruler of these lands and everyone currently occupying them as nothing but usurpers. He sleeps and patiently awaits for the day where he can resume his rightful reign.
- Sealed Evil in a Can: For the last ten thousand years, Vordakai was asleep deep within his tomb and he wouldn't have woken on his own for at least several more centuries, if not for the theft of his ring at the hands of Willas Gunderson.
- Smug Snake: Horagnamon never skips the chance to taunt you during your encounters with it. His master isn't too much better either.
- Sorcerous Overlord: Was one in life.
- Soul Jar: It's implied he made the Oculus this, as he will be Killed Off for Real if defeated. An evil character can instead offer his soul a new home.
- Stronger with Age: Inverted. Gunderson's shade points out that Vordakai's long slumber has weakened both him and his mastery over the Oculus. While he is stronger than in the Adventure Path, he is still weak enough to be vulnerable.
- Talking the Monster to Death: Should you be Evil, you can convince him to work for you via possessing Maegar Varn's body after you defeat him.
- This Cannot Be!: His response when Tristan removes his Oculus, and upon his subsequent defeat.
- Token Evil Teammate: While Vordakai is not the only evil-aligned advisor available, he is the only one exclusively available for evil-aligned players. He also lacks Bartholomew's loyalty and Tsanna's respect to the player character, making it very clear that he only serves because he has no choice and hopes to free himself to continue his plans in a couple hundred years.
- Secret Character: If you're evil, you can recruit him as an advisor. He can serve as a Magister.
Tiger Lords Tribe
Armag the Twice-Born
- Arc Villain: Of Rivers Run Red.
- BFS: When fought at Armag's Tomb, he wields Ovinrbaane, Enemy of All Enemies, an oversized magical greatsword which holds the spirit of the real Armag. You can loot it from him once you kill him.
- Blood Knight: Armag is a barbarian through and through, convinced he is the reincarnation of the legendary warlord Armag and just as hungry for a good fight.
- Broken Pedestal: He becomes this to the Tiger Lords after leading them into a devastating defeat against Brevoy and abandoning them during the battle. It can potentially cost him their loyalty and many parts of the tribe never forgive him. The ancient Armag also becomes this to him, after he realizes that his predecessor was actually vicious and cruel even against his own people and not worthy of the worship he is being given to this day.
- The Cavalry: If he survives Armag's Tomb and is reinstalled as the leader of the Tiger Lords, he will lead them to aid the player character in the final chapter.
- The Dog Bites Back: By the time he is confronted in the tomb of Armag, he has realized that the Defaced Sisters, who raised him since childhood, have manipulated him for all his life. He snaps and personally kills the last Sister even as she desperately tries to keep up the lie she had been feeding him for decades.
- Flunky Boss: He's aided by a number of skeleton champions in his boss fight.
- Heel Realization: When the player catches up to him in Armag's Tomb, he has finally realized that he is not actually Armag Reborn and that he has lead his people to die for nothing. He also realizes that the ancient warchief Armag, whom he tried to emulate as much as possible, was not the hero he is worshipped as and was not a ruler whom others should strive to be, having been a selfish, bloodthirsty maniac.
- Redemption Earns Life: Having realized that he was tricked and lied to for all his life, Armag comes close to a Despair Event Horizon during and after the fight against him. The player character can give him the chance to survive and atone for his actions, in which case he becomes their blood sibling and ally. However...
- Redemption Equals Death: After his Heel Realization, players can also talk him into committing suicide and indeed, should the player take too long until they catch up to him and don't have the Chaotic alignment to talk him out of it, he doesn't even need to be convinced to kill himself.
- Unwitting Pawn: To Nyrissa and the Defaced Sisters.
- Talking the Monster to Death: Though a fight against him is mandatory, the following conversation offers the opportunity for the player character to become his blood sibling, regardless of their own alignment, in which case Armag survives and becomes a firm ally.
- Third-Person Person: He always speaks like this, likely as a statement to how he is Armag reborn.
Class: Cleric of Gorum
A cleric of Gorum and high-ranking member of the Tiger Lords tribe, Dugath serves as one of Armag's most trusted generals and the leader of the Tiger Lords within Dunsward.
- The Cavalry: He can potentially come to the player's aid in the final chapter, if made the new leader of the Tiger Lords.
- Cool Old Guy: Dugath is not just an old barbarian cleric, but also laid-back and easy to get along with for anyone who is not one of the Defaced Sisters.
- The Dragon: To Armag, initially. After realizing the Defaced Sisters' treachery, he is willing to turn on him and can potentially succeed him as the leader of the Tiger Lords
- Genius Bruiser: Dugath is a barbarian through and through and a very capable fighter. However, he is also a cunning leader and far more intelligent than one would assume from someone like him.
- Old Soldier: In conversation with Octavia, he mentions he has a granddaughter in her age, which likely means that he is anywhere from his sixties to late seventies. To reach such an age as a barbarian means quite a lot and Dugath takes it a step farther by still being the most capable of his fighters.
- Properly Paranoid: He does not trust the Defaced Sisters at all and treats them with contempt to a degree that seems needlessly harsh at first. When it turns out that they are plotting to kill the player character and manipulate Armag, his concerns are revealed to be correct.
- Reasonable Authority Figure: Dugath is smart and level-headed, unlike many of his barbarian companions, which makes him an ideal leader. His willingness to negotiate and see reason makes it easy to avoid bloodshed when the Defaced Sisters try to manipulate him and he is happy to make peace with the player character.
- Religious Bruiser: As a cleric of Gorum, Dugath is equal parts religious leader and warrior.
- Silver Fox: Despite his age, Dugath has quite a well-toned physique. Octavia even flirts with him if she is romanced by the player character, in an attempt to make them jealous.
Six Bears Tribe
A young woman from the Six Bear tribe and Amiri's only remaining friend from her childhood.
- Heroic Sacrifice: One potential end to Amiri's companion quest sees Nilak sacrificing herself to perform the ritual meant to seal the spirit that had been plaguing her tribe into Amiri's sword.
- Hypercompetent Sidekick: While the old chieftain of the Six Bear tribe is nominally their leader, it is Nilak who actually led them through Numeria and Glenebon, negotiating with other tribes and locals, keeping the tribe together and solving problems. Should she survive the war between the Tiger Lords and Brevoy, her people eventually realize this and break with tradition in order to make her the new chieftain.
- The Man Behind the Man: The tribe's storyteller and wise woman, she's actually been making most of the Six Bears' decisions for some time. Depending on the Baron/ess's actions, the Six Bears can come to realize this and make the matter official.
- My Species Doth Protest Too Much: Nilak is the only member of the Numerian barbarian tribes encountered in the game who is not a capable warrior. Instead, she solves conflict through diplomacy and guile, which is not a strong forte of her people.
- Only Friend: To Amiri. Nilak continues to believe in her innocence for many years and is clearly still fond of her when the rest of her tribe considers her a kinslayer.
- She Is the King: Her tribe eventually realizes that she is more than a worthy leader and they name her the new chieftain, which is a traditionally male position which has never before been held by a woman.
This arrogant and shady-looking gnome is your primary rival in your goal of gaining the right to rule a barony over the Stolen Lands.
- Adaptational Villainy: The gnome who would become Tartuk seemingly died in a Heroic Sacrifice. Tartuccio starts off as a villain immediately and died trying to murder you in the Sycamore Hall.
- Arrogant Kung-Fu Guy: Thinks he's better than everyone, especially the player, and believes he's always a step ahead of them.
- Beard of Evil: On top of being thoroughly unpleasant and unrepentantly evil, Tartuccio's portrait depicts him with a goatee, further cementing his status as a villain.
- Black Eyes of Evil: He also as entirely black eyes just to top it off.
- Dirty Coward: If confronted in the ruins, he'll run off while siccing his mercenaries at you.
- Evil Sorcerer: He's Chaotic Evil and a sorcerer, so yes. He seems to favor illusions and fire spells.
- Guest-Star Party Member: You gain control over him in the prologue, up to the point where you get to the Stolen Lands proper.
- Jerkass: While not the most terrible of the player character's opponents, mostly due to his comparably low power compared to the likes of Nyrissa or the Lantern King, Tartuccio is easily one of the most unlikeable characters, due to his constantly irritating and smug behaviour. He never misses a chance to insult or antagonize the player character or any other character he encounters.
- Manipulative Bastard: A minor example, but his play with his ring at the start of the game, where he first gives it to the player as a boon and then tries to use it to frame them as a Pitaxian spy, establishes him as a shifty bastard.
- The Mole: He presents himself as just another adventurer questing for glory, but he's actually a Pitaxian spy sent to destabilize the political power of the region by establishing the barony and then handing it over to his superiors.
- The Rival: Explicitly described as such to your own character by a mysterious hermit you find on the road. He needs to be dealt with before you can confront the Stag Lord.
- Small Name, Big Ego: In the grand scale of things, Tartuccio is not particularly important, as he is just one of several agents working for Castruccio Irovetti. If confronted about him, it is clear how little the king actually thinks of him. However, you wouldn't guess this from Tartuccio's ego, as he acts almost like Irovetti's equal.
- The Sociopath: Lack of Empathy, overconfidence, and casually manipulation - he definitely fits.
- Smug Snake: You can tell he's a smug bastard right in the prologue over his dismissive treatment of the other adventurers and lack of empathy for their deaths. Justified with the reveal that he's spy, as he never planned to work with you to begin with.
- Starter Villain: Tartuccio must be defeated at Old Sycamore, before the player is able to face the Stag Lord. However, as the resurrected Tartuk he gets a larger role in the second chapter, where he once more serves as a villain. By that point, he no longer considers Tartuccio and Tartuk to be the same person, however.
- Suicidal Overconfidence: No matter how formidable the opponent, Tartuccio will treat them with mocking disdain. It is not just limited to his enemies, as he has the habit of insulting his allies as well, all the while believing himself to be smarter than everyone else, even when effectively outmatched.
- Villainous Widow's Peak: He's an antagonist who sports a prominent widow's peak.
- You Can't Thwart Stage One: No matter how hard you pursue him, Tartuccio will always reach Briar and teleport it back to Irovetti before you can reach him. Focusing on chasing him down immediately upon arriving in the Stolen Lands does allow you to hire one of his followers early on however.
- You Gotta Have Blue Hair: As quite a number of gnomes within Golarion, Tartuccio has an unusual hair colour, purple in his case.
A guise taken by Tartuccio to manipulate the Sootscale kobolds in order to gain access to the Briar within their caverns. Following being killed at Old Sycamore and being resurrected as a true kobold, he joins forces with Hargulka to create an empire of trolls and kobolds.
- 11th-Hour Ranger: If he is spared and allowed to become a vassal after the fight against him and Hargulka, he can be directly added to the party by neutral player characters in the final mission. Non-neutral characters can still recruit him and his kobold army, but he won't join the party in that case.
- Arc Villain: Of Troll Trouble, alongside King Hargulka.
- Ascended Extra: In the original Adventure Path, he was just a kobold shaman who served as an encounter when the party dealt with the Sootscale kobolds. In the game, he's a major antagonist of the first two chapters and a possible ally.
- Back from the Dead: The Lantern King resurrects him after he's killed by the player at Old Sycamore.
- Becoming the Mask: After his resurrection, he's convinced he really is a kobold named Tartuk, and only meeting you again allows him to vaguely recall his former identity. He ends up preferring his kobold incarnation in the end, realizing his flaws as Tartuccio and hoping to become something better.
- Brains and Brawn: The brains to Hargulka's brawn.
- Came Back Wrong: His resurrection has led him to forget his past as a gnome and be convinced he was always a kobold named Tartuk. If the player calls him out for being Tartuccio in disguise while defending Jubilost's cart, he reacts with confusion and anger.
- Curse: After you deal with him for good, your barony has a strong suspicion that his kobold form and behavior may have been the result of a curse.
- Desperately Looking for a Purpose in Life: One of the few things of his old life he is completely aware of is how Tartuccio lacked any proper goal beyond personal short-term gain. The realization that he never had a real purpose greater than himself seems to heavily affect him. As Tartuk, he therefore vows to change this, giving himself the goal to give the kobolds of Golarion their own proper kingdom.
- Dual Boss: Fights alongside Hargulka at the climax of the troll invasion.
- Earn Your Happy Ending: One possible ending for him has him finally achieve his dream of a place where kobolds are respected and free to live without being attacked, as a loyal vassal of the player's kingdom.
- Evil Is Petty: He attacks Jubilost's cart for the sole purpose of stealing his fancy clothes.
- Flunky Boss: At Old Sycamore, he fights alongside a pack of kobolds.
- HeelFace Turn: If he is recruited as a vassal, he claims a desire to change his ways and surprisingly, he stays true to his word. In the final chapter, he thanks the player character for the chance he has been granted, having fully realized the errors of his past life and should he join the party, his combat dialogue consists of him expressing his desire to atone and prove his worth.
- Purple Is Powerful: Tartuk is the only kobold whose natural skin colour is purple, a remnant of Tartuccio's hair colour. He is also the most powerful kobold faced in the game. If he is recruited in Chapter 7, he has reached Level 20, which is the highest level available and quite possibly higher than even the player's party at the time. This makes him the highest-leveled companion in the entire game.
- Split Personality: When spoken to after killing Hargulka, he's shown to be split between the kobold Tartuk and the gnome Tartuccio, though the former is the dominant personality between the two at that point, with the Tartuccio persona slowly fading away.
- Support Party Member: In his boss battle. His strategy mostly involves buffing Hargulka, who is more than able to wipe your party single-handedly, while hanging back. If attacked directly, Tartuk is considerably easier to kill.
- Sssssnaketalk: He ssspeakss like thisss a lot, as it's customary for kobolds in the game.
- Talking the Monster to Death: If you kill Hargulka first, you can convince him to stop fighting and either leave the Stolen Lands altogether, or accept him as your vassal, if your character is Chaotic. When Talking with Hargulka before Battle he also says that Tartuk wants peace with Humans but Hargulka doesnt believe them.
- That Man Is Dead: After his resurrection, he finds it hard to remember details of his former life. He occasionally catches glimpses of how he used to be, enough to know that he indeed once was the gnome Tartuccio, but he also realizes that he never again wants to become like he used to be and is, in fact, quite happy with his new life as Tartuk. Should the player press for details about what happened to Tartuccio and insist on addressing him by that name, Tartuk will react with anger and insist that his old self is dead. He also reveals that the memory of his old life is gradually slipping away.
- Secret Character: Tartuk can actually be recruited as a playable companion character in act 7, assuming you didn't kill him anyway.
- Walking Spoiler: There is more to this disguised gnome than meet the eye.
- Well-Intentioned Extremist: His main goal is to give the kobolds, who are among the most disrespected and ridiculed sentient races of Golarion, their very own home and kingdom, where they can live in peace and prosper. He tries to achieve this by forging a pact with the powerful, yet aggressive and dim-witted trolls, knowing fully well that he will likely provoke them into attacking their human neighbours. From his perspective, it is a necessary sacrifice to achieve his dream of a kobold kingdom.
King Castruccio Irovetti
The king of the neighboring kingdom of Pitax, Irovetti is a vain and cruel tyrant who has designs on the Stolen Lands from the start.
- Abhorrent Admirer: Quite a few of the women he is smitten with don't react too kindly to his advances. Annamede Belavarah has rejected him repeatedly to the point where she is sick of his very presence and Ilora Nuski is so disgusted by him that she is all too willing to turn on him.
- Adaptational Attractiveness: His in-game portrait is far more flattering than the one for the tabletop seen here.
- Arc Villain: Of War of the River Kings.
- Beneath Suspicion: Nyrissa is so certain he's under their thumb that they never think to look at what he's doing. He actually acquired the item they've spent the entire game searching for in Chapter 1 and they don't even realize he's carrying it around with him. If Nyrissa gets the Eye from Vordakai she finds it and replaces it with a fake, but if Tristian destroys the Eye he still has it when you fight him at the end of Chapter 5 and you loot it from his body.
- Better to Die than Be Killed: Commits suicide via poison if you don't kill him outright.
- Defiant to the End: The only Arc Villain besides the Stag Lord whose demise is set in stone. He refuses any kind of mercy from the Baron/ess and taunts the latter as he dies.
- Dual Boss: In the second phase of his fight, he's aided by the spirit naga sorceress Engelidis, who's just as dangerous as him, if not more.
- Extreme Omnisexual: His diaries mention him coveting both women and men, is all to willing to propose the Baron, he is very intimate with a Naga of all things (and you can find the aftermath of his nights with her in the castle's bedroom), and from a statuette it can be garnered he has the hots for Nyrissa as well.
- Flunky Boss: When first confronted, he's aided by guards and troll soldiers. During his second fight, he is aided by different versions of himself, each representing one of his perceived virtues.
- The Hedonist: A particularly ruthless example. For Irovetti, his pleasure stands above everything else.
- It's All About Me: He thinks everything and everyone should love him, and that everyone must obey him. He also sees himself as the hero of the story and the player character as just another opponent of his.
- Magic Knight: As he multiclasses in Fighter and Bard.
- Multiple-Choice Past: Irovetti is extremely careful to conceal his past before he arrived in Pitax, which is subsequently the subject of a great deal of speculation. A riddle within his castle implies that his true name is Mandalarucio Bellander and that he comes from the town of Hajoth Hakados in Numeria.
- The Narcissist: To the extreme, even all but banning any art that isn't specifically about praising him.
- His second fight when the First World takes over the kingdom has him face you with nothing but clones of himself, labeled "Irovetti the Genius", "Irovetti the Invincible" and such monikers.
- Serial Rapist: Aside from being an Extreme Omnisexual, it is stated that Irovetti has a problem with consent. His naga slave has to be calmed with spells so that she doesn't kill him when he visits her and it is revealed that he eventually uses the Briar to make her fall in love with him, effectively overwriting her free will. He also tries to use it on Annamede and Ilora after they reject his increasingly pushy advances, though with them, it has the opposite effect and makes them hate him only more. While other victims of his are not shown in person, it is outright stated that he sees all of Pitax and the Academy in particular as his personal harem, wether they want to or not.
- Smarter Than You Look: It would be easy to see Irovetti as a stupid hedonist, whose ruthless pursuit of pleasure causes him to commit mistake after mistake. While this is partially true and he does alienate and antagonize a lot of people who would otherwise be firmly on his side, he is also actually highly intelligent, always has a scheme of his own at hand and he is the only one of Nyrissa's pawns who realizes that he is being played and tries to fight her influence, long before the player character comes to the same conclusion. His research even proves crucial to ultimately defeat her.
- Smug Snake: The man is pure poison. When invited to his festival, he goes out of his way to shame you and ruin your reputation, and even when cornered in his castle, he maintains a taunting attitude.
- Spanner in the Works: Having obtained Briar before Nyrissa could find it, he will potentially become this to her by allowing the baron/ess to obtain it.
- Unwitting Pawn: Subverted. At first he seems like merely another one of Nyrissa's pawns, but he turns out to be the only one of them who is fully aware of how much she manipulates him, and he is trying to break free of her schemes.
- Villain Respect: He seems to have a grudging respect for the player character as a Worthy Opponent, according to his sycophant Stefano. His own actions can be interpreted in this way as well, as he sees himself as the hero in his own epic, with the player character as his rival, all the taunts and belittling aside.
An ambitious and accomplished bard from Pitax, famous beyond the borders of her kingdom.
- The Bard: The most famous and accomplished of Pitax' bards, which has given her plenty of admirers and enemies alike.
- Bitch in Sheep's Clothing: Though seemingly friendly and sweet, Annamede is a cold schemer, who is willing to do a lot to become head of the academy. If the player supports her, she repays them by making the academy a scandalous home of free thinkers, who never shy away from criticizing the player character's actions.
- Caustic Critic: Especially if she is made head of the academy, in which case she becomes a full-time version of this, but even before that, she is one of the few in Pitax who are not afraid of harshly criticizing Irovetti's rule, at least to a certain degree.
- The Dog Bites Back: It is not hard to win Annamede's support against Irovetti. All she needs is some reassurance that the player will support her own aspirations to lead the academy, in which case she is all too happy to turn on her king and murder the current head of the academy. This comes from years in which she has been subjected to his increasingly pushy affections and the rightful fear that he will eventually try to outright rape her, all of which is ignored by Atalia. In fact, she is the only person inside Pitax whose support the player can gain without passing a hard persuasion check or choosing an alignment-locked option, she simply hates Irovetti that much. Even if the player does not agree to her demands, she will do nothing to support the king.
- Everyone Has Standards: Annamede is a scheming and highly ambitious woman, but she is disgusted by Irovetti's behaviour and how Atalia just ignores it to preserve her position.
- In the Back: During the power struggle in Pitax, she can end up murdering Atalia Gitaren in this way, if the player agrees to make her the new head of the academy.
- Jerk with a Heart of Gold: Despite her scheming and backstabbing nature, Annamede has some positive aspects as well. She keeps her word and supports the player against Irovetti and is implied to be outraged not just at her own treatment, but at the way other good-looking bards are treated by Irovetti, who considers them his personal harem, when Atalia Gitaren is all too happy to look the other way. Compared to the other bards, she is also kind to Linzi, giving her some well-meaning advice, honest criticism and mentioning her talent in an effort to cheer her up.
- Precision F-Strike: As a bard, Annamede is usually well-spoken and hides clever insults behind sweet words. However, she makes an exception for Atalia Gitaren, whom she absolutely loathes, if she kills her during the power struggle in Pitax.
- Annamede: "I stab thee with mine own heart... Bitch!"
The head of the Academy of the Arts in Pitax and one of King Irovetti's most firm supporters.
- 0% Approval Rating: Due to the way she leads the academy, turning it into Irovetti's mouthpiece and personal harem, nobody is particularly fond of her. The other bards are mostly negative towards her, with Annamede outright hating her, while Linzi and Eobald have at least nothing good to say about her.
- The Bard: Though we don't actually see her performing, she is the head of a bardic academy and therefore has to have some credits to her name.
- Everyone Has Standards: Despite being mostly focussed on securing her own position and gladly looking the other way when it comes to Irovetti's many atrocities, Atalia's patience is not limitless. After repeated offences, she fires Professor Eobald, who covered up his favourite student's crimes. A lawful-aligned player character can also appeal to her sense of justice and get her to finally turn against Irovetti during the power struggle in Pitax.
- Head-in-the-Sand Management: Atalia's style of leading the academy in a nutshell. She is mostly focussed on securing her own position, so much that she is willing to let Irovetti get away with anything, even if he outright harasses one of her best students. She only gets involved during the most glaring cases and never directly against the king. This lead to the abysmal reputation of the academy, where students with the right connections can get away with almost anything.
- Karmic Death: She can die during the confrontation at Irovetti's palace, stabbed in the back by Annamede Belavarah, her most famous student, whom she repeatedly antagonized and ignored, doing absolutely nothing to protect her or other bards from Irovetti's lust. This makes it very hard to pity her. Since only a lawful-aligned player character can convince her to turn on her king at all, it is likely that she is killed right after declaring her loyalty to Irovetti for the last time, whereas Annamede's support can be won regardless of alignment and even after already making a deal with Atalia. Otherwise, she is killed right after finally making a stand against the injustice she ignored for so long. There is only one specific way for her to survive, which is for a lawful-aligned player character to talk her into standing up against Irovetti and then not making a deal with Annamede.
- Professional Buttkisser: At first, she is this to Irovetti, whom she supports by turning the academy into a place where all art must, in some capacity, praise him. Should she remain head of the academy after Irovetti's fall, she becomes this to the player character, which finally ruins what little bit of credibility the academy had in the first place.
A bandit from Pitax, who leads the infamous River Razor gang, as well as a reluctant supporter of King Irovetti.
- Ain't Too Proud to Beg: Once defeated, Ilora is quite willing to beg for her life to be spared, offering information and support in return.
- The Cavalry: If the player spares her, she comes to their aid in the final chapter, alongside what is left of her gang and other reformed bandits.
- The Dog Bites Back: Under Irovetti, Ilora lost many of her fighters, first when he hunted them down, then when he forced them against the player character's kingdom. He also grew quite attracted to her, trying to force himself upon her eventually. All this makes her so fed up with him that she will turn into the player character's most loyal supporter once they fight against Irovetti himself. She will appear in Pitax, leading what is left of her gang against Irovetti, all too happy to get a chance at some revenge, all without needing another persuasion check required.
- Forced into Evil: Ilora doesn't serve Irovetti willingly. As a menace to Pitax, whom the player character is at war with, she used to be more or less neutral towards them. However, when Irovetti hunted her gang down, he gave her the choice to either serve him or die, which forced her into the player's way, which makes her a minor villain when first met. Given the opportunity, she is more than willing to abandon her former employer and join forces with the player instead.
- HeelFace Turn: If she is spared, Ilora won't just turn on Irovetti, she and her people can later be reformed and turned into a regular military unit, an arrangement she is quite satisfied with.
The head of Pitax' thieves and smugglers, under whom the city has taken a turn for the worse, as he is freely dealing with dangerous drugs.
- Addled Addict: Kharne is heavily addicted to his own drugs, which have left a number on him by the time he is seen in the game. In fact, his addiction is so bad that even if he survives the game, both possible versions of his epilogue state that they end up killing him, either directly or indirectly.
- Ax-Crazy: It is very hard to see a side of Kharne that is more pragmatic, as he is so paranoid that his first reaction towards any stranger is to threaten them to back off. Some of it is the result of his drug abuse, but according to other Pitaxians, he has always been a bit unhinged.
- Improperly Paranoid: As a result of his addiction, Kharne has grown increasingly paranoid over the recent years. He suspects an enemy behind every corner and meets everyone with equal suspicion. This can be used to turn him against Irovetti, if the player character manipulates his paranoia into believing that the king is working to replace him.
- King of Thieves: This is his position within Pitax' underworld.
- Paper-Thin Disguise: During the Rushlight Tournament, he poses as a simple merchant. However, every single participant at the tourney knows who he is and is all too happy to inform the player about it. He still insists on keeping it a secret and, if confronted, tries to deny it at first, before offering to do business with the player in Pitax.
- Paper Tiger: For all his aggression and threats, Kharne is never seen actually following through with one of them. He can be fought in Pitax, but only if the player reacts to his threats with violence and during the confrontation at Irovetti's palace, he does not appear directly. Instead, he seems to rely on his unhinged reputation and position in Pitax' underworld to threaten everyone into submission. In combat, he is more or less a pushover.
- Stupid Evil: It is justified due to his severe addiction, which is implied to cloud his judgement and increase both, his aggression and paranoia. He meets the player with hostility, which is a potentially stupid idea in itself, given that the player gets options to respond to this hostility with violence. Even if the player is pragmatic enough to overlook his threats, he still decides to visit them in the capital after Irovetti is dealt with, hoping to be made the new governor of Pitax, even if he previously tried to have them killed during the power struggle. The other two candidates at least have some degree of legitimacy, whereas his arguments ultimately boil down to promising the player a share of the loot he and his gang will extort from the city, which, at most, sounds intriguing for evil-aligned player characters. It crosses into Too Dumb to Live territory if the player has a Lawful Good alignment.
An arrogant Pitaxian nobleman and firm supporter of King Irovetti, Stefano often serves as his king's mouthpiece towards foreign rulers.
- Butt-Monkey: If the player wants to, he can humiliate Stefano at every occasion, verbally destroying him during their initial meeting and repaying his insults in kind, until he leaves in shame. On his way back to Pitax, he is attacked by trolls and potentially saved by the very player character whom he insulted earlier. Later on, he can be forced to participate in the uprising against Irovetti, with his earlier loyalty towards his king earning him nothing. While he can be made the new Governor of Pitax, even this can backfire on him, if the player character makes choices that essentially leave him in charge of a failing city on the verge of a civil war.
- The Dog Bites Back: A chaotic player character can imply that he is plotting against Irovetti, which is a clear lie at the time. Despite the lack of evidence and Stefano's history of loyalty to the crown, Irovetti immediately jumps to conclusions and orders him executed. This is the final straw that turns him against his king and he switches sides for good as a result.
- Fat Bastard: His weight is almost a Running Gag, as every time the player character encounters Stefano, he seems to have gained weight. If he is appointed as governor of Pitax, it is even mentioned in the epilogue that he continues to get fatter.
- Hidden Depths: If appointed as Governor of Pitax and the player manages to stabilize the city, Stefano turns out to be a surprisingly effective choice. Of course, he is openly corrupt, but he is loyal and capable enough to make the player character ignore this.
- Professional Butt-Kisser: Towards the one currently in charge of Pitax. At first, he is firmly loyal to Irovetti, but after the player defeats him, he switches sides and becomes a loyal subject of the new ruler.
- Suicidal Overconfidence: His belittling and smug attitude towards the player character can get him killed at more than one occasion. In fact, he can be killed in every single interaction and relies solely on Irovetti's favour to get out of such situations.
The Guardian and Her Court
Class: Sorcerer/Mystic Theurge
The lover of the Eldest Count Ranalc, Nyrissa grew too proud and declared herself one of the Eldest. They responded by exiling her lover to the Plane of Shadow and stripping her of her ability to feel love. To regain their favor, she must fill a cup with the grains of fallen kingdoms, one grain per kingdom, and present it to the Eldest so they may sip from it.
- Actually Pretty Funny: When facing Nok-Nok at the House at the Edge of Time, if he has been appointed as the kingdom's jester, he will actually manage to humour her enough so that she decides to spare him.
- Adaptational Heroism: Being Driven to Villainy by the Lantern King's Curse Nyrissa is presented much more sympathetically than she is in the Adventure Path. She is also ultimately redeemable to a degree she's not in the Adventure Path, and has an opportunity for atonement and revenge.
- Affably Evil: Gets shades of this during War of the River Kingdoms, where you can sympathyze with her and she in return gives you a clue to defeat Irovetti.
- The Atoner: Her curse (and thus the entire plot of the game) stems from the punishment she must endure for her hubris.
- Bi the Way: Can be romanced by a player of either gender if they've gone through the trouble.
- Big Bad: The main antagonist of the game. Almost all that goes wrong in your adventure links back to her to some extent.
- Bitch in Sheep's Clothing: Is supportive and helpful until you destroy the Stag Lord. Once you have a barony of your own, she immediately starts plotting to kill you, though she still acts friendly and benevolent until you walk into her ambush (or you learn about her from Tristian in Act 4)
- Deadpan Snarker: Has a taste for irony and sarcasm, often delivered in a very bitter tone. This tendency even persists if her feelings are returned to her.
- Driven to Villainy: Quite literally, as she was a carefree nymph who dreamed of making a fun little Queendom prior to incurring the wrath of the Lantern King, who will only forgive her and end her banishment after she personally destroys a thousand kingdoms - removing her heart and hiding it away probably helped, too.
- Enemy Mine: You can choose to side with her against the Lantern King. Unlike the possible HeelFace Turn she can pull during her Romance Sidequest, this route explicitly does not actually cause her to redeem herself though, she merely abandons her Redemption Quest in favour of revenge against the being who cursed her.
- Green-Skinned Space Babe: Unlike most nymphs, she has green skin with thornlike projections on parts of her face, but it doesn't change that she's very attractive.
- Love Redeems: It is not too hard to get her to offer an Enemy Mine against the Lantern King, but through very specific options throughout the entire game, it is possible to convince her to genuinely atone and turn back into the kind-hearted and idealistic nymph she used to be, namely by pursuing the hidden romance with her and giving her back her stolen heart. In this case, she ends up as the player character's queen and fully redeems herself.
- Kryptonite Factor: The sword Briar, made from her own emotions, is the only thing that can kill her.
- Madden Into Misanthropy: Part of her motivation, as not only was she tasked with ruining a thousand fiefdoms before the Lantern King would deign to forgive her for trying to "steal" one, he also removed her ability to love to make her more ruthless in pursuit of that goal.
- The Man Behind the Man: The Stag Lord, Tristian, Armag and King Irovetti are all her pawns.
- Manipulative Bastard: She manipulates people so that kingdoms may rise and then fall, so she may collect their ashes to add to her cup. Such as convincing the Stag Lord and Castruccio she would be their queen, making Armag believe he was the same barbarian hero as the one he was named after, making Tristian believe she could remove his link to Sarenrae, and indeed, sweet-talking you into killing the Stag Lord by playing the role of a Damsel in Distress.
- My God, What Have I Done?: She'll have this reaction if you convince her to accept Briar, as her ability to empathize means she now feels the weight of the 999 kingdoms she'd brought to ruin.
- Nothing Personal: What she claims when initially betraying you - later events can fill in the blanks somewhat.
- Not Me This Time: While she is directly or indirectly responsible for almost every single obstacle the player has to face over the course of the game, she truthfully claims to have nothing to do with Vordakai and the events of Varnhold Vanishing, even if they do play into her own goals. The Lantern King, on the other hand...
- Omnicidal Maniac: She's orchestrated the fall of entire kingdoms over hundreds, possibly thousands of years, and goes through great lengths to destroy you and all those under your rule.
- Prophecy Twist: She bitterly notes this when, upon being defeated, the final grain falls into the chalice - her Queendom was the final one to fall to fulfill the Lantern King's terms.
- Redemption Quest: Her reason for attacking your fiefdom - she was given this by one of the Eldest as a means to prove she's sorry for what she'd tried doing.
- "Shaggy Dog" Story: Her story becomes one if the Player Character chooses to simply give her The Apology in the end, she will return it to the Eldest only for The Lantern King to throw a Twist Ending in her path: He reveals the Apology is for her to drink, crowning her the Queen of Dust and Sorrow and one of the Eldest — a Queen with no Queendom (as the Player Character destroyed it), no servants (the Player Character killed them all), no sisters (all dead as well), and no emotions (still locked away inside Briar, which can only be returned to her through an act of True Love, which she cannot feel). She never crosses paths with the player again.
- The Sociopath: Justified, since part of her curse involved the Lantern King removing her ability to empathize entirely to make her more inclined to destroy the kingdoms in the Stolen Lands.
- Stripperific: As it is common for nymphs, her clothes consist solely of a few strategically placed leaves.
- Terms of Endangerment: She's prone to naming her dupes and enemies like this, with Animal Motifs. In particular, she refers to Tristian as her skylark, Armag as her wolf cub, Irovetti as her peacock, the Stag lord as her stag, Linzi as a robin and you as her hound.
- Tragic Villain: Nyrissa's full story is actually quite tragic. She used to be a kind-hearted and innocent, if somewhat naive nymph, who was in love with one of the Eldest. Her sole flaw was to boast about it, comparing herself to the other Eldest, which insulted the Lantern King. His punishment essentially took away all she cherished, turning her into the complete opposite of the good-aligned being she used to be. Now cold, bitter and without any hope, she is forced to destroy a thousand kingdoms if she ever wishes to atone.
- Villainous Rescue: If you make enough progress in researching her curse before facing Irovetti, she will recover Briar and turn his naga cohort against him, saving you from fighting him in the second phase of the battle.
- We Can Rule Together: Her main method of duping rulers into trusting her. If you spare her, she will make you such an offer to stand against the Lantern King, and this time she actually honors the promise.
- Villainesses Want Heroes: As seen under Love Redeems, this can be a motivation for her, depending on player choices, as she'll mention that yours is the only fiefdom she will regret destroying.
The Defaced Sisters
- 0% Approval Rating: Absolutely nobody among the Tiger Lords likes or even trusts them. Armag is the exception and he eventually realizes how they have manipulated him. It doesn't take much to convince the Tiger Lords to turn against them.
- Co-Dragons: The eight of them share this position to Nyrissa.
- Earn Your Happy Ending: If you break the curse on Nyrissa, the curse on her sisters is also broken, which can restore the beauty of the remaining one who'd pulled the HeelFace Turn
- Facial Horror: Their names are meant to be quite literal, they have no face, as a result of Nyrissa's curse. Instead, they have merely small openings where nose and mouth would be. After renouncing her allegiance to Nyrissa, the sole surviving Defaced Sister gradually recovers her face.
- HeelFace Turn: One of them can make one of these if a good-aligned player character gives her a Kirk Summation during their initial meeting, calling her out on how she brings nothing but pain and death to those around her. It horrifies her so much that she eventually turns on Nyrissa and gives the player character advice and warnings, before hiding from her sister's wrath.
- Manipulative Bitch: The Defaced Sisters are masters of this, manipulating Armag for his entire life and during their first meeting, one of them manipulates the player character into saving her other sisters.
- Ungrateful Bastard: After saving the abovementioned sisters, they are not the slightest bit grateful to the player character and try to rile up Dugath and his barbarians into killing the party.
The sole sister of Nyrissa who did not fell under the influence of the curse, which makes the two firm enemies.
- Damsel in Distress: Since she refused to follow her, Evindra has been captured and imprisoned by Nyrissa. The player first meets her in Whiterose Abbey, where she is a prisoner of Irovetti's gardener, who has developed a sick obsession with her.
- I Choose to Stay: In one of her endings, she chooses to remain in the kingdom instead of returning to the First World, becoming a protector of the Tuskwater river and friend of the people.
- Last of Her Kind: Evindra is the only one of Nyrissa's nymph sisters who has not been corrupted by the curse.
- Ms. Exposition: Her main role in the plot is to reveal and explain certain aspects to the player, from providing exposition on Nyrissa and Irovetti to the general nature of Nyrissa's curse.
- Rebellious Spirit: In one ending, it is stated that she returns to the First World with the rebellious spirit of Nyrissa awoken within her. She goes on to speak against the Eldest, having witnessed how they are not omniscient.
The Horned Hunter
One of Nyrissa's servants, a satyr who works as her master of the hunt. He is also the Lantern King in disguise, personally keeping an eye on Nyrissa.
- Affably Evil: The Horned Hunter is a fairly jovial person, who only attacks the player character on Nyrissa's orders and comes across as indifferent to them the rest of the time.
- The Cameo: He appears at the end of the Varnhold's Lot DLC, offering the General the chance to become powerful enough to save Varnhold from every future threat. It is a hint at the fact that he is far more powerful than he appears to be.
- Exact Words: In the Varnhold's Lot DLC, he stays true to his word by granting the General the power to defend Varnhold from the dangers to follow, before summoning a neverending army of monsters for them to battle for all eternity without rest.
- God Was My Co Pilot: The Horned Hunter is secretly the Lantern King, though he does not reveal this until after Nyrissa is defeated. It also means he notably held back in his earlier fight with the PC within the House at the Edge of Time.
- Horned Humanoid: It is right there in his name. He is a satyr, who have ram's horns as a racial trait.
- Interface Spoiler: The Horned Hunter is one of the very few characters in the game to be fully voiced. This is usually reserved to major characters, such as companions, advisors and main antagonists and only the latter have all of their dialogue voiced. This is a clue that the Horned Hunter is way more important to the plot than being just another of Nyrissa's henchmen. Sharp-eared players might also recognize that he shares a voice actor with the Lantern King.
- Kick the Dog: At the end of the Varnhold's Lot DLC he will kill the General's followers no matter what the General chooses to do.
- Villainous Breakdown: He has a massive one upon realizing that you can turn the curse he bestowed upon you back upon him.
- You Have Failed Me: For his failure to defeat the player during their confrontation, Nyrissa chains him to her tree, with the implication that she plans further punishment down the line.
The Knurly Witch
An annis hag, the most powerful and feared type of hag, who is forced to work for Nyrissa.
- Arch-Enemy: The Wriggling Man is this to her and vice versa. She hates him so much that she is seemingly even willing to work with the player character to take him down.
- Co-Dragons: After the Defaced Sisters are all dead or redeemed, she and the Wriggling Man become Nyrissa's most important henchmen.
- Dirty Coward: The entire reason she works for Nyrissa in the first place is that she is afraid of her. An evil-aligned player can talk the witch into avoiding a fight with him, by offering her to work for him instead. Clearly terrified by him, she will give him the potions she created for Nyrissa, before stating that she wishes to fight neither of them. She then flees to avoid the wrath of either.
- Faux Affably Evil: Speaks in a friendly, grandmotherly tone and is open about why she serves Nyrissa, all the horrible things she has done both in Nyrissa's service and out of it. None of it makes her seem any less monstrous and she quickly turns on the player.
- Obviously Evil: As an annis, her appearance is bloated and absolutely monstrous. Though most of it is thankfully concealed by a black cloak, it is immediately clear that she is evil to the core.
- Treacherous Questgiver: At first, the Knurly Witch seems to strike a deal with the player character, sending him to kill her Arch-Enemy, the Wriggling Man in exchange for her key to open Nyrissa's inner sanctum. Should the player go through with her demands, she will immediately turn on them and needs to be taken down as well.
- Wicked Witch: Well, she is an ugly hag and also firmly evil.
The Wriggling Man
Race: Worm-That-Walks, formerly Human
Formerly a human sorcerer, the Wriggling Man is now a sentient mass of worms, who is working for Nyrissa.
- Arch-Enemy: He is this to the Knurly Witch and vice versa. His hatred for her is so immense that he is willing to briefly strike a deal with the player character to kill her.
- Co-Dragons: After the Defaced Sisters are dealt with, he and the Knurly Witch become Nyrissa's highest-ranking and most powerful servants.
- Driven to Suicide: Should he be reminded of the man he once used to be, his mind will be restored for a brief second. The anger and hate towards Nyrissa and what she did to him will cause him to drop dead immediately, therefore sparing the player character a fight against him.
- Pest Controller: Given his nature, it is perhaps unsurprising that his favourite spell is Summon Elder Worm.
- Sorcerous Overlord: He once founded his own kingdom in the Stolen Lands, which was The Magocracy with him as one of its heads.
- Tragic Monster: Unlike the Knurly Witch, the Wriggling Man is quite a tragic case, as he did not willingly become Nyrissa's servant. Instead, he actually tried to stop her from destroying his kingdom, before having his mind wiped and becoming her loyal servant.
- Treacherous Questgiver: When meeting the player character, he claims to be willing to work with them in order to take down the Knurly Witch, offering his key to Nyrissa's inner sanctum in return. Should the player character do as he asked, he will backstab them immediately instead of rewarding them.
- Was Once a Man: Once, the Wriggling Man was not too different from the player character as a king in the Stolen Lands, manipulated by Nyrissa. When his kingdom faced ruin, he and his companions went on to confront her, similar to what the player character is doing when they encounter him. Unlike them, though, the Wriggling Man was no match for Nyrissa. He was killed, with his body dragged away by the Knurly Witch, who subsequently forgot about him, but his ghost, unable to find peace in death, clung to existence by possessing the worms that were eating his body. Nyrissa was so impressed by his desire to live that she ordered the witch to wipe his mind, so that he may become her faithful servant.
- The Worm That Walks: His current form consists of hundreds of worms, all driven by his spirit, forming a roughly humanoid shape covered by a hooded robe.
- Year Outside, Hour Inside: While he was still a mortal, the Wriggling Man managed to actually confront Nyrissa within the House at the Edge of Time, demanding her to spare his kingdom. She then informs him that time works differently within the house and that he has been in there for many years, with his kingdom having long since turned to dust.
- Alignment: Chaotic Neutral
- Adaptational Villainy: He was only one of several Eldest who punished Nyrissa in the original Adventure Path, and never takes a direct role in the Adventure. Here, due to Adaptation Expansion, he is the personally behind her actions by crafting The Apology for her to fill, and both screws with The General, is responsible for Vordakai's awakening, and serves the role of The Baron's final obstacle.
- Break Them by Talking: Does it during your final encounter with him. And (since by then your kingdom has already sunk into the First World and adapting its rules) failing to stand up for yourself and giving him a decent comeback will physically break you.
- Contractual Genre Blindness: He knows a play needs a proper finale, and he knows the hero needs to properly defeat a Big Bad. Hence why he decides to cast himself in that role if Nyrissa won't play it, instead of just instantly killing you.
- Curse: Just loves spreading them about. When you meet him as Remus he puts a nasty one on you that will kill you if your kingdom falls.
- Did You Just Punch Out Cthulhu?: The Eldest are akin to minor deities in the First World, and many have actual worshippers to whom they grant divine power. If you research all the game's curses you can inflict a curse on The Lantern King as karmic retribution, leading to this trope. Otherwise, you get an ending more on his terms.
- Disproportionate Retribution: Nyrissa's offense was to brag about her bethroting to one of the Eldest to her sisters. The Lantern King's response was to doom her to destroy a thousand kingdoms and tear out her ability to feel emotions. Maghd the Three even specifically mentions she thought it was excessive. Shyka doesn't agree.
- Evil Is Petty: As seen above, the Lantern King ruined countless lives by the curse he placed upon Nyrissa, solely for feeling insulted by her. In general, he is extremely petty, dishing out cruel punishments with far-reaching consequences for minor slights, or sometimes even just because he feels like it.
- Of particular note is his reaction if you kill Nyrissa, turn her against the Eldest, or break Nyrissa's curse.The Lantern King: (The crowned living flame slowly turns to you, his glowing mask throbbing in rage. His wrath intertwines with the very essence of the surroundings, making the whole world change.) To drink without quenching thirst. To climb a mountain that has no peak. I staged the performance, and you left it without a finale. You took away Nyrissa, my precious toy, carefully crafted of despair and wrath. I could reduce you to dust, revive you, and turn you to dust once more, here and now. But the universe abhors inelegance. So instead I shall repay you — with your own coin!
- Of particular note is his reaction if you kill Nyrissa, turn her against the Eldest, or break Nyrissa's curse.
- Faux Affably Evil: The Lantern King speaks in a mockingly polite tone, claiming to be reasonable and even forgiving, but demands near-impossible tasks from those who even mildly upset him and violently crushes everyone beneath him without hesitation.
- For the Evulz: While everything he does comes from his desire to entertain himself, there are a few especially nasty actions of his that can only be explained by him being fundamentally mean-spirited and finding joy in the casual and ultimately senseless torment of mortals, such as his treatment of the General in the Varnhold's Lot DLC.
- Graceful Loser: Once actually defeated at the end of the game, he takes his loss surprisingly well as the Player Character has now ended the production in a satisfactory manner. He makes a genuine offer to support the player character from here on, and even accepts and respects their possible desire to be left alone entirely.
- Greater-Scope Villain: He's the one who cursed Nyrissa and forced her to torment your kingdom to begin with, but he remains an enigmatic background figure for most of the plot. He eventually steps down from this role at the very end of the game, where you can oppose and even fight him.
- Hoist by Their Own Petard: The Golden Ending allows the player and Nyrissa to turn his own curses back on him using one of his once-discarded masks as a bond of essence, effectively killing him.
- It Amused Me: As an embodiment of trickery and deceit, this is the main motivation behind his atrocities.
- Karma Houdini: Will suffer no lasting consequence for anything he did during the course of the game, unless you get the Golden Ending.
- King Mook: He's a giant, fae will o' the wisp, and lore says that he may be their Monster Progenitor.
- Kryptonite Factor: Thanks to the Storyteller, he can be weakened by collecting and destroying pieces of the Apology which he himself created and infused his power with. This doesn't kill him outright, but at the very least gives you a fighting chance against him. More significantly, Maghd can give you a mask he once wore and discarded, which can allow Nyrissa to curse him.
- Life Imitates Art: Brutally enforced. He sees himself as a playwright and treats the entire story as a narrative, with Nyrissa as the main character in a Greek tragedy suffering a fall from grace for her hubris and eventually accepting it in despair, which happens in certain endings. If the King/Queen subverts this by making it a redemption story the Lantern King tries to retake control by making himself the villain, either making the play an Elizabethan tragedy starring the King/Queen (if they lose) or completing it as a worthy redemption story (if they win). It's possible to subvert it again by rewriting this as an Elizabethan tragedy starring the Lantern King himself about his error in judgement, fall from grace, and subsequent death.
- Lonely at the Top: Once defeated, he claims that this is indeed the case, as having godlike power means that he is unable to let anyone close to him. Nyrissa more or less confirms this earlier, mentioning that all the Eldest essentially hate each other on some level. He offers the player character to become his trusted agent, apparently in an attempt to have someone he can rely on for once.
- Nice Job Fixing It, Villain!: The Reveal that he has been the gnome explorer whom the player meets during their trip to the First World in the Season of Bloom and who helps them navigate through the enchanted mists to stop the Bloom means that he is responsible for saving the kingdom. While it can be assumed that his intention at the time was merely to prolong the suffering of the kingdom, this act later allows the player to defeat Nyrissa and thwart his revenge on her. They eventually go on to humiliate and severely weaken him, when they could have long since been dead without his interference.
- Trickster Archetype: A very dark example, considering the tricks he's playing in the storyline.
- Skippable Boss: Can be skipped entirely, alongside the entire last chapter, by giving Nyrissa the completed Apology, ending the game in the House on the Edge of Time.
- The Sociopath: Everything the Lantern King does is solely aimed at pleasing himself and he gets the most pleasure from tricking, cursing and breaking those beneath him. As such, he commits casual atrocities, never even wastes a thought at the lives he ruins and the only being he truly cares for is he himself.
- Vocal Dissonance: Averted. The Lantern King speaks with the same baritone he does in the tabletop game, but his favoured avatar here isn't the normal four-foot ball of light but a giant sun at least twice that size.
- Voluntary Shapeshifting: As all Eldest, the Lantern King is not bound to a single form. His default one is a giant orb of flame with a crown, but he can take on several forms over the course of the game. He is not just the Horned Hunter, Nyrissa's master of the hunt, but his boss fight reveals that he was also the mad prophet Remus all along, as well as the helpful gnome explorer whom the player encountered during their trip to the First World during the Season of Bloom.
- Willfully Weak: The Final Boss encounter pretty much only happens because he allows it. Even at level 20 and with Nyrissa at the party's back, The Lantern King makes it clear he's mainly just humouring you... Unless you successfully reverse a curse upon him.
Shyka the Many
- Ambiguous Gender: Whereas the other Eldest are usually referred to by one particular pronoun and seem to have clear male or female identities, Shyka is harder to pin down, especially as they are capable of repeatedly changing their form.
- The Dreaded: As a godlike Eldest, Shyka is immensely powerful, not only within the First World. Their arrival alone is enough to cause the Knurly Witch and the Wriggling Man to flee in utter terror.
- Enemy Mine: Shyka hates Nyrissa, as you find out if the topic comes up, but hates the Lantern King even more.
- Foil: To the Lantern King. Shyka shows how it's possible have the same Skewed Priorities and fey-like Blue and Orange Morality as any other Eldest and meddle in the lives of mortals for amusement without being a complete Jerkass like the Lantern King is.
- God Was My Co Pilot: Before their true identity is revealed, Shyka meets the player character several times in disguise, posing as their own servant.
- Hidden Heart of Gold: Compared to the other Eldest, Shyka comes off as reasonable and well intentioned. Even if they aim solely to humour themselves, they have some surprising moments of kindness, hinting at some degree of fondness for mortals. First, they allow the kobold during the Inconsequential Debates to accompany them back to the First World, simply because they are humoured by the little creature's excitement. Second, even after Jubilost rejects their gift of immortality, they allow him to give it to someone else instead and even twist time to spare Xae and her gnomes an eternity of torment. Third, they support the player character against the Lantern King, by giving them advice on how to disrupt his game and using the first crown to ruin his plans for Nyrissa. The fact that this also grants Nyrissa a peaceful death is an additional kindness. Fourth, if Jubilost chooses to have Shyka help Xae instead of giving immortality to a random gnome, Shyka will not only help but give that immortality to Xae then nudge Xae into repaying that favor thousands of years later - a favor Xae wouldn't be aware she owed if Shyka hadn't hinted at it - despite not being obligated to do either of those things. This not only lets Jubilost meet and speak with the most important gnome in history but also saves his life.
- I Gave My Word: Unlike the Lantern King, Shyka not only stays true to their word, but they don't find amusement in twisting it to unexpected degrees, to toy with mortal expectations.
- It Amused Me: As an Eldest, a lot of Shyka's motivations are incomprehensible for human minds and they mostly seem to aim at amusing outcomes. That being said, their humour is more well intentioned than what the other Eldest consider to be funny.
- Temporal Paradox: As the Eldest of Time, Shyka is capable of freely travelling through it, seeing past, present and future as interchangeable. The order in which they are encountered in the game is implied to be different for them than it is for the player character.
- Trickster Mentor: Unlike the Lantern King, who seeks to trick and torment mortals, Shyka's own amusement seems to come from actually helping them, even if the nature of their support is never obvious and always confusing.
Race: Outsider (Herald)
- All-Powerful Bystander: As as the Herald of Nethys, the Arcanotheign is among the most powerful beings encountered within the story. By the time the player meets her, she could likely end the massive troubles their kingdom faces with ease. However, she does not get involved, does not pick sides and limits herself to witness how the dealings between the tiefling sisters and the Forefather end.
- Blue and Orange Morality: Though the Arcanotheign seems to be quite curious about how Kanerah and Kalikke will act in the new situation she placed them in and though she has a genuine interest in seeing them overcoming their differences, she laid down some harsh rules which affected the girls' lives for the worse and is ultimately just as willing to accept Kanerah's possible choice of going with the Forefather instead of reconciling with her sister.
- Fisher King: Her mere presence transforms the area around her and by the time the player catches up to her and the Forefather at the Sorrowflor tower, she has warped the landscape around her and risen several hostile elementals, likely without actively wanting to do so.
- It Amused Me: The Arcanotheign is fascinated by mortals and often chooses to get involved in their affairs for the better or worse simply because she is amused and curious how they will behave.
- Small Role, Big Impact: Though only appearing in a single scene in the story, the Arcanotheign's interference ultimately brings the tiefling sisters and their fiendish ancestor into the player character's lands.
- Spanner in the Works: Together with the player character, the Arcanotheign can ruin the Forefather's plans or at the very least damage them. At least in her case, this is implicitly accidental, as she does not seem to mind his attempts to corrupt the sisters.
- Trickster Mentor: This is heavily implied by the nature of the deal she made with Kalikke. Though the rules seem harsh and take a heavy toll on their lives, the Arcanotheign does not directly intervene even if one of them is broken, despite what she previously told Kalikke. Instead, her rules and the entire nature of the deal seems aimed at the genuine desire to help the sisters overcome their difference.
A pirate and fugitive, who is on the run after murdering a Chelian noble and starting a revolution. Linxia's hellknights visit the kingdom in order to hunt him down.
- Accidental Hero: His role in the revolution that plagued Cheliax has been entirely by accident. He murdered a nobleman who personally wronged him, with no intentions of serving as an example for the people of Cheliax. They, however, rose up in arms and made him their leader.
- A Lighter Shade of Black: Darven is by no means a saint. As a pirate, he freely plundered from the weak and feels no remorse for it, his actions caused a lot of death and there is, of course, his deal with the devil Mammon. However, compared to Linxia, he is at least willing to negotiate, treats the player character with some degree of respect and, most importantly, does not go around interrogating and torturing perfectly innocent citizens as the Hellknights do.
- The Cavalry: If the player supports him, he becomes a loyal ally, who comes to their aid in the final chapter of the game.
- Deal with the Devil: With Mammon, to be precise, who gave him the wealth necessary to start his own kingdom south of the player's borders. In return, Darven builds up a cult of Mammon within his new kingdom.
- Not in This for Your Revolution: He supported the revolution in Cheliax only for as long as he had to, before making his escape, being on the run ever since.
- Rags to Riches: Initially, Darven started out as a simple Taldan sailor. After the fleet he served in was attacked by a Chelian noble, he lost everything and nearly his life. He started anew as a pirate, becoming moderately rich, before making a deal with Mammon, who gave him enough riches to eventually found a small kingdom of his own within the Stolen Lands, which he names Brineheart.
- Really Gets Around: Darven repeatedly mentions having had several lovers in the past and if her survives the events of the game, the epilogue mentions repeated encounters between him and the guards and servants of the player's castle, whenever he comes to visit.
- Screw the Rules, I Have Money!: Due to his deal with Mammon, Darven is incredibly rich and he uses this coin freely in order to try and bribe the player into supporting him over Linxia.
Farnirras the Pensive
Race: Human (Lich)
A powerful evil wizard who once made the Stolen Lands his home, and is trapped behind a powerful barrier that prevents all but the strongest from freeing and challenging him.
- Apocalyptic Log: You find the first half of his diary in his old laboratory, describing how an unseen foe is sabotaging his experiments. Upon defeating him you find the second half, alongside a Note to Self from his good half.
- Bonus Boss: Can only be fought by all but exploring 100% of the map and killing a series of powerful optional enemies.
- Death Seeker: His split personality is one, and prepared his trap for both of them in the hope that someone would one day kill them both.
- The Dreaded: An odd posthumous case. If you kill him, mages from Absalom will come to poke around his lair. Upon discovering what he was capable of, they spend a very, very long time thanking the King/Queen for getting rid of him.
- Sealed Evil in a Can: And quite firmly sealed, as you might go through the entire game without unsealing him.
- Sequence Breaking: Can be fought the moment you have Dimension Door by teleporting past his barrier from the right angle.
- Split Personality: Farnirras was cursed by a sorcerer he was experimenting on that caused him to develop one, which consequently sealed him in a Cyclops Ruin and made his phylactery the key to break the seal.
- Soul Jar: The key that unlocks his cell was his phylactery, hence ensuring that anyone strong enough to challenge him directly would find him at his most vulnerable when doing it.
Race: Outsider (Deimavigga)
- Absurdly Sharp Claws: It is a trait all members of his particular sub-type of devil share and he is more than capable of using them in combat.
- The Chessmaster: The Forefather is a Deimavigga, an apostate devil who seeks to corrupt righteous mortals, which means that he is a master schemer. He has manipulated the tiefling sisters for most of their lives and is directly responsible for their arrival in the Stolen Lands.
- The Corrupter: This is his role in the hierarchy of Hell, as a corrupter of mortals, and it is his current goal to corrupt the tiefling sisters. Before he is first encountered, he already had some degree of success with Kanerah, who shares an alignment with him and is open to his Pragmatic Villainy. He also tries to tempt Kalikke and the player character into commiting acts of evil, making a good case for why doing so would be in their best interest.
- Evil Cannot Comprehend Good: Double Subverted. The Forefather knows exactly how good works and as a Deimavigga, he is an expert in manipulating well-intentioned people and twist them to his desire, so he likely comprehends good alignments better than even most good-aligned beings. What he, however, fails to comprehend or account for in any way is neutrality. He notably succeeds in his plans to drive a rift between the sisters even if the player makes good-aligned choices during the sisters' quests, mostly because he understands and anticipates how Kalikke will act and how Kanerah will react to this. The only way to properly ruin his schemes is by Taking A Third Option and advocate for neutrality when dealing with the sisters, which he genuinely failed to take into account.
- Evil Patriarch: He is Kanerah and Kalikke's great-grandfather and arch nemesis.
- False Friend: While the player can be rightfully suspicious of him, he initially poses as an ally, concerned with the sisters' well-being, even if he admits it is solely for pragmatic reasons. He also tries to appear helpful and supportive to the sisters, if only so that he can corrupt them to his liking.
- Faux Affably Evil: As befitting for a devil, the Forefather respects the players lawful authority and is polite to them as long as he himself is treated with politeness. He also claims to genuinely care for the well-being of his offspring, if only because they are a valuable investment. However, behind that he is a predator, whose entire politeness is merely a mask to hide his true intentions and he has no genuine fondness for anyone.
- Graceful Loser: If the player character and the Herald of Nethys manage to ruin his plan to drive Kanerah and Kalikke apart and make them open for his manipulations, he accepts his defeat begrudgingly, but without causing much of a scene. He is even perfectly willing to just leave and can only be fought if the player character attacks him first.
- Manipulative Bastard: Everything the Forefather does is part of his schemes and he treats everyone as a pawn on his board, using their weaknesses against them and even manipulating them to hate him, in Kalikke's case, so that all end up playing into his hands.
- Only Known by Their Nickname: While he has a name, he never reveals it and is solely referring to himself as the Forefather, to place emphasis on his connection to the tiefling sisters. The Arcanotheign casually reveals his true name to be Auferon.
- Out-Gambitted: For all his clever scheming, his plans can potentially be spoiled by the player character and Nethys, if they manage to reconcile the sisters instead of driving them apart.
- Pragmatic Villainy: The Forefather doesn't have any proper moral standards, but he is a fundamentally pragmatic being, who justifies his acts of evil by explaining how they are pragmatic and in his best interest. He never goes out of his way to do evil just for the sake of it and if a course of action doesn't have a pragmatic reason, he does not do it. As such, he is willing to even work alongside a good-aligned player in his first appearance and should his plans be foiled, he swallows his pride and tries to retreat instead of facing the high-leveled party in anger.
A fellow baron and member of a small noble family, who sees the player character as beneath him for not being of noble blood. He was appointed as the Baron of Glenebon by Jamandi Aldori
- Adaptational Heroism: Due to his drastically reduced role, Hannis never poses a threat to the player character's kingdom and it is never implied that he plots to invade them as he did in the original AP.
- Asshole Victim: Due to his rude, antagonistic nature, Hannis' fate, cruel as it is, is mourned by no one and when he is encountered as an Empty Shell within Irovetti's dungeons, he admits that no one came looking for him or was willing to pay ransom.
- Demoted to Extra: In the original AP, Hannis is an antagonist and rival, who plots to take the player's barony and prepares to invade them. In the game, he is seen only once, when the player receives their barony and then disappears entirely. He isn't even mentioned when the player takes over his barony of Glenebon after dealing with the barbarian invasion and it is later revealed that he has been captured by Irovetti after his initial appearance and been held prisoner ever since. He can be killed or freed, but either way, he or his fate are not mentioned afterwards.
- Empty Shell: His eventual fate after Irovetti's torture, which convinced him that he is dead, despite being perfectly healthy physically. If the player frees him, they can send him to the High Priest of Calistria, to perform a resurrection, potentially undoing this.
- Jerkass: During their first meeting, he is rude and condescending to the player character and Maegar Varn, seeing them as nothing but peasant upstarts who should have never been given the honour of receiving a barony of their own.
- Mind Rape: Irovetti uses the Briar on him for testing purposes. It leads to him losing his mind and being convinced that he is dead.
A Hellknight from Cheliax, who is a high-ranking officer within the Order of the Rack. She comes to the player's kingdom in order to hunt down the fugitive rebel Darven.
- All There in the Manual: Her last name is never mentioned in the game and only revealed by a tooltip that appears when hovering over her name in dialogue.
- Bald of Evil: Linxia is completely bald, as well as completely evil.
- The Cavalry: If the player supports her against Darven, she ultimately comes to their aid in the final chapter.
- Obviously Evil: Linxia belongs to an order of Hellknights from Cheliax, called the Order of the Rack, who dress in all black armour. Her attitude is also as unsubtle as possible, being a smug, irritating woman who delights in torturing people to find dangerous criminals.
- Smug Snake: Despite supposedly having a lawful alignment, Linxia has absolutely zero respect for the player character's authority, doing her investigation with or without their approval. Her attitude is smug, insulting and even if the player helps her, she does not warm up to them by much.
- Special Guest: Similar to Amiri, she is one of the official Pathfinder iconics, namely the iconic Hellknight.
- Torture Technician: As a hellknight, Linxia specializes in torture to get valuable information and she uses it freely, even on innocent citizens, if it means getting a lead on the man she is looking for.
- Villain: Exit, Stage Left: If she is fought after the first meeting with Darven, she will escape, teleporting away in plain sight with the player being unable to stop her. During their second fight in Brineheart, she will fight to the death, however.
A caravan guard and old friend of Ekundayo, who returns to his life after he struggles with the loss of his wife and daughter.
- Betty and Veronica: Ntavi is a harsh, cold and seductive woman, who is way more aggressive in her attraction to Ekun than the nice, kind-hearted Elina.
- Bitch in Sheep's Clothing: At first, Ntavi is just introduced as Ekun's old friend, a rival to Elina and a bit shady, but ultimately doing what she believes to be the best for him. Over time, it turns out that she wants to seduce him to worship Calistria and give in to his vengeful urges.
- Disproportionate Retribution: If the player encourages Ekun to let go of his tragic past, Ntavi will try to have Elina killed, simply because she insulted her earlier. Of course, she is also doing it to spite Ekun, who is, by this point, on the verge of getting into a relationship with Elina.
- Old Flame: She and Ekun knew each other for many years, even before he met his wife and daughter and while they initially didn't like each other, they grew on each other and had an on/off relationship in the past. When she returns, it is clear there still is some mutual attraction left and if the player encourages Ekun, he gives in on it.
- Revenge Before Reason: As a devout believer of Calistria (later revealed to have become one of her priestesses), Ntavi specializes in this. She tries to encourage Ekun to not just hunt down the trolls responsible for the death of his family, or not even every troll, but every monster within the kingdom, fully giving in to his vengeful urges. It is implied that she didn't use to be that bad back when she and Ekun were in a relationship.
- Toxic Friend Influence: Her influence on Ekun is less than positive. Having just begun to deal with the death of his family, he changes for the worse if she spends too much time around him, as she openly encourages him to give in to his vengeful urges.
A gnome first encountered during Jubilost's search to restore the gnomish race's immortality, who is suffering from the late stages of the Bleaching.
- Back from the Dead: The player has to fight and kill Nyrd during the War of the River Kings arc, where she joins Irovetti and sends an army of monsters against the player's kingdom. If Jubilost gave Shyka's gift of immortality away to a random gnome, however, she returns later, cured of the Bleaching, as it turns out that she is this random gnome.
- Big Damn Heroes: If she is cured of the Bleaching, she returns during the endgame, at the House at the Edge of Time, where she retrieves Jubilost's body after he has been killed by Nyrissa, in order to resurrect him.
- Disease Bleach: A safe sign that she suffers from the late stages of the Bleaching is the fact that her hair has turned nearly completely white. If she is cured at the end of Jubilost's companion quest, it is restored to its natural brown colour when she returns in Irovetti's palace.
- HeelFace Revolving Door: At first, Nyrd is a neutral character and minor nuisance during the Inconsequential Debates, where she plays an ultimately harmless prank on the other participants. Desperate to prolong her life by feeling anything new and exciting, she joins Irovetti and creates portals to send armies of monsters against the player character's kingdom. She appears as a boss and has to be killed. However, if Jubilost is convinced to use Shyka's gift to cure a random gnome from the Bleaching, she returns towards the end of the War of the River Kings arc, having been made immortal by the spell. She defuses a potential fight between the player's party and her brothers and expresses her gratitude. Later on, she gets even with Jubilost by saving his life at the House at the Edge of Time.
- It Amused Me: Nyrd doesn't have any long-term goals, especially as she is close to death when first met. Everything she does solely aims at amusing herself in some capacity. This is justified, because she is suffering from the Bleaching, which kills any gnome who no longer experiences new and exciting sensations, so she tries to prolong her life by entertaining herself.
- Slap-Slap-Kiss: With Jubilost. During their encounters, she often flirts with him, which he reacts to with annoyance and increasing fascination. He can potentially end up saving her life, which she repays by resurrecting him at the House at the Edge of Time. The epilogue mentions that they are often seen having very sweet and intimate arguments with each other.
- Troll: A major character trait of Nyrd is that she enjoys shamelessly messing with others. During the Inconsequential Debates, she casts a spell on the rules so that anyone reading them is affected by a random temporary condition, to make the debates more exciting for her. One participant has to shout at random points during their sentence, another is turned into a frog and yet another has to say the word 'tentacles' at specific times. Since she considers it especially amusing, she also subjects her own team to the consequences of the spell, by turning her brothers into frogs.
- Your Days Are Numbered: When first met, Nyrd is actively dying from the Bleaching, the fatal condition that eventually claims all gnomes. In her case, it has progressed to a late stage, leaving her desperate to prolong her life.
A young adventurer and writer, who seeks to follow in Jubilost's footsteps, believing himself to be an aspiring hero, when in fact, he never achieved anything truly impressive. His meddling with things he barely understands ultimately has catastrophic consequences.
- A Fate Worse Than Death: When the Baron/ess meets Willas again in Vordakai's Tomb, he has not simply been murdered by the undead cyclops, but his spirit has been torn from his body and prevented from passing into the afterlife. He himself is convinced that he is a terrible person, who is going to suffer greatly once he lets go of his grip on the world and stays as a ghost within the tomb, despite the fact that it is tearing him apart and slowly driving him insane.
- Bi the Way: He can be flirted and spent a night with regardless of the General's gender.
- Butt-Monkey: Willas doesn't have it easy. His own lack of talent prevents him from being the hero he wants to be and predictably, his attempts all fail miserably, harming and ultimately killing not just himself, but dozens of others as well. This further drags him down and by the time the player meets him for the last time, he is torn apart by guilt.
- Casanova Wannabe: One of his books can be found, detailing his complicated and ultimately embarrassing encounter with a married woman and the fallout that ensues, written in an obviously biased way that is meant to portray him as a charming ladykiller. He can be romanced by the General in the Varnhold's Lot DLC, showing that he reacts highly awkward to someone actually flirting with him.
- Destructo-Nookie: A romantic encounter with the General somehow results in them breaking the bed, furniture, destroying the window shutters and breaking holes in the ceiling.
- Heroic Wannabe: One of his primary motivations is to be a famed adventurer and explorer, similar to Jubilost, whom he considers to be his rival. However, he isn't really cut for adventure his attempts don't just fail badly, they bring ruin to himself and others.
- Small Name, Big Ego: Willas considers himself to be a famed and capable explorer, but he is, in fact, largely without real talent and doesn't have any impressive feats to his name.
- Unknown Rival: To Jubilost, who clearly thinks very little of him, whereas Willas considers them to be equals and rivals.
- Unwitting Instigator of Doom: It is Willas' theft of Vordakai's ring that starts the Varnhold Vanishing arc, stirring the cyclops' wrath and ultimately causing his own death and that of countless others, as well as bringing the young barony of Varnhold to its knees.
- Unwitting Pawn: The abovementioned incident that causes the ruin of Varnhold is not exactly Willas' fault. Instead, he has been manipulated by the Lantern King, who led him to the tomb simply because he considered it amusing at the time.The Horned Hunter: The entire chain of events — everything that has happened and what will happen — was put in motion by Gunderson. That tireless knight, small but quick, keeps jumping onto squares where he's not expected.
- Wide-Eyed Idealist: Willas has a very naïve view on adventuring, especially considering how dangerous such a line of work usually is in Golarion. The player can either reaffirm his views, or set him straight.
- Wrong Genre Savvy: Sees himself as a brave Adventurer Archaeologist and Only Sane Man in a realm of superstitious peasants who talk nonsense about 'curses' and 'ancient dangers' that should be left well enough alone. Unfortunately for him and everyone who has ever agreed to help him, those peasants are correct.