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The Watcher and joinable party members and sidekicks from Pillars of Eternity and Pillars of Eternity II: Deadfire. For the main index, see here.

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The Watcher

    The Watcher 

The Watcher

"No sleep for the Watcher."

The main protagonist of the story. Starting with a race, class, and background tailored to the player's choice, the Watcher is a newcomer to the Dyrwood, traveling with a caravan to Gilded Vale on the promise of cheap land and a place to settle. Due to unforeseen circumstances, the caravan is forced to stop for the night in a dangerous part of the woods, home to hostile natives who don't take kindly to interlopers.

The caravan is soon destroyed, and the PC, along with other survivors, manages to evade the tribesmen and enter the ruins of Cilant Lîs. Thereafter, they get involved in a supernatural event that will thrust them to the forefront of the main conflict, awakening their powers as a Watcher—a person who can see past lives, perceive souls, and manipulate them as they see fit.

  • An Adventurer Is You:
    • The implementation in-game is especially interesting - while you can be nearly anyone at character creation, your choice of home culture and occupation gives you some identity out of the gate, and are given the opportunity to define just what has brought you to Dyrwood and flesh out your character's backstory a bit during the prologue (which is updated in your quest journal to boot, as it keeps a rolling biography on you). The only options a player doesn't have are to be from Dyrwood, or its neighbors like Eir Glanfath, Readceras or the Vailian Republics because the set-up of the story requires your character to be a foreigner who is new to the region. The general arc of the story would be particularly difficult for a Glanfathan or Readceran protagonist, anyway.
    • It goes even further in that you're allowed to define who you were in a previous life, and why that person joined the Leaden Key.
  • Angrish: Upon being sent to Rymrgand's realm by Flaune Elette's experimental teleportation technology, two of the Watcher's descriptions of the experience (out of three total) are "Cold. Weird." and "Really not fun!"
  • Armor-Piercing Question: The very crux of the matter, the question that caused the Watcher's soul to Awaken after witnessing the Leaden Key ritual in the ruins of Cilant Lîs. Are there no gods? Subverted, in that it's the Watcher's past self asking the question, and their own metaphysical armor which is pierced by the asking of it; you can put the question to Thaos, but he's already made up his mind on the subject and is entirely unshakable. The Watcher's past self, meanwhile, had so much of their personal identity wrapped up in the gods that the truth rent their soul apart. That truth? See the Antagonist folder for details.
  • The Anti-Nihilist: It's possible to play the Watcher this way.
  • Badass Beard: A fine assortment of beard styles await the male Watcher. Some are just downright wild.
  • Badass Bookworm: By default if you choose the Wizard class, as they get their magic through intense study. Also, if from an intellectually inclined background, such as a Scholar, Scientist, or Philosopher.
  • Badass Gay: Can be played this way, since any background that lets you mention having a husband/wife or boyfriend/girlfriend in the past doesn't limit the gender of your partner(s), and you can have optional same-sex encounters at The Salty Mast. If female, your past life can also be this, since one of the options when determining what their relationship with Iovara was is that they were lovers. This also extends to companions in the second game that you can have relations with.
  • Badass Preacher: As a Priest, and/or if you have the Clergyman background.
  • Badass Teacher: If you have the Philosopher background and tell Calisca that you were a teacher.
  • Barbarian Hero: If you picked that as a class, anyway.
  • Bare-Fisted Monk: As a, well, monk.
  • The Beastmaster: As a Ranger, you have your very own animal companion. In Deadfire, the Ranger/Druid multiclass is even called this.
  • Beware the Silly Ones: If you consistently click Clever dialogue options.
  • Bold Explorer: With the Explorer background.
  • Blood Knight: The aggressive dialogue choices paint the picture of a Watcher who enjoys violence.
  • Blessed with Suck: Being a Watcher carries the risk of being driven to insanity, as past lives are recalled without the ability to separate one from the other. In the Dyrwood in particular, Watchers are regarded with suspicion by the populace. However, the Watcher can potentially see it as Cursed with Awesome instead for the other things that go with it.
  • Brought Down to Badass: The Watcher is brought down to level 1 in the start of the sequel. Understandably, what with Eothas sucking out their soul and everything.
  • Brutal Honesty:
    • You can tell Iovara outright that the reason that you're seeing her again is that you were assigned to spy on her.
    • In fact, one can gain an Honest reputation by being brutally honest in various encounters.
  • Cain and Abel: Depending on your choices in your past life, your betrayal of Iovara can be this.
  • Conflicting Loyalty: Your dilemma in your past life. It's particularly important, given that the people you betrayed were Iovara and Thaos. The exact nature of these betrayals is up to you.
  • Cursed with Awesome: Being a Watcher carries all sorts of perks. You can communicate with the dead, peer into people's souls, and learn a host of unique abilities that can come in handy in a fight. The player is free to decide whether the protagonist's status as a Watcher is a curse or a blessing.
  • Deadpan Snarker: Picking the Clever dialogue options generally involves giving witty retorts.
  • The Dreaded: If the Watcher has a high enough Cruel reputation, many of the enemies, who in a non-Cruel playthrough would itching for a fight and reject or laugh off attempts to find a peaceful solution, will actually start to seriously consider that going up against a person who is known to be highly dangerous and has a reputation of brutally and viciously killing people at the slightest provocation, in addition to occasionally maiming and torturing others just for the fun of it, might be a really, really terrible idea. Of course, being Cruel, the Watcher often simply won't allow them to act on these doubts.
  • Dreaming of Things to Come: Mostly you dream of the past, but The White March, Part I ends with a vision of what the army that will march against the White March, Caed Nua, and eventually the whole Dyrwood, as set up for the Cosmic Horror elements of Part II.
  • Dude, Where's My Respect?: Averted as appropriate in Deadfire. Important and well connected people of Deadfire know who you are and often ask for your assistance because they realize you are the one who can get it done. Thugs and hired muscle on the other hand tend to have no idea who you are and will often try to bully you around. You can generally show them why that's a big mistake.
  • Fainting Seer: In the first game, the Watcher collapses from the pain and stress of remembering their past life. It's about the only sleep they get for much of the game. Often triggered by a Meaningful Echo, made all the worse if said echo comes from Thaos himself.
  • Famed In-Story: By the time of Deadfire, the Watcher of Caid Nua has become a widely recognized person and important people will ask for your assistance frequently because of your known exploits.
  • Foreshadowing: No sleep for the Watcher. That's you.
    • The release itself foreshadowed plenty of sleepless nights amongst the fans of the genre.
    • Also, in the start of the game the Watcher sees a vision of Thaos, stating that you have a question which he has to know the answer to...
  • Friend to All Children / Child Hater: And anywhere in between, depending on how you respond to kids you encounter and/or hear about. Careful being the latter around Grieving Mother, though.
  • The Fundamentalist: Certain dialogue options allow for this, especially, of course, if you're playing as a priest.
  • Gameplay and Story Integration:
    • As befits a Choose Your Own Adventure CRPG, your character's stats can open the door towards certain outcomes, or lock you out entirely.
    • You can perform a Dungeon Bypass during "Never Far From The Queen" if you have a Resolve score of 18.
    • One of the biggest examples is in the Expansion Pack. If the Watcher stays behind to strike Ionni Brathr, it's possible for them to survive with a constitution score of 19. Or a piece of equipment from an obscure side quest. Or if you made a certain choice of what to do with the souls bound to the White Forge.
    • The game opens with you suddenly taking ill, sweating and shivering. As of patch 3.0, the Watcher starts off with a status effect that reflects their illness.
  • Gameplay and Story Segregation:
    • Godlike and Orlans are subject to Fantastic Racism, and Pale Elves are considered a rare and exotic sight outside their homeland, yet most NPC's rarely comment on it, even as they give other NPC's and companions of the same race lots of grief and/or attention.
  • Heel–Face Turn: One of the possible reasons your past self turned on Thaos: they saw exactly what he had become and tried to stop him.
  • Heroic Albino: If playing as a Pale Elf, a race of semi-albino arctic elves.
  • Heroic Willpower: Resolve, which determines your drive, determination, and emotional intensity. It works in combat, as well as dialogue with NPC's. (See Refuge in Audacity below.)
  • I Am Who?: You are a Watcher, someone who has the ability to perceive souls and interact with them. Far more important, however, is who you used to be...
  • I Have Many Names: The Watcher of Caed Nua, the Hound of Eothas, the Herald of Berath, and the captain of the Defiant, among others.
  • I'm Taking Her Home with Me!:
    • In the "Bloodlines" quest, you have the option of taking baby Vela and keeping her. When confronted, you can even respond with "I'm keeping this baby." The guy confronting you is not amused. If Grieving Mother is in your party, she will also not be amused. The ending even changes a bit if you do this. Deadfire shows that you kept your word: a 5 year old Vela appears as an NPC crew member.
    • A considerable number of pets are these, actually. Notably, the Black Cat and the White Wurm.
  • I See Dead People: The most basic, entry-level use of your Watcher powers is this. Part of your problem in the first game is that you're not just seeing real souls, however, but pulling images from your past life into the present and instinctively embodying them through your powers. The problem is that if you can't stop this from happening, you're going to end up like Maerwald, unable to tell what's a waking memory and what's actually happening in the present, with the embodied souls giving rise to angry spirits which can actually attack the living.
  • Jerkass: Cruel dialogue options generally have you doling out unnecessary pain or just being a dick.
  • The Lad-ette: Can be played this way if female, if you choose snarkier and/or uncouth dialogue options.
  • Lady of War: Potentially if female, if you choose more classy dialogue and/or are from the nobility background.
  • Living Emotional Crutch: Can become this for quite a few companions, especially Aloth.
  • Made a Slave: With the aptly named Slave background, this happened to the Watcher in the past.
  • Nature Hero: If you play a Druid or Ranger.
  • Nay-Theist: If you so choose. Even more of an option in Deadfire.
  • Nice Guy: If frequently choosing the Benevolent dialogue options, The Watcher is this.
  • Not Even Bothering with the Accent: No Aedyran or Vailian voice sets for the Watcher, even if every other character from your homeland has an accent. Also Gameplay and Story Segregation and Translation Convention, since many characters will pick up on the Watcher's background based on their accent, and many characters who are no more Dyrwoodan (or Deadfire-an) than you are have no particular accent either.
  • Number Two: To Thaos, in the Watcher's past life.
  • Omnicidal Maniac: A possibility Rymrgand suggests in Deadfire. During their final discussion with Eothas, they can even go so far as to sincerely try and convince him the world should be destroyed... and depending on various circumstances, including whether or not your party can muster a sufficient Patrick Stewart Speech in response, the seed of doubt planted in Eothas' divine soul can be enough to devastate the Wheel beyond repair and doom the world.
  • The Paladin: Another class option.
  • Pull the Thread: High Intellect and/or Perception allows you to do this with less-than-honest NPCs. In Deadfire, Insight also accomplishes this.
  • Refuge in Audacity: A high Resolve score allows the Watcher to pull off feats like "borrowing" a cultist's hood, or making someone drink poison.
  • Second Hour Superpower: Fairly early into the game the player character will witness a ritual that will change them forever. Surviving the ritual at the ruins of Cilant Lîs awakens their capabilities as a Watcher, with more powers triggered as the plot advances.
  • Self-Made Orphan: A Watcher with the Drifter background can self-describe as this when explaining their backstory to Calisca. The Watcher says that their parents had it coming; whether this is true or not is left to the player's imagination.
  • Shut Up, Hannibal!: The Watcher gets plenty of opportunities to shut down the game's villains. Sometimes they even listen. If the Watcher goes with Rymrgand's plan in the second game and tries to persuade Eothas to end all life entirely, it's possible that your companions will give the Watcher one of these, each of them pleading with Eothas in turn.
  • Sole Survivor: Soul survivor. A funny thing happened on the way to Gilded Vale... It happens again, on a much larger scale, when Eothas erupts from underneath Caed Nua. In both cases, it's the Watcher's ancient "strong soul" which saves them, resisting the pull of the bîaŵac.
  • Soul Power: As a Watcher, your unique abilities allow you to perceive souls, and, with practice, manipulate them. This allows you to see and talk with ghosts, read memories other than your own, and absorb power from others — all the things that make up your typical Obsidian protagonist.
  • Spanner in the Works: Being a Watcher allows you to uncover details of other people's best-laid plans that they usually wish you didn't find. Most often by communing with the souls of people they secretly killed.
  • The Spock: A Watcher that frequently chooses Rational and Intellect dialogue options.
  • Starting a New Life: No matter what your background, you left it all behind, willingly or otherwise, when you set out for the Dyrwood. Calisca's prying during the prologue of the first game gives you the chance to define some of your reasons in-game, some of which can even come up again later in the game. You get a castle and a potentially life-ruining curse within a few days of your arrival, so it's kind of tough to say exactly how well that's going.
  • The Stoic: Picking Stoic and/or Rational options consistently during dialogue tends to lead the character in this direction.
  • Talking in Your Dreams: Most of the Watcher's direct communication with the gods in the second game only occurs when they summon you before them in your dreams while sailing the seas. In the lore of the setting, the seas are Ondra's realm and the soul is less tightly tethered to the body while asleep, so it seems possible the Watcher's soul is actually being called out of their body.
  • Voluntary Shapeshifting: As a Druid, during combat you can "spiritshift" into a giant, bipedal animal.
  • Worthy Opponent: If you're Aggressive enough and if you greet him by declaring that you're accepting his challenge, the revived Raedric will respond that he knew you would, since you are no coward.
  • You Kill It, You Bought It: After putting down Maerwald, you become the new lord or lady of Caed Nua. The 3.0 patch added a new questline where your claim is contested by a lord with a more legitimate claim. Unfortunately, the authorities uphold the claim. But, hilariously, add that because you did all of the actual work in reclaiming and rebuilding Caed Nua, the lord has to pay you for it. The Upper-Class Twit leaves the proceedings in a huff, vowing revenge, and the bemused chancellor who announced the decision says that since the other guy refused to pay compensation, Caed Nua is still yours. The other lord doesn't give up, and his efforts escalate from assassination, to framing you for overtaxing and attacking innocent villagers, and finally to outright warfare. It only ends after you finally slay him on the battlefield.
  • Your Cheating Heart: A few background options let you say you cheated with a married person, or cheated on your husband/wife.
  • Your Soul Is Mine: It's not generally the "good" option, but you can gain power and absorb knowledge by taking the souls of others. Mostly after they've already died, but still. Inverted in Deadfire, where you gain a whole host of willing souls walking in your wake (whether you like it or not), what with Eothas having disrupted the luminous adra and the usual flow of souls through Berath's Wheel.

Party Members

Recurring Party Members


Aloth Corfiser
Voiced by: Matthew Mercer

"It's hard to be comfortable in your own skin when you're sharing it with someone else."

An elven wizard first encountered outside the Black Hound Inn in Gilded Vale. Being a foreign noble, and an elf to boot, he's had difficulty acclimating to the locals, who now want to kick his teeth in. The Watcher gets involved, and Aloth, grateful for the assistance, invites himself to the party. He returns as a companion in Deadfire.

  • Abusive Parents: Suffered quite a bit of physical abuse from his father as a child, and his mother was rarely present and neglectful. In fact, it was during one such beating that he Awakened and Iselmyr manifested, breaking his father's arm in the process.
    • In Deadfire, after Character Development, he finds it in his heart to forgive one of them, depending on his path after the first game, while still bearing a grudge against the other. If he becomes grandmaster of the Leaden Key, he forgives his father, harshly, as a "weak man" who just wasn't cut out for a position of authority, but at least tried and was present. If he devotes himself to finishing off the Leaden Key instead, he forgives his mother who, though she was rarely present and did little to help him against his father, was at least kind to him when they were together.
  • A Degree in Useless: Played with. Aloth studied to be an Arcane Knight, which is only useful if you're employed by a noble patron. Since he couldn't find a patron to take him on, apart from the erl his abusive father serves, and none of his offensive magic would be any use at a healer's den or charm-peddler's shop, he left for Dyrwood to spy for the Leaden Key, then joined the Watcher. It's part of why he's so Desperately Looking for a Purpose in Life.
  • All of the Other Reindeer: Narrowly avoided this fate growing up by striving to appear beneath notice, due to Aedyran society shunning those with Awakened souls as little better than madmen and criminals. The terror of ending up like this is a huge part of what drives his existence.
  • Badass Bookworm: Like all wizards. In the sequel, his Arcane Knight training lets him multiclass as a fighter or rogue, and his idle animation has him crack open his grimoire and pore over it for a few moments.
  • Bad Liar: Surprisingly yes, which is ironic considering how long he goes in the first game hiding his Split Personality and past with the Leaden Key.
    • Played for Laughs in Deadfire. His cover story for the animancers he's spying on is so hilariously unoriginal the Watcher can call him out on it. If romanced, his attempts to fend off Eder's and Tekehu's prying questions of how close he's getting with the captain involve some very flimsy deflections.
  • Bad Powers, Good People: Downplayed. As a wizard, he starts off with (and can learn) a number of ghastly spells that burn, zap, siphon, freeze, poison, impale, and corrode enemies into a grizzly death, but outside combat he's very polite, formal, and averse to conflict.
  • Because You Were Nice to Me: Aloth doesn't outright say it, but a Watcher who's nice to him is pretty much the first person to ever treat him with kindness and acceptance, Iselmyr and all. If carried over into the next game, their romance progresses along these lines too.
  • Beneath Notice: Spent most of his life trying to avoid getting beaten senseless by his abusive father or discovered as having an Awakened Split Personality by striving to appear as bland, quiet, and unremarkable as possible. Even after befriending the Watcher, he continues to try to keep his face as studiously blank and politely attentive as possible.
  • Berserk Button: Really doesn't like animancy. While the arguments he gives against the practice have some valid points, his animosity may also be due to his past as a member of the Leaden Key.
  • Birds of a Feather: Regardless of their race or background, Aloth and the Watcher are the only members of the party to both have an Awakened soul and personal history with the Leaden Key.
  • Bi the Way: Aloth is a potential love interest in Deadfire for both male and female Watchers. Iselmyr also expresses attraction to both men and women.
  • Blatant Lies: When you first meet him, he'll claim he got into that tussle with the villagers over some simple "misunderstandings and mistranslations," badly hiding the fact that he has a split personality that did it. That story about being a settler? Also a lie; he was waiting to hear from his contact in the Leaden Key.
  • British Stuffiness: Politeness. Decorum. Good diction. Aloth has the right accent, and his personality exemplifies all the ways in which Aedyr is the Britain to the Dyrwood's America. His other half? Not so much.
  • Character Class: Wizard. In Deadfire, his options are Wizard, Wizard/Fighter (Battlemage), or Wizard/Rogue (Spellblade).
  • Character Development: If the Watcher doesn't reject him outright at a critical moment, Aloth learns to be more confident and assertive, willing to chart his own course instead of following others' orders, and decides to dedicate his life to taking charge of or taking down the Leaden Key.
  • Character Tics: Dusting off his robes, not knowing what to do with his hands, and looking at his grimoire, all of which are represented in his idle animations from the second game. In the text of the game, he's also described as having various facial twitches, which come up whenever he's trying to suppress his Split Personality.
  • Comes Great Responsibility: Part of why he hates animancers and the damage they cause. He firmly believes that with the advantage of education comes authority, and responsibility.
  • The Comically Serious: His decidedly uptight personality is part of what makes Iselmyr's occasional outburst even funnier.
  • Commander Contrarian: In the second game, it's a lot easier for his Relationship Values to sink (he has three fairly common pet peeves, irresponsibility, pride, and traditionalism, that can be triggered even by snark, being politely diplomatic to traditionalists, or simply asking to be paid for what you do) than to rise (he likes responsibility, fine, but his other like is one of either "autonomy" or "stewardship" depending on how he handled the Leaden Key, and both very rare).
  • Commonality Connection: When the sanitarium consultant suggests that Aloth's Awakened personality appears as a result of his liver producing excess black bile, the Watcher can't tell if it's Aloth or Iselmyr looking out his eyes when he responds, "That's utter horseshit." The two get along a little better after that.
  • Cosmic Plaything: If anyone is going to get injured along your party, it'll probably be Aloth. The party scales a cliff and someone falls the rest of the way down? It's Aloth. The party jumps across chasm and someone breaks their ankle on landing? Aloth. They wade through a curtain of sentient vines only for someone to get whacked? Aloth. That's not even getting into his backstory. Drunken abusive father, Awakened personality, fell in with the Leaden Key, got abandoned by his contact after arriving in Gilded Vale...
  • Cowardly Lion: He never stops being nervous, tetchy, and uptight — but that never keeps him from being an effective combat presence, whether as a pure wizard or a spellblade. Even in the second game, he still sounds nervous when the Watcher and their other allies start picking fights with dragons, giants, or even just minor underworld figures.
  • Deadpan Snarker: Only topped by Eder as the snarkiest companion. His wit is so dry it could be used as kindling.
    Aloth: [entering the Salty Mast] Over-fried cod, watered ale, and prostitution. A bastion of Dyrwoodan culture.
  • Desperately Looking for a Purpose in Life: Studied to become an Arcane Knight from an early age because it's what his abusive father wanted. When he failed to find a patron, he had no idea what to do with his life, so he moved to Dyrwood hoping to start a new life, but was turned away same as the Watcher. He actually came out to spy for the Leaden Key, but was abandoned by his contact. By the time the Watcher meets him in Dyrwood, Aloth's been completely separated from everything he's ever known and joins you because he's desperate for any kind of direction. By the end of the game, the Watcher can help him find a new purpose: take over or take down the Leaden Key.
  • Distinction Without a Difference: In the first game, Pallegina points out in party banter that she's never met an Aedyran so hesitant to speak his mind. Aloth protests that he's not hesitant! He just... likes to consider his words carefully. He gives a similar response when she observes that she's never met as wizard as obsessive as him.
  • The Ditherer:
    • During Act 1 Aloth often acts like he wants to tell you something but always fidgets instead, until one outburst too many from Iselmyr forces him to fess up that he also has an Awakened soul and would like help looking into it.
    • This turns out to be a huge part of his characterization, as Aloth's backstory and personal quest reveals he was always indecisive and didn't know what he wanted out of life, so went along with what others wanted of him. He became an Arcane Knight like his father wanted, hid Iselmyr like his mother wanted, and then followed the Leaden Key when he couldn't find a patron at school. A huge part of his Character Development is learning to grow out of this.
  • Downer Ending: If you turn him away after he reveals himself to be a member of the Leaden Key, he'll sacrifice himself to one of the Engwithian engines.
  • Elfeminate: Just look at him! He also has the mannerisms to match, which Durance frequently mocks in party banter. Ironically, he happens to have a second personality who is a woman. Double ironically, she's manlier than him.
  • Even the Guys Want Him: Actually, the guys like Durance and Edér don't necessarily want him. They're more interested in Iselmyr. Ironically, she's more interested in women. And Kana.
    • Amusingly, in Deadfire the Watcher can encounter an old male classmate from his academy days, who openly crushes on Aloth.
  • Experimented in College: His interactions with Ymir, an old acquaintance from his college days, suggests such, though a comment from Iselmyr hints that it was her doing the experimenting, while Aloth was reluctantly along for the ride.
  • Fantastic Racism: Is on the receiving end of this in the first game for being Aedyran (and an elf). Aloth himself doesn't think very highly of Dyrwoodans' Good Is Dumb, Hair-Trigger Temper tendencies.
  • Flanderization: Much like Edér's Dumb Muscle tendencies, Aloth's British Stuffiness is exaggerated and Played for Laughs more in Deadfire... even as the ability to multiclass into rogue or fighter make him even more of a Badass Bookworm than before.
  • Four-Temperament Ensemble: Melancholic. Even stated in-universe. Iselmyr is Choleric.
  • Freudian Excuse: Aloth's uptight and tight-lipped personality makes a lot of sense when it's revealed that he grew up hiding the abuse he received from his father, and then later his Awakened Split Personality Iselmyr. And that's not even getting into his involvement with the Leaden Key—a cult centered around secrets.
  • Friendless Background: Due to hiding Iselmyr most of his life.
  • The Friend Nobody Likes: While other party members don't dislike him, Iselmyr's just a lot more fun. He can lighten up quite a bit in the second game, depending on your choices.
  • Have I Mentioned I Am Heterosexual Today? He has hints of it at times. Upon meeting his old acquaintance Ymir who studied at the same college as him, there is clear chemistry between them, but Aloth is quick to downplay it, and when he tells Ymir that it was "lovely" to see him again, he quickly catches himself and states that "lovely" might be too strong a term and that "pleasant" is a better fit.
  • Heel–Face Revolving Door: One of his possible endings suggests that he will become the new, less brutal High Inquisitor after Thaos' death.
  • Heel–Face Turn: In his past. His very recent past, in fact — right before he met up with you, he was a member of the Leaden Key. He was on the verge of leaving and didn't actually know anything about their darker side, but even so, there's a reason why he let you think Iselmyr was his only secret.
  • Holding Hands: In the first game, one way to sooth Aloth in his personal quest when he's reliving the most traumatic memory of his life is to hold his hand and assure him he's safe. In the second game, hand-holding comes up a lot in the romance.
  • Ineffectual Loner: Of all companions, he's by far the most quiet and introverted. It's also gotten him nowhere in life. In both games, it isn't until he asks the Watcher for assistance and guidance that he starts to make any kind of progress in his endeavors.
  • In the Hood: Descriptions of him early in the first game mention the hood he begins the game wearing. Fittingly, this ends around the time you start finding magical headgear items by which time he may have started to come out of his shell, revealed his Split Personality, and possibly even his previous ties to the Leaden Key. He doesn't start with the hood in the second game and it doesn't feature in either of his portraits.
  • Intelligence Equals Isolation: Played with. He has trouble fitting in with the other salt-of-the-earth companions due to his refined education and upbringing. However, Kana is also from an educated and well-off background, but Aloth still prefers quiet study to Kana's intellectual debates.
  • Irony: Hid Iselmyr his whole life to avoid being rejected or lynched, only for the new friends he makes to decide they like her better than him. Ouch.
  • "Just Joking" Justification: If the Watcher comes on strong early in Deadfire, Aloth assumes they're just joking if they have a clever reputation. The Watcher can confirm they're just messing with him (or lie that they're messing with him because they Cannot Spit It Out).
  • The Lad-ette: Not Aloth himself, obviously. Iselmyr is loud, incredibly crude, and mostly interested in violence, cursing, and occasional flirtation.
  • Like Goes with Like: Depending on the Watcher's reputation, early in the romance Aloth can point out that they're very alike; careful, rational, logical, tend to think before deciding. (Though he admires that you always seem to know what to do while he rarely does.) Otherwise, he points out the opposite.
  • Living Emotional Crutch: The Watcher is one for Aloth, even if he doesn't openly admit it. Being rejected at a crucial point leads to the worst ending for him.
    "After the Watcher sent him away, Aloth found himself cut off from every authority and ally he had ever known – his family, his homeland, the Leaden Key, and, finally, the Watcher." He wanders away and effectively commits suicide a few days later.
  • Loved I Not Honor More: One of the reasons he's hesitant to enter a romantic relationship with the Watcher in Deadfire because he's still dedicated to the path he took at the end of the first game, and doesn't want to make a commitment he can't honor. If the Watcher doesn't convince him to give up his new goal of leading or dismantling the Leaden Key, he'll leave at the end of Deadfire, having grown to care for the Watcher but not being willing to abandon his perceived duty.
  • Magic Knight: He studied to be an Arcane Knight, Iselmyr seems to have been a warrior of some sort in life, and he starting both games wearing leather armor and wielding a rapier. Deadfire allows him to make it official by multiclassing as a Wizard/Fighter or Wizard/Rogue.
  • Masculine Girl, Feminine Boy:
    • With Iselmyr. Aloth is a prim, proper, fussy scholar while Iselmyr is Hot-Blooded, foul-mouthed, quick-tempered, and loves drinking and brawling in cheap taverns.
    • He also shares this dynamic with Pallegina, Sagani and Maneha in party banter, since he's very delicate, effeminate, and appreciates the finer things in life (fancy drinks, literature, etc.), while Pallegina is a stoic warrior, Sagani is a hunter who's spent years on the road, and Maneha is a hard-drinking mercenary-turned-raider.
    • Can potentially enter a romantic relationship like this with a female Watcher, depending on her race, background, and/or personality.
  • The Mole: In an interesting take on the trope, he reveals that he is in fact a member of the Leaden Key, but was not actually tasked to spy on the player per se. In fact, he was about to abandon the organization altogether when he saw you in Gilded Vale.
  • Neat Freak: Implied in the first game, confirmed in the second; complete with idle animation of dusting off his pristine robes. If Iselmyr is not suppressed, she elaborates that he's always been obsessed with cleanliness and tidiness; never used to enter a threshold without scrubbing his boots, always kept his robes spotless, is secretly terrified of seagull shit, and once woke his entire dormitory in the academy screaming about an disorderly library. Aloth also hates when Iselmyr dog-ears his grimoire, and there's a minor Running Gag of companions dirtying his grimoire behind his back.
  • Nervous Wreck: Downplayed. While he strives to appear as outwardly calm and rational as possible, in the first game his constant fidgeting and pained/worried expressions betrays that inside he's always nervous and on-guard. He's also the most easily startled in party banter, most hesitant to speak his mind to the Watcher, and tends to shrink pack the hardest whenever the Watcher snaps at him. (Sadly Truth in Television for many adults who were abused as children.)
  • Nice Hat: If you persuaded him to reform the Leaden Key in the first game, in Deadfire he starts out with Thaos's draconic headdress in his inventory. It grants a bonus to Intellect, accuracy and damage against flanked targets, and an aura which boosts the party's Will defense against Mind afflictions.
  • Noble Male, Roguish Male: He seems to have a split-personality that's rough around the edges, which is against his normally prim and proper persona. Interestingly enough, Iselmyr's female.
  • Oblivious to Love: The Watcher can tell him in the second game that they always thought there might have been something between them, which seems to blindside Aloth.
  • Older Than They Look: He's at least 65, since he mentions that Iselmyr Awakened when he was 15, and he's been living with her for 50 years. Justified in that he's an elf, and elves in Eora have a lifespan of a few centuries.
  • Only Child Syndrome: Aloth's difficult childhood was made worse by the fact that he didn't have any siblings for his abusive father to focus any attention on, and said father demanded perfection from his only child.
  • Opposites Attract: Depending on the Watcher's reputation, Aloth can point out that you two are so different. While Aloth always hesitates and rarely knows what to do, you are much more brash, impulsive, and quick to action. He also notes the irony that for how much you remind him of Iselmyr, he's still growing to love you.
  • Other Me Annoys Me: He doesn't like Iselmyr's Hair-Trigger Temper.
  • Our Elves Are Better: Averted - while Aloth plays the haughty "better than you" elf, his father was an abusive drunk.
  • Out of the Frying Pan: He left Aedyr because he couldn't find a patron apart from the erl his abusive father served, and he wanted to get as far away from his father as possible. The Watcher then meets him getting harassed and attacked by Dyrwoodans for being Aedyran. It can get worse if the Watcher chases Aloth away on learning his past with the Leaden Key, wherein Aloth is driven to despair and suicide.
  • The Perfectionist: Very fussy and self-possessed, Aloth always strives to do things the "proper" way, in how he conducts himself and how he performs magic. It's revealed that his abusive dad used to beat the shit out of him for every little mistake till he was 15, and he spent most of his life thereafter trying to hide his Awakened Split Personality.
  • Permanently Missable Content: His sidequest can be missed if not completed before the end of Act II.
  • Perpetual Frowner: Rekke says he always has a "sour lemon face", although given what Rekke is like, it's not surprising that they wouldn't get along. Still, his typical expression in most conversations with the Watcher seems more studiously blank and politely attentive, and his smiles are described as fleeting, twitching briefly into place and then gone again. Which makes sense given his lonely upbringing and youth.
  • Playing with Fire: Starts off with a few fire spells, and can learn more if the player so chooses.
    • Played for Laughs in Deadfire, where the Watcher encounters him undercover with some animancers learns his go-to cover story is that both his parents died in a fire. Then his "rich old aunt/uncle" (depending on the Watcher's gender) also died. In a fire.
  • Reality Ensues: At the end of the first game, Aloth dedicates his life to either taking over or taking down the Leaden Key. Deadfire shows how that goes. Aloth is frustrated to learn that a vast, secretive, disconnected organization that's been sending uniformed spies to play various gambits and long games all over Eora for over thousand years can't be redirected or dismantled overnight. He feels discouraged that he's made so little progress in five years.
  • Relationship Upgrade: Is the only returning companion who can be romanced in Deadfire.
  • Roaring Rampage of Revenge: If you encourage him to be more independent, he'll take it upon himself to take down the Leaden Key.
  • Samus Is a Girl: His uncouth, sweary alter-ego? She's a girl.
  • Sarcastic Devotee: Aloth tends to snark and second-guess the Watcher more than any other companion, but he's also one of the most steadfastly loyal. Helps that he was The Mole, then they became his Only Friend.
  • Screw Yourself: Both Hiravias and Serafen ask if Aloth ever tried getting intimate with his Split Personality Iselmyr. Aloth firmly shuts them both down.
  • Sink-or-Swim Mentor: The Watcher can suggest that Iselmyr forcing a fight whenever Aloth is in trouble could be her way of trying to make him more assertive and confront his problems. He doesn't seem too convinced, but promises to think on it.
  • Slap-Slap-Kiss: A way to start his romance arc in Deadfire is actually by getting his relationship with the Watcher as negative as possible first. When this happen, Aloth is prompted to confront the Watcher with his dislike for them, which the Watcher can throw back in his face by accusing him of only playing a contrarian to them because he wants someone to fight against, before planting a "Take That!" Kiss on him. Aloth discovers, much to his confusion, that he actually enjoys the experience of said kiss, and falls in love with the Watcher.
  • Sour Outside, Sad Inside: He's very serious and uptight (Rekke even describes him as having a "sour lemon face", and his character portraits support this), but deep down he's very scared and alone, dealing with the aftermath of his childhood abuse, his Split Personality Iselmyr, and his past with the Leaden Key.
  • Sleeves Are for Wimps: Averted. Aloth's leather armor has no sleeves in both games, but only because that's the style in Aedyr, which is basically the culture of 19th Century Britain in the climate of the Amazon. In the second game it's revealed that day-to-day wear for most Aedyrans is Greek-style togas, and Aloth's armor now includes, in addition to even less coverage above the shoulder, a longer skirt, and a draping blue sash over the shoulder.
  • Split Personality: His soul was Awakened and is currently hosting the personality of a previous life he'd lived, Iselmyr. You can choose to help him accept her or suppress her, a choice which carries over into the sequel.
  • Straight Man and Wise Guy: Aloth generally plays the Straight Man to the more jokey, wacky Wise Guy companions including Iselmyr.
  • Sugar-and-Ice Personality: Normally very cool, tetchy, and aloof, he can show a much warmer side to a Watcher who gains his trust and friendship and doesn't outright reject him when he reveals his past with the Leaden Key, and even love in the second game.
  • Taking Up the Mantle: One of his possible endings suggests he takes up Thaos' mantle of High Inquisitor, of all things, if he's convinced that keeping the secret of the gods is worth doing and that Thaos just went too far.
  • Teeth-Clenched Teamwork: With Durance in the first game, Tekehu in the second.note  In both games, Aloth alone will actually interrupt their one-on-one conversations with the Watcher to snark under his breath.
    Tekehu: (to the Watcher) I... know how I must seem. We did not have this word, "conceited," before Aedyrans landed on the aisles.
    Aloth: Well, you've certainly made up for lost time.
  • This Is Something He's Got to Do Himself: Both of his endings lead to this. The "authority" ending has him replacing Thaos as leader of the Leaden Key and working to reforming the group, whereas the "independence" ending has him using his knowledge of the Leaden Key in order to ultimately destroy them.
  • Throw the Book at Them: As a wizard, he can learn Grimoire Slam.
  • Troll: Iselmyr can be one towards both Aloth and others. A notable example in Deadfire is when she takes advantage of Edér's crush on her and coaxes him into kissing her. As Edér leans in for the kiss, she returns control of Aloth's body to him, leaving him horrified at what Edér was about to do. Iselmyr can only laugh at Edér's embarrassment.
  • Unwanted Assistance: invoked It's revealed that his Awakened past life tends to come out when he's under pressure or distress. Since her methods tend to get him into even more trouble, he wishes she wouldn't.
  • Uptight Loves Wild: His romance can have some shades of this with a Watcher who is more passionate, impulsive, and/or snarky.
    • Regardless of the Watcher's disposition, each game they encounter Aloth he's in something of a rut due to his own decisions and inflexibility, and traveling with the Watcher helps ease him a little further out of his shell, see the sights, and grow as a person.
  • Violent Glaswegian: Iselmyr and "her intolerable Hylspeak."
  • Walking Spoiler: Aloth is very tight-lipped about himself, which makes every revelation, including the truth about his split personality and connections with the Leaden Key, a spoiler.


Edér Teylecg
Voiced by: Matthew Mercer

"Tough to walk very far without a soul. The Hollowborn, usually you'd have to stack 'em in a wheelbarrow and push 'em around."

A human fighter and veteran of the Saint's War. Edér's not welcome in his hometown of Gilded Vale, for various reasons, chief among them being that he is a follower of Eothas. Seeing that his prospects in his hometown are dim, he decides to tag along with the Watcher. He returns as a companion in Deadfire.

  • Adorkable: Edér may be a big, strong guy, but he has quite a few quirks. He has moments of having his head in the clouds, some of the things he says make no damn sense, and he has this unhealthy obsession with petting animals. He also likes Iselmyr, and is none too subtle about showing it, to the point where he doesn't even seem to think that her sharing a body with Aloth is an issue.
  • All Love Is Unrequited: All romantic feelings surrounding him in Deadfire amount to this. He's still not over a girl he used to date, and if a non-orlan female Watcher flirts with him, he lets them down on these grounds, while male and orlan Watchers are let down because of their gender or race, respectively. If neither are romanced, Xoti flirts with him and he half-heartedly reciprocates for a while. On the other hand, he's still clearly into Iselmyr, who shares a body with Aloth (whom Edér is not into nor vice-versa), and she's not into him either.
    • Eder can finally start a "lifelong friendship") with Xoti, but only if Deadfire is completed with both characters having maxed relationship values and having come to similar conclusions regarding the nature of the gods, albeit in different games.
  • Badass Beard: As shown in his portrait, he has a pretty nice one.
  • Badass Boast: Mellow as he usually is, he gets in a pretty good one on his god, Eothas, in the second game. Which means it's also a Blasphemous Boast.
    Edér: Hey! Eothas! We're not done here. You and I, we're not finished. Don't think you can just move me aside like all the rest. Maybe you can't be stopped. But on behalf of everyone you've trampled, betrayed, and ignored, I'll be coming to see you again.
  • Be Careful What You Wish For: In Deadfire, Eothas finally returns. Unfortunately, Eothas's first act after returning nearly kills Edér's friend the Watcher:
    Edér: I used to dream that when my god came back, he would forgive us. That's the trouble with dreams: sooner or later, we all have to wake up.
  • Big Brother Worship: Edér idolized his brother and thought the world of him. It's why he takes the rumor that his brother defected to the other side during the Saint's War so hard. Especially when the rumor turns out to be true and Edér is left doubting whether he fought for the right side after all.
  • The Big Guy: Big, loyal, and, though not stupid, more Book Dumb than other companions.
  • Broken Pedestal: He heard rumors that his brother actually fought for the other side during the Saint's War, but refuses to believe it. Doing his quest lets you discover that his brother did join the opposing force, but not the reasons why his brother did it.
  • Character Class: Fighter. In Deadfire, his options are Fighter, Rogue, or Fighter/Rogue (Swashbuckler).
  • Chekhov's Gunman: He can be seen and spoken to as soon as you enter Gilded Vale, but he won't join you until a certain event happens in the town.
  • Cloudcuckoolander: Some of the things he says are... out there. He also has the bright idea of petting Itumaak, and the even more brilliant idea of petting a stelgaer (a fantasy sabre-tooth tiger). Hiravias has to wonder how Dyrwoodans even survive with whims like that.
  • Crisis of Faith:
    • One which is central to his character: his god was seemingly blown up while possessing Waidwen, and followers of Eothas were killed en masse during the purges that followed. He fought against Waidwen's army during the Saint's War, believing Waidwen to be an impostor. Years later, he still wonders if he fought for the right side, and if he didn't in fact betray his god. Then he discovers that his brother actually defected to Waidwen's side during the war, that Waidwen may have really been Eothas and may be permanently dead, and that in any case the gods were created by kith and aren't true gods after all. Needless to say, he is quite shaken as a result.
    • However, depending on your conversations with him, he can have his faith renewed, even though he knows that the gods are kith-made and that his own god is probably dead. He then joins a secret society of Eothasians and quickly become an important member. Alternatively, he can let go of his faith and move to Dyrford Village, where he becomes a fixture of the community and, eventually, mayor.
  • Cuckoo Snarker: He may be a bit out of it — and this may or may not be due to to the whiteleaf — but Edér remains a quick wit in his own, slightly eccentric way, even while trying to pet anything fluffy, or coming up with crazy whims.
  • Cuteness Proximity: If it's cute and fluffy, chances are Edér will want to pet it. He does it to Sagani's fox, Ituumak, despite warnings that he bites, and even asks Hiravias if he can pet him at one point. In the sequel, he's got the same reaction to Maia's bird, Ishiza.
  • Deadly Euphemism: Edér, relating an old joke:
    The Watcher: What's a Dyrwoodan Hello?
    Edér: [smiling] We blew him up.
  • Dark and Troubled Past: A war veteran whose whole hometown (those that were left) was about ready to hang him after discovering that his brother (maybe) fought on the wrong side of said war.
  • Deadpan Snarker: Edér has a very laidback wit which he shows off at every available opportunity.
    Edér: Say what you want about Dyrwoodans... but they haven't met a problem yet that they couldn't solve by killing some scapegoats.
  • Did I Just Say That Out Loud?: If Edér is with you while talking to Osrya in Raedric's keep, after she asks you to kill Nedmar Edér may say the following line:
    Edér: Hey, let's take the deal and then double-cross her! Sorry, I said that louder than I meant to. Got excited.
  • Does This Remind You of Anything?: Most of Edér's rambling stories are metaphors, intentionally or not, for the events of the games.
    • Early in the first game, he tells the Watcher a story about a one of his neighbors holding out hope his wicht daughter — chained up in the barn, after having killed and eaten her brother — is going to wake up one day and recognize her papa. This is a metaphor (as Edér has belatedly recognized) for how how the whole Dyrwood, including Gilded Vale, turned on their own during the Purges. Just like that farmer, Edér has spent years just waiting for his hometown to finally snap out of it.
    • When you ask him how he spent the last five years in Deadfire, all three of his possible endings from the first game end up with him wondering if he could have done anything differently, or if good people getting hurt is just the cost of trying to change things. Which ends up being the central driving conflict of the game.
    • At the very end of Deadfire, with Eothas on the verge of smashing the Great Wheel to pieces, breaking the cycle of reincarnation, Edér tells the Watcher one last story — about a misspent afternoon when he was a kid, playing with his mother's spinning wheel and breaking it by accident, then breaking it even worse while trying to fix it. He says he used to think of the gods as being like his disappointed parents in that story — now, however, he sees the gods as more like that unattended little boy, playing with things that don't belong to them.
  • Dumb Muscle: Downplayed, at least in the first game. He might seem a bit slow, but he's actually quite observant, which is reflected in his above-average Perception stat. He's still a big, buff tank, though.
    Hiravias: The circumference of his neck exceeds the circumference of my torso at its thickest point... They sure do breed them big and dumb in the Dyrwood, don't they?
  • Establishing Character Moment: Can be found casually smoking his pipe in Gilded Vale under the hanging tree, and casually jokes that he'll likely to be the next hung on that tree.
  • Everyone Can See It: Played with. Several companions can remark in party banter that they thought there might be something more between Eder and the Watcher and it's such wasted potential he's not into them, with Eder agreeing but claiming he can't help how he feels. Doubles as Leaning on the Fourth Wall since the companions are stating what many players feel.
  • Evil Stole My Faith: First it was Waidwen, who surely couldn't be Eothas, right? But between the Saint's War, and the Purges, and Raedric's hangings, Edér is a pretty broken man when you find him, despite his calm and affable exterior.
  • Fantastic Racism: Admits to it in the second game, if an Orlan Watcher tries to romance him. While he's perfectly cordial to every orlan he meets (save a few Innocently Insensitive comments), he still explains that growing up in Dyrwood he didn't meet many orlans, but he was always hearing about how much trouble they were, and the few he did encounter were bad news, so he still has that negative association in his head—except with you, of course.
    • Edér is also the only companion who approves of kidnapping baby Vela. While the other companions are aware and appalled that you're taking a baby from her family, and that she'll be a lot of responsibility to raise, Edér is thrilled. He excitedly declares that he has room in his pack if you let him name it, seemingly unaware that she has a name and family already, and isn't just another pet to pick up like a dog or a cat.
  • Farm Boy: Used to be. Even tried to go back to being one after the war. It didn't stick.
  • Flanderization: The second game tends to play up his Dumb Muscle qualities and make less of his incisiveness. He's still a ready source of surprisingly apt anecdotes and life experience. (Though it could also be years of abusing whiteleaf catching up with him...)
  • Fluffy Tamer: He wants to be, but most companions know better. Hiravias even remarks at one point that with him trying to pet every animal he sees, no matter how big and deadly it is (like stelgaers), it's a wonder he's still alive.
  • Four-Temperament Ensemble: Phlegmatic (reserved and easygoing).
  • Friend to All Living Things: Hiravias points out that Edér is very kind to animals, a sign of his Hidden Heart of Gold buried under the barbs and largeness. He also loves petting soft animals, often to his detriment.
  • Gallows Humor: He regularly makes light about his status as a pariah and the fact that a lot of people in Dyrwood would like to see him dead. One of the first things you'll even see him doing is joking that he'll likely be the 19th person to be hanged in Gilded Vale.
  • Hair of Gold, Heart of Gold: Without a doubt one of the kindest companion you can recruit, and the only one who still worships Eothas (a god known for his kindness and benevolence), despite Eothas being allegedly dead. He also has a very large soft spot for animals.
  • The Heart: Much more so in Deadfire. Helping you defeat Thaos seems to have done a lot to help reclaim his spot in the world. With Eothas' help, you can, of course, break him all over again.
  • Hero of Another Story: Edér was a veteran of the Saint's War, which ended the reign of an usurper pretending to be the incarnation of a god. Or so he thought.
  • Heroes Love Dogs: Edér loves animals in general. He pets Ituumak, and notably has a number of random banters commenting on the various animals the Watcher can put in their pet slot, particularly dogs.
    Edér: Hey, you think we could get another dog? Keep this one company? Just a thought.
  • Heroic Spirit: Downplayed, but the racial stat bonus for humans is +1 Resolve. The stat bonus for characters from the Dyrwood? Another +1 Resolve. And if you directed the stolen souls in Sun-in-Shadow back into the souls of all Dyrwoodans, which is the option Edér argues for at the very end of the game, in Deadfire he has a special trait, Strong-Souled, which gives him +5 HP. Presumably this is what lets him keep his sense of humor in the face of all that's happened.
  • Illegal Religion: He's a victim of this, as the town is against him for being a follower of Eothas.
  • I'm Taking Her Home with Me!: "Can we keep him?" Edér asked the Watcher, not for this first time. He even has this reaction to Modwyr in the sequel.
  • Incompatible Orientation: If a male Watcher tries to romance him, this is one of the reasons he turns them down. He does say that if he's ever curious then you'll be the first to know.
  • Innocently Insensitive: Sometimes he says things that rile people up without meaning to. Given where he grew up, it's not surprising that he genuinely doesn't know any better.
    • The Dyrwoodan tendency of Fantastic Racism for orlans shows in his banter with Hiravias. He immediately apologizes, meekly stating that he didn't know he was saying something bad. This also comes up in Deadfire if an orlan Watcher tries to romance him.
    • He's learned his lesson in Deadfire, sort of — before he even asks the question, he warns Tekēhu that he doesn't mean ill by it.
      Edér: All right... Is there any kind of ocean critter I shouldn't be eating in front of you?
    • In both games, Edér openly gushing about Iselmyr and asking to talk to her all the time makes Aloth feel irritated and left out, since he's standing right there. Edér does eventually apologize in the second game, though he never quite stops openly favoring Iselmyr's company over Aloth's.
  • Insult Friendly Fire: Unintentionally and unacknowledged in-game, but he tries to "compliment" Hiravias by reciting the following bit of rhyming "wisdom" from around Gilded Vale: "'Face of skin, let them in. Face of hair, best beware.' But you're more like a skin-faced orlan." Now, imagine your Watcher is a Wild Orlan...
  • It Is Pronounced Tro PAY: Ed-DAIR Tey-LEDGE. The last name is the trickier one, since it's hardly ever mentioned.
  • Magically Inept Fighter: Even in the second game, he chooses from (or combines) the two mostly mundane, physical classes: Fighter and Rogue.
  • Mellow Fellow: Edér is casual and laidback in manner, speaks in a calm, wry tone of voice, and is hard to upset or even annoy. Of course, that's because most of the worst things he could imagine happening to him have already come to pass.
  • Never Accepted in His Hometown: Despite fighting for Dyrwood during the Saint's War, he's not accepted in his hometown of Gilded Vale because he and his family were Eothasians.
  • Nay-Theist: Starts to show this side as you learn more of Eothas' ultimate goal in Deadfire.
  • Nice Guy: Beneath the dry humor and the intimidating stature (at least according to Hiravias), he's a pretty friendly guy. He never raises his voice to the Watcher except during his personal quest, and that was out of desperation, not hate.
  • Oblivious to Love: Tekēhu is pretty clearly hitting on him in a few banters, but Edér never picks up on it, and Tekēhu eventually lets it drop.
  • The One That Got Away: Deadfire reveals that he was deeply in love with a woman Elafa, and has been unable to move completely past that relationship ever since it ended. It is also the main reason why he rejects the idea of pursuing a romantic relationship with either a non-orlan female Watcher or Xoti.
  • Plucky Comic Relief: Leans toward this in the second game, when he's gotten a little distance on the Dark and Troubled Past that prevented him from being this in the first game. Not the case in the first game, where the wounds are still raw, and his Sad Clown tendencies are closer to the surface.
  • Restored My Faith in Humanity: Defeating Thaos, and, more particularly, meeting the Watcher, seem to have done this for Edér: as of Deadfire.
  • Sad Clown: Most of his jokes are a reaction to the insanity all around him, and duly barbed.
  • "Shaggy Dog" Story: Edér never does find out why his brother joined Waidwen's army.
  • Ship Tease: Offers to buy Iselmyr a drink. Could just be a friendly gesture, but given his open admiration of her and frequent gushing about how funny she is and how awesome she is to be around...
    • The second game plays this dynamic with Xoti for all its worth, but ultimately the best possible ending for them ends with them becoming Platonic Life-Partners.
  • Sibling Rivalry: Affectionate oneupsmanship, as Edér remembers it now.
    Edér: We got along how brothers do. He used to throw water on me to wake me up in the morning. I used to fill his boots with stinging ants.
  • Simple-Minded Wisdom: The source of a good deal of this, through his quips and anecdotes.
  • The Simple Life Is Simple: Yeah, no. But of course we already knew that.
    Maia: You ever long for the simple life, soldier?
    Edér: Nah, where I'm from, sometimes the simple life comes knocking on your door with nooses and pitchforks.
  • Smoking Is Cool: The player first meets him as he's casually smoking a pipe while observing a bunch of corpses hanging from a tree. He is also frequently seen calmly smoking his pipe in much of the promotional material. In the second game, him lighting his pipe and smoking it became his idle animation.
  • The Snark Knight: Has a quip for almost every occasion.
  • The Stoner: Conversations with Hiravias and Zahua suggest he's a casual user of the Dyrwood's milder drugs. He even starts out with a couple sprigs of whiteleaf in the sequel, and the in-game description of the Dyrwood's (weak) beer in both games acknowledges that narcotics are more popular than alcohol throughout the country. Truth in Television, since garden-variety mild drugs had a long history of home use before they became illegal, or before they were laboratory-concentrated and then became illegal.
  • The Unfavorite: Ultimately averted, since Edér's parents never thought any less of Edér or tried to change him, but they all thought of his big brother Woden as The Ace.
  • Video Game Cruelty Punishment: If the Watcher gains a negative reputation with him in II, his selection voice set changes, with the normally affable Edér sounding incredibly depressed at having found out that his god and his last real friend in the world are both kind of assholes.
  • You Are a Credit to Your Race: He at one point compliments Hiravias like this, saying that he might be a hairy (i.e. Wild) orlan but in his eyes he is as good as one of the hairless ones (i.e. the Hearth orlans, who are viewed as more "civilized"). Hiravias is understandably quite incensed about it, and Edér quickly backtracks, stating that he didn't mean to offend him. Hiravias does end up forgiving him. This comes up again if an orlan Watcher tries to romance him in Deadfire.


Pallegina mes Rèi
Voiced by: Mela Lee

"The safety of the Republics is being decided here. If I do what needs to be done, there'll be time enough to beg forgiveness when the dust settles."

A paladin from the Vailian Republics, she's first encountered when the Watcher wanders into Ondra's Gift in Defiance Bay, and offers to join the party after the manager at the Vailian import/export warehouse is tended to first. She joins the Watcher in the hopes of serving the larger interests of the Vailian Republics, rather than the relatively short-sighted goals of the Council of Ducs. She returns as a companion in Deadfire.

  • Abusive Parents: Pallegina's father hated her both because she was born godlike, meaning she was sterile, and because her birth caused her mother injuries so severe that she was incapable of baring any more children, effectively ending his line. Perhaps the nicest thing that could be said about him is that he didn't throttle her at birth like many other parents of godlike children.
  • Afro Asskicker: Sports a magnificent mane of hair (and plumage).
  • All of the Other Reindeer: Pallegina sympathizes with outcasts, since her unusual appearance as a godlike has forever marked her as different from other people, who tend to shun her as a result.
    Pallegina: We all have to protect ourselves, no matter where we are. Being different means always looking over your shoulder, no matter what company you keep.
  • Ambiguously Gay: She becomes flustered when Maneha flirts with her by complimenting her accent, and implies that men paying her similar compliments in the past had not caused the same reaction. This is also evidenced in-game by her hostile reactions to male companions who flirt with her, such as Hiravias, Aloth (who she is not convinced was really "Iselmyr"), and Tekehu. Additionally, in the Vailian Trading Company ending in Deadfire, there is rampant gossip that she is having an affair with the Ducess of Spirento. However, her sexuality is not relevant to her story, and her devotion to her country supersedes any potential for romance, so there is no proper confirmation.
  • Anti-Nihilist: Out of all companions, she probably takes The Reveal that the gods aren't real the best, acknowledging Iovara's (rhetorical) point that perhaps science can't provide the same certainty as the gods, that certain things have no inherent meaning without a higher power to assign them one. It helps that Pallegina has a longstanding bone to pick with her "mother" Hylea, of course.
    Pallegina: I stopped asking those questions long ago. It is enough to care for those we love with the time we have in this life.
  • Badass Boast: Tends to make these by making simple (under)statements of fact with absolute conviction.
    Pallegina: You will find this meal most difficult to eat, dragon.
  • Badass Gay: She is a paladin who is highly trained in combat and Ambiguously Gay.
  • Better the Devil You Know: While she's not necessarily fond of House Doemenel, she favors them over The Dozens since she considers the former smart enough to at least keep order in Defiance Bay.
  • BFS: Starts out equipped with and proficient in the use of a greatsword in both games.
  • Boomerang Bigot: Sort of. It's complicated. She's strongly against racism and doesn't discriminate against godlike, but she also hates being treated as special and somehow chosen by the gods, like godlike in the Deadfire. Part of this is simply down to her longtime Nay Theism, but it's more than that, since she wouldn't be godlike at all if she had the choice — most avian godlike are considerably more avian in appearance, but Pallegina's development was stopped short in adolescence thanks to a surgical procedure by the animancer Giacolo, perhaps the closest thing she has to a friend and father figure. Basically, she's anti-racist, and thus anti-anti-godlike, but anti-pro-godlike as well.
  • By-the-Book Cop: Somewhat clouded, probably deliberately. She's introduced alongside the Doemenel crime family, who are also the faction whose influence on Defiance Bay she most supports. However, this is because the Doemenels are businessmen at heart, and the only rules Pallegina is interested in following are those set down by her ducs.
  • Calling the Old Man Out: It's not her biological parents, she's already come to terms with them. No... her beef is with Hylea herself, as the source of her Avian godlike features. She can give Hylea a piece of her mind if she's in the party when the Watcher meets the goddess.
  • Character Class: Paladin. In Deadfire, her options are Paladin, Paladin/Fighter (Crusader), or Paladin/Chanter (Herald).
  • Deadpan Snarker: More so in the first game, when she was much more hotheaded and impetuous. She chooses her words very carefully indeed after returning from being banished.
    Pallegina: You want to help? Sure. Go into that warehouse and ask for a man named Verzano. When you find him, throw him in a sack, throw the sack in a crate, and put the crate on a boat headed to Ancenze. Or the bottom of the Pearlwood Gulf. Either's fine with me.
  • Establishing Character Moment: She is introduced coolly strolling up to a Too Dumb to Live merchant who has crossed the Doemenels (and gotten others killed for it in the past) that the Vailian Embassy has withdrawn its protection, so she is no longer obligated to save him from his own stupidity or enable his continued destructive tendencies. She advises the Watcher to leave him to his self-inflicted fate, but does not stop you if you opt to save him, and joins you afterwards no matter what you do. This displays her absolute loyalty and obediance to the Vailain Republics, her unwillingness to suffer fools, and her Tranquil Fury over those who get innocents hurt.
  • The Exile: If the souls of the Dyrwood aren't strengthened by the souls of the Hollowborn, and Pallegina makes up a new trade agreement instead of the one she was ordered to offer, she ends up banished from the Republics. If she makes up a new deal and the souls of the Dyrwood are strengthened with the Hollowborn souls, however, the Republics benefit from her trade deal, and her exile is only temporary.
    • Can potentially become this in the second game (for the second time, even) if you side with the Huana without implicating the Vailians to cause a Rauatai/Vailian cold war. The VTC will pull out of the Deadfire and attempt to exile her (potentially for the second time) for supporting you. If Director Castol still holds his position, he'll intervene on her behalf.
  • Expy: Of Kaelyn the Dove, a divinely powered warrior with avian features and a celestial heritage, who starts to have doubts over the rightness of her cause, and the wisdom of her elders. Right down to one possible ending for Pallegina, where she's exiled from the Republics and pledges her sword to a more altruistic order of paladins. If you play your cards right, however, her exile may only be temporary.
  • Flaming Sword: Blue Technicolor Fire, courtesy of the standard paladin ability Flames of Devotion.
  • Four-Temperament Ensemble: Choleric (strong-willed and task-oriented).
  • Friendless Background: Driven home in Deadfire — not only was she sold to the Brotherhood by her father, but she wasn't close to any of her fellow paladins, either. The ideal of the Republic itself was really the one light in her life, which explains her absolute devotion to her country. The only real friend she had growing up was her brief acquaintance with Giacolo, the animancer who prevented her godlike attributes from manifesting any further, becoming something of a father figure to her. In a VTC ending, it's also implied that her reasons for favoring the Republic of Spirento above all others may have more to do with the Ducess herself than the country, with the two implied to have embarked on a common knowledge affair which is the talk of the capital.
  • Gameplay and Story Integration: In Deadfire, Pallegina's breastplate changes depending on which of her endings you got in the first game. It's a symbol of her mental state as much as anything.
    • Each version starts with the Defiant trait, reducing all damage by 5%, which increases as the wearer's health drops.
    • If she followed her orders and put the Republics' interests ahead of the struggling Dyrwood, she is assigned to the Honor Guard of the Ducess of Spirento and given a new breasplate and bright-red sash as a mark of her position. It can be upgraded to give her a +8 bonus to all defenses (Pride of the Ducs), which drops as she loses health.
    • If she followed her orders but the Dyrwood later bounced back thanks to the Watcher strengthening their souls, or if she was banished and later reinstated under the same circumstances, her Five Suns Breastplate is as pristine and shining as it was in the first game, upgradeable to grant a damage-enhancing aura (Bracciao Rugo) to allies.
    • If she was exiled from the Republics and spent years working as a guard, her original breastplate, now listed as the Desgraza Breastplate, is now gouged and pitted, with the five suns of the Republics painstakingly scratched off. It can replace Defiant's damage reduction with an aura (Recompienza) that provides the same protective qualities to Pallegina's allies, while stripping them from Pallegina herself.
  • Gameplay and Story Segregation:
    • While picking up some fighter training makes sense for a career soldier, her herald (paladin/chanter) multiclass is given no in-game reference or explanation, and Kana actually asks her to stop singing at one point (and she's not even that bad, or at least Mela Lee's voiceover isn't). That being said, given that chanting is as much asking the spirits for their willing help as anything else, it might be the spellcasting class that requires the least background explanation.
    • Even if she eventually joined the Kind Wayfarers in one of her endings from the first game, no mention of this is made in Deadfire and her subclass doesn't change. The game seems to treat this as the ending where she became a guard for ships and caravans from the Republics, to be as close to others from her homeland as she could after her banishment.
  • Giant Poofy Sleeves: Of the Elizabethan slashed-silks variety. In the second game her pantaloons are even larger to match.
  • Gratuitous Foreign Language: Gratuitous fantasy Italian. She drops enough Vailian into her dialogue to count as Poirot Speak at times.
  • Hollywood Tone-Deaf: Which is funny, of course, since she's part bird. Kana, who otherwise spends half his time trying to convince others to sing him any snippets of folk songs they can remember, backs off completely when Pallegina volunteers, of her own free will, to sing the various patriotic Republic anthems she knows.
  • Hot-Blooded: She's known for her hot temper in the first game, but seems to have become more reserved (or beaten down) in the second.
  • Insignia Rip-Off Ritual: Depending on the ending you got for her in the first game, the sunburst symbols may be stricken from her breastplate after she's ejected from the Brotherhood of the Five Suns.
  • Jack of All Trades: Has a very balanced spread of stats with no clear favorite. She also belongs to a primarily defensive class (Paladin) while favoring the two-handed sword, a very offensive-minded weapon.
  • Jerk with a Heart of Gold: "Jerk" might be overselling it, but she is a stoic, hot-blooded, ruthlessly pragmatic servant of the ducs who will not suffer fools or unwanted flirting, and can make grown men piss themselves just by glaring at them. But she has a very kind heart underneath; she's deeply compassionate to outcasts like herself (including orlans like Hiravias), wants what's best for her beloved Republics, and (if the Watcher encourages it) will defy orders for the ducs for the good of the Dyrwoodan and Vailian Republic people.
  • Knight In Sour Armor: She'll do what the ducs ask. She might complain at some length, but she'll do it. It takes convincing from the Watcher to make her do otherwise.
  • Lady of War: Starts equipped with a great sword and knowing the Soldier weapon mastery, and despite her sharp tongue she's a poised and courteous mediator between her native Vailian Republics and the merchants of the Dyrwood.
  • Long Game: She's frustrated that her ducs are only focused on short-term gains to secure footholds of power, rather than long-term stability which would ensure the future of the Vailian Republics.
  • Loophole Abuse: How she gained access to the Brotherhood - only women that can bear children are considered "women" in the Vailian Republics, so her being infertile (due to her godlike status) was enough for the recruiter to happily agree to take her.
  • Magic Knight: As a paladin, she channels soul energy into both powerful attacks and healing.
  • Magic Music: While the chanter's various buffs do synergize nicely with the ones she can choose as a paladin, there's no in-game reference to how or when she picked up the knack.
  • Mark of Shame: Her marred breastplate from the second game. Pallegina being Pallegina, she still wears her shame even after being banished for years, since it's her only remaining connection to the country she loves.
  • Married to the Job: Maneha finds out the hard way between the first and second games. If the Watcher tries to flirt with her in Deadfire, so will they. In her Vailian Trading Company ending in Deadfire, there's gossip all over the Republic of Spirento that she's in a relationship with the Ducess, much to the Chagrin of the Ducess's husband. A local playwright even stages a popular farce about it.
    Pallegina: The Republics are the only love I have ever known. I would give all that I have to them, to our people, to our future.
    Watcher: The only love? Have you never been in love with someone?
    Pallegina: [tilts her feathered head to one side, thinking] If love means to feel the way I do about my country, no. What I feel is about more than one person, more than the ducs.
  • The Musketeer: She starts off with a greatsword and a pistol as her weapons.
  • My Country, Right or Wrong: The crux of her conflict. She feels that the mission she's currently doing for the ducs isn't what's best for the Republics overall. Whether she obeys or disobeys orders, and whether she's rewarded or punished for doing so, depends on the player's actions.
  • Nay-Theist: She resents the gods — particularly Hylea — for creating godlike like herself and then abandoning them into the world. She becomes even more contemptuous of them in the sequel, knowing what she now knows about their true nature.
    Pallegina: At their best, the gods are powerful children. At their worst, they are little more than mad beasts taking out their anger on our world.
  • No Good Deed Goes Unpunished: Making up a new trade deal so as not to take advantage of the Dyrwood's weakened state for the Republics short-term gain can end disastrously for her if the Watcher doesn't end up strengthening the Dyrwood with the stolen Hollowborn souls. With the Dyrwood not in a position to challenge the Republics for trade, Pallegina ends up exiled from her beloved homeland.
  • Off-Model: Her character portrait appears to be a bit off, due to the position of her left eye. About a week after the game came out, someone released a mod that raised it up some. That said, since she's an Avian godlike, it's possible that her eyes are wide-set like a bird's, more specifically a bird of prey. Deadfire fixes this by using a new portrait that's facing forward.
  • The Order: The Frermàs mes Canc Suolias ("Brotherhood of the Five Suns," in Vailian) are a paladin order loyal to the ducs bels, the five rulers of the Vailian Republics. Not the will of any one duc, mind you, but the collective will of the ducs as a whole.
  • The Paladin: Paladins in this setting serve ideals, and don't necessarily directly commune with the gods. Pallegina, for example, is a Paladin of the Brotherhood of the Five Suns (the Frermàs mes Canc Suolias), an order loyal to the Vailian Republics' legislature. All of her multiclass options in Deadfire retain paladin as her first class. She's somewhat single-minded, to put it lightly, since her powers are basically drawn from her patriotism — yet not mindlessly so, since her love of country often clashes with the orders of her ducs, which she frequently sees as shortsighted.
  • Playing with Fire: Paladins project soul-fire, and paladins of Pallegina's sun-themed Vailian order all the more so, hurling motes of fire, summoning blinding columns of light, and wreathing her weapon in flames.
  • Prestige Class: Her unique Paladin subclass, Frermàs mes Canc Suolias, grants Sworn Enemy as a bonus ability, and upgrades it to Wrath of the Five Suns, which launches five motes of flame when it's used, dealing Burn damage to the target. In the first game, she could also take Vielo Vidòrio ("Swift Victory"), which granted allies a buff to Attack Speed when she used Flames of Devotion.
  • Properly Paranoid: She's worried that the Republics usurping the Dyrwood's trade deals during the latter's weakened state could cause a long-term conflict with the Dyrwood if they recover. If the Watcher empowers Dyrwood with thousands of stolen souls, this proves exactly the case as the Dyrwood fights back against the Republics. If Pallegina had amended the trade agreement to something more fair, she ends up temporarily exiled for her insubordination but eventually pardoned for her foresight.
  • Purple Is Powerful: Puffy, frilly purple sleeves, and an unswerving agent of the Republics, whether they appreciate it or not.
  • Realpolitik: All of the actions that Pallegina is favorable to are those that she feels will benefit her nation the most. To this end, she sees maintaining the stability of the Dyrwood as vital to the Vailian Republics, as it serves as a buffer between them and Aedyr, and is a reliable trading partner for Animancy research.
  • Regal Ruff: As a representative of the ducs bels, she has a (relatively understated) frilled collar and cuffs, as well as Elizabethan Giant Poofy Sleeves.
  • Relationship Values: In the second game, unlike your other companions, Pallegina's relationship with the Watcher isn't based on your opinions or actions, but purely based on your relationship with the Vailian Trading Company. Which, given that she's a paladin devoted to the ideal of the Republics themselves, does make a kind of sense.
  • Screw the Rules, I'm Doing What's Right!: If she decides not to make a sweetheart deal with Eir Glanfath to take advantage of the Dyrwood's weakness in the wake of the Saint's War and Hollowborn Crisis. This can come back to bite her if the Watcher doesn't strengthen the souls of the Dyrwood with the Hollowborn souls.
  • She Is the King: She'a a brother, not a sister, of the Canc Suolias. Because only women who can bear children are considered women in the Republics, and all godlike are sterile.
  • Ship Tease: With Maneha, who openly crushes on her. In Deadfire, though, it turns out it didn't go anywhere because Pallegina is Married to the Job. Though her slightly wistful behavior when she explains that their relationship ended up not really going anywhere, indicates that she is a bit disappointed that it didn't work out.
  • Shout-Out: To Mozart's The Magic Flute. Unlike her counterpart Papagena in the opera, a woman dressed in a feathered costume, Pallegina is an Avian godlike who has feathers. Furthermore, rather than finding her perfect mate, Pallegina has resigned herself to a life of celibacy without children — not without bitterness.
  • Supernatural Gold Eyes: Yellow eyes are yet another birdlike feature given to her by her Avian godlike status.
  • To Be Lawful or Good: To obey orders, or to do what she believes is right, not just for the Dyrwood but the Republics as well.
  • Touched by Vorlons: As one of the godlike, she's the result of prenatal tampering by one of the gods—Hylea, in her case.
  • The Unfavorite: She's quite open about the fact that her father sold her to the Brotherhood, despising her for effectively ending the bloodline by being born godlike, and thus sterile.
  • You Are the Translated Foreign Word: Rekke says she is like "suhel shul aki has" — horse in small house. Very grumpy.

Pillars of Eternity Party Members



"Have you seen a man branded by flame? He remembers it always — in every waking moment. It is a lesson writ in the only ink and vellum that matters — blood and flesh."

A human priest of Magran, Durance preaches the word of Magran to any who pass by Magran's Fork, complete with a flaming statue. Upon meeting the Watcher, he takes a particular interest in them, and more or less dragoons himself into your party to follow you around and "test" you and your worthiness. Beneath his very embittered, gruff exterior, however, it seems he might have somewhat deeper reasons for following you...

  • Abhorrent Admirer: Implied to be one for Aloth's female Split Personality, Iselmyr. Aloth warns him that he cannot be held responsible for what she does if Durance calls her a "whore."
  • Activist Fundamentalist Antics: As evidenced by his actions during the Purges. He is very quick to judge people, and wish to pass judgement upon them.
  • Break the Haughty: Durance loves doing this. It's how he frames his work on the Godhammer, and seems to be a large part of his reason for traveling with the Watcher. Yet if you complete his personal quest, it turns out he was the one who was broken — not even by the Watcher, but long ago, by his own misplaced faith.
    Durance: It brought the Saint's War to an end... knocked a god from his perch. There are a few that would deny Eothas... overstepped. The Godhammer reminded Eothas of it.
  • Broke Your Arm Punching Out Cthulhu: It's obvious, even early on, that being involved in the development of Eora's first ever weapon of mass destruction and said weapon's apparent killing of a god has not been especially kind to Durance's psyche. Especially since Magran seemed to stop speaking to him afterwards, despite the Godhammer seemingly being her will.
  • Carry a Big Stick: Joins with a staff with good reach that deals fire damage. Said staff is also full of runes hiding a special meaning...
  • Comic-Book Fantasy Casting: And Grigoriy Rasputin as Durance.
  • Combat Medic: He is perfectly able to hold his ground on the frontlines once correctly equipped. As a Magran priest, his unique talent (if picked) gives him a major boost in accuracy when using swords or arquebuses, making him perfectly suited for both close and ranged combat, and his numerous healing and buffing spells make him an invaluable asset.
  • Crisis of Faith: Other characters in your party have an internal struggle with their faith, but Durance's story takes the cake by far. Events prior to your meeting led him to have a rather strained relationship with his goddess (who doesn't speak to him anymore). He's trying desperately — fanatically — to reconnect with her, but his opinion of her has fallen so far that he habitually calls her a whore. He can eventually discover that he was being used by his goddess, and that she intended him to die along the rest of the Dozen after killing Eothas in order to hide her hand in his death. The only reason he's still alive is because she no longer recognizes his soul, which was damaged following the explosion of the Godhammer. This revelation leads him to abandon his faith in Magran, and he intends to find and kill her personally at the end of the story.
    Durance: Not many can claim to have killed a god. It is a less... heroic tale than you would think. And such a death, it changed our faith. All faiths, I expect. Doubt followed. And the world changed...
  • Deadpan Snarker: Love him or hate him, you have to admit Durance can turn a phrase.
    Durance: If doubts and curiosity plague you, you're skinning your knuckles on the wrong door.
  • Did You Just Punch Out Cthulhu?: He was one of the architects of the Godhammer Bomb, and was instrumental in its development, deployment and use against Waidwen.
  • Dirty Old Man: Makes quite a few lewd comments towards female party members, especially at the Salty Mast.
  • Doesn't Trust Those Guys: He thinks most — if not all — Eothas worshippers and people from Aedyr are secretly plotting the downfall of Dyrwood.
  • Downer Ending: If you don't convince Durance that he was just a pawn of Magran, he'll still be discontent and decide to burn himself alive.
  • Driven to Suicide: As mentioned in Downer Ending, if you don't convince Durance he was used and cast aside by Magran, his continued discontentment will result in him committing suicide by self-immolation.
  • Evil Laugh: A guttural chuckle when he scores a crit.
  • Fantastic Racism: A tremendous bigot. He's openly racist against all nonhumans, but has a particular disdain of orlans. Naturally, an orlan Watcher can call him out on this. He's also dismissive of worshipers of gods other than Magran, with a special hatred for those who worshiped Eothas — he proudly admits to having taken part in the Purges, even if Edér is in the party, although oddly he doesn't have anything in particular to say to an Eothasian Watcher, or vice-versa. He's contemptuous of foreigners in general, especially Aedyrans. And for good measure, he implies that he's taken part in violence against animancers in the past, too.
  • Foreshadowing: Durance tags along with the Watcher to see if the latter's a "field to be put to flame." It's as much a reference to the Watcher as his own fate in his Downer Ending.
  • Four-Temperament Ensemble: Choleric (hot-tempered and mission-focused).
  • The Friend Nobody Likes: Pretty much every other party member, even Grieving Mother, sees fit to make jokes and quips at his expense. Edér doesn't appreciate his virulent hatred of Eothasians, Hiravias isn't exactly happy with his racism against orlans, Aloth doesn't appreciate Durance shaming him for not being "manly" enough nor does Iselmyr appreciate his Abhorrent Admirer tendencies, none of the women are keen on his misogyny and lechery... The Devil of Caroc, who's a serial-murdering robot, has an easier time getting along with the rest of the group, and even Kana, who otherwise has a good word for everybody — he tries to get Devil to sing folk songs for him — washes his hands of Durance.
  • The Fundamentalist: Thoroughly obsessed with the rightness of his faith... and the wrongness of others', even fellow believers of Magran.
  • The Gadfly: He's constantly digging for a reaction. Like Kreia or Ravel, however, the only opinion he really cares about is the Player Character's.
  • Game-Breaking Bug: His quest was rather hard to trigger. Patches made it easier to unlock it.
  • Gameplay and Story Segregation:
    • Somewhat oddly given the usual robustness of the dialogue system, he never comments on it if the PC is a priest of Eothas. Being a Watcher may override that.
    • While he is a priest of Magran, his goddess no longer communicates with him, which makes one wonder how he is still able to use his priest powers. The Watcher can actually lampshade this during one of his conversation with Durance, who replies the following:
      Durance: Eothas burned, yet his worshippers still suck power from his smoldering cock... [...] If I give my goddess offense, then I serve her according to her aspects.
  • Gonk: He is noted to be rather hideous, having a pox-marked face as well as having bulging bug-eyes and being generally filthy.
  • Healer Signs On Early: Can be found on the road in Magran's Fork, directly south of Gilded Vale, and is the third (permanent) party member you're likely to happen across after Aloth and Edér. He also starts off with two pieces of magical equipment, as something of a consolation prize for the fact that he's the only priest companion you can recruit.
  • Heroic Spirit: As a Dyrwoodan human, he gets a +2 bonus to Resolve, same as Edér. YMMV as to how heroic he is, but this contributes to his starting Resolve of 19, one of the things which makes him as tough, powerful, and fanatical as he is.
  • Heroic B.S.O.D.: The Watcher themselves can induce one in Durance if they know exactly what to say. In addition, after losing the connection to Magran that once drove him, Durance, presumably a high-ranking priest at the time, walked out of Ashfall Citadel with his burnt robes and staff and never looked back, effectively turning the last fifteen years of his life into this.
  • Holier Than Thou: Very much so, as highlighted by his opinion of the Magran's priest of Defiance Bay. He seems to think that he alone has the right to test others and judge them as failures by his own standards. He even judges the goddess to whom he's devoted.
  • Howl of Sorrow: If the Watcher manages to convince him that Magran had conspired with Woedica and planned for him to die among the other creators of the Godhammer, he lets out one in response at the realization that the Watcher is right and that his god has essentially cast him aside.
  • Hypocrite: What he despises above all else. It's part of why he's so vocal and loud — he needs to convince himself of his own convictions, to keep his nagging doubts from eating away at them. Which is why Magran abandoning him for doing what he thought she wanted completely shattered his sense of self, and why when it turns out Magran killed the other eleven builders of the Godhammer after having convinced them it was right to begin with, it breaks him all over again.
    Durance: Do I value [Magran]? Why, I hold value in all whores — for a whore, their motivations are honest. And if one such as I who truly seeks to embody trials and purification, one such as I who basks in war... why, if I do not even dare to take that fight to the principles of a goddess and her chosen fires... I would bleed to death on my own hypocrisy.
  • It's All About Me: Durance comes off as rather pompous and full of himself quite frequently, acting as a holier-than-thou character who despises everything and everyone who doesn't share his point of view, and he goes to great lengths to rationalize his most abject words.
  • Jack of All Trades: Back-row caster or front-line off-tank, robes or plate mail, gun or sword, Durance's stat line and the Magran-specific Inspired Flame talent let him work well at any range. His Resolve of 19 also gives him one of the best base Deflection scores in the game.
  • Jerkass: Durance is an unpleasant person to just about everyone, and he doesn't care what other people think of him.
  • Knight Templar: He's firmly of the belief that all Eothasians must be purged, and has a history of putting many to the stake after the Saints War.
  • Kill It with Fire: He is a priest of Magran, the goddess of war and fire, and he can be a little enthusiastic about punishing people by fire (not to mention he burned himself quite a few Eothasians at the stake during the purges). The unique talent for Magranite priests, Inspired Flame, also unlocks a lesser version of Burst of Autumn Flame.
  • Kill the God: One of the twelve priests tapped by Magran to build the Godhammer Bomb, channeling their will into it to craft a weapon that could kill Waidwen. It worked. A little too well, in fact, so Magran killed the other eleven builders, while Durance escaped her notice thanks to the damage the bomb caused to his living soul. Deadfire confirms that Waidwen really was Eothas' avatar — it also confirms that he did in fact march on the Dyrwood to stop the Leaden Key plot, with killing him making absolutely certain that the Legacy would come to pass.
  • Large Ham: A hellfire and brimstone preacher who speaks in a dramatically overwrought, didactic manner.
  • Mad Eye: One of his eyes is visibly wider and offset compared to the other.
  • Mad Oracle: Everything about his initial appearance, from his cryptic manner of speech to his disheveled appearance to the flames that light up the monument to his goddess points to Durance being this. Only for it to turn out that Durance is, if anything, even more lost and cut off from the gods than anyone.
  • A Man Is Not a Virgin: Being a bigoted, misogynistic Dirty Old Man, Durance firmly believes this. At one point in party banter he rather rudely asks Aloth if he ever chased skirts, or just hides behind one.
  • Man on Fire: In addition to his preference for killing others with fire, a possible ending for him has him committing suicide via self-immolation out of his growing discontent.
  • Meaningful Name: Durance is both an archaic form of "endurance" as well as a term meaning restraint or imprisonment, such as in the phrase durance vile, meaning a very long prison sentence. Durance as a character both physically and especially mentally enduring (with his base 19 in Resolve), and has also been in something of a self-inflicted prison for the last fifteen years, living as a wandering fanatic in a desperate attempt to regain the attentions of his goddess. Made even more meaningful when it turns out that all his trials were never going to regain Magran's attentions in the first place.
  • Might Makes Right: Firmly believes this, being a dedicated priest of Magran, the Goddess of War. He'll even tell an Orlan Watcher to their face that their people deserved to get conquered and enslaved because they were too weak to fight off their attackers. He also criticizes Kana Rua's attempt to bring peace to his people, since Durance thinks their conquering, warmongering ways are the only worthwhile thing about their entire culture.
  • My God, What Have I Done?: Upon realizing that he was played by Magran and Woedica, he considers that Eothas might have actually been doing the right thing.
  • Mythology Gag:
    • Durance wishes to speak of flames and burning...
    • "Many marks may I make upon your flesh, but flame leaves marks that cannot heal." Or, as the Unbroken Circle of Zerthimon would have it, "Steel marks flesh, but flesh cannot mark steel." Right down to the very foundation of Durance's beliefs turning out to be based on a lie.
  • Nay-Theist: Due to the aftermath of the Godhammer and Magran seeming to abandon him, he has started referring to Magran as "whore". He still follows her religion, and is able to draw power from his belief. If you manage to complete his personal quest, he forgoes Magran completely after the ending. He makes it clear that he is continuing to use his priest powers only because you need them for beating Thaos, and that he intends to suck his whore dry while he still can.
  • No Celebrities Were Harmed: In his creation of the Godhammer, he's basically the Eoran equivalent of Oppenheimer, except rather than becoming like unto a god by killing countless mortals, he and the other twelve became the first mortals to kill a god — gods in this setting being made up of the soul energy of countless mortals.
  • Not So Stoic: As you learn more about his past, it turns out most of his sermonizing is just that: practiced speeches delivered for effect, and as much for his own benefit as yours. Everything he's done, the Eothasian Purges, attacks against animancers, it's all just to try and find a way to recapture the sense of purpose he had when he was creating the Godhammer in the name of Magran, to try and recapture her attention. When he says that in spite of all that, the world he created seemed worse for his actions, not better, it's rather plaintive, and the Watcher's response leaves him, for the first time, at a loss for words.
  • Only Known by Their Nickname: Durance is more of a self-applied title than a name. His real name is never given.
  • The Pig Pen: He's worn the same burned robes for fifteen years, and has obvious pox-scars. Combine that with his general disdain for personal hygiene and most of the party can't bear to be around him.
  • Playing with Fire: Magran is the goddess of fire, and all priests gain access to various spells which invoke the power of holy flame, with the basic Holy Radiance power causing Burn damage to Vessels (with its upgrade talent Brilliant Radiance causing it to deal Burn damage to all enemies). These are presumably the same flames he and his fellow priests channeled into the Godhammer, which singed his robes all those years ago. There's also the way that statue of Magran bursts into flames when you first meet him — that one's never fully explained. There's no reason Magran herself would do it for him, so perhaps it was just a theatrical touch on Durance's part.
  • Politically Incorrect Hero: He hates every country that isn't the Dyrwood, scorns the worshippers for most of the gods, thinks Eothasians deserve to be put to the flame, is racist against Orlans, has misogynistic attitudes...there are very few people he's not bigoted towards.
  • Principles Zealot: Durance is a fairly horrible person, but he at least tries to stick to his principles rather than be a hypocrite. To the point where he wants to put others of similar faith — even his goddess herself — to the test, to see if they live up to what they preach.
  • Rage Against the Heavens: If you complete his sidequest, he will go after his former goddess in order to make her face his judgement. Considering that he actually successfully killed a god before, Magran has serious reason to worry.
  • Roaring Rampage of Revenge: In one of his endings, after learning he was used by Magran in a plot orchestrated by Woedica, he forgoes being a priest of Magran and begun to think on how best to put Woedica to judgement.
  • The Scream: Lets out one full of anguish when he finally realizes that his goddess basically betrayed him, and that he was a fool all along.
  • Shut Up, Hannibal!: If the Watcher has completed Durance's personal quest and made him understand why Magran no longer speaks to him, then Thaos is left with no way to shock him.
  • "Shaggy Dog" Story: He built a god-killing bomb because he believed it was the will of Magran, only for her to turn away from him when it was finished. He then spent the last fifteen years trying to regain his goddess's favor only for it to turn out the only thing stopping her from killing him to cover her tracks was a disfigurement of the soul caused by the very same weapon he once created in her name.
  • Sinister Minister: Wild-eyed and disheveled in a ragged, singed robe, preaching fire and brimstone and scorched earth.
  • Sole Survivor: Of the twelve priests of Magran who created the Godhammer, only he survived the aftermath.
  • Token Evil Teammate: More like Token Jerkass Teammate. He's not evil per se. However, he is also the party member who prefers to dispense violence immediately, making people suffer if he thinks they deserve it. He happily joined in the Purges against the Eothasians following the Saint's War, and suggests he also took part in Dyrwood's various witchhunts against animancers. He believed what he was doing was all for a higher good, but as is is often the case with such characters, unlike your other party members, it's possible to dismiss Durance from your party permanently even after recruiting him.
  • Would Hurt a Child: Doesn't consider the Hollowborn children to be alive, to be less than the animal-souled wichts and basically admits to having killed a few of Hollowborn infants during the Purges.
  • Ungrateful Bastard: Not him. Magran. The only reason he's still alive was because his soul was different from it was before.
  • Unwitting Pawn: Magran helped him and the rest of the Dozen construct the Godhammer to kill Waidwen, believing he would die in the process. If you convince him his goddess was just using him, Durance is righteously pissed off and plans on getting his revenge.
  • Villain of Another Story: As one of the masterminds behind the Godhammer which stopped the Readceran invasion in its tracks, and then as an active, enthusiastic participant in the Purges, in another time and place (and a different kind of game) Durance might have been an Arc Villain in his own right. Given what we learn about Eothas' intentions in Deadfire and about Durance's own doubts and regrets during his personal quest in the first game, it's not entirely surprising that Durance's quest ends on something of a Heel Realization, even if he ultimately foists most of the blame on Magran.
  • You Know I'm Black, Right?: He does know. He does it on purpose.
    • During one of his Might Makes Right Holier Than Thou rants, he'll mention that the Orlans deserved to get enslaved for being too weak to fight off their attackers. An Orlan Watcher can, naturally, point out that they're an Orlan. He's very aware of what you are, and is not at all concerned with how offended you might be, and even takes the time to rub salt in your people's wounds.
    • He's also quite aware Edér is a practicing Eothasian, even as he proudly goes on about taking part in the Purges.
  • You Talk Too Much: He doesn't speak quickly, but once he gets going, you can expect a nonstop torrent of adages and homilies all to simply cover up for the fact that he's trying just as hard to convince himself of what he's saying as he is everyone else. He actually has the fewest interparty banters because of this — most of the rest of the party gives up on him after exchanging a few words.

    Grieving Mother 

Grieving Mother

"Your mind comes bearing questions, Watcher."

A female human cipher. Formerly a midwife at the Birthing Bell, she's devoted her life and cipher powers to ending the Hollowborn curse by any means necessary.

  • Adult Fear: Embodies the gut-level horror of the Hollowborn plague: the fear of all parents, of any expectant mother of losing a child, realizing there is something wrong with their child, of losing someone you already love without having even been given the chance to love... Grieving Mother, a midwife, knows this pain entirely too well, as if each child and birth were her own.
  • Brainwashing for the Greater Good: She's a proponent of using her cipher powers for this, arguing it well, accepting it as Dirty Business and, if permitted, can use it to Take a Third Option in a tricky situation. The Watcher can agree with her philosophy or push her away from it. She even asks the Watcher to do it to her; to remove her traumatic memories so she can have peace.
  • Clean, Pretty Childbirth: Averted. She's a midwife, with all the mess that means, and in sharing her memories, so are you, at least for a few moments.
  • Creepy Good: She never reveals her name, uses her Psychic Powers questionably, is eerily pale, has a Dark and Troubled Past, and never drops the Perception Filter she hides behind. She also takes very strong (if sometimes messy) moral stances, and near the endgame, will outright leave the party in disgust if the Watcher offers an infant as a sacrifice.
  • Cryptic Conversation: She talks in circles, weaving around the subject and arriving at deeper meanings in a portentous, roundabout manner. When she can muster a direct response, there's an almost childlike directness about it. A large part of this probably comes down to her Perception Filter keeping others from really seeing her, let alone speaking to her — she presumably hasn't had many "real" conversations with others.
  • Dark and Troubled Past: It's bad enough being a midwife during the Hollowborn epidemic, where the vast majority of children are born without souls. Using her cipher powers to convince the villagers that their children were born healthy, however, is darker still.
  • Dark Is Not Evil: Her clothing colors are dark grey and black, she's an Eerie Pale-Skinned Brunette, and her past is full of tragedies and regrets. But she's one of the most reliably good and compassionate party members you'll find.
  • Downer Ending: If you do as she asks and wipe her memories at the end of her personal quest, then she returns to the Birthing Bell as its sole resident, awaiting expectant mothers who would never come.
  • Eerie Pale-Skinned Brunette: Almost as pale as the nigh-albino pale elves, and an enigmatic, tragic figure.
  • Four-Temperament Ensemble: Melancholic (introverted and task-oriented).
  • Friend to All Children: She loves children dearly, and if she is in your party when you interact with them or pregnant mothers, she will always advocate the kindest solution (and call you out on the spot if you act Cruelly or Aggressively towards them). She'll flat-out leave your party if you choose to sacrifice baby Vela in Twin Elms.
  • Gameplay and Story Segregation: Her caul has no in-game mechanics associated with it. Enemies and allies alike can target her normally, even though they should be ignoring her, forgetting she's there, or assuming she's someone else and underestimating the threat she represents.
  • The Gift: She has no formal training as a cipher or a warrior, but has picked up enough on her own to be a a useful addition to the Watcher's party, and her Perception Filter is unique to her.
  • Loss of Identity: Her untrained cipher abilities lead her to fully absorbing and embodying the most intense feelings around her, losing herself within them. She's apparently forgotten a great deal of herself and her past at the point when the Watcher meets her.
  • Mistaken for Badass: Because of her cipher powers being able to read people's minds and sense their emotions, she was actually mistaken for a full-blown Watcher and was respected more then she actually deserved. She even embraced the title as it meant it would give comfort for people to have more hope in receiving her help. Needless to say, when she meets the main character and finds out they really are a Watcher, she's both incredibly intimidated and feels guilty.
  • My Greatest Failure: She's tortured by the memories of psychically tricking the villagers into thinking their Hollowborn children were healthy, which resulted in the death of a mother who put the welfare of her soulless child over her own health.
  • Mythology Gag: A midwife, both literally and, figuratively, for the ideas and potential of others, something of a Creator Thumbprint for Chris Avellone.
  • Namedar: Played with; initially, her lack of explicit name and unassuming appearance might make an inattentive player assume she's a generic village NPC until talking to her. (Except that she's clearly marked on the map with text, as only potential party members are.) Later, an option comes up in early conversations with her to ask her why she's known as Grieving Mother. She'll point out she never actually called herself that (or anything), but accepts it as an apt title.
  • Names to Run Away from Really Fast: An unconventional and subtle example, but ominous nonetheless.
  • Not So Stoic: Her companion quest has her break down, almost in tears, showing the grief in her title.
  • Not So Above It All: She has very few moments, her quiet nature and perception filter keeping her out of even The Comically Serious, but there's still some:
    • Even she isn't above mocking Durance.
      Grieving Mother: [if Durance drops in combat] A voice falls silent, at last.
    • During Zahua's quest, her response to Zahua cheerfully offering the party the ingredients to a Mushroom Samba is a wry "one must seek insight where one can". It's the tone that does it; she sounds like a put-upon babysitter reluctantly joining a child's game.
  • Only Known by Their Nickname: No name is ever given for her other than the one the Watcher gives her, Grieving Mother. Given how her ability works, it's possible she doesn't even have a name, or has forgotten it.
  • Perception Filter: Central to her character.
    • She appears to all who see her, save the Watcher and certain other powerful individuals, to be nothing more than a forgettable peasant woman. She refers to it as her caul, the word for to the amniotic membrane which surrounds a child in the womb — as well as a kind of headdress or bonnet such as a peasant woman might wear.
    • It even applies to other party members. When they notice her at all, it's as "that strange old peasant woman", and when she participates in dialogue and banters, characters continue on as if she hadn't spoken. Even Thaos outright ignores her when all your other companions get a Hannibal Lecture from him, and it would be hard to imagine he'd choose not to give her one too if he knew who she was. Iovara is the only one other than the Watcher who seems to actually see her.
    • This doesn't carry over to combat or stealth, however, and she will draw aggro at about the same rate as other party members of comparable power.
  • Phony Psychic: Played With. She's a real psychic, able to read minds and project blasts of telekinetic force, but she's not a Watcher, and when the villagers of the Birthing Bell called her one, she didn't correct them — even though she couldn't see souls, and had no particular insight into their past lives or the relative strength their souls might provide them. Of course, her home village was very remote, and as Gilded Vale shows, superstition rules the day in the Dyrwood, and most people have no way of telling the difference between cipher, Watcher, necromancer, animancer, and complete fraud.
  • Pragmatic Hero: She wants to cure the Hollowborn plague, and protect the future of as many children as possible, but she can be a tad extreme in her methods.
  • Psychic Powers: Like all ciphers, though she's especially aggressive in their use.
  • The Quiet One: No one but the Watcher and sometimes Hiravias is even aware of her presence much of the time (and if they are, they think of her as "that old peasant woman who's been following us around"), so she has no banter apart from the occasional comment made for the Watcher's benefit. Even then, much of her dialogue tree is made up of descriptions of images and sensations the Watcher is picking up from her, rather than spoken conversation.
  • The Scapegoat: She was afraid the villagers around the Birthing Bell would blame her for the children who were born Hollowborn. For that matter, because of her poor understanding of her own powers, she was afraid that she really had done something to cause them to be born soulless.
  • Screw This, I'm Outta Here!: If you try to sacrifice a child at any point during your quest, she'll leave. Really, what's more surprising is that the others don't.
  • Spell My Name with a "The": The narration sometimes does this, referring to her as the Grieving Mother.
  • Stealth Expert: Her dialogue and Perception Filter tend to lead most players in this direction, and she does start out with several points put into Stealth. Obvious thematic connections aside, however, this there isn't really any mechanical benefit to building her this, other than that before the Devil of Caroc in The White March, Grieving Mother was the closest thing the game had to a recruitable rogue outside of Heodan in the prologue.
  • The Stoic: Her Perception Filter typically keeps her out of the other party members' banter, and in a World of Snark, she stands out as making jokes very rarely and very dryly, which is occasionally used to set her up as The Comically Serious or The Straight Man.
    Edér: Look, I appreciate you taking the initiative, but I don't think there's much chance that this nice stranger lady happens to be a cipher.
  • Tragic Keepsake: The chimes on her arms.
  • Unskilled, but Strong: Her cipher abilities are quite powerful even though she never received formal training. In fact, before meeting the Watcher, she didn't even know what a cipher was.
  • Unwitting Instigator of Doom: Her suggestions to the mother of Hollowborn children resulted in a few Wicht-induced fatalities.
  • Vague Age: Even more so than your other companions. While her portrait shows her as relatively young (maybe in her 30s), she's already got gray hairs and the events of her backstory have broke her to the point that even the description of her when you meet her says "she simply feels old, like a crumbling watchtower".
  • Well-Intentioned Extremist: Her backstory. Upon experiencing the first Hollowborn in her village, she psychically forced the mother to believe it was a healthy baby and care for it as such. And she did that for all births since. It went well until one day her psychic suggestion was too powerful, and the mother died because she prioritized caring for the child over eating, sleeping, or even drinking.



"Wael does not unravel, but he helps guide you to the path of learning for yourself. If he gave us answers, the resulting knowledge would be without value. And just once I'd like to meet a woman who goes into heat at the first whiff of stelgaer urine, but that's not going to happen either."

An orlan druid following Wael, he joins up with the Watcher in Stormwall Gorge so he has a group to travel with to visit the druids in Twin Elms.

  • All of the Other Reindeer: All of the other Fisher Cranes used to laugh and call him names — because he was small for his age, and because he had meadow plumage (a "hearth" orlan to other kith) and his bright orange fur didn't blend in with the treeline, then because he couldn't hunt (because the huntmaster wouldn't teach him), and when he became a druid, because he couldn't spiritshift (until a stelgaer tore off half his face). Finally, to add insult to injury — literally — he was cast out of his druid circle because his first spiritform, an orange-furred autumn stelgaer, was seen as herald of death and devourer of souls, and a very, very bad omen. He finally comes to terms with his life as a lone wanderer in both endings — after having trounced every elder in his old circle in ceremonial combat if he reconciled with Galawain.
  • Ambiguously Bi: He expresses obvious interest in women, but will also admit to being aroused by Kana's singing voice.
    Hiravias: And between you and me... he has a better singing voice than the prettiest lasses I knew from my tribe. It's one part unsettling, two parts arousing... and it makes me wish I still had both ears.
  • Babies Make Everything Better: Hiravias doesn't really think you needed to steal one if that's what you wanted, though.
    Hiravias: If you really want an angry orlan screaming and defecating in the middle of the night, you could just ask me.
  • The Beastmaster: Thanks to his "Charm Beast" spell.
  • Berserk Button: While he takes most jokes and insults in stride, Fantastic Racism against him being an orlan never fails to piss him off.
    • Eder trying to invoke You Are a Credit to Your Race or asking to pet him just infuriates him (but he forgives him eventually).
    • Maneha remarking that she's never encountered "his kind" before sets him into angry ranting about negative orlan stereotypes, until she reveals she meant a follower of Galawain/Wael.
  • Blade on a Stick: He comes equipped with a spear and the "Peasant" weapon training.
  • Blow You Away: Can conjures powerful winds to either push back enemies or heal his allies (with the "Cleansing Wind" spell doing both).
  • Cat Person: "Catmen" is a slur for orlans, who have fur, pointed ears, and slitted pupils.
  • Covert Pervert: When asking about his eyepatch, he remarks that he figures perhaps Wael (the All-Seeing and Never-Seen God) will make use of it.
    Hiravias: So if you catch my gaze wandering to a chest or rump, it's Wael's doing. I swear!
  • Crisis of Faith: Part of his sidequest involves his faith towards Galawain and Wael, and especially his waning trust in the former. You can help him reconcile with his view of Galawain, or make him embrace Wael's philosophy. The last arc's revelations hit him quite hard as a result.
  • Deadpan Snarker: A much filthier one than Edér.
  • The Drifter: His character background, because "Pariah" would be a little too on the nose. Ostracized by his tribe, he's spent years wandering the length and breadth of Eir Glanfath, and recently begun crossing into the Dyrwood by the time you meet him.
  • Druid: His in-game class. He was initiated at a young age into the Celebrants of the Hawk and Ivy of the Fisher Crane Tribe.
  • Elemental Powers: As a druid, it comes with the territory, allowing him to cast Fire, Water, Ice, Wind and Lightning spells, among others nature-related.
  • Erudite Stoner: A mild user (and teetotaler), but yes.
  • Eyepatch of Power: Wears one on his right eye after being mauled by an autumn stelgaer.
  • Eye Scream: On the receiving end of that trope after a fight with an autumn stelgaer.
  • Fantastic Racism: Gets hit with this from all fronts. He was mistreated by his tribe even before his first spiritshift for looking like a hearth orlan (it being seen as a sign of weakness), and gets hit with it everywhere else due to Dyrwood's animosity against orlans.
  • Fiery Redhead: A Hot-Blooded Lovable Sex Maniac with green eyes and a head of bright red curls.
  • Four-Temperament Ensemble: Sanguine (friendly, cheerful, talkative, and people-oriented).
  • From Bad to Worse: All of the other Fisher Cranes mocked and belittled him his whole life. When he was finally accepted into his tribe's druid circle, he was unable to spiritshift, so he prayed to Galawain for strength... and was promptly mauled by an autumn stelgaer, losing one eye and most of his ear, but changing into a stelgaer himself and mauling his attacker right back. So far, so good, right? ...Except that his tribe saw autumn stelgaers as accursed devourers of souls, which got him ostracized and outright banished. Needless to say, Hiravias was less than pleased with Galawain and gives him a piece of his mind when you commune with the gods at Teir Evron.
  • Friendly Enemy: Technically he should be killing you, and himself, for all the trespassing in Engwithan ruins you're all doing. The gods don't seem to mind kith in the Builders' ruins nearly as much as the Glanfathans, however, and years of wandering alone in slow contemplation in the name of Wael have modulated his territorial upbringing.
  • Green Thumb: As a druid, he naturally has access to a lot of spells granting power over plants.
  • Handicapped Badass: He's missing an eye and ear, but he's still a capable fighter.
  • Hobbits: Orlans take on something of this role in Eora, as short, slight humanoids, but they're also discriminated against as (supposedly) being thieving, savage, and animalistic.
  • Hyper-Awareness: He is actually the only character who is capable of independently noticing Grieving Mother being in the party.
  • An Ice Person: Has access to some very hard-hitting Freeze spells, such as Winter Wind and Hail Storm.
  • I Just Want to Be Normal: He prayed to Galawain for strength, but his first spiritform saw him ostracized from his tribe and banished. The Galawain path for his sidequest involves pointing out that perhaps Galawain wasn't finished with him, that being outcast and disfigured were just more ways of forcing him to tap into his own inner strength — and that Hiravias did want this. Prayed for it, in fact.
    Hiravias: I asked to be a hunter — a regular hunter that gets invited to chase down dinner and eat its neck... I didn't ask for this!
  • Insufferable Genius: He loudly voices his good opinion of himself, loves to talk, and having wandered extensively across the length and breadth of Eir Glanfath, provides a lot of commentary and advice about the eastern half of the world map if you bring him along.
  • Insult Backfire: Insults tend to glance right off him, since many of his more annoying, vulgar, or otherwise offensive behaviors are entirely deliberate — either because of his unusual sensibilities, or simply to steer the conversation in directions he finds interesting. It makes him one of the few characters who can get one up on Durance, who's no prize himself. (That said, Fantastic Racism for being an orlan is a Berserk Button for him, as Eder and Maneha discover in party banter).
  • Just Like Making Love:
    Hiravias: Maybe eating souls is like fucking — I just meet the right person, instinct will take over, and I'll feel ashamed yet smug the following morning.
  • Large Ham: Has a dramatic way of speaking, to put it mildly.
  • Leaning on the Fourth Wall: If the Watcher asks where he came from...
    Hiravias: [grinning] Why, from my mother's crotch, of course.
    Watcher: What a coincidence: I TOO came from your mother's crotch.
    Hiravias: For the record, only I'm allowed to insult my mother, but given your dedication to banter, I'll let it slide... this once.
  • Lovable Sex Maniac:
    • Easily the dirtiest of the group, even daring to ask if Pallegina has feathers "everywhere" (and receiving a threat of evisceration for his trouble).
    • During one conversation with the player character, he also wonders if she has a cloaca.
    • If he's present when player earns a discount at The Salty Mast, Hiravias immediately starts rummaging through his pockets for loose coin, and offers to let anyone in the group watch if they want.
    • In one party banter, he tells Sagani about a time he got pinned by a female stelgaer. In heat. While he was spirit-shifted. So of course he was only too happy to satisfy her lust.
  • Making a Splash: Can use water spells to either knockback his targets or heal his allies.
  • Motor Mouth: Has a lot to say and frequently says things in a highly roundabout manner.
  • The Napoleon: Short, loud, high opinion of himself, chip on his shoulder... Checks all the boxes.
  • Never Accepted in His Hometown: His first spiritform, an orange-furred Autumn Stelgaer, is believed to devour souls by his home druid circle. Even though he can take other forms, and never actually did anything of the sort, they cast him out, never to return. In his Galawain ending, he returns home and humiliates all his tribal elders in combat, forcing them to recognize him as a member of the tribe... and then leaves on his wanderings all over again, having proven his point.
  • Obfuscating Stupidity: Played with. He's not as dumb as he acts, but the act itself is being played so hard that it's obviously a big joke.
  • Panthera Awesome: As a druid, his spiritshift allows him to turn into a humanoid Werecat with Absurdly Sharp Claws.
  • Pest Controller: Has some nasty spells allowing him to use insects against his enemies (such as "Insect Swarm" and "Plague of Insects").
  • The Pig Pen: A justified example. He's spent years deliberately making sure that he smells like part of the surrounding nature (not an interloper) so as not to scare off any downwind game.
    Durance: With your cat's nose, how is it you've failed to notice your rotten stench?
    Hiravias: Failed to notice? Hardly! I put work into smelling this way.
    Durance: [resignedly] I should have expected.
  • Playing with Fire: Can directly channel the power of the sun ("Sunbeam" and "Sunlance") and cast other fire spells.
  • Plucky Comic Relief:
    • Virtually nothing, not even facing down the chosen agent of an ancient and powerful god, can stop Hiravias from making quips and jokes. Often very dirty ones.
  • Rugged Scar: Missing an eye and most of an ear after a run-in with a stelgaer the first time he shapeshifted.
  • Sad Clown: Underneath the nonstop barrage of quips and his insistent perkiness, he's an outcast from his tribe and harbors some serious nagging doubts about his own worth.
  • Shock and Awe: Able to call lightning with "Returning Storm" and "Relentless Storm", or channel it directly with "Dancing Bolts". Those spells have the advantage to only target foes.
  • Sophisticated as Hell: Peppers his vulgarisms with three- and five-dollar words— they're used correctly but fit a little strangely into his speech patterns, which is probably intentional. Doesn't quite achieve total Sesquipedalian Loquaciousness but brushes up against it at times.
  • The Stoner: Banter with Zahua and Edér mentions that he's a casual user of whiteleaf, with occasional forays into mushrooms.
  • Trauma Conga Line: He's had it rough. Luckily he stays philosophical about it.
  • Voluntary Shapeshifting: Can transform into a giant autumn stelgaer. However, the very nature of his preferred form of shapeshifting is actually a plot point in his sidequest, since many believe that autumn stelgaers eat and destroy souls, and shun him as a result. The truth behind this belief is a tad more complicated.
  • Walking the Earth: Both of his endings involve him becoming a wanderer once again.
  • You Are a Credit to Your Race: "Hearth" or meadow orlans like Hiravias have less fur and are considered less "wild" than their forest cousins. Edér makes the mistake of thinking that this is a compliment, though Hiravias does eventually forgive him for it.
  • Your Mom: "Your mom" jokes are a part of his repertoire of snark, though if the Watcher tries to do the same to Hiravias in a conversation, he;ll protest that only he is allowed to insult his own mother (but he does give the Watcher a pass, seeing as how the line was Actually Pretty Funny). He goes so far as to even pull one out against Thaos:
    Hiravias: Ostracism? Is that the name for the groin rash your mother gave me?


Kana Rua
Voiced by: Patrick Seitz

"There is a wealth of knowledge just within the walls of the college. And beyond it, more than I could learn in ten lifetimes. But I can try, all the same."

An aumaua chanter hailing from Rautai, Kana Rua can first be encountered among the ruins of Caed Nua. Far away from home, he has embarked on a quest to recover a most sacred book revered among chanters, the Tanvii ora Toha, or Book of Virtues. Seeing as the Watcher is going to explore the ruins as well, he happily tags along.

  • Adorkable: Despite his intimidating appearance, he's incredibly endearing because of his affable demeanor, constant curiosity about the world around him, and boundless enthusiasm in the face of darkness and hardship.
  • And the Adventure Continues: One possible ending for him has Kana briefly returning home to report his findings on the Tanvii ora Toha before setting sail on another expedition to find the answers to new questions.
  • Annoying Younger Sibling: Is considered one by Maia. She finds him so insufferable that if he makes a cameo in Deadfire and she's in the party she exclaims that she moved halfway around the world to get away from his incessant prattle!
  • Badass Baritone: His voice is pretty deep, though his jovial personality keeps it from sounding too menacing. And as a chanter, he's a fabulous singer.
  • Bad Powers, Good People: Being a Chanter, he can debuff opponents and potentially summon all kinds of undead, but he's a really sweet guy.
  • The Bard: As a chanter, he sings magical songs and is familiar with a great deal of the lore and history of Eora.
  • Became Their Own Antithesis: In one possible ending. Kana initially is an optimist who wants to discover knowledge abroad to dissuade the isolationist factions in Rautai and convince them of the value of cooperating with other nations. If the Watcher dissuades him of this mentality, Kana ends up becoming solemn and jaded, preaches that searching for answers abroad will only sow discord among Rautai, and joins the isolationists as one of their most respected proponents.
  • The Big Guy: Subverted, as despite his size (about twice the size of any non-aumaua in the party), he's a cheerful scholar who tries to be The Heart of the group. He's quite intelligent as well, but his naivete places him closer to being The Chick.
  • Black Sheep: His family build weapons and walls for Rauatai, and are all proud of its militaristic, isolationist traditions. Kana, on the other hand, wants to open their borders and learn what they can from other nations through diplomacy, trade, and academic exchange.
  • The Bore: Played with. While Kana is very spirited, friendly, and talkative, most companions find him boring just by virtue of the fact that he enjoys spirited debates and questions that go on for hours, and after a while they just get burned out listening to him (or talking to him) and tune him out.
  • The Cameo: You can meet up with him again in Deadfire. If you parted on good terms, he hasn't changed a bit.
  • Casual Danger Dialogue: Brings up the fact that he's being hunted by Leaden Key assassins without any fear during conversations.
  • Chatterbox: Downplayed. While not a Motor Mouth as such, he tends to ask dozens of questions in rapid order, and prattle on about random facts and trivia that he finds interesting. Most companions get tired of listening to him after a while.
  • Combat Medic: He starts out knowing the Field Triage ability (assuming you recruit him at level 4), which allows him to restore a character's Health. Like all chanters in the first game, he also starts off with Ancient Memory, a passive buff to his chants which provides ongoing Endurance regeneration to all allies during battle.
  • Constantly Curious: Annoys the rest of the party with endless questions about their cultural heritage and local folklore and wants to stop and take notes roughly every two steps you take.
  • Cynicism Catalyst: You can turn the end of his personal quest into this.
  • Crisis of Faith: Sensing a pattern, here? Kana's quest centers around his search for the Tanvii ora Toha (or "Book of Virtues"), an ancient Engwithan text, the teachings of which are still revered by the people of Rauatai. Kana believes that the original tablet can bring together an increasingly warlike and isolationist Rauatai, perhaps even bringing about a Golden Age of education, philosophy, and trade with the outside world. Instead Kana and the Watcher find the tablet long since cracked into pieces, the scholar himself a mindless skeleton, leaving behind a lab full of cruel animantic experiments. It shakes Kana's faith in said teachings, and his ability to unite his people. The Watcher may then encourage him to see the teachings as worth sharing anyway even if the scholar was not, encourage him to find some other way to unite his people, or mock him for his naivete and send him home a broken man.
  • Downer Ending: If you don't complete his quest, or are extremely dismissive about it the whole way through, Kana may return home completely crushed, or wander back into the depths of the Endless Paths alone despite knowing how dangerous they are, effectively committing suicide.
  • Earn Your Happy Ending: If the Watcher helps Kana by doing things like supporting his idealism, building up his confidence, and encouraging his search for knowledge from foreign cultures, when Kana returns to Rauatai, it's possible for him to encourage a new age of cultural growth for his homeland.
  • Fish Person: A very mild example, but while the aumaua aren't actually aquatic and don't have gills or fins, they do have sharklike teeth and skin tones resembling those of tropical fish.
  • Four-Temperament Ensemble: Sanguine (friendly, cheerful, talkative, and people-oriented).
  • Genius Bruiser: Comes with the territory of being an aumaua scholar. This is even reflected in his stats; his Might is 16 and his Intelligence is 17.
  • Gentle Giant: As an aumaua, meaning he's quite large, and his shark-like teeth give him an intimidating appearance. However, he's really just a jolly fellow who gets along well with everyone.
  • The Heart: He'd like to be this, and he does try to keep everyone in good spirits, but frequently finds it's not that easy given the Dark and Troubled Past of every teammate other than himself.
  • Healer Signs On Early: The third or fourth companion you're likely to run across, and like all chanters in the first game, he starts with Ancient Memory, a song which continuously regenerates Endurance for allies within range. If auto-leveled to at least 4th level, he'll also have Field Triage, which restores a portion of an ally's Health pool, which otherwise doesn't regenerate until you rest.
  • Heroic B.S.O.D.: He's devastated once he finally discovers the shattered remains of the Tanvii ora Toha, and that the esteemed scholar who wrote it was a madman who turned himself into an undead sorcerer.
  • Incompatible Orientation: He forms an immediate crush on Maneha, but she tells him she prefers girls... so he tries to be her wingman instead.
  • Irony: Despite being the tallest, largest, and deepest voiced of the group, he's also the youngest and most optimistic. He also looks the scariest (being a giant aumaua with tribal face paint and shark teeth), but he's arguably the friendliest and most good-natured of the companions.
  • It's the Journey That Counts: At the end of his quest, you have the option of reminding him that even though his quest for the Tanvii ora Toha was all for naught, it did give him quite an adventure that allowed him to learn plenty of new things along the way. That's enough to give Kana some peace of mind.
  • Jack-of-All-Stats: As often the case with bards. Not his actual stats — his Consitution, Dexterity, and Resolve are only average, but his high Might, Perception, and Intelligence mean he can fight well in melee or at range, his chants can deal damage, buff, debuff, summon and don't really suffer much from wearing heavy armor, and his bonuses to Lore means he can cast spells from scrolls. He won't be the best at any of those things, but he supplements them all well.
  • Likes Older Women: He initially crushes on Maneha, who's decades older than him.
  • Magic Music: Sings songs which cause skeletons to erupt from the ground, among other things.
  • Make Me Wanna Shout: Some of his invocations allow him to shout at his enemies, damaging or inflicting status debuffs on them.
  • Massive Numbered Siblings: He has five elder siblings. According to him, his house never knew a moment's peace.
  • Multiple Endings: Quite a few. If you finish his quest, he can become a highly visible proponent in favor of foreign influence, become a prominent voice against it, encourage Rauatai to look inward toward its own progress, or set sail in search of further answers to replace the ones he felt the Tanvii ora Toha could no longer give. If you don't finish his quest, he can descend back into the Endless Paths, only to disappear, never to be seen again, or return home in defeat to become a minor lore keeper, teaching students in obscurity, never to be seen again. All this depends on whether you encourage his quest or knowledge, as well as whether or not you agree with his views.
  • The Musketeer: He starts off with an arquebus and an estoc as his weapons.
  • My Species Doth Protest Too Much: Downplayed. He's a self-described patriot, but he doesn't approve of Rauatai's expansionism and reputation as conquerors.
  • Naïve Newcomer: Out of everyone he's the youngest, and is the most optimistic of your party.
  • Nice Guy: Despite his large stature, he's very amiable, due in no small part to his friendliness. Only Edér is anywhere near him in niceness.
  • Nice Hat: Wears a turban that improves his Intelligence.
  • Our Orcs Are Different: Still musclebound and sharp of tooth, but favoring a more civilized brand of warmongering, with multicolored skin patterns like those of a tropical fish. Contrary to being the token Proud Warrior Race Guy, Kana is easily the nicest and most innocent party member you can recruit.
  • Quirky Bard: Downplayed. He's the Black Sheep of his family, and he's quite chipper and naive, but still relatively down to earth.
  • Rousseau Was Right: One possible quest outcome. The Watcher can encourage Kana to return home and spread the teachings of the tablet and scholar he was searching for anyway, even though the tablet was destroyed and the scholar hardly a role model after all, arguing that teachings themselves are still worthwhile and his people will be able to see the merit in them. It works, and brings about the closest thing to a Golden Age his warmongering people can muster.
  • Scary Teeth: Well, he is Aumaua. While Aumaua aren't exactly shark people, they do have their teeth. Kana is no exception.
  • "Shaggy Dog" Story: The tablet he's been looking for was destroyed a LONG time ago, and the scholar is now a skeletal vessel who spent his final years among the living torturing countless test subjects for research, hardly a role model for peace and tolerance that Kana hoped he would be.
  • Silly Rabbit, Idealism Is for Kids!: A few party members have this reaction to Kana's persistent optimism, particularly Durance and (potentially) a Jerkass Watcher. Kana does an impressive job of fending them off and standing up for himself at least until the end of his personal quest.
  • So Much for Stealth: He's huge, brightly colored, and when combat breaks out he bursts out in song. Naturally he's not great at this. One of his quotes for entering stealth/scouting mode:
    Kana: I shall be as quiet as a calm sea! Which is... not very quiet.
    • Alternatively:
      Kana: [loudly] Hello? [even louder] ...Hello??
    • His sister Maia, on the other hand, is a sniper.
  • Summon Magic: Can summon monsters to aid him during fights thanks to his invocations, such as skeletons, ogres or a drake.
  • Sympathy for the Devil: Out of the party, he's the only one who expresses pity over Thaos' death at the endgame, remarking that anyone else would've changed their opinion 500 years into this gambit. He also makes more of an effort to get to know the actual Devil (of Caroc) than the rest of the party.
  • Wide-Eyed Idealist: Of all the party he is easily the most idealistic, which is why he takes it especially hard when you find out the tablet he hoped would unite his people has been destroyed, and the scholar who wrote it wasn't as philanthropic as he'd thought. A few party members find this annoying (especially Durance), and even the Watcher can frequently mock him for his naïveté.


Voiced by: Cindy Robinson

"Short version? I'm looking for a very, very old friend. I'm not sure what skin he's wearing now, but I'll know him when I see him."

A boreal dwarf ranger, the Watcher encounters her, along with her companion Itumaak, on the crossroads into Defiance Bay. She is searching for the reincarnation of her Village Elder, Persoq, to tell his soul how the tribe is coming along. The journey has taken her five years, and she has grown despondent over time. When she the Watcher's abilities though, she finds herself tagging along so that she can finally finish her quest.

  • Absence Makes the Heart Go Yonder: Defied and played for laughs. Sagani is very much in love with her husband, and flatly rejects the idea that he might cheat on her with the remark that, aside from the strength of their relationship, she's the best shot in the village.
  • Amazonian Beauty: Height notwithstanding, she is powerfully muscled and the concept art highlights it, and she does definitely have a certain charm.
  • Archer Archetype: She fits this well, seeing as rangers are better at ranged attacks and work in tandem with their animal companions.
  • Bare Your Midriff: Her default garb. One would think this would leave her Exposed to the Elements in her native land but it's possible she just altered her outfit for the warmer climes of the Eastern Reach.
  • The Beastmaster: As a ranger, she is accompanied by an animal which helps in her fights. Hers is a snow fox, Itumaak.
  • Beware the Cute Ones: Sagani then warns Edér that if he tries petting Itumaak, he's going to lose a hand. Edér tries anyway. He doesn't lose his hand, but he gets a painful gash for his trouble.
    Edér: If I'm not supposed to pet him then why is he so soft!?
  • Bittersweet Ending: A number of her endings turn out to be this, with Sagani finding parts of her quest or life unsatisfactory (like leaving her children for so long for a tradition that turned out to be pointless) but learning to find meaning and joy in others, such as her family or community.
  • Crisis of Faith: Sagani is from a small arctic village where family and tradition are revered above all else. However, their tradition of sending one non-childless woman every generation to seek out the reincarnation of their previous elder, no matter how long it takes, has shaken her once iron-hard faith in her village's traditions. If the Watcher is a dick about it, or refuses to help her, her faith is shattered for good, and she returns home suicidally depressed. If the Watcher helps and encourages her, she may return home to find her faith in her village's traditions reaffirmed, or find joy in raising her family despite her long departure.
  • Deadpan Snarker: It's a World of Snark and Sagani is no exception, though she's not as prone to this as, say, Hiravias. She tends to be one of your most straight-faced, driest, and most deadpan party members. See also Stepford Snarker.
  • The Determinator: Sagani will finish her quest, no matter how long it takes. She's already been searching for five years by the time the Watcher meets her, and if you never finish her quest, she eventually finds Persoq's reincarnation on her own. Twenty years later.
  • Downer Ending: If you are consistently dismissive of her quest and make her feel like it's all a waste of time, when she returns home she finds that nothing brings her joy anymore, and she goes on longer and longer hunts until the day she presses on into a blizzard, effectively committing suicide.
  • Drawing Straws: Literally, how her village determines which of the non-childless women gets to go look for the reincarnation of the previous elder. Sagani drew the short straw.
  • Dual Wielding: Her secondary weapon set is a dagger and a hatchet.
  • Earn Your Happy Ending: Two of her quest's endings result in Sagani having a long and happy life. If you encourage her to tell Persoq about his impact on Massuk, she'll return home confident in her village's traditions and become a respected village elder. If you encourage her to tell Persoq about his family, she'll return home with a new appreciation for her own family, and she eventually passes away surrounded by five generations of people who love her.
  • Exposed to the Elements: She says she finds the sub-freezing climate of the White March a lot more comfortable than the rest of the Dyrwood. In one possible banter, she suggests stripping down and going for a dip, and not necessarily in the hot springs.
  • Four-Temperament Ensemble: Phlegmatic (reserved and easygoing).
  • Guide Dang It!: Her sidequest isn't the only thing that affects her ending. It isn't even the most important, since it only ends one way. What actually determines most of her endings is your conversations with her, whether you tell her that returning home to her family is the most important thing, or tribal tradition — or that the whole journey is a pointless waste of time. You won't know this, of course, until finishing the game.
  • Honor Before Reason: Technically, nothing is stopping her from going home and making up a story except her own sense of duty to her culture and her village. She will see this quest through no matter how long it takes, or how much her kids grow up and grow apart from her in her absence. Thus, her meeting with her elder just deflates her.
  • Masculine Girl, Feminine Boy: She's the masculine girl to her husband, Kallu's, feminine boy. At least, she's an Action Girl who spends most of her time tracking and hunting while Kallu is a builder, meaning he stays at home with the kids while Sagani and the other women are out hunting.
  • Missing Mom: She's one to her children, as her quest has taken her away from home for 5 years. She pointedly dislikes this and misses her husband and three surviving childrennote  intensely (commenting that her youngest probably won't even know her when she gets back). She and the other non-childless women of the tribe had to draw straws to decide who would be sent on the quest, and she drew the short straw.
  • Multiple Endings: And you might not realize which one you're getting until you're already locked in. She can return home and become a respected elder like Persoq, come home and rededicate herself to being a mother (and eventually, a beloved grandmother), return home disheartened and depressed to eventually go missing in a blizzard, or, if you didn't finish her quest at all, Persoq's trail goes cold and her search continues for another twenty years.
  • Noble Savage: A conscious aversion — many other stories might have played this card and focused on Sagani as the exotic foreigner or worldly-wise hunter, but Sagani is more of a grounding influence and probably has the closest thing of any companion to a normal life to go home to (even if she hasn't seen her family or village in five years), and has the most "normal" reactions to the events of the game. Some things are universal.
  • Non-Human Sidekick: Itumaak, her snow fox animal companion.
  • Our Dwarves Are All the Same: Obsidian seems to be working overtime to avert dwarf stereotypes. Boreal dwarves ("Enutanik" in their own language) are an ethnic subtype that are equivalent to the Inuit, living on the tundra and snowy forests of the southern island of Naasitaq. She is also a ranger, a class not normally associated with dwarves, and carries a bow, possibly the least stereotypically dwarven weapon imaginable in a fantasy setting.
  • Outliving One's Offspring: By the time the game starts, two of Sagani's five children have died of illness during the harsh, lean winters. If you never finish her quest, by the time she finishes it on her own, twenty years have passed and another one of her children died before she returns.
  • Pelts of the Barbarian: Wears furs and hunting leathers.
  • Perfectly Arranged Marriage: She states that her mate was chosen for her by their parents when she was young, but she and Kallu eventually grew to see each other as friends and later as lovers.
  • Ridiculously Cute Critter: Itumaak is so white and fluffy Edér can't help but wanna pet it.
  • Seen It All: And found it wanting, in her wanderings. It's a matter of perspective, though — she enjoyed the newness of it all at first, but she hasn't been free to enjoy it. Five years of not finding what she's looking for and she's started to question her purpose.
  • "Shaggy Dog" Story: Sensing a pattern? The elder she's trying to find was reborn as a stag, which is why he's been wandering all over the damn place but never showing up in any of the actual settlements she's been through, and she gets there just in time for him to die of his wounds after being attacked by a wolf. You can convince her to tell him what he meant to Massuk regardless of whether or not he'll understand.
  • Stepford Snarker/Sad Clown: Her sardonic demeanor is almost certainly a coping mechanism to hide how much she misses her family, and how much she just wants to end this quest and go home already.
  • The Stoic: After five years on the road, she's not only seen a lot of what the Eastern Reach has to offer, but she's just plain worn out. Most of her reactions are wearily subdued. She does occasionally perk up when she gets to talk about hunting and, whether she's aware of it or not, things that remind her of her old life.
  • Stranger in a Familiar Land: Several of her personal quest endings result in this. If the Watcher encourages her disillusionment in her people's traditions, returning to said village where everyone still reveres their traditions results in her feeling emotionally isolated from everyone.
  • Terse Talker: Occasionally drops into this. She's not one for long speeches when a single word will do.
  • Tribal Facepaint: Seen in all concept artworks of her released to date, along with paint or tattoos on her midriff in the one image where it is visible.

The White March Party Members

    Devil of Caroc 

The Devil of Caroc

"Murder, tracking, and the best materials for kindling – those are more my area of expertise."

A construct rogue, the Devil of Caroc was once a villager in Cold Morn who sought revenge for her fellow villagers who were murdered during the Eothasian Purges. She was eventually caught and executed, but her soul was powerful enough not to pass on and now resides in a bronze golem.

  • Affably Evil: Mildly so. She's clearly dangerous and some of the things she says are unnerving, but if you stay out of her way and don't go getting all judgmental on her, she doesn't go out of her way to pick fights. As opposed to, say, Durance.
  • Alas, Poor Villain: She may be a crazy Serial Killer but it's hard not to pity her given how nightmarish her current state is. She's unable to feel anything, unable to die, and without even vengeance to look forward to there's nothing to distract her from how horrifying her condition really is. If you trick her into letting the man who killed her family go free, she keeps up the hunt as her body fails, and she's eventually ripped apart by a mob of villagers, screaming as she's destroyed yet unable to feel any of it.
  • And I Must Scream: See Sense Loss Sadness. Thirteen years spent living in the middle of nowhere with Galvino can't have helped. In one of her endings, if you let her kill Harmke, with her mechanical body beginning to fail, she walks into the ocean and sinks to the bottom, unable to move — and finally content.
  • Anti-Hero: The Devil is ruthless, relentless, and a convicted murderer but she is willing to fight at the Watcher's side.
  • Asshole Victim: Most the people she killed took part in the Purges, which started with her hometown of Cold Morn. If you let her kill just the one more during her personal quest, it actually does bring her the closure she's looking for. Before you start getting too sympathetic, however, a few of the people she burned alive were children.
  • Bittersweet Ending: If you let her take her revenge on Harmke, her desire for revenge will be replaced with a desire to feel anything new in her unfeeling body. She keeps traveling and her body continues to fail her, until she sees something a farmgirl like her had never seen before — the ocean. She walks into it and sinks to the bottom, now completely unable to move but finally at rest.
  • Blade on a Stick: She starts with a spear, rather than any sort of firearm like she was shown using in preview footage.
  • Cycle of Revenge: The Purges killed her family, so she hunted them down and killed them. Then they gave her to Galvino and he turned her into a living construct. You have the option of trying to break the cycle, convincing her to spare Harmke but it doesn't go the way you might expect.
  • Doomed Hometown: She's from Cold Morn, known as the first town the Readceran army marched through — and Cold Morn let them, and was burnt to the ground during the Purges in retaliation. Given that the entire Readceran army was on top of them at the time, it wasn't like they had much choice about surrendering.
  • Downer Ending: If you convince her to let Harmke go, she continues her Roaring Rampage of Revenge knowing full well how futile it is, until an angry mob catches up with her in Maiden Falls and tears her metal body apart piece by piece. If you load a save with this ending in Deadfire, a shop will have a breastplate made from her remains on sale as a final indignity. It's a pretty good piece of armor too.
  • Deadpan Snarker: During her Establishing Character Moment, every other line out of her mouth is simply laden with sarcasm.
  • Even Evil Has Loved Ones: Even all these years later she still morns her parents and siblings. She also admits she's glad they never saw what she became.
  • Evil Laugh: In combat, often after killing an enemy.
  • Expy: Of Frankenstein's monster. Inverted in that if anything she's probably calmed down a lot since before the experiment, but she still stirs up her share of angry mobs.
  • Face of an Angel, Mind of a Demon: Galvino's workmanship is exquisite, and the Devil's filigreed bronze body bears none of the scars she picked up in life. She doesn't consider that any kind of favor, though, since those scars were just another part of her past she's lost.
  • Farm Girl: Her mother was a trapper and her father was a tinker, but she's essentially a dark spin on this, right down to the Doomed Hometown. This also creeps into the way she speaks — she's at least as folksy as Edér, if not even more so.
  • Golem: Her soul now inhabits a construct made from bronze.
  • Good Scars, Evil Scars: She was badly burned when the Purges came to Cold Morn. It's implied that her appearance is part of what earned her her name.
  • The Gunslinger: All footage of her in combat shows her wielding either a pistol or an arquebus. In the game proper, she starts out with a spear.
  • Highly Visible Ninja: Despite being bound to a construct body made of highly polished bronze, old habits die hard. She starts out with Back Stab, Shadowing Beyond, and a number of ranks in Stealth, which made sense in her old life as a trapper.
  • Hunter Trapper: Her in-game background is listed as Trapper, which is how her mother earned her living. Devil of Caroc would put those same skills to use hunting down the men and women who put Cold Morn to the torch.
  • Hunting the Most Dangerous Game: As a Serial Killer with a background as a Hunter Trapper.
  • I Just Want to Be Normal: After killing the man who burned down her home, she no longer has anything else to distract her from thinking about how much it sucks to be an unfeeling golem. One of the reasons she is still traveling with you is because she hopes that the White Forge in Durgan's Battery has something that would allow her to be human again. You can point out that even if there was, her original body has likely rotted away long ago and the best-case scenario would be her turning into a fampyr (and being an undead is worse than becoming a golem).
  • Kick the Son of a Bitch: Her murders boil down to this: Her hometown was burned down for not trying to stop an army at least an order of magnitude bigger than the town. Everyone she went after was directly involved in the murder... although prompting can make her admit that while everyone she went after was directly involved in the murder, she didn't really have a problem with causing collateral damage while doing so.
  • Mythology Gag: A riff on Vhailor, with her burnished metal body, hollow interior, and need to exact her own brand of "justice".
  • Names to Run Away from Really Fast: The Devil of Caroc.
  • Nice Job Breaking It, Hero!: In her ending, if you convince her to spare Harmke in the hopes of letting go of her quest for revenge, she's unable to find peace and picks up the hunt all over again, killing a lot more people before she's finally surrrounded and torn to pieces, screaming all the while. Played With in that the Intended Audience Reaction is probably to assume that, in a game like this, sparing Harmke is the default correct/"good" choice. Harmke was a murderer who'd escaped justice for his crimes in his own right, however, and in killing him, Devil actually does find a kind of peace.
  • One Last Job: Killing Harmke. If you let her go through with it, it really does turn out to be the last murder she commits in her ending.
    Kana: He wasn't my monster... Did it help?
    Devil of Caroc: No. But it needed doing.
  • Only Known by Their Nickname: "The Devil of Caroc", which she picked up after burning over a dozen people to death in their homes in Caroc.
  • Pyro Maniac: She killed a dozen people in Caroc by burning their houses down with them inside, as poetic justice for burning down Cold Morn in the Purges.
  • Roaring Rampage of Revenge: Her killing spree was one against the people who razed her home of Cold Morn, though she didn't care if there was collateral damage.
  • Sense Loss Sadness: Once her vengeance is complete, she no longer has anything to distract her from her new body's inability to feel anything. If you point out that a golem body has its advantages, she retorts that she'd give them all up just to be able to feel the cold snow again.
  • Serial Killer: Hunting and killing the men and women who burnt down her hometown and killed her family. She burned over a dozen people alive in Caroc — burned like her family burned.
  • Stealth Expert: She was a trapper in life. Despite now being a metal golem whose body counts as (unremovable) heavy armor, she's a rogue whose initial abilities are geared toward backstabbing and stealth.
  • The Stoic: She was a cold-blooded murderer in life. She's even colder now. It's part of what made her such an effective killer. She gets along especially well with a Watcher with the Cruel and Rational reputations.
  • Token Evil Teammate: Her general lack of remorse, especially regarding the collateral damage she's caused, makes her this.
  • Vengeance Feels Empty: Feels no satisfaction after tracking down the person who burned down her home. She thinks it's because of her golem body and its lack of feeling. Without the desire for revenge motivating her, she is no longer distracted from the full horror of her condition. Subverted, however, in that in killing him and realizing exactly how empty it feels, it allows her to finally let go. If you don't let her kill Harmke, she continues seeking her revenge, no matter how futile it might seem.
  • Vigilante: The people she killed were the people who burned down her village, Cold Morn.
  • Would Hurt a Child: She burned down her victims' houses in Caroc, along with their families. They did the same to hers. Tit for tat.
  • You Killed My Father: She's out for revenge against the people who razed Cold Morn and murdered her family and friends. It's possible to help her track down and kill the one who personally burned down her home, but it doesn't make her feel any better.



"A scar is a wound that heals. A living reminder of our power over suffering. They cause no pain, only the echo of pain which cannot hurt you. Show me a scarred man and I will show you a man who can overcome."

A human Monk, Zahua is the greatest of the Nalpazca, the warrior-monks that serve as the army of the Tacan people. The Nalpazca seek to distinguish between the physical and imaginary world. Zahua seeks to pursue to ideals of the Nalpazca in the hopes that it will make him become an unstoppable combatant.

  • Badass Grandpa: He may be an old man, but he's a powerful monk and the greatest of the Nalpazca.
  • Bald of Awesome: Male pattern baldness and fists of fury.
  • Bare-Fisted Monk: Monks are most powerful when they fight with their fists. And he is never depicted with any weapon in official artwork. In game, he uses a hatchet and saber as secondary weapons.
  • The Chosen One: The Tacan high priestess forced the Nalpazca warriors to accept him because she had a vision—after tripping on malcacho and other drugs—that Zahua would be a chieftain who would lead them to victory over a rival tribe. Doing so would require becoming the anitlei, a perfect warrior free of worldly snares. This rival tribe instead ended up conquering his people and completely breaking them. Though Zahua's initial goal is to free them, he comes to accept that his tribe is truly gone.
  • Clap Your Hands If You Believe: As the anitlei he became invincible so long as he believed he was invincible. The second doubt entered his mind when facing off against a rival chieftain, he lost this ability and was defeated.
  • Combat Sadomasochist: He reveres pain to the point of masochism. Subverted in that it's not out of pleasure or titillation.
    Zahua: If I did not suffer, I would not aspire to free myself from it. I would wander from one unfulfilling goal to the next — more wealth, a better station. My soul would wither. But to search for a place beyond suffering's reach is to nurture the soul. To harden it against the elements.
  • The Comically Serious: He's the source of a good deal of Comic Relief, while remaining almost entirely straight-faced.
  • Commonality Connection: Not that they're friends, but Durance of all people is surprisingly sympathetic to Zahua on his spiritual journey... in his own way, of course. He's snide as always, but understands enough not to interfere.
    Zahua: Keep to your own trial, Durance, and I will keep to mine.
    Durance: Oh, I wouldn't dream of interfering. I await the sounds of broken bonds or a broken back. There is a music to both, if you listen for it.
  • Covered with Scars: Zahua believes that suffering is the path to enlightenment and so he has wounded himself many times, leaving his body covered in nasty scars.
  • Enlightenment Superpowers: Like all Eoran monks, he has unique magical powers derived from his own pain.
  • Exposed to the Elements: Goes shirtless in the snowbound mountains of the White March.
  • Erudite Stoner: He's a thoughtful man with a deep understanding of life and suffering. It's just that part of that understanding was attained on a variety of powerful hallucinogenics.
  • Fantastic Drug: Takes a great deal of them.
  • Gameplay and Story Integration: The warrior will become the Anitlei, invincible in battle, after they free themselves from all worldly snares. Becoming the Anitlei is itself a worldly snare, and when Zahua accepts that the knowledge is truly lost, he gains a bonus talent which grants him a 10% bonus to attack speed. That talent's name? Anitlei, implying that whatever the original knowledge entailed, it is only a word, and the Aanitlei will be whatever the Tacan need them to be — even if the Tacan are only Zahua himself.
  • Gameplay and Story Segregation: His banter indicates he's constantly taking more drugs, but they're not in his inventory and you still need to have him take them for him to gain the effects. Probably easier than the alternative of him taking whatever drugs he wanted without the player's input.
  • Guide Dang It!: Fittingly, given the source of his wisdom, figuring out how to deal with Zahua can be a little obtuse.
    • You recruit him by finding him inside a seemingly innocuous barrel of fish on the Stalwart docks. There's a cutscene where a villager runs away from said barrel screaming, but still.
    • His sidequest is easy to trigger by accident and hard to trigger on purpose. Doing so involves exhausting his dialogue options and changing areas/reloading the game, but not in Whitestone Hollow.
    • Also, like Kana and Sagani, Zahua has many different ending states, influenced not only by his personal quest, but by what the Watcher says to him while traveling with him. Zahua has different endings depending on whether or not you finish his quest and two values, Legacy and Persistence. The former corresponds to telling him to value the Tacan's memory and teachings, the latter on himself and his own actions. The two aren't dependent on each other, and it's possible for both to be positive or negative. Softened in that the only truly bad ending he gets is if both are negative and you don't complete his quest.
  • Hermit Guru: Walking the Earth variant.
  • Higher Understanding Through Drugs: The Nalpazca believes that drug induced hallucinations convey wisdom, and Zahua is no exception. His sidequest has the entire party get high so they can share in his vision quest.
  • It Was with You All Along: His sidequest ends with Zahua realizing that the secret of the Anitlei is lost forever, but this is subverted with the realization that all he needed to do to become stronger was to accept the past and move on from it. The secrets of the Anitlei may be lost, but lifting the psychological burden made him stronger anyway — and he gains a bonus talent saying as much.
  • Jerk with a Heart of Gold: Zahua's belief that all suffering is good makes him come off as callous, but he is a compassionate man.
  • Master-Apprentice Chain: The Anitlei. The fact that Zahua's predecessor died without ever teaching him the Anitlei's secrets is actually the crux of Zahua's conflict.
  • Multiple Endings: Depending on whether or not you finish his difficult-to-trigger personal quest and what you tell him about his life's goal of becoming the Anitlei and freeing his people. He can take over an abandoned monastery in the White March and found a new order (there are two ways this can happen, depending on whether or not you finished his quest) or rebuild the Nalpazca, return to Ixamitl and unite several small tribes under the beliefs of the Tacan, or head to Defiance Bay and either take an apprentice or tell all his secrets to a scrivener in the Hand Occult.
  • Mushroom Samba: He's tripping on mushrooms (the malcachoa, known as whitecap in the Dyrwood) when you first meet him, is constantly taking other drugs while he's in the party, and on his personal quest he takes the rest of the party along for the trip.
  • My Greatest Failure: Zahua holds himself responsible for the destruction of his tribe. As the anitlei he was meant to be the perfect warrior and free of world snares. He achieved it briefly, but eventually felt doubt when facing a rival chieftain, which led to the rival tribe to completely absorb and destroy his own. While he spent years planning on returning and liberating his people, he ultimately realizes it's impossible.
  • Old Master: Zahua is an old man, but is also a powerful monk.
  • Prestige Class: Zahua didn't have one himself, since subclasses were only introduced in Deadfire, but one of the choices for monks is Nalpazca. Presumably the Watcher learned it from Zahua.
  • Rule of Symbolism: Finds meaning and insight everywhere he looks, and spends most of his time trying to piece it all together. You get to follow his thought process during his sidequest.
  • "Shaggy Dog" Story: Yep, another one. His vision quest reveals nothing except what he already knew all along: that the Tacan people and its culture are gone and there's nothing he can do about it. The vision is simply telling him that he needs to let go of the past.
  • Sketchy Successor: Zahua sees himself as this, as he was unable to save the Tacan from the rival Quechmatl. Eventually he comes to realize that no one could have done more, and that believing that he had failed where he could have succeed, dwelling on it for years, was a greater failure than accepting his original failure and moving on as best he could.
  • The Stoner: He abuses hallucinogenics as part of his training.
  • Super Toughness: As a monk, he's preternaturally durable thanks to his Enlightenment Superpowers.
  • Third-Person Person: He frequently refers to himself with his own name.
  • To Be a Master: Zahua believes pursuing the ideals of the Nalpazca will make him an unstoppable monk. While this initially seems to be the goal in itself, with The White March Part II installed it turns out Zahua mostly just wants to free the Tacan people from their subjugation to a rival tribe, and redeem himself for failing to lead them to victory as their chieftain — he just believes the only way that is possible is to become the archetypical unstoppable Nalpazca master.
  • Wacky Guy: His antics make him sound sound like this, but in terms of personality he's The Comically Serious.
  • Walking Shirtless Scene: His artwork and default clothing/armor has him just going around in pants and Shoalin-style leg wraps. Even during the time he was Forton. All the better to show off his scars.
  • Walking the Earth: What he's doing when you meet him, searching for knowledge within and without. He's just been to the abandoned monastery of the order of the Thousand Dreams in nearby Coldflow Lake, but found it empty.
  • Warrior Monk: A given. His ambition is to become the anitlei, the perfect warrior freed from all worldly snares who becomes invincible in the process.



"I've done my share of fighting these forty-odd years, but I've never drawn my blade just to watch someone bleed. And I've never drawn it on someone who didn't have his own in hand."

A female aumaua barbarian who, like Kana, originally hails from Rautai. Unlike Kana, however, Maneha is quite the experienced traveler who has seen much of the world and been through a lot. A member of the Giftbearer order, she is currently searching for the mysterious Abbey of the Fallen Moon; a hunt that causes her to cross paths with the Watcher in Stalwart Village.

  • Amazonian Beauty: Tall and muscular, with barbarian as her class.
  • An Axe to Grind: One of her starting weapons.
  • And the Adventure Continues: If you erase her Awakened memories, Maneha continues her life of thrill-seeking and adventure.
  • Aroused by Their Voice: Part of her flirting with Pallegina involves complimenting her accent and asking her to speak in it.
  • Badass Gay: She's a skilled barbarian warrior who happens to prefer women.
  • Bling of War: Her starting "armor" is mostly made up of jewelry — necklaces, bangles, and belts — she picked up during her years as a raider. Not only is this surprisingly effective as armor, she doesn't seem to care about the fact that she's walking around in the freezing mountains of the White March at all.
  • Carry a Big Stick: Her secondary weapon is a morning star.
  • Dual Wielding: She starts with a battle axe and a sword.
  • Everyone Has Standards: She's a mercenary and a pirate, but she's not a bad person. She's never killed someone for the sake of killing and she doesn't start a fight with someone unprepared for one.
  • Exposed to the Elements: She is a barbarian, after all. All her bling will keep her warm.
  • Hired Guns: Her past as a mercenary involved fighting for and against pirates.
  • I Hate Past Me: The reason she is searching for the Abbey. She Awakened past memories of one of her previous incarnations, one who committed terrible crimes. She has heard that the Abbey has a method of erasing memories and wants to use it. Whether or not she actually goes through with it is up to you.
  • The Lad-ette: Maneha enjoys nothing more than fighting, drinking and sleeping around with pretty women.
  • Laser-Guided Amnesia: Her true goal in seeking the Abbey of the Fallen Moon is to use its power to rid her of her painful memories of a past life. It depends on the Watcher whether she goes through with it or not.
  • Luminescent Blush: She "turns a deeper shade of blue" if the Watcher asks point-blank what's her thing with Pallegina.
  • Nice Girl: She's perky and friendly to just about everyone, even Durance. Though she's also clearly trolling him at certain points.
  • Proud Warrior Race Gal: An aversion. Her class is barbarian, but she came from a peaceful village in Rauatai, and while she was a mercenary and raider for some forty years, she was in it for the adventure, not the bloodshed.
  • Retired Badass: If you help her come to terms with her memory instead of erasing it, Maneha settles back down in Rauatai and starts building a life there.
  • Rousseau Was Right: In a somewhat roundabout way. Maneha seems to come to the conclusion that people generally want to believe this is true, so the Engwithans crafted their false gods as a means to an end, to remove some of the internal obstacles people tend to build up in themselves over time.
    Maneha: If what you're saying is true, people made the gods because they needed forgiveness, guidance, grace. Things we're not so good at offering each other.
  • Sad Clown: She's friendly and makes a lot of jokes, but she tries to hide just how much pain her Awakened memories are causing her.
  • Ship Tease: Party banter and a direct question from the Watcher implies she has a crush on Pallegina. Pallegina implies that she might be receptive, though in the second game, it doesn't work out.
  • Sorry, I'm Gay: Her reaction to Kana's attempts to flirt with her. After he finds out, he tries to be her wingman instead.
  • Statuesque Stunner: Pretty much a given as an aumaua, a race who tends towards being tall and muscular.
  • Warrior Monk: She is a Giftbearer of Ondra, and a barbarian/mercenary/pirate raider.

Deadfire Party Members


Maia Rua
Voiced by: Marisha Ray

"Captain, I just wanted to say I enjoy these little moments where we negotiate with things that can eat us."

Maia Rua is an island aumaua ranger whose animal companion, Ishiza, is a bird of prey that can scout outdoor environments both in and out of combat. Like Kana, her brother, she's a loyal Rauataian of Huana ancestry. Her boldness and dedication have earned her an enviable position as a ship captain, which in turn has brought her to Deadfire as part of her country's mission to "civilize" the wild archipelago.

  • Affectionate Nickname: She calls Xoti 'Firefly'. The two of them can end up as a couple depending on your choices.
  • Badass Boast: Made on her behalf by the hazanui (admiral) of the RTC fleet in Deadfire:
    Hazanui Karu: Maia's an expert sailor and a better sharpshooter — the best the Brass Citadel has to offer. Whatever comes your way, she'll see it first.
  • Bi the Way: During her personal quest, two of her contacts, one female and one male, hint that they were more than just friends while on missions with her. She can also be romanced by both female and male Watchers, and can potentially enter a relationship with Xoti.
  • Boomerang Bigot: She's an island aumaua, but considers herself a Rauataian to her core, and is condescending and dismissive of the Huana.
  • Character Class: Her options are Ranger, Ranger/Rogue (Scout), or Ranger/Wizard (Geomancer).
  • Cold Sniper: She's a soldier. She follows orders. Including assassinating a Huana chieftain — who was only calling for greater unity among the tribes — on the RTC's behalf during her personal quest.
  • Deadpan Snarker: Emphasis on the deadpan. She's got a dry, cynical soldier's wit, and snarks constantly to her superiors. That includes the Watcher.
  • Dual Wielding: Her melee backup weapons are a pair of swords. Generally speaking they won't see a lot of use.
  • Early-Bird Cameo: Kana mentions his siblings in one of his dialogue trees and recalls Maia fondly.
  • Feathered Fiend: Ishiza. He bites... and that's just his allies.
  • Forest Ranger: Her character class always all include Ranger, either as a single class or multiclassed with either Rogue or Wizard.
  • Friendly Sniper: Sort of. She's a deadly sharpshooter who likes cracking jokes to break up the tension in between missions, but she can be harsh as well. The mission comes first.
  • Gallows Humor: Part of the job description, and a means of dealing with the stress that comes with it.
  • Guide Dang It!: You might have already guessed, but those missives you're handing out with Maia? Those are coded assassination orders, which is spelled out for you at the end of the quest. You can't do anything about it but wait for the ending crawl once the deed is done, of course. R.I.P., Governor Clario, Storm Speaker Ikawha, and Ranga Ruānu. If you back the RDC, their assasinations are followed up by the RDC providing relief and support to win over support in the islands, staving off further war. Going by what she says, Maia's target wasn't any of the three, but those were still three of the most decent NPCs you meet across the course of the game.
  • Icy Blue Eyes: They stand out all the more against the black sclerae that all aumaua have.
  • "Just Joking" Justification: The Watcher can attempt to defend her anti-Huana bias as just trying to get a reaction, but Tekēhu's not buying it. She's saying it because she likes stirring the pot, but that doesn't mean she doesn't mean it on some level. She does realize she's gone too far when she jokes that Eothas might have stepped on Tekēhu's village — he's not a soldier, he's very young, and that is in fact a very real possibility at this point.
  • Knuckle Cracking: Her idle animation has her doing the fingers laced, palms out variant of this.
  • Loyal Animal Companion: She trained as what Rauataians call a gunhawk, an arquebus marksman bonded with an attack hawk. Her ranger companion is Ishiza, a bird of prey with bright red-and-blue plumage. If you get close to Maia, Ishi takes a shine to you, as well.
    Maia: [as the Watcher wakes from several days spent unconscious] Welcome back, captain. If you were wondering about the taste... Ishi was trying to feed you bugs while you were asleep.
  • Mage Marksman: As a geomancer (ranger/wizard), much like the name implies, she can use the wizard's control effects to set up her own killzones. Of course you don't have to play the class combination that way, but the synergy makes it particularly effective.
  • The Mole: Maia comes right and tells you that she wouldn't blame you for thinking she was a spy, and is entirely open about sending reports back to the Brass Citadel. Not only is she a spy, she's an assassin, and it wouldn't matter if you did read her missives because they're all in code anyway.
  • Mismatched Eyes: Each of Ishiza's eyes is a different color.
  • My Country, Right or Wrong: She's aware of some of Rauatai's more questionable actions in the Deadfire, but she's a soldier and a patriot, and believes that they serve a higher purpose. Depending on her interactions with the Watcher, she can become dissatisfied with what she was ordered to do, and raise enough of a fuss back in Rauatai during the ending that the Ranga Nui, the Emperor of Rauatai, rebukes his admirals and reminds them that victory at all costs is not acceptable, especially when it sets precedents for underhanded tactics.
  • Noble Bigot with a Badge: She's a soldier and a patriot, and tends to take a dim view of anyone who isn't willing to get in line behind Rauatai. She doesn't hate the Huana as people (after all, she's an island aumaua herself), but her contempt for the culture is palpable.
  • Noble Bird of Prey: Deliberately mocked with Ishiza, who Maia calls "Captain Stinkfeathers". When the Watcher finds Hylea is watching the two of them through Ishiza's eyes, the goddess calls Ishiza a "noble creature", and the Watcher has the option of expressing some disbelief.
  • Non-Human Sidekick: Ishiza, a bird of prey that looks to be orlan-sized in the concept art. He's considerably smaller in the game proper.
  • Realpolitik: She doesn't always like it, but she accepts that the RTC is doing things that need to be done to bring order (as they see it) to the region.
    • Depending on the Watcher's reaction, she may speak out against the RTC's actions in the Deadfire, causing the Ranga Nui to rebuke his admirals for their shady tactics.
  • Prestige Class: Her subclass, unique to her, is Gunhawk, a kind of specialized Rautaian ranger. This enhances her range and reload time with arquebuses, crossbows, and arbalests, and as a flying companion Ishi can ignore difficult terrain, among other benefits.
  • Sibling Yin-Yang: She dislikes poetry, she's very sardonic, a Deadpan Snarker who is often very blunt, with both feet planted firmly on the ground, unlike her brother. Even more unlike Kana, a peace-loving academic who wanted a more open Rauatai, she's a dedicated career soldier who's fully clued in to the nastier side of Rauatai's operations in the Deadfire.
  • Statuesque Stunner: She's aumaua, meaning she's a head or two taller than Edér. She's proportionately relatively slender for an aumaua, however.
  • The Stoic: In contrast to Kana, she's deeply reserved and extremely deadpan. Not that she doesn't have strong opinions, but she can and will tamp them down in the name of getting the job done.
  • Token Evil Teammate: Downplayed. She's working for The Empire and fully supports its imperialistic endeavors. She's also aware of its shadier tactics, including the murder of civilians, and does nothing to stop them. In fact, she even assists with them from time to time. Despite this, however, Maia herself is an otherwise decent person whose duties to her nation are treated more as Punch Clock Villainy than anything else. Furthermore, she can be influenced into rethinking her stance on Rauati's policies and become an advocate for change within her homeland.
  • Tranquil Fury: As part of being The Stoic. Even if the Watcher sacrificed Kana to the Skaenite blood pool in Dyrford, her response is to level her rifle at you and count to three before acknowledging that she can't shoot you without disobeying her orders. But she won't talk to you again for the rest of the game.
  • Video Game Cruelty Potential: If you sacrificed her brother in previous game, you can tell it straight to her face. With copious details. If Aloth and Edér are in party they are shocked as the truth is finally known to them. Maia's first reaction is to shoot you, but in the end she contends to put duty first. She however promises to save a bullet for you. Subsequent attempts to talk to her will just lead to float text: "Maia simply glares at you."
    The Watcher: I sacrificed Kana to a living pool of Skaenite blood... he bled out like an aurochs for slaughter, and the dead accepted his flesh greedily.
  • Worthy Opponent: She and Serafen become fast friends seemingly because they've faced each other down ship-to-ship across the water before joining up with the Watcher.


Voiced by: Liam O'Brien

"You been at sea a while, your mind starts playing tricks on you, aye? Well, mine plays tricks on others, too."

Serafen is an orlan cipher/barbarian and a member of the Príncipi sen Patrena, the dominant pirate organization in the region. He was born into slavery and put to work as a rigger and powder monkey since his small size made him ideal for scurrying around ships. During those years, he discovered his talents as a cipher and used them to lure his masters' ship into the path of the Príncipi. Impressed, the pirates offered him a position as one of their infamous "ship hunters", and he in turn found acceptance and freedom among his new comrades. He worries, however, that the growing schism in the Príncipi will destroy the community he has come to love.

  • Arch-Enemy: Malnaj, the orlan cipher who taught him his craft, but is now hunting down his father figure Remaro.
  • Badass Beard: Cerulean in hue with Blackbeard-style braids.
  • Barbarian Hero: He comes from a "Wild" Orlan tribe and was taken as a slave as a child. In-game, however, his barbarian class represents his ferocious pirate fighting style.
  • Bi the Way: Expresses appreciation for both lads and lasses, and flirts with a Watcher of either gender.
  • Born into Slavery: Though he was eventually freed by the Príncipi, earning them his loyalty.
  • Braids of Barbarism: Puts braids in his beard, not unlike a certain real world pirate.
  • Broken Pedestal: His personal quest involves seeking out the man who raised him, a Principi pirate now being hunted down for mutiny. Who further reveals that neither the Principi nor their former captain hold the ban against slaving anywhere near as sacred as Serafen.
  • Character Class: When you first recruit him, you can choose between Cipher, Barbarian, or Cipher/Barbarian (Witch).
  • Deadpan Snarker: Almost everything he says is a joke, insult, boast, or some combination of the three, even in his most serious moments.
  • Friends with Benefits: His romance, such as it is, begins and ends at this. He says he's not the marrying type, and that "there ain't no fix for what's broken in him". He's game for a lot, but nothing deeper or longer-term, which he's completely upfront about.
  • Gameplay and Story Segregation: It's possible to make him into a single-class barbarian, but his cipher abilities still come up in non-combat scenes even if you do. His Psychic Powers figure heavily into his backstory, are part of what makes him such a good shiphunter, and he uses them on the Watcher in his very first scene.
  • Guns Akimbo: His default backup weapon: two pistols, because you can do that in this game. When you finish his personal quest, he gets an additional hand mortar called Fire In The Hole, which means he can dual wield mini-grenade launchers.
  • Hand Cannon: Rather than using a standard pistol, Serafen comes equipped with a hand mortar; a unique pistol-sized grenade launcher capable of dispatching multiple foes.
  • Informed Attribute: Dialogue seems to imply that Serafen is fat (Maia says in banter that she mistook him for "a hairy powder barrel", and the descriptive text makes frequent references to his belly). His in-game model... isn't.
  • Mage Marksman: Heightened abilities and pistols akimbo, Matrix-style.
  • Magic Knight: Psychic pirate, but same general idea. His psychic abilities are written into his introduction, but you can opt to make him a pure barbarian as well as a pure cipher, or just multiclass the two together.
  • Mentor Archetype: Serafen tries to act as one for Vela if she's present on the Watcher's ship, giving the young Orlan a range of life advice.
  • Mildly Military: He salutes you left and right and won't commit to a real relationship out of a sense of shipboard professionalism, but he swears up a storm and calls you "cap". Of course, the only vessels he's ever served on were pirate ones, so he has a different sense of duty and tradition from, say, Maia. Enough of one that they can still find common ground, though.
  • Mind Probe: He's prone to doing it to people, often being asked. He tries it on the player when they first meet, which the player can resist or allow, and denounce or not.
  • Ninja Pirate Zombie Robot: Blue-furred halfling psychic freed slave barbarian pirate.
  • Odd Friendship: With Maia. Soldiers and sailors, with similarly dark, vulgar senses of humor. There's a bit of Worthy Opponent going on, as well, since they're pretty sure they've been on ships which met on opposite sides of battle before. Pallegina, meanwhile, is taken a bit off-guard by just how impressed and respectful Serafen is towards her.
  • The Pig Pen: The rest of the party often brings up Serafen's lacking hygiene.
  • Prestige Class: His cipher subclass is Wild Mind.
  • Pstandard Psychic Pstance: Part of his Idle Animation as of 1.1 — hand up, palm out, other hand against his temple.
  • Psychic Powers: He's a cipher, meaning he can read minds, create illusions, and blast enemies with psychic force.
  • Sir Swears-a-Lot: Waxes lyrically profane at every occasion, the most of any character in the game.
  • Sophisticated as Hell: Talks in a somewhat flowery manner while also swearing every second sentence or so.
    Serafen: Unrefined? Begging your pardon, captain, but I be the high fucking model of the gentleman of fortune!
  • Stroke the Beard: Strokes his braided beard while deep in thought. Part of his Idle Animation when it was added in after launch.
  • Sword and Gun: In true pirate fashion — a handheld mortar in one hand and a battle axe in the other.
  • Talk Like a Pirate: Well, somebody had to.
  • Vocal Dissonance: Has a deep, gravelly voice, rather than the high-pitched, hyperactive Plucky Comic Relief sidekick sort of voice you might be expecting at first glance.
  • Wild Magic: His cipher subclass, Wild Mind. Because he was never formally trained in how to use his Psychic Powers, they have a small chance of misfiring in certain... interesting ways.
  • Worthy Opponent: He and Maia get along remarkably well despite having clashed in ship battles in the past mostly because she can respect him as a sailor and, after a fashion, loyal soldier of the Principi.
  • You Gotta Have Blue Hair: Has bluish-green fur.


Voiced by: Travis Willingham

"For as long as there have been Huana there have been watershapers. But only since Tekēhu has watershaping been art."

Tekēhu is the 7th and final companion, a aumaua marine godlike chanter/druid. He is one of the Huana, the native people of Deadfire and is a master of manipulating water for art.

  • Abhorrent Admirer: He flirts with Pallegina if she's in the party when you first meet him. She's clearly displeased and annoyed with his attention and makes it very clear she wants to hear none of it. He then tries to bond with her over their shared experience as godlike, which only aggravates her further — she wasn't revered as a demigod back in the Republics, certainly. Eventually they do bury the hatchet, however, with Tekēhu gifting her a tiny intricate water sculpture of a ship — not as a token of affection, simply as a peace offering.
  • Amazing Technicolor Population: He has white skin with blue markings.
  • Bi the Way: He's openly bisexual, having had female lovers before, and will romance either a male or female Watcher.
  • Bizarre Human Biology: Bizarre Aumaua Biology, rather. Besides the tentacle hair (which move on their own), he can also start dripping ink from said tentacles when particularly distressed. It happens during a rather aggressive interaction with a fellow party member.
    Tekēhu: I admit to having glands which I do not discuss, but I always keep them clean.
  • Broken Pedestal: A few times, when he finds out that the watershapers are using their powers to aid in the Undercroft's smuggling operation — partly so that the Roparu can eat, admittedly — and again when he discovers that the reason the watershapers are so powerful is because they're drawing on the powerful soul of a dragon their founder, Periki, has had chained underneath the guild for centuries. And his mentor, Guildmaster Mairu, [[MentorOccupationalHazard is killed by naga summoned by said dragon's attempts to free himself.
  • Character Class: Can choose between Druid, Chanter, and Druid/Chanter (Theurge).
  • Character Development: He's got some growing up to do. His ending will see him embrace his duty to the tribes, or embrace his art. Neither one is treated as the "right" answer.
  • Character Tic: Touching his hair (and his hair touching him back) and rubbing the white spot on his forehead self-consciously,
  • The Chosen One: He is chosen by Ondra, It makes him feel insecure, that he's only exceptional because she chose him. Ondra however tells the player she chose Tekēhu because he's exceptional, not the other way around. She doesn't care what he choses to do with his life, in her eyes, whatever he does will be excellent.
  • Desperately Looking for a Purpose in Life: He's extremely reluctant to take on the power, responsibility, and fame being Godlike bestows upon him in Huana society. His "mother", the sea goddess Ondra, takes a surprisingly direct hand in seeing that you ensure he lives up to his potential.
    Ondra: A life without friction or challenge has left the boy in need of guidance.
  • Doing It for the Art: He's spent most of his life using his watershaping powers for sculpting purposes rather than to fight, and believes that using them for expression is nobler than using them for war.
  • Dreadlock Warrior: His tentacled hair resembles this, bound up in a bunch behind his head.
  • Fish Person: As a Marine Godlike and an aumaua, he has traits in common with fish, sharks, squid, and more besides: scaled skin, tentacled hair with glowing tips like an anenome which secretes black ink when he's stressed out, sharp, shark-like teeth, and black eyes. His skin pattern, rather than the tropical fish pattern of most auamaua is a mottled orca-like blue and pale blue-white.
  • Gentle Giant: Easy to lose sight of in light of his openness and sensitivity, but Tekēhu is massive, much more heavily muscled than player auamaua, and the way he carries himself means he would have to be fairly physically strong, too. Not that his stats reflect this (Might 12, Con 10), but then again a bodybuilder or swimmer's strength does not necessarily translate well into fighting or general labor, despite what superhero comics would have you believe.
  • A Girl in Every Port: In pretty much every Huana settlement you go to, you'll meet at least one woman who had a fling with him. Most of them aren't all that happy to see him again.
  • I Just Want to Be Normal: He doesn't seem to dislike himself so much as the status his unique birth affords him. He doesn't so much want to be like everyone else as he wants some of their anonymity.
  • I'm a Doctor, Not a Placeholder: More of an admission than a denial, however — he knows he's not the experienced adventurer the rest of your party might be.
    Tekēhu: I say I am no sailor and I know even less about death. I am an artist.
  • Inferiority Superiority Complex: For all his swagger, he's extremely insecure, due to the expectations fostered on him by his people and his goddess, Ondra. Ondra outright tells the player she hopes being exposed to the Watcher will make Tekēhu get over his own issues.
  • Jumped at the Call: Only too happy to see the world from outside the guild if you ask.
    Tekēhu: If it untangles me from the guild's apron strings, then you can mount me as the figurehead of your fair ship. Our quarters may smell of fish before long, but your crew will be more beautiful by association, I say.
  • Making a Splash: He's one of the Huana's watershapers, druids with powerful control over water. He receives a number of unique water-element versions of summons and other attacks. He can also create huge, long-lasting sculptures, as well as tiny, intricate ones, out of living water.
  • Momma's Boy: Played With. The "momma" in question is his goddess, Ngati (Ondra), not his mortal mother.
  • My Species Doth Protest Too Much: Technically speaking, he's a member the Mataru, the Huana's warrior caste. He is decidedly less than warlike.
  • Naïve Newcomer: He's spent most of his sheltered young life as a pampered watershaping prodigy, creating the huge sculptures of molded water you see throughout Neketaka. He's powerful enough watershaper to stand alongside your returning companions, however. His reaction to the Gullet is eye-opening, and kicks off his Character Development in earnest.
  • Open Mouth, Insert Foot: He seems to mean well, but he can't seem to start a conversation with any of the female party members without offending them. Pallegina resents his assumption that they're alike, Maia has an inborn dislike of the Huana, and while he and Xoti get along when they're just talking and on the subject of faith, her opinion of him drops precipitously when he starts talking about his carousing lifestyle.
  • Prehensile Hair: Has undulating tendrils for hair, with glowing tips like certain kinds of anemone.
  • Prestige Class: His unique subclasses are Watershaper as a druid, and Storm Speaker as a chanter.
  • Romanticism vs. Enlightenment: A lot of his party banter with Aloth verges on this, with Tekehu firmly on the side of tradition, emotion, beauty, passion, and art, while Aloth is very firmly on the side of reform, logic, reason, books, and education. In combat, Tekehu also sings his chants from the heart, while Aloth studies his spells from his grimoire. Tekehu also tries in vain to get Aloth to stop burying his head in books and revel in the beauty and passion of life. (Which Aloth can — just in a quieter way.)
  • Shark Man: All auamaua have aspects of this. Tekēhu takes it further, with his druid spiritshift allowing him to turn into a humanoid hammerhead shark.
  • Shock and Awe: As a chanter, he's a Storm Speaker, giving him power over winds, rain, and lightning.
  • Small Name, Big Ego: He can seem pretty full of himself at times. Given his appearance and abilities, this is actually sort of understandable, and he actually seems more resigned to the attention he receives, playing up expectations rather than actually thinking of himself as inherently better.
  • Spoiled Sweet: He's been revered as a demigod for most of his life, living in opulent comfort near the height of Neketaka, but he cares about his people and about principles beyond mere pragmatism.
  • Suspiciously Similar Substitute: A physically massive, deep-voiced chanter and naive young idealist out seeing the world first-hand, torn between his people's traditions and his own wish for progress? No, it's not Kana this time, and Tekēhu is considerably more naive, Kana being very well-read and having done some traveling even before he met the Watcher.
  • Too Much Information: Aloth and Pallegina certainly think so, Tekēhu being very open and enthusiastic about his sex life.
  • Verbal Tic: The usual Huana ones: "What say?" as a way of opening conversation or turning a general statement into a request for an opinion; "I say," as a way of ending a sentence or emphasizing a point; and "ekera", for agreement or emphasis, just about all the time.
  • Voluntary Shapeshifter: His spiritform as a druid is a wereshark. A hammerhead wereshark.
  • Weather Manipulation: As a Storm Speaker, his chanter subclass, he has considerable powers over storms at sea.
  • What Measure Is a Non-Human?: A rather bizarre variant with his undulating tentacle hair. Some dialogue implies they're semi-sentient and territorial, yet he thinks nothing of having them trimmed (and speaks of htem not trusting him afterwards pretty casually), and at one point he accidentally yanks one clean off and flicks it away like a piece of seaweed.
  • Wide-Eyed Idealist: He's clearly heartbroken at the suffering he sees in the Gullet. Even more clearly, he had absolutely no idea such suffering existed among his people, which, knowing Prince Aruihi, might be the reason he asked you to bring him along.
  • You Gotta Have Blue Hair: Blue tentacles for hair, with glowing tips.


Voiced by: Laura Bailey

"This here's a final call for all souls! Last stop for the lost! Gather around now — I'll cut you loose and haul you into the light."

A savannah/meadow folk priest/monk and member of the children of the Dawnstars. When Xoti was a young girl, she was one of thousands of Readcerans who came to Deadfire fleeing the devastation that followed the vorlas blight and the Saint's War. Her family, like many others, established themselves as farmers, and she fell in love with the lush jungles and bright beaches of her adopted homeland. She is intrigued by the rumors of Eothas' manifestation, but she fears what that will mean for her fellow expatriates, many of whom followed his previous incarnation into war and defeat.

  • Abhorrent Admirer: A more skeptical Edér can't get past his misgivings about her faith, which reminds him uncomfortably both of the Saint's War and his own lost faith.
  • Affectionate Nickname: Maia calls her Firefly, because of the lantern.
  • Badass Boast: Tends to make a lot of these, on behalf of Gaun, the Watcher, and herself via association. Her confidence is the source of some unspoken friction between her and other party members.
    Xoti: Get ready to witness the feat of a lifetime, Watcher! I'm about to do gods' good work — to single-handedly shepherd a multitude of souls straight into the depths of Hel!
  • Bad Powers, Good People: As a Harvester of Gaun, a priest of Eothas in his aspect of the Grim Reaper, her priestly powers revolve around death, reaping, and darkness — specifically, reaping the souls of those who've passed, lighting the darkness in which they find themselves, and easing their passage into the Beyond. As a monk, she's a Sister of the Reaping Moon, meaning she's empowered by Wounds, both by taking damage and by killing enemies. Though it eventually gets subverted if the player should allow her indulge too much in this. If she is not discouraged from harvesting every spirit she comes across, Xoti will gradually start losing her grasp on reality, and get increasingly obsessed with the experience of reaping spirits, and by the time of the epilogue, she eventually cracks completely, and starts targeting living subjects to reap their spirits, beginning with secretly killing animals in gruesome ways, before eventually becoming a fully fledged Serial Killer.
  • Because Destiny Says So: A big believer in divine providence and the gods moving In Mysterious Ways, a source of considerable self-confidence for her. It helps that her prophetic dreams really do come true, though whether the gods are really as infallible as Xoti seems to believe is another matter.
  • Better as Friends: If Xoti tries to start a romantic relationship with Edér (provided he is friendly inclined towards her to begin with), it ends up like this. The ending slide for this scenario notices that Edér, though not rejecting of her, simply isn't interested in a romantic relationship and therefore continues to find her flirting with him to be somewhat uncomfortable, and eventually her interactions with him turns less amorous and more companionable, and the two instead become life-long friends.
  • Bare-Fisted Monk: If you pick the monk class, she can do this, though her sickle and lantern are good enough to keep using.
  • Bi the Way: Xoti is a romance option for both male and female Watchers, and has a bit of Ship Tease with both Edér and Maia, the latter of whom she can even enter a relationship with.
  • Character Class: Her class options are Priest, Monk, and Priest/Monk (Contemplative).
  • Character Tic: Biting her lower lip, which is heavily chapped as a result. When she's particularly upset, she bites down hard enough to draw blood.
  • Combat Medic: As a member of the healing/buff-centric priest class, she's also handy with a sickle, uses her lantern as a shield, and worships the god of healing and rebirth. Her monk powers and high spike damage against low-health enemies make her pretty deadly in battle, too.
  • Corrupt the Cutie: From lovable Genki Girl to haggard Mad Oracle to (potentially) Serial Killer harvesting souls from the living instead of the dead in one of her endings.
  • The Corruption: Holding onto all those lost souls, many of whom aren't as nice as Xoti, can take her from merely seeing the horrors in her dreams to seeing them while she's awake, until she finally snaps and starts trying to act them out herself.
  • Deep South: Fits a lot of the stereotypes. She's from Readceras, which means she has a southern accent, and she's a Farm Girl who's an enthusiastic missionary of her church — the Children of the Dawnstars, who worship Messianic Archetype Eothas, with congregations that closely resemble Christian revivalist gatherings.
  • Don't Make Me Take My Belt Off: Her Uncle Angbert used to whoop her with a quarterstaff when she misbehaved, which, from the sounds of things, was pretty often.
  • The Dreaded: Her bad ending sees her losing her grip on reality and entirely stopping to distinguish between the souls of the living and the dead, becoming an insane Serial Killer who haunts the southeastern Deadfire islands, leaving behind disturbing rumours and hushed whispers of a "Harvester" who inflicts a terrible and grisly fate on anyone unfortunate enough to cross their path wherever she goes.
  • Dreaming of Things to Come: She has nightmarish visions of the future. Eventually, as her lantern gets heavier, she starts dreaming while she's awake, too.
  • Don't Fear the Reaper: Central to faith in Gaun, who appears as a hooded man wielding a scythe. Gaun, however, is an aspect of Eothas, who is the god of light, forgiveness, and rebirth.
  • Due to the Dead: As a priestess of Gaun, the aspect of Eothas as the god of death, she puts a lot of emphasis on overseeing the passing of the dead.
  • Eerie Pale-Skinned Brunette: After her personal quest, depending on how you resolve it. If you tell her to hold onto the souls, and all the darkness they represent, she's described as losing some color — and a lot of sleep — and starts rambling unprovoked about her increasingly nightmarish visions, while admitting she's starting to like them.
  • Farm Girl: She grew up on a farm with her aunt and uncle Angbert. Her in-game background is listed as Farmer, another thing she has in common with Edér.
  • Foil: To Durance from the first game, not least of all because he killed her god. They never meet, but she's the eager, cheerful, (mostly) innocent priestess to his bitter old man. She has actual visions of the future and can eventually gain an opportunity to speak to her god directly, while Durance is desperately trying to reconnect with the goddess who abandoned him. Both also show the darker sides of faith — Durance, the dangers of going along with the mob, and the destructive power of fanaticism, while Xoti can sink further and further into the solitary, obsessive madness of a religious Serial Killer.
  • Foreshadowing: She can see the future. And why is that hideous Soul Collector you fight in Rymrgand's realm carrying a lantern...?
  • The Fundamentalist: Mostly only comes out with Pallegina, who isn't even bothering to hide her Nay Theism this time around. This can eventually become a wedge between her and an increasingly doubting Edér, as well, however. He has bad memories of the Readcerans' particular brand of Eothas worship.
  • Genki Girl: She's bright, cheerful, and forceful when she wants to be.
  • Gosh Dang It to Heck!: Zigzagged. She uses "darn" instead of "damn", but will use other curse words, and because the colloquial name for the In-Between (the purgatory between death and reincarnation) is Hel, she has no problem at all saying that.
  • Healer Signs On Early: She's the game's first priest, available as soon as you reach Port Maje.
  • In the Hood: Wears the vivid green hood of the Dawnstars by default, as seen in her portrait above. Other than the color, it fits her worship of Gaun nicely.
  • It Is Pronounced Tro PAY: SHOW-tee. It's an Ixamitl (Savannah Human) name.
  • Jumped at the Call: If you let her join your party:
    Xoti: I know an offer rare as hens' teeth when I see it. Yeah, I'm taking it.
  • Oh My Gods!: Uses "my god" (meaning Eothas) and homonyms and near-homonyms like "for gods' sake" or "for Gaun's sake" instead of "for God's sake", as part of the parallel between her Readceran roots and the real world Deep South.
  • Mad Oracle: Starts going downhill after the Watcher encourages her to embrace the darkness rather than offloading the souls she's collected back into the cycle.
  • The Missionary: Though the Readcerans came to the Deadfire as refugees, fleeing the vorlas blight and the Saint's War, the Dawnstars now travel the islands, spreading their particular rites and rituals for worshipping Eothas and Gaun.
  • Nephewism: Raised by her aunt and uncle after something bad (she doesn't talk about it) happened to her parents.
  • My Parents Are Dead: She doesn't like to talk about them. One of the questions the Watcher can ask is if she killed them.
  • Nice Job Breaking It, Hero!: Well, what did you expect when you told her to "embrace the darkness"?
  • Nightmare Fuel Station Attendant: Gains a new appreciation for the darkness if you convince her to hold onto the wayward souls in her lantern rather than releasing them back into the cycle.
  • The Ophelia: If she goes all the way mad. Of the Ax-Crazy variety, too. Made worse because if it happens, you'll know it was the result of your advice.
  • Our Souls Are Different: Her lantern pulls the souls of the dead inside of it, "reaping" them for Gaun, for passage into the next life. As a Watcher, you can actually see it happening.
  • The Pig Pen: She's always got mud on her boots and smudges of dirt on her face. She also makes frequent mention of bathing — specifically whether or not she needs to, and of not having done so recently.
  • Poke in the Third Eye: When Serafen tries to read Xoti's thoughts after she begins hoarding the souls she reaps, he finds himself trapped in a Year Inside, Hour Outside situtation where what feels like days pass in a matter of seconds, seeing a vision of the entire party lying dead on the deck of her ship. He tells her he just "bounced off", though the Watcher can convince him to tell her the truth.
  • Prestige Class: Her Priest subclass, Harvester of Gaun, gives her a darker take on the Priest of Eothas's spell list. Her Monk subclass, Sister of the Reaping Moon, grants her bonus Wounds when she kills an enemy; in exchange, all of her Monk abilities cost one extra Wound to activate.
  • The Sacred Darkness: Her belief in night, death, and abscission (the process by which plants shed their leaves or drop fruit or nuts) is that these are simply a natural part of the cycle of life, and holy in their own right. The danger seems to be in lingering, holding on to things which are past — like, say, clinging to life as one of the undead — or perhaps refusing to give up the cargo of a lantern weighted down with countless collected souls?
  • Ship Tease: She's rather taken with Edér, and he with her, at least at first. Maia also drops a few hints of her own later on, not the least of which is her Affectionate Nickname for her: Firefly.
  • Sinister Scythe: As a follower of Gaun, the aspect of Eothas associated with harvests and death, she wields a sickle. Many of her unique abilities involve "reaping" foes, gaining bonus damage and extra monk resources for killing with melee attacks, with her unique 1st level priest spell Blessed Harvest dealing massive damage to targets that are bloodied or near death.
  • Sir Swears-a-Lot: Not as much as Serafen, but she's prone to the occasional curse, which stands out when coming from a priest.
  • Talkative Loon: One possible outcome of her personal quest. The game makes it pretty clear that holding onto those souls is the source of her nightmares, and they're only going to get worse as she collects more and more of them. This doesn't happen if you convince her to regularly offload them at one of the various adra pillars you discover over the course of the game.
  • Talks Like a Simile: Uses countrified comparisons and idioms, being as she's a good country girl from Readceras, which is something of a Deep South analog in this game.
  • Vigilante: If you hold off on recruiting her in Port Maje, after returning from the Engwithan Digsite she's gone on to Neketaka, where she's become this on behalf of the city's Roparu, and you get hints of the darkness under her bright exterior a lot sooner than you otherwise might.
  • Waif Prophet: She's a young woman with prophetic dreams who becomes progressively sicker as she reaps more souls, wracked with pain and hallucinations.
    Xoti: Sometimes I hear them like a whisper in the back of my mind. All those souls wandering the darkness.
  • War Refugees: Her family fled to the Deadfire from Readceras during the Saint's War, along with thousands of others. Like most Readcerans, they're devout Eothasians and brought their faith along with them.
  • Warrior Monk: Even as a pure priest, her sickle, lantern, and various Gaun-granted spells all lend to her spending most of her time on the front lines.
  • Your Soul Is Mine: Subverted — Xoti collects the souls of the dead in her lantern, which does grant her certain powers (like prophetic dreams), but her goal in doing so is to shepherd them back onto the Wheel and into the next life.

Deadfire Sidekicks


Voiced by: Julia Innocenti

"Madiccho. I fought so hard to get here, but I won't miss a splinter of this place."

The disgruntled apprentice of the legendary wizard Arkemyr. An ocean folk wizard (who may multiclass as a chanter or druid), originally from the Vailian Republics.

  • The Apprentice: Her whole life up to the point where the Watcher recruits her. She hates Arkemyr enough that she's happy to throw in the towel, however — he has a reputation for never having graduated an apprentice, ever, after all.
  • Bad Boss: Taking a page from her master's book, it seems. All of Arkemyr's imps are terrified of her.
  • Black Mage: If selected, her Sorcerer (Wizard/Druid) multiclass combination of Wizard (Conjurer) and Druid (Animist) gives her access to both the wizard's most powerful crowd control spells and the druid's AOE damage spells. Being a Loremaster (Wizard/Chanter) gives her access to Summon Magic instead. Both can still be built in more of a support/healing/melee combat capacity, of course.
  • Character Class: Her class options are Wizard, Wizard/Druid (Sorcerer), or Wizard/Chanter (Loremaster).
  • Deadpan Snarker: She has a certain bitter wit, which she mostly uses to insult people.
  • Death Glare: Has an impressive one which she levels at Arkemyr when she terminates her apprenticeship with him. He seems pleased.
  • Grumpy Bear: Her default mood. Her Idle Animation is based on the selectable "Sullen" pose — arms folded, shoulders slumped — and she rubs her temples like she has a headache every few moments. While most of the sidekicks don't have much in the way of dialogue other than Rekke's dialogue tree and Ydwin's occasional reaction in other conversations, Fassina actively refuses to speak to you, simply folding her arms and glaring.
  • Insufferable Genius: She knows how smart she is, and she has little time for you or your other companions.
  • Jumped at the Call: Arkemyr is such an demanding employer that Fassina has no problem giving up her apprenticeship to him to join the Watcher, even though it means giving up training at the hands of one of the greatest living mages on Eora.
  • Magic Music: As a vanilla chanter, one of her class options. The singing doesn't have much bearing on her in-game characterization, although the chanter's implied knowledge of lore and ritual magic could have been as much a part of her magical studies as anything else.
  • Mistreatment-Induced Betrayal: Arkemyr again. It takes very little to get Fassina to help you bypass his mansion's security and rob him. She hates him that much.
  • Prestige Class: Her wizard school is conjurer, meaning she focuses on Spontaneous Weapon Creation and summoning elemental walls and barriers, and can summon a familiar to grant her passive bonuses in battle.
  • Red Mage: She's always a wizard, but her multiclass options are chanter and druid.
  • Spontaneous Weapon Creation: Many Conjuration (her wizard subclass) spells allow this, whether launched as single-use projectiles or temporarily replacing her equipped weapons.
  • Tiny Tyrannical Girl: Haughty and arrogant and prone to lashing out, verbally or physically, when she doesn't get her way. She beats and insults her "co-worker" Shop Imp at the Dark Cupboard at every opportunity (to be fair, he smears feces on the shop's inventory), but if you talk to Shop Imp about it... turns out her kind of likes it (and her), and asks her to be careful out there if you recruit her.
  • Voluntary Shapeshifting: For her druid spiritform, she transforms into a huge humanoid wolf.


Voiced by: Bentley Kalu

"Now that's just rude!"

A mountain dwarf chanter/barbarian working as a masseuse at the Wild Mare in Nekataka, bored of his job and craving excitement.

  • Barbarian Hero: Mostly averted. Despite having barbarian as one of his class options, he doesn't fit the rest of the trope all that well.
  • The Bard: As a single-class chanter. Like Fassina and Pallegina, it's just sort of there as one of his class options. In Konstanten's case, at least the focus on pure volume and battle cries carries across all his class options.
  • Battlecry: His best spell selections as a skald are made up of magically empowered shouts. His in-game quote upon rushing into battle is a big, boisterous laugh.
  • Boisterous Bruiser: He seems to be having a pretty great time wading into the fray.
  • Bruiser with a Soft Center: A barbarian warrior... working as a masseuse.
  • Character Class: His class options are Barbarian, Chanter, or Barbarian/Chanter (Howler).
  • Cowardly Lion: Occasionally. Some of his selection dialogue sounds a bit... hesitant, and suggests that he's not really used to a life of adventure and battle.
  • Dissonant Laughter: He's having a really good time in battle, but not quite so much as to qualify for Laughing Mad.
  • Dreadlock Warrior: A dreadlock mohawk.
  • The Drifter: His background. Which is probably why it doesn't take much at all to pull him out of his job as a masseuse at the Wild Mare.
  • Facial Markings: He has tattoos along the shaved sides of his head, curving around his ears, seemingly runes or writing of some kind.
  • Good Parents: Apparently. One of his basic quotes when you talk to him has him wondering what his Pa is up to.
  • Happy Ending Massage: Despite where he works (in a brothel), these aren't the kind of massages he gives.
  • Jumped at the Call: All the Watcher has to do to recruit Konstanten is ask him, as pursing a rogue God is a lot more interesting than his mundane job. If you don't ask him along, he asks you if he can join you.
  • Magic Music: Chanters being the Eoran equivalent of bards. His subclass means he focuses on offensive invocations, as opposed to the buffs and summons that player chanters tend to be drawn to.
  • Make Me Wanna Shout: He starts out with the Barbaric Yell ability as a barbarian, and gains access to the various thunder and sound-based chanter AoEs, which havea reduced cost for him thanks to his subclass.
  • Nice Guy: Just a friendly guy in general.
  • No Indoor Voice: Especially when he laughs.
  • Our Dwarves Are All the Same: Other than the beard and possibly wielding an axe or hammer if you so choose, not so much. As with Barbarian Hero, Konstanten seems like he was designed to deliberately avert this trope.
  • Prestige Class: His chanter subclass of Skald means direct offense invocations have a reduced cost of -1 chanter resource (phrases), while all other invocations have their costs increased by +1. In addition, his weapon crits have a 50% chance of granting him a free phrase.
  • The Reliable One: The reason he's taken a job that doesn't really interest him is because someone has to send money back to Pa, and it isn't going to be his sister.
  • Screaming Warrior: Subverted. Despite his powerful voice, he spends most of combat laughing.
  • Tension-Cutting Laughter: He just seems so relieved to have something to hit.


"Drink up, tars! To our better friendship!"

A perpetually-soused orlan raider, Mirke is wary of the growing factionalism in the Principi and decides to join the Watcher's crew to get out from under it. She's a monk who can be dual-classed as either a fighter or a rogue. Turned into a Sidekick after the initial release as part of the free Rum Runner DLC.

  • The Alcoholic: Is never seen sober. Her associated (free) DLC is themed around getting all liquored up, and sprinkles powerful new alcoholic drinks throughout the game, as well as adding a new drunk idle animation — used by Mirke, naturally, but it can also be selected for the Watcher.
  • Amazing Technicolor Population: Like Serafen, she's bright green. Unlike Serafen, she's a Hearth Orlan, so that's her skin tone, not her fur color. Her fur and hair are blonde.
  • Ascended Extra: In the base game she's a minor NPC at Fort Deadlight involved in the quest you get when recruiting Serafen. See also Promoted to Playable.
  • Bare-Fisted Monk: Her main class, which can be multiclassed with fighter or rogue.
  • Bunny-Ears Lawyer: She's a skilled combatant despite (or possibly because of) her constant drinking.
  • Character Class: Monk, Monk/Fighter (Brawler), or Monk/Rogue (Shadowdancer).
  • Drunken Master: She's like a small green Zahua, except instead of hallucinogens, she just gets smashed.
  • Glacier Waif: Her highest stat is her Constitution of 16, which means her hit points are roughly on par with Eder's. Her Might of 13 also means she's stronger than party members many times her size.
  • Hobbits: She's an orlan.
  • Pint Sized Power House: Both a Bare-Fisted Monk and an orlan.
  • Promoted to Playable: She was a minor character in Fort Deadlight with a surprisingly extensive dialogue tree before being promoted to a recruitable sidekick with the Rum Runner DLC.
  • The Unintelligible: Much of her dialogue is so garbled and slurred that it hardly even sounds like words.


Voiced by: Sam Riegel

"Lap pile kiku? Lakaris? Ke zilas tahun?"

A warrior from across the sea, he does not speak any language known in the Eastern Reach or the Archipelago. He's one of the storm folk, a race of humans never before seen. His multiclass options are monk or barbarian.

  • Beauty Is Never Tarnished: Averted. He's got quite a scar.
  • Character Class: Chooses between Fighter, Fighter/Monk (Brawler), or Fighter/Barbarian (Brute).
  • Fiery Redhead: Long, dark red hair. He's pretty cheerful for someone shipwrecked in an entirely foreign land, and his multiclass options suggest a brash, Boisterous Bruiser.
  • Foreign Cuss Word: Edér teaches Rekke Vailian curse words (and probably all the Vailian Edér himself knows, by extension).
  • Funny Foreigner: He shows up out of nowhere, speaks an unknown language, and most of his antics are Played for Laughs.
  • Guide Dang It!: The hardest part about recruiting him is finding him, verging on Hidden Character.
  • Hidden Character: Almost. He's not in any of the major ports. He's not even near any of the islands the major faction quests will point you toward. Instead, he's floating in a bunch of crates in the middle of the open ocean at the edge of the map.
  • It Is Pronounced Tro PAY: REY-ka. Reyyyy-ka, ta?
  • Lost at Sea: His ship was destroyed by storms and/or sea monsters while crossing the storms, which no one had ever done before.
  • The Missionary: His stated background on his character sheet, but of course it's not easy to tell with him. Yezuha doesn't worship the traditional Eoran pantheon, however — they worship God, in the singular.
  • Mysterious Past: You can't actually understand him, so this is a given. Even once he starts speaking Aedyran, he's very vague.
  • No Place Like Home: He'd go back right now, if he could.
  • Polyglot: Once you can understand him, he says they speak many languages in the land where he comes from. He says this after having picked up Aedyran almost supernaturally quickly.
  • The Prankster: He amuses himself by playing pranks on other members of the party. Many of the things he does seem to be based on getting back at others, making them "even," based on his somewhat skewed view of what that means.
  • Pyro Maniac: Maybe. Some buildings "went on fire" back in his homeland, which is part of why he was put on the ship. He doesn't elaborate, and you're not given the option of prying further.
  • Religious Bruiser: Though it's a little hard to believe Rekke was anyone's first choice as a missionary.
  • Rugged Scar: A long, jagged scar along his left cheek and jaw, which pulls up the side of his mouth into a slight grimace.
  • Sequel Hook: The existence of an entire civilization where the gods of the Engwithans are unknown.
  • Shout-Out: Seems like there's a little inversion of John Blackthorne/William Adams in there, as a man from the west who washes up in the east. His class options even suggest something of the interplay between samurai (fighter/monk) and western warrior (fighter, fighter/barbarian).
  • The Unintelligible: No one in the party has any idea what language he's speaking — though an obscure hint suggests it might be a very distant relative of Ixamitl — but that doesn't stop Rekke from speaking his mind regardless. Quickly averted, however, as he's the only sidekick who has a full, surprisingly extensive dialogue tree.
  • Verbal Tic: He uses "ta" in much the same way Huana use "ekera" and Vailians use "ac."
  • You No Take Candle: Downplayed, but he speaks in broken Aedyran while trying to make himself understood. He quickly becomes quite fluent, barring the occasional slip-up — enough that he snarks that his Aedyran has to at least be better than Serafen's, right?


Voiced by: Ashley Johnson

"I'd not experiment upon myself without relative certainty it would be a success."

Ydwin is a pale elf fampyr mindstalker (rogue/cipher) with extensive training as an animancer (which is actually why she's a fampyr). She was born in a remote, lawless settlement in the White that Wends, where she witnessed the cruelest extremes of kith and nature. Her observations fueled a fascination with animancy, and she eventually made her way to the Vailian Republics to study. She's since become an accomplished master in the field, and advances with luminous adra in the Deadfire have drawn her to the archipelago. Originally a potential 8th companion, Ydwin is one of the potential Sidekicks you can recruit in the Deadfire.

  • Apologetic Attacker: Upon killing an enemy:
    Ydwin: [fretfully] Did I do that?
  • Badass Longcoat: Starts out wearing one of the 17th Century-style frock coats available in the game.
  • Boyish Short Hair: Along with a frock coat and spectacles.
  • Call-Back: Ydwin unwittingly invokes the Arc Words of the first game when she wants to rest:
    Ydwin: I heard they're prone to nightmares, but do Watchers never sleep?
  • Character Class: Has her choice of Cipher, Rogue, or Cipher/Rogue (Mindstalker).
  • For Science!: She's dedicated to pursuing her studies in animancy — the science of the soul.
  • Foreshadowing: Potentially twice over. In the possible category is that she's a pale elf, and has unique dialogue when you visit Rymrgand's realm in "A Glimpse Beyond". In the definitely category, the experiment she did was meant to disconnect her soul from Berath's Wheel to keep from reincarnating... and Eothas' goal turns out be to destroy the Wheel so no-one is connected to it.
  • Friendly Neighborhood Vampire: Rather than skulking in a crypt or behind closed curtains somewhere, she's still actively working as an animancer in Neketaka.
  • Heroic Albino: Remains to be seen. Vivid red eyes and milk-white skin with just a hint of pink left in it, but she hasn't hurt anybody (other than, debatably, herself) and doesn't intend to, but of course undeath is a slippery slope. Both her skin and eyes are within normal range for her people, the pale elves
  • High-Class Glass: She wears a pair of delicate wire-framed spectacles.
  • Horror Hunger: She requires a steady source of soul energy in order to stave off her the decay of her body and the degeneration of her mind, the most concentrated supply of which being the flesh, and especially blood, of animals... or kith.
  • Our Elves Are Different: She's a pale elf (not just an elf who's pale, but one of the two subspecies of elves in the game), most of whom inhabit the White That Wends, with a culture that seems to resemble Scandinavia in a climate that is the Eoran equivalent of Antarctica. She has the same +5 (+10 in the first game) armor bonus against Burn and Freeze damage as all pale elves.
  • Our Souls Are Different: As an animancer, her specific object of study is exactly how different they are and why.
  • Our Vampires Are Different: They're called fampyrs, and are more or less souls which continue to inhabit dead bodies, which rot unless they can feed on a steady diet of the living — or any other source of soul energy, for that matter. Animals will suffice, but once the process of decay begins, the hunger tends to overtake the fampyr's sanity, causing them to decay further into guls, darguls, and eventually mindless skeletons.
  • Psychic Powers: As with all ciphers, one of her in-game classes.
  • Professor Guinea Pig: She experimented on her own soul to see if it was possible to separate a soul from Berath's wheel, preventing it from ever reincarnating. She succeeded.
  • Red Eyes, Take Warning: Carmine eyes, and she's fampyr. A Friendly Neighborhood Vampire as far as has been seen, but many a Death Guard and fampyr has started out with good intentions.
  • Royal Rapier: Part of a concerted effort to appear as sophisticated and cultured as possible, to leave behind whatever terrible things she apparently saw growing up in the far reaches of White That Wends
  • The Undead: She prevented her soul from passing on to the Great Wheel and her body from dying. In game terms, that makes her this.
  • Waistcoat of Style: She starts out wearing a frock coat. She basically looks like a female version of Alucard with shorter hair.
  • What the Hell Is That Accent?: Asked in-universe, though it's not really noticeable in her voice acting. It's presumably a White That Wends accent, which is probably meant to sound mildly Scandinavian, modulated by years spent in the Republics and Dyrwood.

Temporary Party Members


A mercenary who has been hired on as a guide and guard for the caravan the Watcher is travelling with in the intro. She is headed to Gilded Vale out of worry for the safety of her sister, Aufra, who is a resident of the village.
  • The Lad-ette: The Masculine Girl to Heodan's Feminine Boy.
  • Masculine Girl, Feminine Boy: A gruff mercenary frontierswoman and guide through the hinterlands of the Dyrwood, as opposed to the quiet, nervous, put-upon Heodan.
  • Mauve Shirt: Calisca has a sister in Gilded Vale and spends some time getting to know the Watcher, allowing you to flesh out your background, which does actually come up a few times during the later game. Calisca, on the other hand? Dies in the bîaŵac churned up by the Engwithan engine just as you make it out of the first dungeon.
  • Outdoorsy Gal: She works as a wilderness guide from the Dyrwood to the Ixamitl Plains.
  • We Hardly Knew Ye: Calisca dies at the end of the introductory dungeon. (It is possible to have her die a plot-related death before this point, but the trigger for that death is nowhere near as obvious as in Heodan's case.)


A merchant from the the Aedyr Empire, travelling with the same caravan as the Watcher in the intro. Heodan has left home in the hopes of helping to expand his family's mercantile enterprise, which has been taken over by his brothers.
  • Cowardly Lion: He's a Naïve Newcomer with a slight stammer who's badly out of his element, but he's still a rogue, which means he can deal some hefty damage provided you can find anything for him to hit in the starter dungeon.
  • Masculine Girl, Feminine Boy: The Feminine Boy to Calisca's Masculine Girl. Not that they had much to do with each other before meeting up with the Watcher.
  • Mauve Shirt: Like Calisca, Heodan gets some characterization and even a couple of possible plot hooks, but no matter what — if he even makes it that far — he still dies at the end of Cilant Lîs.
  • Intrepid Merchant: The youngest of his brothers, out trying his luck in the frontier in the hopes of expanding the family business.
  • We Hardly Knew Ye: He has the potential to get it much worse than Calisca, since he can die even earlier than the end of the introduction dungeon if the player doesn't pass a couple of fairly high (for Level 1) skill/ability checks.
  • Youngest Child Wins: Not in Pillars of Eternity. It's that kind of game.

Talking Weapons



Voiced By: Allegra Clark
A sentient sword the Watcher finds in the Old City beneath Neketaka. Modwyr is waiting for her owner, a great swordswoman, to return. With some convincing she can be talked into soulbinding with the Watcher so they might use her till they find her mistress.

  • Cargo Ship: Invoked. The questline and dialogue with Modwyr is deliberately written to have romantic subtext between the Tsundere sword and the Watcher, only their romance revolves around stabbing monsters instead of mutual sexual attraction. Iselmyr also shows some interest in her.
    Watcher: Stabbing people just wouldn't be the same without you!
  • Clingy Jealous Girl: She has the trait "Jealous," and won't let anyone but the Watcher use her. Not that she'd ever tell them that. As her quest progresses she'll allow others to equip her.
  • Deadpan Snarker: She's rather mouthy and sarcastic.
  • Grail in the Garbage: You find her lodged in a corpse in the Old City. She's been there for years.
  • Empathic Weapon: She soulbinds with the watcher and gets stronger the more they bond.
  • In Love with Your Carnage: There's just nothing better than when the two of you are both covered in blood.
  • Interplay of Sex and Violence: Since violence is her only way of interacting with the world, being used for violence in the hands of the Watcher takes on a comically sexual subtext.
  • Laughing Mad: Practically shrieks with laughter when you kill or crit with her.
  • Living Weapon: She's a soul in a sword.
  • Mythology Gag: An expy of Lilarcor ("Larry") the greatsword from Baldur's Gate II, another obnoxious talking sword found in the bowels of the city.
  • Tsundere: Very much so. Especially at first before her original owner is found, she's extremely critical and borderline verbally abusive to the Watcher, but at the same time fully dependant on them to get used to stab things and not rust in a dungeon somewhere. A lot of her dialogue has her begin by being very snarky and taunting before she mellows out at the Watcher's words.
  • Was Once a Man: The soul in the sword was evidently Kith at some point, but Modwyr doesn't remember anything of her past life. The Watcher can release the soul from the blade if they so desire.

Cut Party Members


A priestess of Magran, goddess of war. Wields an arquebus and hammer, and wears Magran's emblem, a bomb, on her breastplate.
  • Chainmail Bikini: Averted. She wears full plate armor that is pretty but functional. An early design emphasized her buxom significantly, however.
  • Church Militant: She carries an arquebus and a warhammer, and her deity's holy symbol is a bomb.
  • Drop the Hammer: Switches to a warhammer when forced into melee.
  • Dummied Out: In the original Kickstarter pitch, she was planned as a recruitable companion. She seems to have been replaced with Durance in the release version.